author | koda |
Wed, 12 Jun 2013 11:18:20 +0200 | |
changeset 9209 | 2c1e00a764bd |
parent 8427 | 95289aea4bb9 |
child 10108 | c68cf030eded |
permissions | -rw-r--r-- |
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/* |
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* Hedgewars-iOS, a Hedgewars port for iOS devices |
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* Copyright (c) 2009-2012 Vittorio Giovara <vittorio.giovara@gmail.com> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |
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*/ |
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#import "GameInterfaceBridge.h" |
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#import "EngineProtocolNetwork.h" |
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#import "StatsPageViewController.h" |
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static UIViewController *callingController; |
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@implementation GameInterfaceBridge |
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@synthesize blackView, savePath, port; |
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#pragma mark - |
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#pragma mark Instance methods for engine interaction |
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// prepares the controllers for hosting a game |
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-(void) earlyEngineLaunch:(NSDictionary *)optionsOrNil { |
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[self retain]; |
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[[AudioManagerController mainManager] fadeOutBackgroundMusic]; |
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EngineProtocolNetwork *engineProtocol = [[EngineProtocolNetwork alloc] init]; |
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self.port = engineProtocol.enginePort; |
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engineProtocol.delegate = self; |
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[engineProtocol spawnThread:self.savePath withOptions:optionsOrNil]; |
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[engineProtocol release]; |
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// add a black view hiding the background |
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UIWindow *thisWindow = [[HedgewarsAppDelegate sharedAppDelegate] uiwindow]; |
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self.blackView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; |
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self.blackView.opaque = YES; |
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self.blackView.backgroundColor = [UIColor blackColor]; |
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self.blackView.alpha = 0; |
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self.blackView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; |
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[UIView beginAnimations:@"fade out" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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self.blackView.alpha = 1; |
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[UIView commitAnimations]; |
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[thisWindow addSubview:self.blackView]; |
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[self.blackView release]; |
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// keep the point of return for games that completed loading |
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NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; |
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[userDefaults setObject:self.savePath forKey:@"savedGamePath"]; |
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[userDefaults setObject:[NSNumber numberWithBool:NO] forKey:@"saveIsValid"]; |
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[userDefaults synchronize]; |
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// let's launch the engine using this -perfomSelector so that the runloop can deal with queued messages first |
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[self performSelector:@selector(engineLaunch) withObject:nil afterDelay:0.1f]; |
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} |
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// cleans up everything |
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-(void) lateEngineLaunch { |
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// notify views below that they are getting the spotlight again |
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[[[HedgewarsAppDelegate sharedAppDelegate] uiwindow] makeKeyAndVisible]; |
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[callingController viewWillAppear:YES]; |
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// remove completed games notification |
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NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; |
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[userDefaults setObject:@"" forKey:@"savedGamePath"]; |
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[userDefaults synchronize]; |
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// remove the cover view with a transition |
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self.blackView.alpha = 1; |
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[UIView beginAnimations:@"fade in" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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self.blackView.alpha = 0; |
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[UIView commitAnimations]; |
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[self.blackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1]; |
