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 "HexchequerGame.h" jens@0: #import "HexGrid.h" jens@0: #import "Piece.h" jens@0: #import "QuartzUtils.h" jens@1: #import "GGBUtils.h" jens@0: jens@0: jens@0: @implementation HexchequerGame jens@0: jens@0: jens@10: - (void) setUpBoard jens@0: { jens@16: // Create a hex grid and rotate it 30 degrees so the cells are edge-up: jens@16: CGRect tableBounds = _table.bounds; jens@16: CGFloat s = tableBounds.size.height / 9; jens@16: HexGrid *board = [[HexGrid alloc] initWithRows: 9 columns: 9 jens@16: spacing: CGSizeMake(s,s) jens@16: position: GetCGRectCenter(tableBounds)]; jens@16: board.anchorPoint = CGPointMake(0.47,0.5); // Missing half-cells on right edge perturb center pt jens@22: board.transform = CATransform3DMakeRotation(M_PI/6, 0,0,1); jens@22: board.bitTransform = CATransform3DMakeRotation(-M_PI/6, 0,0,1); // counteract board rotation jens@16: _board = board; jens@16: [_table addSublayer: _board]; jens@22: jens@16: board.allowsMoves = YES; jens@16: board.allowsCaptures = NO; // no land-on captures, that is jens@16: board.cellColor = CreateGray(1.0, 0.25); jens@16: board.lineColor = kTranslucentLightGrayColor; jens@16: board.reversed = ! [[self.players objectAtIndex: 0] isLocal]; jens@16: [board addCellsInHexagon]; jens@10: } jens@10: jens@10: - (NSString*) initialStateString jens@10: { jens@16: return @"1111-1111--1111---1111-----------------2222---2222--2222-2222"; jens@0: } jens@0: jens@0: jens@0: - (BOOL) canBit: (Bit*)bit moveFrom: (id)srcHolder to: (id)dstHolder jens@0: { jens@0: Hex *src=(Hex*)srcHolder, *dst=(Hex*)dstHolder; jens@0: if( [bit valueForKey: @"King"] ) jens@16: if( dst==src.bl || dst==src.br || dst==src.l jens@0: || (src.bl.bit.unfriendly && dst==src.bl.bl) || (src.br.bit.unfriendly && dst==src.br.br) jens@16: || (src.l.bit.unfriendly && dst==src.l.l) ) jens@0: return YES; jens@16: return dst==src.fl || dst==src.fr || dst==src.r jens@16: || (src.fl.bit.unfriendly && dst==src.fl.fl) jens@16: || (src.fr.bit.unfriendly && dst==src.fr.fr) jens@16: || (src. r.bit.unfriendly && dst==src. r. r); jens@0: } jens@0: jens@0: - (void) bit: (Bit*)bit movedFrom: (id)srcHolder to: (id)dstHolder jens@0: { jens@0: Hex *src=(Hex*)srcHolder, *dst=(Hex*)dstHolder; jens@7: jens@10: Turn *turn = self.currentTurn; jens@10: if( turn.move.length==0 ) jens@10: [turn addToMove: src.name]; jens@10: [turn addToMove: @"-"]; jens@10: [turn addToMove: dst.name]; jens@0: jens@7: BOOL isKing = ([bit valueForKey: @"King"] != nil); jens@1: PlaySound(isKing ?@"Funk" :@"Tink"); jens@0: jens@0: // "King" a piece that made it to the last row: jens@16: if( dst.fr == nil ) jens@0: if( ! isKing ) { jens@1: PlaySound(@"Blow"); jens@0: bit.scale = 1.4; jens@0: [bit setValue: @"King" forKey: @"King"]; jens@0: // don't set isKing flag - piece can't capture again after being kinged. jens@0: } jens@0: jens@0: // Check for a capture: jens@0: Hex *capture = nil; jens@0: if(dst==src.fl.fl) jens@0: capture = src.fl; jens@0: else if(dst==src.fr.fr) jens@0: capture = src.fr; jens@0: else if(dst==src.bl.bl) jens@0: capture = src.bl; jens@0: else if(dst==src.br.br) jens@0: capture = src.br; jens@0: else if(dst==src.l.l) jens@0: capture = src.l; jens@0: else if(dst==src.r.r) jens@0: capture = src.r; jens@0: jens@0: if( capture ) { jens@1: PlaySound(@"Pop"); jens@10: [turn addToMove: @"!"]; jens@10: [capture destroyBit]; jens@0: jens@0: // Now check if another capture is possible. If so, don't end the turn: jens@16: if( (dst.fl.bit.unfriendly && dst.fl.fl.empty) jens@16: || (dst.fr.bit.unfriendly && dst.fr.fr.empty) jens@16: || (dst. r.bit.unfriendly && dst. r. r.empty) ) jens@0: return; jens@0: if( isKing ) jens@16: if( (dst.bl.bit.unfriendly && dst.bl.bl.empty) jens@16: || (dst.br.bit.unfriendly && dst.br.br.empty) jens@16: || (dst.l.bit.unfriendly && dst.l.l.empty) ) jens@0: return; jens@0: } jens@0: jens@0: [self endTurn]; jens@0: } jens@0: jens@20: - (BOOL) canOpponentMoveFrom: (GridCell*)src jens@20: { jens@20: if( ! src.bit.unfriendly ) jens@20: return NO; jens@20: if( [super canOpponentMoveFrom: src] ) jens@20: return YES; jens@20: Hex *hex = (Hex*)src; jens@20: if( hex.bit.tag ) // remember, it's opponent's piece, so directions are reversed jens@20: if( hex.r.empty || (hex.r.bit.friendly && hex.r.r.empty) ) jens@20: return YES; jens@20: return hex.l.empty || (hex.l.bit.friendly && hex.l.l.empty); jens@20: } jens@0: jens@0: @end