project_files/HedgewarsMobile/Classes/GameInterfaceBridge.m
author Wuzzy <almikes@aol.com>
Wed, 11 Oct 2017 23:01:07 +0200
changeset 12692 cb6b70392459
parent 11572 28afdaa159cb
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) 2009-2012 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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#import "GameInterfaceBridge.h"
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#import "EngineProtocolNetwork.h"
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#import "StatsPageViewController.h"
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static UIViewController *callingController;
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@implementation GameInterfaceBridge
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@synthesize blackView, savePath, port;
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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:(NSDictionary *)optionsOrNil {
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    [self retain];
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    [[AudioManagerController mainManager] fadeOutBackgroundMusic];
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    EngineProtocolNetwork *engineProtocol = [[EngineProtocolNetwork alloc] init];
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    self.port = engineProtocol.enginePort;
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    engineProtocol.delegate = self;
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    [engineProtocol spawnThread:self.savePath withOptions:optionsOrNil];
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    [engineProtocol release];
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    // add a black view hiding the background
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    UIWindow *thisWindow = [[HedgewarsAppDelegate sharedAppDelegate] uiwindow];
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    self.blackView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
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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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    self.blackView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
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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 the point of return for games that completed loading
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    NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
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    [userDefaults setObject:self.savePath forKey:@"savedGamePath"];
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    [userDefaults setObject:[NSNumber numberWithBool:NO] forKey:@"saveIsValid"];
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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:nil afterDelay:0.1f];
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}
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// cleans up everything
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-(void) lateEngineLaunch {
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    // notify views below that they are getting the spotlight again
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    [[[HedgewarsAppDelegate sharedAppDelegate] uiwindow] makeKeyAndVisible];
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    [callingController viewWillAppear:YES];
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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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    // 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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    // restart music and we're done
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    [[AudioManagerController mainManager] fadeInBackgroundMusic];
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    [HWUtils setGameStatus:gsNone];
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    [HWUtils setGameType:gtNone];
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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 {
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    CGFloat width, height;
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    CGFloat screenScale = [[UIScreen mainScreen] safeScale];
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    NSString *ipcString = [[NSString alloc] initWithFormat:@"%d",self.port];
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    NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [HWUtils languageID]];
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    NSUserDefaults *settings = [NSUserDefaults standardUserDefaults];
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    CGRect screenBounds = [[UIScreen mainScreen] safeBounds];
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    width = screenBounds.size.width;
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    height = screenBounds.size.height;
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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 *resourcePath = [[NSString alloc] initWithFormat:@"%@/Data", [[NSBundle mainBundle] resourcePath]];
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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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    NSString *rawQuality = [NSString stringWithFormat:@"%d",tmpQuality];
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    NSString *documentsDirectory = DOCUMENTS_FOLDER();
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    NSMutableArray *gameParameters = [[NSMutableArray alloc] initWithObjects:
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                                      @"--internal",
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                                      @"--port", ipcString,
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                                      @"--width", horizontalSize,
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                                      @"--height", verticalSize,
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                                      @"--raw-quality", rawQuality,
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                                      @"--locale", localeString,
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                                      @"--prefix", resourcePath,
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                                      @"--user-prefix", documentsDirectory,
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                                      nil];
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    [verticalSize release];
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    [horizontalSize release];
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    [resourcePath release];
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    [localeString release];
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    [ipcString release];
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    NSString *username = [settings objectForKey:@"username"];
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    if ([username length] > 0) {
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        [gameParameters addObject:@"--nick"];
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        [gameParameters addObject: username];
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    }
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    if ([[settings objectForKey:@"sound"] boolValue] == NO)
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        [gameParameters addObject:@"--nosound"];
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    if ([[settings objectForKey:@"music"] boolValue] == NO)
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        [gameParameters addObject:@"--nomusic"];
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    if([[settings objectForKey:@"alternate"] boolValue] == YES)
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        [gameParameters addObject:@"--altdmg"];
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#ifdef DEBUG
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    [gameParameters addObject:@"--showfps"];
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#endif
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    if ([HWUtils gameType] == gtSave)
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        [gameParameters addObject:self.savePath];
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    [HWUtils setGameStatus:gsLoading];
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    int argc = [gameParameters count];
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    const char **argv = (const char **)malloc(sizeof(const char*)*argc);
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    for (int i = 0; i < argc; i++)
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        argv[i] = strdup([[gameParameters objectAtIndex:i] UTF8String]);
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    [gameParameters release];
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    // this is the pascal function that starts the game
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    RunEngine(argc, argv);
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    // cleanup
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    for (int i = 0; i < argc; i++)
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        free((void *)argv[i]);
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    free(argv);
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    // moar cleanup
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    [self lateEngineLaunch];
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}
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-(void) dealloc {
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    releaseAndNil(blackView);
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    releaseAndNil(savePath);
