* Got it working with latest iPhone SDK.
* Fixed some text alignment issues that showed up on PlayingCards.
* Working on persistence and move-tracking for Game.
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];
41 - (id) initWithBoard: (GGBLayer*)board
43 self = [super initWithBoard: board];
45 [self setNumberOfPlayers: 2];
48 CGFloat center = floor(CGRectGetMidX(board.bounds));
49 _grid = [[RectGrid alloc] initWithRows: 3 columns: 3 frame: CGRectMake(center-150,0, 300,300)];
51 _grid.allowsMoves = _grid.allowsCaptures = NO;
52 _grid.cellColor = CreateGray(1.0, 0.25);
53 _grid.lineColor = kTranslucentLightGrayColor;
54 [board addSublayer: _grid];
56 // Create piece dispensers for the two players:
57 for( int playerNumber=0; playerNumber<=1; playerNumber++ ) {
58 Piece *p = [self pieceForPlayer: playerNumber];
59 CGFloat x = floor(CGRectGetMidX(_board.bounds));
61 x = x - 80 + 160*playerNumber;
64 x += (playerNumber==0 ?-230 :230);
67 _dispenser[playerNumber] = [[Dispenser alloc] initWithPrototype: p quantity: 0
68 frame: CGRectMake(x-45,y-45, 90,90)];
69 [_board addSublayer: _dispenser[playerNumber]];
79 - (NSString*) stateString
82 for( int i=0; i<9; i++ ) {
83 NSString *ident = [_grid cellAtRow: i/3 column: i%3].bit.name;
87 str[i] = [ident characterAtIndex: 0];
89 return [NSString stringWithCharacters: str length: 9];
92 - (void) setStateString: (NSString*)stateString
94 for( int i=0; i<9; i++ ) {
96 switch( [stateString characterAtIndex: i] ) {
97 case 'X': case 'x': piece = [self pieceForPlayer: 0]; break;
98 case 'O': case 'o': piece = [self pieceForPlayer: 1]; break;
99 default: piece = nil; break;
101 [_grid cellAtRow: i/3 column: i%3].bit = piece;
106 - (Bit*) bitToPlaceInHolder: (id<BitHolder>)holder
108 if( holder.bit==nil && [holder isKindOfClass: [Square class]] )
109 return _dispenser[self.currentPlayer.index].bit;
115 - (void) bit: (Bit*)bit movedFrom: (id<BitHolder>)src to: (id<BitHolder>)dst
117 Square *square = (Square*)dst;
118 int squareIndex = 3*square.row + square.column;
119 [self.currentMove appendFormat: @"%@%i", bit.name, squareIndex];
120 [super bit: bit movedFrom: src to: dst];
126 // Give the next player another piece to put down:
127 _dispenser[self.currentPlayer.index].quantity = 1;
130 static Player* ownerAt( Grid *grid, int index )
132 return [grid cellAtRow: index/3 column: index%3].bit.owner;
135 /** Should return the winning player, if the current position is a win. */
136 - (Player*) checkForWinner
138 static const int kWinningTriples[8][3] = { {0,1,2}, {3,4,5}, {6,7,8}, // rows
139 {0,3,6}, {1,4,7}, {2,5,8}, // cols
140 {0,4,8}, {2,4,6} }; // diagonals
141 for( int i=0; i<8; i++ ) {
142 const int *triple = kWinningTriples[i];
143 Player *p = ownerAt(_grid,triple[0]);
144 if( p && p == ownerAt(_grid,triple[1]) && p == ownerAt(_grid,triple[2]) )