project_files/HedgewarsMobile/Classes/GameSetup.m
author koda
Sat, 19 Jun 2010 00:48:47 +0200
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parent 3514 59dbd31e9953
child 3523 6592fbb969da
permissions -rw-r--r--
add initial stubs for selecting weapons in the ifrontend
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//
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//  gameSetup.m
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//  hwengine
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//
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//  Created by Vittorio on 10/01/10.
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//  Copyright 2010 __MyCompanyName__. All rights reserved.
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//
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#include <sys/types.h>
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#include <sys/sysctl.h>
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#import "GameSetup.h"
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#import "SDL_uikitappdelegate.h"
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#import "SDL_net.h"
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#import "PascalImports.h"
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#import "CommodityFunctions.h"
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#define BUFFER_SIZE 256
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#define debug(format, ...) CFShow([NSString stringWithFormat:format, ## __VA_ARGS__]);
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@implementation GameSetup
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@synthesize systemSettings, gameConfig;
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-(id) init {
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	if (self = [super init]) {
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        ipcPort = randomPort();
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        // should check they exist and throw and exection if not
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        NSDictionary *dictSett = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()];
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        self.systemSettings = dictSett;
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        [dictSett release];
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        NSDictionary *dictGame = [[NSDictionary alloc] initWithContentsOfFile:GAMECONFIG_FILE()];
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        self.gameConfig = dictGame;
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        [dictGame release];
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    } 
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    return self;
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}
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-(NSString *)description {
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    return [NSString stringWithFormat:@"ipcport: %d\nsockets: %d,%d\n teams: %@\n systemSettings: %@",ipcPort,sd,csd,gameConfig,systemSettings];
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}
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-(void) dealloc {
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    [gameConfig release];
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    [systemSettings release];
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	[super dealloc];
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}
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#pragma mark -
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#pragma mark Provider functions
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// unpacks team data from the selected team.plist to a sequence of engine commands
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-(void) provideTeamData:(NSString *)teamName forHogs:(NSInteger) numberOfPlayingHogs withHealth:(NSInteger) initialHealth ofColor:(NSNumber *)teamColor {
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    /*
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     addteam <32charsMD5hash> <color> <team name>
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     addhh <level> <health> <hedgehog name>
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     <level> is 0 for human, 1-5 for bots (5 is the most stupid)
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    */
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    NSString *teamFile = [[NSString alloc] initWithFormat:@"%@/%@", TEAMS_DIRECTORY(), teamName];
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    NSDictionary *teamData = [[NSDictionary alloc] initWithContentsOfFile:teamFile];
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    [teamFile release];
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    NSString *teamHashColorAndName = [[NSString alloc] initWithFormat:@"eaddteam %@ %@ %@", 
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                                      [teamData objectForKey:@"hash"], [teamColor stringValue], [teamData objectForKey:@"teamname"]];
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    [self sendToEngine: teamHashColorAndName];
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    [teamHashColorAndName release];
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    NSString *grave = [[NSString alloc] initWithFormat:@"egrave %@", [teamData objectForKey:@"grave"]];
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    [self sendToEngine: grave];
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    [grave release];
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    NSString *fort = [[NSString alloc] initWithFormat:@"efort %@", [teamData objectForKey:@"fort"]];
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    [self sendToEngine: fort];
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    [fort release];
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    NSString *voicepack = [[NSString alloc] initWithFormat:@"evoicepack %@", [teamData objectForKey:@"voicepack"]];
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    [self sendToEngine: voicepack];
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    [voicepack release];
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    NSString *flag = [[NSString alloc] initWithFormat:@"eflag %@", [teamData objectForKey:@"flag"]];
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    [self sendToEngine: flag];
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    [flag release];
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    NSArray *hogs = [teamData objectForKey:@"hedgehogs"];
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    for (int i = 0; i < numberOfPlayingHogs; i++) {
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        NSDictionary *hog = [hogs objectAtIndex:i];
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        NSString *hogLevelHealthAndName = [[NSString alloc] initWithFormat:@"eaddhh %@ %d %@", 
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                                           [hog objectForKey:@"level"], initialHealth, [hog objectForKey:@"hogname"]];
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        [self sendToEngine: hogLevelHealthAndName];
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        [hogLevelHealthAndName release];
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        NSString *hogHat = [[NSString alloc] initWithFormat:@"ehat %@", [hog objectForKey:@"hat"]];
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        [self sendToEngine: hogHat];
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        [hogHat release];
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    }
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    [teamData release];
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}
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// unpacks ammostore data from the selected ammo.plist to a sequence of engine commands
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-(void) provideAmmoData:(NSString *)ammostoreName forPlayingTeams:(NSInteger) numberOfTeams {
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    NSString *weaponPath = [[NSString alloc] initWithFormat:@"%@/%@",WEAPONS_DIRECTORY(),ammostoreName];
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    NSDictionary *ammoData = [[NSDictionary alloc] initWithContentsOfFile:ammoDataFile];
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    [weaponPath release];
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    NSString *ammloadt = [[NSString alloc] initWithFormat:@"eammloadt %@", [ammoData objectForKey:@"ammostore_initialqt"]];
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    [self sendToEngine: ammloadt];
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    [ammloadt release];
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    NSString *ammprob = [[NSString alloc] initWithFormat:@"eammprob %@", [ammoData objectForKey:@"ammostore_probability"]];
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    [self sendToEngine: ammprob];
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    [ammprob release];
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    NSString *ammdelay = [[NSString alloc] initWithFormat:@"eammdelay %@", [ammoData objectForKey:@"ammostore_delay"]];
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    [self sendToEngine: ammdelay];
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    [ammdelay release];
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    NSString *ammreinf = [[NSString alloc] initWithFormat:@"eammreinf %@", [ammoData objectForKey:@"ammostore_crate"]];
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    [self sendToEngine: ammreinf];
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    [ammreinf release];
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    // sent twice so it applies to both teams
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    NSString *ammstore = [[NSString alloc] initWithString:@"eammstore"];
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    for (int i = 0; i < numberOfTeams; i++)
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        [self sendToEngine: ammstore];
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    [ammstore release];
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    [ammoData release];
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}
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// unpacks scheme data from the selected scheme.plist to a sequence of engine commands
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-(NSInteger) provideScheme:(NSString *)schemeName {
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    NSString *schemePath = [[NSString alloc] initWithFormat:@"%@/%@",SCHEMES_DIRECTORY(),schemeName];
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    NSArray *scheme = [[NSArray alloc] initWithContentsOfFile:schemePath];
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    [schemePath release];
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    int result = 0;
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    int i = 0;
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x01;
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x10;    
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x04;
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x08;    
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x20;
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x40;    
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x80;
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x100;    
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    if ([[scheme objectAtIndex:i++] boolValue])
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   159
        result |= 0x200;
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x400;    
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x800;
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x2000;    
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x4000;
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x8000;    
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x10000;
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    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x20000;
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   174
    if ([[scheme objectAtIndex:i++] boolValue])
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        result |= 0x80000;    
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   176
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    NSString *flags = [[NSString alloc] initWithFormat:@"e$gmflags %d",result];
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    [self sendToEngine:flags];
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    [flags release];
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    NSString *dmgMod = [[NSString alloc] initWithFormat:@"e$damagepct %d",[[scheme objectAtIndex:i++] intValue]];
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    [self sendToEngine:dmgMod];
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    [dmgMod release];
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    NSString *turnTime = [[NSString alloc] initWithFormat:@"e$turntime %d",[[scheme objectAtIndex:i++] intValue] * 1000];
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    [self sendToEngine:turnTime];
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    [turnTime release];
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    result = [[scheme objectAtIndex:i++] intValue]; // initial health
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    NSString *sdTime = [[NSString alloc] initWithFormat:@"e$sd_turns %d",[[scheme objectAtIndex:i++] intValue]];
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    [self sendToEngine:sdTime];
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    [sdTime release];
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    NSString *crateDrops = [[NSString alloc] initWithFormat:@"e$casefreq %d",[[scheme objectAtIndex:i++] intValue]];
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    [self sendToEngine:crateDrops];
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    [crateDrops release];
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    NSString *minesTime = [[NSString alloc] initWithFormat:@"e$minestime %d",[[scheme objectAtIndex:i++] intValue] * 1000];
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    [self sendToEngine:minesTime];
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    [minesTime release];
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    NSString *minesNumber = [[NSString alloc] initWithFormat:@"e$landadds %d",[[scheme objectAtIndex:i++] intValue]];
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    [self sendToEngine:minesNumber];
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    [minesNumber release];
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    NSString *dudMines = [[NSString alloc] initWithFormat:@"e$minedudpct %d",[[scheme objectAtIndex:i++] intValue]];
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    [self sendToEngine:dudMines];
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    [dudMines release];
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    NSString *explosives = [[NSString alloc] initWithFormat:@"e$explosives %d",[[scheme objectAtIndex:i++] intValue]];
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    [self sendToEngine:explosives];
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    [explosives release];
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    [scheme release];
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    return result;
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}
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#pragma mark -
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#pragma mark Thread/Network relevant code
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// select one of GameSetup method and execute it in a seprate thread
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-(void) startThread: (NSString *) selector {
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	SEL usage = NSSelectorFromString(selector);
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	[NSThread detachNewThreadSelector:usage toTarget:self withObject:nil];
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}
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// wrapper that computes the length of the message and then sends the command string
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-(int) sendToEngine: (NSString *)string {
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	uint8_t length = [string length];
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   230
	
