RosettaCodeData/Task/Tic-tac-toe/FutureBasic/tic-tac-toe.basic

304 lines
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output file "Tic-Tac-Toe"
_computer = 0
_human = 1
_window = 1
begin enum output 1
_one
_two
_three
_four
_five
_six
_seven
_eight
_nine
_infoField
_resetBtn
end enum
void local fn BuildWindow
int i
CGRect r = fn CGRectMake( 0, 0, 278, 348 )
window _window, @"Tic-Tac-Toe", r, NSWindowStyleMaskTitled + NSWindowStyleMaskClosable
r = fn CGRectMake( 20, 217, 80, 82 )
for i = _one to _three
button i,,,@"", r, NSButtonTypeMomentaryLight, NSBezelStyleTexturedSquare, _window
r = fn CGRectOffset( r, 79, 0 )
next
r = fn CGRectMake( 20, 139, 80, 82 )
for i = _four to _six
button i,,,@"", r, NSButtonTypeMomentaryLight, NSBezelStyleTexturedSquare, _window
r = fn CGRectOffset( r, 79, 0 )
next
r = fn CGRectMake( 20, 60, 80, 82 )
for i = _seven to _nine
button i,,,@"", r, NSButtonTypeMomentaryLight, NSBezelStyleTexturedSquare, _window
r = fn CGRectOffset( r, 79, 0 )
next
for i = _one to _nine
ControlSetFontWithName( i, @"Menlo", 60.0 )
ButtonSetTitle( i, @"" )
ViewSetClickGestureRecognizer( i )
next
r = fn CGRectMake( 20, 306, 240, 24 )
textfield _infoField,,,r, _window
TextFieldSetEditable( _infoField, NO )
TextFieldSetSelectable( _infoField, NO )
ControlSetAlignment( _infoField, NSTextAlignmentCenter )
TextFieldSetDrawsBackground( _infoField, NO )
TextFieldSetBordered( _infoField, NO )
TextFieldSetTextColor( _infoField, fn ColorRed )
ControlSetFontWithName( _infoField, @"Arial Bold", 18.0 )
r = fn CGRectMake( 155, 13, 109, 24 )
button _resetBtn,,,@"New Game", r, NSButtonTypeMomentaryLight, NSBezelStyleRounded, _window
end fn
void local fn LockBoard
for int i = _one to _nine
ButtonSetState( i, NSControlStateValueOn )
next
end fn
void local fn SetBtnTitleColor( tag1 as NSinteger, tag2 as NSinteger, tag3 as NSinteger, color as ColorRef )
ButtonSetTitleColor( tag1, color ) : ButtonSetTitleColor( tag2, color ) : ButtonSetTitleColor( tag3, color )
end fn
void local fn SetColorOfWinningCells( cellsToColor as NSUInteger )
select cellsToColor
// Rows 1-3
case 1 : fn SetBtnTitleColor( _one, _two, _three, fn ColorRed )
case 2 : fn SetBtnTitleColor( _four, _five, _six, fn ColorRed )
case 3 : fn SetBtnTitleColor( _seven, _eight, _nine, fn ColorRed )
// Columns 1-3
case 4 : fn SetBtnTitleColor( _one, _four, _seven, fn ColorRed )
case 5 : fn SetBtnTitleColor( _two, _five, _eight, fn ColorRed )
case 6 : fn SetBtnTitleColor( _three, _six, _nine, fn ColorRed )
// Diagonal _one to _nine and _three to _seven
case 7 : fn SetBtnTitleColor( _one, _five, _nine, fn ColorRed )
case 8 : fn SetBtnTitleColor( _three, _five, _seven, fn ColorRed )
end select
end fn
void local fn DeclareWinner( whoseTurn as NSInteger, cellsToColor as NSUinteger )
fn SetColorOfWinningCells( cellsToColor )
if ( whoseTurn == _computer )
fn LockBoard
ControlSetStringValue( _infoField, @"Macintosh won!" )
else
fn LockBoard
ControlSetStringValue( _infoField, @"You won!" )
end if
end fn
void local fn NewGame
ControlSetStringValue( _infoField, @"" )
for int i = _one to _nine
ButtonSetState( i, NSControlStateValueOff )
ButtonSetTitle( i, @"" )
ButtonSetTitleColor( i, fn ColorText )
next
end fn
BOOL local fn CheckCells( tag1 as NSInteger, mark1 as CFStringRef, tag2 as NSInteger, mark2 as CFStringRef, tag3 as NSInteger, mark3 as CFStringRef )
BOOL result = NO
if fn StringIsEqual( fn ButtonTitle( tag1 ), mark1 ) && fn StringIsEqual( fn ButtonTitle( tag2 ), mark2 ) && fn StringIsEqual( fn ButtonTitle( tag3 ), mark3 ) then result = YES
end fn = result
BOOL local fn CheckForWinner( player as long ) as BOOL
CFStringRef mark
BOOL result = NO
if player == _human then mark = @"X" else mark = @"O"
// Check rows
if fn CheckCells( _one, mark, _two, mark, _three, mark ) then result = YES : fn DeclareWinner( player, 1 ) : exit fn
