jens@0: /* This code is based on Apple's "GeekGameBoard" sample code, version 1.0. jens@0: http://developer.apple.com/samplecode/GeekGameBoard/ jens@0: Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved. jens@0: jens@0: Redistribution and use in source and binary forms, with or without modification, are permitted jens@0: provided that the following conditions are met: jens@0: jens@0: * Redistributions of source code must retain the above copyright notice, this list of conditions jens@0: and the following disclaimer. jens@0: * Redistributions in binary form must reproduce the above copyright notice, this list of jens@0: conditions and the following disclaimer in the documentation and/or other materials provided jens@0: with the distribution. jens@0: jens@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR jens@0: IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND jens@0: FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI- jens@0: BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES jens@0: (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR jens@0: PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN jens@0: CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF jens@0: THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. jens@0: */ jens@0: #import "TicTacToeGame.h" jens@0: #import "Grid.h" jens@0: #import "Dispenser.h" jens@0: #import "Piece.h" jens@0: #import "QuartzUtils.h" jens@0: jens@0: jens@0: @implementation TicTacToeGame jens@0: jens@1: - (void) x_createDispenser: (NSString*)imageName forPlayer: (int)playerNumber jens@0: { jens@0: Piece *p = [[Piece alloc] initWithImageNamed: imageName scale: 80]; jens@0: p.owner = [self.players objectAtIndex: playerNumber]; jens@1: CGFloat x = floor(CGRectGetMidX(_board.bounds)); jens@1: #if TARGET_OS_ASPEN jens@1: x = x - 80 + 160*playerNumber; jens@1: CGFloat y = 360; jens@1: #else jens@1: x += (playerNumber==0 ?-230 :230); jens@1: CGFloat y = 175; jens@1: #endif jens@0: _dispenser[playerNumber] = [[Dispenser alloc] initWithPrototype: p quantity: 0 jens@1: frame: CGRectMake(x-45,y-45, 90,90)]; jens@0: [_board addSublayer: _dispenser[playerNumber]]; jens@0: } jens@0: jens@1: - (id) initWithBoard: (GGBLayer*)board jens@0: { jens@0: self = [super initWithBoard: board]; jens@0: if (self != nil) { jens@0: [self setNumberOfPlayers: 2]; jens@0: jens@0: // Create a 3x3 grid: jens@0: CGFloat center = floor(CGRectGetMidX(board.bounds)); jens@1: _grid = [[RectGrid alloc] initWithRows: 3 columns: 3 frame: CGRectMake(center-150,0, 300,300)]; jens@0: [_grid addAllCells]; jens@0: _grid.allowsMoves = _grid.allowsCaptures = NO; jens@1: _grid.cellColor = CreateGray(1.0, 0.25); jens@0: _grid.lineColor = kTranslucentLightGrayColor; jens@0: [board addSublayer: _grid]; jens@0: jens@0: // Create piece dispensers for the two players: jens@1: [self x_createDispenser: @"X.tiff" forPlayer: 0]; jens@1: [self x_createDispenser: @"O.tiff" forPlayer: 1]; jens@0: jens@0: // And they're off! jens@0: [self nextPlayer]; jens@0: } jens@0: return self; jens@0: } jens@0: jens@0: - (void) nextPlayer jens@0: { jens@0: [super nextPlayer]; jens@0: // Give the next player another piece to put down: jens@0: _dispenser[self.currentPlayer.index].quantity = 1; jens@0: } jens@0: jens@0: static Player* ownerAt( Grid *grid, int index ) jens@0: { jens@0: return [grid cellAtRow: index/3 column: index%3].bit.owner; jens@0: } jens@0: jens@0: /** Should return the winning player, if the current position is a win. */ jens@0: - (Player*) checkForWinner jens@0: { jens@0: static const int kWinningTriples[8][3] = { {0,1,2}, {3,4,5}, {6,7,8}, // rows jens@0: {0,3,6}, {1,4,7}, {2,5,8}, // cols jens@0: {0,4,8}, {2,4,6} }; // diagonals jens@0: for( int i=0; i<8; i++ ) { jens@0: const int *triple = kWinningTriples[i]; jens@0: Player *p = ownerAt(_grid,triple[0]); jens@0: if( p && p == ownerAt(_grid,triple[1]) && p == ownerAt(_grid,triple[2]) ) jens@0: return p; jens@0: } jens@0: return nil; jens@0: } jens@0: jens@0: @end