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// can remove the savefile if the replay has ended |
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if ([HWUtils gameType] == gtSave) |
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[[NSFileManager defaultManager] removeItemAtPath:self.savePath error:nil]; |
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// restart music and we're done |
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[[AudioManagerController mainManager] fadeInBackgroundMusic]; |
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[HWUtils setGameStatus:gsNone]; |
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[HWUtils setGameType:gtNone]; |
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[self release]; |
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} |
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// main routine for calling the actual game engine |
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-(void) engineLaunch { |
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CGFloat width, height; |
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CGFloat screenScale = [[UIScreen mainScreen] safeScale]; |
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NSString *ipcString = [[NSString alloc] initWithFormat:@"%d",self.port]; |
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NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt",[[NSLocale preferredLanguages] objectAtIndex:0]]; |
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NSUserDefaults *settings = [NSUserDefaults standardUserDefaults]; |
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CGRect screenBounds = [[UIScreen mainScreen] safeBounds]; |
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width = screenBounds.size.width; |
e049b5bb0ad1
BUUUUURN OBJC AMMOMENU BUUUURNhg diff! (on a separate note, this reduces the codesize by ~37k)
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|
107 |
height = screenBounds.size.height; |
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|
108 |
|
6209 | 109 |
NSString *horizontalSize = [[NSString alloc] initWithFormat:@"%d", (int)(width * screenScale)]; |
110 |
NSString *verticalSize = [[NSString alloc] initWithFormat:@"%d", (int)(height * screenScale)]; |
|
6344 | 111 |
NSString *resourcePath = [[NSString alloc] initWithFormat:@"%@/Data", [[NSBundle mainBundle] resourcePath]]; |
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112 |
|
6078
8c0cc07731e5
headers cleanup, converted some function-only sources into proper class method files, more use of OOP power, removed some 'respondsToSelector' calls, moved defines into their own header, more use of objc categories
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|
113 |
NSString *modelId = [HWUtils modelType]; |
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114 |
NSInteger tmpQuality; |
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115 |
if ([modelId hasPrefix:@"iPhone1"] || [modelId hasPrefix:@"iPod1,1"] || [modelId hasPrefix:@"iPod2,1"]) // = iPhone and iPhone 3G or iPod Touch or iPod Touch 2G |
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116 |
tmpQuality = 0x00000001 | 0x00000002 | 0x00000008 | 0x00000040; // rqLowRes | rqBlurryLand | rqSimpleRope | rqKillFlakes |
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117 |
else if ([modelId hasPrefix:@"iPhone2"] || [modelId hasPrefix:@"iPod3"]) // = iPhone 3GS or iPod Touch 3G |
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118 |
tmpQuality = 0x00000002 | 0x00000040; // rqBlurryLand | rqKillFlakes |
5709 | 119 |
else if ([modelId hasPrefix:@"iPad1"] || [modelId hasPrefix:@"iPod4"]) // = iPad 1G or iPod Touch 4G |
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120 |
tmpQuality = 0x00000002; // rqBlurryLand |
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121 |
else // = everything else |
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122 |
tmpQuality = 0; // full quality |
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123 |
|
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while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
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124 |
// disable ammomenu animation |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
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|
125 |
tmpQuality = tmpQuality | 0x00000080; |
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126 |
// disable tooltips on iPhone |
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127 |
if (IS_IPAD() == NO) |
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128 |
tmpQuality = tmpQuality | 0x00000400; |
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129 |
NSString *rawQuality = [NSString stringWithFormat:@"%d",tmpQuality]; |
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|
130 |
NSString *documentsDirectory = DOCUMENTS_FOLDER(); |
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131 |
|
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132 |
NSMutableArray *gameParameters = [[NSMutableArray alloc] initWithObjects: |
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|
133 |
@"--internal", |
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|
134 |
@"--port", ipcString, |
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|
135 |
@"--width", horizontalSize, |
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|
136 |
@"--height", verticalSize, |
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|
137 |
@"--raw-quality", rawQuality, |
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|
138 |
@"--locale", localeString, |
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|
139 |
@"--prefix", resourcePath, |
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|
140 |
@"--user-prefix", documentsDirectory, |
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|
141 |
nil]; |
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|
