update the project to ios4 by removing pre-3.2 references
add missing lowres image
other smaller fixes
//
// gameSetup.m
// hwengine
//
// Created by Vittorio on 10/01/10.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#include <sys/types.h>
#include <sys/sysctl.h>
#import "GameSetup.h"
#import "SDL_uikitappdelegate.h"
#import "SDL_net.h"
#import "PascalImports.h"
#import "CommodityFunctions.h"
#define BUFFER_SIZE 256
#define debug(format, ...) CFShow([NSString stringWithFormat:format, ## __VA_ARGS__]);
@implementation GameSetup
@synthesize systemSettings, gameConfig;
-(id) init {
if (self = [super init]) {
ipcPort = randomPort();
// should check they exist and throw and exection if not
NSDictionary *dictSett = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()];
self.systemSettings = dictSett;
[dictSett release];
NSDictionary *dictGame = [[NSDictionary alloc] initWithContentsOfFile:GAMECONFIG_FILE()];
self.gameConfig = dictGame;
[dictGame release];
}
return self;
}
-(NSString *)description {
return [NSString stringWithFormat:@"ipcport: %d\nsockets: %d,%d\n teams: %@\n systemSettings: %@",ipcPort,sd,csd,gameConfig,systemSettings];
}
-(void) dealloc {
[gameConfig release];
[systemSettings release];
[super dealloc];
}
#pragma mark -
#pragma mark Provider functions
// unpacks team data from the selected team.plist to a sequence of engine commands
-(void) provideTeamData:(NSString *)teamName forHogs:(NSInteger) numberOfPlayingHogs withHealth:(NSInteger) initialHealth ofColor:(NSNumber *)teamColor {
/*
addteam <32charsMD5hash> <color> <team name>
addhh <level> <health> <hedgehog name>
<level> is 0 for human, 1-5 for bots (5 is the most stupid)
*/
NSString *teamFile = [[NSString alloc] initWithFormat:@"%@/%@", TEAMS_DIRECTORY(), teamName];
NSDictionary *teamData = [[NSDictionary alloc] initWithContentsOfFile:teamFile];
[teamFile release];
NSString *teamHashColorAndName = [[NSString alloc] initWithFormat:@"eaddteam %@ %@ %@",
[teamData objectForKey:@"hash"], [teamColor stringValue], [teamData objectForKey:@"teamname"]];
[self sendToEngine: teamHashColorAndName];
[teamHashColorAndName release];
NSString *grave = [[NSString alloc] initWithFormat:@"egrave %@", [teamData objectForKey:@"grave"]];
[self sendToEngine: grave];
[grave release];
NSString *fort = [[NSString alloc] initWithFormat:@"efort %@", [teamData objectForKey:@"fort"]];
[self sendToEngine: fort];
[fort release];
NSString *voicepack = [[NSString alloc] initWithFormat:@"evoicepack %@", [teamData objectForKey:@"voicepack"]];
[self sendToEngine: voicepack];
[voicepack release];
NSString *flag = [[NSString alloc] initWithFormat:@"eflag %@", [teamData objectForKey:@"flag"]];
[self sendToEngine: flag];
[flag release];
NSArray *hogs = [teamData objectForKey:@"hedgehogs"];
for (int i = 0; i < numberOfPlayingHogs; i++) {
NSDictionary *hog = [hogs objectAtIndex:i];
NSString *hogLevelHealthAndName = [[NSString alloc] initWithFormat:@"eaddhh %@ %d %@",
[hog objectForKey:@"level"], initialHealth, [hog objectForKey:@"hogname"]];
[self sendToEngine: hogLevelHealthAndName];
[hogLevelHealthAndName release];
NSString *hogHat = [[NSString alloc] initWithFormat:@"ehat %@", [hog objectForKey:@"hat"]];
[self sendToEngine: hogHat];
[hogHat release];
}
[teamData release];
}
// unpacks ammostore data from the selected ammo.plist to a sequence of engine commands
-(void) provideAmmoData:(NSString *)ammostoreName forPlayingTeams:(NSInteger) numberOfTeams {
NSString *weaponPath = [[NSString alloc] initWithFormat:@"%@/%@",WEAPONS_DIRECTORY(),ammostoreName];
NSDictionary *ammoData = [[NSDictionary alloc] initWithContentsOfFile:weaponPath];
[weaponPath release];
NSString *ammloadt = [[NSString alloc] initWithFormat:@"eammloadt %@", [ammoData objectForKey:@"ammostore_initialqt"]];
[self sendToEngine: ammloadt];
[ammloadt release];
NSString *ammprob = [[NSString alloc] initWithFormat:@"eammprob %@", [ammoData objectForKey:@"ammostore_probability"]];
[self sendToEngine: ammprob];
[ammprob release];
NSString *ammdelay = [[NSString alloc] initWithFormat:@"eammdelay %@", [ammoData objectForKey:@"ammostore_delay"]];
[self sendToEngine: ammdelay];
[ammdelay release];
NSString *ammreinf = [[NSString alloc] initWithFormat:@"eammreinf %@", [ammoData objectForKey:@"ammostore_crate"]];
[self sendToEngine: ammreinf];
[ammreinf release];
// sent twice so it applies to both teams
NSString *ammstore = [[NSString alloc] initWithString:@"eammstore"];
for (int i = 0; i < numberOfTeams; i++)
[self sendToEngine: ammstore];
[ammstore release];
[ammoData release];
}
