Racer: Fix weird water splashes after waypoint placement
Does not affect official racer, as only waypoint placement is touched.
The reason was that the air attack gear sometimes was not deleted fast enough so it might occassionally drop some air bombs (these are deleted now). Also, the airplane position was set to water level, which caused another water splash.
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2010 Vittorio Giovara <vittorio.giovara@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#import "HWUtils.h"
#import <sys/types.h>
#import <sys/sysctl.h>
#import <netinet/in.h>
#import <SystemConfiguration/SCNetworkReachability.h>
#import "hwconsts.h"
static NSString *cachedModel = nil;
static NSArray *cachedColors = nil;
static NSMutableArray *activePorts = nil;
static TGameType gameType = gtNone;
static TGameStatus gameStatus = gsNone;
@implementation HWUtils
#pragma mark -
#pragma mark game status and type info
+ (TGameType)gameType {
return gameType;
}
+ (void)setGameType:(TGameType)type {
gameType = type;
}
+ (TGameStatus)gameStatus {
return gameStatus;
}
+ (void)setGameStatus:(TGameStatus)status {
gameStatus = status;
}
+ (BOOL)isGameLaunched {
return ((gameStatus == gsLoading) || (gameStatus == gsInGame));
}
+ (BOOL)isGameRunning {
return (gameStatus == gsInGame);
}
#pragma mark -
#pragma mark Helper Functions with cache
+ (NSString *)modelType {
if (cachedModel == nil) {
size_t size;
// set 'oldp' parameter to NULL to get the size of the data returned so we can allocate appropriate amount of space
sysctlbyname("hw.machine", NULL, &size, NULL, 0);
char *name = (char *)malloc(sizeof(char) * size);
// get the platform name
sysctlbyname("hw.machine", name, &size, NULL, 0);
cachedModel = [NSString stringWithUTF8String:name];
free(name);
}
return cachedModel;
}
+ (NSArray *)teamColors {
if (cachedColors == nil) {
// by default colors are ARGB but we do computation over RGB, hence we have to "& 0x00FFFFFF" before processing
unsigned int colors[] = HW_TEAMCOLOR_ARRAY;
NSMutableArray *array = [[NSMutableArray alloc] init];
int i = 0;
while(colors[i] != 0)
[array addObject:[NSNumber numberWithUnsignedInt:(colors[i++] & 0x00FFFFFF)]];
cachedColors = [NSArray arrayWithArray:array];
}
return cachedColors;
}
+ (void)releaseCache {
cachedModel = nil;
cachedColors = nil;
// don't release activePorts here
}
#pragma mark -
#pragma mark Helper Functions without cache
+ (NSInteger)randomPort {
// set a new feed only at initialization time and forbid connecting to the server port
if (activePorts == nil) {
activePorts = [NSMutableArray arrayWithObject:[NSNumber numberWithInt:NETGAME_DEFAULT_PORT]];
}
// pick a random number from the free ports list
NSInteger res = 0;
do {
res = (arc4random_uniform(64511)) + 1024;
} while ([activePorts containsObject:[NSNumber numberWithInteger:res]]);
// add this number to the forbdding list
[activePorts addObject:[NSNumber numberWithInteger:res]];
return res;
}
+ (void)freePort:(NSInteger)port {
[activePorts removeObject:[NSNumber numberWithInteger:port]];
}
+ (BOOL)isNetworkReachable {
// Create zero addy
struct sockaddr_in zeroAddress;
bzero(&zeroAddress, sizeof(zeroAddress));
zeroAddress.sin_len = sizeof(zeroAddress);
zeroAddress.sin_family = AF_INET;
// Recover reachability flags
SCNetworkReachabilityRef defaultRouteReachability = SCNetworkReachabilityCreateWithAddress(NULL, (struct sockaddr *)&zeroAddress);
SCNetworkReachabilityFlags flags;
BOOL didRetrieveFlags = SCNetworkReachabilityGetFlags(defaultRouteReachability, &flags);
CFRelease(defaultRouteReachability);
if (!didRetrieveFlags) {
NSLog(@"Error. Could not recover network reachability flags");
return NO;
}
BOOL isReachable = flags & kSCNetworkFlagsReachable;
BOOL needsConnection = flags & kSCNetworkFlagsConnectionRequired;
BOOL nonWiFi = flags & kSCNetworkReachabilityFlagsTransientConnection;
NSURL *testURL = [NSURL URLWithString:@"http://www.apple.com/"];
NSURLRequest *testRequest = [NSURLRequest requestWithURL:testURL
cachePolicy:NSURLRequestReloadIgnoringLocalCacheData
timeoutInterval:20.0];
NSURLConnection *testConnection = [[NSURLConnection alloc] initWithRequest:testRequest delegate:nil];
BOOL testResult = testConnection ? YES : NO;
return ((isReachable && !needsConnection) || nonWiFi) ? testResult : NO;
}
+ (NSString *)languageID
{
NSString *language = [[NSLocale preferredLanguages] firstObject];
return [[language componentsSeparatedByString:@"-"] firstObject];
}
/*
+ (UIView *)mainSDLViewInstance {
SDL_Window *window = HW_getSDLWindow();
if (window == NULL) {
SDL_SetError("Window does not exist");
return nil;
}
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
SDL_uikitview *view = data != NULL ? data->view : nil;
return view;
}
*/
+ (NSString *)seed
{
CFUUIDRef uuid = CFUUIDCreate(kCFAllocatorDefault);
NSString *seed = (NSString *)CFBridgingRelease(CFUUIDCreateString(kCFAllocatorDefault, uuid));
CFRelease(uuid);
return seed;
}
@end