142 |
[verticalSize release]; |
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|
143 |
[horizontalSize release]; |
6344 | 144 |
[resourcePath release]; |
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|
145 |
[localeString release]; |
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|
146 |
[ipcString release]; |
5155
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more refactoring, less warnings, less stuff kept around
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|
147 |
|
8425
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|
148 |
NSString *username = [settings objectForKey:@"username"]; |
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changeset
|
149 |
if ([username length] > 0) { |
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|
150 |
[gameParameters addObject:@"--nick"]; |
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|
151 |
[gameParameters addObject: username]; |
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|
152 |
} |
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changeset
|
153 |
|
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changeset
|
154 |
if ([[settings objectForKey:@"sound"] boolValue] == NO) |
4f226963faef
restored ios project file, updated Game() interface, tweaked arg parsing, updated log writing, minor warnings
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|
155 |
[gameParameters addObject:@"--nosound"]; |
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changeset
|
156 |
|
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changeset
|
157 |
if ([[settings objectForKey:@"music"] boolValue] == NO) |
4f226963faef
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parents:
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changeset
|
158 |
[gameParameters addObject:@"--nomusic"]; |
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changeset
|
159 |
|
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changeset
|
160 |
if([[settings objectForKey:@"alternate"] boolValue] == YES) |
4f226963faef
restored ios project file, updated Game() interface, tweaked arg parsing, updated log writing, minor warnings
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|
161 |
[gameParameters addObject:@"--altdmg"]; |
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changeset
|
162 |
|
8427 | 163 |
#ifdef DEBUG |
164 |
[gameParameters addObject:@"--showfps"]; |
|
165 |
#endif |
|
166 |
||
8425
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|
167 |
if ([HWUtils gameType] == gtSave) |
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|
168 |
[gameParameters addObject:self.savePath]; |
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parents:
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changeset
|
169 |
|
6247
6dfad55fd71c
unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
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6246
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changeset
|
170 |
[HWUtils setGameStatus:gsLoading]; |
5194 | 171 |
|
8425
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|
172 |
int argc = [gameParameters count]; |
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|
173 |
const char **argv = (const char **)malloc(sizeof(const char*)*argc); |
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|
174 |
for (int i = 0; i < argc; i++) |
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changeset
|
175 |
argv[i] = strdup([[gameParameters objectAtIndex:i] UTF8String]); |
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parents:
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changeset
|
176 |
[gameParameters release]; |
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changeset
|
177 |
|
6265
a6944f94c19f
aaand remove also ipcport from the class interface as well
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|
178 |
// this is the pascal function that starts the game |
8425
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|
179 |
Game(argc, argv); |
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changeset
|
180 |
|
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|
181 |
// cleanup |
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changeset
|
182 |
for (int i = 0; i < argc; i++) |
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changeset
|
183 |
free((void *)argv[i]); |
4f226963faef
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changeset
|
184 |
free(argv); |
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restored ios project file, updated Game() interface, tweaked arg parsing, updated log writing, minor warnings
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changeset
|
185 |
|
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changeset
|
186 |
// moar cleanup |
6301
1259736c0134
engine interaction class refactoring, round 4 or 5, can't remember: this time use the class methods to create an instance object and operates on that, reducing the number of arguments between methods and simplifying memory management
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6276
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|
187 |
[self lateEngineLaunch]; |
5155
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|
188 |
} |
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changeset
|
189 |
|
6353
d8f62c805619
restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
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parents:
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|
190 |
-(void) dealloc { |
d8f62c805619
restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
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|
191 |
releaseAndNil(blackView); |
d8f62c805619
restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
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changeset
|
192 |
releaseAndNil(savePath); |
d8f62c805619
restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
