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<title>Bos Wars Scripting API: Save Game and Replay Files</title>
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<h1>Bos Wars Scripting API: Save Game and Replay Files</h1>
<hr>
<a href="../index.html">Bos Wars</a>
<a href="../faq.html">FAQ</a>
<a href="limits.html">PREV</a>
<a href="sound.html">NEXT</a>
<a href="index.html">LUA Index</a>
<hr>
<a href="#DefineAiPlayer">DefineAiPlayer</a>
<a href="#Log">Log</a>
<a href="#Missile">Missile</a>
<a href="#Player">Player</a>
<a href="#ReplayLog">ReplayLog</a>
<a href="#SaveGame">SaveGame</a>
<a href="#Selection">Selection</a>
<a href="#SetGroupId">SetGroupId</a>
<a href="#SlotUsage">SlotUsage</a>
<a href="#StratagusMap">StratagusMap</a>
<a href="#Unit">Unit</a>
<hr>
<h2>Intro - Introduction to saved games and replay logs</h2>
<p><b>Saved games</b> are Lua scripts that call the functions
described below. The engine generates calls to these functions when
it saves a game. When the saved game is loaded back, those calls
restore its state.</p>
<p><b>Replay logs</b> are Lua scripts to which the engine writes the
commands of human players during a game. You can later replay the
log and watch the game again. If a bug crashes the engine, the log
may help you reproduce the bug under a debugger or verify that it
has been fixed. The replay log does not contain any commands made
by AI players, because the engine assumes that the AI will behave
the same way each time the log is replayed. For that reason, replay
logs are typically not compatible between different versions.</p>
<h2>Functions</h2>
<a name="DefineAiPlayer"></a>
<h3>DefineAiPlayer(player-number, properties)</h3>
<p>Define an AI player. Saved games use this function;
map setup files should not.</p>
<dl>
<dt>player-number</dt>
<dd>
Number of the player, counting from 0.
</dd>
<dt>properties</dt>
<dd>
Properties of the AI player.
This list consists of tags and associated values.
These tags are available:
<dl>
<dt>"ai-type", string</dt>
<dd>
Identifier of the AI type. Matches the Ident field of the
table parameter of <a href="ai.html#DefineAiType">DefineAiType</a>.
</dd>
<dt class="obsolete">"script-debug", boolean</dt>
<dd class="obsolete">
<em>Obsolete since r5923 (2004-01-01):
The debug flag no longer affects the engine,
and scripts cannot read it.</em><br>
Whether to display the executed AI script commands.
The <a href="ai.html#AiDebug">AiDebug</a>
and <a href="ai.html#AiDebugPlayer">AiDebugPlayer</a>
functions also control this flag.
</dd>
<dt>"sleep-cycles", integer</dt>
<dd>
The number of the game cycle on which the AI will wake up
from <a href="ai.html#AiSleep">AiSleep</a>, or 0 if not sleeping.
</dd>
<dt>"force", {force, properties}</dt>
<dd>
Defines a group of units that should attack or defend together,
to overwhelm the enemy.
The value must be a list that contains two elements:
<dl>
<dt>force</dt>
<dd>
Number of the force. 0 - 9 is currently supported.
</dd>
<dt>properties</dt>
<dd>
Properties of the force.
This list consists of subtags and possibly values.
Some subtags do not allow a value and the others require a value.
These subtags are available:
<dl>
<dt>"complete"</dt>
<dd>
The force does not need more units.
This is the opposite of "recruit".
</dd>
<dt>"recruit"</dt>
<dd>
The force needs more units.
This is the opposite of "complete".
</dd>
<dt>"attack"</dt>
<dd>
The force is attacking.
</dd>
<dt>"defend"</dt>
<dd>
The force is defending a unit that was attacked.
After the enemies are dead, the force should return home.
</dd>
<dt class="obsolete">"role", string</dt>
<dd class="obsolete">
<em>Obsolete since r5923 (2004-01-01):
Roles of forces no longer affect the engine,
and scripts cannot read them.</em><br>
The role of the force, as set with
<a href="ai.html#AiForceRole">AiForceRole</a>.
</dd>
<dt>"types", {[count, unit-type-name]...}</dt>
<dd>
How many of each unit type should be in the force.
This is set with <a href="ai.html#AiForce">AiForce</a>.
</dd>
<dt>"units", {[unit-number, unit-type-name]...}</dt>
<dd>
List of units currently in the force.
The type names are ignored on load.
</dd>
<dt>"state", integer</dt>
<dd>
Attack state.
</dd>
<dt>"goalx", integer</dt>
<dd>
Attack point X tile map position.
</dd>
<dt>"goaly", integer</dt>
<dd>
Attack point Y tile map position.