// unpacks scheme data from the selected scheme.plist to a sequence of engine commands
-(NSInteger) provideScheme:(NSString *)schemeName {
NSString *schemePath = [[NSString alloc] initWithFormat:@"%@/%@",SCHEMES_DIRECTORY(),schemeName];
NSArray *scheme = [[NSArray alloc] initWithContentsOfFile:schemePath];
[schemePath release];
int result = 0;
int i = 0;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x01;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x10;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x04;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x08;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x20;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x40;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x80;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x100;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x200;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x400;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x800;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x2000;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x4000;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x8000;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x10000;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x20000;
if ([[scheme objectAtIndex:i++] boolValue])
result |= 0x80000;
NSString *flags = [[NSString alloc] initWithFormat:@"e$gmflags %d",result];
[self sendToEngine:flags];
[flags release];
NSString *dmgMod = [[NSString alloc] initWithFormat:@"e$damagepct %d",[[scheme objectAtIndex:i++] intValue]];
[self sendToEngine:dmgMod];
[dmgMod release];
NSString *turnTime = [[NSString alloc] initWithFormat:@"e$turntime %d",[[scheme objectAtIndex:i++] intValue] * 1000];
[self sendToEngine:turnTime];
[turnTime release];
result = [[scheme objectAtIndex:i++] intValue]; // initial health
NSString *sdTime = [[NSString alloc] initWithFormat:@"e$sd_turns %d",[[scheme objectAtIndex:i++] intValue]];
[self sendToEngine:sdTime];
[sdTime release];
NSString *crateDrops = [[NSString alloc] initWithFormat:@"e$casefreq %d",[[scheme objectAtIndex:i++] intValue]];
[self sendToEngine:crateDrops];
[crateDrops release];
NSString *minesTime = [[NSString alloc] initWithFormat:@"e$minestime %d",[[scheme objectAtIndex:i++] intValue] * 1000];
[self sendToEngine:minesTime];
[minesTime release];
NSString *minesNumber = [[NSString alloc] initWithFormat:@"e$landadds %d",[[scheme objectAtIndex:i++] intValue]];
[self sendToEngine:minesNumber];
[minesNumber release];
NSString *dudMines = [[NSString alloc] initWithFormat:@"e$minedudpct %d",[[scheme objectAtIndex:i++] intValue]];
[self sendToEngine:dudMines];
[dudMines release];
NSString *explosives = [[NSString alloc] initWithFormat:@"e$explosives %d",[[scheme objectAtIndex:i++] intValue]];
[self sendToEngine:explosives];
[explosives release];
[scheme release];
return result;
}
#pragma mark -
#pragma mark Thread/Network relevant code
// select one of GameSetup method and execute it in a seprate thread
-(void) startThread: (NSString *) selector {
SEL usage = NSSelectorFromString(selector);
[NSThread detachNewThreadSelector:usage toTarget:self withObject:nil];
}
// wrapper that computes the length of the message and then sends the command string
-(int) sendToEngine: (NSString *)string {
uint8_t length = [string length];
SDLNet_TCP_Send(csd, &length , 1);
return SDLNet_TCP_Send(csd, [string UTF8String], length);
}
// method that handles net setup with engine and keeps connection alive
-(void) engineProtocol {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
IPaddress ip;
int eProto;
BOOL clientQuit, serverQuit;
char buffer[BUFFER_SIZE], string[BUFFER_SIZE];
uint8_t msgSize;
uint16_t gameTicks;
serverQuit = NO;
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, ipcPort) < 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 %\n", SDLNet_GetError(), ipcPort);
serverQuit = YES;
}
DLog(@"Waiting for a client on port %d", ipcPort);
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) {
// Now we can communicate with the client using csd socket
// sd will remain opened waiting other connections
DLog(@"client found");
//first byte of the command alwayas contain the size of the command
SDLNet_TCP_Recv(csd, &msgSize, sizeof(uint8_t));
SDLNet_TCP_Recv(csd, buffer, msgSize);
gameTicks = SDLNet_Read16 (&buffer[msgSize - 2]);
//DLog(@"engineProtocol - %d: received [%s]", gameTicks, buffer);
if ('C' == buffer[0]) {
DLog(@"sending game config");
// local game
[self sendToEngine:@"TL"];
// seed info
[self sendToEngine:[self.gameConfig objectForKey:@"seed_command"]];
