EngineProtocol.wiki
changeset 1096 79417f0b3cfe
parent 1095 3e447fab8d32
child 1097 959a905adbf8
equal deleted inserted replaced
1095:3e447fab8d32 1096:79417f0b3cfe
     6 <wiki:toc max_depth="3" />
     6 <wiki:toc max_depth="3" />
     7 
     7 
     8 == Introduction ==
     8 == Introduction ==
     9 
     9 
    10 The frontend interacts with the engine in two separate occasions:
    10 The frontend interacts with the engine in two separate occasions:
    11   * map preview generation;
    11  * map preview generation;
    12   * game setup and statistics messages.
    12  * game setup and statistics messages.
    13 
    13 
    14 Messages are always in form of a string of bytes, and the first byte contains the message size (hence the maximum length is 255-1).
    14 Messages are always in form of a string of bytes, and the first byte contains the message size (hence the maximum length is 255-1).
    15 
    15 
    16 == Map preview ==
    16 == Map preview ==
    17 Frontend needs to generate a preview of the map that is going to be used in game; there is no handshaking.
    17 Frontend needs to generate a preview of the map that is going to be used in game; there is no handshaking.
    18 
    18 
    19 Files in which this protocol is implemented: [https://hg.hedgewars.org/hedgewars/file/default/QTfrontend/hwmap.cpp hwmapp.cpp], [https://hg.hedgewars.org/hedgewars/file/default/project_files/HedgewarsMobile/Classes/MapConfigViewController.m MapConfigViewController.m]
    19 Files in which this protocol is implemented: [https://hg.hedgewars.org/hedgewars/file/default/QTfrontend/hwmap.cpp hwmapp.cpp], [https://hg.hedgewars.org/hedgewars/file/default/project_files/HedgewarsMobile/Classes/MapConfigViewController.m MapConfigViewController.m]
    20 
    20 
    21 === Protocol ===
    21 === Protocol ===
    22 || *Frontend*      || *Engine*          || *Format*                  ||
    22 || *Frontend*      || *Engine*          || *Format*                  ||
    23 || Seed            ||                   || {{{eseed { ... }}}}       ||
    23 || UUID            ||                   || {{{eseed { ... }}}}       ||
    24 || Template Filter ||                   || {{{e$template_filter N}}} ||
    24 || Template Filter ||                   || {{{e$template_filter N}}} ||
    25 || Map Type        ||                   || {{{e$mapgen N}}}          ||
    25 || Map Type        ||                   || {{{e$mapgen N}}}          ||
    26 || Maze Value      ||                   || {{{e$maze_size N}}}       ||
    26 || Maze Value      ||                   || {{{e$maze_size N}}}       ||
    27 ||                 || 128x32 byte array || {{{0YSD3 ... FSAD0}}}     ||
    27 ||                 || 128×32 byte array || {{{0YSD3 ... FSAD0}}}     ||
    28 
    28 
    29 === Message format ===
    29 === Message format ===
    30 ==== Seed ====
    30 ==== Seed ====
    31 In the QT frontend, the seed is a UUID.
    31 In the Qt frontend, the seed is a UUID.
    32 The UUID is a 32 bytes array composed of ASCII characters; groups of letters should be separated by '-'. There are standard function calls to automatically generate this string depending on the tools used.
    32 The UUID is a 32 bytes array composed of ASCII characters; groups of letters should be separated by “-”. There are standard function calls to automatically generate this string depending on the tools used.
    33 
    33 
    34 This is however just due to convenience.  UUIDs are not a particularly good source of entropy and any 1-249 character string can be used. For example. 人算不如天算 is a valid seed.
    34 This is however just due to convenience. UUIDs are not a particularly good source of entropy and any 1-249 character string can be used. For example “人算不如天算” is a valid seed.
    35 
    35 
    36 If the string is of the form AAAAAAAAA|BBBBB (2 pipe separated strings) then only AAAAAAAAA will be used for terrain generation while AAAAAAAAA|BBBBB will be used for everything else.  This allows players to use keep a terrain they generated but change the rest of the seed to ensure new positions etc.
    36 If the string is of the form `AAAAAAAAA|BBBBB` (2 pipe separated strings) then only `AAAAAAAAA` will be used for terrain generation while `AAAAAAAAA|BBBBB` will be used for everything else. This allows players to use keep a terrain they generated but change the rest of the seed to ensure new positions etc.
