project_files/HedgewarsMobile/Classes/GameInterfaceBridge.m
author koda
Fri, 11 Nov 2011 01:40:23 +0100
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permissions -rw-r--r--
further engine interaction refactoring
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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 18/04/2011.
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 */
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#import "GameInterfaceBridge.h"
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#import "EngineProtocolNetwork.h"
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#import "OverlayViewController.h"
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#import "StatsPageViewController.h"
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#import "AudioManagerController.h"
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#import "ObjcExports.h"
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@implementation GameInterfaceBridge
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@synthesize blackView;
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#pragma mark -
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#pragma mark Instance methods for engine interaction
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// prepares the controllers for hosting a game
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-(void) earlyEngineLaunch:(NSString *)pathOrNil withOptions:(NSDictionary *)optionsOrNil {
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    [self retain];
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    [AudioManagerController stopBackgroundMusic];
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    [EngineProtocolNetwork spawnThread:pathOrNil withOptions:optionsOrNil];
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    // add a black view hiding the background
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    CGRect theFrame = [[UIScreen mainScreen] bounds];
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    UIWindow *thisWindow = [[HedgewarsAppDelegate sharedAppDelegate] uiwindow];
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    self.blackView = [[UIView alloc] initWithFrame:theFrame];
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    self.blackView.opaque = YES;
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    self.blackView.backgroundColor = [UIColor blackColor];
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    self.blackView.alpha = 0;
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    [UIView beginAnimations:@"fade out" context:NULL];
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    [UIView setAnimationDuration:1];
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    self.blackView.alpha = 1;
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    [UIView commitAnimations];
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    [thisWindow addSubview:self.blackView];
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    [self.blackView release];
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    // keep track of uncompleted games
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    NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
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    [userDefaults setObject:pathOrNil forKey:@"savedGamePath"];
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    [userDefaults synchronize];
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    // let's launch the engine using this -perfomSelector so that the runloop can deal with queued messages first
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    [self performSelector:@selector(engineLaunch:) withObject:pathOrNil afterDelay:0.1f];
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}
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// cleans up everything
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-(void) lateEngineLaunch {
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    // remove completed games notification
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    NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
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    [userDefaults setObject:@"" forKey:@"savedGamePath"];
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    [userDefaults synchronize];
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    // remove the cover view with a transition
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    self.blackView.alpha = 1;
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    [UIView beginAnimations:@"fade in" context:NULL];
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    [UIView setAnimationDuration:1];
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    self.blackView.alpha = 0;
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    [UIView commitAnimations];
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    [self.blackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
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    // the overlay is not needed any more and can be removed
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    [[OverlayViewController mainOverlay] removeOverlay];
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    // restart music and we're done
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    [AudioManagerController playBackgroundMusic];
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    [self release];
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}
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// main routine for calling the actual game engine
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-(void) engineLaunch:(NSString *)pathOrNil {
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    const char *gameArgs[11];
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    CGFloat width, height;
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    NSInteger enginePort = [EngineProtocolNetwork activeEnginePort];
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    CGFloat screenScale = [[UIScreen mainScreen] safeScale];
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    NSString *ipcString = [[NSString alloc] initWithFormat:@"%d",enginePort];
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    NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt",[[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]];
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    NSUserDefaults *settings = [NSUserDefaults standardUserDefaults];
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    if (IS_DUALHEAD()) {
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        CGRect screenBounds = [[[UIScreen screens] objectAtIndex:1] bounds];
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        width = screenBounds.size.width;
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        height = screenBounds.size.height;
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    } else {
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        CGRect screenBounds = [[UIScreen mainScreen] bounds];
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        width = screenBounds.size.height;
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        height = screenBounds.size.width;
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    }
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    NSString *horizontalSize = [[NSString alloc] initWithFormat:@"%d", (int)(width * screenScale)];
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    NSString *verticalSize = [[NSString alloc] initWithFormat:@"%d", (int)(height * screenScale)];
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    NSString *rotation = [[NSString alloc] initWithString:@"0"];
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    NSString *modelId = [HWUtils modelType];
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    NSInteger tmpQuality;
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    if ([modelId hasPrefix:@"iPhone1"] || [modelId hasPrefix:@"iPod1,1"] || [modelId hasPrefix:@"iPod2,1"])     // = iPhone and iPhone 3G or iPod Touch or iPod Touch 2G
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        tmpQuality = 0x00000001 | 0x00000002 | 0x00000008 | 0x00000040;                 // rqLowRes | rqBlurryLand | rqSimpleRope | rqKillFlakes
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    else if ([modelId hasPrefix:@"iPhone2"] || [modelId hasPrefix:@"iPod3"])                                    // = iPhone 3GS or iPod Touch 3G
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        tmpQuality = 0x00000002 | 0x00000040;                                           // rqBlurryLand | rqKillFlakes
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    else if ([modelId hasPrefix:@"iPad1"] || [modelId hasPrefix:@"iPod4"])                                      // = iPad 1G or iPod Touch 4G
