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Checkers J2me Game Code
Code:
/*

*/
import java.util.Vector;
import java.io.*;
import javax.microedition.io.*;
import javax.microedition.rms.*;


import javax.microedition.midlet.*;
import javax.microedition.lcdui.*;

/**
* This is the main class of the checkers game.
*
* @author Carol Hamer
*/
public class Checkers extends MIDlet implements CommandListener {

  //-----------------------------------------------------
  //    game object fields

  /**
   * The canvas that the checkerboard is drawn on.
   */
  private CheckersCanvas myCanvas;

  /**
   * The class that makes the http connection.
   */
  private Communicator myCommunicator;

  //-----------------------------------------------------
  //    command fields

  /**
   * The button to exit the game.
   */
  private Command myExitCommand = new Command("Exit", Command.EXIT, 99);

  //-----------------------------------------------------
  //    initialization and game state changes

  /**
   * Initialize the canvas and the commands.
   */
  public Checkers() {
    try {
      //create the canvas and set up the commands:
      myCanvas = new CheckersCanvas(Display.getDisplay(this));
      myCanvas.addCommand(myExitCommand);
      myCanvas.setCommandListener(this);
      CheckersGame game = myCanvas.getGame();
      myCommunicator = new Communicator(this, myCanvas, game);
      game.setCommunicator(myCommunicator);
    } catch(Exception e) {
      // if there's an error during creation, display it as an alert.
      errorMsg(e);
    }
  }

  //----------------------------------------------------------------
  //  implementation of MIDlet
  // these methods may be called by the application management
  // software at any time, so we always check fields for null
  // before calling methods on them.

  /**
   * Start the application.
   */
  public void startApp() throws MIDletStateChangeException {
    // tell the canvas to set up the game data and paint the
    // checkerboard.
    if(myCanvas != null) {
      myCanvas.start();
    }
    // tell the communicator to start its thread and make a
    // connection.
    if(myCommunicator != null) {
      myCommunicator.start();
    }
  }
 
  /**
   * Throw out the garbage.
   */
  public void destroyApp(boolean unconditional)
      throws MIDletStateChangeException {
    // tell the communicator to send the end game
    // message to the other player and then disconnect:
    if(myCommunicator != null) {
      myCommunicator.endGame();
    }
    // throw the larger game objects in the garbage:
    myCommunicator = null;
    myCanvas = null;
    System.gc();
  }

  /**
   * Pause the game.
   * This method merely ends the game because this
   * version of the Checkers game does not support
   * re-entering a game that is in play.  A possible
   * improvement to the game would be to allow
   * a player to diconeect and leave a game and then
   * later return to it, using some sort of session
   * token to find the correct game in progress on
   * the server side.
   */
  public void pauseApp() {
    try {
      destroyApp(false);
      notifyDestroyed();
    } catch (MIDletStateChangeException ex) {
    }
  }

  //----------------------------------------------------------------
  //  implementation of CommandListener

  /*
   * Respond to a command issued on the Canvas.
   */
  public void commandAction(Command c, Displayable s) {
    if(c == myExitCommand) {
      try {
          destroyApp(false);
          notifyDestroyed();
      } catch (MIDletStateChangeException ex) {
      }
    }
  }
 
  //-------------------------------------------------------
  //  error methods

  /**
   * Converts an exception to a message and displays
   * the message..
   */
  void errorMsg(Exception e) {
    e.printStackTrace();
    if(e.getMessage() == null) {
      errorMsg(e.getClass().getName());
    } else {
      errorMsg(e.getMessage());
    }
  }

  /**
   * Displays an error message alert if something goes wrong.
   */
  void errorMsg(String msg) {
    Alert errorAlert = new Alert("error",
         msg, null, AlertType.ERROR);
    errorAlert.setCommandListener(this);
    errorAlert.setTimeout(Alert.FOREVER);
    Display.getDisplay(this).setCurrent(errorAlert);
  }

}

/**
* This class is the display of the game.
*
* @author Carol Hamer
*/
class CheckersCanvas extends Canvas {

  //---------------------------------------------------------
  //   static fields

  /**
   * color constant
   */
  public static final int BLACK = 0;

  /**
   * color constant
   */
  public static final int WHITE = 0xffffff;

  /**
   * color constant.
   * (not quite bright red)
   */
  public static final int RED = 0xf96868;

  /**
   * color constant
   */
  public static final int GREY = 0xc6c6c6;

  /**
   * color constant
   */
  public static final int LT_GREY = 0xe5e3e3;

  /**
   * how many rows and columns the display is divided into.
   */
  public static final int GRID_WIDTH = 8;

  //---------------------------------------------------------
  //   instance fields

  /**
   * The black crown to draw on the red pieces..
   */
  private Image myBlackCrown;

  /**
   * The red crown to draw on the black pieces..
   */
  private Image myWhiteCrown;

  /**
   * a handle to the display.
   */
  private Display myDisplay;

  /**
   * a handle to the object that stores the game logic
   * and game data.
   */
  private CheckersGame myGame;

  /**
   * checkers dimension: the width of the squares of the checkerboard.
   */
  private int mySquareSize;

  /**
   * checkers dimension: the minimum width possible for the
   * checkerboard squares.
   */
  private int myMinSquareSize = 15;

  /**
   * whether or not we're waiting for another player to join
   * the game.
   */
  private boolean myIsWaiting;

  //-----------------------------------------------------
  //    gets / sets

  /**
   * @return a handle to the class that holds the logic of the
   * checkers game.
   */
  CheckersGame getGame() {
    return(myGame);
  }

