ftp.nice.ch/Attic/openStep/games/Risk.0.98.m.NIS.bs.tar.gz#/Risk.0.98/src/Risk/NewGameController.m

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//
// This file is a part of Risk by Mike Ferris.
//

#import "Risk.h"

RCSID ("$Id: NewGameController.m,v 1.2 1997/12/15 07:43:57 nygard Exp $");

#import "NewGameController.h"

#import "Brain.h"
#import "RiskGameManager.h"
#import "Human.h"
#import "GameConfiguration.h"
#import "BoardSetup.h"

//======================================================================
// The NewGameController loads the panel, adds loaded computer players
// to the appropriate popup buttons, updates the controls to reflect
// the default values, and creates a new game based on the current
// values.
//
// This also doubles as a preference panel for all of the options.
//======================================================================

#define NewGameController_VERSION 1

@implementation NewGameController

+ (void) initialize
{
    if (self == [NewGameController class])
    {
        [self setVersion:NewGameController_VERSION];
    }
}

//----------------------------------------------------------------------

- (void) awakeFromNib
{
    NSArray *riskPlayerBundles;
    NSEnumerator *bundleEnumerator;
    NSBundle *bundle;
    NSMutableArray *playerTypeNames;
    NSString *name;

    playerTypeNames = [NSMutableArray array];
    riskPlayerBundles = [brain riskPlayerBundles];
    bundleEnumerator = [riskPlayerBundles objectEnumerator];
    while (bundle = [bundleEnumerator nextObject])
    {
        name = [[bundle infoDictionary] objectForKey:@"PlayerTypeName"];
        [playerTypeNames addObject:name];
    }

    [player1TypePopup addItemsWithTitles:playerTypeNames];
    [player2TypePopup addItemsWithTitles:playerTypeNames];
    [player3TypePopup addItemsWithTitles:playerTypeNames];
    [player4TypePopup addItemsWithTitles:playerTypeNames];
    [player5TypePopup addItemsWithTitles:playerTypeNames];
    [player6TypePopup addItemsWithTitles:playerTypeNames];

    [self revertToDefaults];
}

//----------------------------------------------------------------------

- initWithBrain:(Brain *)theBrain
{
    NSString *nibFile;
    BOOL loaded;

    if ([super init] == nil)
        return nil;

    gameConfiguration = [[GameConfiguration alloc] init];
    boardSetup = [BoardSetup instance];

    brain = theBrain;

    // -awakeFromNib gets called immediately, so the above stuff must
    // already be set up.
    nibFile = @"NewGamePanel.nib";
    loaded = [NSBundle loadNibNamed:nibFile owner:self];
    if (loaded == NO)
    {
        NSLog (@"Could not load %@.", nibFile);
        SNRelease (gameConfiguration);
        [super dealloc];
        return nil;
    }

    runningAsPreferences = NO;

    [[NSNotificationCenter defaultCenter] addObserver:self
                                          selector:@selector (boardSetupChanged:)
                                          name:RiskBoardSetupPlayerColorsChangedNotification
                                          object:nil];

    return self;
}

//----------------------------------------------------------------------

- (void) dealloc
{
    [[NSNotificationCenter defaultCenter] removeObserver:self];

    SNRelease (gameConfiguration);
    //SNRelease (boardSetup);

    [super dealloc];
}

//----------------------------------------------------------------------

- (void) showNewGamePanel
{
    runningAsPreferences = NO;
    [newGamePanel setTitle:@"New Game"];
    [acceptButton setTitle:@"Accept"];
    [cancelButton setTitle:@"Cancel"];
    [newGamePanel makeKeyAndOrderFront:self];
}

//----------------------------------------------------------------------

- (void) showGameSetupPanel
{
    runningAsPreferences = YES;
    [newGamePanel setTitle:@"New Game Setup"];
    [acceptButton setTitle:@"Set"];
    [cancelButton setTitle:@"Revert"];
    [self takePreferencesFromCurrent];
    [newGamePanel makeKeyAndOrderFront:self];
}

