project_files/HedgewarsMobile/Classes/CreationChamber.m
author dag10 <gottlieb.drew@gmail.com>
Wed, 16 Jan 2013 18:34:43 -0500
changeset 8393 85bd6c7b2641
parent 6908 896ed2afcfb8
child 8441 a00b0fa0dbd7
permissions -rw-r--r--
Can now change theme for static and mission maps. Fixed mission map descriptions that had commas which broke them. Now, you must escape commas in map descriptions. Made bgwidget repaint on animation tick to avoid buffer-not-clearing issue with widgets that change overtop the background leaving a ghost image of the widget's previous state. Generated map is now the default map in the mapconfig widget.

/*
 * Hedgewars-iOS, a Hedgewars port for iOS devices
 * Copyright (c) 2009-2012 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.
 */


#import "CreationChamber.h"


@implementation CreationChamber

#pragma mark Checking status
+(void) createFirstLaunch {
    DLog(@"Creating necessary files");
    NSInteger index;

    // SAVES - just delete and overwrite
    if ([[NSFileManager defaultManager] fileExistsAtPath:SAVES_DIRECTORY()])
        [[NSFileManager defaultManager] removeItemAtPath:SAVES_DIRECTORY() error:NULL];
    [[NSFileManager defaultManager] createDirectoryAtPath:SAVES_DIRECTORY()
                              withIntermediateDirectories:NO
                                               attributes:nil
                                                    error:NULL];

    // SCREENSHOTS - just create it the first time
    if ([[NSFileManager defaultManager] fileExistsAtPath:SCREENSHOTS_DIRECTORY()] == NO)
        [[NSFileManager defaultManager] createDirectoryAtPath:SCREENSHOTS_DIRECTORY()
                                  withIntermediateDirectories:NO
                                                   attributes:nil
                                                        error:NULL];

    // SETTINGS - nsuserdefaults ftw
    [self createSettings];

    // TEAMS - update exisiting teams with new format
    NSArray *teamNames = [[NSArray alloc] initWithObjects:@"Edit Me!",@"Ninjas",@"Pirates",@"Robots",nil];
    index = 0;
    for (NSString *name in teamNames)
        [self createTeamNamed:name ofType:index++ controlledByAI:[name isEqualToString:@"Robots"]];
    [teamNames release];

    // SCHEMES - always overwrite and delete custom ones
    if ([[NSFileManager defaultManager] fileExistsAtPath:SCHEMES_DIRECTORY()] == YES)
        [[NSFileManager defaultManager] removeItemAtPath:SCHEMES_DIRECTORY() error:NULL];
    NSArray *schemeNames = [[NSArray alloc] initWithObjects:@"Default",@"Pro Mode",@"Shoppa",@"Clean Slate",
                            @"Minefield",@"Barrel Mayhem",@"Tunnel Hogs",@"Fort Mode",@"Timeless",
                            @"Thinking with Portals",@"King Mode",nil];
    index = 0;
    for (NSString *name in schemeNames)
        [self createSchemeNamed:name ofType:index++];
    [schemeNames release];

    // WEAPONS - always overwrite as merge is not needed (missing weaps are 0ed automatically)
    NSArray *weaponNames = [[NSArray alloc] initWithObjects:@"Default",@"Crazy",@"Pro Mode",@"Shoppa",@"Clean Slate",
                            @"Minefield",@"Thinking with Portals",nil];
    index = 0;
    for (NSString *name in weaponNames)
        [self createWeaponNamed:name ofType:index++];
    [weaponNames release];
}

#pragma mark Settings
+(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: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];
}

#pragma mark Teams
+(void) createTeamNamed:(NSString *)nameWithoutExt {
    [self createTeamNamed:nameWithoutExt ofType:0 controlledByAI:NO];
}

+(void) createTeamNamed:(NSString *)nameWithoutExt ofType:(NSInteger) type {
    [self createTeamNamed:nameWithoutExt ofType:type controlledByAI:NO];
}

+(void) createTeamNamed:(NSString *)nameWithoutExt ofType:(NSInteger) type controlledByAI:(BOOL) shouldAITakeOver {
    NSString *teamsDirectory = TEAMS_DIRECTORY();

    if (![[NSFileManager defaultManager] fileExistsAtPath: teamsDirectory]) {
        [[NSFileManager defaultManager] createDirectoryAtPath:teamsDirectory
                                  withIntermediateDirectories:NO
                                                   attributes:nil
                                                        error:NULL];
    }