  /**
   * Display a screen to inform the player that we're
   * waiting for another player.
   */
  void setWaitScreen(boolean wait) {
    myIsWaiting = wait;
  }

  //-----------------------------------------------------
  //    initialization and game state changes

  /**
   * Constructor performs size calculations.
   * @throws Exception if the display size is too
   *         small to make a checkers.
   */
  CheckersCanvas(Display d) throws Exception {
    myDisplay = d;
    myGame = new CheckersGame();
    // a few calculations to make the right checkerboard
    // for the current display.
    int width = getWidth();
    int height = getHeight();
    // get the smaller dimension fo the two possible
    // screen dimensions in order to determine how
    // big to make the checkerboard.
    int screenSquareWidth = height;
    if(width < height) {
      screenSquareWidth = width;
    }
    mySquareSize = screenSquareWidth / GRID_WIDTH;
    // if the display is too small to make a reasonable checkerboard,
    // then we throw an Exception
    if(mySquareSize < myMinSquareSize) {
      throw(new Exception("Display too small"));
    }
    // initialize the crown images:
    myBlackCrown = Image.createImage("/blackCrown.png");
    myWhiteCrown = Image.createImage("/whiteCrown.png");
  }

  /**
   * This is called as soon as the application begins.
   */
  void start() {
    myDisplay.setCurrent(this);
    // prepare the game data for the first move:
    myGame.start();
  }

  //-------------------------------------------------------
  //  graphics methods

  /**
   * Repaint the checkerboard..
   */
  protected void paint(Graphics g) {
    int width = getWidth();
    int height = getHeight();
    g.setColor(WHITE);
    // clear the board (including the region around
    // the board, which can get menu stuff and other
    // garbage painted onto it...)
    g.fillRect(0, 0, width, height);
    // If we need to wait for another player to join the
    // game before we can start, this displays the appropriate
    // message:
    if(myIsWaiting) {
      // perform some calculations to place the text correctly:
      Font font = g.getFont();
      int fontHeight = font.getHeight();
      int fontWidth = font.stringWidth("waiting for another player");
      g.setColor(WHITE);
      g.fillRect((width - fontWidth)/2, (height - fontHeight)/2,
           fontWidth + 2, fontHeight);
      // write in black
      g.setColor(BLACK);
      g.setFont(font);
      g.drawString("waiting for another player", (width - fontWidth)/2,
       (height - fontHeight)/2,
       g.TOP|g.LEFT);
      return;
    }
    // now draw the checkerboard:
    // first the dark squares:
    byte offset = 0;
    for(byte i = 0; i < 4; i++) {
      for(byte j = 0; j < 8; j++) {
  // the offset is used to handle the fact that in every
  // other row the dark squares are shifted one place
  // to the right.
  if(j % 2 != 0) {
    offset = 1;
  } else {
    offset = 0;
  }
  // now if this is a selected square, we draw it lighter:
  if(myGame.isSelected(i, j)) {
    g.setColor(LT_GREY);
    g.fillRect((2*i + offset)*mySquareSize, j*mySquareSize,
           mySquareSize, mySquareSize);
  } else {
    // if it's not selected, we draw it dark grey:
    g.setColor(GREY);
    g.fillRect((2*i + offset)*mySquareSize, j*mySquareSize,
         mySquareSize, mySquareSize);
  }
  // now put the pieces in their places:
  g.setColor(RED);
  int piece = myGame.getPiece(i, j);
  int circleOffset = 2;
  int circleSize = mySquareSize - 2*circleOffset;
  if(piece < 0) {
    // color the piece in black
    g.setColor(BLACK);
    g.fillRoundRect((2*i + offset)*mySquareSize + circleOffset,
        j*mySquareSize + circleOffset,
       circleSize, circleSize, circleSize, circleSize);
    // if the player is a king, draw a crown on:
    if(piece < -1) {
      g.drawImage(myWhiteCrown,
          (2*i + offset)*mySquareSize + mySquareSize/2,
          j*mySquareSize + 1 + mySquareSize/2,
          Graphics.VCENTER|Graphics.HCENTER);
    }
  } else if(piece > 0) {
    // color the piece in red
    g.fillRoundRect((2*i + offset)*mySquareSize + circleOffset,
        j*mySquareSize + circleOffset,
       circleSize, circleSize, circleSize, circleSize);
    // if the player is a king, draw a crown on:
    if(piece > 1) {
      g.drawImage(myBlackCrown,
          (2*i + offset)*mySquareSize + mySquareSize/2,
          j*mySquareSize + 1 + mySquareSize/2,
          Graphics.VCENTER|Graphics.HCENTER);
    }
  }
      }
    }
    // now the blank squares:
    // actually, this part is probably not necessary...
    g.setColor(WHITE);
    for(int i = 0; i < 4; i++) {
      for(int j = 0; j < 8; j++) {
  if(j % 2 == 0) {
    offset = 1;
  } else {
    offset = 0;
  }
  g.fillRect((2*i + offset)*mySquareSize, j*mySquareSize,
       mySquareSize, mySquareSize);
      }
    }
    // if the player has reached the end of the game,
    // we display the end message.
    if(myGame.getGameOver()) {
      // perform some calculations to place the text correctly:
      Font font = g.getFont();
      int fontHeight = font.getHeight();
      int fontWidth = font.stringWidth("Game Over");
      g.setColor(WHITE);
      g.fillRect((width - fontWidth)/2, (height - fontHeight)/2,
           fontWidth + 2, fontHeight);
      // write in black
      g.setColor(BLACK);
      g.setFont(font);
      g.drawString("Game Over", (width - fontWidth)/2,
       (height - fontHeight)/2,
       g.TOP|g.LEFT);
    }
  }

