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@7: - (Piece*) pieceForPlayer: (int)playerNumber jens@0: { jens@7: Piece *p = [[Piece alloc] initWithImageNamed: (playerNumber ? @"O.tiff" :@"X.tiff") jens@7: scale: 80]; jens@0: p.owner = [self.players objectAtIndex: playerNumber]; jens@7: p.name = (playerNumber ?@"O" :@"X"); jens@7: return [p autorelease]; 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@7: for( int playerNumber=0; playerNumber<=1; playerNumber++ ) { jens@7: Piece *p = [self pieceForPlayer: playerNumber]; jens@7: CGFloat x = floor(CGRectGetMidX(_board.bounds)); jens@8: #if TARGET_OS_IPHONE jens@7: x = x - 80 + 160*playerNumber; jens@7: CGFloat y = 360; jens@7: #else jens@7: x += (playerNumber==0 ?-230 :230); jens@7: CGFloat y = 175; jens@7: #endif jens@7: _dispenser[playerNumber] = [[Dispenser alloc] initWithPrototype: p quantity: 0 jens@7: frame: CGRectMake(x-45,y-45, 90,90)]; jens@7: [_board addSublayer: _dispenser[playerNumber]]; jens@7: } jens@0: jens@0: // And they're off! jens@0: [self nextPlayer]; jens@0: } jens@0: return self; jens@0: } jens@0: jens@7: jens@7: - (NSString*) stateString jens@7: { jens@7: unichar str[10]; jens@7: for( int i=0; i<9; i++ ) { jens@7: NSString *ident = [_grid cellAtRow: i/3 column: i%3].bit.name; jens@7: if( ident==nil ) jens@7: str[i] = '-'; jens@7: else jens@7: str[i] = [ident characterAtIndex: 0]; jens@7: } jens@7: return [NSString stringWithCharacters: str length: 9]; jens@7: } jens@7: jens@7: - (void) setStateString: (NSString*)stateString jens@7: { jens@7: for( int i=0; i<9; i++ ) { jens@7: Piece *piece; jens@7: switch( [stateString characterAtIndex: i] ) { jens@7: case 'X': case 'x': piece = [self pieceForPlayer: 0]; break; jens@7: case 'O': case 'o': piece = [self pieceForPlayer: 1]; break; jens@7: default: piece = nil; break; jens@7: } jens@7: [_grid cellAtRow: i/3 column: i%3].bit = piece; jens@7: } jens@7: } jens@7: jens@7: jens@3: - (Bit*) bitToPlaceInHolder: (id)holder jens@3: { jens@3: if( holder.bit==nil && [holder isKindOfClass: [Square class]] ) jens@3: return _dispenser[self.currentPlayer.index].bit; jens@3: else jens@3: return nil; jens@3: } jens@3: jens@7: jens@7: - (void) bit: (Bit*)bit movedFrom: (id)src to: (id)dst jens@7: { jens@7: Square *square = (Square*)dst; jens@7: int squareIndex = 3*square.row + square.column; jens@7: [self.currentMove appendFormat: @"%@%i", bit.name, squareIndex]; jens@7: [super bit: bit movedFrom: src to: dst]; jens@7: } jens@7: 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