author | koda |
Thu, 22 Apr 2010 17:43:12 +0000 | |
changeset 3364 | e5403e2bf02c |
parent 3356 | 3ae3fccb439e |
child 3365 | 37ac593e9027 |
permissions | -rw-r--r-- |
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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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3335 | 9 |
#include <sys/types.h> |
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#include <sys/sysctl.h> |
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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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#import "CommodityFunctions.h" |
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#define BUFFER_SIZE 256 |
3221 | 19 |
#define debug(format, ...) CFShow([NSString stringWithFormat:format, ## __VA_ARGS__]); |
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@implementation GameSetup |
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3364 | 23 |
@synthesize systemSettings, teamsConfig; |
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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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3364 | 30 |
self.systemSettings = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()]; //should check it exists |
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self.teamsConfig = [[NSArray alloc] initWithContentsOfFile:GAMECONFIG_FILE()]; |
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} |
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return self; |
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} |
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3221 | 36 |
-(NSString *)description { |
3364 | 37 |
return [NSString stringWithFormat:@"ipcport: %d\nsockets: %d,%d\n teams: %@\n systemSettings: %@",ipcPort,sd,csd,teamsConfig,systemSettings]; |
3221 | 38 |
} |
39 |
||
2696 | 40 |
-(void) dealloc { |
3364 | 41 |
[teamsConfig release]; |
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[systemSettings release]; |
2696 | 43 |
[super dealloc]; |
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} |
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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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2696 | 53 |
-(int) sendToEngine: (NSString *)string { |
3199 | 54 |
unsigned char length = [string length]; |
2696 | 55 |
|
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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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||
3364 | 60 |
-(void) sendTeamData:(NSString *)fileName withPlayingHogs:(NSInteger) playingHogs ofColor:(NSNumber *)color{ |
61 |
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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3199 | 64 |
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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++) { |
3199 | 87 |
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]; |
3364 | 96 |
} |
97 |
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98 |
[teamData release]; |
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3349 | 99 |
} |
100 |
||
3364 | 101 |
-(void) sendAmmoData:(NSDictionary *)ammoData forTeams: (NSInteger)numberPlaying { |
3349 | 102 |
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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||
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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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||
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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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||
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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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3364 | 120 |
for (int i = 0; i < numberPlaying; i++) |
121 |
[self sendToEngine: ammstore]; |
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3349 | 122 |
[ammstore release]; |
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} |
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-(void) engineProtocol { |
2702
48fc46a922fd
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; |
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IPaddress ip; |
2705
2b5625c4ec16
fix a nasty 196 bytes memory leak in engine, plus other stuff for iphone frontend
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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) { |
2702
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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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139 |
/* 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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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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|
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/* Open a connection with the IP provided (listen on the host's port) */ |
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146 |
if (!(sd = SDLNet_TCP_Open(&ip))) { |
2716
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NSLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), ipcPort); |
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exit(EXIT_FAILURE); |
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149 |
} |
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151 |
NSLog(@"engineProtocol - Waiting for a client on port %d", ipcPort); |
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152 |
serverQuit = NO; |
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153 |
while (!serverQuit) { |
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154 |
|
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155 |
/* This check the sd if there is a pending connection. |
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156 |
* If there is one, accept that, and open a new socket for communicating */ |
2697 | 157 |
csd = SDLNet_TCP_Accept(sd); |
158 |
if (NULL != csd) { |
|
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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|
159 |
|
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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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|
160 |
NSLog(@"engineProtocol - Client found"); |
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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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|
161 |
|
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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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|
162 |
//first byte of the command alwayas contain the size of the command |
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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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|
163 |
SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)); |
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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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|
