TrophyRace: Fix game never eliminating any hogs after a hog skipped or ran out of time
Warning: This commit _might_ invalidate past records, but I'm not sure if
this is actually the case. Note that only the eliminiation part of the
script is touched, not the actual race logic.
Even if records are actually broken by this, I and sheepluva have decided that
it's more imporant to fix this very, VERY stupid and old bug than to preserve
records.
/*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#import "AudioManagerController.h"
#import "AVFoundation/AVAudioPlayer.h"
#import "MXAudioPlayerFadeOperation.h"
#define DEFAULT_VOLUME 0.45f
#define FADEOUT_DURATION 3.0f
#define FADEIN_DURATION 2.0f
static AudioManagerController *mainInstance;
@implementation AudioManagerController
@synthesize backgroundMusic, clickSound, backSound, selSound, audioFaderQueue;
+(id) mainManager {
if (mainInstance == nil)
mainInstance = [[self alloc] init];
return mainInstance;
}
-(id) init {
if ((self = [super init])) {
self.backgroundMusic = nil;
self.clickSound = -1;
self.backSound = -1;
self.selSound = -1;
self.audioFaderQueue = nil;
}
return self;
}
-(void) dealloc {
[self unloadSounds];
releaseAndNil(backgroundMusic);
releaseAndNil(audioFaderQueue);
mainInstance = nil;
[super dealloc];
}
-(void) didReceiveMemoryWarning {
if (self.backgroundMusic.playing == NO)
self.backgroundMusic = nil;
if ([self.audioFaderQueue operationCount] == 0)
self.audioFaderQueue = nil;
[self unloadSounds];
MSG_MEMCLEAN();
}
#pragma mark -
#pragma mark background music control
-(void) playBackgroundMusic {
if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"music"] boolValue] == NO)
return;
if (self.backgroundMusic == nil) {
NSString *musicString = [[NSBundle mainBundle] pathForResource:@"hwclassic" ofType:@"mp3"];
self.backgroundMusic = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:musicString] error:nil];
self.backgroundMusic.delegate = nil;
self.backgroundMusic.numberOfLoops = -1;
}
self.backgroundMusic.volume = DEFAULT_VOLUME;
[self.backgroundMusic play];
}
-(void) pauseBackgroundMusic {
[self.backgroundMusic pause];
}
-(void) stopBackgroundMusic {
[self.backgroundMusic stop];
}
-(void) fadeOutBackgroundMusic {
if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"music"] boolValue] == NO)
return;
if (self.audioFaderQueue == nil)
self.audioFaderQueue = [[NSOperationQueue alloc] init];
MXAudioPlayerFadeOperation *fadeOut = [[MXAudioPlayerFadeOperation alloc] initFadeWithAudioPlayer:self.backgroundMusic
toVolume:0.0
overDuration:FADEOUT_DURATION];
[self.audioFaderQueue addOperation:fadeOut];
[fadeOut release];
}
-(void) fadeInBackgroundMusic {
if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"music"] boolValue] == NO)
return;
if (self.audioFaderQueue == nil)
self.audioFaderQueue = [[NSOperationQueue alloc] init];
[self playBackgroundMusic];
MXAudioPlayerFadeOperation *fadeIn = [[MXAudioPlayerFadeOperation alloc] initFadeWithAudioPlayer:self.backgroundMusic
toVolume:DEFAULT_VOLUME
overDuration:FADEIN_DURATION];
[audioFaderQueue addOperation:fadeIn];
[fadeIn release];
}
#pragma mark -
#pragma mark sound effects control
-(SystemSoundID) loadSound:(NSString *)snd {
SystemSoundID soundID;
// get the filename of the sound file in a NSURL format
NSString *path = [[NSBundle mainBundle] pathForResource:snd ofType:@"caf"];
NSURL *filePath = [NSURL fileURLWithPath:path isDirectory:NO];
// use audio sevices to create and play the sound
AudioServicesCreateSystemSoundID((CFURLRef)filePath, &soundID);
return soundID;
}
-(void) unloadSounds {
AudioServicesDisposeSystemSoundID(clickSound), clickSound = -1;
AudioServicesDisposeSystemSoundID(backSound), backSound = -1;
AudioServicesDisposeSystemSoundID(selSound), selSound = -1;
}
-(void) playClickSound {
if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
return;
if (self.clickSound == -1)
self.clickSound = [self loadSound:@"clickSound"];
AudioServicesPlaySystemSound(self.clickSound);
}
-(void) playBackSound {
if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
return;
if (self.backSound == -1)
self.backSound = [self loadSound:@"backSound"];
AudioServicesPlaySystemSound(self.backSound);
}
-(void) playSelectSound {
if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
return;
if (self.selSound == -1)
self.selSound = [self loadSound:@"selSound"];
AudioServicesPlaySystemSound(self.selSound);
}
@end