Source/Game.h
author snej@snej.local
Sun Jan 11 00:02:27 2009 -0800 (2009-01-11)
changeset 26 e7a464fb6d39
parent 16 28392c9a969f
permissions -rw-r--r--
Added ball graphics to Xcode project, which fixes the Go game. Fixed Tic-Tac-Toe. Fixed an exception in the demo app when changing games.
jens@0
     1
/*  This code is based on Apple's "GeekGameBoard" sample code, version 1.0.
jens@0
     2
    http://developer.apple.com/samplecode/GeekGameBoard/
jens@0
     3
    Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved.
jens@0
     4
jens@0
     5
    Redistribution and use in source and binary forms, with or without modification, are permitted
jens@0
     6
    provided that the following conditions are met:
jens@0
     7
jens@0
     8
    * Redistributions of source code must retain the above copyright notice, this list of conditions
jens@0
     9
      and the following disclaimer.
jens@0
    10
    * Redistributions in binary form must reproduce the above copyright notice, this list of
jens@0
    11
      conditions and the following disclaimer in the documentation and/or other materials provided
jens@0
    12
      with the distribution.
jens@0
    13
jens@0
    14
    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
jens@0
    15
    IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND 
jens@0
    16
    FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI-
jens@0
    17
    BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
jens@0
    18
    (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 
jens@0
    19
    PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
jens@0
    20
    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF 
jens@0
    21
    THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
jens@0
    22
*/
jens@10
    23
jens@10
    24
#import <Foundation/Foundation.h>
jens@10
    25
@class GGBLayer, Bit, BitHolder, Player, Turn;
jens@0
    26
@protocol BitHolder;
jens@0
    27
jens@0
    28
jens@0
    29
/** Abstract superclass. Keeps track of the rules and turns of a game. */
jens@10
    30
@interface Game : NSObject <NSCoding>
jens@0
    31
{
jens@16
    32
    GGBLayer *_table;
jens@0
    33
    NSArray *_players;
jens@10
    34
    Player *_winner;
jens@10
    35
    NSMutableArray *_turns;
jens@10
    36
    unsigned _currentTurnNo;
jens@10
    37
    NSMutableDictionary *_extraValues;
jens@10
    38
    BOOL _requireConfirmation;
jens@22
    39
    CGFloat _tablePerspectiveAngle;
jens@0
    40
}
jens@0
    41
jens@10
    42
#pragma mark  Class properties:
jens@10
    43
jens@10
    44
/** The name used to identify this class of game in URLs.
jens@10
    45
    (By default it just returns the class name with the "Game" suffix removed.) */
jens@8
    46
+ (NSString*) identifier;
jens@8
    47
jens@10
    48
/** The human-readable name of this class of game.
jens@0
    49
    (By default it just returns the class name with the "Game" suffix removed.) */
jens@0
    50
+ (NSString*) displayName;
jens@0
    51
jens@10
    52
/** Is this game's board wider than it's high? */
jens@4
    53
+ (BOOL) landscapeOriented;
jens@4
    54
jens@10
    55
jens@10
    56
/** Designated initializer: override this if your subclass needs additional initialization. */
jens@10
    57
- (id) init;
jens@10
    58
jens@16
    59
/** Convenience initializer that calls -init, -setTable:, and -nextTurn. */
jens@16
    60
- (id) initNewGameWithTable: (GGBLayer*)table;
jens@10
    61
jens@10
    62
/** NSCoding initializer. Calls -init, but then restores saved payers, states, moves. */
jens@10
    63
- (id) initWithCoder: (NSCoder*)decoder;
jens@10
    64
jens@10
    65
/** NSCoding method to save Game to an archive. */
jens@10
    66
- (void) encodeWithCoder: (NSCoder*)coder;
jens@10
    67
jens@10
    68
jens@0
    69
@property (readonly, copy) NSArray *players;
jens@10
    70
@property (readonly) Player *currentPlayer, *winner, *remotePlayer;
jens@10
    71
@property (readonly, getter=isLocal) BOOL local;            // Are all players local?
jens@0
    72
jens@16
    73
@property (retain) GGBLayer *table;                         // The root layer for the game.
jens@10
    74
jens@10
    75
@property (readonly) NSArray *turns;
jens@10
    76
@property (readonly) Turn *currentTurn, *latestTurn;
jens@10
    77
@property (readonly) unsigned maxTurnNo;
jens@10
    78
@property unsigned currentTurnNo;
jens@7
    79
@property (readonly) BOOL isLatestTurn;
jens@7
    80
jens@15
    81
/** Check this before the user begins a move action (mouse-down on a bit, etc.)
jens@15
    82
    It's YES if it's OK to move,  or NO if the current move is finished or it's another player's turn. */
jens@15
    83
@property (readonly) BOOL okToMove;
jens@15
    84
jens@10
    85
@property BOOL requireConfirmation;
jens@10
    86
- (void) cancelCurrentTurn;
jens@10
    87
- (void) confirmCurrentTurn;
jens@8
    88
jens@8
    89
jens@10
    90
#pragma mark  Methods for subclasses to implement:
jens@7
    91
jens@10
    92
/** An icon for a player (usually the same as the image of the player's pieces.) */
jens@10
    93
- (CGImageRef) iconForPlayer: (int)playerIndex;
jens@0
    94
jens@7
    95
jens@0
    96
/** Should return YES if it is legal for the given bit to be moved from its current holder.
jens@0
    97
    Default implementation always returns YES. */
jens@0
    98
- (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)src;
jens@0
    99
jens@0
   100
/** Should return YES if it is legal for the given Bit to move from src to dst.
jens@0
   101
    Default implementation always returns YES. */
jens@0
   102
- (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)src to: (id<BitHolder>)dst;
jens@0
   103
jens@7
   104
jens@0
   105
/** Should handle any side effects of a Bit's movement, such as captures or scoring.
jens@0
   106
    Does not need to do the actual movement! That's already happened.
jens@0
   107
    It should end by calling -endTurn, if the player's turn is over.
jens@0
   108
    Default implementation just calls -endTurn. */
jens@0
   109
- (void) bit: (Bit*)bit movedFrom: (id<BitHolder>)src to: (id<BitHolder>)dst;
jens@0
   110
jens@3
   111
/** Called on mouse-down/touch of an *empty* BitHolder. Should return a Bit if
jens@3
   112
    it's OK to place a new Bit there; else nil. */
jens@3
   113
- (Bit*) bitToPlaceInHolder: (id<BitHolder>)holder;
jens@3
   114
jens@0
   115
/** Called instead of the above if a Bit is simply clicked, not dragged.
jens@0
   116
    Should return NO if the click is illegal (i.e. clicking an empty draw pile in a card game.)
jens@0
   117
    Default implementation always returns YES. */
jens@0
   118
- (BOOL) clickedBit: (Bit*)bit;
jens@0
   119
jens@0
   120
@end