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	SDLNet_TCP_Send(csd, &length , 1);
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	return SDLNet_TCP_Send(csd, [string UTF8String], length);
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}
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// method that handles net setup with engine and keeps connection alive
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-(void) engineProtocol {
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	NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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	IPaddress ip;
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	int eProto;
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	BOOL clientQuit, serverQuit;
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	char buffer[BUFFER_SIZE], string[BUFFER_SIZE];
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	uint8_t msgSize;
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	uint16_t gameTicks;
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    serverQuit = NO;
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	if (SDLNet_Init() < 0) {
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		DLog(@"SDLNet_Init: %s", SDLNet_GetError());
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        serverQuit = YES;
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	}
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	// Resolving the host using NULL make network interface to listen
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	if (SDLNet_ResolveHost(&ip, NULL, ipcPort) < 0) {
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		DLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
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        serverQuit = YES;
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	}
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	// Open a connection with the IP provided (listen on the host's port) 
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	if (!(sd = SDLNet_TCP_Open(&ip))) {
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		DLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort);
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        serverQuit = YES;
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	}
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	DLog(@"Waiting for a client on port %d", ipcPort);
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	while (!serverQuit) {
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		// This check the sd if there is a pending connection.
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        // If there is one, accept that, and open a new socket for communicating
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		csd = SDLNet_TCP_Accept(sd);
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		if (NULL != csd) {
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			// Now we can communicate with the client using csd socket
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			// sd will remain opened waiting other connections
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			DLog(@"client found");
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			//first byte of the command alwayas contain the size of the command
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			SDLNet_TCP_Recv(csd, &msgSize, sizeof(uint8_t));
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			SDLNet_TCP_Recv(csd, buffer, msgSize);
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			gameTicks = SDLNet_Read16 (&buffer[msgSize - 2]);
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			//DLog(@"engineProtocol - %d: received [%s]", gameTicks, buffer);
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			if ('C' == buffer[0]) {
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				DLog(@"sending game config");
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   283
                