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parents:
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changeset
|
193 |
[super dealloc]; |
d8f62c805619
restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
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|
194 |
} |
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restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
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changeset
|
195 |
|
6301
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engine interaction class refactoring, round 4 or 5, can't remember: this time use the class methods to create an instance object and operates on that, reducing the number of arguments between methods and simplifying memory management
koda
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|
196 |
#pragma mark - |
6870
f72cac290325
ios: refactor the code of the after-game statistics display using delegates
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|
197 |
#pragma mark EngineProtocolDelegate methods |
f72cac290325
ios: refactor the code of the after-game statistics display using delegates
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|
198 |
-(void) gameEndedWithStatistics:(NSArray *)stats { |
f72cac290325
ios: refactor the code of the after-game statistics display using delegates
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|
199 |
if (stats != nil) { |
f72cac290325
ios: refactor the code of the after-game statistics display using delegates
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|
200 |
StatsPageViewController *statsPage = [[StatsPageViewController alloc] init]; |
f72cac290325
ios: refactor the code of the after-game statistics display using delegates
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|
201 |
statsPage.statsArray = stats; |
f72cac290325
ios: refactor the code of the after-game statistics display using delegates
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changeset
|
202 |
statsPage.modalTransitionStyle = UIModalTransitionStyleCoverVertical; |
f72cac290325
ios: refactor the code of the after-game statistics display using delegates
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6869
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|
203 |
|
f72cac290325
ios: refactor the code of the after-game statistics display using delegates
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|
204 |
[callingController presentModalViewController:statsPage animated:YES]; |
f72cac290325
ios: refactor the code of the after-game statistics display using delegates
koda
parents:
6869
diff
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|
205 |
[statsPage release]; |
f72cac290325
ios: refactor the code of the after-game statistics display using delegates
koda
parents:
6869
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changeset
|
206 |
} |
f72cac290325
ios: refactor the code of the after-game statistics display using delegates
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|
207 |
} |
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ios: refactor the code of the after-game statistics display using delegates
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|
208 |
|
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|
209 |
#pragma mark - |
6301
1259736c0134
engine interaction class refactoring, round 4 or 5, can't remember: this time use the class methods to create an instance object and operates on that, reducing the number of arguments between methods and simplifying memory management
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|
210 |
#pragma mark Class methods for setting up the engine from outsite |
6353
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|
211 |
+(void) registerCallingController:(UIViewController *)controller { |
d8f62c805619
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|
212 |
callingController = controller; |
d8f62c805619
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|
213 |
} |
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|
214 |
|
6321 | 215 |
+(void) startGame:(TGameType) type atPath:(NSString *)path withOptions:(NSDictionary *)config { |
216 |
[HWUtils setGameType:type]; |
|
6337
84e7d1a5e3df
in class methods you can call [self alloc], as per objc specifications
koda
parents:
6321
diff
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|
217 |
id bridge = [[self alloc] init]; |
6353
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|
218 |
[bridge setSavePath:path]; |
d8f62c805619
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changeset
|
219 |
[bridge earlyEngineLaunch:config]; |
6321 | 220 |
[bridge release]; |
221 |
} |
|
222 |
||
6266
b02a1e92dba2
convert gameinterfacebridge in simple-to-use class methods
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|
223 |
+(void) startLocalGame:(NSDictionary *)withOptions { |
5155
f2165724605c
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|
224 |
NSDateFormatter *outputFormatter = [[NSDateFormatter alloc] init]; |
f2165724605c
more refactoring, less warnings, less stuff kept around
koda
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5154
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changeset
|
225 |
[outputFormatter setDateFormat:@"yyyy-MM-dd '@' HH.mm"]; |
6263
ec41637ceb64
don't keep track of the savepath and of engineprotocol objects
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parents:
6261
diff
changeset
|
226 |
NSString *savePath = [[NSString alloc] initWithFormat:@"%@%@.hws",SAVES_DIRECTORY(),[outputFormatter stringFromDate:[NSDate date]]]; |
5155
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more refactoring, less warnings, less stuff kept around
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changeset
|
227 |
[outputFormatter release]; |
f2165724605c
more refactoring, less warnings, less stuff kept around
