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303
Task/Tic-tac-toe/FutureBasic/tic-tac-toe.basic
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303
Task/Tic-tac-toe/FutureBasic/tic-tac-toe.basic
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output file "Tic-Tac-Toe"
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_computer = 0
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_human = 1
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_window = 1
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begin enum output 1
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_one
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_two
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_three
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_four
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_five
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_six
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_seven
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_eight
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_nine
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_infoField
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_resetBtn
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end enum
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void local fn BuildWindow
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int i
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CGRect r = fn CGRectMake( 0, 0, 278, 348 )
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window _window, @"Tic-Tac-Toe", r, NSWindowStyleMaskTitled + NSWindowStyleMaskClosable
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r = fn CGRectMake( 20, 217, 80, 82 )
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for i = _one to _three
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button i,,,@"", r, NSButtonTypeMomentaryLight, NSBezelStyleTexturedSquare, _window
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r = fn CGRectOffset( r, 79, 0 )
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next
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r = fn CGRectMake( 20, 139, 80, 82 )
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for i = _four to _six
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button i,,,@"", r, NSButtonTypeMomentaryLight, NSBezelStyleTexturedSquare, _window
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r = fn CGRectOffset( r, 79, 0 )
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next
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r = fn CGRectMake( 20, 60, 80, 82 )
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for i = _seven to _nine
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button i,,,@"", r, NSButtonTypeMomentaryLight, NSBezelStyleTexturedSquare, _window
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r = fn CGRectOffset( r, 79, 0 )
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next
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for i = _one to _nine
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ControlSetFontWithName( i, @"Menlo", 60.0 )
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ButtonSetTitle( i, @"" )
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ViewSetClickGestureRecognizer( i )
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next
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r = fn CGRectMake( 20, 306, 240, 24 )
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textfield _infoField,,,r, _window
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TextFieldSetEditable( _infoField, NO )
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TextFieldSetSelectable( _infoField, NO )
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ControlSetAlignment( _infoField, NSTextAlignmentCenter )
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TextFieldSetDrawsBackground( _infoField, NO )
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TextFieldSetBordered( _infoField, NO )
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TextFieldSetTextColor( _infoField, fn ColorRed )
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ControlSetFontWithName( _infoField, @"Arial Bold", 18.0 )
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r = fn CGRectMake( 155, 13, 109, 24 )
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button _resetBtn,,,@"New Game", r, NSButtonTypeMomentaryLight, NSBezelStyleRounded, _window
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end fn
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void local fn LockBoard
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for int i = _one to _nine
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ButtonSetState( i, NSControlStateValueOn )
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next
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end fn
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void local fn SetBtnTitleColor( tag1 as NSinteger, tag2 as NSinteger, tag3 as NSinteger, color as ColorRef )
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ButtonSetTitleColor( tag1, color ) : ButtonSetTitleColor( tag2, color ) : ButtonSetTitleColor( tag3, color )
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end fn
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void local fn SetColorOfWinningCells( cellsToColor as NSUInteger )
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select cellsToColor
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// Rows 1-3
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case 1 : fn SetBtnTitleColor( _one, _two, _three, fn ColorRed )
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case 2 : fn SetBtnTitleColor( _four, _five, _six, fn ColorRed )
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case 3 : fn SetBtnTitleColor( _seven, _eight, _nine, fn ColorRed )
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// Columns 1-3
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case 4 : fn SetBtnTitleColor( _one, _four, _seven, fn ColorRed )