//----------------------------------------------------------------------

- (void) aboutAction:sender
{
    NSPopUpButton *thePopup;
    int tag, itemIndex;
    NSString *rtfPath, *imagePath;
    NSBundle *thisBundle, *playerBundle;
    NSArray *riskPlayerBundles;
    NSDictionary *playerBundleInfo;
    NSImage *image;
    NSString *playerTypeName;
    
    thisBundle = [NSBundle bundleForClass:[self class]];
    NSAssert (thisBundle != nil, @"Could not get this bundle.");

    riskPlayerBundles = [brain riskPlayerBundles];

    tag = [[sender selectedCell] tag];
    thePopup = nil;

    switch (tag)
    {
      case 0:
          thePopup = player1TypePopup;
          break;
          
      case 1:
          thePopup = player2TypePopup;
          break;
          
      case 2:
          thePopup = player3TypePopup;
          break;
          
      case 3:
          thePopup = player4TypePopup;
          break;
          
      case 4:
          thePopup = player5TypePopup;
          break;
          
      case 5:
          thePopup = player6TypePopup;
          break;

      default:
          thePopup = nil;
    }

    NSAssert (thePopup != nil, @"Bad tag.");

    itemIndex = [thePopup indexOfSelectedItem];

    switch (itemIndex)
    {
      case 0: // None
          [aboutPlayerImageView setImage:nil];
          [aboutPlayerNameTextfield setStringValue:[NSString stringWithFormat:@"%d. Not Playing", tag + 1]];
          rtfPath = [thisBundle pathForResource:@"NotPlaying" ofType:@"rtf"];
          if (rtfPath != nil)
          {
              [aboutPlayerText readRTFDFromFile:rtfPath];
          }
          else
          {
              [aboutPlayerText setString:@""];
          }
          break;
          
      case 1: // Human
          imagePath = [thisBundle pathForResource:@"Human" ofType:@"tiff"];
          image = [[[NSImage alloc] initByReferencingFile:imagePath] autorelease];
          [aboutPlayerImageView setImage:image];

          [aboutPlayerNameTextfield setStringValue:[NSString stringWithFormat:@"%d. Human Player", tag + 1]];
          rtfPath = [thisBundle pathForResource:@"Human" ofType:@"rtf"];
          if (rtfPath != nil)
          {
              [aboutPlayerText readRTFDFromFile:rtfPath];
          }
          else
          {
              [aboutPlayerText setString:@""];
          }
          break;

      default: // Computer player
          playerBundle = [riskPlayerBundles objectAtIndex:itemIndex - 2];
          playerBundleInfo = [playerBundle infoDictionary];
          
          imagePath = [playerBundle pathForResource:[playerBundleInfo objectForKey:@"PlayerIcon"] ofType:nil];
          image = [[[NSImage alloc] initByReferencingFile:imagePath] autorelease];
          [aboutPlayerImageView setImage:image];

          playerTypeName = [playerBundleInfo objectForKey:@"PlayerTypeName"];
          [aboutPlayerNameTextfield setStringValue:[NSString stringWithFormat:@"%d. %@", tag + 1, playerTypeName]];

          rtfPath = [playerBundle pathForResource:[playerBundleInfo objectForKey:@"AboutPlayerFile"] ofType:nil];
          if (rtfPath != nil)
          {
              [aboutPlayerText readRTFDFromFile:rtfPath];
          }
          else
          {
              [aboutPlayerText setString:@""];
          }
          break;
    }

    [aboutPlayerWindow makeKeyAndOrderFront:self];
    [NSApp runModalForWindow:aboutPlayerWindow];
    [aboutPlayerWindow orderOut:self];
}

//----------------------------------------------------------------------

- (void) aboutStopAction:sender
{
    [NSApp stopModal];
}

//----------------------------------------------------------------------

- (void) recalculateInitialArmies:sender
{
    int playerCount;
    int ps[7];
    int l;

    ps[1] = [player1TypePopup indexOfSelectedItem];
    ps[2] = [player2TypePopup indexOfSelectedItem];
    ps[3] = [player3TypePopup indexOfSelectedItem];
    ps[4] = [player4TypePopup indexOfSelectedItem];
    ps[5] = [player5TypePopup indexOfSelectedItem];
    ps[6] = [player6TypePopup indexOfSelectedItem];

    playerCount = 0;
    for (l = 1; l < 7; l++)
    {
        if (ps[l] != 0)
            playerCount++;
    }

    if (playerCount > 1)
    {
        [initialArmyCountTextfield setIntValue:RiskInitialArmyCountForPlayers (playerCount)];
    }
    else
    {
        [initialArmyCountTextfield setStringValue:@"--"];
    }
}