  //-------------------------------------------------------
  //  handle keystrokes

  /**
   * Move the player.
   */
  public void keyPressed(int keyCode) { 
    if(myGame.isMyTurn()) {
      int action = getGameAction(keyCode);   
      switch (action) {
      case LEFT:
  myGame.leftPressed();
  break;
      case RIGHT:
  myGame.rightPressed();
  break;
      case UP:
  myGame.upPressed();
  break;
      case DOWN:
  myGame.deselect();
  break;
      }
      repaint();
      serviceRepaints();
    }
  }

}

/**
* This class contacts a remote server in order to
* play a game of checkers against an opponent..
*
* @author Carol Hamer
*/
class Communicator extends Thread {

  //--------------------------------------------------------
  //  static fields

  /**
   * This is the URL to contact.
   * IMPORTANT: before compiling, the following URL
   * must be changed to the correct URL of the
   * machine running the server code.
   */
  public static final String SERVER_URL
    = "socket://malbec:8007";

  /**
   * The int to signal that the game is to begin.
   */
  public static final byte START_GAME_FLAG = -4;

  /**
   * The byte to signal that the game is to end.
   */
  public static final byte END_GAME_FLAG = -3;

  /**
   * The byte to signal the end of a turn.
   */
  public static final byte END_TURN_FLAG = -2;

  //--------------------------------------------------------
  //  game instance fields

  /**
   * The MIDlet subclass, used to set the Display
   * in the case where an error message needs to be sent..
   */
  private Checkers myCheckers;

  /**
   * The Canvas subclass, used to set the Display
   * in the case where an error message needs to be sent..
   */
  private CheckersCanvas myCanvas;

  /**
   * The game logic class that we send the opponent's
   * moves to..
   */
  private CheckersGame myGame;

  /**
   * Whether or not the MIDlet class has requested the
   * game to end.
   */
  private boolean myShouldStop;

  //--------------------------------------------------------
  //  data exchange instance fields

  /**
   * The data from the local player that is to
   * be sent to the opponent.
   */
  private byte[] myMove;

  /**
   * Whether or not the current turn is done and
   * should be sent.
   */
  private boolean myTurnIsDone = true;

  //--------------------------------------------------------
  //  initialization

  /**
   * Constructor is used only when the program wants
   * to spawn a data-fetching thread, not for merely
   * reading local data with static methods.
   */
  Communicator(Checkers checkers, CheckersCanvas canvas,
         CheckersGame game) {
    myCheckers = checkers;
    myCanvas = canvas;
    myGame = game;
  }

  //--------------------------------------------------------
  //  methods called by CheckersGame to send move
  //    information to the opponent.

  /**
   * Stop the game entirely.  Notify the servlet that
   * the user is exiting the game.
   */
  synchronized void endGame() {
    myShouldStop = true;
    if(myGame != null) {
      myGame.setGameOver();
    }
    notify();
  }

  /**
   * This is called when the player moves a piece.
   */
  synchronized void move(byte sourceX, byte sourceY, byte destinationX,
        byte destinationY) {
    myMove = new byte[4];
    myMove[0] = sourceX;
    myMove[1] = sourceY;
    myMove[2] = destinationX;
    myMove[3] = destinationY;
    myTurnIsDone = false;
    notify();
  }

  /**
   * This is called when the local player's turn is over.
   */
  synchronized void endTurn() {
    myTurnIsDone = true;
    notify();
  }

  //--------------------------------------------------------
  //  main communication method

