add a class method for getting the overlay (and fix a silly mistake while at it) and use it
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* File created on 12/11/2010.
*/
#import "CreationChamber.h"
#import "hwconsts.h"
void createSettings () {
NSUserDefaults *settings = [NSUserDefaults standardUserDefaults];
[settings setObject:[NSNumber numberWithBool:NO] forKey:@"alternate"];
[settings setObject:[NSNumber numberWithBool:YES] forKey:@"music"];
[settings setObject:[NSNumber numberWithBool:YES] forKey:@"sound"];
[settings setObject:[NSNumber numberWithBool:NO] forKey:@"classic_menu"];
[settings setObject:[NSNumber numberWithBool:YES] forKey:@"sync_ws"];
// don't overwrite these two strings when present
if ([settings objectForKey:@"username"] == nil)
[settings setObject:@"" forKey:@"username"];
if ([settings objectForKey:@"password"] == nil)
[settings setObject:@"" forKey:@"password"];
[settings synchronize];
}
void createTeamNamed (NSString *nameWithoutExt) {
NSString *teamsDirectory = TEAMS_DIRECTORY();
if (![[NSFileManager defaultManager] fileExistsAtPath: teamsDirectory]) {
[[NSFileManager defaultManager] createDirectoryAtPath:teamsDirectory
withIntermediateDirectories:NO
attributes:nil
error:NULL];
}
NSMutableArray *hedgehogs = [[NSMutableArray alloc] initWithCapacity: HW_getMaxNumberOfHogs()];
for (int i = 0; i < HW_getMaxNumberOfHogs(); i++) {
NSString *hogName = [[NSString alloc] initWithFormat:@"hedgehog %d",i];
NSDictionary *hog = [[NSDictionary alloc] initWithObjectsAndKeys:
[NSNumber numberWithInt:0],@"level",
hogName,@"hogname",
@"NoHat",@"hat",
nil];
[hogName release];
[hedgehogs addObject:hog];
[hog release];
}
NSDictionary *theTeam = [[NSDictionary alloc] initWithObjectsAndKeys:
@"0",@"hash",
@"Statue",@"grave",
@"Plane",@"fort",
@"Default",@"voicepack",
@"hedgewars",@"flag",
hedgehogs,@"hedgehogs",
nil];
[hedgehogs release];
NSString *teamFile = [[NSString alloc] initWithFormat:@"%@/%@.plist", teamsDirectory, nameWithoutExt];
[theTeam writeToFile:teamFile atomically:YES];
[teamFile release];
[theTeam release];
}
void createWeaponNamed (NSString *nameWithoutExt, int type) {
NSString *weaponsDirectory = WEAPONS_DIRECTORY();
if (![[NSFileManager defaultManager] fileExistsAtPath: weaponsDirectory]) {
[[NSFileManager defaultManager] createDirectoryAtPath:weaponsDirectory
withIntermediateDirectories:NO
attributes:nil
error:NULL];
}
NSInteger ammolineSize = HW_getNumberOfWeapons();
NSString *qt, *prob, *delay, *crate;
switch (type) {
default: //default
qt = [[NSString alloc] initWithBytes:AMMOLINE_DEFAULT_QT length:ammolineSize encoding:NSUTF8StringEncoding];
prob = [[NSString alloc] initWithBytes:AMMOLINE_DEFAULT_PROB length:ammolineSize encoding:NSUTF8StringEncoding];
delay = [[NSString alloc] initWithBytes:AMMOLINE_DEFAULT_DELAY length:ammolineSize encoding:NSUTF8StringEncoding];
crate = [[NSString alloc] initWithBytes:AMMOLINE_DEFAULT_CRATE length:ammolineSize encoding:NSUTF8StringEncoding];
break;
case 1: //crazy
qt = [[NSString alloc] initWithBytes:AMMOLINE_CRAZY_QT length:ammolineSize encoding:NSUTF8StringEncoding];
prob = [[NSString alloc] initWithBytes:AMMOLINE_CRAZY_PROB length:ammolineSize encoding:NSUTF8StringEncoding];
delay = [[NSString alloc] initWithBytes:AMMOLINE_CRAZY_DELAY length:ammolineSize encoding:NSUTF8StringEncoding];
crate = [[NSString alloc] initWithBytes:AMMOLINE_CRAZY_CRATE length:ammolineSize encoding:NSUTF8StringEncoding];
break;
case 2: //pro mode
qt = [[NSString alloc] initWithBytes:AMMOLINE_PROMODE_QT length:ammolineSize encoding:NSUTF8StringEncoding];
prob = [[NSString alloc] initWithBytes:AMMOLINE_PROMODE_PROB length:ammolineSize encoding:NSUTF8StringEncoding];
delay = [[NSString alloc] initWithBytes:AMMOLINE_PROMODE_DELAY length:ammolineSize encoding:NSUTF8StringEncoding];
crate = [[NSString alloc] initWithBytes:AMMOLINE_PROMODE_CRATE length:ammolineSize encoding:NSUTF8StringEncoding];
break;
case 3: //shoppa
qt = [[NSString alloc] initWithBytes:AMMOLINE_SHOPPA_QT length:ammolineSize encoding:NSUTF8StringEncoding];
prob = [[NSString alloc] initWithBytes:AMMOLINE_SHOPPA_PROB length:ammolineSize encoding:NSUTF8StringEncoding];
delay = [[NSString alloc] initWithBytes:AMMOLINE_SHOPPA_DELAY length:ammolineSize encoding:NSUTF8StringEncoding];
