project_files/HedgewarsMobile/Classes/DefinesAndMacros.h
author Wuzzy <almikes@aol.com>
Wed, 11 Oct 2017 23:01:07 +0200
changeset 12692 cb6b70392459
parent 11560 664d3592a66b
child 12872 00215a7ec5f5
permissions -rw-r--r--
Keep rope/jetpack/parachute selected when destroyed and having secondary ammo selected Assumption: You rope with secondary ammo selected. You miss a shot, destroying the rope gear. Previous behaviour: Rope gets deselected and the secondary ammo gets selected, you can no longer rope. Very annoying, reason of many Shoppa fails! New behaviour: Rope stays selected, but selection of secondary ammo is cleared (because rope gear got destroyed). Makes much more sense overall. Analog for jetpack and parachute.
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2010 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA.
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 */
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// some macros by http://www.cimgf.com/2010/05/02/my-current-prefix-pch-file/
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// and http://blog.coriolis.ch/2009/01/05/macros-for-xcode/
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#ifdef DEBUG
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  #define DLog(...) NSLog(@"%s %@", __PRETTY_FUNCTION__, [NSString stringWithFormat:__VA_ARGS__])
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  #define ALog(...) [[NSAssertionHandler currentHandler] handleFailureInFunction:[NSString stringWithCString:__PRETTY_FUNCTION__ encoding:NSUTF8StringEncoding] file:[NSString stringWithCString:__FILE__ encoding:NSUTF8StringEncoding] lineNumber:__LINE__ description:__VA_ARGS__]
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  #define releaseAndNil(x) [x release]
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#else
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  #define DLog(...) do { } while (0)
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  #ifndef NS_BLOCK_ASSERTIONS
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    #define NS_BLOCK_ASSERTIONS
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  #endif
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  #define ALog(...) NSLog(@"%s %@", __PRETTY_FUNCTION__, [NSString stringWithFormat:__VA_ARGS__])
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  #define releaseAndNil(x) [x release], x = nil
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#endif
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#define ZAssert(condition, ...) do { if (!(condition)) { ALog(__VA_ARGS__); }} while(0)
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#define rotationManager(x) (IS_IPAD() ? YES : (x == UIInterfaceOrientationLandscapeRight) || (x == UIInterfaceOrientationLandscapeLeft))
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#define START_TIMER()   NSTimeInterval start = [NSDate timeIntervalSinceReferenceDate];
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#define END_TIMER(msg)  NSTimeInterval stop = [NSDate timeIntervalSinceReferenceDate]; DLog([NSString stringWithFormat:@"%@ Time = %f", msg, stop-start]);
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#define DOCUMENTS_FOLDER()      [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0]
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#define DEBUG_FILE()            [DOCUMENTS_FOLDER() stringByAppendingString:@"/Logs/game0.log"]
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#define BASICFLAGS_FILE()       [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/basicFlags.plist"]
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#define GAMEMODS_FILE()         [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/gameMods.plist"]
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#define CREDITS_FILE()          [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/credits.plist"]
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#define TEAMS_DIRECTORY()       [DOCUMENTS_FOLDER() stringByAppendingString:@"/Teams/"]
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#define WEAPONS_DIRECTORY()     [DOCUMENTS_FOLDER() stringByAppendingString:@"/Weapons/"]
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#define SCHEMES_DIRECTORY()     [DOCUMENTS_FOLDER() stringByAppendingString:@"/Schemes/"]
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#define SAVES_DIRECTORY()       [DOCUMENTS_FOLDER() stringByAppendingString:@"/Saves/"]
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#define SCREENSHOTS_DIRECTORY() [DOCUMENTS_FOLDER() stringByAppendingString:@"/Screenshots/"]
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#define GRAPHICS_DIRECTORY()    [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Graphics/"]
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#define ICONS_DIRECTORY()       [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Graphics/Icons/"]
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#define HATS_DIRECTORY()        [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Graphics/Hats/"]
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#define GRAVES_DIRECTORY()      [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Graphics/Graves/"]
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#define FLAGS_DIRECTORY()       [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Graphics/Flags/"]
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#define FORTS_DIRECTORY()       [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Forts/"]
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#define VOICES_DIRECTORY()      [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Sounds/voices/"]
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#define THEMES_DIRECTORY()      [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Themes/"]
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#define MAPS_DIRECTORY()        [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Maps/"]
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#define MISSIONS_DIRECTORY()    [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Missions/Maps/"]
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#define TRAININGS_DIRECTORY()   [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Missions/Training/"]
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#define CAMPAIGNS_DIRECTORY()   [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Missions/Campaign/"]
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#define LOCALE_DIRECTORY()      [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Locale/"]
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#define SCRIPTS_DIRECTORY()     [[[NSBundle mainBundle] resourcePath] stringByAppendingString:@"/Data/Scripts/Multiplayer/"]
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#define MSG_MEMCLEAN()          DLog(@"has cleaned up some memory");
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#define MSG_DIDUNLOAD()         DLog(@"unloaded");
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#define IS_IPAD()               (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
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#define IS_ON_PORTRAIT()        (IS_IPAD() && UIInterfaceOrientationIsPortrait([[UIApplication sharedApplication] statusBarOrientation]))
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#define IS_NOT_POWERFUL(x)      ([x hasPrefix:@"iPhone1"] || [x hasPrefix:@"iPod1,1"] || [x hasPrefix:@"iPod2,1"])
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#define IS_NOT_VERY_POWERFUL(x) ([x hasPrefix:@"iPad1"] || [x hasPrefix:@"iPhone2"] || [x hasPrefix:@"iPod3"] || [x hasPrefix:@"iPod4"])
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#define IS_VERY_POWERFUL(x)     (IS_NOT_POWERFUL(x) == NO && IS_NOT_VERY_POWERFUL(x) == NO)
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