Source/TicTacToeGame.m
author Jens Alfke <jens@mooseyard.com>
Wed Mar 12 15:51:32 2008 -0700 (2008-03-12)
changeset 6 af9b2b929b03
parent 1 3eb7be1dd7b6
child 7 428a194e3e59
permissions -rw-r--r--
Fixed: An exception in the Go game if you mouse down on the board but then drag to the captured-pieces area and release the mouse.
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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 "TicTacToeGame.h"
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#import "Grid.h"
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#import "Dispenser.h"
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#import "Piece.h"
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#import "QuartzUtils.h"
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@implementation TicTacToeGame
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- (void) x_createDispenser: (NSString*)imageName forPlayer: (int)playerNumber
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{
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    Piece *p = [[Piece alloc] initWithImageNamed: imageName scale: 80];
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    p.owner = [self.players objectAtIndex: playerNumber];
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    CGFloat x = floor(CGRectGetMidX(_board.bounds));
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#if TARGET_OS_ASPEN
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    x = x - 80 + 160*playerNumber;
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    CGFloat y = 360;
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#else
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    x += (playerNumber==0 ?-230 :230);
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    CGFloat y = 175;
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#endif
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    _dispenser[playerNumber] = [[Dispenser alloc] initWithPrototype: p quantity: 0
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                                                        frame: CGRectMake(x-45,y-45, 90,90)];
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    [_board addSublayer: _dispenser[playerNumber]];
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}
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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: 2];
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        // Create a 3x3 grid:
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        CGFloat center = floor(CGRectGetMidX(board.bounds));
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        _grid = [[RectGrid alloc] initWithRows: 3 columns: 3 frame: CGRectMake(center-150,0, 300,300)];
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        [_grid addAllCells];
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        _grid.allowsMoves = _grid.allowsCaptures = NO;
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        _grid.cellColor = CreateGray(1.0, 0.25);
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        _grid.lineColor = kTranslucentLightGrayColor;
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        [board addSublayer: _grid];
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        // Create piece dispensers for the two players:
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        [self x_createDispenser: @"X.tiff" forPlayer: 0];
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        [self x_createDispenser: @"O.tiff" forPlayer: 1];
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        // And they're off!
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        [self nextPlayer];
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    }
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    return self;
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}
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- (Bit*) bitToPlaceInHolder: (id<BitHolder>)holder
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{
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    if( holder.bit==nil && [holder isKindOfClass: [Square class]] )
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        return _dispenser[self.currentPlayer.index].bit;
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    else
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        return nil;
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}
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- (void) nextPlayer
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{
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    [super nextPlayer];
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    // Give the next player another piece to put down:
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    _dispenser[self.currentPlayer.index].quantity = 1;
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}
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static Player* ownerAt( Grid *grid, int index )
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{
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    return [grid cellAtRow: index/3 column: index%3].bit.owner;
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}
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/** Should return the winning player, if the current position is a win. */
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- (Player*) checkForWinner
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{
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    static const int kWinningTriples[8][3] =  { {0,1,2}, {3,4,5}, {6,7,8},  // rows
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                                                {0,3,6}, {1,4,7}, {2,5,8},  // cols
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                                                {0,4,8}, {2,4,6} };         // diagonals
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    for( int i=0; i<8; i++ ) {
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        const int *triple = kWinningTriples[i];
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        Player *p = ownerAt(_grid,triple[0]);
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        if( p && p == ownerAt(_grid,triple[1]) && p == ownerAt(_grid,triple[2]) )
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            return p;
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    }
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    return nil;
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}
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@end