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case 5 : fn SetBtnTitleColor( _two, _five, _eight, fn ColorRed )
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case 6 : fn SetBtnTitleColor( _three, _six, _nine, fn ColorRed )
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// Diagonal _one to _nine and _three to _seven
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case 7 : fn SetBtnTitleColor( _one, _five, _nine, fn ColorRed )
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case 8 : fn SetBtnTitleColor( _three, _five, _seven, fn ColorRed )
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end select
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end fn
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void local fn DeclareWinner( whoseTurn as NSInteger, cellsToColor as NSUinteger )
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fn SetColorOfWinningCells( cellsToColor )
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if ( whoseTurn == _computer )
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fn LockBoard
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ControlSetStringValue( _infoField, @"Macintosh won!" )
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else
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fn LockBoard
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ControlSetStringValue( _infoField, @"You won!" )
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end if
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end fn
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void local fn NewGame
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ControlSetStringValue( _infoField, @"" )
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for int i = _one to _nine
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ButtonSetState( i, NSControlStateValueOff )
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ButtonSetTitle( i, @"" )
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ButtonSetTitleColor( i, fn ColorText )
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next
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end fn
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BOOL local fn CheckCells( tag1 as NSInteger, mark1 as CFStringRef, tag2 as NSInteger, mark2 as CFStringRef, tag3 as NSInteger, mark3 as CFStringRef )
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BOOL result = NO
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if fn StringIsEqual( fn ButtonTitle( tag1 ), mark1 ) && fn StringIsEqual( fn ButtonTitle( tag2 ), mark2 ) && fn StringIsEqual( fn ButtonTitle( tag3 ), mark3 ) then result = YES
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end fn = result
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BOOL local fn CheckForWinner( player as long ) as BOOL
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CFStringRef mark
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BOOL result = NO
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if player == _human then mark = @"X" else mark = @"O"
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// Check rows
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if fn CheckCells( _one, mark, _two, mark, _three, mark ) then result = YES : fn DeclareWinner( player, 1 ) : exit fn
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if fn CheckCells( _four, mark, _five, mark, _six, mark ) then result = YES : fn DeclareWinner( player, 2 ) : exit fn
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if fn CheckCells( _seven, mark, _eight, mark, _nine, mark ) then result = YES : fn DeclareWinner( player, 3 ) : exit fn
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// Check colums
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if fn CheckCells( _one, mark, _four, mark, _seven, mark ) then result = YES : fn DeclareWinner( player, 4 ) : exit fn
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if fn CheckCells( _two, mark, _five, mark, _eight, mark ) then result = YES : fn DeclareWinner( player, 5 ) : exit fn
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if fn CheckCells( _three, mark, _six , mark, _nine, mark ) then result = YES : fn DeclareWinner( player, 6 ) : exit fn
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// Check _one, _five, _nine diagonal
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if fn CheckCells( _one, mark, _five, mark, _nine, mark ) then result = YES : fn DeclareWinner( player, 7 ) : exit fn
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// Check _three, _five, _seven diagonal
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if fn CheckCells( _three, mark, _five, mark, _seven, mark ) then result = YES : fn DeclareWinner( player, 8 ) : exit fn
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end fn = result
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void local fn SetControls( tag as NSInteger )
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ButtonSetTitle( tag, @"O" ) : ButtonSetState( tag, NSControlStateValueOn )
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end fn
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void local fn ComputerMove
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NSUInteger i
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BOOL loop = YES
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/*
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1 2 3
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4 5 6
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7 8 9
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*/
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// Check row 1 for winning moves
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if fn CheckCells( _one, @"", _two, @"O" , _three, @"O" ) then fn SetControls( _one ) : exit fn
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if fn CheckCells( _one, @"O", _two, @"" , _three, @"O" ) then fn SetControls( _two ) : exit fn
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if fn CheckCells( _one, @"O", _two, @"O" , _three, @"" ) then fn SetControls( _three ) : exit fn
