Source/HexchequerGame.m
author Jens Alfke <jens@mooseyard.com>
Fri Mar 07 11:43:02 2008 -0800 (2008-03-07)
changeset 0 e9f7ba4718e1
child 1 3eb7be1dd7b6
permissions -rw-r--r--
Initial check-in into Mercurial. Branched from 1.0 release of Apple's sample code. No longer requires garbage collection. Fixed some memory leaks of CG objects. Fixed a bug when advancing to the 8th row in the Checkers game.
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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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@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] autorelease];
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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 addCellsInHexagon];
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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 = CGColorCreateGenericGray(1.0, 0.25);
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    grid.lineColor = kTranslucentLightGrayColor;
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    [self addPieces: @"Green Ball.png" toGrid: grid forPlayer: 0 rows: NSMakeRange(0,2) alternating: NO];
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    [self addPieces: @"Red Ball.png"   toGrid: grid forPlayer: 1 rows: NSMakeRange(7,2) alternating: NO];
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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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    BOOL isKing = ([bit valueForKey: @"King"] != nil);
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    [[NSSound soundNamed: (isKing ?@"Funk" :@"Tink")] play];
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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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            [[NSSound soundNamed: @"Blow"] play];
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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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        [[NSSound soundNamed: @"Pop"] play];
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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