</dd>
</dl>
</dd>
</dl>
<dt>"needed", {[resource-type-name, amount]...}</dt>
<dd>
FIXME
</dd>
<dt>"need-mask", {resource-type-name...}</dt>
<dd>
FIXME
</dd>
<dt>"last-can-not-move-cycle", integer</dt>
<dd>
FIXME
</dd>
<dt>"unit-type", {[unit-type-name, count]...}</dt>
<dd>
FIXME
</dd>
<dt>"building", {[unit-type-name, made, want]...}</dt>
<dd>
FIXME
</dd>
<dt>"repair-building", integer</dt>
<dd>
FIXME
</dd>
<dt>"repair-workers", {[building-unit-number, count]...}</dt>
<dd>
Number of workers that failed trying to repair a building.
</dd>
</dl>
</dd>
</dl>
<p>For an example of DefineAiPlayer, please look in any save file.
No example is provided in this document because Lua scripts for maps
should not call DefineAiPlayer.</p>
<a name="Log"></a>
<h3>Log()</h3>
<p>Parses a log entry and appends it to an internal list.
This function is used in both replay logs and saved games.</p>
<ul>
<li>Replay logs mainly consist of calls to the Log function. After
the engine has executed all of these calls, it starts actually
replaying the entries from the internal list.</li>
<li>Each saved game contains Log calls for all the log entries from
the beginning of the game to the time it was saved. When the game
is loaded, the engine copies these entries to a new replay log and
then begins appending any new entries to that. This way, the
replay log will start from the beginning of the game, even if the
game was saved and loaded multiple times.</li>
</ul>
<h4>Example</h4>
<pre class="lua">
Log({ GameCycle = 10420, UnitNumber = 252, UnitIdent = "unit-assault",
Action = "move", Flush = 1, PosX = 113, PosY = 104, SyncRandSeed = 614148735 })
</pre>
<a name="Missile"></a>
<h3>Missile(<var>tag</var>, <var>value</var>, <var>tag</var>, <var>value</var>, ...)</h3>
<p>Adds a missile on the map.</p>
<p>The function supports these tag-value pairs:</p>
<dl>
<dt>"type", <var>missile-type-name</var></dt>
<dd>The type of the missile. Declared with
<a href="magic.html#DefineMissileType">DefineMissileType</a>.</dd>
<dt>"local"</dt>
<dd>This missile is marked as local, and it's visible only to the player.
This is used for instance for cursor marks on the map.
The "local" tag is unusual in that no value follows it.
Either "local" or "global" must be specified.</dd>
<dt>"global"</dt>
<dd>This missile is marked as global, and it's visible to all players.
The "global" tag is unusual in that no value follows it.
Either "local" or "global" must be specified.</dd>
<dt>"pos", {<var>x</var>, <var>y</var>}</dt>
<dd>The current position of the missile.
Coordinates are in pixels, not tiles.
For example: "pos", {4500, 3450}</dd>
<dt>"origin-pos", {<var>x</var>, <var>y</var>}</dt>
<dd>The starting position of the missile.
Coordinates are in pixels, not tiles.
For example: "origin-pos", {4505, 3455}</dd>
<dt>"goal", {<var>x</var>, <var>y</var>}</dt>
<dd>The position of the missile's destination.
Coordinates are in pixels, not tiles.
For example: "goal", {4510, 3460}</dd>
<dt>"frame", <var>integer</var></dt>
<dd>Current sprite frame of the missile; complicated behavior.
A negative <var>integer</var> generally means the actual
frame number is -1 - <var>integer</var> and the sprite
should be mirrored in the X direction; but the effect depends
on <a href="magic.html#DefineMissileType.Flip">the Flip parameter
of DefineMissileType</a>.</dd>
<dt>"state", <var>integer</var></dt>
<dd>Current state of the missile. Used for a simple state machine,
dependand on the missile class.</dd>
<dt>"anim-wait", <var>integer</var></dt>
<dd>FIXME: Document this.</dd>
<dt>"wait", <var>integer</var></dt>
<dd>Wait this number of game cycles until the next state or animation
of this missile is handled. This counts down from
<a href="magic.html#DefineMissileType.Sleep">the Sleep parameter
of DefineMissileType</a> to 0.</dd>
<dt>"delay", <var>integer</var></dt>
<dd>Number of game cycles left until the missile is first shown on the map.
Please see <a href="magic.html#DefineMissileType.Delay">Delay in DefineMissileType</a>.</dd>
<dt>"source", <var>unit-reference-string</var></dt>
<dd>Number of the owner of the missile. Normally the one who fired the missile.
