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.
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2015-2016 Anton Malmygin <antonc27@mail.ru>
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#import "CampaignViewController.h"
#import "IniParser.h"
#import "GameInterfaceBridge.h"
@interface CampaignViewController ()
@property (nonatomic, retain) NSArray *campaignMissions;
@end
@implementation CampaignViewController
#pragma mark - Lazy instantiation
- (NSArray *)campaignMissions {
if (!_campaignMissions) {
_campaignMissions = [self newParsedMissionsForCurrentCampaign];
}
return _campaignMissions;
}
- (NSArray *)newParsedMissionsForCurrentCampaign {
NSString *campaignIniPath = [CAMPAIGNS_DIRECTORY() stringByAppendingFormat:@"%@/campaign.ini", self.campaignName];
IniParser *iniParser = [[IniParser alloc] initWithIniFilePath:campaignIniPath];
NSArray *parsedMissions = [iniParser newParsedSections];
[iniParser release];
return parsedMissions;
}
#pragma mark - View lifecycle
- (void)viewDidLoad {
[super viewDidLoad];
UIBarButtonItem *doneButton = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemDone target:self action:@selector(dismiss)];
self.navigationItem.rightBarButtonItem = doneButton;
[doneButton release];
[self.tableView registerClass:[UITableViewCell class] forCellReuseIdentifier:@"campaignMissionCell"];
}
- (void)dismiss {
[self.navigationController.presentingViewController dismissViewControllerAnimated:YES completion:nil];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#pragma mark - Table view data source
- (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView {
return 1;
}
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
return [self.campaignMissions count];
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:@"campaignMissionCell" forIndexPath:indexPath];
cell.textLabel.text = self.campaignMissions[indexPath.row][@"Name"];
return cell;
}
#pragma mark - Table view delegate
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
NSString *campaignMissionScript = self.campaignMissions[indexPath.row][@"Script"];
[GameInterfaceBridge registerCallingController:self];
[GameInterfaceBridge startCampaignMissionGameWithScript:campaignMissionScript forCampaign:self.campaignName];
}
#pragma mark - Dealloc
- (void)dealloc {
[_campaignName release];
[_campaignMissions release];
[super dealloc];
}
@end