This is FortyThieves.m in view mode; [Download] [Up]
/* indent:4 tabsize:8 font:fixed-width */
#import "FortyThieves.h"
#import "localstrings.h"
#import "FTDrawDelegate.h"
#import "FTSuitDelegate.h"
#import "FTGameDelegate.h"
#import "FTAlertPanel.h"
@implementation FortyThieves
/*---------------------------------------------------------------------------
|
| - startGame:
|
| returns: (id) self
|
|----------------------------------------------------------------------------
|
| Start a new game. Get confirmation from the user before aborting a
| game in progress.
|
\----------------------------------------------------------------------------*/
- startGame:sender
{
[super startGame:sender];
return [self setupGame:YES];
}
/*---------------------------------------------------------------------------
|
| - restartGame:
|
| returns: (id) self
|
|----------------------------------------------------------------------------
|
| Restart the game in progress.
|
\----------------------------------------------------------------------------*/
- restartGame:sender
{
[super restartGame:sender];
return [self setupGame:NO];
}
/*---------------------------------------------------------------------------
|
| - setupGame:(BOOL)redeal
|
| returns: (id) self
|
|----------------------------------------------------------------------------
|
| Setup a new game. If "redeal" is true, deal a new deck, otherwise
| use the same cards as the previous game.
|
\----------------------------------------------------------------------------*/
- setupGame:(BOOL)redeal
{
int pileIndex, i;
int cycle;
id suitCardPiles[8];
id gameCardPiles[10];
id drawCardPile;
[gameWindow disableFlushWindow];
//----------------------------------------------------------------
// Sync pile id's with current game window and set
// preferences and delegates
//----------------------------------------------------------------
suitCardPiles[0] = suitPileView1;
suitCardPiles[1] = suitPileView2;
suitCardPiles[2] = suitPileView3;
suitCardPiles[3] = suitPileView4;
suitCardPiles[4] = suitPileView5;
suitCardPiles[5] = suitPileView6;
suitCardPiles[6] = suitPileView7;
suitCardPiles[7] = suitPileView8;
for (i = 0; i < 8; i++)
{
[suitCardPiles[i] setBackgroundColor:desktopColor];
[suitCardPiles[i] setCardSize:cardSize];
[suitCardPiles[i] setDelegate:suitPileDelegate];
}
[gamePileDelegate setSuitCardPileViews:suitCardPiles];
[discardPileDelegate setSuitCardPileViews:suitCardPiles];
[discardPileView setBackgroundColor:desktopColor];
[discardPileView setCardSize:cardSize];
[discardPileView setDelegate:discardPileDelegate];
gameCardPiles[0] = gamePileView1;
gameCardPiles[1] = gamePileView2;
gameCardPiles[2] = gamePileView3;
gameCardPiles[3] = gamePileView4;
gameCardPiles[4] = gamePileView5;
gameCardPiles[5] = gamePileView6;
gameCardPiles[6] = gamePileView7;
gameCardPiles[7] = gamePileView8;
gameCardPiles[8] = gamePileView9;
gameCardPiles[9] = gamePileView10;
for (i = 0; i < 10; i++)
{
[gameCardPiles[i] setBackgroundColor:desktopColor];
[gameCardPiles[i] setCardSize:cardSize];
[gameCardPiles[i] setDelegate:gamePileDelegate];
}
[drawPileView setBackgroundColor:desktopColor];
[drawPileView setCardSize:cardSize];
drawCardPile = [drawPileView cardPile];
[drawPileDelegate setDiscardCardPileView:discardPileView];
[drawPileView setDelegate:drawPileDelegate];
[gameWindow display];
[gameWindow reenableFlushWindow];
[gameWindow flushWindow];
//-----------------------------------------------------------------------
// Initialize the drawPileView to have a 2 shuffled decks.