Used to check units, to prevent hitting the owner. Also used for kill and
experience points, and for giving the owning player score.</dd>
<dt>"target", <var>unit-reference-string</var></dt>
<dd>Number of the missile's target. Normally the unit which should be
hit by the missile.</dd>
<dt>"damage", <var>integer</var></dt>
<dd>Damage done by missile. Units next to it can receive some reduced splash
damage, this is the full damage.</dd>
<dt>"ttl", <var>integer</var></dt>
<dd>Time to live in game cycles of the missile, if it reaches zero
the missile is automatically removed from the map. If -1 the
missile lives for ever and the lifetime is handled by other means.</dd>
<dt>"hidden"</dt>
<dd>This marks the missile as hidden, until the
<a href="magic.html#DefineMissileType.Class">missile class</a>
decides to show it again.
The "hidden" tag is unusual in that no value follows it.</dd>
<dt>"step", {<var>current-step-integer</var>, <var>total-step-integer</var>}</dt>
<dd>The progress of the missile along its movement path.
Generally, <var>current-step-integer</var> starts
from zero when the missile is launched, and it then
increases until it reaches <var>total-step-integer</var>,
at which point the missile hits its target.
<a href="magic.html#DefineMissileType.Speed">The Speed parameter
of DefineMissileType</a> is the rate of increase,
and the value of <var>total-step-integer</var> is the distance
between the source and the target.
However, some missile classes may use these values differently.</dd>
</dl>
<h4>Example</h4>
<pre class="lua">
Missile("type", "missile-small-fire", "global", "pos", {1168, 1960}, "origin-pos", {1168, 1960}, "goal", {-16, -24},
"frame", 0, "state", 0, "anim-wait", 0, "wait", 8, "delay", 0,
"source", "U003B", "damage", 0, "ttl", -1, "step", {0, 0})
</pre>
<a name="Player"></a>
<h3>Player()</h3>
Used when loading games.
<h4>Example</h4>
<pre class="lua">
Player(0,
"name", "Player",
"type", "person", "ai-name", "ai-spacious",
"team", 2, "enemy", "_XXX_____", "allied", "_________", "shared-vision", "_________",
"start", {19, 19},
"production-rate", {"energy", 414, "magma", 174,},
"stored-resources", {"energy", 600000, "magma", 120000,},
"storage-capacity", {"energy", 600000, "magma", 120000,},
"ai-disabled",
"unit-limit", 200, "building-limit", 200, "total-unit-limit", 400,
"score", 18730,
"total-units", 48,
"total-buildings", 79,
"total-resources", {23339092, 9312165,},
"total-razings", 69,
"total-kills", 219,
"color", { 0, 0, 164 })
</pre>
<a name="ReplayLog"></a>
<h3>ReplayLog()</h3>
<p>Describes how the game was started.
This function is used in both replay logs and saved games.</p>
<ul>
<li>When replaying a log, the engine starts a new game in the same
way.</li>
<li>When loading a saved game, the engine copies this information
to a new replay log.</li>
</ul>
<h4>Example</h4>
<pre class="lua">
ReplayLog( {
Comment1 = "Generated by Bos Wars Version 2.6.0",
Comment2 = "Visit http://www.boswars.org for more information",
Comment3 = "$Id: replay.cpp 9589 2009-05-30 18:09:56Z jim4 $",
Date = "Sun Mar 21 21:26:57 2010",
Map = "Four against four on the island.",
MapPath = "maps/4on4.map/presentation.smp",
MapId = 444351,
Type = 1,
LocalPlayer = 0,
Players = {
{ Name = "Player", Team = -1, Type = -1 },
{ Name = "Computer", Team = -1, Type = -1 },
{ Name = "Computer", Team = -1, Type = -1 },
{ Name = "Computer", Team = -1, Type = -1 },
{ Name = "Neutral", Team = -1, Type = -1 },
{ Name = "Neutral", Team = -1, Type = -1 },
{ Name = "Neutral", Team = -1, Type = -1 },
{ Name = "Neutral", Team = -1, Type = -1 },
{ Name = "Neutral", Team = -1, Type = -1 }
},
Resource = 3,
NumUnits = -1,
Difficulty = 3,
NoFow = false,
RevealMap = 0,
GameType = -1,
Opponents = -1,
MapRichness = -1,
Engine = { 2, 6, 0 },
Network = { 2, 6, 0 }
} )
</pre>
<a name="SaveGame"></a>
<h3>SaveGame({SyncHash = x, SyncRandSeed = y, SaveFile = "file"})</h3>
Basic outline of the savegame, include hashs for syncrand and where to load
the rest of the game information from when loading. More information is planed
for implementation, but currently only the above are used.
