King Mode: Fix king placement phase not working correctly with multiple teams in a clan
New king placement phase rules:
* Before the game begins, each team can walk with their king and teleport for free, everything else is disabled
* This special round does not count towards the round counter, like in gfPlaceHog
* TotalRounds is set to -1 during this round, like in gfPlaceHog
Under the old rules, this was much more hacky. The delay of all delay-less weapons was just set to 1
The problem with the old rules was that if any clan had more than 1 team, eventually the weapon delay will time out before all kings have been placed.
/*
* 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 "HelpPageLobbyViewController.h"
@implementation HelpPageLobbyViewController
@synthesize scrollView;
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return rotationManager(interfaceOrientation);
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
self.scrollView = nil;
}
// on iPhone the XIBs contain UIScrollView
- (void)viewDidLoad {
if (IS_IPAD() == NO){
scrollView.contentSize = CGSizeMake(self.view.frame.size.width, 650);
scrollView.maximumZoomScale = 4.0;
scrollView.minimumZoomScale = 0.75;
scrollView.clipsToBounds = YES;
scrollView.delegate = self;
}
[super viewDidLoad];
}
- (IBAction)dismiss {
[UIView animateWithDuration:0.5 animations:^{
self.view.alpha = 0;
} completion:^(BOOL finished){
[self.view performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:0];
}];
}
@end