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				// local game
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				[self sendToEngine:@"TL"];
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   287
				// seed info
3365
37ac593e9027 wow all these files only for land preview and seed generation
koda
parents: 3364
diff changeset
   288
				[self sendToEngine:[self.gameConfig objectForKey:@"seed_command"]];
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   289
				
3479
972ae3ec178a initial support for game modifiers (schemes)
koda
parents: 3395
diff changeset
   290
                // scheme (returns initial health)
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3495
diff changeset
   291
                NSInteger health = [self provideScheme:[self.gameConfig objectForKey:@"scheme"]];
2753
2305bb5dc5f2 update iphone port to new code from Smaxx
koda
parents: 2743
diff changeset
   292
2698
90585aba87ad objc/pascal finally working
koda
parents: 2697
diff changeset
   293
				// dimension of the map
3369
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   294
				[self sendToEngine:[self.gameConfig objectForKey:@"templatefilter_command"]];
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   295
				[self sendToEngine:[self.gameConfig objectForKey:@"mapgen_command"]];
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   296
				[self sendToEngine:[self.gameConfig objectForKey:@"mazesize_command"]];
3373
c1ff724a5c34 use a proper bundle identifier
koda
parents: 3369
diff changeset
   297
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   298
				// theme info
3373
c1ff724a5c34 use a proper bundle identifier
koda
parents: 3369
diff changeset
   299
				[self sendToEngine:[self.gameConfig objectForKey:@"theme_command"]];
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   300
				
