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.
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 "KlondikeGame.h"
25 #import "PlayingCard.h"
27 #import "QuartzUtils.h"
30 #define kStackHeight 500
33 @implementation KlondikeGame
36 + (BOOL) landscapeOriented
42 - (id) initWithBoard: (GGBLayer*)board
44 self = [super initWithBoard: board];
46 [self setNumberOfPlayers: 1];
48 CGSize boardSize = board.bounds.size;
49 CGFloat xSpacing = floor(boardSize.width/7);
51 kCardSize.width = round(xSpacing * 0.9); // 1/7th of width, with 10% gap
52 kCardSize.height = round(kCardSize.width * 1.5);
53 CGFloat gap = xSpacing-kCardSize.width;
54 [Card setCardSize: kCardSize];
56 CGPoint pos = {floor(gap/2)+kCardSize.width/2, floor(boardSize.height-kCardSize.height/2)};
57 _deck = [[Deck alloc] initWithCardsOfClass: [PlayingCard class]];
60 [board addSublayer: _deck];
63 _sink = [[Deck alloc] init];
65 [board addSublayer: _sink];
68 for( CardSuit suit=kSuitClubs; suit<=kSuitSpades; suit++ ) {
70 Deck *aces = [[Deck alloc] init];
72 [board addSublayer: aces];
76 CGRect stackFrame = {{floor(gap/2), gap},
77 {kCardSize.width, boardSize.height-kCardSize.height-2*gap}};
78 CGPoint startPos = CGPointMake(kCardSize.width/2,kCardSize.height/2);
79 CGSize spacing = {0, floor((stackFrame.size.height-kCardSize.height)/11.0)};
80 for( int s=0; s<7; s++ ) {
81 Stack *stack = [[Stack alloc] initWithStartPos: startPos spacing: spacing];
82 stack.frame = stackFrame;
83 stackFrame.origin.x += xSpacing;
84 stack.backgroundColor = nil; //kAlmostInvisibleWhiteColor;
85 stack.dragAsStacks = YES;
86 [board addSublayer: stack];
88 // According to the rules, one card should be added to each stack in turn, instead
89 // of populating entire stacks one at a time. However, if one trusts the Deck's
90 // -shuffle method (which uses the random() function, seeded with a high-entropy
91 // cryptographically-strong value), it shouldn't make any difference :-)
92 for( int c=0; c<=s; c++ )
93 [stack addBit: [_deck removeTopCard]];
94 ((Card*)stack.bits.lastObject).faceUp = YES;
103 - (BOOL) clickedBit: (Bit*)bit
105 if( [bit isKindOfClass: [Card class]] ) {
106 Card *card = (Card*)bit;
107 if( card.holder == _deck ) {
108 // Click on deck deals 3 cards to the sink:
109 for( int i=0; i<3; i++ ) {
110 Card *card = [_deck removeTopCard];
112 [_sink addCard: card];
118 } else if( card.holder == _sink ) {
119 // Clicking the sink when the deck is empty re-deals:
121 [_deck addCards: [_sink removeAllCards]];
127 // Click on a card elsewhere turns it face-up:
128 if( ! card.faceUp ) {
138 - (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)src
140 if( [bit isKindOfClass: [DraggedStack class]] ) {
141 Card *bottomSrc = [[(DraggedStack*)bit bits] objectAtIndex: 0];
142 if( ! bottomSrc.faceUp )
149 - (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)src to: (id<BitHolder>)dst
151 if( src==_deck || dst==_deck || dst==_sink )
154 // Find the bottom card being moved, and the top card it's moving onto:
155 PlayingCard *bottomSrc;
156 if( [bit isKindOfClass: [DraggedStack class]] )
157 bottomSrc = [[(DraggedStack*)bit bits] objectAtIndex: 0];
159 bottomSrc = (PlayingCard*)bit;
162 if( [dst isKindOfClass: [Deck class]] ) {
163 // Dragging to an ace pile:
164 if( ! [bit isKindOfClass: [Card class]] )
166 topDst = (PlayingCard*) ((Deck*)dst).topCard;
168 return bottomSrc.rank == kRankAce;
170 return bottomSrc.suit == topDst.suit && bottomSrc.rank == topDst.rank+1;
173 // Dragging to a card stack:
174 topDst = (PlayingCard*) ((Stack*)dst).topBit;
176 return bottomSrc.rank == kRankKing;
178 return bottomSrc.color != topDst.color && bottomSrc.rank == topDst.rank-1;
183 - (Player*) checkForWinner
185 for( CardSuit suit=kSuitClubs; suit<=kSuitSpades; suit++ )
186 if( _aces[suit].cards.count < 13 )
188 return _currentPlayer;