  /**
   * Makes a connection to the server and sends and receives
   * information about moves.
   */
  public void run() {
    DataInputStream dis = null;
    DataOutputStream dos = null;
    SocketConnection conn = null;
    byte[] fourBytes = new byte[4];
    try {
      // tell the user that we're waiting for the other player to join:
      myCanvas.setWaitScreen(true);
      myCanvas.repaint();
      myCanvas.serviceRepaints();
      // now make the connection:
      conn = (SocketConnection)Connector.open(SERVER_URL);
      conn.setSocketOption(SocketConnection.KEEPALIVE, 1);
      dos = conn.openDataOutputStream();
      dis = conn.openDataInputStream();
      // we read four bytes to make sure the connection works...
      dis.readFully(fourBytes);
      if(fourBytes[0] != START_GAME_FLAG) {
  throw(new Exception("server-side error"));
      }
      // On this line it will block waiting for another
      // player to join the game or make a move:
      dis.readFully(fourBytes);
      // if the server sends the start game flag again,
      // that means that we start with the local player's turn.
      // Otherwise, we read the other player's first move from the
      // stream:
      if(fourBytes[0] != START_GAME_FLAG) {
  // verify that the other player sent a move
  // and not just a message ending the game...
  if(fourBytes[0] == END_GAME_FLAG) {
    throw(new Exception("other player quit"));
  }
  // we move the opponent on the local screen.
  // then we read from the opponent again,
  // in case there's a double-jump:
  while(fourBytes[0] != END_TURN_FLAG) {
    myGame.moveOpponent(fourBytes);
    dis.readFully(fourBytes);
  }
      }
      // now signal the local game that the opponent is done
      // so the board must be updated and the local player
      // prompted to make a move:
      myGame.endOpponentTurn();
      myCanvas.setWaitScreen(false);
      myCanvas.repaint();
      myCanvas.serviceRepaints();
      // begin main game loop:
      while(! myShouldStop) {
  // now it's the local player's turn.
  // wait for the player to move a piece:
  synchronized(this) {
    wait();
  }
  // after every wait, we check if the game
  // ended while we were waiting...
  if(myShouldStop) {
    break;
  }
  while(! myTurnIsDone) {
    // send the current move:
    if(myMove != null) {
      dos.write(myMove, 0, myMove.length);
      myMove = null;
    }
    // If the player can continue the move with a double
    // jump, we wait for the player to do it:
    synchronized(this) {
      // make sure the turn isn't done before we start waiting
      // (the end turn notify might accidentally be called
      // before we start waiting...)
      if(! myTurnIsDone) {
        wait();
      }
    }
  }
  // after every wait, we check if the game
  // ended while we were waiting...
  if(myShouldStop) {
    break;
  }
  // now we tell the other player the this player's
  // turn is over:
  fourBytes[0] = END_TURN_FLAG;
  dos.write(fourBytes, 0, fourBytes.length);
  // now that we've sent the move, we wait for a response:
  dis.readFully(fourBytes);
  while((fourBytes[0] != END_TURN_FLAG) &&
        (fourBytes[0] != END_GAME_FLAG) && (!myShouldStop)) {
    // we move the opponent on the local screen.
    // then we read from the opponent again,
    // in case there's a double-jump:
    myGame.moveOpponent(fourBytes);
    dis.readFully(fourBytes);
  }
  // if the other player has left the game, we tell the
  // local user that the game is over.
  if((fourBytes[0] == END_GAME_FLAG) || (myShouldStop)) {
    endGame();
    break;
  }
  myGame.endOpponentTurn();
  myCanvas.repaint();
  myCanvas.serviceRepaints();
      } // end while loop
    } catch(Exception e) {
      // if there's an error, we display its messsage and
      // end the game.
      myCheckers.errorMsg(e.getMessage());
    } finally {
      // now we send the information that we're leaving the game,
      // then close up and delete everything.
      try {
  if(dos != null) {
    dos.write(END_GAME_FLAG);
    dos.close();
  }
  if(dis != null) {
    dis.close();
  }
  if(conn != null) {
    conn.close();
  }
  dis = null;
  dos = null;
  conn = null;
      } catch(Exception e) {
  // if this throws, at least we made our best effort
  // to close everything up....
      }
    }
    // one last paint job to display the "Game Over"
    myCanvas.repaint();
    myCanvas.serviceRepaints();
  }
   
}


/**
* This class is a set of simple utility functions that
* can be used to convert standard data types to bytes
* and back again.  It is used especially for data storage,
* but also for sending and receiving data.
*
* @author Carol Hamer
*/
class DataConverter {

  //--------------------------------------------------------
  //  utilities to encode small, compactly-stored small ints.

  /**
   * Encodes a coordinate pair into a byte.
   * @param coordPair a pair of integers to be compacted into
   * a single byte for storage.
   * WARNING: each of the two values MUST BE
   * between 0 and 15 (inclusive).  This method does not
   * verify the length of the array (which must be 2!)
   * nor does it verify that the ints are of the right size.
   */
  public static byte encodeCoords(int[] coordPair) {
    // get the byte value of the first coordinate:
    byte retVal = (new Integer(coordPair[0])).byteValue();
    // move the first coordinate's value up to the top
    // half of the storage byte:
    retVal = (new Integer(retVal << 4)).byteValue();
    // store the second coordinate in the lower half
    // of the byte:
    retVal += (new Integer(coordPair[1])).byteValue();
    return(retVal);
  }

  /**
   * Encodes eight ints into a byte.
   * This could be easily modified to encode eight booleans.
   * @param eight an array of at least eight ints.
   * WARNING: all values must be 0 or 1!  This method does
   * not verify that the values are in the correct range
   * nor does it verify that the array is long enough.
   * @param offset the index in the array eight to start
   * reading data from.  (should usually be 0)
   */
  public static byte encode8(int[] eight, int offset) {
    // get the byte value of the first int:
    byte retVal = (new Integer(eight[offset])).byteValue();
    // progressively move the data up one bit in the
    // storage byte and then record the next int in
    // the lowest spot in the storage byte:
    for(int i = offset + 1; i < 8 + offset; i++) {
      retVal = (new Integer(retVal << 1)).byteValue();
      retVal += (new Integer(eight[i])).byteValue();
    }
    return(retVal);
  }

  //--------------------------------------------------------
  //  utilities to decode small, compactly-stored small ints.

  /**
   * Turns a byte into a pair of coordinates.
   */
  public static int[] decodeCoords(byte coordByte) {
    int[] retArray = new int[2];
    // we perform a bitwise and with the value 15
    // in order to just get the bits of the lower
    // half of the byte:
    retArray[1] = coordByte & 15;
    // To get the bits of the upper half of the
    // byte, we perform a shift to move them down:
    retArray[0] = coordByte >> 4;
    // bytes in Java are generally assumed to be
    // signed, but in this coding algorithm we
    // would like to treat them as unsigned:
    if(retArray[0] < 0) {
      retArray[0] += 16;
    }
    return(retArray);
  }

  /**
   * Turns a byte into eight ints.
   */
  public static int[] decode8(byte data) {
    int[] retArray = new int[8];
    // The flag allows us to look at each bit individually
    // to determine if it is 1 or 0.  The number 128
    // corresponds to the highest bit of a byte, so we
    // start with that one.
    int flag = 128;
    // We use a loop that checks
    // the data bit by bit by performing a bitwise
    // and (&) between the data byte and a flag:
    for(int i = 0; i < 8; i++) {
      if((flag & data) != 0) {
  retArray[i] = 1;
      } else {
  retArray[i] = 0;
      }
      // move the flag down one bit so that we can
      // check the next bit of data on the next pass
      // through the loop:
      flag = flag >> 1;
    }
    return(retArray);
  }