if fn CheckCells( _four, mark, _five, mark, _six, mark ) then result = YES : fn DeclareWinner( player, 2 ) : exit fn
if fn CheckCells( _seven, mark, _eight, mark, _nine, mark ) then result = YES : fn DeclareWinner( player, 3 ) : exit fn
// Check colums
if fn CheckCells( _one, mark, _four, mark, _seven, mark ) then result = YES : fn DeclareWinner( player, 4 ) : exit fn
if fn CheckCells( _two, mark, _five, mark, _eight, mark ) then result = YES : fn DeclareWinner( player, 5 ) : exit fn
if fn CheckCells( _three, mark, _six , mark, _nine, mark ) then result = YES : fn DeclareWinner( player, 6 ) : exit fn
// Check _one, _five, _nine diagonal
if fn CheckCells( _one, mark, _five, mark, _nine, mark ) then result = YES : fn DeclareWinner( player, 7 ) : exit fn
// Check _three, _five, _seven diagonal
if fn CheckCells( _three, mark, _five, mark, _seven, mark ) then result = YES : fn DeclareWinner( player, 8 ) : exit fn
end fn = result
void local fn SetControls( tag as NSInteger )
ButtonSetTitle( tag, @"O" ) : ButtonSetState( tag, NSControlStateValueOn )
end fn
void local fn ComputerMove
NSUInteger i
BOOL loop = YES
/*
1 2 3
4 5 6
7 8 9
*/
// Check row 1 for winning moves
if fn CheckCells( _one, @"", _two, @"O" , _three, @"O" ) then fn SetControls( _one ) : exit fn
if fn CheckCells( _one, @"O", _two, @"" , _three, @"O" ) then fn SetControls( _two ) : exit fn
if fn CheckCells( _one, @"O", _two, @"O" , _three, @"" ) then fn SetControls( _three ) : exit fn
// Check row 2 for winning moves
if fn CheckCells( _four, @"", _five, @"O" , _six, @"O" ) then fn SetControls( _four ) : exit fn
if fn CheckCells( _four, @"O", _five, @"" , _six, @"O" ) then fn SetControls( _five ) : exit fn
if fn CheckCells( _four, @"O", _five, @"O" , _six, @"" ) then fn SetControls( _six ) : exit fn
// Check row 3 for winning moves
if fn CheckCells( _seven, @"", _eight, @"O" , _nine, @"O" ) then fn SetControls( _seven ) : exit fn
if fn CheckCells( _seven, @"O", _eight, @"" , _nine, @"O" ) then fn SetControls( _eight ) : exit fn
if fn CheckCells( _seven, @"O", _eight, @"O" , _nine, @"" ) then fn SetControls( _nine ) : exit fn
// Check colmun 1 for winning moves
if fn CheckCells( _one, @"", _four, @"O", _seven, @"O" ) then fn SetControls( _one ) : exit fn
if fn CheckCells( _one, @"O", _four, @"", _seven, @"O" ) then fn SetControls( _four ) : exit fn
if fn CheckCells( _one, @"O", _four, @"O", _seven, @"" ) then fn SetControls( _seven ) : exit fn
// Check colmun 2 for winning moves
if fn CheckCells( _two, @"", _five, @"O", _eight, @"O" ) then fn SetControls( _two ) : exit fn
if fn CheckCells( _two, @"O", _five, @"", _eight, @"O" ) then fn SetControls( _five ) : exit fn
if fn CheckCells( _two, @"O", _five, @"O", _eight, @"" ) then fn SetControls( _eight ) : exit fn
// Check colmun 3 for winning moves
if fn CheckCells( _three, @"", _six, @"O", _nine, @"O" ) then fn SetControls( _three ) : exit fn
if fn CheckCells( _three, @"O", _six, @"", _nine, @"O" ) then fn SetControls( _six ) : exit fn
if fn CheckCells( _three, @"O", _six, @"O", _nine, @"" ) then fn SetControls( _nine ) : exit fn
// Check _one to _nine diagonal for winning moves
if fn CheckCells( _one, @"", _five, @"O", _nine, @"O" ) then fn SetControls( _one ) : exit fn
if fn CheckCells( _one, @"O", _five, @"", _nine, @"O" ) then fn SetControls( _five ) : exit fn
if fn CheckCells( _one, @"O", _five, @"O", _nine, @"" ) then fn SetControls( _nine ) : exit fn
// Check _three to _nine diagonal for winning moves
if fn CheckCells( _three, @"", _five, @"O", _seven, @"O" ) then fn SetControls( _three ) : exit fn
if fn CheckCells( _three, @"O", _five, @"", _seven, @"O" ) then fn SetControls( _five ) : exit fn
if fn CheckCells( _three, @"O", _five, @"O", _seven, @"" ) then fn SetControls( _seven ) : exit fn
// Check row 1 for blocking moves
if fn CheckCells( _one, @"", _two, @"X", _three, @"X" ) then fn SetControls( _one ) : exit fn
if fn CheckCells( _one, @"X", _two, @"", _three, @"X" ) then fn SetControls( _two ) : exit fn
