project_files/HedgewarsMobile/Classes/SingleWeaponViewController.m
author nemo
Sun, 02 Oct 2011 10:36:43 -0400
changeset 6081 537bbd5c1a62
parent 6078 8c0cc07731e5
child 6209 074ab6ebcb3e
permissions -rw-r--r--
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects. In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.
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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 19/06/2010.
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 */
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#import "SingleWeaponViewController.h"
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@implementation SingleWeaponViewController
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@synthesize weaponName, description, ammoStoreImage;
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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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    NSString *trFilePath = [NSString stringWithFormat:@"%@/en.txt",LOCALE_DIRECTORY()];
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    // fill the data structure that we are going to read
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    LoadLocaleWrapper([trFilePath UTF8String]);
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    quantity = (char *)malloc(sizeof(char)*(HW_getNumberOfWeapons()+1));
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    probability = (char *)malloc(sizeof(char)*(HW_getNumberOfWeapons()+1));
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    delay = (char *)malloc(sizeof(char)*(HW_getNumberOfWeapons()+1));
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    crateness = (char *)malloc(sizeof(char)*(HW_getNumberOfWeapons()+1));
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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.title = NSLocalizedString(@"Edit weapons preferences",@"");
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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.weaponName];
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    NSDictionary *weapon = [[NSDictionary alloc] initWithContentsOfFile:ammoFile];
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    [ammoFile release];
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    self.description = [weapon objectForKey:@"description"];
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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 < HW_getNumberOfWeapons(); 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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    [self saveAmmos];
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}
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-(void) saveAmmos {
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    quantity[HW_getNumberOfWeapons()] = '\0';
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    probability[HW_getNumberOfWeapons()] = '\0';
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    delay[HW_getNumberOfWeapons()] = '\0';
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    crateness[HW_getNumberOfWeapons()] = '\0';
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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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                            quantityStr,@"ammostore_initialqt",
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                            probabilityStr,@"ammostore_probability",
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                            delayStr,@"ammostore_delay",
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                            cratenessStr,@"ammostore_crate", 
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                            self.description,@"description",
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                            nil];
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    NSString *ammoFile = [[NSString alloc] initWithFormat:@"%@/%@.plist",WEAPONS_DIRECTORY(),self.weaponName];
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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 2;
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}
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-(NSInteger) tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
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    if (section == 0)
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        return 2;
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    else
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        return HW_getNumberOfWeapons();
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}
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// Customize the appearance of table view cells.
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-(UITableViewCell *)tableView:(UITableView *)aTableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
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    static NSString *CellIdentifier0 = @"Cell0";
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    static NSString *CellIdentifier1 = @"Cell1";
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    NSInteger row = [indexPath row];
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    UITableViewCell *cell = nil;
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    if (0 == [indexPath section]) {
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        EditableCellView *editableCell = (EditableCellView *)[aTableView dequeueReusableCellWithIdentifier:CellIdentifier0];
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        if (editableCell == nil) {
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            editableCell = [[[EditableCellView alloc] initWithStyle:UITableViewCellStyleDefault
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                                                    reuseIdentifier:CellIdentifier0] autorelease];
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            editableCell.delegate = self;
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        }
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        editableCell.tag = row;
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        editableCell.selectionStyle = UITableViewCellSelectionStyleNone;
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        editableCell.imageView.image = nil;
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        editableCell.detailTextLabel.text = nil;
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        if (row == 0) {
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            editableCell.textField.text = self.weaponName;
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            editableCell.textField.font = [UIFont boldSystemFontOfSize:[UIFont labelFontSize]];
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        } else {
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            editableCell.minimumCharacters = 0;
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            editableCell.textField.font = [UIFont systemFontOfSize:[UIFont labelFontSize]];
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            editableCell.textField.text = self.description;
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            editableCell.textField.placeholder = NSLocalizedString(@"You can add a description if you wish",@"");
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        }
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        cell = editableCell;
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    } else {
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        WeaponCellView *weaponCell = (WeaponCellView *)[aTableView dequeueReusableCellWithIdentifier:CellIdentifier1];
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        if (weaponCell == nil) {
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            weaponCell = [[[WeaponCellView alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier1] autorelease];
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            weaponCell.delegate = self;
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        }