crate = [[NSString alloc] initWithBytes:AMMOLINE_SHOPPA_CRATE length:ammolineSize encoding:NSUTF8StringEncoding];
break;
case 4: //clean slate
qt = [[NSString alloc] initWithBytes:AMMOLINE_CLEAN_QT length:ammolineSize encoding:NSUTF8StringEncoding];
prob = [[NSString alloc] initWithBytes:AMMOLINE_CLEAN_PROB length:ammolineSize encoding:NSUTF8StringEncoding];
delay = [[NSString alloc] initWithBytes:AMMOLINE_CLEAN_DELAY length:ammolineSize encoding:NSUTF8StringEncoding];
crate = [[NSString alloc] initWithBytes:AMMOLINE_CLEAN_CRATE length:ammolineSize encoding:NSUTF8StringEncoding];
break;
case 5: //minefield
qt = [[NSString alloc] initWithBytes:AMMOLINE_MINES_QT length:ammolineSize encoding:NSUTF8StringEncoding];
prob = [[NSString alloc] initWithBytes:AMMOLINE_MINES_PROB length:ammolineSize encoding:NSUTF8StringEncoding];
delay = [[NSString alloc] initWithBytes:AMMOLINE_MINES_DELAY length:ammolineSize encoding:NSUTF8StringEncoding];
crate = [[NSString alloc] initWithBytes:AMMOLINE_MINES_CRATE length:ammolineSize encoding:NSUTF8StringEncoding];
break;
case 6: //thinking with portals
qt = [[NSString alloc] initWithBytes:AMMOLINE_PORTALS_QT length:ammolineSize encoding:NSUTF8StringEncoding];
prob = [[NSString alloc] initWithBytes:AMMOLINE_PORTALS_PROB length:ammolineSize encoding:NSUTF8StringEncoding];
delay = [[NSString alloc] initWithBytes:AMMOLINE_PORTALS_DELAY length:ammolineSize encoding:NSUTF8StringEncoding];
crate = [[NSString alloc] initWithBytes:AMMOLINE_PORTALS_CRATE length:ammolineSize encoding:NSUTF8StringEncoding];
break;
}
NSDictionary *theWeapon = [[NSDictionary alloc] initWithObjectsAndKeys: qt,@"ammostore_initialqt",
prob,@"ammostore_probability", delay,@"ammostore_delay", crate,@"ammostore_crate", nil];
[qt release];
[prob release];
[delay release];
[crate release];
NSString *weaponFile = [[NSString alloc] initWithFormat:@"%@/%@.plist", weaponsDirectory, nameWithoutExt];
[theWeapon writeToFile:weaponFile atomically:YES];
[weaponFile release];
[theWeapon release];
}
void createSchemeNamed (NSString *nameWithoutExt, int type) {
NSString *schemesDirectory = SCHEMES_DIRECTORY();
if (![[NSFileManager defaultManager] fileExistsAtPath: schemesDirectory]) {
[[NSFileManager defaultManager] createDirectoryAtPath:schemesDirectory
withIntermediateDirectories:NO
attributes:nil
error:NULL];
}
// load data to get the size of the arrays and their default values
NSArray *basicSettings = [[NSArray alloc] initWithContentsOfFile:BASICFLAGS_FILE()];
NSMutableArray *basicArray = [[NSMutableArray alloc] initWithCapacity:[basicSettings count]];
for (NSDictionary *basicDict in basicSettings)
[basicArray addObject:[basicDict objectForKey:@"default"]];
[basicSettings release];
NSArray *mods = [[NSArray alloc] initWithContentsOfFile:GAMEMODS_FILE()];
NSMutableArray *gamemodArray= [[NSMutableArray alloc] initWithCapacity:[mods count]];
for (int i = 0; i < [mods count]; i++)
[gamemodArray addObject:[NSNumber numberWithBool:NO]];
[mods release];
switch (type) {
case 0: // default
[gamemodArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithBool:YES]];
break;
case 1: // pro mode
[basicArray replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:15]];
[basicArray replaceObjectAtIndex:7 withObject:[NSNumber numberWithInt:0]];
[basicArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithInt:0]];
[gamemodArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:14 withObject:[NSNumber numberWithBool:YES]];
break;
case 2: // shoppa
[basicArray replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:30]];
[basicArray replaceObjectAtIndex:3 withObject:[NSNumber numberWithInt:50]];
[basicArray replaceObjectAtIndex:7 withObject:[NSNumber numberWithInt:1]];
[basicArray replaceObjectAtIndex:8 withObject:[NSNumber numberWithInt:0]];
[basicArray replaceObjectAtIndex:9 withObject:[NSNumber numberWithInt:25]];
[basicArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithInt:0]];
[basicArray replaceObjectAtIndex:13 withObject:[NSNumber numberWithInt:0]];
[gamemodArray replaceObjectAtIndex:1 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:2 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:14 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:15 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:19 withObject:[NSNumber numberWithBool:YES]];
