reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
adjusted default zoom value
polished lobby interface
updated ammosets to new weapons
//
// SingleWeaponViewController.m
// Hedgewars
//
// Created by Vittorio on 19/06/10.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import "SingleWeaponViewController.h"
#import "WeaponCellView.h"
#import "CommodityFunctions.h"
#import "UIImageExtra.h"
@implementation SingleWeaponViewController
@synthesize weaponName, ammoStoreImage, ammoNames;
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
return rotationManager(interfaceOrientation);
}
#pragma mark -
#pragma mark View lifecycle
-(void) viewDidLoad {
[super viewDidLoad];
// also increment CURRENT_AMMOSIZE in CommodityFunctions.h
NSArray *array = [[NSArray alloc] initWithObjects:
NSLocalizedString(@"Grenade",@""),
NSLocalizedString(@"Cluster Bomb",@""),
NSLocalizedString(@"Bazooka",@""),
NSLocalizedString(@"Homing Bee",@""),
NSLocalizedString(@"Shotgun",@""),
NSLocalizedString(@"Pick Hammer",@""),
NSLocalizedString(@"Skip",@""),
NSLocalizedString(@"Rope",@""),
NSLocalizedString(@"Mine",@""),
NSLocalizedString(@"Deagle",@""),
NSLocalizedString(@"Dynamite",@""),
NSLocalizedString(@"Fire Punch",@""),
NSLocalizedString(@"Slash",@""),
NSLocalizedString(@"Baseball bat",@""),
NSLocalizedString(@"Parachute",@""),
NSLocalizedString(@"Air Attack",@""),
NSLocalizedString(@"Mines Attack",@""),
NSLocalizedString(@"Blow Torch",@""),
NSLocalizedString(@"Construction",@""),
NSLocalizedString(@"Teleport",@""),
NSLocalizedString(@"Switch Hedgehog",@""),
NSLocalizedString(@"Mortar",@""),
NSLocalizedString(@"Kamikaze",@""),
NSLocalizedString(@"Cake",@""),
NSLocalizedString(@"Seduction",@""),
NSLocalizedString(@"Watermelon Bomb",@""),
NSLocalizedString(@"Hellish Hand Grenade",@""),
NSLocalizedString(@"Napalm Attack",@""),
NSLocalizedString(@"Drill Rocket",@""),
NSLocalizedString(@"Ballgun",@""),
NSLocalizedString(@"RC Plane",@""),
NSLocalizedString(@"Low Gravity",@""),
NSLocalizedString(@"Extra Damage",@""),
NSLocalizedString(@"Invulnerable",@""),
NSLocalizedString(@"Extra Time",@""),
NSLocalizedString(@"Laser Sight",@""),
NSLocalizedString(@"Vampirism",@""),
NSLocalizedString(@"Sniper Rifle",@""),
NSLocalizedString(@"Flying Saucer",@""),
NSLocalizedString(@"Molotov Cocktail",@""),
NSLocalizedString(@"Birdy",@""),
NSLocalizedString(@"Portable Portal Device",@""),
NSLocalizedString(@"Piano Attack",@""),
NSLocalizedString(@"Old Limburger",@""),
NSLocalizedString(@"Sine Gun",@""),
NSLocalizedString(@"Flamethrower",@""),
NSLocalizedString(@"Sticky Mine",@""),
NSLocalizedString(@"Hammer",@""),
nil];
self.ammoNames = array;
[array release];
quantity = (char *)malloc(sizeof(char)*(CURRENT_AMMOSIZE+1));