//-----------------------------------------------------------------------
[drawCardPile freeCards];
if (redeal)
{
[drawCardPile addDeck];
[[drawCardPile addDeck] shuffle];
// make a copy of the CardPile for restart option
if (!prevDeck)
{
prevDeck = [[CardPile allocFromZone:[self zone]]
initForCardSize:cardSize];
}
else
{
[prevDeck freeCards];
[prevDeck setCardSize:cardSize];
}
[prevDeck addCopyOfPile:drawCardPile];
}
else
{
if (prevDeck)
{
// copy the saved deck back to the game deck
[prevDeck setCardSize:cardSize];
[drawCardPile addCopyOfPile:prevDeck];
}
else
{
// this shouldn't happen, but just in case...
[drawCardPile freeCards];
[drawCardPile addDeck];
[[drawCardPile addDeck] shuffle];
}
}
//-----------------------------------------------------------------------
// Initialize the "suit piles" and discard pile as empty
//-----------------------------------------------------------------------
[[discardPileView cardPile] freeCards];
[discardPileView display];
for (pileIndex = 0; pileIndex < 8; pileIndex++)
{
[[suitCardPiles[pileIndex] cardPile] freeCards];
[suitCardPiles[pileIndex] display];
}
//-----------------------------------------------------------------------
// Initialize and deal cards to the 10 "user piles"
//-----------------------------------------------------------------------
for (pileIndex = 0; pileIndex < 10; pileIndex++)
{
[[gameCardPiles[pileIndex] cardPile] freeCards];
}
for (cycle = 0; cycle < 4; cycle++)
{
for (pileIndex = 0; pileIndex < 10; pileIndex++)
{
id userPile = [gameCardPiles[pileIndex] cardPile];
id tempCard = [drawCardPile cardAt:CS_TOP];
[drawCardPile removeCard:tempCard];
[userPile insertCard:tempCard at:CS_TOP];
[[userPile cardAt:CS_TOP] flip];
[gameCardPiles[pileIndex] display];
}
}
[gameWindow display];
[gameWindow makeKeyAndOrderFront:self];
return self;
}
/*---------------------------------------------------------------------------
|
| - endGame:sender
|
| returns: (id) self
|
|----------------------------------------------------------------------------
|
| End the game in progress. Discard the game window.
|
\----------------------------------------------------------------------------*/
- endGame:sender
{
// close the game window
[super endGame:sender];
// ****custom code here****
return self;
}
/*---------------------------------------------------------------------------
|
| - win
|
| returns: (id) self
|
|----------------------------------------------------------------------------
|
| Called when the game has been won. This is where you can insert fancy
| winning routines, or just call the default (boring) routine.
|
\----------------------------------------------------------------------------*/
- win
{
[super win]; // replace this with something wonderful
return self;
}
/*---------------------------------------------------------------------------
|
| - checkForWin
|
| returns: (id) self
|
|----------------------------------------------------------------------------
|
| Called to check the state of the game. Always override (unless your
| game is impossible to win).
|
\----------------------------------------------------------------------------*/
- checkForWin
{
if ([[suitPileView1 cardPile] cardCount] +
[[suitPileView2 cardPile] cardCount] +
[[suitPileView3 cardPile] cardCount] +
[[suitPileView4 cardPile] cardCount] +
[[suitPileView5 cardPile] cardCount] +
[[suitPileView6 cardPile] cardCount] +
[[suitPileView7 cardPile] cardCount] +
[[suitPileView8 cardPile] cardCount] == 104)
{
[self win];
}
return self;
}
- peekAtNextCard:sender
{
id peekCardPile = [peekCardView cardPile];
id nextCard = [[drawPileView cardPile] cardAt:CS_TOP];
id peekCard;
if(nextCard != nil){
peekCard = [[SmallCard allocFromZone:[self zone]]
initSuit:[nextCard suit]
value:[nextCard value]
faceUp:YES];
[peekCardView setDrawOutline:NO];
[peekCardView setBackgroundColor:NX_COLORLTGRAY];
[peekCardPile freeCards];
[peekCardPile addCard:peekCard];
[peekCardView display];
[peekPanel run:self];
}
else{
NXRunAlertPanel(LOCALIZED_GAME_NAME,LOCALIZED_NO_STOCK_CARD,
"OK", NULL, NULL);
}
return self;
}
@end
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.