// dimension of the map
[self sendToEngine:[self.gameConfig objectForKey:@"templatefilter_command"]];
[self sendToEngine:[self.gameConfig objectForKey:@"mapgen_command"]];
[self sendToEngine:[self.gameConfig objectForKey:@"mazesize_command"]];
// theme info
[self sendToEngine:[self.gameConfig objectForKey:@"theme_command"]];
// scheme (returns initial health)
NSInteger health = [self provideScheme:[self.gameConfig objectForKey:@"scheme"]];
NSArray *teamsConfig = [self.gameConfig objectForKey:@"teams_list"];
for (NSDictionary *teamData in teamsConfig) {
[self provideTeamData:[teamData objectForKey:@"team"]
forHogs:[[teamData objectForKey:@"number"] intValue]
withHealth:health
ofColor:[teamData objectForKey:@"color"]];
}
[self provideAmmoData:@"Default.plist" forPlayingTeams:[teamsConfig count]];
clientQuit = NO;
} else {
DLog(@"wrong message or client closed connection");
clientQuit = YES;
}
while (!clientQuit){
msgSize = 0;
memset(buffer, 0, BUFFER_SIZE);
memset(string, 0, BUFFER_SIZE);
if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(uint8_t)) <= 0)
clientQuit = YES;
if (SDLNet_TCP_Recv(csd, buffer, msgSize) <=0)
clientQuit = YES;
gameTicks = SDLNet_Read16(&buffer[msgSize - 2]);
//DLog(@"engineProtocolThread - %d: received [%s]", gameTicks, buffer);
switch (buffer[0]) {
case '?':
DLog(@"Ping? Pong!");
[self sendToEngine:@"!"];
break;
case 'E':
DLog(@"ERROR - last console line: [%s]", buffer);
clientQuit = YES;
break;
case 'e':
sscanf(buffer, "%*s %d", &eProto);
short int netProto = 0;
char *versionStr;
HW_versionInfo(&netProto, &versionStr);
if (netProto == eProto) {
DLog(@"Setting protocol version %d (%s)", eProto, versionStr);
} else {
DLog(@"ERROR - wrong protocol number: [%s] - expecting %d", buffer, eProto);
clientQuit = YES;
}
break;
case 'i':
switch (buffer[1]) {
case 'r':
NSLog(@"Winning team: %s", &buffer[2]);
break;
case 'k':
NSLog(@"Best Hedgehog: %s", &buffer[2]);
break;
}
break;
default:
// empty packet or just statistics
break;
// missing case for exiting right away
}
}
DLog(@"Engine exited, closing server");
// wait a little to let the client close cleanly
[NSThread sleepForTimeInterval:2];
// Close the client socket
SDLNet_TCP_Close(csd);
serverQuit = YES;
}
}
SDLNet_TCP_Close(sd);
SDLNet_Quit();
[[NSFileManager defaultManager] removeItemAtPath:GAMECONFIG_FILE() error:NULL];
[pool release];
//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.
//[NSThread exit];
}
#pragma mark -
#pragma mark Setting methods
// returns an array of c-strings that are read by engine at startup
-(const char **)getSettings {
NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort];
NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]];
CGRect screenBounds = [[UIScreen mainScreen] bounds];
NSString *wSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.width];
NSString *hSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.height];
const char **gameArgs = (const char**) malloc(sizeof(char *) * 9);
/*
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 = malloc(size);
// Get the platform name
sysctlbyname("hw.machine", name, &size, NULL, 0);
NSString *machine = [[NSString alloc] initWithUTF8String:name];
free(name);
const char **gameArgs = (const char**) malloc(sizeof(char*) * 9);
// if the machine is less than iphone 3gs or less than ipod touch 3g use reduced graphics (land array)
if ([machine hasPrefix:@"iPhone1"] || ([machine hasPrefix:@"iPod"] && ([machine hasSuffix:@"1,1"] || [machine hasSuffix:@"2,1"])))
gameArgs[8] = "1";
else
gameArgs[8] = "0";
[machine release];
*/
// prevents using an empty nickname
NSString *username;
NSString *originalUsername = [self.systemSettings objectForKey:@"username"];
if ([originalUsername length] == 0)
username = [[NSString alloc] initWithFormat:@"MobileUser-%@",ipcString];
else
username = [[NSString alloc] initWithString:originalUsername];
gameArgs[0] = [username UTF8String]; //UserNick
gameArgs[1] = [ipcString UTF8String]; //ipcPort
gameArgs[2] = [[[self.systemSettings objectForKey:@"sound"] stringValue] UTF8String]; //isSoundEnabled
gameArgs[3] = [[[self.systemSettings objectForKey:@"music"] stringValue] UTF8String]; //isMusicEnabled
gameArgs[4] = [localeString UTF8String]; //cLocaleFName
gameArgs[5] = [[[self.systemSettings objectForKey:@"alternate"] stringValue] UTF8String]; //cAltDamage
gameArgs[6] = [wSize UTF8String]; //cScreenHeight
gameArgs[7] = [hSize UTF8String]; //cScreenWidth
gameArgs[8] = NULL; //recordFileName
[wSize release];
[hSize release];
[localeString release];
[ipcString release];
[username release];
return gameArgs;
}
@end