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    [super dealloc];
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}
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#pragma mark -
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#pragma mark EngineProtocolDelegate methods
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-(void) gameEndedWithStatistics:(NSArray *)stats {
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    if (stats != nil) {
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        StatsPageViewController *statsPage = [[StatsPageViewController alloc] init];
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        statsPage.statsArray = stats;
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        statsPage.modalTransitionStyle = UIModalTransitionStyleCoverVertical;
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        [callingController presentViewController:statsPage animated:YES completion:nil];
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        [statsPage release];
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    }
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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) registerCallingController:(UIViewController *)controller {
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    callingController = controller;
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}
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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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    id bridge = [[self alloc] init];
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    [bridge setSavePath:path];
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    [bridge earlyEngineLaunch: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 *seedCmd = [self seedCommand];
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    NSString *missionPath = [[NSString alloc] initWithFormat:@"escript Missions/Training/%@.lua",withScript];
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    NSDictionary *missionDict = [[NSDictionary alloc] initWithObjectsAndKeys:missionPath, @"mission_command", seedCmd, @"seed_command", nil];
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    [missionPath release];
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    [seedCmd release];
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    [self startGame:gtMission atPath:nil withOptions:missionDict];
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    [missionDict release];
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}
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+(NSString *) seedCommand {
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    // generate a seed
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    NSString *seed = [HWUtils seed];
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    NSString *seedCmd = [[NSString alloc] initWithFormat:@"eseed {%@}", seed];
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    [seed release];
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    return seedCmd;
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}
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+(void) startCampaignMissionGameWithScript:(NSString *)missionScriptName forCampaign:(NSString *)campaignName {
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    NSString *seedCmd = [self seedCommand];
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    NSString *campaignMissionPath = [[NSString alloc] initWithFormat:@"escript Missions/Campaign/%@/%@", campaignName, missionScriptName];
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    NSDictionary *campaignMissionDict = [[NSDictionary alloc] initWithObjectsAndKeys:campaignMissionPath, @"mission_command", seedCmd, @"seed_command", nil];
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    [campaignMissionPath release];
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    [seedCmd release];
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    [self startGame:gtCampaign atPath:nil withOptions:campaignMissionDict];
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    [campaignMissionDict release];
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}
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+(void) startSimpleGame {
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    NSString *seedCmd = [self seedCommand];
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    // pick a random static map
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    NSArray *listOfMaps = [[NSFileManager defaultManager] contentsOfDirectoryAtPath:MAPS_DIRECTORY() error:NULL];
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    NSString *mapName = [listOfMaps objectAtIndex:arc4random_uniform((int)[listOfMaps count])];
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    NSString *fileCfg = [[NSString alloc] initWithFormat:@"%@/%@/map.cfg",MAPS_DIRECTORY(),mapName];
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    NSString *contents = [[NSString alloc] initWithContentsOfFile:fileCfg encoding:NSUTF8StringEncoding error:NULL];
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    [fileCfg release];
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    NSArray *split = [contents componentsSeparatedByString:@"\n"];
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    [contents release];
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    NSString *themeCommand = [[NSString alloc] initWithFormat:@"etheme %@", [split objectAtIndex:0]];
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    NSString *staticMapCommand = [[NSString alloc] initWithFormat:@"emap %@", mapName];
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    // select teams with two different colors
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    NSArray *colorArray = [HWUtils teamColors];
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    NSInteger firstColorIndex, secondColorIndex;
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    do {
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        firstColorIndex = arc4random_uniform((int)[colorArray count]);
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        secondColorIndex = arc4random_uniform((int)[colorArray count]);
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    } while (firstColorIndex == secondColorIndex);
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    unsigned int firstColor = [[colorArray objectAtIndex:firstColorIndex] intValue];
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    unsigned int secondColor = [[colorArray objectAtIndex:secondColorIndex] intValue];
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    NSDictionary *firstTeam = [[NSDictionary alloc] initWithObjectsAndKeys:[NSNumber numberWithInt:4],@"number",
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                                                                           [NSNumber numberWithUnsignedInt:firstColor],@"color",
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                                                                           @"Ninjas.plist",@"team",nil];
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    NSDictionary *secondTeam = [[NSDictionary alloc] initWithObjectsAndKeys:[NSNumber numberWithInt:4],@"number",
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                                                                            [NSNumber numberWithUnsignedInt:secondColor],@"color",
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                                                                            @"Robots.plist",@"team",nil];
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    NSArray *listOfTeams = [[NSArray alloc] initWithObjects:firstTeam,secondTeam,nil];
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    [firstTeam release];
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    [secondTeam release];
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    // create the configuration
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    NSDictionary *gameDictionary = [[NSDictionary alloc] initWithObjectsAndKeys:
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                                    seedCmd,@"seed_command",
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                                    @"e$template_filter 0",@"templatefilter_command",
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                                    @"e$mapgen 0",@"mapgen_command",
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                                    @"e$maze_size 0",@"mazesize_command",
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                                    themeCommand,@"theme_command",
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                                    staticMapCommand,@"staticmap_command",
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                                    listOfTeams,@"teams_list",
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                                    @"Default.plist",@"scheme",
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                                    @"Default.plist",@"weapon",
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                                    @"",@"mission_command",
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                                    nil];
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    [listOfTeams release];
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    [staticMapCommand release];
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    [themeCommand release];
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    [seedCmd release];
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    // launch game
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    [GameInterfaceBridge startLocalGame:gameDictionary];
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    [gameDictionary release];
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}
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@end