project_files/HedgewarsMobile/Classes/SingleWeaponViewController.m
author koda
Wed, 07 Jul 2010 02:52:11 +0200
changeset 3626 19f78afa0188
parent 3624 304c6d32383a
child 3643 858b20bafb6e
permissions -rw-r--r--
fix the multitouch shooting and moving fix a crash (unknown) when reloading leave the lobby open after returing from game
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//
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//  SingleWeaponViewController.m
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//  Hedgewars
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//
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//  Created by Vittorio on 19/06/10.
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//  Copyright 2010 __MyCompanyName__. All rights reserved.
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//
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#import "SingleWeaponViewController.h"
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#import "WeaponCellView.h"
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#import "CommodityFunctions.h"
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#import "UIImageExtra.h"
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@implementation SingleWeaponViewController
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@synthesize ammoStoreImage, ammoNames;
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
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    return rotationManager(interfaceOrientation);
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}
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#pragma mark -
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#pragma mark View lifecycle
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-(void) viewDidLoad {
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    [super viewDidLoad];
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    NSArray *array = [[NSArray alloc] initWithObjects:
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                      NSLocalizedString(@"Grenade",@""),
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                      NSLocalizedString(@"Cluster Bomb",@""),
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                      NSLocalizedString(@"Bazooka",@""),
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                      NSLocalizedString(@"Homing Bee",@""),
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                      NSLocalizedString(@"Shotgun",@""),
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                      NSLocalizedString(@"Pick Hammer",@""),
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                      NSLocalizedString(@"Skip",@""),
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                      NSLocalizedString(@"Rope",@""),
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                      NSLocalizedString(@"Mine",@""),
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                      NSLocalizedString(@"Deagle",@""),
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                      NSLocalizedString(@"Dynamite",@""),
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                      NSLocalizedString(@"Fire Punch",@""),
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                      NSLocalizedString(@"Slash",@""),
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                      NSLocalizedString(@"Baseball bat",@""),
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                      NSLocalizedString(@"Parachute",@""),
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                      NSLocalizedString(@"Air Attack",@""),
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                      NSLocalizedString(@"Mines Attack",@""),
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                      NSLocalizedString(@"Blow Torch",@""),
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                      NSLocalizedString(@"Construction",@""),
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                      NSLocalizedString(@"Teleport",@""),
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                      NSLocalizedString(@"Switch Hedgehog",@""),
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                      NSLocalizedString(@"Mortar",@""),
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                      NSLocalizedString(@"Kamikaze",@""),
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                      NSLocalizedString(@"Cake",@""),
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                      NSLocalizedString(@"Seduction",@""),
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                      NSLocalizedString(@"Watermelon Bomb",@""),
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                      NSLocalizedString(@"Hellish Hand Grenade",@""),
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                      NSLocalizedString(@"Napalm Attack",@""),
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                      NSLocalizedString(@"Drill Rocket",@""),
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                      NSLocalizedString(@"Ballgun",@""),
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                      NSLocalizedString(@"RC Plane",@""),
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                      NSLocalizedString(@"Low Gravity",@""),
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                      NSLocalizedString(@"Extra Damage",@""),
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                      NSLocalizedString(@"Invulnerable",@""),
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                      NSLocalizedString(@"Extra Time",@""),
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                      NSLocalizedString(@"Laser Sight",@""),
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                      NSLocalizedString(@"Vampirism",@""),
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                      NSLocalizedString(@"Sniper Rifle",@""),
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                      NSLocalizedString(@"Flying Saucer",@""),
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                      NSLocalizedString(@"Molotov Cocktail",@""),
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                      NSLocalizedString(@"Birdy",@""),
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                      NSLocalizedString(@"Portable Portal Device",@""),
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                      NSLocalizedString(@"Piano Attack",@""),
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                      NSLocalizedString(@"Old Limburger",@""),
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                      NSLocalizedString(@"Sine Gun",@""),
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                      NSLocalizedString(@"Flamethrower",@""),
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                      nil];
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    self.ammoNames = array;
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    [array release];
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    quantity = (char *)malloc(sizeof(char)*CURRENT_AMMOSIZE);
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    probability = (char *)malloc(sizeof(char)*CURRENT_AMMOSIZE);
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    delay = (char *)malloc(sizeof(char)*CURRENT_AMMOSIZE);
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    crateness = (char *)malloc(sizeof(char)*CURRENT_AMMOSIZE);
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    NSString *str = [NSString stringWithFormat:@"%@/AmmoMenu/Ammos.png",GRAPHICS_DIRECTORY()];
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    UIImage *img = [[UIImage alloc] initWithContentsOfFile:str];
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    self.ammoStoreImage = img;
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    [img release];
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    self.tableView.rowHeight = 75;
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}
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-(void) viewWillAppear:(BOOL) animated {
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    [super viewWillAppear:animated];
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    NSString *ammoFile = [[NSString alloc] initWithFormat:@"%@/%@.plist",WEAPONS_DIRECTORY(),self.title];
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    NSDictionary *weapon = [[NSDictionary alloc] initWithContentsOfFile:ammoFile];
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    [ammoFile release];
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    const char *tmp1 = [[weapon objectForKey:@"ammostore_initialqt"] UTF8String];
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    const char *tmp2 = [[weapon objectForKey:@"ammostore_probability"] UTF8String];
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    const char *tmp3 = [[weapon objectForKey:@"ammostore_delay"] UTF8String];
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    const char *tmp4 = [[weapon objectForKey:@"ammostore_crate"] UTF8String];
