cocoaTouch/GameSetup.m
author mbait
Thu, 06 May 2010 20:49:26 +0000
changeset 3438 670324167e42
parent 3395 095273ad0e08
child 3479 972ae3ec178a
permissions -rw-r--r--
Teleport AI: * check if teleport target not higher then screen top
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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 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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	unsigned char 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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// unpacks team data from the team.plist to a sequence of commands for engine
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-(void) sendTeamData:(NSString *)fileName withPlayingHogs:(NSInteger) playingHogs ofColor:(NSNumber *)color{    
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    NSString *teamFile = [[NSString alloc] initWithFormat:@"%@/%@", TEAMS_DIRECTORY(), fileName];
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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 %@ %@ %@", [teamData objectForKey:@"hash"], [color 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 < playingHogs; i++) {
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        NSDictionary *hog = [hogs objectAtIndex:i];
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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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    [teamData release];
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}
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// unpacks ammodata from the ammo.plist to a sequence of commands for engine
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-(void) sendAmmoData:(NSDictionary *)ammoData forTeams: (NSInteger)numberPlaying {
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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 *ammdelay = [[NSString alloc] initWithFormat:@"eammprob %@", [ammoData objectForKey:@"ammostore_probability"]];
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    [self sendToEngine: ammdelay];
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    [ammdelay release];
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    NSString *ammprob = [[NSString alloc] initWithFormat:@"eammdelay %@", [ammoData objectForKey:@"ammostore_delay"]];
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    [self sendToEngine: ammprob];
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    [ammprob 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 < numberPlaying; i++)
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        [self sendToEngine: ammstore];
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    [ammstore release];
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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 msgSize;
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	Uint16 gameTicks;
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   143
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    serverQuit = NO;
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   145
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	if (SDLNet_Init() < 0) {
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		NSLog(@"SDLNet_Init: %s", SDLNet_GetError());
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        serverQuit = YES;
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   149
	}
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   150
	
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   151
	// Resolving the host using NULL make network interface to listen
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   152
	if (SDLNet_ResolveHost(&ip, NULL, ipcPort) < 0) {
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		NSLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
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        serverQuit = YES;
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	}
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   156
	
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   157
	// Open a connection with the IP provided (listen on the host's port) 
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   158
	if (!(sd = SDLNet_TCP_Open(&ip))) {
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   159
		NSLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort);
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   160
        serverQuit = YES;
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   161
	}
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   162
	
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   163
	NSLog(@"engineProtocol - Waiting for a client on port %d", ipcPort);
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   164
	while (!serverQuit) {
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   165
		
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   166
		// This check the sd if there is a pending connection.
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   167
        // If there is one, accept that, and open a new socket for communicating
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   168
		csd = SDLNet_TCP_Accept(sd);
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   169
		if (NULL != csd) {
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   170
			// Now we can communicate with the client using csd socket
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   171
			// sd will remain opened waiting other connections
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   172
			NSLog(@"engineProtocol - Client found");
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   173
			
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   174
			//first byte of the command alwayas contain the size of the command
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   175
			SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8));
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   176
			
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   177
			SDLNet_TCP_Recv(csd, buffer, msgSize);
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   178
			gameTicks = SDLNet_Read16 (&buffer[msgSize - 2]);
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   179
			//NSLog(@"engineProtocol - %d: received [%s]", gameTicks, buffer);
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   180
			
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   181
			if ('C' == buffer[0]) {
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   182
				NSLog(@"engineProtocol - sending game config");
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   183
                
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   184
				// send config data data
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   185
				/*
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   186
				seed is arbitrary string
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   187
				addteam <32charsMD5hash> <color> <team name>
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   188
				addhh <level> <health> <hedgehog name>
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   189
				  <level> is 0 for human, 1-5 for bots (5 is the most stupid)
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   190
				*/
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   191
				// local game
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   192
				[self sendToEngine:@"TL"];
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   193
				
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   194
				// seed info
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   195
				[self sendToEngine:[self.gameConfig objectForKey:@"seed_command"]];
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   196
				
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   197
				// various flags
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   198
				[self sendToEngine:@"e$gmflags 256"]; 
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   199
				[self sendToEngine:@"e$damagepct 100"];
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   200
				[self sendToEngine:@"e$turntime 45000"];
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   201
				[self sendToEngine:@"e$minestime 3000"];
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   202
				[self sendToEngine:@"e$landadds 4"];
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   203
				[self sendToEngine:@"e$sd_turns 15"];
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   204
				[self sendToEngine:@"e$casefreq 5"];
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   205
				[self sendToEngine:@"e$explosives 2"];
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   206
				[self sendToEngine:@"e$minedudpct 0"];
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   207
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   208
				// dimension of the map
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   209
				[self sendToEngine:[self.gameConfig objectForKey:@"templatefilter_command"]];
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   210
				[self sendToEngine:[self.gameConfig objectForKey:@"mapgen_command"]];
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   211
				[self sendToEngine:[self.gameConfig objectForKey:@"mazesize_command"]];
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   212
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   213
				// theme info
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   214
				[self sendToEngine:[self.gameConfig objectForKey:@"theme_command"]];
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   215
				
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   216
                NSArray *teamsConfig = [self.gameConfig objectForKey:@"teams_list"];
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   217
                for (NSDictionary *teamData in teamsConfig) {
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   218
                    [self sendTeamData:[teamData objectForKey:@"team"] 
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   219
                       withPlayingHogs:[[teamData objectForKey:@"number"] intValue]
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   220
                               ofColor:[teamData objectForKey:@"color"]];
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diff changeset
   221
                }
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   222
                