3365
37ac593e9027 wow all these files only for land preview and seed generation
koda
parents: 3364
diff changeset
   301
                NSArray *teamsConfig = [self.gameConfig objectForKey:@"teams_list"];
37ac593e9027 wow all these files only for land preview and seed generation
koda
parents: 3364
diff changeset
   302
                for (NSDictionary *teamData in teamsConfig) {
3479
972ae3ec178a initial support for game modifiers (schemes)
koda
parents: 3395
diff changeset
   303
                    [self provideTeamData:[teamData objectForKey:@"team"] 
972ae3ec178a initial support for game modifiers (schemes)
koda
parents: 3395
diff changeset
   304
                                  forHogs:[[teamData objectForKey:@"number"] intValue]
972ae3ec178a initial support for game modifiers (schemes)
koda
parents: 3395
diff changeset
   305
                               withHealth:health
972ae3ec178a initial support for game modifiers (schemes)
koda
parents: 3395
diff changeset
   306
                                  ofColor:[teamData objectForKey:@"color"]];
3170
1dbf4f8eaac0 ifrontend: predispone teams in a proper data structure
koda
parents: 3165
diff changeset
   307
                }
3349
5571592f10a8 update ifrontend to latest ammostore protocol
koda
parents: 3335
diff changeset
   308
                
3522
156c04c6a3d8 add initial stubs for selecting weapons in the ifrontend
koda
parents: 3514
diff changeset
   309
                [self provideAmmoData:@"Default" forPlayingTeams:[teamsConfig count]];
3349
5571592f10a8 update ifrontend to latest ammostore protocol
koda
parents: 3335
diff changeset
   310
                
3364
e5403e2bf02c no more hardcoded teams, team selection is real \o/
koda
parents: 3356
diff changeset
   311
                clientQuit = NO;
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   312
			} else {
3522
156c04c6a3d8 add initial stubs for selecting weapons in the ifrontend
koda
parents: 3514
diff changeset
   313
				DLog(@"wrong message or client closed connection");
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   314
				clientQuit = YES;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   315
			}
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   316
			
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   317
			while (!clientQuit){
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   318
				msgSize = 0;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   319
				memset(buffer, 0, BUFFER_SIZE);
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   320
				memset(string, 0, BUFFER_SIZE);
3479
972ae3ec178a initial support for game modifiers (schemes)
koda
parents: 3395
diff changeset
   321
				if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(uint8_t)) <= 0)
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   322
					clientQuit = YES;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   323
				if (SDLNet_TCP_Recv(csd, buffer, msgSize) <=0)
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   324
					clientQuit = YES;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   325
				
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   326
				gameTicks = SDLNet_Read16(&buffer[msgSize - 2]);
3522
156c04c6a3d8 add initial stubs for selecting weapons in the ifrontend
koda
parents: 3514
diff changeset
   327
				//DLog(@"engineProtocolThread - %d: received [%s]", gameTicks, buffer);
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   328
				
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   329
				switch (buffer[0]) {
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   330
					case '?':
3522
156c04c6a3d8 add initial stubs for selecting weapons in the ifrontend
koda
parents: 3514
diff changeset
   331
						DLog(@"Ping? Pong!");
2696
41aa7b56c17b settings are applied to game launch
koda
parents: 2694
diff changeset
   332
						[self sendToEngine:@"!"];
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   333
						break;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   334
					case 'E':
3522
156c04c6a3d8 add initial stubs for selecting weapons in the ifrontend
koda
parents: 3514
diff changeset
   335
						DLog(@"ERROR - last console line: [%s]", buffer);
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   336
						clientQuit = YES;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   337
						break;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   338
					case 'e':
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   339
						sscanf(buffer, "%*s %d", &eProto);
3328
fe87c2242984 fix the save of the team and rearrange hat/name modification
koda
parents: 3312
diff changeset
   340
						short int netProto = 0;
2799
558b29bf00c5 add a new way to fetch version info from pascal to c
koda
parents: 2753
diff changeset
   341
						char *versionStr;
3199
1a9938a27677 fixes to the mac build system
koda
parents: 3170
diff changeset
   342
						