//----------------------------------------------------------------------

- (void) acceptAction:sender
{
    if (runningAsPreferences == YES)
    {
        //[boardSetup writePlayerColorDefaults];
        [self writeDefaults];
    }
    else
    {
        [self createNewGame];
    }
}

//----------------------------------------------------------------------

- (void) cancelAction:sender
{
    if (runningAsPreferences == YES)
    {
        //[boardSetup revertPlayerColorsToDefaults];
        [self revertToDefaults];
    }
    else
    {
        [newGamePanel orderOut:self];
    }
}

//----------------------------------------------------------------------

// Odd - the "Control" title of the control panel shifts to the right once this method is finished...
// Or, rather, as soon as the window becomes key.  It looks like this is happening because there is
// not a miniaturize button.

// On a related note.  Window w/ mini changed to Panel, attr insp shows no mini, but mini still set.

- (void) createNewGame
{
    NSUserDefaults *defaults;
    RiskGameManager *gameManager;
    int ps[7];
    int l, playerCount;
    NSArray *riskPlayerBundles;
    NSBundle *playerBundle;
    RiskPlayer *player;
    Class playerClass;
    NSString *name;
    GameConfiguration *thisConfiguration;
    BOOL showPlayerConsole;
    
    gameManager = [brain gameManager];

    if ([gameManager gameInProgress] == YES)
    {
        if (NSRunAlertPanel (@"New Game", @"There is already a game starting or in progess.", @"Cancel", @"Start new game", nil) == NSAlertDefaultReturn)
        {
            return;
        }

        [gameManager stopGame];
    }

    ps[1] = [player1TypePopup indexOfSelectedItem];
    ps[2] = [player2TypePopup indexOfSelectedItem];
    ps[3] = [player3TypePopup indexOfSelectedItem];
    ps[4] = [player4TypePopup indexOfSelectedItem];
    ps[5] = [player5TypePopup indexOfSelectedItem];
    ps[6] = [player6TypePopup indexOfSelectedItem];

    playerCount = 0;
    for (l = 1; l < 7; l++)
    {
        if (ps[l] != 0)
            playerCount++;
    }

    if (playerCount < 2)
    {
        NSRunAlertPanel (@"New Game", @"At least two players have to play.", @"OK", nil, nil);
        return;
    }

    [newGamePanel orderOut:self];

    //[self writeDefaults];
    thisConfiguration = [self thisConfiguration];
    //[thisConfiguration writeDefaults];
    [gameManager setGameConfiguration:thisConfiguration];
    [gameManager startNewGame];
    
    riskPlayerBundles = [brain riskPlayerBundles];
    defaults = [NSUserDefaults standardUserDefaults];

    for (l = 1; l < 7; l++)
    {
        name = [[playerNameForm cellAtIndex:l - 1] stringValue];

        player = nil;
        switch (ps[l])
        {
          case 0: // None
              break;

          case 1: // Human
              player = [[[Human alloc] initWithPlayerName:name number:l gameManager:gameManager] autorelease];
              //[gameManager addPlayer:player number:l];
              break;

          default: // Computer
              playerBundle = [riskPlayerBundles objectAtIndex:ps[l] - 2];
              playerClass = [playerBundle principalClass];
              //NSAssert ([playerClass isKindOfClass:[RiskPlayer class]] == YES, @"Player class must be a subclass of RiskPlayer.");
              player = [[[playerClass alloc] initWithPlayerName:name number:l gameManager:gameManager] autorelease];
              //[gameManager addPlayer:player number:l];
              break;
        }

        if (player != nil)
        {
            [gameManager addPlayer:player number:l];
            showPlayerConsole = [defaults boolForKey:[NSString stringWithFormat:@"ShowPlayer%dConsole", l]];
            if (showPlayerConsole == YES)
                [player showConsolePanel:self];
        }
    }

    [gameManager beginGame];
}

//----------------------------------------------------------------------

- (void) writeDefaults
{
    NSUserDefaults *defaults;

    defaults = [NSUserDefaults standardUserDefaults];