probability = (char *)malloc(sizeof(char)*(CURRENT_AMMOSIZE+1));
delay = (char *)malloc(sizeof(char)*(CURRENT_AMMOSIZE+1));
crateness = (char *)malloc(sizeof(char)*(CURRENT_AMMOSIZE+1));
NSString *str = [NSString stringWithFormat:@"%@/AmmoMenu/Ammos.png",GRAPHICS_DIRECTORY()];
UIImage *img = [[UIImage alloc] initWithContentsOfFile:str];
self.ammoStoreImage = img;
[img release];
self.title = NSLocalizedString(@"Edit weapons preferences",@"");
}
-(void) viewWillAppear:(BOOL) animated {
[super viewWillAppear:animated];
NSString *ammoFile = [[NSString alloc] initWithFormat:@"%@/%@.plist",WEAPONS_DIRECTORY(),self.weaponName];
NSDictionary *weapon = [[NSDictionary alloc] initWithContentsOfFile:ammoFile];
[ammoFile release];
const char *tmp1 = [[weapon objectForKey:@"ammostore_initialqt"] UTF8String];
const char *tmp2 = [[weapon objectForKey:@"ammostore_probability"] UTF8String];
const char *tmp3 = [[weapon objectForKey:@"ammostore_delay"] UTF8String];
const char *tmp4 = [[weapon objectForKey:@"ammostore_crate"] UTF8String];
[weapon release];
// if the new weaponset is diffrent from the older we need to update it replacing
// the missing ammos with 0 quantity
int oldlen = strlen(tmp1);
for (int i = 0; i < oldlen; i++) {
quantity[i] = tmp1[i];
probability[i] = tmp2[i];
delay[i] = tmp3[i];
crateness[i] = tmp4[i];
}
for (int i = oldlen; i < CURRENT_AMMOSIZE; i++) {
quantity[i] = '0';
probability[i] = '0';
delay[i] = '0';
crateness[i] = '0';
}
[self.tableView reloadData];
}
-(void) viewWillDisappear:(BOOL) animated {
[super viewWillDisappear:animated];
[self saveAmmos];
}
-(void) saveAmmos {
quantity[CURRENT_AMMOSIZE] = '\0';
probability[CURRENT_AMMOSIZE] = '\0';
delay[CURRENT_AMMOSIZE] = '\0';
crateness[CURRENT_AMMOSIZE] = '\0';
NSString *quantityStr = [NSString stringWithUTF8String:quantity];
NSString *probabilityStr = [NSString stringWithUTF8String:probability];
NSString *delayStr = [NSString stringWithUTF8String:delay];
NSString *cratenessStr = [NSString stringWithUTF8String:crateness];
NSDictionary *weapon = [[NSDictionary alloc] initWithObjectsAndKeys:
[NSNumber numberWithInt:CURRENT_AMMOSIZE],@"version",
quantityStr,@"ammostore_initialqt",
probabilityStr,@"ammostore_probability",
delayStr,@"ammostore_delay",
cratenessStr,@"ammostore_crate", nil];
NSString *ammoFile = [[NSString alloc] initWithFormat:@"%@/%@.plist",WEAPONS_DIRECTORY(),self.weaponName];
[weapon writeToFile:ammoFile atomically:YES];
[ammoFile release];
[weapon release];
}
#pragma mark -
#pragma mark Table view data source
-(NSInteger) numberOfSectionsInTableView:(UITableView *)tableView {
return 2;
}
-(NSInteger) tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
if (section == 0)
return 1;
else
return CURRENT_AMMOSIZE;
}
// Customize the appearance of table view cells.
