author | koda |
Mon, 29 Mar 2010 23:20:34 +0000 | |
changeset 3165 | 3ec07a7d8456 |
parent 3090 | 51629e69da51 |
child 3170 | 1dbf4f8eaac0 |
permissions | -rw-r--r-- |
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1 |
// |
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// gameSetup.m |
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// hwengine |
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// |
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5 |
// 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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|
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9 |
#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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just some very sane stuff for the iphone port (plus some macro on pascal files)
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#include <sys/types.h> |
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just some very sane stuff for the iphone port (plus some macro on pascal files)
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#include <sys/sysctl.h> |
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15 |
|
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#define BUFFER_SIZE 256 |
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17 |
|
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18 |
@implementation GameSetup |
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|
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@synthesize systemSettings; |
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|
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22 |
-(id) init { |
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self = [super init]; |
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srandom(time(NULL)); |
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complete the replacement of init/free wrappers for every unit
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ipcPort = (random() % 64541) + 1025; |
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|
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NSString *filePath = [[SDLUIKitDelegate sharedAppDelegate] dataFilePath:@"settings.plist"]; |
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a couple of smaller cleanups that didn't get in previous commit
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systemSettings = [[NSDictionary alloc] initWithContentsOfFile:filePath]; //should check it exists |
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return self; |
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} |
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31 |
|
2696 | 32 |
-(void) dealloc { |
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a couple of smaller cleanups that didn't get in previous commit
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33 |
[systemSettings release]; |
2696 | 34 |
[super dealloc]; |
35 |
} |
|
36 |
||
37 |
#pragma mark - |
|
38 |
#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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43 |
|
2696 | 44 |
-(int) sendToEngine: (NSString *)string { |
45 |
Uint8 length = [string length]; |
|
46 |
||
47 |
SDLNet_TCP_Send(csd, &length , 1); |
|
48 |
return SDLNet_TCP_Send(csd, [string UTF8String], length); |
|
49 |
} |
|
50 |
||
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-(void) engineProtocol { |
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; |
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53 |
IPaddress ip; |
2705
2b5625c4ec16
fix a nasty 196 bytes memory leak in engine, plus other stuff for iphone frontend
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54 |
int eProto; |
2702
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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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59 |
|
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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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64 |
|
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65 |
/* Resolving the host using NULL make network interface to listen */ |
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can use latest sdlimage, work on setting panel and option when launching the game, minor fixes
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66 |
if (SDLNet_ResolveHost(&ip, NULL, ipcPort) < 0) { |
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NSLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError()); |
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exit(EXIT_FAILURE); |
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} |
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70 |
|
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71 |
/* Open a connection with the IP provided (listen on the host's port) */ |
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72 |
if (!(sd = SDLNet_TCP_Open(&ip))) { |
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complete the replacement of init/free wrappers for every unit
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73 |
NSLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort); |
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exit(EXIT_FAILURE); |
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75 |
} |
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76 |
|
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48fc46a922fd
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77 |
NSLog(@"engineProtocol - Waiting for a client on port %d", ipcPort); |
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78 |
serverQuit = NO; |
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79 |
while (!serverQuit) { |
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80 |
|
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81 |
/* This check the sd if there is a pending connection. |
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82 |
* If there is one, accept that, and open a new socket for communicating */ |
2697 | 83 |
csd = SDLNet_TCP_Accept(sd); |
84 |
if (NULL != csd) { |
|
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85 |
|
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86 |
NSLog(@"engineProtocol - Client found"); |
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87 |
|
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88 |
//first byte of the command alwayas contain the size of the command |
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89 |
SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)); |
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90 |
|
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91 |
SDLNet_TCP_Recv(csd, buffer, msgSize); |
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92 |
gameTicks = SDLNet_Read16(&buffer[msgSize - 2]); |
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93 |
//NSLog(@"engineProtocol - %d: received [%s]", gameTicks, buffer); |
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94 |
|
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95 |
if ('C' == buffer[0]) { |
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96 |
NSLog(@"engineProtocol - sending game config"); |
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97 |
|
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98 |
// send config data data |
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48fc46a922fd
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99 |
/* |
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100 |
seed is arbitrary string |
3006 | 101 |
addteam <32charsMD5hash> <color> <team name> |
2698 | 102 |
addhh <level> <health> <hedgehog name> |
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103 |
<level> is 0 for human, 1-5 for bots (5 is the most stupid) |
2734 | 104 |
ammostore is one byte/number for each ammocount then one for each probability or so |
105 |
*/ |
|
2702
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106 |
// local game |
2696 | 107 |
[self sendToEngine:@"TL"]; |
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108 |
|
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109 |
