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moves.cpp
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272 lines (251 loc) · 5.93 KB
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//Copyright Brandon Buonacorsi
//Date: 4/10/2014
//Property of Turtle Labs Inc.
#include <iostream>
#include <cctype>
#include "moves.h"
Moves::Moves()
{
//Constructs the moves class with function to check
//for valid piece movements
} //Moves()
Moves::~Moves()
{
//Desconstructs Moves
} //~Moves()
bool Moves::pawn(int player, int oldPos, int newPos, Piece pieces[])
{
int oldRow, oldCol, newRow, newCol;
oldRow = oldPos/8;
oldCol = oldPos%8;
newRow = newPos/8;
newCol = newPos%8;
if(player == 2)
{
//Checks to make sure pawn is moving only forward one space
if(oldRow+1 == newRow && oldCol == newCol)
{
for(int i = 0; i < 32; i++)
{
//Check so pawn doesn't move through a piece
if((newRow)*8+newCol == pieces[i].getPosition())
{return false;}
}
return true;
}
//Checks if pawn is moving only forward two spaces
if(oldRow+2 == newRow && oldCol == newCol && oldRow == 1)
{
for(int i = 0; i < 32; i++)
{
//Check so pawn doesn't move through a piece
if(((newRow)*8+newCol == pieces[i].getPosition()) ||
((newRow-1)*8+newCol == pieces[i].getPosition()))
{return false;}
}
return true;
}
//Checks for diagonal attack movement
if((oldCol+1 == newCol && oldRow+1 == newRow) ||
(oldCol-1 == newCol && oldRow+1 == newRow))
{
//Checks to make sure there is a piece to attack
for(int i = 0; i < 32; i++)
{
if(newPos == pieces[i].getPosition())
{return true;}
}
return false;
}
return false;
}
if(player == 1)
{
//Checks to make sure pawn is moving only forward one space
if(oldRow-1 == newRow && oldCol == newCol)
{
for(int i = 0; i < 32; i++)
{
//Check so pawn doesn't move through a piece
if((newRow)*8+newCol == pieces[i].getPosition())
{return false;}
}
return true;
}
//Checks if pawn is moving only forward two spaces
if(oldRow-2 == newRow && oldCol == newCol && oldRow == 6)
{
for(int i = 0; i < 32; i++)
{
//Check so pawn doesn't move through a piece
if(((newRow)*8+newCol == pieces[i].getPosition()) ||
((newRow+1)*8+newCol == pieces[i].getPosition()))
{return false;}
}
return true;
}
//Checks for diagonal attack movement
if((oldCol+1 == newCol && oldRow-1 == newRow) ||
(oldCol-1 == newCol && oldRow-1 == newRow))
{
//Checks to make sure there is a piece to attack
for(int i = 0; i < 32; i++)
{
if(newPos == pieces[i].getPosition())
{return true;}
}
return false;
}
return false;
}
} //pawn()
bool Moves::knight(int oldPos, int newPos, Piece pieces[])
{
int oldRow, oldCol, newRow, newCol;
oldRow = oldPos/8;
oldCol = oldPos%8;
newRow = newPos/8;
newCol = newPos%8;
//Checks for knight's 8 degrees of freedom
if((oldRow+2 == newRow && oldCol-1 == newCol) ||
(oldRow+2 == newRow && oldCol+1 == newCol) ||
(oldRow+1 == newRow && oldCol+2 == newCol) ||
(oldRow-1 == newRow && oldCol+2 == newCol) ||
(oldRow-2 == newRow && oldCol+1 == newCol) ||
(oldRow-2 == newRow && oldCol-1 == newCol) ||
(oldRow-1 == newRow && oldCol-2 == newCol) ||
(oldRow+1 == newRow && oldCol-2 == newCol))
{
return true;
}
return false;
} //knight()
bool Moves::king(int oldPos, int newPos, Piece pieces[])
{
//Checks for king's 8 degrees of freedom
return ((oldPos+1 == newPos) ||
(oldPos-1 == newPos) ||
(oldPos+8 == newPos) ||
(oldPos-8 == newPos) ||
(oldPos+7 == newPos) ||
(oldPos-7 == newPos) ||
(oldPos+9 == newPos) ||
(oldPos-9 == newPos));
} //king()
bool Moves::rook(int oldPos, int newPos, Piece pieces[])
{
int oldRow, oldCol, newRow, newCol;
oldRow = oldPos/8;
oldCol = oldPos%8;
newRow = newPos/8;
newCol = newPos%8;
for(int i = 1; i < 8; i++)
{
//Checks for just row movement
//Checks that no piece is in the way
if((oldRow+i == newRow || oldRow-i == newRow)
&& oldCol == newCol)
{
for(int j = 1; j < i; j++)
{
for(int k = 0; k < 32; k++)
{
if(((oldRow+j)*8 + oldCol) == pieces[k].getPosition() ||
((oldRow-j)*8 + oldCol) == pieces[k].getPosition())
{
return false;
}
}
}
return true;
}
//Checks for just column movement
//Checks that no piece is in the way
if((oldCol+i == newCol || oldCol-i == newCol)
&& oldRow == newRow)
{
for(int j = 1; j < i; j++)
{
for(int k = 0; k < 32; k++)
{
if(((oldRow)*8 + oldCol + j) == pieces[k].getPosition() ||
((oldRow)*8 + oldCol + j) == pieces[k].getPosition())
{
return false;
}
}
}
return true;
}
}
return false;
} //rook()
bool Moves::bishop(int oldPos, int newPos, Piece pieces[])
{
int dist, isValid=1;
// diagonal path will have |oldPos-newPos| mods 7 or 9 = to 0
// check every piece's position, comparing it to current position i on bishop's path
// set isValid to 0 if conflicting position is found
if(oldPos<newPos) {
dist = newPos-oldPos;
if(dist%7 == 0)
{
for(int i=oldPos+7; i<newPos; i+=7)
{
for(int j=0; j<32; j++) {
if(pieces[j].getPosition() == i)
isValid = 0;
}
return isValid;
}
//this return accounts for cases of
//just moving one diagonal space
return isValid;
}
if(dist%9 == 0)
{
for(int i=oldPos+9; i<newPos; i+=9)
{
for(int j=0; j<32; j++) {
if(pieces[j].getPosition() == i)
isValid = 0;
}
return isValid;
}
return isValid;
}
}
if(oldPos>newPos) {
dist = oldPos-newPos;
if(dist%7 == 0)
{
for(int i=oldPos-7; i>newPos; i-=7)
{
for(int j=0; j<32; j++) {
if(pieces[j].getPosition() == i)
isValid = 0;
}
return isValid;
}
return isValid;
}
if(dist%9 == 0)
{
for(int i=oldPos-9; i>newPos; i-=9)
{
for(int j=0; j<32; j++) {
if(pieces[j].getPosition() == i)
isValid = 0;
}
return isValid;
}
return isValid;
}
}
// not valid position
return false;
} //bishop()
bool Moves::queen(int oldPos, int newPos, Piece pieces[])
{
return rook(oldPos, newPos, pieces) || bishop(oldPos, newPos, pieces);
} //queen()