<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook V3.1//EN" [ 
<!ENTITY client-server SYSTEM "client-server.sgml">
<!ENTITY appendix SYSTEM "appendix.sgml">
<!ENTITY implementation SYSTEM "implementation.sgml">

<!ENTITY kamikaze "Kamikaze">
<!ENTITY protonum "2">
]>

<book id="index">
  <bookinfo>
    <title>&kamikaze; Protocol Specification</title>
    <authorgroup>
      <author>
        <firstname>Josef</firstname>
        <surname>Spillner</surname>
        <affiliation>
          <address>
            <email>spillner@kde.org</email>
          </address>
        </affiliation>
      </author>
    </authorgroup>
    <copyright>
      <year>2003</year>
      <holder>Josef Spillner</holder>
    </copyright>
    <revhistory>
      <revision>
        <revnumber>$Revision: 1.2 $</revnumber>
        <date>$Date: 2003/11/10 09:26:41 $</date>
      </revision>
    </revhistory>
    <abstract>
      <para>
        Protocol specification for &kamikaze;.
      </para>
    </abstract>
  </bookinfo>

  <preface id="preface">
    <title>The &kamikaze; Protocol</title>
    <para>
      <application>Bomberman</application>-like games have existed for
      a long time. Each of them uses a different set of rules and
      hence a different protocol. This specification attempts to give
      game authors some insight on how to write a game client for the
      <application>&kamikaze;</application> game engine.
    </para>
  </preface>

  <chapter id="client-server-protocol">
    <title>Client-Server Communication Protocol</title>
    &client-server;
  </chapter>

  <appendix id="appendix">
    <title>Protocol Reference</title>
    &appendix;
  </appendix>

  <appendix id="implementation">
    <title>Implementation notes</title>
    &implementation;
  </appendix>

</book>