    37 
    37 
    38 Example: _eseed {AERTB-62FASDSAD-NNIASDSADASD-12P}_
    38 Example: `eseed {AERTB-62FASDSAD-NNIASDSADASD-12P}`
    39 
    39 
    40 ==== Template filter ====
    40 ==== Template filter ====
    41 _N_ selects the type of map that is going to be generated. This command is ignored when MapGen is not 0, but it must be set anyways.
    41 `N` selects the type of map that is going to be generated. This command is ignored when MapGen is not 0, but it must be set anyways.
    42 
    42 
    43 || *Value* || *Filter Selected* ||
    43 || *Value* || *Filter Selected* ||
    44 || 0       || None              ||
    44 || 0       || None              ||
    45 || 1       || Large             ||
    45 || 1       || Large             ||
    46 || 2       || Medium            ||
    46 || 2       || Medium            ||
    47 || 3       || Small             ||
    47 || 3       || Small             ||
    48 || 4       || Cavern            ||
    48 || 4       || Cavern            ||
    49 || 5       || Wacky             ||
    49 || 5       || Wacky             ||
    50 
    50 
    51 Example: _e$template_filter 0_
    51 Example: `e$template_filter 0`
    52 
    52 
    53 ==== Map type ====
    53 ==== Map type ====
    54 _N_ is a boolean variable (0/1) that selects standard map generation or maze map generation.
    54 `N` is a boolean variable (0/1) that selects standard map generation or maze map generation.
    55 
    55 
    56 || *Value* || *Map Type*   ||
    56 || *Value* || *Map Type*   ||
    57 || 0       || Standard Map ||
    57 || 0       || Standard Map ||
    58 || 1       || Maze Map     ||
    58 || 1       || Maze Map     ||
    59 
    59 
    60 Example: _e$mapgen 1_
    60 Example: `e$mapgen 1`
    61 
    61 
    62 ==== Maze value ====
    62 ==== Maze value ====
    63 _N_ selects the type of maze selected, similarly to Template Filter
    63 `N` selects the type of maze selected, similarly to Template Filter.
    64 
    64 
    65 || *Value* || *Filter Selected*       ||
    65 || *Value* || *Filter Selected*       ||
    66 || 0       || Small Tunnels           ||
    66 || 0       || Small Tunnels           ||
    67 || 1       || Medium Tunnels          ||
    67 || 1       || Medium Tunnels          ||
    68 || 2       || Large Tunnels           ||
    68 || 2       || Large Tunnels           ||
    69 || 3       || Small Floating Islands  ||
    69 || 3       || Small Floating Islands  ||
    70 || 4       || Medium Floating Islands ||
    70 || 4       || Medium Floating Islands ||
    71 || 5       || Large Floating Islands  ||
    71 || 5       || Large Floating Islands  ||
    72 
    72 
    73 Example: _e$maze_size 4_
    73 Example: `e$maze_size 4`
    74 
    74 
    75 ==== Image array ====
    75 ==== Image array ====
    76 The reply from engine is a 128x32 bytes array which contains the preview image in pixel-dot notation: every bit represents a pixel of the image, 1 is black, 0 i white. Clearly it can only contain a monochromatic image, but it can be colored by the rendering engine of the frontend.
    76 The reply from engine is a 128×32 bytes array which contains the preview image in pixel-dot notation: every bit represents a pixel of the image, 1 is black, 0 i white. Clearly it can only contain a monochromatic image, but it can be colored by the rendering engine of the frontend.
    77 
    77 
    78 This image format is supported by many platforms, but it's very easy to parse anyways. The result is always a 256x128 pixel image.
    78 This image format is supported by many platforms, but it's very easy to parse anyways. The result is always a 256×128 pixel image.
    79 
    79 
    80 _No example needed_
    80 _No example needed._
    81 
    81 
    82 == In-game ==
    82 == In-game ==
    83 
    83 
    84 This doc needs more fleshing out, but in the interest of contributing, submitting an image I'd made after reading a GCI task.
    84 This document needs more fleshing out, but in the interest of contributing, submitting an image I'd made after reading a GCI task.
    85 [https://hg.hedgewars.org/hedgewars/raw-file/default/doc/hwdemo.png HWD file] with a little colour markup of various interesting parts of the game.  BTW, if you ever need to debug a crashing demo, appending 032BFF to the end is a good way to make sure the demo doesn't close too early (see the image for why).
    85 [https://hg.hedgewars.org/hedgewars/raw-file/default/doc/hwdemo.png HWD file] with a little colour markup of various interesting parts of the game. By the way, if you ever need to debug a crashing demo, appending `032BFF` to the end is a good way to make sure the demo doesn't close too early (see the image to see why).