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changeset
|
228 |
|
6301
1259736c0134
engine interaction class refactoring, round 4 or 5, can't remember: this time use the class methods to create an instance object and operates on that, reducing the number of arguments between methods and simplifying memory management
koda
parents:
6276
diff
changeset
|
229 |
// in the rare case in which a savefile with the same name exists the older one must be removed (otherwise it gets corrupted) |
6263
ec41637ceb64
don't keep track of the savepath and of engineprotocol objects
koda
parents:
6261
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changeset
|
230 |
if ([[NSFileManager defaultManager] fileExistsAtPath:savePath]) |
ec41637ceb64
don't keep track of the savepath and of engineprotocol objects
koda
parents:
6261
diff
changeset
|
231 |
[[NSFileManager defaultManager] removeItemAtPath:savePath error:nil]; |
5158
4941df038b95
stats implemented once again! refactoring complete \o/
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|
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[self startGame:gtLocal atPath:savePath withOptions:withOptions]; |
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[savePath release]; |
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235 |
} |
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236 |
|
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+(void) startSaveGame:(NSString *)atPath { |
6321 | 238 |
[self startGame:gtSave atPath:atPath withOptions:nil]; |
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239 |
} |
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240 |
|
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241 |
+(void) startMissionGame:(NSString *)withScript { |
6084 | 242 |
NSString *missionPath = [[NSString alloc] initWithFormat:@"escript Missions/Training/%@.lua",withScript]; |
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243 |
NSDictionary *missionLine = [[NSDictionary alloc] initWithObjectsAndKeys:missionPath,@"mission_command",nil]; |
6084 | 244 |
[missionPath release]; |
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245 |
|
6321 | 246 |
[self startGame:gtMission atPath:nil withOptions:missionLine]; |
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247 |
[missionLine release]; |
6083
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first pass for implementing missions/training selection on ipad (not yet running)
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248 |
} |
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first pass for implementing missions/training selection on ipad (not yet running)
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|
249 |
|
6719
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added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
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250 |
+(void) startSimpleGame { |
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|
251 |
srand(time(0)); |
d2afc6b2d88e
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|
252 |
|
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|
253 |
// generate a seed |
d2afc6b2d88e
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changeset
|
254 |
CFUUIDRef uuid = CFUUIDCreate(kCFAllocatorDefault); |
d2afc6b2d88e
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changeset
|
255 |
NSString *seed = (NSString *)CFUUIDCreateString(kCFAllocatorDefault, uuid); |
d2afc6b2d88e
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changeset
|
256 |
CFRelease(uuid); |
d2afc6b2d88e
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changeset
|
257 |
NSString *seedCmd = [[NSString alloc] initWithFormat:@"eseed {%@}", seed]; |
7943 | 258 |
[seed release]; |
6719
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changeset
|
259 |
|
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changeset
|
260 |
// pick a random static map |
d2afc6b2d88e
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changeset
|
261 |
NSArray *listOfMaps = [[NSFileManager defaultManager] contentsOfDirectoryAtPath:MAPS_DIRECTORY() error:NULL]; |
d2afc6b2d88e
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changeset
|
262 |
NSString *mapName = [listOfMaps objectAtIndex:random()%[listOfMaps count]]; |
d2afc6b2d88e
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changeset
|
263 |
NSString *fileCfg = [[NSString alloc] initWithFormat:@"%@/%@/map.cfg",MAPS_DIRECTORY(),mapName]; |
d2afc6b2d88e
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changeset
|
264 |
NSString *contents = [[NSString alloc] initWithContentsOfFile:fileCfg encoding:NSUTF8StringEncoding error:NULL]; |
d2afc6b2d88e
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parents:
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diff
changeset
|
265 |
[fileCfg release]; |
d2afc6b2d88e
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parents:
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changeset
|
266 |
NSArray *split = [contents componentsSeparatedByString:@"\n"]; |
d2afc6b2d88e
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changeset
|
267 |
[contents release]; |
d2afc6b2d88e
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changeset
|
268 |
NSString *themeCommand = [[NSString alloc] initWithFormat:@"etheme %@", [split objectAtIndex:0]]; |
d2afc6b2d88e
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diff
changeset
|
269 |
NSString *staticMapCommand = [[NSString alloc] initWithFormat:@"emap %@", mapName]; |
d2afc6b2d88e
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parents:
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diff
changeset
|
270 |
|
d2afc6b2d88e
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diff
changeset
|
271 |
// select teams with two different colors |
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changeset
|
272 |
NSArray *colorArray = [HWUtils teamColors]; |
d2afc6b2d88e