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   223
                NSDictionary *ammoData = [[NSDictionary alloc] initWithObjectsAndKeys:
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   224
                                          @"939192942219912103223511100120100000021119091",@"ammostore_initialqt",
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   225
                                          @"040504054160065554655446477657666666615550100",@"ammostore_probability",
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   226
                                          @"000000000000020550000004000700400000000020000",@"ammostore_delay",
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   227
                                          @"131111031211111112311411111111111111121110111",@"ammostore_crate", nil];
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   228
                [self sendAmmoData:ammoData forTeams:[teamsConfig count]];
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   229
                [ammoData release];
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diff changeset
   230
                
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   231
                clientQuit = NO;
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   232
			} else {
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   233
				NSLog(@"engineProtocolThread - wrong message or client closed connection");
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   234
				clientQuit = YES;
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   235
			}
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   236
			
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   237
			while (!clientQuit){
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   238
				msgSize = 0;
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diff changeset
   239
				memset(buffer, 0, BUFFER_SIZE);
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   240
				memset(string, 0, BUFFER_SIZE);
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diff changeset
   241
				if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)) <= 0)
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   242
					clientQuit = YES;
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   243
				if (SDLNet_TCP_Recv(csd, buffer, msgSize) <=0)
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   244
					clientQuit = YES;
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   245
				
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   246
				gameTicks = SDLNet_Read16(&buffer[msgSize - 2]);
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   247
				//NSLog(@"engineProtocolThread - %d: received [%s]", gameTicks, buffer);
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   248
				
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   249
				switch (buffer[0]) {
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   250
					case '?':
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diff changeset
   251
						NSLog(@"Ping? Pong!");
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   252
						[self sendToEngine:@"!"];
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   253
						break;
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   254
					case 'E':
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   255
						NSLog(@"ERROR - last console line: [%s]", buffer);
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   256
						clientQuit = YES;
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   257
						break;
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diff changeset
   258
					case 'e':
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   259
						sscanf(buffer, "%*s %d", &eProto);
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fe87c2242984 fix the save of the team and rearrange hat/name modification
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   260
						short int netProto = 0;
2799
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   261
						char *versionStr;
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diff changeset
   262
						
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   263
                        HW_versionInfo(&netProto, &versionStr);
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   264
						if (netProto == eProto) {
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   265
							NSLog(@"Setting protocol version %d (%s)", eProto, versionStr);
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   266
						} else {
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diff changeset
   267
							NSLog(@"ERROR - wrong protocol number: [%s] - expecting %d", buffer, eProto);
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diff changeset
   268
							clientQuit = YES;
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						}
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						break;
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					case 'i':
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						switch (buffer[1]) {
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							case 'r':
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								NSLog(@"Winning team: %s", &buffer[2]);
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								break;
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							case 'k':
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								NSLog(@"Best Hedgehog: %s", &buffer[2]);
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								break;
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						}
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						break;
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					default:
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						// empty packet or just statistics
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						break;
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					// missing case for exiting right away
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				}
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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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   296
	
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	SDLNet_TCP_Close(sd);
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	SDLNet_Quit();
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    [[NSFileManager defaultManager] removeItemAtPath:GAMECONFIG_FILE() error:NULL];
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   301
    
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	[pool release];
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	[NSThread exit];
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   304
}
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   305
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   306
#pragma mark -
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   307
#pragma mark Setting methods
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// returns an array of c-strings that are read by engine at startup
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   309
-(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);
3165
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    /*
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   318
    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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   321
    char *name = malloc(size);
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   322
    // Get the platform name
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   323
    sysctlbyname("hw.machine", name, &size, NULL, 0);
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   324
    NSString *machine = [[NSString alloc] initWithUTF8String:name];
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   325
    free(name);
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   326
    
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   327
   	const char **gameArgs = (const char**) malloc(sizeof(char*) * 9);
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   328
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   329
    // if the machine is less than iphone 3gs or less than ipod touch 3g use reduced graphics (land array)
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   330
    if ([machine hasPrefix:@"iPhone1"] || ([machine hasPrefix:@"iPod"] && ([machine hasSuffix:@"1,1"] || [machine hasSuffix:@"2,1"])))
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   331
        gameArgs[8] = "1";
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   332
    else
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   333
        gameArgs[8] = "0";
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   334
    [machine release];
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   335
    */
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   336
    
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   337
    // prevents using an empty nickname
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   338
    NSString *username;
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   339
    NSString *originalUsername = [self.systemSettings objectForKey:@"username"];
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   340
    if ([originalUsername length] == 0)
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   341
        username = [[NSString alloc] initWithFormat:@"MobileUser-%@",ipcString];
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   342
    else
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   343
        username = [[NSString alloc] initWithString:originalUsername];
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   344
    
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   345
	gameArgs[0] = [username UTF8String];                                                        //UserNick
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   346
	gameArgs[1] = [ipcString UTF8String];                                                       //ipcPort
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   347
	gameArgs[2] = [[[self.systemSettings objectForKey:@"sound"] stringValue] UTF8String];       //isSoundEnabled
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   348
	gameArgs[3] = [[[self.systemSettings objectForKey:@"music"] stringValue] UTF8String];       //isMusicEnabled
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   349
	gameArgs[4] = [localeString UTF8String];                                                    //cLocaleFName
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   350
	gameArgs[5] = [[[self.systemSettings objectForKey:@"alternate"] stringValue] UTF8String];	//cAltDamage
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   351
	gameArgs[6] = [wSize UTF8String];                                                           //cScreenHeight
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   352
    gameArgs[7] = [hSize UTF8String];                                                           //cScreenWidth
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   353
    
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   354
    [wSize release];
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   355
    [hSize release];
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   356
	[localeString release];
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   357
	[ipcString release];
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   358
    [username release];
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   359
	return gameArgs;
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   360
}
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   361
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   362
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parents:
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   363
@end