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// Check row 2 for winning moves
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if fn CheckCells( _four, @"", _five, @"O" , _six, @"O" ) then fn SetControls( _four ) : exit fn
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if fn CheckCells( _four, @"O", _five, @"" , _six, @"O" ) then fn SetControls( _five ) : exit fn
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if fn CheckCells( _four, @"O", _five, @"O" , _six, @"" ) then fn SetControls( _six ) : exit fn
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// Check row 3 for winning moves
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if fn CheckCells( _seven, @"", _eight, @"O" , _nine, @"O" ) then fn SetControls( _seven ) : exit fn
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if fn CheckCells( _seven, @"O", _eight, @"" , _nine, @"O" ) then fn SetControls( _eight ) : exit fn
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if fn CheckCells( _seven, @"O", _eight, @"O" , _nine, @"" ) then fn SetControls( _nine ) : exit fn
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// Check colmun 1 for winning moves
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if fn CheckCells( _one, @"", _four, @"O", _seven, @"O" ) then fn SetControls( _one ) : exit fn
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if fn CheckCells( _one, @"O", _four, @"", _seven, @"O" ) then fn SetControls( _four ) : exit fn
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if fn CheckCells( _one, @"O", _four, @"O", _seven, @"" ) then fn SetControls( _seven ) : exit fn
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// Check colmun 2 for winning moves
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if fn CheckCells( _two, @"", _five, @"O", _eight, @"O" ) then fn SetControls( _two ) : exit fn
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if fn CheckCells( _two, @"O", _five, @"", _eight, @"O" ) then fn SetControls( _five ) : exit fn
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if fn CheckCells( _two, @"O", _five, @"O", _eight, @"" ) then fn SetControls( _eight ) : exit fn
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// Check colmun 3 for winning moves
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if fn CheckCells( _three, @"", _six, @"O", _nine, @"O" ) then fn SetControls( _three ) : exit fn
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if fn CheckCells( _three, @"O", _six, @"", _nine, @"O" ) then fn SetControls( _six ) : exit fn
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if fn CheckCells( _three, @"O", _six, @"O", _nine, @"" ) then fn SetControls( _nine ) : exit fn
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// Check _one to _nine diagonal for winning moves
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if fn CheckCells( _one, @"", _five, @"O", _nine, @"O" ) then fn SetControls( _one ) : exit fn
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if fn CheckCells( _one, @"O", _five, @"", _nine, @"O" ) then fn SetControls( _five ) : exit fn
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if fn CheckCells( _one, @"O", _five, @"O", _nine, @"" ) then fn SetControls( _nine ) : exit fn
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// Check _three to _nine diagonal for winning moves
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if fn CheckCells( _three, @"", _five, @"O", _seven, @"O" ) then fn SetControls( _three ) : exit fn
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if fn CheckCells( _three, @"O", _five, @"", _seven, @"O" ) then fn SetControls( _five ) : exit fn
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if fn CheckCells( _three, @"O", _five, @"O", _seven, @"" ) then fn SetControls( _seven ) : exit fn
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// Check row 1 for blocking moves
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if fn CheckCells( _one, @"", _two, @"X", _three, @"X" ) then fn SetControls( _one ) : exit fn
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if fn CheckCells( _one, @"X", _two, @"", _three, @"X" ) then fn SetControls( _two ) : exit fn
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if fn CheckCells( _one, @"X", _two, @"X", _three, @"" ) then fn SetControls( _three ) : exit fn
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// Check row 2 for blocking moves
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if fn CheckCells( _four, @"", _five, @"X", _six, @"X" ) then fn SetControls( _four ) : exit fn
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if fn CheckCells( _four, @"X", _five, @"", _six, @"X" ) then fn SetControls( _five ) : exit fn
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if fn CheckCells( _four, @"X", _five, @"X", _six, @"" ) then fn SetControls( _six ) : exit fn
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// Check row 3 for blocking moves
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if fn CheckCells( _seven, @"", _eight, @"X", _nine, @"X" ) then fn SetControls( _seven ) : exit fn
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if fn CheckCells( _seven, @"X" ,_eight, @"", _nine, @"X" ) then fn SetControls( _eight ) : exit fn
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if fn CheckCells( _seven, @"X", _eight, @"X", _nine, @"" ) then fn SetControls( _nine ) : exit fn
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// Check colmun 1 for blocking moves
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if fn CheckCells( _one, @"", _four, @"X", _seven, @"X" ) then fn SetControls( _one ) : exit fn
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if fn CheckCells( _one, @"X", _four, @"", _seven, @"X" ) then fn SetControls( _four ) : exit fn
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if fn CheckCells( _one, @"X", _four, @"X", _seven, @"" ) then fn SetControls( _seven ) : exit fn
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// Check colmun 2 for blocking moves
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if fn CheckCells( _two, @"", _five, @"X", _eight, @"X" ) then fn SetControls( _two ) : exit fn
