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