King Mode: Fix king placement phase not working correctly with multiple teams in a clan
New king placement phase rules:
* Before the game begins, each team can walk with their king and teleport for free, everything else is disabled
* This special round does not count towards the round counter, like in gfPlaceHog
* TotalRounds is set to -1 during this round, like in gfPlaceHog
Under the old rules, this was much more hacky. The delay of all delay-less weapons was just set to 1
The problem with the old rules was that if any clan had more than 1 team, eventually the weapon delay will time out before all kings have been placed.
/*
* 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