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        tmpQuality = 0x00000002;                                                        // rqBlurryLand
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    else                                                                                                        // = everything else
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        tmpQuality = 0;                                                                 // full quality
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    // disable ammomenu animation
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    tmpQuality = tmpQuality | 0x00000080;
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    // disable tooltips on iPhone
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    if (IS_IPAD() == NO)
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        tmpQuality = tmpQuality | 0x00000400;
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    // prevents using an empty nickname
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    NSString *username = [settings objectForKey:@"username"];
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    if ([username length] == 0)
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        username = [NSString stringWithFormat:@"MobileUser-%@",ipcString];
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    gameArgs[ 0] = [ipcString UTF8String];                                                      //ipcPort
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    gameArgs[ 1] = [horizontalSize UTF8String];                                                 //cScreenWidth
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    gameArgs[ 2] = [verticalSize UTF8String];                                                   //cScreenHeight
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    gameArgs[ 3] = [[NSString stringWithFormat:@"%d",tmpQuality] UTF8String];                   //quality
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    gameArgs[ 4] = "en.txt";//[localeString UTF8String];                                        //cLocaleFName
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    gameArgs[ 5] = [username UTF8String];                                                       //UserNick
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    gameArgs[ 6] = [[[settings objectForKey:@"sound"] stringValue] UTF8String];                 //isSoundEnabled
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    gameArgs[ 7] = [[[settings objectForKey:@"music"] stringValue] UTF8String];                 //isMusicEnabled
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    gameArgs[ 8] = [[[settings objectForKey:@"alternate"] stringValue] UTF8String];             //cAltDamage
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    gameArgs[ 9] = [rotation UTF8String];                                                       //rotateQt
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    gameArgs[10] = ([HWUtils gameType] == gtSave) ? [pathOrNil UTF8String] : NULL;              //recordFileName
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    [verticalSize release];
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    [horizontalSize release];
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    [rotation release];
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    [localeString release];
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    [ipcString release];
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    [HWUtils setGameStatus:gsLoading];
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    // this is the pascal function that starts the game
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    Game(gameArgs);
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    [self lateEngineLaunch];
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}
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#pragma mark -
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#pragma mark Class methods for setting up the engine from outsite
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+(void) startGame:(TGameType) type atPath:(NSString *)path withOptions:(NSDictionary *)config {
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    [HWUtils setGameType:type];
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    GameInterfaceBridge *bridge = [[GameInterfaceBridge alloc] init];
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    [bridge earlyEngineLaunch:path withOptions:config];
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    [bridge release];
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}
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+(void) startLocalGame:(NSDictionary *)withOptions {
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    NSDateFormatter *outputFormatter = [[NSDateFormatter alloc] init];
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    [outputFormatter setDateFormat:@"yyyy-MM-dd '@' HH.mm"];
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    NSString *savePath = [[NSString alloc] initWithFormat:@"%@%@.hws",SAVES_DIRECTORY(),[outputFormatter stringFromDate:[NSDate date]]];
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    [outputFormatter release];
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    // in the rare case in which a savefile with the same name exists the older one must be removed (otherwise it gets corrupted)
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    if ([[NSFileManager defaultManager] fileExistsAtPath:savePath])
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        [[NSFileManager defaultManager] removeItemAtPath:savePath error:nil];
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    [self startGame:gtLocal atPath:savePath withOptions:withOptions];
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    [savePath release];
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}
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+(void) startSaveGame:(NSString *)atPath {
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    [self startGame:gtSave atPath:atPath withOptions:nil];
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}
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+(void) startMissionGame:(NSString *)withScript {
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    NSString *missionPath = [[NSString alloc] initWithFormat:@"escript Missions/Training/%@.lua",withScript];
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    NSDictionary *missionLine = [[NSDictionary alloc] initWithObjectsAndKeys:missionPath,@"mission_command",nil];
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    [missionPath release];
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    [self startGame:gtMission atPath:nil withOptions:missionLine];
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    [missionLine release];
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}
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/*
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-(void) gameHasEndedWithStats:(NSArray *)stats {
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    // wrap this around a retain/realse to prevent being deallocated too soon
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    [self retain];
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    // display stats page if there is something to display
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    if (stats != nil) {
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        StatsPageViewController *statsPage = [[StatsPageViewController alloc] initWithStyle:UITableViewStyleGrouped];
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        statsPage.statsArray = stats;
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        statsPage.modalTransitionStyle = UIModalTransitionStyleCoverVertical;
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        if ([statsPage respondsToSelector:@selector(setModalPresentationStyle:)])
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            statsPage.modalPresentationStyle = UIModalPresentationPageSheet;
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        [self.parentController presentModalViewController:statsPage animated:YES];
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        [statsPage release];
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    }
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    // can remove the savefile if the replay has ended
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    if ([HWUtils gameType] == gtSave)
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        [[NSFileManager defaultManager] removeItemAtPath:self.savePath error:nil];
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    [self release];
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}
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*/
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@end