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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
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