cocoaTouch/GameSetup.m
author smxx
Tue, 30 Mar 2010 20:18:04 +0000
changeset 3185 19d84448835f
parent 3170 1dbf4f8eaac0
child 3199 1a9938a27677
permissions -rw-r--r--
Frontend: * Added separator and better sorting to map selection * Updated German translation
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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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#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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#include <sys/types.h>
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#include <sys/sysctl.h>
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#define BUFFER_SIZE 256
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@implementation GameSetup
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@synthesize systemSettings, teams;
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-(id) init {
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	if (self = [super init]) {
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    	srandom(time(NULL));
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        ipcPort = (random() % 64541) + 1025;
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        NSDictionary *hogA1 = [[NSDictionary alloc] initWithObjectsAndKeys:@"100",@"health",@"0",@"level",@"Snow Leopard",@"hogname",@"NoHat",@"hat",nil];
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        NSDictionary *hogA2 = [[NSDictionary alloc] initWithObjectsAndKeys:@"100",@"health",@"0",@"level",@"Leopard",@"hogname",@"NoHat",@"hat",nil];
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        NSArray *hedgehogs1 = [[NSArray alloc] initWithObjects:hogA1,hogA2,nil];
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        [hogA1 release];
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        [hogA2 release];
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        NSDictionary *firstTeam = [[NSDictionary alloc] initWithObjectsAndKeys:@"4421353",@"color",@"0",@"hash",@"System Cats",@"teamname",
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                                   @"star",@"grave",@"Earth",@"fort",@"Classic",@"voicepack",@"hedgewars",@"flag",hedgehogs1,@"hedgehogs",
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                                   @"93919294221991210322351110012010000002111040400044140044464564444477477611221114440000000000000205500000040007004000000000213111103121111111231141111111111111112111",
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                                   @"ammostore",nil];
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        [hedgehogs1 release];
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        NSDictionary *hogB1 = [[NSDictionary alloc] initWithObjectsAndKeys:@"100",@"health",@"0",@"level",@"Raichu",@"hogname",@"Bunny",@"hat",nil];
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        NSDictionary *hogB2 = [[NSDictionary alloc] initWithObjectsAndKeys:@"100",@"health",@"0",@"level",@"Pikachu",@"hogname",@"Bunny",@"hat",nil];
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        NSArray *hedgehogs2 = [[NSArray alloc] initWithObjects:hogB1,hogB2,nil];
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        [hogB1 release];
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        [hogB2 release];
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        NSDictionary *secondTeam = [[NSDictionary alloc] initWithObjectsAndKeys:@"4100897",@"color",@"0",@"hash",@"Poke-MAN",@"teamname",
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                                    @"Badger",@"grave",@"UFO",@"fort",@"Default",@"voicepack",@"hedgewars",@"flag",hedgehogs2,@"hedgehogs",
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                                    @"93919294221991210322351110012010000002111040400044140044464564444477477611221114440000000000000205500000040007004000000000213111103121111111231141111111111111112111",
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                                    @"ammostore",nil];
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        [hedgehogs2 release];
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        teams = [[NSArray alloc] initWithObjects: firstTeam, secondTeam, nil];
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        [firstTeam release];
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        [secondTeam release];
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        NSString *filePath = [[SDLUIKitDelegate sharedAppDelegate] dataFilePath:@"settings.plist"];
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        systemSettings = [[NSDictionary alloc] initWithContentsOfFile:filePath]; //should check it exists
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        return self;
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    } else
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        return nil;
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}
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-(void) dealloc {
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    [teams 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 Thread/Network relevant code
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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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-(int) sendToEngine: (NSString *)string {
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	Uint8 length = [string length];
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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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-(void) sendTeamData:(NSDictionary *)teamData {
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    NSString *teamHashColorAndName = [[NSString alloc] initWithFormat:@"eaddteam %@ %@ %@", [teamData objectForKey:@"hash"], [teamData objectForKey:@"color"], [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 (NSDictionary *hog in hogs) {
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        NSString *hogLevelHealthAndName = [[NSString alloc] initWithFormat:@"eaddhh %@ %@ %@", [hog objectForKey:@"level"], [hog objectForKey:@"health"], [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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    NSString *ammostore = [[NSString alloc] initWithFormat:@"eammstore %@", [teamData objectForKey:@"ammostore"]];
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    [self sendToEngine: ammostore];
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    [ammostore release];
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}
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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 msgSize;
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	Uint16 gameTicks;
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	if (SDLNet_Init() < 0) {
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		NSLog(@"SDLNet_Init: %s", SDLNet_GetError());
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		exit(EXIT_FAILURE);
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	}
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	/* Resolving the host using NULL make network interface to listen */
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   132
	if (SDLNet_ResolveHost(&ip, NULL, ipcPort) < 0) {
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   133
		NSLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
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   134
		exit(EXIT_FAILURE);
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   135
	}
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   136
	