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changeset
|
273 |
NSInteger firstColorIndex, secondColorIndex; |
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changeset
|
274 |
do { |
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changeset
|
275 |
firstColorIndex = random()%[colorArray count]; |
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changeset
|
276 |
secondColorIndex = random()%[colorArray count]; |
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changeset
|
277 |
} while (firstColorIndex == secondColorIndex); |
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changeset
|
278 |
unsigned int firstColor = [[colorArray objectAtIndex:firstColorIndex] intValue]; |
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changeset
|
279 |
unsigned int secondColor = [[colorArray objectAtIndex:secondColorIndex] intValue]; |
d2afc6b2d88e
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changeset
|
280 |
|
d2afc6b2d88e
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changeset
|
281 |
NSDictionary *firstTeam = [[NSDictionary alloc] initWithObjectsAndKeys:[NSNumber numberWithInt:4],@"number", |
d2afc6b2d88e
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changeset
|
282 |
[NSNumber numberWithUnsignedInt:firstColor],@"color", |
d2afc6b2d88e
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changeset
|
283 |
@"Ninjas.plist",@"team",nil]; |
d2afc6b2d88e
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changeset
|
284 |
NSDictionary *secondTeam = [[NSDictionary alloc] initWithObjectsAndKeys:[NSNumber numberWithInt:4],@"number", |
d2afc6b2d88e
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changeset
|
285 |
[NSNumber numberWithUnsignedInt:secondColor],@"color", |
d2afc6b2d88e
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parents:
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changeset
|
286 |
@"Robots.plist",@"team",nil]; |
d2afc6b2d88e
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changeset
|
287 |
NSArray *listOfTeams = [[NSArray alloc] initWithObjects:firstTeam,secondTeam,nil]; |
d2afc6b2d88e
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changeset
|
288 |
[firstTeam release]; |
d2afc6b2d88e
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diff
changeset
|
289 |
[secondTeam release]; |
d2afc6b2d88e
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changeset
|
290 |
|
d2afc6b2d88e
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changeset
|
291 |
// create the configuration |
d2afc6b2d88e
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changeset
|
292 |
NSDictionary *gameDictionary = [[NSDictionary alloc] initWithObjectsAndKeys: |
d2afc6b2d88e
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6709
diff
changeset
|
293 |
seedCmd,@"seed_command", |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
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diff
changeset
|
294 |
@"e$template_filter 0",@"templatefilter_command", |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
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changeset
|
295 |
@"e$mapgen 0",@"mapgen_command", |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
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parents:
6709
diff
changeset
|
296 |
@"e$maze_size 0",@"mazesize_command", |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
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diff
changeset
|
297 |
themeCommand,@"theme_command", |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
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diff
changeset
|
298 |
staticMapCommand,@"staticmap_command", |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
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6709
diff
changeset
|
299 |
listOfTeams,@"teams_list", |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
koda
parents:
6709
diff
changeset
|
300 |
@"Default.plist",@"scheme", |
d2afc6b2d88e
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koda
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6709
diff
changeset
|
301 |
@"Default.plist",@"weapon", |
d2afc6b2d88e
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6709
diff
changeset
|
302 |
@"",@"mission_command", |
d2afc6b2d88e
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koda
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6709
diff
changeset
|
303 |
nil]; |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
koda
parents:
6709
diff
changeset
|
304 |
[listOfTeams release]; |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
koda
parents:
6709
diff
changeset
|
305 |
[staticMapCommand release]; |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
koda
parents:
6709
diff
changeset
|
306 |
[themeCommand release]; |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
koda
parents:
6709
diff
changeset
|
307 |
[seedCmd release]; |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
koda
parents:
6709
diff
changeset
|
308 |
|
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
koda
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6709
diff
changeset
|
309 |
// launch game |
d2afc6b2d88e
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koda
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6709
diff
changeset
|
310 |
[GameInterfaceBridge startLocalGame:gameDictionary]; |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
koda
parents:
6709
diff
changeset
|
311 |
[gameDictionary release]; |
d2afc6b2d88e
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
koda
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6709
diff
changeset
|
312 |
} |
5154
851f36579ed4
initial refactoring for interfacing the game engine from the ios frontend (game doesn't run yet)
koda
parents:
diff
changeset
|
313 |
|
851f36579ed4
initial refactoring for interfacing the game engine from the ios frontend (game doesn't run yet)
koda
parents:
diff
changeset
|
314 |
@end |