project_files/HedgewarsMobile/Classes/HWUtils.m
author Wuzzy <almikes@aol.com>
Wed, 11 Oct 2017 23:01:07 +0200
changeset 12692 cb6b70392459
parent 11554 73e6a3d2f768
child 12872 00215a7ec5f5
permissions -rw-r--r--
Keep rope/jetpack/parachute selected when destroyed and having secondary ammo selected Assumption: You rope with secondary ammo selected. You miss a shot, destroying the rope gear. Previous behaviour: Rope gets deselected and the secondary ammo gets selected, you can no longer rope. Very annoying, reason of many Shoppa fails! New behaviour: Rope stays selected, but selection of secondary ammo is cleared (because rope gear got destroyed). Makes much more sense overall. Analog for jetpack and parachute.
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2010 Vittorio Giovara <vittorio.giovara@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA.
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 */
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#import "HWUtils.h"
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#import <sys/types.h>
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#import <sys/sysctl.h>
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#import <netinet/in.h>
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#import <SystemConfiguration/SCNetworkReachability.h>
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#import "hwconsts.h"
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static NSString *cachedModel = nil;
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static NSArray *cachedColors = nil;
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static NSMutableArray *activePorts = nil;
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static TGameType gameType = gtNone;
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static TGameStatus gameStatus = gsNone;
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@implementation HWUtils
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#pragma mark -
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#pragma mark game status and type info
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+(TGameType) gameType {
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    return gameType;
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}
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+(void) setGameType:(TGameType) type {
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    gameType = type;
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}
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+(TGameStatus) gameStatus {
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    return gameStatus;
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}
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+(void) setGameStatus:(TGameStatus) status {
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    gameStatus = status;
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}
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+(BOOL) isGameLaunched {
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    return ((gameStatus == gsLoading) || (gameStatus == gsInGame));
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}
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+(BOOL) isGameRunning {
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    return (gameStatus == gsInGame);
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}
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#pragma mark -
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#pragma mark Helper Functions with cache
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+(NSString *)modelType {
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    if (cachedModel == nil) {
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        size_t size;
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        // set 'oldp' parameter to NULL to get the size of the data returned so we can allocate appropriate amount of space
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        sysctlbyname("hw.machine", NULL, &size, NULL, 0);
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        char *name = (char *)malloc(sizeof(char) * size);
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        // get the platform name
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        sysctlbyname("hw.machine", name, &size, NULL, 0);
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        cachedModel = [[NSString stringWithUTF8String:name] retain];
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        free(name);
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    }
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    return cachedModel;
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}
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+(NSArray *)teamColors {
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    if (cachedColors == nil) {
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        // by default colors are ARGB but we do computation over RGB, hence we have to "& 0x00FFFFFF" before processing
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        unsigned int colors[] = HW_TEAMCOLOR_ARRAY;
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        NSMutableArray *array = [[NSMutableArray alloc] init];
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        int i = 0;
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        while(colors[i] != 0)
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            [array addObject:[NSNumber numberWithUnsignedInt:(colors[i++] & 0x00FFFFFF)]];
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        cachedColors = [[NSArray arrayWithArray:array] retain];
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        [array release];
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    }
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    return cachedColors;
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}
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+(void) releaseCache {
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    [cachedModel release], cachedModel = nil;
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    [cachedColors release], cachedColors = nil;
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    // don't release activePorts here
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}
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#pragma mark -
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#pragma mark Helper Functions without cache
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+(NSInteger) randomPort {
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    // set a new feed only at initialization time and forbid connecting to the server port
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    if (activePorts == nil) {
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        activePorts = [[NSMutableArray arrayWithObject:[NSNumber numberWithInt:NETGAME_DEFAULT_PORT]] retain];
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    }
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    // pick a random number from the free ports list
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    NSInteger res = 0;
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    do {
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        res = (arc4random_uniform(64511)) + 1024;
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    } while ([activePorts containsObject:[NSNumber numberWithInteger:res]]);
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    // add this number to the forbdding list
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    [activePorts addObject:[NSNumber numberWithInteger:res]];
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    return res;
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}
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+(void) freePort:(NSInteger) port {
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    [activePorts removeObject:[NSNumber numberWithInteger:port]];
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}
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+(BOOL) isNetworkReachable {
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    // Create zero addy
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    struct sockaddr_in zeroAddress;
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    bzero(&zeroAddress, sizeof(zeroAddress));
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    zeroAddress.sin_len = sizeof(zeroAddress);
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    zeroAddress.sin_family = AF_INET;
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    // Recover reachability flags
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    SCNetworkReachabilityRef defaultRouteReachability = SCNetworkReachabilityCreateWithAddress(NULL, (struct sockaddr *)&zeroAddress);
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    SCNetworkReachabilityFlags flags;
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    BOOL didRetrieveFlags = SCNetworkReachabilityGetFlags(defaultRouteReachability, &flags);
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    CFRelease(defaultRouteReachability);
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    if (!didRetrieveFlags) {
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        NSLog(@"Error. Could not recover network reachability flags");
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        return NO;
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    }
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    BOOL isReachable = flags & kSCNetworkFlagsReachable;
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    BOOL needsConnection = flags & kSCNetworkFlagsConnectionRequired;
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    BOOL nonWiFi = flags & kSCNetworkReachabilityFlagsTransientConnection;
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    NSURL *testURL = [NSURL URLWithString:@"http://www.apple.com/"];
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    NSURLRequest *testRequest = [NSURLRequest requestWithURL:testURL
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                                                 cachePolicy:NSURLRequestReloadIgnoringLocalCacheData
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                                             timeoutInterval:20.0];
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    NSURLConnection *testConnection = [[NSURLConnection alloc] initWithRequest:testRequest delegate:nil];
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    BOOL testResult = testConnection ? YES : NO;
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    [testConnection release];
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    return ((isReachable && !needsConnection) || nonWiFi) ? testResult : NO;
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}
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+ (NSString *)languageID
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{
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    NSString *language = [[NSLocale preferredLanguages] firstObject];
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    return [[language componentsSeparatedByString:@"-"] firstObject];
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}
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/*
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+(UIView *)mainSDLViewInstance {
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    SDL_Window *window = HW_getSDLWindow();
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    if (window == NULL) {
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        SDL_SetError("Window does not exist");
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        return nil;
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    }
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    SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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    SDL_uikitview *view = data != NULL ? data->view : nil;
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    return view;
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}
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*/
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+ (NSString *)seed
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{
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    CFUUIDRef uuid = CFUUIDCreate(kCFAllocatorDefault);
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    NSString *seed = (NSString *)CFUUIDCreateString(kCFAllocatorDefault, uuid);
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    CFRelease(uuid);
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    return seed;
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}
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@end