author | koda |
Fri, 11 Nov 2011 01:40:23 +0100 | |
changeset 6321 | 5a0416e5a6de |
parent 6301 | 1259736c0134 |
child 6328 | d14adf1c7721 |
child 6337 | 84e7d1a5e3df |
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) 2009-2011 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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* File created on 18/04/2011. |
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*/ |
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|
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#import "GameInterfaceBridge.h" |
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#import "EngineProtocolNetwork.h" |
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#import "OverlayViewController.h" |
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#import "StatsPageViewController.h" |
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#import "AudioManagerController.h" |
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#import "ObjcExports.h" |
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@implementation GameInterfaceBridge |
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@synthesize blackView; |
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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:(NSString *)pathOrNil withOptions:(NSDictionary *)optionsOrNil { |
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[self retain]; |
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[AudioManagerController stopBackgroundMusic]; |
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[EngineProtocolNetwork spawnThread:pathOrNil withOptions:optionsOrNil]; |
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// add a black view hiding the background |
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CGRect theFrame = [[UIScreen mainScreen] bounds]; |
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UIWindow *thisWindow = [[HedgewarsAppDelegate sharedAppDelegate] uiwindow]; |
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self.blackView = [[UIView alloc] initWithFrame:theFrame]; |
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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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[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 track of uncompleted games |
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NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; |
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[userDefaults setObject:pathOrNil forKey:@"savedGamePath"]; |
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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:pathOrNil afterDelay:0.1f]; |
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} |
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// cleans up everything |
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-(void) lateEngineLaunch { |
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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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// the overlay is not needed any more and can be removed |
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[[OverlayViewController mainOverlay] removeOverlay]; |
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// restart music and we're done |
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[AudioManagerController playBackgroundMusic]; |
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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:(NSString *)pathOrNil { |
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const char *gameArgs[11]; |
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CGFloat width, height; |
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NSInteger enginePort = [EngineProtocolNetwork activeEnginePort]; |
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CGFloat screenScale = [[UIScreen mainScreen] safeScale]; |
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NSString *ipcString = [[NSString alloc] initWithFormat:@"%d",enginePort]; |
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NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt",[[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]]; |
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NSUserDefaults *settings = [NSUserDefaults standardUserDefaults]; |
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if (IS_DUALHEAD()) { |
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CGRect screenBounds = [[[UIScreen screens] objectAtIndex:1] bounds]; |
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width = screenBounds.size.width; |
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height = screenBounds.size.height; |
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} else { |
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CGRect screenBounds = [[UIScreen mainScreen] bounds]; |
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width = screenBounds.size.height; |
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height = screenBounds.size.width; |
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} |
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NSString *horizontalSize = [[NSString alloc] initWithFormat:@"%d", (int)(width * screenScale)]; |
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NSString *verticalSize = [[NSString alloc] initWithFormat:@"%d", (int)(height * screenScale)]; |
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FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
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NSString *rotation = [[NSString alloc] initWithString:@"0"]; |
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109 |
|
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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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110 |
NSString *modelId = [HWUtils modelType]; |
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111 |
NSInteger tmpQuality; |
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112 |
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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113 |
tmpQuality = 0x00000001 | 0x00000002 | 0x00000008 | 0x00000040; // rqLowRes | rqBlurryLand | rqSimpleRope | rqKillFlakes |
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114 |
else if ([modelId hasPrefix:@"iPhone2"] || [modelId hasPrefix:@"iPod3"]) // = iPhone 3GS or iPod Touch 3G |
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115 |
tmpQuality = 0x00000002 | 0x00000040; // rqBlurryLand | rqKillFlakes |
5709 | 116 |
else if ([modelId hasPrefix:@"iPad1"] || [modelId hasPrefix:@"iPod4"]) // = iPad 1G or iPod Touch 4G |
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tmpQuality = 0x00000002; // rqBlurryLand |
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118 |
else // = everything else |
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tmpQuality = 0; // full quality |
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120 |
|
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121 |
// disable ammomenu animation |
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tmpQuality = tmpQuality | 0x00000080; |
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123 |
// disable tooltips on iPhone |
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124 |
if (IS_IPAD() == NO) |
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tmpQuality = tmpQuality | 0x00000400; |
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126 |
|
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127 |
// prevents using an empty nickname |
5206 | 128 |
NSString *username = [settings objectForKey:@"username"]; |
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129 |
if ([username length] == 0) |
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130 |
username = [NSString stringWithFormat:@"MobileUser-%@",ipcString]; |
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131 |
|
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132 |
gameArgs[ 0] = [ipcString UTF8String]; //ipcPort |
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133 |
gameArgs[ 1] = [horizontalSize UTF8String]; //cScreenWidth |
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134 |
gameArgs[ 2] = [verticalSize UTF8String]; //cScreenHeight |
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135 |