-(UITableViewCell *)tableView:(UITableView *)aTableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier0 = @"Cell0";
static NSString *CellIdentifier1 = @"Cell1";
NSInteger row = [indexPath row];
UITableViewCell *cell = nil;
if (0 == [indexPath section]) {
EditableCellView *customCell = (EditableCellView *)[aTableView dequeueReusableCellWithIdentifier:CellIdentifier0];
if (customCell == nil) {
customCell = [[[EditableCellView alloc] initWithStyle:UITableViewCellStyleDefault
reuseIdentifier:CellIdentifier0] autorelease];
customCell.delegate = self;
}
customCell.textField.text = self.weaponName;
customCell.detailTextLabel.text = nil;
customCell.imageView.image = nil;
customCell.selectionStyle = UITableViewCellSelectionStyleNone;
cell = customCell;
} else {
WeaponCellView *customCell = (WeaponCellView *)[aTableView dequeueReusableCellWithIdentifier:CellIdentifier1];
if (customCell == nil) {
customCell = [[[WeaponCellView alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier1] autorelease];
customCell.delegate = self;
}
int x = ((row*32)/1024)*32;
int y = (row*32)%1024;
UIImage *img = [[self.ammoStoreImage cutAt:CGRectMake(x, y, 32, 32)] makeRoundCornersOfSize:CGSizeMake(7, 7)];
customCell.weaponIcon.image = img;
customCell.weaponName.text = [ammoNames objectAtIndex:row];
customCell.tag = row;
[customCell.initialQt setValue:[[NSString stringWithFormat:@"%c",quantity[row]] intValue] animated:NO];
[customCell.probabilityQt setValue:[[NSString stringWithFormat:@"%c", probability[row]] intValue] animated:NO];
[customCell.delayQt setValue:[[NSString stringWithFormat:@"%c", delay[row]] intValue] animated:NO];
[customCell.crateQt setValue:[[NSString stringWithFormat:@"%c", crateness[row]] intValue] animated:NO];
cell = customCell;
}
cell.selectionStyle = UITableViewCellSelectionStyleNone;
return cell;
}
-(CGFloat) tableView:(UITableView *)aTableView heightForRowAtIndexPath:(NSIndexPath *)indexPath {
if (0 == [indexPath section])
return aTableView.rowHeight;
else
return 120;
}
-(NSString *)tableView:(UITableView *)aTableView titleForHeaderInSection:(NSInteger)section {
NSString *sectionTitle = nil;
switch (section) {
case 0:
sectionTitle = NSLocalizedString(@"Weaponset Name", @"");
break;
case 1:
sectionTitle = NSLocalizedString(@"Weapon Ammuntions", @"");
break;
default:
DLog(@"nope");
break;
}
return sectionTitle;
}
#pragma mark -
#pragma mark Table view delegate
-(void) tableView:(UITableView *)aTableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
if (0 == [indexPath section]) {
EditableCellView *editableCell = (EditableCellView *)[aTableView cellForRowAtIndexPath:indexPath];
[editableCell replyKeyboard];
}
}
#pragma mark -
#pragma mark editableCellView delegate
// set the new value
-(void) saveTextFieldValue:(NSString *)textString withTag:(NSInteger) tagValue {
// delete old file
[[NSFileManager defaultManager] removeItemAtPath:[NSString stringWithFormat:@"%@/%@.plist",WEAPONS_DIRECTORY(),self.weaponName] error:NULL];
// update filename
self.weaponName = textString;
// save new file
[self saveAmmos];
}
#pragma mark -
#pragma mark WeaponButtonControllerDelegate
-(void) updateValues:(NSArray *)withArray atIndex:(NSInteger) index {
quantity[index] = [[NSString stringWithFormat:@"%d",[[withArray objectAtIndex:0] intValue]] characterAtIndex:0];
probability[index] = [[NSString stringWithFormat:@"%d",[[withArray objectAtIndex:1] intValue]] characterAtIndex:0];
delay[index] = [[NSString stringWithFormat:@"%d",[[withArray objectAtIndex:2] intValue]] characterAtIndex:0];
crateness[index] = [[NSString stringWithFormat:@"%d",[[withArray objectAtIndex:3] intValue]] characterAtIndex:0];
}
#pragma mark -
#pragma mark Memory management
-(void) didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
-(void) viewDidUnload {
free(quantity); quantity = NULL;
free(probability); probability = NULL;
free(delay); delay = NULL;
free(crateness); crateness = NULL;
[super viewDidUnload];
self.weaponName = nil;
self.ammoStoreImage = nil;
self.ammoNames = nil;
MSG_DIDUNLOAD();
[super viewDidUnload];
}
-(void) dealloc {
[weaponName release];
[ammoStoreImage release];
[ammoNames release];
[super dealloc];
}
@end