You've already forked lazarus-ccr
fpchess: Patch from Brian Chalega da Silva, improves the bishop moves
git-svn-id: https://svn.code.sf.net/p/lazarus-ccr/svn@1562 8e941d3f-bd1b-0410-a28a-d453659cc2b4
This commit is contained in:
@ -321,166 +321,61 @@ end;
|
||||
|
||||
function TChessGame.ValidateBishopMove(AFrom, ATo: TPoint): Boolean;
|
||||
var
|
||||
AttackedSquares : BitBoard;
|
||||
i,j : Integer;
|
||||
x,y : integer;
|
||||
haveCaptured: boolean = false; //already have captured a piece
|
||||
willBeACapture : boolean = false;// the movement will be a capture
|
||||
validMove : boolean = false; //if the piece in the 'to' square is not of the same color of the player
|
||||
mensagem : String;
|
||||
begin
|
||||
for i:=1 to 8 do // initialize the bitboard of attacked pieces.
|
||||
for j:=1 to 8 do
|
||||
AttackedSquares[i][j]:= false;
|
||||
//////////////////////////////////////UP LEFT///////////////////////////////////
|
||||
y := AFrom.y+1;
|
||||
x := AFrom.x-1;
|
||||
if (x>=1) and (y<=8) then begin
|
||||
if (CurrentPlayerIsWhite) then begin
|
||||
willBeACapture:= (Board[x][y] in BlackPieces);
|
||||
validMove:= not (Board[x][y] in WhitePieces);
|
||||
end
|
||||
else begin
|
||||
willBeACapture:=(Board[x][y] in WhitePieces);
|
||||
validMove:=not (Board[x][y] in BlackPieces)
|
||||
result :=false;
|
||||
//Up left
|
||||
if (AFrom.X>ATo.X) and (AFrom.Y<ATo.Y) and (AFrom.X-ATo.X=ATo.Y-AFrom.Y)then
|
||||
begin
|
||||
i := AFrom.X-1;
|
||||
j := AFrom.Y+1;
|
||||
while (i>=ATo.X+1) and (j<=ATo.Y-1) do
|
||||
begin
|
||||
if Board[i][j] <> ctEmpty then Exit;
|
||||
i := i - 1;
|
||||
j := j + 1;
|
||||
end;
|
||||
end
|
||||
else
|
||||
y :=0; // if it is in the border of the board, put 0 in l to skip the while below.
|
||||
haveCaptured:=false;
|
||||
while ( (x>=1) and (y <= 8) and (validMove) and (not haveCaptured)) do begin
|
||||
AttackedSquares[x][y] := true;
|
||||
if (willBeACapture) then
|
||||
haveCaptured:=true;
|
||||
y := y+1;
|
||||
x := x-1;
|
||||
if (x>=1) and (y<=8) then begin //again to not have an 'out of bounds' error
|
||||
if (CurrentPlayerIsWhite) then begin
|
||||
willBeACapture:= (Board[x][y] in BlackPieces);
|
||||
validMove:= not (Board[x][y] in WhitePieces);
|
||||
end
|
||||
else begin
|
||||
willBeACapture:=(Board[x][y] in WhitePieces);
|
||||
validMove:=not (Board[x][y] in BlackPieces)
|
||||
exit(True);
|
||||
end;
|
||||
//Up right
|
||||
if (AFrom.X<ATo.X) and (AFrom.Y<ATo.Y) and (ATo.X-AFrom.X=ATo.Y-AFrom.Y) then
|
||||
begin
|
||||
i := AFrom.X+1;
|
||||
j := AFrom.Y+1;
|
||||
while (i<=ATo.X-1) and (j<=ATo.Y-1) do
|
||||
begin
|
||||
if Board[i][j] <> ctEmpty then Exit;
|
||||
i := i + 1;
|
||||
j := j + 1;
|
||||
end;
|
||||
exit(True);
|
||||
end;
|
||||
///////////////////////////////////END UP LEFT//////////////////////////////////
|
||||
|
||||
//////////////////////////////////////UP RIGHT//////////////////////////////////
|
||||
y := AFrom.y+1;
|
||||
x := AFrom.x+1;
|
||||
willBeACapture:=false;
|
||||
if (x<=8) and (y<=8) then begin
|
||||
if (CurrentPlayerIsWhite) then begin
|
||||
willBeACapture:= (Board[x][y] in BlackPieces);
|
||||
validMove:= not (Board[x][y] in WhitePieces);
|
||||
end
|
||||
else begin
|
||||
willBeACapture:=(Board[x][y] in WhitePieces);
|
||||
validMove:=not (Board[x][y] in BlackPieces)
|
||||
//Down left
|
||||
if (AFrom.X>ATo.X) and (AFrom.Y>ATo.Y) and (AFrom.X-ATo.X=AFrom.Y-ATo.Y) then
|
||||
begin
|
||||
i := AFrom.X-1;
|
||||
j := AFrom.Y-1;
|
||||
while (i>=ATo.X+1) and (j>=ATo.Y+1) do
|
||||
begin
|
||||
if Board[i][j] <> ctEmpty then Exit;
|
||||
i := i - 1;
|
||||
j := j - 1;
|
||||
end;
|
||||
end
|
||||
else
|
||||
y :=0; // if it is in the border of the board, put 0 in l to skip the while below.