    [boardSetup writePlayerColorDefaults];
    [[self thisConfiguration] writeDefaults];

    // And then save the player names and types.
    [defaults setObject:[[playerNameForm cellAtIndex:0] stringValue] forKey:DK_DefaultPlayer1Name];
    [defaults setObject:[[playerNameForm cellAtIndex:1] stringValue] forKey:DK_DefaultPlayer2Name];
    [defaults setObject:[[playerNameForm cellAtIndex:2] stringValue] forKey:DK_DefaultPlayer3Name];
    [defaults setObject:[[playerNameForm cellAtIndex:3] stringValue] forKey:DK_DefaultPlayer4Name];
    [defaults setObject:[[playerNameForm cellAtIndex:4] stringValue] forKey:DK_DefaultPlayer5Name];
    [defaults setObject:[[playerNameForm cellAtIndex:5] stringValue] forKey:DK_DefaultPlayer6Name];

    [defaults setObject:[player1TypePopup title] forKey:DK_DefaultPlayer1Type];
    [defaults setObject:[player2TypePopup title] forKey:DK_DefaultPlayer2Type];
    [defaults setObject:[player3TypePopup title] forKey:DK_DefaultPlayer3Type];
    [defaults setObject:[player4TypePopup title] forKey:DK_DefaultPlayer4Type];
    [defaults setObject:[player5TypePopup title] forKey:DK_DefaultPlayer5Type];
    [defaults setObject:[player6TypePopup title] forKey:DK_DefaultPlayer6Type];

    [defaults synchronize];
}

//----------------------------------------------------------------------

- (void) revertToDefaults
{
    NSUserDefaults *defaults;
    GameConfiguration *oldConfiguration;
    NSString *tmp;
    int index;

    defaults = [NSUserDefaults standardUserDefaults];

    tmp = [defaults stringForKey:DK_DefaultPlayer1Name];
    [[playerNameForm cellAtIndex:0] setStringValue:tmp];

    tmp = [defaults stringForKey:DK_DefaultPlayer2Name];
    [[playerNameForm cellAtIndex:1] setStringValue:tmp];

    tmp = [defaults stringForKey:DK_DefaultPlayer3Name];
    [[playerNameForm cellAtIndex:2] setStringValue:tmp];

    tmp = [defaults stringForKey:DK_DefaultPlayer4Name];
    [[playerNameForm cellAtIndex:3] setStringValue:tmp];

    tmp = [defaults stringForKey:DK_DefaultPlayer5Name];
    [[playerNameForm cellAtIndex:4] setStringValue:tmp];

    tmp = [defaults stringForKey:DK_DefaultPlayer6Name];
    [[playerNameForm cellAtIndex:5] setStringValue:tmp];

    //----------------------------------------

    tmp = [defaults stringForKey:DK_DefaultPlayer1Type];
    [player1TypePopup selectItemWithTitle:tmp];

    tmp = [defaults stringForKey:DK_DefaultPlayer2Type];
    [player2TypePopup selectItemWithTitle:tmp];

    tmp = [defaults stringForKey:DK_DefaultPlayer3Type];
    [player3TypePopup selectItemWithTitle:tmp];

    tmp = [defaults stringForKey:DK_DefaultPlayer4Type];
    [player4TypePopup selectItemWithTitle:tmp];

    tmp = [defaults stringForKey:DK_DefaultPlayer5Type];
    [player5TypePopup selectItemWithTitle:tmp];

    tmp = [defaults stringForKey:DK_DefaultPlayer6Type];
    [player6TypePopup selectItemWithTitle:tmp];

    [boardSetup revertPlayerColorsToDefaults];
    [player1ColorWell setColor:[boardSetup colorForPlayer:1]];
    [player2ColorWell setColor:[boardSetup colorForPlayer:2]];
    [player3ColorWell setColor:[boardSetup colorForPlayer:3]];
    [player4ColorWell setColor:[boardSetup colorForPlayer:4]];
    [player5ColorWell setColor:[boardSetup colorForPlayer:5]];
    [player6ColorWell setColor:[boardSetup colorForPlayer:6]];