164 |
|
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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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|
165 |
SDLNet_TCP_Recv(csd, buffer, msgSize); |
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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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|
166 |
gameTicks = SDLNet_Read16(&buffer[msgSize - 2]); |
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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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|
167 |
//NSLog(@"engineProtocol - %d: received [%s]", gameTicks, buffer); |
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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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|
168 |
|
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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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|
169 |
if ('C' == buffer[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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|
170 |
NSLog(@"engineProtocol - sending game config"); |
3199 | 171 |
|
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|
172 |
// send config data data |
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|
173 |
/* |
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diff
changeset
|
174 |
seed is arbitrary string |
3006 | 175 |
addteam <32charsMD5hash> <color> <team name> |
2698 | 176 |
addhh <level> <health> <hedgehog name> |
2702
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changeset
|
177 |
<level> is 0 for human, 1-5 for bots (5 is the most stupid) |
2734 | 178 |
ammostore is one byte/number for each ammocount then one for each probability or so |
179 |
*/ |
|
2702
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|
180 |
// local game |
2696 | 181 |
[self sendToEngine:@"TL"]; |
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
|
182 |
|
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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
|
183 |
// seed info |
2696 | 184 |
[self sendToEngine:@"eseed {232c1b42-7d39-4ee6-adf8-4240e1f1efb8}"]; |
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
|
185 |
|
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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
|
186 |
// various flags |
2696 | 187 |
[self sendToEngine:@"e$gmflags 256"]; |
188 |
[self sendToEngine:@"e$damagepct 100"]; |
|
189 |
[self sendToEngine:@"e$turntime 45000"]; |
|
190 |
[self sendToEngine:@"e$minestime 3000"]; |
|
191 |
[self sendToEngine:@"e$landadds 4"]; |
|
192 |
[self sendToEngine:@"e$sd_turns 15"]; |
|
193 |
[self sendToEngine:@"e$casefreq 5"]; |
|
2753 | 194 |
|
2698 | 195 |
// dimension of the map |
2696 | 196 |
[self sendToEngine:@"e$template_filter 1"]; |
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
|
197 |
|
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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
|
198 |
// theme info |
2734 | 199 |
[self sendToEngine:@"etheme Compost"]; |
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
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diff
changeset
|
200 |
|
3364 | 201 |
for (NSDictionary *teamData in self.teamsConfig) { |
202 |
[self sendTeamData:[teamData objectForKey:@"team"] |
|
203 |
withPlayingHogs:[[teamData objectForKey:@"number"] intValue] |
|
204 |
ofColor:[teamData objectForKey:@"color"]]; |
|
3170
1dbf4f8eaac0
ifrontend: predispone teams in a proper data structure
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diff
changeset
|
205 |
NSLog(@"teamData sent"); |
1dbf4f8eaac0
ifrontend: predispone teams in a proper data structure
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diff
changeset
|
206 |
} |
3349 | 207 |
|
208 |
NSDictionary *ammoData = [[NSDictionary alloc] initWithObjectsAndKeys: |
|
3356 | 209 |
@"9391929422199121032235111001201000000211190",@"ammostore_initialqt", |
210 |
@"0405040541600655546554464776576666666155501",@"ammostore_probability", |
|
211 |
@"0000000000000205500000040007004000000000200",@"ammostore_delay", |
|
212 |
@"1311110312111111123114111111111111111211101",@"ammostore_crate", nil]; |
|
3364 | 213 |
[self sendAmmoData:ammoData forTeams:[self.teamsConfig count]]; |
3349 | 214 |
[ammoData release]; |
215 |
||
3364 | 216 |
clientQuit = NO; |
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
|
217 |
} else { |
2697 | 218 |
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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|
219 |
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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|
220 |
} |
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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
|
221 |
|
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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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|
222 |
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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diff
changeset
|
223 |
/* Now we can communicate with the client using csd socket |
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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changeset
|
224 |
* sd will remain opened waiting other connections */ |
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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changeset
|
225 |
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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diff
changeset
|
226 |
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)
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|
227 |
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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diff
changeset
|
228 |
if (SDLNet_TCP_Recv(csd, &msgSize, sizeof(Uint8)) <= 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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diff
changeset
|
229 |
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)
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diff
changeset
|
230 |
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
|
231 |
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
|
232 |
|
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
|
233 |
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
|
234 |
//NSLog(@"engineProtocolThread - %d: received [%s]", gameTicks, buffer); |
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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
|
235 |
|
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
|
236 |
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)
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diff
changeset
|
237 |
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
|
238 |
NSLog(@"Ping? Pong!"); |
2696 | 239 |
[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
|
240 |
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
|
241 |
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
|
242 |
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
|
243 |