3006
da6023c2745b restore compilation on simulator and device
koda
parents: 2799
diff changeset
   343
                        HW_versionInfo(&netProto, &versionStr);
2799
558b29bf00c5 add a new way to fetch version info from pascal to c
koda
parents: 2753
diff changeset
   344
						if (netProto == eProto) {
3522
156c04c6a3d8 add initial stubs for selecting weapons in the ifrontend
koda
parents: 3514
diff changeset
   345
							DLog(@"Setting protocol version %d (%s)", eProto, versionStr);
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   346
						} else {
3522
156c04c6a3d8 add initial stubs for selecting weapons in the ifrontend
koda
parents: 3514
diff changeset
   347
							DLog(@"ERROR - wrong protocol number: [%s] - expecting %d", buffer, eProto);
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   348
							clientQuit = YES;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   349
						}
3199
1a9938a27677 fixes to the mac build system
koda
parents: 3170
diff changeset
   350
                        
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   351
						break;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   352
					case 'i':
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   353
						switch (buffer[1]) {
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   354
							case 'r':
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   355
								NSLog(@"Winning team: %s", &buffer[2]);
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   356
								break;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   357
							case 'k':
3522
156c04c6a3d8 add initial stubs for selecting weapons in the ifrontend
koda
parents: 3514
diff changeset
   358
                                NSLog(@"Best Hedgehog: %s", &buffer[2]);
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   359
								break;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   360
						}
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   361
						break;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   362
					default:
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   363
						// empty packet or just statistics
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   364
						break;
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   365
					// missing case for exiting right away
2697
75880595a9f1 code cleanup and opengles optimizations
koda
parents: 2696
diff changeset
   366
				}
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   367
			}
3522
156c04c6a3d8 add initial stubs for selecting weapons in the ifrontend
koda
parents: 3514
diff changeset
   368
			DLog(@"Engine exited, closing server");
2697
75880595a9f1 code cleanup and opengles optimizations
koda
parents: 2696
diff changeset
   369
			// wait a little to let the client close cleanly
2702
48fc46a922fd rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents: 2699
diff changeset
   370
			[NSThread sleepForTimeInterval:2];
2697
75880595a9f1 code cleanup and opengles optimizations
koda
parents: 2696
diff changeset
   371
			// Close the client socket
75880595a9f1 code cleanup and opengles optimizations
koda
parents: 2696
diff changeset
   372
			SDLNet_TCP_Close(csd);
2702
48fc46a922fd rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents: 2699
diff changeset
   373
			serverQuit = YES;
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   374
		}
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   375
	}
2702
48fc46a922fd rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents: 2699
diff changeset
   376
	
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   377
	SDLNet_TCP_Close(sd);
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   378
	SDLNet_Quit();
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   379
3369
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   380
    [[NSFileManager defaultManager] removeItemAtPath:GAMECONFIG_FILE() error:NULL];
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   381
    
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   382
	[pool release];
3490
016b3172b645 a bunch of minor stuff
koda
parents: 3487
diff changeset
   383
    //Invoking this method should be avoided as it does not give your thread a chance to clean up any resources it allocated during its execution.
016b3172b645 a bunch of minor stuff
koda
parents: 3487
diff changeset
   384
    //[NSThread exit];
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   385
}
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   386
2696
41aa7b56c17b settings are applied to game launch
koda
parents: 2694
diff changeset
   387
#pragma mark -
2702
48fc46a922fd rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents: 2699
diff changeset
   388
#pragma mark Setting methods
3373
c1ff724a5c34 use a proper bundle identifier
koda
parents: 3369
diff changeset
   389
// returns an array of c-strings that are read by engine at startup
2702
48fc46a922fd rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents: 2699
diff changeset
   390
-(const char **)getSettings {
48fc46a922fd rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents: 2699
diff changeset
   391
	NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort];
3006
da6023c2745b restore compilation on simulator and device
koda
parents: 2799
diff changeset
   392
	NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]];
3021
1d3302ac371f move the buttons a little
koda
parents: 3006
diff changeset
   393
    CGRect screenBounds = [[UIScreen mainScreen] bounds];
3029
67483e87590c a couple of smaller cleanups that didn't get in previous commit
koda
parents: 3021
diff changeset
   394
    NSString *wSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.width];
67483e87590c a couple of smaller cleanups that didn't get in previous commit
koda
parents: 3021
diff changeset
   395
    NSString *hSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.height];
3495
a6b4f351d400 now engine can be optionally built as library, there's an example wrapper of how to use it
koda
parents: 3490
diff changeset
   396
	const char **gameArgs = (const char**) malloc(sizeof(char *) * 9);
3165
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   397
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   398
    /*
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   399
    size_t size;
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   400
    // Set 'oldp' parameter to NULL to get the size of the data returned so we can allocate appropriate amount of space
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   401
    sysctlbyname("hw.machine", NULL, &size, NULL, 0); 
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   402
    char *name = malloc(size);
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   403
    // Get the platform name
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   404
    sysctlbyname("hw.machine", name, &size, NULL, 0);
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   405
    NSString *machine = [[NSString alloc] initWithUTF8String:name];
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   406
    free(name);
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   407
    