if fn CheckCells( _one, @"X", _two, @"X", _three, @"" ) then fn SetControls( _three ) : exit fn
// Check row 2 for blocking moves
if fn CheckCells( _four, @"", _five, @"X", _six, @"X" ) then fn SetControls( _four ) : exit fn
if fn CheckCells( _four, @"X", _five, @"", _six, @"X" ) then fn SetControls( _five ) : exit fn
if fn CheckCells( _four, @"X", _five, @"X", _six, @"" ) then fn SetControls( _six ) : exit fn
// Check row 3 for blocking moves
if fn CheckCells( _seven, @"", _eight, @"X", _nine, @"X" ) then fn SetControls( _seven ) : exit fn
if fn CheckCells( _seven, @"X" ,_eight, @"", _nine, @"X" ) then fn SetControls( _eight ) : exit fn
if fn CheckCells( _seven, @"X", _eight, @"X", _nine, @"" ) then fn SetControls( _nine ) : exit fn
// Check colmun 1 for blocking moves
if fn CheckCells( _one, @"", _four, @"X", _seven, @"X" ) then fn SetControls( _one ) : exit fn
if fn CheckCells( _one, @"X", _four, @"", _seven, @"X" ) then fn SetControls( _four ) : exit fn
if fn CheckCells( _one, @"X", _four, @"X", _seven, @"" ) then fn SetControls( _seven ) : exit fn
// Check colmun 2 for blocking moves
if fn CheckCells( _two, @"", _five, @"X", _eight, @"X" ) then fn SetControls( _two ) : exit fn
if fn CheckCells( _two, @"X", _five, @"", _eight, @"X" ) then fn SetControls( _five ) : exit fn
if fn CheckCells( _two, @"X", _five, @"X", _eight, @"" ) then fn SetControls( _eight ) : exit fn
// Check colmun 3 for blocking moves
if fn CheckCells( _three, @"", _six, @"X", _nine, @"X" ) then fn SetControls( _three ) : exit fn
if fn CheckCells( _three, @"X", _six, @"", _nine, @"X" ) then fn SetControls( _six ) : exit fn
if fn CheckCells( _three, @"X", _six, @"X", _nine, @"" ) then fn SetControls( _nine ) : exit fn
// Check _one, _five, _nine diagonal for blocking moves
if fn CheckCells( _one, @"", _five, @"X", _nine, @"X" ) then fn SetControls( _one ) : exit fn
if fn CheckCells( _one, @"X", _five, @"", _nine, @"X" ) then fn SetControls( _five ) : exit fn
if fn CheckCells( _one, @"X", _five, @"X", _nine, @"" ) then fn SetControls( _nine ) : exit fn
// Check _three, _five, _nine diagonal for blocking moves
if fn CheckCells( _three, @"", _five, @"X", _seven, @"X" ) then fn SetControls( _three ) : exit fn
if fn CheckCells( _three, @"X", _five, @"", _seven, @"X" ) then fn SetControls( _five ) : exit fn
if fn CheckCells( _three, @"X" , _five, @"X", _seven, @"" ) then fn SetControls( _seven ) : exit fn
// If no winning or blocking moves found, select random empty button for computer move
for i = _one to _nine
if ( fn StringIsEqual( fn ButtonTitle(i), @"" ) )
while ( loop = YES )
i = rnd(9)
if ( fn StringIsEqual( fn ButtonTitle(i), @"" ) )
ButtonSetTitle( i, @"O" ) : ButtonSetState( i, NSControlStateValueOn )
loop = NO
end if
wend
end if
next
end fn
BOOL local fn CheckForTie
BOOL result = YES
for int i = _one to _nine
if ( fn StringIsEqual( fn ButtonTitle(i), @"" ) )
result = NO : exit fn
end if
next
end fn = result
void local fn Play( tag as long )
ButtonPerformClick( tag )
ButtonSetTitle( tag, @"X" ) : ButtonSetState( tag, NSControlStateValueOn )
if fn CheckForTie then fn LockBoard : ControlSetStringValue( _infoField, @"Tie Game!" )
if ( fn CheckForWinner( _human ) == NO ) then fn ComputerMove
if ( fn CheckForWinner( _computer ) == NO )
if fn CheckForTie then fn LockBoard : ControlSetStringValue( _infoField, @"Tie Game!" )
else
exit fn
end if
end fn
void local fn DoAppEvent( ev as long )
select (ev)
case _appWillFinishLaunching : fn BuildWindow
end select
end fn
void local fn DoDialog( ev as long, tag as long, wnd as long )
select (ev)
case _btnClick
select ( tag )
case _resetBtn : fn NewGame
end select
case _gestureRecognizerClick
if ( fn ButtonState( tag ) == NSControlStateValueOff ) then fn Play( tag )
case _windowWillClose : end
end select
end fn
on appevent fn DoAppEvent
on dialog fn DoDialog
HandleEvents