break;
case 3: // clean slate
[gamemodArray replaceObjectAtIndex:6 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:18 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:19 withObject:[NSNumber numberWithBool:YES]];
break;
case 4: // minefield
[basicArray replaceObjectAtIndex:0 withObject:[NSNumber numberWithInt:50]];
[basicArray replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:30]];
[basicArray replaceObjectAtIndex:7 withObject:[NSNumber numberWithInt:0]];
[basicArray replaceObjectAtIndex:10 withObject:[NSNumber numberWithInt:0]];
[basicArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithInt:80]];
[basicArray replaceObjectAtIndex:13 withObject:[NSNumber numberWithInt:0]];
[gamemodArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:14 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:15 withObject:[NSNumber numberWithBool:YES]];
break;
case 5: // barrel mayhem
[basicArray replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:30]];
[basicArray replaceObjectAtIndex:7 withObject:[NSNumber numberWithInt:0]];
[basicArray replaceObjectAtIndex:10 withObject:[NSNumber numberWithInt:0]];
[basicArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithInt:0]];
[basicArray replaceObjectAtIndex:13 withObject:[NSNumber numberWithInt:40]];
[gamemodArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:14 withObject:[NSNumber numberWithBool:YES]];
break;
case 6: // tunnel hogs
[basicArray replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:30]];
[basicArray replaceObjectAtIndex:9 withObject:[NSNumber numberWithInt:3]];
[basicArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithInt:10]];
[basicArray replaceObjectAtIndex:12 withObject:[NSNumber numberWithInt:10]];
[basicArray replaceObjectAtIndex:13 withObject:[NSNumber numberWithInt:10]];
[gamemodArray replaceObjectAtIndex:2 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:14 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:15 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:16 withObject:[NSNumber numberWithBool:YES]];
break;
case 7: // fort mode
[basicArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithInt:0]];
[basicArray replaceObjectAtIndex:13 withObject:[NSNumber numberWithInt:0]];
[gamemodArray replaceObjectAtIndex:2 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:3 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:10 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithBool:YES]];
break;
case 8: // timeless
[basicArray replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:100]];
[basicArray replaceObjectAtIndex:4 withObject:[NSNumber numberWithInt:0]];
[basicArray replaceObjectAtIndex:5 withObject:[NSNumber numberWithInt:0]];
[basicArray replaceObjectAtIndex:9 withObject:[NSNumber numberWithInt:30]];
[basicArray replaceObjectAtIndex:10 withObject:[NSNumber numberWithInt:5]];
[basicArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithInt:3]];
[basicArray replaceObjectAtIndex:12 withObject:[NSNumber numberWithInt:10]];
[gamemodArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:20 withObject:[NSNumber numberWithBool:YES]];
break;
case 9: // thinking with portals
[basicArray replaceObjectAtIndex:7 withObject:[NSNumber numberWithInt:2]];
[basicArray replaceObjectAtIndex:8 withObject:[NSNumber numberWithInt:25]];
[basicArray replaceObjectAtIndex:10 withObject:[NSNumber numberWithInt:4]];
[basicArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithInt:5]];
[basicArray replaceObjectAtIndex:13 withObject:[NSNumber numberWithInt:5]];
[gamemodArray replaceObjectAtIndex:9 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithBool:YES]];
break;
case 10:// king mode
[gamemodArray replaceObjectAtIndex:11 withObject:[NSNumber numberWithBool:YES]];
[gamemodArray replaceObjectAtIndex:12 withObject:[NSNumber numberWithBool:YES]];
break;
default:
DLog(@"Impossible");
break;
}
NSMutableDictionary *theScheme = [[NSMutableDictionary alloc] initWithObjectsAndKeys:
basicArray,@"basic",
gamemodArray,@"gamemod",
nil];
[gamemodArray release];
[basicArray release];
NSString *schemeFile = [[NSString alloc] initWithFormat:@"%@/%@.plist", schemesDirectory, nameWithoutExt];
[theScheme writeToFile:schemeFile atomically:YES];
[schemeFile release];
[theScheme release];
}