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if fn CheckCells( _two, @"X", _five, @"", _eight, @"X" ) then fn SetControls( _five ) : exit fn
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if fn CheckCells( _two, @"X", _five, @"X", _eight, @"" ) then fn SetControls( _eight ) : exit fn
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// Check colmun 3 for blocking moves
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if fn CheckCells( _three, @"", _six, @"X", _nine, @"X" ) then fn SetControls( _three ) : exit fn
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if fn CheckCells( _three, @"X", _six, @"", _nine, @"X" ) then fn SetControls( _six ) : exit fn
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if fn CheckCells( _three, @"X", _six, @"X", _nine, @"" ) then fn SetControls( _nine ) : exit fn
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// Check _one, _five, _nine diagonal for blocking moves
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if fn CheckCells( _one, @"", _five, @"X", _nine, @"X" ) then fn SetControls( _one ) : exit fn
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if fn CheckCells( _one, @"X", _five, @"", _nine, @"X" ) then fn SetControls( _five ) : exit fn
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if fn CheckCells( _one, @"X", _five, @"X", _nine, @"" ) then fn SetControls( _nine ) : exit fn
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// Check _three, _five, _nine diagonal for blocking moves
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if fn CheckCells( _three, @"", _five, @"X", _seven, @"X" ) then fn SetControls( _three ) : exit fn
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if fn CheckCells( _three, @"X", _five, @"", _seven, @"X" ) then fn SetControls( _five ) : exit fn
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if fn CheckCells( _three, @"X" , _five, @"X", _seven, @"" ) then fn SetControls( _seven ) : exit fn
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// If no winning or blocking moves found, select random empty button for computer move
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for i = _one to _nine
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if ( fn StringIsEqual( fn ButtonTitle(i), @"" ) )
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while ( loop = YES )
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i = rnd(9)
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if ( fn StringIsEqual( fn ButtonTitle(i), @"" ) )
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ButtonSetTitle( i, @"O" ) : ButtonSetState( i, NSControlStateValueOn )
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loop = NO
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end if
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wend
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end if
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next
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end fn
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BOOL local fn CheckForTie
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BOOL result = YES
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for int i = _one to _nine
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if ( fn StringIsEqual( fn ButtonTitle(i), @"" ) )
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result = NO : exit fn
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end if
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next
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end fn = result
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void local fn Play( tag as long )
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ButtonPerformClick( tag )
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ButtonSetTitle( tag, @"X" ) : ButtonSetState( tag, NSControlStateValueOn )
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if fn CheckForTie then fn LockBoard : ControlSetStringValue( _infoField, @"Tie Game!" )
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if ( fn CheckForWinner( _human ) == NO ) then fn ComputerMove
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if ( fn CheckForWinner( _computer ) == NO )
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if fn CheckForTie then fn LockBoard : ControlSetStringValue( _infoField, @"Tie Game!" )
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else
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exit fn
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end if
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end fn
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void local fn DoAppEvent( ev as long )
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select (ev)
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case _appWillFinishLaunching : fn BuildWindow
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end select
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end fn
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void local fn DoDialog( ev as long, tag as long, wnd as long )
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select (ev)
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case _btnClick
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select ( tag )
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case _resetBtn : fn NewGame
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end select
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case _gestureRecognizerClick
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if ( fn ButtonState( tag ) == NSControlStateValueOff ) then fn Play( tag )
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case _windowWillClose : end
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end select
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end fn
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on appevent fn DoAppEvent
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on dialog fn DoDialog
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HandleEvents
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