gameArgs[ 3] = [[NSString stringWithFormat:@"%d",tmpQuality] UTF8String]; //quality |
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136 |
gameArgs[ 4] = "en.txt";//[localeString UTF8String]; //cLocaleFName |
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137 |
gameArgs[ 5] = [username UTF8String]; //UserNick |
5206 | 138 |
gameArgs[ 6] = [[[settings objectForKey:@"sound"] stringValue] UTF8String]; //isSoundEnabled |
139 |
gameArgs[ 7] = [[[settings objectForKey:@"music"] stringValue] UTF8String]; //isMusicEnabled |
|
140 |
gameArgs[ 8] = [[[settings objectForKey:@"alternate"] stringValue] UTF8String]; //cAltDamage |
|
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141 |
gameArgs[ 9] = [rotation UTF8String]; //rotateQt |
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
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gameArgs[10] = ([HWUtils gameType] == gtSave) ? [pathOrNil UTF8String] : NULL; //recordFileName |
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143 |
|
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144 |
[verticalSize release]; |
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|
145 |
[horizontalSize release]; |
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|
146 |
[rotation release]; |
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|
147 |
[localeString release]; |
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|
148 |
[ipcString release]; |
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|
149 |
|
6247
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unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
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|
150 |
[HWUtils setGameStatus:gsLoading]; |
5194 | 151 |
|
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152 |
// this is the pascal function that starts the game |
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153 |
Game(gameArgs); |
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154 |
[self lateEngineLaunch]; |
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155 |
} |
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156 |
|
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|
157 |
#pragma mark - |
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158 |
#pragma mark Class methods for setting up the engine from outsite |
6321 | 159 |
+(void) startGame:(TGameType) type atPath:(NSString *)path withOptions:(NSDictionary *)config { |
160 |
[HWUtils setGameType:type]; |
|
161 |
GameInterfaceBridge *bridge = [[GameInterfaceBridge alloc] init]; |
|
162 |
[bridge earlyEngineLaunch:path withOptions:config]; |
|
163 |
[bridge release]; |
|
164 |
} |
|
165 |
||
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166 |
+(void) startLocalGame:(NSDictionary *)withOptions { |
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167 |
NSDateFormatter *outputFormatter = [[NSDateFormatter alloc] init]; |
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168 |
[outputFormatter setDateFormat:@"yyyy-MM-dd '@' HH.mm"]; |
6263
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169 |
NSString *savePath = [[NSString alloc] initWithFormat:@"%@%@.hws",SAVES_DIRECTORY(),[outputFormatter stringFromDate:[NSDate date]]]; |
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170 |
[outputFormatter release]; |
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171 |
|
6301
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172 |
// in the rare case in which a savefile with the same name exists the older one must be removed (otherwise it gets corrupted) |
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173 |
if ([[NSFileManager defaultManager] fileExistsAtPath:savePath]) |
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174 |
[[NSFileManager defaultManager] removeItemAtPath:savePath error:nil]; |
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175 |
|
6321 | 176 |
[self startGame:gtLocal atPath:savePath withOptions:withOptions]; |
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|
177 |
[savePath release]; |
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|
178 |
} |
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179 |
|
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180 |
+(void) startSaveGame:(NSString *)atPath { |
6321 | 181 |
[self startGame:gtSave atPath:atPath withOptions:nil]; |
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182 |
} |
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183 |
|
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|
184 |
+(void) startMissionGame:(NSString *)withScript { |
6084 | 185 |
NSString *missionPath = [[NSString alloc] initWithFormat:@"escript Missions/Training/%@.lua",withScript]; |
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|
186 |
NSDictionary *missionLine = [[NSDictionary alloc] initWithObjectsAndKeys:missionPath,@"mission_command",nil]; |
6084 | 187 |
[missionPath release]; |
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|
188 |
|
6321 | 189 |
[self startGame:gtMission atPath:nil withOptions:missionLine]; |
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|
190 |
[missionLine release]; |
6083
72c882c0fd0f
first pass for implementing missions/training selection on ipad (not yet running)
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|
191 |
} |
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192 |
|
6261
7050772ae46a
remove the need of saving the calling controller (disabling stats, but they were already broken by a previous commit)
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193 |
/* |
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194 |
-(void) gameHasEndedWithStats:(NSArray *)stats { |
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this finally fixes the interaction between RestoredGameViewController and StatsPagesViewController
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|
195 |
// wrap this around a retain/realse to prevent being deallocated too soon |
c792d4b3e080
this finally fixes the interaction between RestoredGameViewController and StatsPagesViewController
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|
196 |
[self retain]; |
c792d4b3e080
this finally fixes the interaction between RestoredGameViewController and StatsPagesViewController
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|
197 |
// display stats page if there is something to display |
5158
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|
198 |
if (stats != nil) { |
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|
199 |
StatsPageViewController *statsPage = [[StatsPageViewController alloc] initWithStyle:UITableViewStyleGrouped]; |
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|
200 |
statsPage.statsArray = stats; |
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|
201 |
statsPage.modalTransitionStyle = UIModalTransitionStyleCoverVertical; |
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|
202 |
if ([statsPage respondsToSelector:@selector(setModalPresentationStyle:)]) |
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|
203 |
statsPage.modalPresentationStyle = UIModalPresentationPageSheet; |
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|
204 |
|
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|
205 |
[self.parentController presentModalViewController:statsPage animated:YES]; |
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|
206 |
[statsPage release]; |
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|
207 |
} |
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208 |
|
5157 | 209 |
// can remove the savefile if the replay has ended |
6247
6dfad55fd71c
unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
koda
parents:
6246
diff
changeset
|
210 |
if ([HWUtils gameType] == gtSave) |
5157 | 211 |
[[NSFileManager defaultManager] removeItemAtPath:self.savePath error:nil]; |
6020
c792d4b3e080
this finally fixes the interaction between RestoredGameViewController and StatsPagesViewController
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parents:
6018
diff
changeset
|
212 |
[self release]; |
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213 |
} |
6261
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koda
parents:
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|
214 |
*/ |
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215 |
|
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216 |
@end |