Source/KlondikeGame.m
author Jens Alfke <jens@mooseyard.com>
Mon Mar 10 17:30:57 2008 -0700 (2008-03-10)
changeset 1 3eb7be1dd7b6
parent 0 e9f7ba4718e1
child 4 d781b00f3ed4
permissions -rw-r--r--
Tic-tac-toe works on the iPhone simulator!
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/*  This code is based on Apple's "GeekGameBoard" sample code, version 1.0.
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    http://developer.apple.com/samplecode/GeekGameBoard/
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    Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved.
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    Redistribution and use in source and binary forms, with or without modification, are permitted
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    provided that the following conditions are met:
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    * Redistributions of source code must retain the above copyright notice, this list of conditions
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      and the following disclaimer.
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    * Redistributions in binary form must reproduce the above copyright notice, this list of
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      conditions and the following disclaimer in the documentation and/or other materials provided
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      with the distribution.
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    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
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    IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND 
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    FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI-
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    BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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    (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 
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    PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
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    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF 
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    THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#import "KlondikeGame.h"
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#import "Deck.h"
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#import "PlayingCard.h"
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#import "Stack.h"
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#define kStackHeight 500
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/**  WARNING: THIS CODE REQUIRES GARBAGE COLLECTION!
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 **  This sample application uses Objective-C 2.0 garbage collection.
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 **  Therefore, the source code in this file does NOT perform manual object memory management.
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 **  If you reuse any of this code in a process that isn't garbage collected, you will need to
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 **  add all necessary retain/release/autorelease calls, and implement -dealloc methods,
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 **  otherwise unpleasant leakage will occur!
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 **/
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@implementation KlondikeGame
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- (id) initWithBoard: (GGBLayer*)board
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{
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    self = [super initWithBoard: board];
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    if (self != nil) {
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        [self setNumberOfPlayers: 1];
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        _deck = [[Deck alloc] initWithCardsOfClass: [PlayingCard class]];
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        [_deck shuffle];
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        _deck.position = CGPointMake(kCardWidth/2+16,kCardHeight/2+16);
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        [board addSublayer: _deck];
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        _sink = [[Deck alloc] init];
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        _sink.position = CGPointMake(3*kCardWidth/2+32,kCardHeight/2+16);
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        [board addSublayer: _sink];
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        for( CardSuit suit=kSuitClubs; suit<=kSuitSpades; suit++ ) {
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            Deck *aces = [[Deck alloc] init];
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            aces.position = CGPointMake(kCardWidth/2+16+(kCardWidth+16)*(suit%2),
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                                        120+kCardHeight+(kCardHeight+16)*(suit/2));
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            [board addSublayer: aces];
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            _aces[suit] = aces;
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        }
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        for( int s=0; s<7; s++ ) {
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            Stack *stack = [[Stack alloc] initWithStartPos: CGPointMake(kCardWidth/2,
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                                                                        kStackHeight-kCardHeight/2.0)
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                                                   spacing: CGSizeMake(0,-22)];
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            stack.frame = CGRectMake(260+s*(kCardWidth+16),16, kCardWidth,kStackHeight);
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            stack.backgroundColor = nil;
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            stack.dragAsStacks = YES;
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            [board addSublayer: stack];
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            // According to the rules, one card should be added to each stack in turn, instead
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            // of populating entire stacks one at a time. However, if one trusts the Deck's
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            // -shuffle method (which uses the random() function, seeded with a high-entropy
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            // cryptographically-strong value), it shouldn't make any difference :-)
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            for( int c=0; c<=s; c++ )
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                [stack addBit: [_deck removeTopCard]];
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            ((Card*)stack.bits.lastObject).faceUp = YES;
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        }
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        [self nextPlayer];
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    }
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    return self;
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}
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- (BOOL) clickedBit: (Bit*)bit
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{
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    if( [bit isKindOfClass: [Card class]] ) {
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        Card *card = (Card*)bit;
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        if( card.holder == _deck ) {
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            // Click on deck deals 3 cards to the sink:
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            for( int i=0; i<3; i++ ) {
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                Card *card = [_deck removeTopCard];
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                if( card ) {
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                    [_sink addCard: card];
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                    card.faceUp = YES;
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                }
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            }
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            [self endTurn];
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            return YES;
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        } else if( card.holder == _sink ) {
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            // Clicking the sink when the deck is empty re-deals:
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            if( _deck.empty ) {
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                [_deck addCards: [_sink removeAllCards]];
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                [_deck flip];
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                [self endTurn];
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                return YES;
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            }
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        } else {
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            // Click on a card elsewhere turns it face-up:
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            if( ! card.faceUp ) {
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                card.faceUp = YES;
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                return YES;
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            }
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        }
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    }
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    return NO;
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}
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- (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)src
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{
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    if( [bit isKindOfClass: [DraggedStack class]] ) {
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        Card *bottomSrc = [[(DraggedStack*)bit bits] objectAtIndex: 0];
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        if( ! bottomSrc.faceUp )
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            return NO;
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    }
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    return YES;
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}
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- (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)src to: (id<BitHolder>)dst
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{
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    if( src==_deck || dst==_deck || dst==_sink )
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        return NO;
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    // Find the bottom card being moved, and the top card it's moving onto:
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    PlayingCard *bottomSrc;
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    if( [bit isKindOfClass: [DraggedStack class]] )
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        bottomSrc = [[(DraggedStack*)bit bits] objectAtIndex: 0];
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    else
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        bottomSrc = (PlayingCard*)bit;
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    PlayingCard *topDst;
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    if( [dst isKindOfClass: [Deck class]] ) {
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        // Dragging to an ace pile:
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        if( ! [bit isKindOfClass: [Card class]] )
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            return NO;
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        topDst = (PlayingCard*) ((Deck*)dst).topCard;
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        if( topDst == nil )
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            return bottomSrc.rank == kRankAce;
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        else
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            return bottomSrc.suit == topDst.suit && bottomSrc.rank == topDst.rank+1;
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    } else {
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        // Dragging to a card stack:
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        topDst = (PlayingCard*) ((Stack*)dst).topBit;
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        if( topDst == nil )
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            return bottomSrc.rank == kRankKing;
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        else
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            return bottomSrc.color != topDst.color && bottomSrc.rank == topDst.rank-1;
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    }
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}
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- (Player*) checkForWinner
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{
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    for( CardSuit suit=kSuitClubs; suit<=kSuitSpades; suit++ )
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        if( _aces[suit].cards.count < 13 )
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            return nil;
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    return _currentPlayer;
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}
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@end