  //--------------------------------------------------------
  //  standard integer interpretation

  /**
   * Uses an input stream to convert an array of bytes to an int.
   */
  public static int parseInt(byte[] data) throws IOException {
    DataInputStream stream
      = new DataInputStream(new ByteArrayInputStream(data));
    int retVal = stream.readInt();
    stream.close();
    return(retVal);
  }

  /**
   * Uses an output stream to convert an int to four bytes.
   */
  public static byte[] intToFourBytes(int i) throws IOException {
    ByteArrayOutputStream baos = new ByteArrayOutputStream(4);
    DataOutputStream dos = new DataOutputStream(baos);
    dos.writeInt(i);
    baos.close();
    dos.close();
    byte[] retArray = baos.toByteArray();
    return(retArray);
  }

  //--------------------------------------------------------
  //  integer interpretation illustrated

  /**
   * Java appears to treat a byte as being signed when
   * returning it as an int--this function converts from
   * the signed value to the corresponding unsigned value.
   * This method is used by nostreamParseInt.
   */
  public static int unsign(int signed) {
    int retVal = signed;
    if(retVal < 0) {
      retVal += 256;
    }
    return(retVal);
  }

  /**
   * Takes an array of bytes and returns an int.
   * This version will return the same value as the
   * method parseInt above.  This version is included
   * in order to illustrate how Java encodes int values
   * in terms of bytes.
   * @param data an array of 1, 2, or 4 bytes.
   */
  public static int nostreamParseInt(byte[] data) {
    // byte 0 is the high byte which is assumed
    // to be signed.  As we add the lower bytes
    // one by one, we unsign them because because
    // a single byte alone is interpreted as signed,
    // but in an int only the top byte should be signed.
    // (note that the high byte is the first one in the array)
    int retVal = data[0];
    for(int i = 1; i < data.length; i++) {
      retVal = retVal << 8;
      retVal += unsign(data[i]);
    }
    return(retVal);
  }

  /**
   * Takes an arbitrary int and returns
   * an array of four bytes.
   * This version will return the same byte array
   * as the method intToFourBytes above.  This version
   * is included in order to illustrate how Java encodes
   * int values in terms of bytes.
   */
  public static byte[] nostreamIntToFourBytes(int i) {
    byte[] fourBytes = new byte[4];
    // when you take the byte value of an int, it
    // only gives you the lowest byte.  So we
    // get all four bytes by taking the lowest
    // byte four times and moving the whole int
    // down by one byte between each one.
    // (note that the high byte is the first one in the array)
    fourBytes[3] = (new Integer(i)).byteValue();
    i = i >> 8;
    fourBytes[2] = (new Integer(i)).byteValue();
    i = i >> 8;
    fourBytes[1] = (new Integer(i)).byteValue();
    i = i >> 8;
    fourBytes[0] = (new Integer(i)).byteValue();
    return(fourBytes);
  }


  /**
   * Takes an int between -32768 and 32767 and returns
   * an array of two bytes.  This does not verify that
   * the argument is of the right size.  If the absolute
   * value of i is too high, it will not be encoded
   * correctly.
   */
  public static byte[] nostreamIntToTwoBytes(int i) {
    byte[] twoBytes = new byte[2];
    // when you take the byte value of an int, it
    // only gives you the lowest byte.  So we
    // get the lower two bytes by taking the lowest
    // byte twice and moving the whole int
    // down by one byte between each one.
    twoBytes[1] = (new Integer(i)).byteValue();
    i = i >> 8;
    twoBytes[0] = (new Integer(i)).byteValue();
    return(twoBytes);
  }

}



/**
* This class takes care of the underlying logic and data of
* the checkers game being played.  That includes where
* all of the pieces are on the board and where it is okay
* for them to move to. 
*
* @author Carol Hamer
*/
class CheckersGame {

  //-------------------------------------------------------
  //   static fields

  /**
   * The length of the checkerboard in the x-direction.
   */
  public static final byte X_LENGTH = 4;

  /**
   * The length of the checkerboard in the y-direction.
   */
  public static final byte Y_LENGTH = 8;

  //-------------------------------------------------------
  //   instance fields

  /**
   * a handle to the communications class that exchanges
   * data with the server.
   */
  private Communicator myCommunicator;

  /**
   * This array represents the black squares of the
   * checkerboard.  The two dimensions of the array
   * represent the two dimensions of the checkerboard.
   * The value represents what type of piece is on
   * the square.
   * 0 = empty
   * 1 = local player's piece
   * 2 = local player's king
   * -1 = remote player's piece
   * -2 = remote player's king
   */
  private byte[][] myGrid;

  /**
   * If the user has currently selected a piece to move,
   * this is its X grid coordinate. (-1 if none selected)
   */
  private byte mySelectedX = -1;

  /**
   * If the user has currently selected a piece to move,
   * this is its Y grid coordinate.(-1 if none selected)
   */
  private byte mySelectedY = -1;

  /**
   * If the user has currently selected a possible
   * destination square for a move, this is its X coordinate..
   * (-1 if none selected)
   */
  private byte myDestinationX = -1;