// seed info |
2696 | 110 |
[self sendToEngine:@"eseed {232c1b42-7d39-4ee6-adf8-4240e1f1efb8}"]; |
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111 |
|
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112 |
// various flags |
2696 | 113 |
[self sendToEngine:@"e$gmflags 256"]; |
114 |
[self sendToEngine:@"e$damagepct 100"]; |
|
115 |
[self sendToEngine:@"e$turntime 45000"]; |
|
116 |
[self sendToEngine:@"e$minestime 3000"]; |
|
117 |
[self sendToEngine:@"e$landadds 4"]; |
|
118 |
[self sendToEngine:@"e$sd_turns 15"]; |
|
119 |
[self sendToEngine:@"e$casefreq 5"]; |
|
2753 | 120 |
|
2698 | 121 |
// dimension of the map |
2696 | 122 |
[self sendToEngine:@"e$template_filter 1"]; |
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123 |
|
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124 |
// theme info |
2734 | 125 |
[self sendToEngine:@"etheme Compost"]; |
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126 |
|
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127 |
// team 1 info |
3006 | 128 |
[self sendToEngine:@"eaddteam 0 4421353 System Cats"]; |
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129 |
|
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130 |
// team 1 grave info |
2696 | 131 |
[self sendToEngine:@"egrave star"]; |
2693
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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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diff
changeset
|
132 |
|
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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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changeset
|
133 |
// team 1 fort info |
2699
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replace initialization/finalization statements with custom init functions
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diff
changeset
|
134 |
[self sendToEngine:@"efort Earth"]; |
2693
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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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diff
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|
135 |
|
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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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diff
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|
136 |
// team 1 voicepack info |
2696 | 137 |
[self sendToEngine:@"evoicepack Classic"]; |
2693
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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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diff
changeset
|
138 |
|
2753 | 139 |
// team 1 flag |
140 |
[self sendToEngine:@"eflag hedgewars"]; |
|
141 |
||
2696 | 142 |
// team 1 binds (skipped) |
2693
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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
|
143 |
// team 1 members info |
2696 | 144 |
[self sendToEngine:@"eaddhh 0 100 Snow Leopard"]; |
145 |
[self sendToEngine:@"ehat NoHat"]; |
|
2753 | 146 |
|
2693
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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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diff
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|
147 |
// team 1 ammostore |
3090 | 148 |
[self sendToEngine:@"eammstore 93919294221991210322351110012010000002111040400044140044464564444477477611221114440000000000000205500000040007004000000000213111103121111111231141111111111111112111"]; |
3006 | 149 |
|
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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
|
150 |
// team 2 info |
3006 | 151 |
[self sendToEngine:@"eaddteam 0 4100897 Poke-MAN"]; |
2693
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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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diff
changeset
|
152 |
|
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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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diff
changeset
|
153 |
// team 2 grave info |
2696 | 154 |
[self sendToEngine:@"egrave Badger"]; |
2693
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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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diff
changeset
|
155 |
|
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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
|
156 |
// team 2 fort info |
2696 | 157 |
[self sendToEngine:@"efort UFO"]; |
2693
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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
|
158 |
|
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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
|
159 |
// team 2 voicepack info |
2696 | 160 |
[self sendToEngine:@"evoicepack Classic"]; |
2753 | 161 |
|
162 |
// team 2 flag |
|
163 |
[self sendToEngine:@"eflag hedgewars"]; |
|
164 |
||
2693
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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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diff
changeset
|
165 |
// team 2 binds (skipped) |
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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
|
166 |
// team 2 members info |
2696 | 167 |
[self sendToEngine:@"eaddhh 0 100 Raichu"]; |
168 |
[self sendToEngine:@"ehat Bunny"]; |
|
2753 | 169 |
|
2693
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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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diff
changeset
|
170 |
// team 2 ammostore |
3090 | 171 |
[self sendToEngine:@"eammstore 93919294221991210322351110012010000002111040400044140044464564444477477611221114440000000000000205500000040007004000000000213111103121111111231141111111111111112111"]; |
2693
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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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changeset
|
172 |
|
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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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diff
changeset
|
173 |
clientQuit = NO; |
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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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diff
changeset
|
174 |
} else { |
2697 | 175 |
NSLog(@"engineProtocolThread - wrong message or client closed connection"); |
2693
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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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diff
changeset
|
176 |
clientQuit = YES; |
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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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diff
changeset
|
177 |
} |
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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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diff
changeset
|
178 |
|
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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
|
179 |
while (!clientQuit){ |
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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
|
180 |
/* Now we can communicate with the client using csd socket |
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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
|
181 |
* sd will remain opened waiting other connections */ |
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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
|
182 |
msgSize = 0; |
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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
|
183 |
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
|
184 |
memset(string, 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)
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parents:
diff
changeset
|
185 |
if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)) <= 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
|
186 |
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
