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Bishop.cpp
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334 lines (319 loc) · 18.9 KB
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#include "Bishop.h"
#include "Empty.h"
#include <stdexcept>
#include <SFML/Graphics.hpp>
#include "Images.h"
using namespace std;
Bishop::Bishop(bool isWhite, int row, int col) { // constructor
if (isWhite) { // if the piece is white
value = 3; // set the value to 3
if (col == 5) {isLight = true;}
} else { // if the piece is black
value = -3; // set the value to -3
if (col == 2) {isLight = true;}
}
this->row = row; // set the row to row
this->col = col; // set the column to column
}
void Bishop::MovePiece(vector<vector<Piece *>> &board, int toRow, int toCol) {
board.at(toRow).at(toCol) = board.at(row).at(col); // make the to-spot the bishop
board.at(row).at(col) = new Empty(row, col); // make bishop's curr spot empty
row = toRow; // update row
col = toCol; // update col
}
vector<vector<int>> Bishop::GetMoves(vector<vector<Piece*>>& board, int lastMove) {
vector<vector<int>> currMoves; // vector of moves to return
currMoves.resize(8); // make it 2d
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
currMoves.at(j).push_back(0); // initialize each value to 0
}
}
// black bishop
if (value == -3) {
// get moves diagonal up and right
int tempRow1 = row; // temporary row to find moves
int tempCol1 = col; // temporary column to find moves
try {
while (true) {
int nextPiece = board.at(tempRow1 - 1).at(tempCol1 + 1)->GetValue();
if (nextPiece >= 0) { // if spot is a 0 or a white piece
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(tempRow1 - 1).at(tempCol1 + 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(tempRow1 - 1).at(tempCol1 + 1) = 1; // make that spot a 1 to indicate it is a valid move
if (nextPiece == 0) { // if the spot is empty, continue
tempRow1--; // go another row up
tempCol1++; // go another column right
continue; // restart while loop
} else { // if the spot is a white piece
break;
}
} else { // if it does put our king in check we don't add the move
if (nextPiece == 0) {
tempRow1--; // increment the row
tempCol1++; // increment the col
continue; // and continue
} else {
break;
}
}
} else { // else would be if it is a negative number, in which case we exit while loop as well
break;
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// get moves diagonal up and left
int tempRow2 = row; // temporary row to find moves
int tempCol2 = col; // temporary column to find moves
try {
while (true) {
int nextPiece = board.at(tempRow2 - 1).at(tempCol2 - 1)->GetValue();
if (nextPiece >= 0) { // if spot is a 0 or a white piece
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(tempRow2 - 1).at(tempCol2 - 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(tempRow2 - 1).at(tempCol2 - 1) = 1; // make that spot a 1 to indicate it is a valid move
if (nextPiece == 0) { // if the spot is empty, continue
tempRow2--; // go another row up
tempCol2--; // go another column right
continue; // restart while loop
} else { // if the spot is a white piece
break;
}
} else { // if it does put our king in check we don't add the move
if (nextPiece == 0) {
tempRow2--; // increment the row
tempCol2--; // increment the col
continue; // and continue
} else {
break;
}
}
} else { // else would be if it is a negative number, in which case we exit while loop as well
break;
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// get moves diagonal down and right
int tempRow3 = row; // temporary row to find moves
int tempCol3 = col; // temporary column to find moves
try {
while (true) {
int nextPiece = board.at(tempRow3 + 1).at(tempCol3 + 1)->GetValue();
if (nextPiece >= 0) { // if spot is a 0 or a white piece
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(tempRow3 + 1).at(tempCol3 + 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(tempRow3 + 1).at(tempCol3 + 1) = 1; // make that spot a 1 to indicate it is a valid move
if (nextPiece == 0) { // if the spot is empty, continue
tempRow3++; // go another row up
tempCol3++; // go another column right
continue; // restart while loop
} else { // if the spot is a white piece
break;
}
} else { // if it does put our king in check we don't add the move
if (nextPiece == 0) {
tempRow3++; // increment the row
tempCol3++; // increment the col
continue; // and continue
} else {
break;
}
}
} else { // else would be if it is a negative number, in which case we exit while loop as well
break;
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// get moves diagonal down and left
int tempRow4 = row; // temporary row to find moves
int tempCol4 = col; // temporary column to find moves
try {
while (true) {
int nextPiece = board.at(tempRow4 + 1).at(tempCol4 - 1)->GetValue();
if (nextPiece >= 0) { // if spot is a 0 or a white piece
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(tempRow4 + 1).at(tempCol4 - 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, false)) { // if out king will still be safe
currMoves.at(tempRow4 + 1).at(tempCol4 - 1) = 1; // make that spot a 1 to indicate it is a valid move
if (nextPiece == 0) { // if the spot is empty, continue
tempRow4++; // go another row up
tempCol4--; // go another column right
continue; // restart while loop
} else { // if the spot is a white piece
break;
}
} else { // if it does put our king in check we don't add the move
if (nextPiece == 0) {
tempRow4++; // increment the row
tempCol4--; // increment the col
continue; // and continue
} else {
break;
}
}