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    [weapon release];
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    // if the new weaponset is diffrent from the older we need to update it replacing
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    // the missing ammos with 0 quantity
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    int oldlen = strlen(tmp1);
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    for (int i = 0; i < oldlen; i++) {
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        quantity[i] = tmp1[i];
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        probability[i] = tmp2[i];
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        delay[i] = tmp3[i];
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        crateness[i] = tmp4[i];
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    }
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    for (int i = oldlen; i < CURRENT_AMMOSIZE; i++) {
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        quantity[i] = '0';
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        probability[i] = '0';
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        delay[i] = '0';
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        crateness[i] = '0';
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    }
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    [self.tableView reloadData];
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}
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-(void) viewWillDisappear:(BOOL) animated {
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    [super viewWillDisappear:animated];
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    NSString *quantityStr = [NSString stringWithUTF8String:quantity];
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    NSString *probabilityStr = [NSString stringWithUTF8String:probability];
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    NSString *delayStr = [NSString stringWithUTF8String:delay];
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    NSString *cratenessStr = [NSString stringWithUTF8String:crateness];
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    NSDictionary *weapon = [[NSDictionary alloc] initWithObjectsAndKeys:
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                            [NSNumber numberWithInt:CURRENT_AMMOSIZE],@"version",
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                            quantityStr,@"ammostore_initialqt",
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                            probabilityStr,@"ammostore_probability",
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                            delayStr,@"ammostore_delay",
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                            cratenessStr,@"ammostore_crate", nil];
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    NSString *ammoFile = [[NSString alloc] initWithFormat:@"%@/%@.plist",WEAPONS_DIRECTORY(),self.title];
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    [weapon writeToFile:ammoFile atomically:YES];
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    [ammoFile release];
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    [weapon release];
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}
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#pragma mark -
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#pragma mark Table view data source
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-(NSInteger) numberOfSectionsInTableView:(UITableView *)tableView {
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    return 1;
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}
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-(NSInteger) tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
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    return CURRENT_AMMOSIZE;
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}
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// Customize the appearance of table view cells.
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-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
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    static NSString *CellIdentifier = @"Cell";
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    NSInteger row = [indexPath row];
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    WeaponCellView *cell = (WeaponCellView *)[tableView dequeueReusableCellWithIdentifier:CellIdentifier];
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    if (cell == nil) {
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        cell = [[[WeaponCellView alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
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        cell.delegate = self;
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    }
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    int x = ((row*32)/1024)*32;
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    int y = (row*32)%1024;
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    UIImage *img = [[self.ammoStoreImage cutAt:CGRectMake(x, y, 32, 32)] makeRoundCornersOfSize:CGSizeMake(7, 7)];
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    cell.weaponIcon.image = img;
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    cell.weaponName.text = [ammoNames objectAtIndex:row];
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    cell.tag = row;
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    [cell.initialQt setTitle:[NSString stringWithFormat:@"%c",quantity[row]] forState:UIControlStateNormal];
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    cell.probability.titleLabel.text = [NSString stringWithFormat:@"%c",probability[row]];
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    cell.delay.titleLabel.text = [NSString stringWithFormat:@"%c",delay[row]];
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    cell.crateQt.titleLabel.text = [NSString stringWithFormat:@"%c",crateness[row]];
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    return cell;
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}
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#pragma mark -
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#pragma mark Table view delegate
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-(void) tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
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    // Navigation logic may go here. Create and push another view controller.
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    /*
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     <#DetailViewController#> *detailViewController = [[<#DetailViewController#> alloc] initWithNibName:@"<#Nib name#>" bundle:nil];
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     // ...
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     // Pass the selected object to the new view controller.
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     [self.navigationController pushViewController:detailViewController animated:YES];
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     [detailViewController release];
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     */
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}
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#pragma mark -
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#pragma mark WeaponButtonControllerDelegate
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-(void) buttonPressed:(id) sender {
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    UIButton *button = (UIButton *)sender;
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    DLog(@"%@ %d", button.titleLabel.text, button.tag);
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}
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#pragma mark -
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#pragma mark Memory management
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-(void) didReceiveMemoryWarning {
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    // Releases the view if it doesn't have a superview.
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    [super didReceiveMemoryWarning];
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    // Relinquish ownership any cached data, images, etc that aren't in use.
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}
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-(void) viewDidUnload {
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    free(quantity);
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    free(probability);
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    free(delay);
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    free(crateness);
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    [super viewDidUnload];
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    MSG_DIDUNLOAD();
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}
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-(void) dealloc {
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    [super dealloc];
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}
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@end
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