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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 "HexchequerGame.h"
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#import "HexGrid.h"
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#import "Piece.h"
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#import "QuartzUtils.h"
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#import "GGBUtils.h"
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@implementation HexchequerGame
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- (Grid*) x_makeGrid
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{
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HexGrid *grid = [[HexGrid alloc] initWithRows: 9 columns: 9 frame: _board.bounds];
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_grid = grid;
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CGPoint pos = grid.position;
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pos.x = floor((_board.bounds.size.width-grid.frame.size.width)/2);
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grid.position = pos;
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grid.allowsMoves = YES;
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grid.allowsCaptures = NO; // no land-on captures, that is
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grid.cellColor = CreateGray(1.0, 0.25);
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grid.lineColor = kTranslucentLightGrayColor;
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[grid addCellsInHexagon];
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for( int y=0; y<9; y++ ) {
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for( int x=0; x<9; x++ ) {
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GridCell *cell = [_grid cellAtRow: y column: x];
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if( cell )
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[_cells addObject: cell];
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}
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}
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self.stateString = @"111111111111111111-------------------------222222222222222222";
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[self performSelector: @selector(applyMoveString:) withObject: @"C4D4" afterDelay: 2.0];
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[self performSelector: @selector(applyMoveString:) withObject: @"G3F3" afterDelay: 5.0];
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[self performSelector: @selector(applyMoveString:) withObject: @"D4E4" afterDelay: 8.0];
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[self performSelector: @selector(applyMoveString:) withObject: @"F3D4" afterDelay: 11.0];
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return grid;
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}
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- (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
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{
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Hex *src=(Hex*)srcHolder, *dst=(Hex*)dstHolder;
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if( [bit valueForKey: @"King"] )
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if( dst==src.bl || dst==src.br || dst==src.l || dst==src.r
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|| (src.bl.bit.unfriendly && dst==src.bl.bl) || (src.br.bit.unfriendly && dst==src.br.br)
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|| (src.l.bit.unfriendly && dst==src.l.l) || (src.r.bit.unfriendly && dst==src.r.r) )
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return YES;
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return dst==src.fl || dst==src.fr
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|| (src.fl.bit.unfriendly && dst==src.fl.fl) || (src.fr.bit.unfriendly && dst==src.fr.fr);
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}
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- (void) bit: (Bit*)bit movedFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
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{
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Hex *src=(Hex*)srcHolder, *dst=(Hex*)dstHolder;
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int playerIndex = self.currentPlayer.index;
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if( self.currentMove.length==0 )
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[self.currentMove appendString: src.name];
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[self.currentMove appendString: dst.name];
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BOOL isKing = ([bit valueForKey: @"King"] != nil);
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PlaySound(isKing ?@"Funk" :@"Tink");
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// "King" a piece that made it to the last row:
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if( dst.row == (playerIndex ?0 :8) )
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if( ! isKing ) {
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PlaySound(@"Blow");
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bit.scale = 1.4;
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[bit setValue: @"King" forKey: @"King"];
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// don't set isKing flag - piece can't capture again after being kinged.
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}
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// Check for a capture:
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Hex *capture = nil;
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if(dst==src.fl.fl)
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capture = src.fl;
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else if(dst==src.fr.fr)
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capture = src.fr;
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else if(dst==src.bl.bl)
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capture = src.bl;
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else if(dst==src.br.br)
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capture = src.br;
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else if(dst==src.l.l)
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capture = src.l;
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else if(dst==src.r.r)
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capture = src.r;
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if( capture ) {
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PlaySound(@"Pop");
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Bit *bit = capture.bit;
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_numPieces[bit.owner.index]--;
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[bit destroy];
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// Now check if another capture is possible. If so, don't end the turn:
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if( (dst.fl.bit.unfriendly && dst.fl.fl.empty) || (dst.fr.bit.unfriendly && dst.fr.fr.empty) )
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return;
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if( isKing )
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if( (dst.bl.bit.unfriendly && dst.bl.bl.empty) || (dst.br.bit.unfriendly && dst.br.br.empty)
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|| (dst.l.bit.unfriendly && dst.l.l.empty) || (dst.r.bit.unfriendly && dst.r.r.empty))
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return;
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}
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[self endTurn];
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}
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@end
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