  /**
   * If the user has currently selected a possible
   * destination square for a move, this is its Y coordinate..
   * (-1 if none selected)
   */
  private byte myDestinationY = -1;

  /**
   * This Vector contains the coordinates of all of the
   * squares that the player could currently move to.
   */
  private Vector myPossibleMoves = new Vector(4);

  /**
   * Whether or not the currently displayed checkers has
   * been completed.
   */
  private boolean myGameOver = false;

  /**
   * Whether or not it is currently this player's turn.
   */
  private boolean myTurn = false;

  /**
   * This is true if the player has just jumped and can
   * jump again.
   */
  private boolean myIsJumping = false;

  //-------------------------------------------------------
  //   get/set data
 
  /**
   * get the piece on the given grid square.
   */
  byte getPiece(byte x, byte y) {
    return(myGrid[x][y]);
  }

  /**
   * This is callsed by CheckersCanvas to determine if
   * the square is currently selected (as containing
   * a piece to move or a destination square).
   */
  boolean isSelected(byte x, byte y) {
    boolean retVal = false;
    if((x == mySelectedX) && (y == mySelectedY)) {
      retVal = true;
    } else if((x == myDestinationX) && (y == myDestinationY)) {
      retVal = true;
    }
    return(retVal);
  }

  /**
   * This tells whether or not the keystrokes should currently
   * be taken into account.
   */
  boolean isMyTurn() {
    boolean retVal = false;
    if((!myGameOver) && ((myTurn) || (myIsJumping))) {
      retVal = true;
    }
    return(retVal);
  }

  /**
   * This tells whether or not the game has ended.
   */
  boolean getGameOver() {
    boolean retVal = false;
    if(myGameOver) {
      retVal = true;
    }
    return(retVal);
  }

  /**
   * tell the CheckersGame that the other player has ended the game.
   */
  void setGameOver() {
    myGameOver = true;
  }

  /**
   * set the communicator object.
   */
  void setCommunicator(Communicator comm) {
    myCommunicator = comm;
  }

  //-------------------------------------------------------
  //   initialization

  /**
   * Constructor puts the pieces in their initial positions:
   */
  CheckersGame() {
    myGrid = new byte[X_LENGTH][];
    for(byte i = 0; i < myGrid.length; i++) {
      myGrid[i] = new byte[Y_LENGTH];
      for(byte j = 0; j < myGrid[i].length; j++) {
  if(j < 3) {
    // fill the top of the board with remote players
    myGrid[i][j] = -1;
  } else if(j > 4) {
    // fill the bottom of the board with local players
    myGrid[i][j] = 1;
  }
      }
    }
  }

  /**
   * This is called just before the player makes the
   * first move.
   */
  void start() {
    mySelectedX = 0;
    mySelectedY = 5;
    myTurn = true;
    getMoves(mySelectedX, mySelectedY, myPossibleMoves, false);
  }

  //-------------------------------------------------------
  //   move the opponent
  // to be called by Communicator

  /**
   * This is called when the opponent wants to move
   * its piece.
   * @param moveData an array of four bytes:
   * moveData[0] = opponent's initial X coordinate
   * moveData[1] = opponent's initial Y coordinate
   * moveData[2] = opponent's destination X coordinate
   * moveData[3] = opponent's destination Y coordinate
   */
  void moveOpponent(byte[] moveData) {
    // since both players appear on their own screens
    // as the red side (bottom of the screen), we need
    // to invert the opponent's move:
    moveData[0] = (new Integer(X_LENGTH - moveData[0] - 1)).byteValue();
    moveData[2] = (new Integer(X_LENGTH - moveData[2] - 1)).byteValue();
    moveData[1] = (new Integer(Y_LENGTH - moveData[1] - 1)).byteValue();
    moveData[3] = (new Integer(Y_LENGTH - moveData[3] - 1)).byteValue();
    myGrid[moveData[2]][moveData[3]]
      = myGrid[moveData[0]][moveData[1]];
    myGrid[moveData[0]][moveData[1]] = 0;
    // deal with an opponent's jump:
    if((moveData[1] - moveData[3] > 1) ||
       (moveData[3] - moveData[1] > 1)) {
      int jumpedY = (moveData[1] + moveData[3])/2;
      int jumpedX = moveData[0];
      int parity = moveData[1] % 2;
      if((parity > 0) && (moveData[2] > moveData[0])) {
  jumpedX++;
      } else if((parity == 0) && (moveData[0] > moveData[2])) {
  jumpedX--;
      }
      myGrid[jumpedX][jumpedY] = 0;
    }
    // if the opponent reaches the far side,
    // make him a king:
    if(moveData[3] == Y_LENGTH - 1) {
      myGrid[moveData[2]][moveData[3]] = -2;
    }
  }

  /**
   * This is called when the opponent's turn is over.
   * Note that the turn doesn't automatically end after
   * the opponent moves because the opponent may make
   * a double or triple jump.
   */
  void endOpponentTurn() {
    myTurn = true;
    // Now begin the local player's turn:
    // First select the first local piece that can be
    // moved. (rightPressed will select an appropriate
    // piece or end the game if the local player has
    // no possible moves to make)
    mySelectedX = 0;
    mySelectedY = 0;
    myDestinationX = -1;
    myDestinationY = -1;
    rightPressed();
    // the local player's thread has been waiting
    // for the opponent's turn to end. 
    synchronized(this) {
      notify();
    }
  }

  //-------------------------------------------------------
  //   handle keystrokes
  // to be called by CheckersCanvas

