project_files/HedgewarsMobile/Classes/GameInterfaceBridge.m
author koda
Wed, 28 Mar 2012 00:42:57 +0200
changeset 6829 60b039d88dab
parent 6822 206db098f8c5
child 6832 fae8fd118da9
permissions -rw-r--r--
ios: use notifications instead of class methods (maybe tidier)
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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 *
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 * File created on 18/04/2012.
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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, proto;
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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 fadeOutBackgroundMusic];
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    EngineProtocolNetwork *engineProtocol = [[EngineProtocolNetwork alloc] init];
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    self.proto = engineProtocol;
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    [engineProtocol release];
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    [self.proto spawnThread:self.savePath withOptions:optionsOrNil];
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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 track of uncompleted games
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    NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
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    [userDefaults setObject:self.savePath 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: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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    // engine thread *should* be done by now
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    NSArray *stats = [[NSArray alloc] initWithArray:self.proto.statsArray copyItems:YES];
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    if ([HWUtils gameStatus] == gsEnded && 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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        if ([statsPage respondsToSelector:@selector(setModalPresentationStyle:)])
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            statsPage.modalPresentationStyle = UIModalPresentationPageSheet;
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        [callingController presentModalViewController:statsPage animated:YES];
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        [statsPage release];
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    }
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    [stats release];
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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 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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    const char *gameArgs[11];
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    CGFloat width, height;
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    NSInteger enginePort = self.proto.enginePort;
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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 preferredLanguages] objectAtIndex:0]];
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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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    // 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] = [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] = [resourcePath UTF8String];                                                   //PathPrefix
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    gameArgs[10] = ([HWUtils gameType] == gtSave) ? [self.savePath UTF8String] : NULL;          //recordFileName
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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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    [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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-(void) dealloc {
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    releaseAndNil(blackView);
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    releaseAndNil(savePath);
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    releaseAndNil(proto);
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    [super dealloc];
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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 *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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+(void) startSimpleGame {
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    srand(time(0));
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    // generate a seed
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    CFUUIDRef uuid = CFUUIDCreate(kCFAllocatorDefault);
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    NSString *seed = (NSString *)CFUUIDCreateString(kCFAllocatorDefault, uuid);
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    CFRelease(uuid);
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    NSString *seedCmd = [[NSString alloc] initWithFormat:@"eseed {%@}", seed];
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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:random()%[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 = random()%[colorArray count];
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        secondColorIndex = random()%[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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}
5154
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@end