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.
/*
* 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];
}