|
187 |
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
|
188 |
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
|
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)
koda
parents:
diff
changeset
|
190 |
gameTicks = SDLNet_Read16(&buffer[msgSize - 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
|
191 |
//NSLog(@"engineProtocolThread - %d: received [%s]", gameTicks, buffer); |
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
|
192 |
|
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
|
193 |
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
|
194 |
case '?': |
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
|
195 |
NSLog(@"Ping? Pong!"); |
2696 | 196 |
[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
|
197 |
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
|
198 |
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
|
199 |
NSLog(@"ERROR - last console line: [%s]", buffer); |
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
|
200 |
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
|
201 |
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
|
202 |
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
|
203 |
sscanf(buffer, "%*s %d", &eProto); |
2799 | 204 |
short int netProto; |
205 |
char *versionStr; |
|
3006 | 206 |
/* |
207 |
HW_versionInfo(&netProto, &versionStr); |
|
2799 | 208 |
if (netProto == eProto) { |
209 |
NSLog(@"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
|
210 |
} else { |
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
|
211 |
NSLog(@"ERROR - wrong protocol number: [%s] - expecting %d", buffer, eProto); |
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
|
212 |
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
|
213 |
} |
3006 | 214 |
*/ |
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
|
215 |
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
|
216 |
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
|
217 |
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
|
218 |
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
|
219 |
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
|
220 |
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
|
221 |
case 'k': |
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
|
222 |
NSLog(@"Best Hedgehog: %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
|
223 |
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
|
224 |
} |
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
|
225 |
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
|
226 |
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
|
227 |
// 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
|
228 |
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
|
229 |
// missing case for exiting right away |
2697 | 230 |
} |
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
|
231 |
} |
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
|
232 |
NSLog(@"Engine exited, closing server"); |
2697 | 233 |
// 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
|
234 |
[NSThread sleepForTimeInterval:2]; |
2697 | 235 |
// Close the client socket |
236 |
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
|
237 |
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
|
238 |
} |
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
|
239 |
} |
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
|
240 |
|
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
|
241 |
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
|
242 |
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
|
243 |
|
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
|
244 |
[pool release]; |
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
|
245 |
[NSThread exit]; |
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
|
246 |
} |
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
|
247 |
|
2696 | 248 |
#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
|
249 |
#pragma mark Setting methods |
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
|
250 |
-(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
|
251 |
NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort]; |
3006 | 252 |
NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]]; |
3021 | 253 |
CGRect screenBounds = [[UIScreen mainScreen] bounds]; |
3029
67483e87590c
a couple of smaller cleanups that didn't get in previous commit
koda
parents:
3021
diff
changeset
|
254 |
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
|
255 |
NSString *hSize = [[NSString alloc] initWithFormat:@"%d", (int) screenBounds.size.height]; |
3165
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
256 |
const char **gameArgs = (const char**) malloc(sizeof(char*) * 8); |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
257 |
|
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
258 |
/* |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
259 |
size_t size; |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
260 |
// 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
|
261 |
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
|
262 |
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
|
263 |
// 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
|
264 |
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
|
265 |
NSString *machine = [[NSString alloc] initWithUTF8String:name]; |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
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266 |
free(name); |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
267 |
|
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
268 |
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
|
269 |
|
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
270 |
// 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
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271 |
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
|
272 |
gameArgs[8] = "1"; |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
273 |
else |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
274 |
gameArgs[8] = "0"; |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
275 |
[machine release]; |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
276 |
*/ |
3021 | 277 |
|
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
|
278 |
gameArgs[0] = [[systemSettings objectForKey:@"username"] UTF8String]; //UserNick |
3006 | 279 |
gameArgs[1] = [ipcString UTF8String]; //ipcPort |
280 |
gameArgs[2] = [[systemSettings objectForKey:@"sounds"] UTF8String]; //isSoundEnabled |
|
281 |
gameArgs[3] = [[systemSettings objectForKey:@"music"] UTF8String]; //isMusicEnabled |
|
282 |
gameArgs[4] = [localeString UTF8String]; //cLocaleFName |
|
2743 | 283 |
gameArgs[5] = [[systemSettings objectForKey:@"alternate"] UTF8String]; //cAltDamage |
3029
67483e87590c
a couple of smaller cleanups that didn't get in previous commit
koda
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diff
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|
284 |
gameArgs[6] = [wSize UTF8String]; //cScreenHeight |
67483e87590c
a couple of smaller cleanups that didn't get in previous commit
koda
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3021
diff
changeset
|
285 |
gameArgs[7] = [hSize UTF8String]; //cScreenWidth |
3021 | 286 |
|
3029
67483e87590c
a couple of smaller cleanups that didn't get in previous commit
koda
parents:
3021
diff
changeset
|
287 |
[wSize release]; |
67483e87590c
a couple of smaller cleanups that didn't get in previous commit
koda
parents:
3021
diff
changeset
|
288 |
[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
|
289 |
[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
|
290 |
[ipcString 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
|
291 |
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)
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292 |
} |
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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diff
changeset
|
293 |
|
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
|
294 |
|
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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diff
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|
295 |
@end |