Source/TicTacToeGame.m
author Jens Alfke <jens@mooseyard.com>
Sun Feb 06 16:31:03 2011 -0800 (2011-02-06)
changeset 29 0b1c315ffc64
parent 16 28392c9a969f
permissions -rw-r--r--
Minor compiler-compatibility fixes.
     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.
     4 
     5     Redistribution and use in source and binary forms, with or without modification, are permitted
     6     provided that the following conditions are met:
     7 
     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.
    13 
    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.
    22 */
    23 #import "TicTacToeGame.h"
    24 #import "Grid.h"
    25 #import "Dispenser.h"
    26 #import "Piece.h"
    27 #import "QuartzUtils.h"
    28 
    29 
    30 @implementation TicTacToeGame
    31 
    32 - (Piece*) pieceForPlayer: (int)playerNumber
    33 {
    34     Piece *p = [[Piece alloc] initWithImageNamed: (playerNumber ? @"O.tiff" :@"X.tiff")
    35                                            scale: 80];
    36     p.owner = [self.players objectAtIndex: playerNumber];
    37     p.name = (playerNumber ?@"O" :@"X");
    38     return [p autorelease];
    39 }
    40 
    41 - (id) init
    42 {
    43     self = [super init];
    44     if (self != nil) {
    45         [self setNumberOfPlayers: 2];
    46     }
    47     return self;
    48 }
    49         
    50 - (void) setUpBoard
    51 {
    52     // Create a 3x3 grid:
    53     CGFloat center = floor(CGRectGetMidX(_table.bounds));
    54     [_grid release];
    55     _grid = [[RectGrid alloc] initWithRows: 3 columns: 3 frame: CGRectMake(center-150,0, 300,300)];
    56     [_grid addAllCells];
    57     _grid.allowsMoves = _grid.allowsCaptures = NO;
    58     _grid.cellColor = CreateGray(1.0, 0.25);
    59     _grid.lineColor = kTranslucentLightGrayColor;
    60     [_table addSublayer: _grid];
    61 }
    62 
    63 
    64 - (NSString*) stateString
    65 {
    66     unichar str[10];
    67     for( int i=0; i<9; i++ ) {
    68         NSString *ident = [_grid cellAtRow: i/3 column: i%3].bit.name;
    69         if( ident==nil )
    70             str[i] = '-';
    71         else 
    72             str[i] = [ident characterAtIndex: 0];
    73     }
    74     return [NSString stringWithCharacters: str length: 9];
    75 }
    76 
    77 - (void) setStateString: (NSString*)stateString
    78 {
    79     for( int i=0; i<9; i++ ) {
    80         Piece *piece = nil;
    81         if( i < stateString.length )
    82             switch( [stateString characterAtIndex: i] ) {
    83                 case 'X': case 'x': piece = [self pieceForPlayer: 0]; break;
    84                 case 'O': case 'o': piece = [self pieceForPlayer: 1]; break;
    85                 default:            break;
    86             }
    87         [_grid cellAtRow: i/3 column: i%3].bit = piece;
    88     }
    89 }
    90 
    91 
    92 - (Bit*) bitToPlaceInHolder: (id<BitHolder>)holder
    93 {
    94     if( holder.bit==nil && [holder isKindOfClass: [Square class]] )
    95         return [self pieceForPlayer: self.currentPlayer.index];
    96     else
    97         return nil;
    98 }
    99 
   100 
   101 - (void) bit: (Bit*)bit movedFrom: (id<BitHolder>)src to: (id<BitHolder>)dst
   102 {
   103     Square *square = (Square*)dst;
   104     int squareIndex = 3*square.row + square.column;
   105     [self.currentTurn addToMove: [NSString stringWithFormat: @"%@%i", bit.name, squareIndex]];
   106     [super bit: bit movedFrom: src to: dst];
   107 }
   108 
   109 static Player* ownerAt( Grid *grid, int index )
   110 {
   111     return [grid cellAtRow: index/3 column: index%3].bit.owner;
   112 }
   113 
   114 /** Should return the winning player, if the current position is a win. */
   115 - (Player*) checkForWinner
   116 {
   117     static const int kWinningTriples[8][3] =  { {0,1,2}, {3,4,5}, {6,7,8},  // rows
   118                                                 {0,3,6}, {1,4,7}, {2,5,8},  // cols
   119                                                 {0,4,8}, {2,4,6} };         // diagonals
   120     for( int i=0; i<8; i++ ) {
   121         const int *triple = kWinningTriples[i];
   122         Player *p = ownerAt(_grid,triple[0]);
   123         if( p && p == ownerAt(_grid,triple[1]) && p == ownerAt(_grid,triple[2]) )
   124             return p;
   125     }
   126     return nil;
   127 }
   128 
   129 @end