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   137
	/* Open a connection with the IP provided (listen on the host's port) */
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   138
	if (!(sd = SDLNet_TCP_Open(&ip))) {
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   139
		NSLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort);
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   140
		exit(EXIT_FAILURE);
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   141
	}
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   142
	
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   143
	NSLog(@"engineProtocol - Waiting for a client on port %d", ipcPort);
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   144
	serverQuit = NO;
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   145
	while (!serverQuit) {
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   146
		
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   147
		/* This check the sd if there is a pending connection.
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   148
		 * If there is one, accept that, and open a new socket for communicating */
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   149
		csd = SDLNet_TCP_Accept(sd);
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   150
		if (NULL != csd) {
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   151
			
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   152
			NSLog(@"engineProtocol - Client found");
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   153
			
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   154
			//first byte of the command alwayas contain the size of the command
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   155
			SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8));
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   156
			
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   157
			SDLNet_TCP_Recv(csd, buffer, msgSize);
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   158
			gameTicks = SDLNet_Read16(&buffer[msgSize - 2]);
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   159
			//NSLog(@"engineProtocol - %d: received [%s]", gameTicks, buffer);
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   160
			
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   161
			if ('C' == buffer[0]) {
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   162
				NSLog(@"engineProtocol - sending game config");
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   163
				
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   164
				// send config data data
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   165
				/*
48fc46a922fd rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
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   166
				seed is arbitrary string
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diff changeset
   167
				addteam <32charsMD5hash> <color> <team name>
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   168
				addhh <level> <health> <hedgehog name>
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diff changeset
   169
				  <level> is 0 for human, 1-5 for bots (5 is the most stupid)
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   170
				ammostore is one byte/number for each ammocount then one for each probability or so
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   171
				*/
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   172
				// local game
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   173
				[self sendToEngine:@"TL"];
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   174
				
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   175
				// seed info
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   176
				[self sendToEngine:@"eseed {232c1b42-7d39-4ee6-adf8-4240e1f1efb8}"];
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   177
				
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
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   178
				// various flags
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   179
				[self sendToEngine:@"e$gmflags 256"]; 
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   180
				[self sendToEngine:@"e$damagepct 100"];
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   181
				[self sendToEngine:@"e$turntime 45000"];
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   182
				[self sendToEngine:@"e$minestime 3000"];
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   183
				[self sendToEngine:@"e$landadds 4"];
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   184
				[self sendToEngine:@"e$sd_turns 15"];
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   185
				[self sendToEngine:@"e$casefreq 5"];
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diff changeset
   186
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   187
				// dimension of the map
2696
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   188
				[self sendToEngine:@"e$template_filter 1"];
2693
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diff changeset
   189
								
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
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   190
				// theme info
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diff changeset
   191
				[self sendToEngine:@"etheme Compost"];
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parents:
diff changeset
   192
				
3170
1dbf4f8eaac0 ifrontend: predispone teams in a proper data structure
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diff changeset
   193
                for (NSDictionary *teamData in teams) {
1dbf4f8eaac0 ifrontend: predispone teams in a proper data structure
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   194
                    [self sendTeamData:teamData];
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   195
                    NSLog(@"teamData sent");
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diff changeset
   196
                }
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diff changeset
   197
								
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   198
			clientQuit = NO;
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diff changeset
   199
			} else {
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   200
				NSLog(@"engineProtocolThread - wrong message or client closed connection");
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   201
				clientQuit = YES;
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diff changeset
   202
			}
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diff changeset
   203
			
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   204
			while (!clientQuit){
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diff changeset
   205
				/* Now we can communicate with the client using csd socket
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parents:
diff changeset
   206
				 * sd will remain opened waiting other connections */
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parents:
diff changeset
   207
				msgSize = 0;
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parents:
diff changeset
   208
				memset(buffer, 0, BUFFER_SIZE);
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diff changeset
   209
				memset(string, 0, BUFFER_SIZE);
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diff changeset
   210
				if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)) <= 0)
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parents:
diff changeset
   211
					clientQuit = YES;
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parents:
diff changeset
   212
				if (SDLNet_TCP_Recv(csd, buffer, msgSize) <=0)
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diff changeset
   213
					clientQuit = YES;
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diff changeset
   214
				
3207e0eacd43 GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
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parents:
diff changeset
   215
				gameTicks = SDLNet_Read16(&buffer[msgSize - 2]);
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parents:
diff changeset
   216
				//NSLog(@"engineProtocolThread - %d: received [%s]", gameTicks, buffer);
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diff changeset
   217
				