  /**
   * if the left button is pressed, this method takes
   * the correct course of action depending on the situation.
   */
  void leftPressed() {
    // in the first case the user has not yet selected a
    // piece to move:
    if(myDestinationX == -1) {
      // find the next possible piece (to the left)
      // that can move:
      selectPrevious();
      // if selectPrevious fails to fill myPossibleMoves, that
      // means that the local player cannot move, so the game
      // is over:
      if(myPossibleMoves.size() == 0) {
  myCommunicator.endGame();
      }
    } else {
      // if the user has already selected a piece to move,
      // we give the options of where the piece can move to:
      for(byte i = 0; i < myPossibleMoves.size(); i++) {
  byte[] coordinates = (byte[])myPossibleMoves.elementAt(i);
  if((coordinates[0] == myDestinationX) &&
     (coordinates[1] == myDestinationY)) {
    i++;
    i = (new Integer(i % myPossibleMoves.size())).byteValue();
    coordinates = (byte[])myPossibleMoves.elementAt(i);
    myDestinationX = coordinates[0];
    myDestinationY = coordinates[1];
    break;
  }
      }
    }
  }

  /**
   * if the left button is pressed, this method takes
   * the correct course of action depending on the situation.
   */
  void rightPressed() {
    // in the first case the user has not yet selected a
    // piece to move:
    if(myDestinationX == -1) {
      // find the next possible piece that can
      // move:
      selectNext();
      // if selectNext fails to fill myPossibleMoves, that
      // means that the local player cannot move, so the game
      // is over:
      if(myPossibleMoves.size() == 0) {
  myCommunicator.endGame();
      }
    } else {
      // if the user has already selected a piece to move,
      // we give the options of where the piece can move to:
      for(byte i = 0; i < myPossibleMoves.size(); i++) {
  byte[] coordinates = (byte[])myPossibleMoves.elementAt(i);
  if((coordinates[0] == myDestinationX) &&
     (coordinates[1] == myDestinationY)) {
    i++;
    i = (new Integer(i % myPossibleMoves.size())).byteValue();
    coordinates = (byte[])myPossibleMoves.elementAt(i);
    myDestinationX = coordinates[0];
    myDestinationY = coordinates[1];
    break;
  }
      }
    }
  }

  /**
   * If no piece is selected, we select one.  If a piece
   * is selected, we move it.
   */
  void upPressed() {
    // in the first case the user has not yet selected a
    // piece to move:
    if(myDestinationX == -1) {
      fixSelection();
    } else {
      // if the source square and destination square
      // have been chosen, we move the piece:
      move();
    }
  }

  /**
   * If the user decided not to move the selected piece
   * (and instead wants to select again), this undoes
   * the selection. This corresponds to pressing the
   * DOWN key.
   */
  void deselect() {
    // if the player has just completed a jump and
    // could possibly jump again but decides not to
    // (i.e. deselects), then the turn ends:
    if(myIsJumping) {
      mySelectedX = -1;
      mySelectedY = -1;
      myDestinationX = -1;
      myDestinationY = -1;
      myIsJumping = false;
      myTurn = false;
      myCommunicator.endTurn();
    } else {
      // setting the destination coordinates to -1
      // is the signal that the the choice of which
      // piece to move can be modified:
      myDestinationX = -1;
      myDestinationY = -1;
    }
  }

  //-------------------------------------------------------
  //   internal square selection methods

  /**
   * When the player has decided that the currently selected
   * square contains the piece he really wants to move, this
   * is called. This method switches to the mode where
   * the player selects the destination square of the move.
   */
  private void fixSelection() {
    byte[] destination = (byte[])myPossibleMoves.elementAt(0);
    // setting the destination coordinates to valid
    // coordinates is the signal that the user is done
    // selecting the piece to move and now is choosing
    // the destination square:
    myDestinationX = destination[0];
    myDestinationY = destination[1];
  }

  /**
   * This method starts from the currently selected square
   * and finds the next square that contains a piece that
   * the player can move.
   */
  private void selectNext() {
    // Test the squares one by one (starting from the
    // currently selected square) until we find a square
    // that contains one of the local player's pieces
    // that can move:
    byte testX = mySelectedX;
    byte testY = mySelectedY;
    while(true) {
      testX++;
      if(testX >= X_LENGTH) {
  testX = 0;
  testY++;
  testY = (new Integer(testY % Y_LENGTH)).byteValue();
      }
      getMoves(testX, testY, myPossibleMoves, false);
      if((myPossibleMoves.size() != 0) ||
     ((testX == mySelectedX) && (testY == mySelectedY))) {
  mySelectedX = testX;
  mySelectedY = testY;
  break;
      }
    }
  }

  /**
   * This method starts from the currently selected square
   * and finds the next square (to the left) that contains
   * a piece that the player can move.
   */
  private void selectPrevious() {
    // Test the squares one by one (starting from the
    // currently selected square) until we find a square
    // that contains one of the local player's pieces
    // that can move:
    byte testX = mySelectedX;
    byte testY = mySelectedY;
    while(true) {
      testX--;
      if(testX < 0) {
  testX += X_LENGTH;
  testY--;
  if(testY < 0) {
    testY += Y_LENGTH;
  }
      }
      getMoves(testX, testY, myPossibleMoves, false);
      if((myPossibleMoves.size() != 0) ||
   ((testX == mySelectedX) && (testY == mySelectedY))) {
  mySelectedX = testX;
  mySelectedY = testY;
  break;
      }
    }
  }

  //-------------------------------------------------------
  //   internal utilities