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
|
244 |
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
|
245 |
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
|
246 |
sscanf(buffer, "%*s %d", &eProto); |
3328
fe87c2242984
fix the save of the team and rearrange hat/name modification
koda
parents:
3312
diff
changeset
|
247 |
short int netProto = 0; |
2799 | 248 |
char *versionStr; |
3199 | 249 |
|
3006 | 250 |
HW_versionInfo(&netProto, &versionStr); |
2799 | 251 |
if (netProto == eProto) { |
252 |
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)
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diff
changeset
|
253 |
} 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
|
254 |
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
|
255 |
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
|
256 |
} |
3199 | 257 |
|
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
|
258 |
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
|
259 |
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
|
260 |
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
|
261 |
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
|
262 |
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
|
263 |
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
|
264 |
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
|
265 |
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
|
266 |
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
|
267 |
} |
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
|
268 |
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
|
269 |
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
|
270 |
// 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
|
271 |
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
|
272 |
// missing case for exiting right away |
2697 | 273 |
} |
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
|
274 |
} |
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
|
275 |
NSLog(@"Engine exited, closing server"); |
2697 | 276 |
// 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
|
277 |
[NSThread sleepForTimeInterval:2]; |
2697 | 278 |
// Close the client socket |
279 |
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
|
280 |
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
|
281 |
} |
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
|
282 |
} |
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
|
283 |
|
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
|
284 |
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
|
285 |
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
|
286 |
|
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
|
287 |
[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
|
288 |
[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
|
289 |
} |
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
|
290 |
|
2696 | 291 |
#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
|
292 |
#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
|
293 |
-(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
|
294 |
NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", ipcPort]; |
3006 | 295 |
NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]]; |
3021 | 296 |
CGRect screenBounds = [[UIScreen mainScreen] bounds]; |
3029
67483e87590c
a couple of smaller cleanups that didn't get in previous commit
koda
parents:
3021
diff
changeset
|
297 |
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
|
298 |
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)
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changeset
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299 |
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
|
300 |
|
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
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changeset
|
301 |
/* |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
302 |
size_t size; |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
303 |
// 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
|
304 |
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
|
305 |
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
|
306 |
// 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
|
307 |
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
|
308 |
NSString *machine = [[NSString alloc] initWithUTF8String:name]; |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
309 |
free(name); |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
310 |
|
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
311 |
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
|
312 |
|
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
313 |
// 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
|
314 |
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
|
315 |
gameArgs[8] = "1"; |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
316 |
else |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
317 |
gameArgs[8] = "0"; |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
318 |
[machine release]; |
3ec07a7d8456
just some very sane stuff for the iphone port (plus some macro on pascal files)
koda
parents:
3090
diff
changeset
|
319 |
*/ |
3021 | 320 |
|
3312 | 321 |
// prevents using an empty nickname |
322 |
NSString *username; |
|
3364 | 323 |
NSString *originalUsername = [self.systemSettings objectForKey:@"username"]; |
3335 | 324 |
if ([originalUsername length] == 0) { |
3312 | 325 |
username = [[NSString alloc] initWithFormat:@"MobileUser-%@",ipcString]; |
326 |
} else { |
|
327 |
username = [[NSString alloc] initWithString:originalUsername]; |
|
328 |
} |
|
329 |
||
3335 | 330 |
gameArgs[0] = [username UTF8String]; //UserNick |
331 |
gameArgs[1] = [ipcString UTF8String]; //ipcPort |
|
3364 | 332 |
gameArgs[2] = [[[self.systemSettings objectForKey:@"sound"] stringValue] UTF8String]; //isSoundEnabled |
333 |
gameArgs[3] = [[[self.systemSettings objectForKey:@"music"] stringValue] UTF8String]; //isMusicEnabled |
|
3335 | 334 |
gameArgs[4] = [localeString UTF8String]; //cLocaleFName |
3364 | 335 |
gameArgs[5] = [[[self.systemSettings objectForKey:@"alternate"] stringValue] UTF8String]; //cAltDamage |
3335 | 336 |
gameArgs[6] = [wSize UTF8String]; //cScreenHeight |
337 |
gameArgs[7] = [hSize UTF8String]; //cScreenWidth |
|
3021 | 338 |
|
3029
67483e87590c
a couple of smaller cleanups that didn't get in previous commit
koda
parents:
3021
diff
changeset
|
339 |
[wSize release]; |
67483e87590c
a couple of smaller cleanups that didn't get in previous commit
koda
parents:
3021
diff
changeset
|
340 |
[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
|
341 |
[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
|
342 |
[ipcString release]; |
3312 | 343 |
[username release]; |
2702
48fc46a922fd
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
koda
parents:
2699
diff
changeset
|
344 |
return gameArgs; |
2693
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
345 |
} |
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
346 |
|
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
|
347 |
|
3207e0eacd43
GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
koda
parents:
diff
changeset
|
348 |
@end |