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) 2009-2012 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 "MapPreviewButtonView.h"
#import <pthread.h>
#import <QuartzCore/QuartzCore.h>
#define INDICATOR_TAG 7654
@interface MapPreviewButtonView ()
@property (nonatomic) NSInteger port;
@end
@implementation MapPreviewButtonView
@synthesize delegate;
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
delegate = nil;
self.backgroundColor = [UIColor whiteColor];
self.layer.cornerRadius = 12;
}
return self;
}
#pragma mark -
#pragma mark image wrappers
- (void)setImageRounded:(UIImage *)image forState:(UIControlState)controlState {
[self setImage:[image makeRoundCornersOfSize:CGSizeMake(12, 12)] forState:controlState];
}
- (void)setImageRounded:(UIImage *)image {
[self setImageRounded:image forState:UIControlStateNormal];
}
#pragma mark -
#pragma mark preview
-(int) sendToEngine:(NSString *)string {
unsigned char length = [string lengthOfBytesUsingEncoding:NSUTF8StringEncoding];
SDLNet_TCP_Send(csd, &length, 1);
return SDLNet_TCP_Send(csd, [string UTF8String], length);
}
- (void)engineProtocol:(uint8_t *)unpackedMap {
IPaddress ip;
BOOL serverQuit = NO;
uint8_t packedMap[128*32];
self.port = [HWUtils randomPort];
if (SDLNet_Init() < 0) {
DLog(@"SDLNet_Init: %s", SDLNet_GetError());
serverQuit = YES;
}
// Resolving the host using NULL make network interface to listen
if (SDLNet_ResolveHost(&ip, NULL, self.port) < 0) {
DLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
serverQuit = YES;
}
// Open a connection with the IP provided (listen on the host's port)
if (!(sd = SDLNet_TCP_Open(&ip))) {
DLog(@"SDLNet_TCP_Open: %s %ld\n", SDLNet_GetError(), (long)self.port);
serverQuit = YES;
}
// launch the preview in background here so that we're sure the tcp channel is open
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,0), ^{
NSString *ipcString = [[NSString alloc] initWithFormat:@"%ld", (long)self.port];
NSString *documentsDirectory = DOCUMENTS_FOLDER();
NSMutableArray *gameParameters = [[NSMutableArray alloc] initWithObjects:
@"--internal",
@"--port", ipcString,
@"--user-prefix", documentsDirectory,
@"--landpreview",
nil];
int argc = [gameParameters count];
const char **argv = (const char **)malloc(sizeof(const char*)*argc);
for (int i = 0; i < argc; i++)
argv[i] = strdup([[gameParameters objectAtIndex:i] UTF8String]);
RunEngine(argc, argv);
// cleanup
for (int i = 0; i < argc; i++)
free((void *)argv[i]);
free(argv);
});
DLog(@"Waiting for a client on port %ld", (long)self.port);
while (!serverQuit) {
/* This check the sd if there is a pending connection.
* If there is one, accept that, and open a new socket for communicating */
csd = SDLNet_TCP_Accept(sd);
if (NULL != csd) {
DLog(@"Client found");
NSDictionary *dictForEngine = [self getDataForEngine];
[self sendToEngine:[dictForEngine objectForKey:@"seedCommand"]];
[self sendToEngine:[dictForEngine objectForKey:@"templateFilterCommand"]];
[self sendToEngine:[dictForEngine objectForKey:@"mapGenCommand"]];
[self sendToEngine:[dictForEngine objectForKey:@"mazeSizeCommand"]];
[self sendToEngine:@"!"];
memset(packedMap, 0, 128*32);
SDLNet_TCP_Recv(csd, packedMap, 128*32);
SDLNet_TCP_Recv(csd, &maxHogs, sizeof(uint8_t));
SDLNet_TCP_Close(csd);
serverQuit = YES;
}
}
[HWUtils freePort:self.port];
SDLNet_TCP_Close(sd);
SDLNet_Quit();
// spread the packed bits in an array of bytes (one pixel per element, 0= transparent 1= color)
int k = 0;
memset(unpackedMap, 255, 128*32*8); // 255 is white
for (int i = 0; i < 32*128; i++) {
for (int j = 7; j >= 0; j--) {
if (((packedMap[i] >> j) & 0x01) != 0)
unpackedMap[k] = 170; // level of gray [0-255]
k++;
}
}
return;
}
- (void)drawingThread {
@autoreleasepool {
uint8_t unpackedMap[128*32*8];
[self engineProtocol:unpackedMap];
// http://developer.apple.com/mac/library/qa/qa2001/qa1037.html
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceGray();
CGContextRef bitmapImage = CGBitmapContextCreate(unpackedMap, 256, 128, 8, 256, colorspace, (CGBitmapInfo)kCGImageAlphaNone);
CGColorSpaceRelease(colorspace);
CGImageRef previewCGImage = CGBitmapContextCreateImage(bitmapImage);
CGContextRelease(bitmapImage);
UIImage *previewImage = [[UIImage alloc] initWithCGImage:previewCGImage];
CGImageRelease(previewCGImage);
// all these are performed on the main thread to prevent a leak
[self performSelectorOnMainThread:@selector(setImageRounded:)
withObject:previewImage
waitUntilDone:NO];
[self performSelectorOnMainThread:@selector(setLabelText:)
withObject:[NSString stringWithFormat:@"%ld", (long)maxHogs]
waitUntilDone:NO];
[self performSelectorOnMainThread:@selector(turnOnWidgets)
withObject:nil
waitUntilDone:NO];
[self performSelectorOnMainThread:@selector(removeIndicator)
withObject:nil
waitUntilDone:NO];
}
}
- (void)updatePreviewWithSeed:(NSString *)seed {
// remove the current preview and title
[self setImage:nil forState:UIControlStateNormal];
[self setTitle:nil forState:UIControlStateNormal];
// don't display preview on slower device, too slow and memory hog
if (IS_NOT_POWERFUL([HWUtils modelType])) {
[self setTitle:NSLocalizedString(@"Preview not available",@"") forState:UIControlStateNormal];
[self turnOnWidgets];
} else {
// add a very nice spinning wheel
UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc]
initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
indicator.center = CGPointMake(self.bounds.size.width / 2, self.bounds.size.height / 2);
indicator.tag = INDICATOR_TAG;
[indicator startAnimating];
[self addSubview:indicator];
// let's draw in a separate thread so the gui can work; at the end it restore other widgets
[NSThread detachNewThreadSelector:@selector(drawingThread) toTarget:self withObject:nil];
}
}
- (void)updatePreviewWithFile:(NSString *)filePath {
UIImage *image = [[UIImage alloc] initWithContentsOfFile:filePath];
[self setImageRounded:image forState:UIControlStateNormal];
self.backgroundColor = [UIColor whiteColor];
self.layer.cornerRadius = 12;
}
- (void)removeIndicator {
UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[self viewWithTag:INDICATOR_TAG];
if (indicator) {
[indicator stopAnimating];
[indicator removeFromSuperview];
}
}
#pragma mark -
#pragma mark delegate
- (void)turnOnWidgets {
if ([self.delegate respondsToSelector:@selector(turnOnWidgets)])
[self.delegate turnOnWidgets];
}
- (void)setLabelText:(NSString *)string {
if ([self.delegate respondsToSelector:@selector(setMaxLabelText:)])
[self.delegate setMaxLabelText:string];
}
- (NSDictionary *)getDataForEngine {
if ([self.delegate respondsToSelector:@selector(getDataForEngine)])
return [self.delegate getDataForEngine];
return nil;
}
@end