} else { // else would be if it is a negative number, in which case we exit while loop as well
break;
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
}
// white bishop
if (value == 3) {
// get moves diagonal up and right
int tempRow1 = row; // temporary row to find moves
int tempCol1 = col; // temporary column to find moves
try {
while (true) {
int nextPiece = board.at(tempRow1 - 1).at(tempCol1 + 1)->GetValue();
if (nextPiece <= 0) { // if spot is a 0 or a white piece
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(tempRow1 - 1).at(tempCol1 + 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if our king will still be safe
currMoves.at(tempRow1 - 1).at(tempCol1 + 1) = 1; // make that spot a 1 to indicate it is a valid move
if (nextPiece == 0) { // if the spot is empty, continue
tempRow1--; // go another row up
tempCol1++; // go another column right
continue; // restart while loop
} else { // if the spot is a white piece
break;
}
} else { // if it does put our king in check we don't add the move
if (nextPiece == 0) {
tempRow1--; // increment the row
tempCol1++; // increment the col
continue; // and continue
} else {
break;
}
}
} else { // else would be if it is a negative number, in which case we exit while loop as well
break;
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// get moves diagonal up and left
int tempRow2 = row; // temporary row to find moves
int tempCol2 = col; // temporary column to find moves
try {
while (true) {
int nextPiece = board.at(tempRow2 - 1).at(tempCol2 - 1)->GetValue();
if (nextPiece <= 0) { // if spot is a 0 or a white piece
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(tempRow2 - 1).at(tempCol2 - 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if out king will still be safe
currMoves.at(tempRow2 - 1).at(tempCol2 - 1) = 1; // make that spot a 1 to indicate it is a valid move
if (nextPiece == 0) { // if the spot is empty, continue
tempRow2--; // go another row up
tempCol2--; // go another column right
continue; // restart while loop
} else { // if the spot is a white piece
break;
}
} else { // if it does put our king in check we don't add the move
if (nextPiece == 0) {
tempRow2--; // increment the row
tempCol2--; // increment the col
continue; // and continue
} else {
break;
}
}
} else { // else would be if it is a negative number, in which case we exit while loop as well
break;
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// get moves diagonal down and right
int tempRow3 = row; // temporary row to find moves
int tempCol3 = col; // temporary column to find moves
try {
while (true) {
int nextPiece = board.at(tempRow3 + 1).at(tempCol3 + 1)->GetValue();
if (nextPiece <= 0) { // if spot is a 0 or a white piece
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(tempRow3 + 1).at(tempCol3 + 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if out king will still be safe
currMoves.at(tempRow3 + 1).at(tempCol3 + 1) = 1; // make that spot a 1 to indicate it is a valid move
if (nextPiece == 0) { // if the spot is empty, continue
tempRow3++; // go another row up
tempCol3++; // go another column right
continue; // restart while loop
} else { // if the spot is a white piece
break;
}
} else { // if it does put our king in check we don't add the move
if (nextPiece == 0) {
tempRow3++; // increment the row
tempCol3++; // increment the col
continue; // and continue
} else {
break;
}
}
} else { // else would be if it is a negative number, in which case we exit while loop as well
break;
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
// get moves diagonal down and left
int tempRow4 = row; // temporary row to find moves
int tempCol4 = col; // temporary column to find moves
try {
while (true) {
int nextPiece = board.at(tempRow4 + 1).at(tempCol4 - 1)->GetValue();
if (nextPiece <= 0) { // if spot is a 0 or a white piece
vector<vector<Piece *>> newBoard = board; // make a copy of the board
newBoard.at(tempRow4 + 1).at(tempCol4 - 1) = board.at(row).at(col); // put the piece to be moved in new spot
newBoard.at(row).at(col) = new Empty(row, col); // make the old spot empty
if (CheckKingSafety(newBoard, true)) { // if out king will still be safe
currMoves.at(tempRow4 + 1).at(tempCol4 - 1) = 1; // make that spot a 1 to indicate it is a valid move
if (nextPiece == 0) { // if the spot is empty, continue
tempRow4++; // go another row up
tempCol4--; // go another column right
continue; // restart while loop
} else { // if the spot is a white piece
break;
}
} else { // if it does put our king in check we don't add the move
if (nextPiece == 0) {
tempRow4++; // increment the row
tempCol4--; // increment the col
continue; // and continue
} else {
break;
}
}
} else { // else would be if it is a negative number, in which case we exit while loop as well
break;
}
}
} catch (const out_of_range &e) {} // catch out of range exceptions if we try to access a square that is off the board
}
return currMoves; // return the list of all moves, 1 is a valid move, 0 is not a valid move
}
int Bishop::GetValue() {
return value;
}
sf::Sprite Bishop::DrawPiece(sf::RenderWindow& window, Images& textures) {
sf::Sprite sprite;
if (value == -3) {
sprite.setTexture(textures.bBishop);
} else if (value == 3) {
sprite.setTexture(textures.wBishop);
}
sf::Vector2f newSize(66.0f, 66.0f);
sprite.setScale(newSize.x / sprite.getLocalBounds().width, newSize.y / sprite.getLocalBounds().height);
sprite.setOrigin(sprite.getLocalBounds().width / 2, sprite.getLocalBounds().height / 2);
sprite.setPosition(200.0f + (static_cast<float>(col) * 88.0f) + 44, 75.0f + (static_cast<float>(row) * 88.0f) + 44);
return sprite;
}