fpchess: Implements the king movement and rewrites the rook movement

git-svn-id: https://svn.code.sf.net/p/lazarus-ccr/svn@1558 8e941d3f-bd1b-0410-a28a-d453659cc2b4
This commit is contained in:
sekelsenmat
2011-04-10 05:51:39 +00:00
parent 498b0efc99
commit 88dd1ab601

View File

@ -48,6 +48,8 @@ type
const
WhitePieces = [ctWPawn, ctWKnight, ctWBishop, ctWRook, ctWQueen, ctWKing];
BlackPieces = [ctBPawn, ctBKnight, ctBBishop, ctBRook, ctBQueen, ctBKing];
WhitePiecesOrEmpty = [ctEmpty, ctWPawn, ctWKnight, ctWBishop, ctWRook, ctWQueen, ctWKing];
BlackPiecesOrEmpty = [ctEmpty, ctBPawn, ctBKnight, ctBBishop, ctBRook, ctBQueen, ctBKing];
type
{@@
@ -87,6 +89,7 @@ type
procedure StartNewGame(APlayAsWhite: Integer; AUseTimer: Boolean; APlayerTime: Integer); overload;
function ClientToBoardCoords(AClientCoords: TPoint): TPoint;
function CheckStartMove(AFrom: TPoint): Boolean;
function CheckEndMove(ATo: TPoint): Boolean;
function CheckKingInCheck(AFrom, ATo, AEnpassantSquareToClear: TPoint): Boolean;
function MovePiece(AFrom, ATo: TPoint): Boolean;
function ValidateRookMove(AFrom, ATo: TPoint) : boolean;
@ -201,8 +204,9 @@ begin
LEnpassantToClear.X := -1;
Result := False;
// Verify if the starting square contains a valid piece
// Verify what is in the start and destination squares
if not CheckStartMove(AFrom) then Exit;
if not CheckEndMove(ATo) then Exit;
// Verify if the movement is in accordace to the rules for this piece
if Board[AFrom.X][AFrom.Y] in [ctWPawn, ctBPawn] then result := ValidatePawnMove(AFrom,ATo, LEnpassantAllowed, LEnpassantSquare, LEnpassantToClear)
@ -246,160 +250,48 @@ end;
//return true if the move of a Rook is valid.
function TChessGame.ValidateRookMove(AFrom, ATo: TPoint): boolean;
var
AttackedSquares: BitBoard;
i,j: Integer;
l: integer = 0;
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;
i: Integer;
begin
for i:=1 to 8 do // initialize the bitboard of attacked pieces.
for j:=1 to 8 do
AttackedSquares[i][j]:= false;
Result := False;
//////////////////////////////////////UP////////////////////////////////////////
l := AFrom.y+1;
if (l<=8) then begin
if (CurrentPlayerIsWhite) then begin
willBeACapture:= (Board[AFrom.x][l] in BlackPieces);
validMove:= not (Board[AFrom.x][l] in WhitePieces);
end
else begin
willBeACapture:=(Board[AFrom.x][l] in WhitePieces);
validMove:=not (Board[AFrom.x][l] in BlackPieces)
if (AFrom.X = ATo.X) and (AFrom.Y < ATo.Y) then
begin
// Check if there are pieces in the middle of the way
for i := AFrom.Y + 1 to ATo.Y - 1 do
if Board[AFrom.X][i] <> ctEmpty then Exit;
Exit(True);
end;
end
else
l :=0; // if it is in the border of the board, put 0 in l to skip the while below.
haveCaptured:=false;
while ( (l <= 8) and (validMove) and (not haveCaptured)) do begin
AttackedSquares[AFrom.x][l] := true;
if (willBeACapture) then
haveCaptured:=true;
l := l+1;
if (l<=8) then begin //again to not have an 'out of bounds' error
if (CurrentPlayerIsWhite) then begin
willBeACapture:= (Board[AFrom.x][l] in BlackPieces);
validMove:= not (Board[AFrom.x][l] in WhitePieces);
end
else begin
willBeACapture:=(Board[AFrom.x][l] in WhitePieces);
validMove:=not (Board[AFrom.x][l] in BlackPieces)
end;
end;
end;
///////////////////////////////////END UP///////////////////////////////////////
///////////////////////////////////DOWN/////////////////////////////////////////
haveCaptured:=false;
l := AFrom.y-1;
if (l>=1) then begin
if (CurrentPlayerIsWhite) then begin
willBeACapture:= (Board[AFrom.x][l] in BlackPieces);
validMove:= not (Board[AFrom.x][l] in WhitePieces);
end
else begin
willBeACapture:=(Board[AFrom.x][l] in WhitePieces);
validMove:=not (Board[AFrom.x][l] in BlackPieces)
if (AFrom.X = ATo.X) and (AFrom.Y > ATo.Y) then
begin
// Check if there are pieces in the middle of the way
for i := AFrom.Y - 1 downto ATo.Y + 1 do
if Board[AFrom.X][i] <> ctEmpty then Exit;
Exit(True);
end;
end
else
l :=0; // if it is in the border of the board, put 0 in l to skip the while below.
haveCaptured:=false;
while ( (l >= 1) and (validMove) and (not haveCaptured)) do begin
AttackedSquares[AFrom.x][l] := true;
if (willBeACapture) then
