Assuming it is a normal grid with evenly spaced lines (e.g. every 10 pixels apart), you are much better off using a formula to tell you where an intersection should be.
E.g. given end point X/Y of 17,23, then x(17)/x-spacing(10) = 1.7, rounds to 2. 2*x-spacing = 20. y/y-spacing=2.3 -> 2*20 = 20. Thus your intersection is 20,20.
EDIT: more detailed example, in C# as that's what I use, if I get time I'll write an Objective-C sample
// defined somewhere and used to draw the grid
private int _spacingX = 10;
private int _spacingY = 10;
public Point GetNearestIntersection(int x, int y)
{
// round off to the nearest vertical/horizontal line number
double tempX = Math.Round((double)x / _spacingX);
double tempY = Math.Round((double)y / _spacingY);
// convert back to pixels
int nearestX = (int)tempX * _spacingX;
int nearestY = (int)tempY * _spacingY;
return new Point(nearestX, nearestY);
}
NOTE: the code above is left quite verbose to help you understand, you could easily re-write it to be cleaner