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   408
   	const char **gameArgs = (const char**) malloc(sizeof(char*) * 9);
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   409
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   410
    // if the machine is less than iphone 3gs or less than ipod touch 3g use reduced graphics (land array)
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   411
    if ([machine hasPrefix:@"iPhone1"] || ([machine hasPrefix:@"iPod"] && ([machine hasSuffix:@"1,1"] || [machine hasSuffix:@"2,1"])))
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   412
        gameArgs[8] = "1";
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   413
    else
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   414
        gameArgs[8] = "0";
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   415
    [machine release];
3ec07a7d8456 just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents: 3090
diff changeset
   416
    */
3021
1d3302ac371f move the buttons a little
koda
parents: 3006
diff changeset
   417
    
3312
6d8f1c76756d restore and update the old general settings
koda
parents: 3221
diff changeset
   418
    // prevents using an empty nickname
6d8f1c76756d restore and update the old general settings
koda
parents: 3221
diff changeset
   419
    NSString *username;
3364
e5403e2bf02c no more hardcoded teams, team selection is real \o/
koda
parents: 3356
diff changeset
   420
    NSString *originalUsername = [self.systemSettings objectForKey:@"username"];
3373
c1ff724a5c34 use a proper bundle identifier
koda
parents: 3369
diff changeset
   421
    if ([originalUsername length] == 0)
3312
6d8f1c76756d restore and update the old general settings
koda
parents: 3221
diff changeset
   422
        username = [[NSString alloc] initWithFormat:@"MobileUser-%@",ipcString];
3373
c1ff724a5c34 use a proper bundle identifier
koda
parents: 3369
diff changeset
   423
    else
3312
6d8f1c76756d restore and update the old general settings
koda
parents: 3221
diff changeset
   424
        username = [[NSString alloc] initWithString:originalUsername];
6d8f1c76756d restore and update the old general settings
koda
parents: 3221
diff changeset
   425
    
3369
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   426
	gameArgs[0] = [username UTF8String];                                                        //UserNick
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   427
	gameArgs[1] = [ipcString UTF8String];                                                       //ipcPort
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   428
	gameArgs[2] = [[[self.systemSettings objectForKey:@"sound"] stringValue] UTF8String];       //isSoundEnabled
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   429
	gameArgs[3] = [[[self.systemSettings objectForKey:@"music"] stringValue] UTF8String];       //isMusicEnabled
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   430
	gameArgs[4] = [localeString UTF8String];                                                    //cLocaleFName
3364
e5403e2bf02c no more hardcoded teams, team selection is real \o/
koda
parents: 3356
diff changeset
   431
	gameArgs[5] = [[[self.systemSettings objectForKey:@"alternate"] stringValue] UTF8String];	//cAltDamage
3369
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   432
	gameArgs[6] = [wSize UTF8String];                                                           //cScreenHeight
c7289e42f0ee add other controls for map preview, also fix a bug in digest
koda
parents: 3365
diff changeset
   433
    gameArgs[7] = [hSize UTF8String];                                                           //cScreenWidth
3495
a6b4f351d400 now engine can be optionally built as library, there's an example wrapper of how to use it
koda
parents: 3490
diff changeset
   434
    gameArgs[8] = NULL;                                                                         //recordFileName
3021
1d3302ac371f move the buttons a little
koda
parents: 3006
diff changeset
   435
    
3029
67483e87590c a couple of smaller cleanups that didn't get in previous commit
koda
parents: 3021
diff changeset
   436
    [wSize release];
67483e87590c a couple of smaller cleanups that didn't get in previous commit
koda
parents: 3021
diff changeset
   437
    [hSize release];
2702
48fc46a922fd rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents: 2699
diff changeset
   438
	[localeString release];
48fc46a922fd rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents: 2699
diff changeset
   439
	[ipcString release];
3312
6d8f1c76756d restore and update the old general settings
koda
parents: 3221
diff changeset
   440
    [username release];
2702
48fc46a922fd rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents: 2699
diff changeset
   441
	return gameArgs;
2693
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   442
}
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   443
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   444
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff changeset
   445
@end