    //----------------------------------------
    // Now the game configuration rules.
    oldConfiguration = [GameConfiguration defaultConfiguration];

    switch ([oldConfiguration initialCountryDistribution])
    {
      case RandomlyChosen:
          index = 1;
          break;

      case PlayerChosen:
      default:
          index = 0;
          break;
    }

    [initialCountryDistributionMatrix selectCellWithTag:index];

    switch ([oldConfiguration initialArmyPlacement])
    {
      case PlaceByThrees:
          index = 1;
          break;
          
      case PlaceByFives:
          index = 2;
          break;
          
      case PlaceByOnes:
      default:
          index = 0;
          break;
    }

    [initialArmyPlacementMatrix selectCellWithTag:index];

    switch ([oldConfiguration cardSetRedemption])
    {
      case IncreaseByOne:
          index = 1;
          break;
          
      case IncreaseByFive:
          index = 2;
          break;
          
      case RemainConstant:
      default:
          index = 0;
          break;
    }

    [cardRedemptionMatrix selectCellWithTag:index];

    switch ([oldConfiguration fortifyRule])
    {
      case OneToManyNeighbors:
          index = 1;
          break;
          
      case ManyToManyNeighbors:
          index = 2;
          break;
          
      case ManyToManyConnected:
          index = 3;
          break;
          
      case OneToOneNeighbor:
      default:
          index = 0;
          break;
    }

    [fortifyRuleMatrix selectCellWithTag:index];

    // And finally update the intial armies textfield
    [self recalculateInitialArmies:self];
}

//----------------------------------------------------------------------

- (GameConfiguration *) thisConfiguration
{
    GameConfiguration *thisConfiguration;
    int index;
    InitialCountryDistribution distribution[2] = { PlayerChosen, RandomlyChosen };
    InitialArmyPlacement placement[3] = { PlaceByOnes, PlaceByThrees, PlaceByFives };
    CardSetRedemption redemption[3] = { RemainConstant, IncreaseByOne, IncreaseByFive };
    FortifyRule rule[4] = { OneToOneNeighbor, OneToManyNeighbors, ManyToManyNeighbors, ManyToManyConnected };

    thisConfiguration = [GameConfiguration defaultConfiguration];

    index = [initialCountryDistributionMatrix selectedRow];
    if (index < 0 || index > 1)
        index = 0;
    [thisConfiguration setInitialCountryDistribution:distribution[index]];

    index = [initialArmyPlacementMatrix selectedRow];
    if (index < 0 || index > 2)
        index = 0;
    [thisConfiguration setInitialArmyPlacement:placement[index]];
            
    index = [cardRedemptionMatrix selectedRow];
    if (index < 0 || index > 2)
        index = 0;
    [thisConfiguration setCardSetRedemption:redemption[index]];

    index = [fortifyRuleMatrix selectedRow];
    if (index < 0 || index > 3)
        index = 0;
    [thisConfiguration setFortifyRule:rule[index]];

    return thisConfiguration;
}

//----------------------------------------------------------------------

- (void) takePreferencesFromCurrent
{
    [player1ColorWell setColor:[boardSetup colorForPlayer:1]];
    [player2ColorWell setColor:[boardSetup colorForPlayer:2]];
    [player3ColorWell setColor:[boardSetup colorForPlayer:3]];
    [player4ColorWell setColor:[boardSetup colorForPlayer:4]];
    [player5ColorWell setColor:[boardSetup colorForPlayer:5]];
    [player6ColorWell setColor:[boardSetup colorForPlayer:6]];
}

//----------------------------------------------------------------------

- (void) boardSetupChanged:(NSNotification *)aNotification
{
    [self takePreferencesFromCurrent];
}

//----------------------------------------------------------------------

- (void) playerColorAction:sender
{
    if (sender == player1ColorWell)
        [boardSetup setColor:[player1ColorWell color] forPlayer:1];
    else if (sender == player2ColorWell)
        [boardSetup setColor:[player2ColorWell color] forPlayer:2];
    else if (sender == player3ColorWell)
        [boardSetup setColor:[player3ColorWell color] forPlayer:3];
    else if (sender == player4ColorWell)
        [boardSetup setColor:[player4ColorWell color] forPlayer:4];
    else if (sender == player5ColorWell)
        [boardSetup setColor:[player5ColorWell color] forPlayer:5];
    else if (sender == player6ColorWell)
        [boardSetup setColor:[player6ColorWell color] forPlayer:6];
}

@end

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