  /**
   * Once the user has selected the move to make, this
   * updates the data accordingly.
   */
  private void move() {
    // the piece that was on the source square is
    // now on the destination square:
    myGrid[myDestinationX][myDestinationY]
      = myGrid[mySelectedX][mySelectedY];
    // the source square is emptied:
    myGrid[mySelectedX][mySelectedY] = 0;
    if(myDestinationY == 0) {
      myGrid[myDestinationX][myDestinationY] = 2;
    }
    // tell the communicator to inform the other player
    // of this move:
    myCommunicator.move(mySelectedX, mySelectedY,
      myDestinationX, myDestinationY);
    // deal with the special rules for jumps::
    if((mySelectedY - myDestinationY > 1) ||
       (myDestinationY - mySelectedY > 1)) {
      int jumpedY = (mySelectedY + myDestinationY)/2;
      int jumpedX = mySelectedX;
      int parity = mySelectedY % 2;
      // the coordinates of the jumped square depend on
      // what row we're in:
      if((parity > 0) && (myDestinationX > mySelectedX)) {
          jumpedX++;
      } else if((parity == 0) && (mySelectedX > myDestinationX)) {
          jumpedX--;
      }
      // remove the piece that was jumped over:
      myGrid[jumpedX][jumpedY] = 0;
      // now get ready to jump again if possible:
      mySelectedX = myDestinationX;
      mySelectedY = myDestinationY;
      myDestinationX = -1;
      myDestinationY = -1;
      // see if another jump is possible.
      // The "true" argument tells the program to return
      // only jumps because the player can go again ONLY
      // if there's a jump:
      getMoves(mySelectedX, mySelectedY, myPossibleMoves, true);
      // if there's another jump possible with the same piece,
      // allow the player to continue jumping:
      if(myPossibleMoves.size() != 0) {
  myIsJumping = true;
  byte[] landing = (byte[])myPossibleMoves.elementAt(0);
  myDestinationX = landing[0];
  myDestinationY = landing[1];
      } else {
  myTurn = false;
  myCommunicator.endTurn();
      }
    } else {
      // since it's not a jump, we just end the turn
      // by deselecting everything.
      mySelectedX = -1;
      mySelectedY = -1;
      myDestinationX = -1;
      myDestinationY = -1;
      myPossibleMoves.removeAllElements();
      myTurn = false;
      // tell the other player we're done:
      myCommunicator.endTurn();
    }
  }
 
  /**
   * Given a square on the grid, get the coordinates
   * of one of the adjoining (diagonal) squares.
   * 0 = top left
   * 1 = top right
   * 2 = bottom left
   * 3 = bottom right.
   * @return the coordinates or null if the desired corner
   * is off the board.
   */
  private byte[] getCornerCoordinates(byte x, byte y, byte corner) {
    byte[] retArray = null;
    if(corner < 2) {
      y--;
    } else {
      y++;
    }
    // Where the corner is on the grid depends on
    // whether this is an odd row or an even row:
    if((corner % 2 == 0) && (y % 2 != 0)) {
      x--;
    } else if((corner % 2 != 0) && (y % 2 == 0)) {
      x++;
    }
    try {
      if(myGrid[x][y] > -15) {
  // we don't really care about the value, this
  // if statement is just there to get it to
  // throw if the coordinates aren't on the board.
  retArray = new byte[2];
  retArray[0] = x;
  retArray[1] = y;
      }
    } catch(ArrayIndexOutOfBoundsException e) {
      // this throws if the coordinates do not correspond
      // to a square on the board. It's not a problem,
      // so we do nothing--we just return null instead
      // of returning coordinates since no valid
      // coordinates correspond to the desired corner.
    }
    return(retArray);
  }
 
  /**
   * Determines where the piece in the given
   * grid location can move.  Clears the Vector
   * and fills it with the locations that
   * the piece can move to.
   * @param jumpsOnly if we should return only moves that
   *        are jumps.
   */
  private void getMoves(byte x, byte y, Vector toFill, boolean jumpsOnly) {
    toFill.removeAllElements();
    // if the square does not contain one of the local player's
    // pieces, then there are no corresponding moves and we just
    // return an empty vector.
    if(myGrid[x][y] <= 0) {
      return;
    }
    // check each of the four corners to see if the
    // piece can move there:
    for(byte i = 0; i < 4; i++) {
      byte[] coordinates = getCornerCoordinates(x, y, i);
      // if the coordinate array is null, then the corresponding
      // corner is off the board and we don't deal with it.
      // The later two conditions in the following if statement
      // ensure that either the move is a forward move or the
      // current piece is a king:
      if((coordinates != null) &&
   ((myGrid[x][y] > 1) || (i < 2))) {
  // if the corner is empty (and we're not looking
  // for just jumps), then this is a possible move
  // so we add it to the vector of moves:
  if((myGrid[coordinates[0]][coordinates[1]] == 0) && (! jumpsOnly)) {
    toFill.addElement(coordinates);
    // if the space is occupied by an opponent, see if we can jump it:
  } else if(myGrid[coordinates[0]][coordinates[1]] < 0) {
    byte[] jumpLanding = getCornerCoordinates(coordinates[0],
             coordinates[1], i);
    // if the space on the far side of the opponent's piece
    // is on the board and is unoccupied, then a jump
    // is possible, so we add it to the vector of moves:
    if((jumpLanding != null) &&
       (myGrid[jumpLanding[0]][jumpLanding[1]] == 0)) {
      toFill.addElement(jumpLanding);
    }
  }
      }
    } // end for loop
  }
 
}




_________________
M. S. Rakha, Ph.D.
Queen's University
Canada


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