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        int size = 32 * [[UIScreen mainScreen] scale];
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        int corners = 8 * [[UIScreen mainScreen] scale];
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        int x = ((row*size)/(int)(self.ammoStoreImage.size.height * [[UIScreen mainScreen] scale]))*size;
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        int y = (row*size)%(int)(self.ammoStoreImage.size.height * [[UIScreen mainScreen] scale]);
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        UIImage *img = [[self.ammoStoreImage cutAt:CGRectMake(x, y, size, size)] makeRoundCornersOfSize:CGSizeMake(corners, corners)];
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        weaponCell.weaponIcon.image = img;
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        weaponCell.weaponName.text = [NSString stringWithUTF8String:HW_getWeaponNameByIndex(row)];
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        weaponCell.tag = row;
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        [weaponCell.initialSli setValue:[[NSString stringWithFormat:@"%c",quantity[row]] intValue] animated:NO];
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        [weaponCell.probabilitySli setValue:[[NSString stringWithFormat:@"%c", probability[row]] intValue] animated:NO];
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        [weaponCell.delaySli setValue:[[NSString stringWithFormat:@"%c", delay[row]] intValue] animated:NO];
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        [weaponCell.crateSli setValue:[[NSString stringWithFormat:@"%c", crateness[row]] intValue] animated:NO];
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        cell = weaponCell;
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    }
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    cell.selectionStyle = UITableViewCellSelectionStyleNone;
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    return cell;
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}
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-(CGFloat) tableView:(UITableView *)aTableView heightForRowAtIndexPath:(NSIndexPath *)indexPath {
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    if (0 == [indexPath section])
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        return aTableView.rowHeight;
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    else
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        return 120;
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}
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-(NSString *)tableView:(UITableView *)aTableView titleForHeaderInSection:(NSInteger)section {
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    NSString *sectionTitle = nil;
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    switch (section) {
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        case 0:
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            sectionTitle = NSLocalizedString(@"Weaponset Name", @"");
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            break;
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        case 1:
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            sectionTitle = NSLocalizedString(@"Weapon Ammuntions", @"");
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            break;
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        default:
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            DLog(@"nope");
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            break;
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    }
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    return sectionTitle;
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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 *)aTableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
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    if (0 == [indexPath section]) {
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        EditableCellView *editableCell = (EditableCellView *)[aTableView cellForRowAtIndexPath:indexPath];
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        [editableCell replyKeyboard];
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    }
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}
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#pragma mark -
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#pragma mark editableCellView delegate
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// set the new value
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-(void) saveTextFieldValue:(NSString *)textString withTag:(NSInteger) tagValue {
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    if (tagValue == 0) {
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        // delete old file
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        [[NSFileManager defaultManager] removeItemAtPath:[NSString stringWithFormat:@"%@/%@.plist",WEAPONS_DIRECTORY(),self.weaponName] error:NULL];
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        // update filename
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        self.weaponName = textString;
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        // save new file
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        [self saveAmmos];
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    } else {
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        self.description = textString;
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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) updateValues:(NSArray *)withArray atIndex:(NSInteger) index {
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    quantity[index] = [[NSString stringWithFormat:@"%d",[[withArray objectAtIndex:0] intValue]] characterAtIndex:0];
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    probability[index] = [[NSString stringWithFormat:@"%d",[[withArray objectAtIndex:1] intValue]] characterAtIndex:0];
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    delay[index] = [[NSString stringWithFormat:@"%d",[[withArray objectAtIndex:2] intValue]] characterAtIndex:0];
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    crateness[index] = [[NSString stringWithFormat:@"%d",[[withArray objectAtIndex:3] intValue]] characterAtIndex:0];
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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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    [super didReceiveMemoryWarning];
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}
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-(void) viewDidUnload {
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    free(quantity); quantity = NULL;
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    free(probability); probability = NULL;
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    free(delay); delay = NULL;
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    free(crateness); crateness = NULL;
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    [super viewDidUnload];
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    self.description = nil;
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    self.weaponName = nil;
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    self.ammoStoreImage = nil;
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    MSG_DIDUNLOAD();
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    [super viewDidUnload];
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}
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-(void) dealloc {
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    releaseAndNil(weaponName);
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    releaseAndNil(description);
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    releaseAndNil(ammoStoreImage);
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    [super dealloc];
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}
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@end
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