haveCaptured:=true;
l := l-1;
if (l>=1) then begin //again to not have an 'out of bounds' error
if (CurrentPlayerIsWhite) then begin
willBeACapture:= (Board[AFrom.x][l] in BlackPieces);
validMove:= not (Board[AFrom.x][l] in WhitePieces);
end
else begin
willBeACapture:=(Board[AFrom.x][l] in WhitePieces);
validMove:=not (Board[AFrom.x][l] in BlackPieces)
end;
end;
end;
///////////////////////////////////END DOWN/////////////////////////////////////
////////////////////////////////////RIGHT////////////////////////////////////////
haveCaptured:=false;
l := AFrom.x+1;
if (l<=8) then begin
if (CurrentPlayerIsWhite) then begin
willBeACapture:= (Board[l][AFrom.y] in BlackPieces);
validMove:= not (Board[l][AFrom.y] in WhitePieces);
end
else begin
willBeACapture:=(Board[l][AFrom.y] in WhitePieces);
validMove:=not (Board[l][AFrom.y] in BlackPieces)
if (AFrom.X < ATo.X) and (AFrom.Y = ATo.Y) then
begin
// Check if there are pieces in the middle of the way
for i := AFrom.X + 1 to ATo.X - 1 do
if Board[i][AFrom.Y] <> ctEmpty then Exit;
Exit(True);
end;
end
else
l :=0; // if it is in the border of the board, put 0 in l to skip the while below.
haveCaptured:=false;
while ( (l <= 8) and (validMove) and (not haveCaptured)) do begin
AttackedSquares[l][AFrom.y] := true;
if (willBeACapture) then
haveCaptured:=true;
l := l+1;
if (l<=8) then begin //again to not have an 'out of bounds' error
if (CurrentPlayerIsWhite) then begin
willBeACapture:= (Board[l][AFrom.y] in BlackPieces);
validMove:= not (Board[l][AFrom.y] in WhitePieces);
end
else begin
willBeACapture:=(Board[l][AFrom.y] in WhitePieces);
validMove:=not (Board[l][AFrom.y] in BlackPieces)
end;
end;
end;
///////////////////////////////////END RIGHT////////////////////////////////////
///////////////////////////////////LEFT/////////////////////////////////////////
haveCaptured:=false;
l := AFrom.x-1;
if (l>=1) then begin
if (CurrentPlayerIsWhite) then begin
willBeACapture:= (Board[l][AFrom.y] in BlackPieces);
validMove:= not (Board[l][AFrom.y] in WhitePieces);
end
else begin
willBeACapture:=(Board[l][AFrom.y] in WhitePieces);
validMove:=not (Board[l][AFrom.y] in BlackPieces)
end;
end
else
l :=0; // if it is in the border of the board, put 0 in l to skip the while below.
haveCaptured:=false;
while ( (l >= 1) and (validMove) and (not haveCaptured)) do begin
AttackedSquares[l][AFrom.y] := true;
if (willBeACapture) then
haveCaptured:=true;
l := l-1;
if (l>=1) then begin //again to not have an 'out of bounds' error
if (CurrentPlayerIsWhite) then begin
willBeACapture:= (Board[l][AFrom.y] in BlackPieces);
validMove:= not (Board[l][AFrom.y] in WhitePieces);
end
else begin
willBeACapture:=(Board[l][AFrom.y] in WhitePieces);
validMove:=not (Board[l][AFrom.y] in BlackPieces)
end;
end;
end;
///////////////////////////////////END LEFT/////////////////////////////////////
if (AFrom.X > ATo.X) and (AFrom.Y = ATo.Y) then
begin
// Check if there are pieces in the middle of the way
for i := AFrom.X - 1 downto ATo.X + 1 do
if Board[i][AFrom.Y] <> ctEmpty then Exit;
{ 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;
Exit(True);
end;
end;
ShowMessage(mensagem);}
//result:=true;
result := (AttackedSquares[Ato.X][Ato.y]);
end;
function TChessGame.ValidateKnightMove(AFrom, ATo: TPoint): Boolean;
begin
Result := True;
@ -868,6 +760,9 @@ end;
function TChessGame.ValidateKingMove(AFrom, ATo: TPoint): Boolean;
begin
Result := False;
if (AFrom.X > ATo.X + 1) or (AFrom.X + 1 < ATo.X) then Exit;
if (AFrom.Y > ATo.Y + 1) or (AFrom.Y + 1 < ATo.Y) then Exit;
Result := True;
end;
@ -987,7 +882,18 @@ begin
Result.Y := 1 + (INT_CHESSBOARD_SIZE - AClientCoords.Y) div INT_CHESSTILE_SIZE;
end;
// Check if we are moving to either an empty space or to an enemy piece
function TChessGame.CheckEndMove(ATo: TPoint): Boolean;
begin
if CurrentPlayerIsWhite then
Result := Board[ATo.X][ATo.Y] in BlackPiecesOrEmpty
else
Result := Board[ATo.X][ATo.Y] in WhitePiecesOrEmpty;
end;
{@@
Check if we are moving one of our own pieces
AFrom - The start move position in board coordinates
}
function TChessGame.CheckStartMove(AFrom: TPoint): Boolean;