    NSArray *customNames;
    NSArray *customHats;
    NSString *flag, *grave, *voicepack, *fort;
    switch (type) {
        default: // default
            customNames = [[NSArray alloc] initWithObjects:@"No Name",@"Unnamed",@"Anonymous",@"Nameless",@"Incognito",@"Unidentified",
                           @"Uknown",@"Secret",nil];
            customHats = [[NSArray alloc] initWithObjects:@"NoHat",@"NoHat",@"NoHat",@"NoHat",@"NoHat",@"NoHat",@"NoHat",@"NoHat",nil];
            flag = @"hedgewars";
            grave = @"Statue";
            voicepack = @"Default";
            fort = @"Plane";
            break;
        case 1:  // ninjas
            customNames = [[NSArray alloc] initWithObjects:@"Shinobi",@"Ukemi",@"Godai",@"Ninpo",@"Tatsujin",@"Arashi",@"Bushi",@"Itami",nil];
            customHats = [[NSArray alloc] initWithObjects:@"NinjaFull",@"NinjaStraight",@"NinjaTriangle",@"NinjaFull",@"NinjaStraight",
                          @"NinjaTriangle",@"NinjaFull",@"NinjaTriangle",nil];
            flag = @"japan";
            grave = @"bp2";
            voicepack = @"Singer";
            fort = @"Wood";
            break;
        case 2: // pirates
            customNames = [[NSArray alloc] initWithObjects:@"Toothless Wayne",@"Long-nose Kidd",@"Eye-patch Jim",@"Rackham Blood",@"One-eyed Ayee",
                           @"Dirty Ben",@"Morris",@"Cruise Seymour",nil];
            customHats = [[NSArray alloc] initWithObjects:@"pirate_jack_bandana",@"pirate_jack",@"dwarf",@"pirate_jack_bandana",@"pirate_jack",
                          @"dwarf",@"pirate_jack_bandana",@"pirate_jack",nil];
            flag = @"cm_pirate";
            grave = @"chest";
            voicepack = @"Pirate";
            fort = @"Hydrant";
            break;
        case 3: // robots
            customNames = [[NSArray alloc] initWithObjects:@"HAL",@"R2-D2",@"Wall-E",@"Robocop",@"Optimus Prime",@"Terminator",@"C-3PO",@"KITT",nil];
            customHats = [[NSArray alloc] initWithObjects:@"cyborg1",@"cyborg2",@"cyborg1",@"cyborg2",@"cyborg1",@"cyborg2",@"cyborg1",
                          @"cyborg2",nil];
            flag = @"cm_binary";
            grave = @"Rip";
            voicepack = @"Robot";
            fort = @"UFO";
            break;
    }

    NSMutableArray *hedgehogs = [[NSMutableArray alloc] initWithCapacity:HW_getMaxNumberOfHogs()];
    for (int i = 0; i < HW_getMaxNumberOfHogs(); i++) {
        NSDictionary *hog = [[NSDictionary alloc] initWithObjectsAndKeys:
                             [NSNumber numberWithInt:(shouldAITakeOver ? 4 : 0)],@"level",
                             [customNames objectAtIndex:i],@"hogname",
                             [customHats objectAtIndex:i],@"hat",
                             nil];
        [hedgehogs addObject:hog];
        [hog release];
    }
    [customHats release];
    [customNames release];

    NSDictionary *theTeam = [[NSDictionary alloc] initWithObjectsAndKeys:
                             @"0",@"hash",
                             grave,@"grave",
                             fort,@"fort",
                             voicepack,@"voicepack",
                             flag,@"flag",
                             hedgehogs,@"hedgehogs",
                             nil];
    [hedgehogs release];

    NSString *teamFile = [[NSString alloc] initWithFormat:@"%@/%@.plist", teamsDirectory, nameWithoutExt];

    [theTeam writeToFile:teamFile atomically:YES];
    [teamFile release];
    [theTeam release];
}

#pragma mark Weapons
+(void) createWeaponNamed:(NSString *)nameWithoutExt {
    [self createWeaponNamed:nameWithoutExt ofType:0];
}

+(void) createWeaponNamed:(NSString *)nameWithoutExt ofType:(NSInteger) 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];
}

#pragma mark Schemes
+(void) createSchemeNamed:(NSString *)nameWithoutExt {
    [self createSchemeNamed:nameWithoutExt ofType:0];
}

+(void) createSchemeNamed:(NSString *)nameWithoutExt ofType:(NSInteger) 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 (NSUInteger i = 0; i < [mods count]; i++)
        [gamemodArray addObject:[NSNumber numberWithBool:NO]];
    [mods release];

    switch (type) {
        default: // 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;
    }

    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];
}

@end