Tweaks and fixes, including renaming Game's "board" property/ivar to "table", which is less confusing.
Released as part of Your Move 1.0a2.
1 /* This code is based on Apple's "GeekGameBoard" sample code, version 1.0.
2 http://developer.apple.com/samplecode/GeekGameBoard/
3 Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved.
5 Redistribution and use in source and binary forms, with or without modification, are permitted
6 provided that the following conditions are met:
8 * Redistributions of source code must retain the above copyright notice, this list of conditions
9 and the following disclaimer.
10 * Redistributions in binary form must reproduce the above copyright notice, this list of
11 conditions and the following disclaimer in the documentation and/or other materials provided
12 with the distribution.
14 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
15 IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
16 FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI-
17 BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
18 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
19 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
20 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
21 THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 #import "TicTacToeGame.h"
27 #import "QuartzUtils.h"
30 @implementation TicTacToeGame
32 - (Piece*) pieceForPlayer: (int)playerNumber
34 Piece *p = [[Piece alloc] initWithImageNamed: (playerNumber ? @"O.tiff" :@"X.tiff")
36 p.owner = [self.players objectAtIndex: playerNumber];
37 p.name = (playerNumber ?@"O" :@"X");
38 return [p autorelease];
45 [self setNumberOfPlayers: 2];
53 CGFloat center = floor(CGRectGetMidX(_table.bounds));
55 _grid = [[RectGrid alloc] initWithRows: 3 columns: 3 frame: CGRectMake(center-150,0, 300,300)];
57 _grid.allowsMoves = _grid.allowsCaptures = NO;
58 _grid.cellColor = CreateGray(1.0, 0.25);
59 _grid.lineColor = kTranslucentLightGrayColor;
60 [_table addSublayer: _grid];
62 // Create piece dispensers for the two players:
63 for( int playerNumber=0; playerNumber<=1; playerNumber++ ) {
64 Piece *p = [self pieceForPlayer: playerNumber];
65 CGFloat x = floor(CGRectGetMidX(_table.bounds));
67 x = x - 80 + 160*playerNumber;
70 x += (playerNumber==0 ?-230 :230);
73 [_dispenser[playerNumber] release];
74 _dispenser[playerNumber] = [[Dispenser alloc] initWithPrototype: p quantity: 0
75 frame: CGRectMake(x-45,y-45, 90,90)];
76 [_table addSublayer: _dispenser[playerNumber]];
81 - (NSString*) stateString
84 for( int i=0; i<9; i++ ) {
85 NSString *ident = [_grid cellAtRow: i/3 column: i%3].bit.name;
89 str[i] = [ident characterAtIndex: 0];
91 return [NSString stringWithCharacters: str length: 9];
94 - (void) setStateString: (NSString*)stateString
96 for( int i=0; i<9; i++ ) {
98 if( i < stateString.length )
99 switch( [stateString characterAtIndex: i] ) {
100 case 'X': case 'x': piece = [self pieceForPlayer: 0]; break;
101 case 'O': case 'o': piece = [self pieceForPlayer: 1]; break;
104 [_grid cellAtRow: i/3 column: i%3].bit = piece;
109 - (Bit*) bitToPlaceInHolder: (id<BitHolder>)holder
111 if( holder.bit==nil && [holder isKindOfClass: [Square class]] )
112 return _dispenser[self.currentPlayer.index].bit;
118 - (void) bit: (Bit*)bit movedFrom: (id<BitHolder>)src to: (id<BitHolder>)dst
120 Square *square = (Square*)dst;
121 int squareIndex = 3*square.row + square.column;
122 [self.currentTurn addToMove: [NSString stringWithFormat: @"%@%i", bit.name, squareIndex]];
123 [super bit: bit movedFrom: src to: dst];
126 /* FIX: Need to restore this somehow, now that -nextPlayer is gone
130 // Give the next player another piece to put down:
131 _dispenser[self.currentPlayer.index].quantity = 1;
135 static Player* ownerAt( Grid *grid, int index )
137 return [grid cellAtRow: index/3 column: index%3].bit.owner;
140 /** Should return the winning player, if the current position is a win. */
141 - (Player*) checkForWinner
143 static const int kWinningTriples[8][3] = { {0,1,2}, {3,4,5}, {6,7,8}, // rows
144 {0,3,6}, {1,4,7}, {2,5,8}, // cols
145 {0,4,8}, {2,4,6} }; // diagonals
146 for( int i=0; i<8; i++ ) {
147 const int *triple = kWinningTriples[i];
148 Player *p = ownerAt(_grid,triple[0]);
149 if( p && p == ownerAt(_grid,triple[1]) && p == ownerAt(_grid,triple[2]) )