<dl>
<dt>SyncHash = x</dt>
<dd>integer setting the Hash of the current game for Sync Purposes</dd>
<dt>SyncRandSeed = y</dt>
<dd>integer of the next value to be used when calling SyncRand</dd>
<dt>SaveFile = "file"</dt>
<dd>String containing the name of the file to load to get the rest of the gamedata</dd>
</dl>
<h4>Example</h4>
<pre class="lua">
SaveGame({
--- "comment", "Generated by Stratagus Version 2.0",
--- "comment", "Visit http://Stratagus.Org for more informations",
--- "type", "single-player",
--- "date", "Mon May 10 19:19:38 2004",
--- "map", "",
--- "media-version", "Undefined"--- "engine", {2, 0, 0},
SyncHash = 196009203,
SyncRandSeed = -220040269,
SaveFile = "data.wc2//campaigns/human/level13h.cm"
--- "preview", "/home/devil/.stratagus/wc2/save/current-game.sav.pam",
} )
</pre>
<a name="Selection"></a>
<h3>Selection(numselected, unit0, ...)</h3>
Define the current selection.
<dl>
<dt>numselected</dt>
<dd>How many units are selected.
</dd>
<dt>unitX</dt>
<dd>slot number of the unit to add in the selection.
</dd>
</dl>
<h4>Example</h4>
<pre class="lua">
Selection(1, 0)
</pre>
<a name="SetGroupId"></a>
<h3>SetGroupId(id)</h3>
Set the current group id. (Needed for load/save).
<dl>
<dt>id</dt>
<dd>new group id.
</dd>
</dl>
<h4>Example</h4>
<pre class="lua">
SetGroupId(0)
</pre>
<a name="SlotUsage"></a>
<h3>SlotUsage(MaxSlot, [{Slot = Slot1, FreeCycle = Freecycle1}, ..])</h3>
Allows reloaded Save games to be replayed in sync by reloading the released
units back into the queue they were in when a game was saved.
<dl>
<dt>MaxSlot</dt>
<dd>The total Number of slot used.</dd>
<dt>Slot</dt>
<dd>The Slot Number for the unit that was in the release Queue</dd>
<dt>FreecCycle</dt>
<dd>The Cycle that this unit is/was released in</dd>
</dl>
<h4>Example</h4>
<pre class="lua">
SlotUsage(5, {2, 855})
</pre>
<a name="StratagusMap"></a>
<h3>StratagusMap(...)</h3>
<p>The state of the map, without units.
Much of this information is redundant with the map setup file.
However, the StratagusMap call also carries information on which parts of
the map each player has explored; that is of course not in the map setup.</p>
<a name="Unit"></a>
<h3>Unit()</h3>
Needed to save/load games.
<h4>Example</h4>
<pre class="lua">
Unit(0, "type", "unit-vault", "player", 0,
"tile", {116, 120}, "refs", 6, "stats", 0,
"pixel", {0, 0}, "seen-pixel", {0, 0}, "frame", 1, "not-seen", "direction", 0,
"attacked", 0,
"current-sight-range", 4, "seen-by-player", "X_______________",
"seen-destroyed", "________________",
"seen-state", 0, "active", "mana", 0, "hp", 1800, "xp", 0, "kills", 0,
"ttl", 0, "bloodlust", 0, "haste", 0, "slow", 0,
"invisible", 0, "flame-shield", 0, "unholy-armor", 0,
"HitPoints", {Value = 1800, Max = 1800, Increase = 0, Enable = true},
"Mana", {Value = 0, Max = 0, Increase = 0, Enable = false},
"Transport", {Value = 0, Max = 0, Increase = 0, Enable = true},
"Training", {Value = 0, Max = 0, Increase = 0, Enable = true},
"Resource", {Value = 0, Max = 0, Increase = 0, Enable = true},
"group-id", 0,
"last-group", 0,
"value", 0,
"sub-action", 0, "wait", 2, "state", 2,
"blink", 0, "rs", 35, "units-boarded-count", 0,"order-count", 1,
"order-flush", 0,
"order-total", 4,
"orders", {
{"action-still", "flags", 0, "range", 0, "width", 0, "height", 0, "min-range", 0, "tile", {-1, -1},},
{"action-none", "flags", 0, "range", 0, "width", 0, "height", 0, "min-range", 0, "tile", {0, 0},},
{"action-none", "flags", 0, "range", 0, "width", 0, "height", 0, "min-range", 0, "tile", {0, 0},},
{"action-none", "flags", 0, "range", 0, "width", 0, "height", 0, "min-range", 0, "tile", {0, 0},},},
"saved-order",
{"action-still", "flags", 0, "range", 0, "width", 0, "height", 0, "min-range", 0, "tile", {-1, -1},},
"new-order",
{"action-still", "flags", 0, "range", 0, "width", 0, "height", 0, "min-range", 0, "tile", {-1, -1},}
)
</pre>
<hr>
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