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   218
				switch (buffer[0]) {
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   219
					case '?':
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parents:
diff changeset
   220
						NSLog(@"Ping? Pong!");
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   221
						[self sendToEngine:@"!"];
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   222
						break;
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parents:
diff changeset
   223
					case 'E':
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parents:
diff changeset
   224
						NSLog(@"ERROR - last console line: [%s]", buffer);
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diff changeset
   225
						clientQuit = YES;
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diff changeset
   226
						break;
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parents:
diff changeset
   227
					case 'e':
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parents:
diff changeset
   228
						sscanf(buffer, "%*s %d", &eProto);
2799
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diff changeset
   229
						short int netProto;
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   230
						char *versionStr;
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diff changeset
   231
						/*
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diff changeset
   232
                        HW_versionInfo(&netProto, &versionStr);
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   233
						if (netProto == eProto) {
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diff changeset
   234
							NSLog(@"Setting protocol version %d (%s)", eProto, versionStr);
2693
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diff changeset
   235
						} else {
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parents:
diff changeset
   236
							NSLog(@"ERROR - wrong protocol number: [%s] - expecting %d", buffer, eProto);
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diff changeset
   237
							clientQuit = YES;
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diff changeset
   238
						}
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diff changeset
   239
                        */
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   240
						break;
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parents:
diff changeset
   241
					case 'i':
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parents:
diff changeset
   242
						switch (buffer[1]) {
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parents:
diff changeset
   243
							case 'r':
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parents:
diff changeset
   244
								NSLog(@"Winning team: %s", &buffer[2]);
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diff changeset
   245
								break;
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parents:
diff changeset
   246
							case 'k':
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parents:
diff changeset
   247
								NSLog(@"Best Hedgehog: %s", &buffer[2]);
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parents:
diff changeset
   248
								break;
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parents:
diff changeset
   249
						}
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diff changeset
   250
						break;
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parents:
diff changeset
   251
					default:
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parents:
diff changeset
   252
						// empty packet or just statistics
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parents:
diff changeset
   253
						break;
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parents:
diff changeset
   254
					// missing case for exiting right away
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diff changeset
   255
				}
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			}
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			NSLog(@"Engine exited, closing server");
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			// wait a little to let the client close cleanly
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			[NSThread sleepForTimeInterval:2];
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			// Close the client socket
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			SDLNet_TCP_Close(csd);
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			serverQuit = YES;
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		}
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	}
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	SDLNet_TCP_Close(sd);
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	SDLNet_Quit();
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	[pool release];
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	[NSThread exit];
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}
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#pragma mark -
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#pragma mark Setting methods
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-(const char **)getSettings {
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	NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort];
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	NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]];
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    CGRect screenBounds = [[UIScreen mainScreen] bounds];
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    NSString *wSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.width];
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    NSString *hSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.height];
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	const char **gameArgs = (const char**) malloc(sizeof(char*) * 8);
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    /*
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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 = malloc(size);
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    // Get the platform name
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    sysctlbyname("hw.machine", name, &size, NULL, 0);
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    NSString *machine = [[NSString alloc] initWithUTF8String:name];
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    free(name);
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   	const char **gameArgs = (const char**) malloc(sizeof(char*) * 9);
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    // if the machine is less than iphone 3gs or less than ipod touch 3g use reduced graphics (land array)
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    if ([machine hasPrefix:@"iPhone1"] || ([machine hasPrefix:@"iPod"] && ([machine hasSuffix:@"1,1"] || [machine hasSuffix:@"2,1"])))
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        gameArgs[8] = "1";
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    else
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        gameArgs[8] = "0";
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    [machine release];
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    */
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	gameArgs[0] = [[systemSettings objectForKey:@"username"] UTF8String];	//UserNick
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	gameArgs[1] = [ipcString UTF8String];                                   //ipcPort
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	gameArgs[2] = [[systemSettings objectForKey:@"sounds"] UTF8String];     //isSoundEnabled
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	gameArgs[3] = [[systemSettings objectForKey:@"music"] UTF8String];      //isMusicEnabled
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	gameArgs[4] = [localeString UTF8String];                                //cLocaleFName
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	gameArgs[5] = [[systemSettings objectForKey:@"alternate"] UTF8String];	//cAltDamage
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	gameArgs[6] = [wSize UTF8String];                                       //cScreenHeight
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    gameArgs[7] = [hSize UTF8String];                                       //cScreenWidth
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    [wSize release];
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    [hSize release];
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	[localeString release];
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	[ipcString release];
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	return gameArgs;
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}
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@end