|
||||
haveCaptured:=false;
|
||||
while ( (x<=8) and (y <= 8) and (validMove) and (not haveCaptured)) do begin
|
||||
AttackedSquares[x][y] := true;
|
||||
if (willBeACapture) then
|
||||
haveCaptured:=true;
|
||||
y := y+1;
|
||||
x := x+1;
|
||||
if (x<=8) and (y<=8) then begin //again to not have an 'out of bounds' error
|
||||
if (CurrentPlayerIsWhite) then begin
|
||||
willBeACapture:= (Board[x][y] in BlackPieces);
|
||||
validMove:= not (Board[x][y] in WhitePieces);
|
||||
end
|
||||
else begin
|
||||
willBeACapture:=(Board[x][y] in WhitePieces);
|
||||
validMove:=not (Board[x][y] in BlackPieces)
|
||||
exit(True);
|
||||
end;
|
||||
//Down right
|
||||
if (AFrom.X<ATo.X) and (AFrom.Y>ATo.Y) and (ATo.X-AFrom.X=AFrom.Y-ATo.Y)then
|
||||
begin
|
||||
i := AFrom.X+1;
|
||||
j := AFrom.Y-1;
|
||||
while (i<=ATo.X-1) and (j>=ATo.Y+1) do
|
||||
begin
|
||||
if Board[i][j] <> ctEmpty then Exit;
|
||||
i := i + 1;
|
||||
j := j - 1;
|
||||
end;
|
||||
exit(True);
|
||||
end;
|
||||
///////////////////////////////////END UP RIGHT/////////////////////////////////
|
||||
//////////////////////////////////////DOWN LEFT/////////////////////////////////
|
||||
y := AFrom.y-1;
|
||||
x := AFrom.x-1;
|
||||
willBeACapture:=false;
|
||||
if (x>=1) and (y>=1) then begin
|
||||
if (CurrentPlayerIsWhite) then begin
|
||||
willBeACapture:= (Board[x][y] in BlackPieces);
|
||||
validMove:= not (Board[x][y] in WhitePieces);
|
||||
end
|
||||
else begin
|
||||
willBeACapture:=(Board[x][y] in WhitePieces);
|
||||
validMove:=not (Board[x][y] in BlackPieces)
|
||||
end;
|
||||
end
|
||||
else
|
||||
y :=0; // if it is in the border of the board, put 0 in l to skip the while below.
|
||||
haveCaptured:=false;
|
||||
while ( (x>=1) and (y >= 1) and (validMove) and (not haveCaptured)) do begin
|
||||
AttackedSquares[x][y] := true;
|
||||
if (willBeACapture) then
|
||||
haveCaptured:=true;
|
||||
y := y-1;
|
||||
x := x-1;
|
||||
if (x>=1) and (y>=1) then begin //again to not have an 'out of bounds' error
|
||||
if (CurrentPlayerIsWhite) then begin
|
||||
willBeACapture:= (Board[x][y] in BlackPieces);
|
||||
validMove:= not (Board[x][y] in WhitePieces);
|
||||
end
|
||||
else begin
|
||||
willBeACapture:=(Board[x][y] in WhitePieces);
|
||||
validMove:=not (Board[x][y] in BlackPieces)
|
||||
end;
|
||||
end;
|
||||
end;
|
||||
///////////////////////////////////END DOWN LEFT////////////////////////////////
|
||||
//////////////////////////////////////DOWN RIGHT////////////////////////////////
|
||||
y := AFrom.y-1;
|
||||
x := AFrom.x+1;
|
||||
willBeACapture:=false;
|
||||
if (x<=8) and (y>=1) then begin
|
||||
if (CurrentPlayerIsWhite) then begin
|
||||
willBeACapture:= (Board[x][y] in BlackPieces);
|
||||
validMove:= not (Board[x][y] in WhitePieces);
|
||||
end
|
||||
else begin
|
||||
willBeACapture:=(Board[x][y] in WhitePieces);
|
||||
validMove:=not (Board[x][y] in BlackPieces)
|
||||
end;
|
||||
end
|
||||
else
|
||||
y :=0; // if it is in the border of the board, put 0 in l to skip the while below.
|
||||
haveCaptured:=false;
|
||||
while ( (x<=8) and (y >= 1) and (validMove) and (not haveCaptured)) do begin
|
||||
AttackedSquares[x][y] := true;
|
||||
if (willBeACapture) then
|
||||
haveCaptured:=true;
|
||||
y := y-1;
|
||||
x := x+1;
|
||||
if (x<=8) and (y>=1) then begin //again to not have an 'out of bounds' error
|
||||
if (CurrentPlayerIsWhite) then begin
|
||||
willBeACapture:= (Board[x][y] in BlackPieces);
|
||||
validMove:= not (Board[x][y] in WhitePieces);
|
||||
end
|
||||
else begin
|
||||
willBeACapture:=(Board[x][y] in WhitePieces);
|
||||
validMove:=not (Board[x][y] in BlackPieces)
|
||||
end;
|
||||
end;
|
||||
end;
|
||||
///////////////////////////////////END DOWN RIGHT///////////////////////////////
|
||||
|
||||
{for i:=1 to 8 do begin //To show the bitboard
|
||||
for j:=1 to 8 do
|
||||
mensagem := mensagem + BoolToStr(AttackedSquares[i][j],'1','0') + ' ';
|
||||
mensagem := mensagem + #13;
|
||||
end;
|
||||
|
||||
ShowMessage(mensagem);}
|
||||
result := (AttackedSquares[Ato.X][Ato.y]);
|
||||
end;
|
||||
|
||||
function TChessGame.ValidateQueenMove(AFrom, ATo: TPoint): Boolean;
|
||||
|
Reference in New Issue
Block a user