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chess.hpp
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chess.hpp
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#include <string>
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <list>
#include <algorithm>
#include <typeinfo>
#include <vector>
#include <GL/glut.h>
using namespace std;
class Field;
class Move;
class Chessboard;
class ChessPiece;
class King;
class Queen;
class Rook;
class Knight;
class Bishop;
class Pawn;
class ObjHandler;
enum PlayerColor{
White,
Black
};
/* Class for parsing Wavefront .obj files, which hasn't ended up
in the finished project because of bugs, but is here in hopes
I fix it one day. */
class ObjHandler{
public:
~ObjHandler();
void loadModel(const char* fileName);
void draw();
typedef struct Vector3f{
float x;
float y;
float z;
} Vector3f;
typedef struct Vector2f{
float x;
float y;
} Vector2f;
private:
vector<Vector3f*> vertices;
//vector<Vector2f> textureOrd;
vector<int*> indices;
vector<Vector3f*> normalsOrd;
static vector<int*> tokenizeF(string s);
};
/* This is a class which will contain current state of the game,
as well as all of the functions for player interaction with
the game. */
class Game{
public:
Game();
Game(Chessboard* cb);
Chessboard* cb;
int movesSinceCapturePawnMove = 0;
bool gameFinished = false;
void playMove(Move* move);
void playMove(Field* dest, ChessPiece* moving);
Move undoMove(void);
bool checkForCheck();
bool checkForCheck(PlayerColor color);
bool checkForDraw();
bool checkForMate();
void checkState();
void selectField();
bool pickingMove();
int selFile = 0;
int selRank = 0;
void display(int file, int rank);
private:
bool selected = false;
list<Move*> moveHistory;
//TODO: unordered_map<Chessboard*, int> positionCount;
};
/* A class containing informations about a field, namely
its rank, file, and toString() function converting it into its
proper chess notation. */
class Field {
public:
Field(){}
Field(int file, int rank) : file(file), rank(rank){}
int file;
int rank;
string toString(void);
static string fileName(int n);
bool operator==(const Field& a);
bool operator!=(const Field& a);
};
/* A class containing one move, including field from whicha and to
which we're moving a piece, piece that we're moving, and a possible
piece that we're eating. Eaten piece is necessary for undoing moves. */
class Move{
public:
Move(Field* dest, ChessPiece* moving, Chessboard cb);
Field* from;
Field* dest;
ChessPiece* moving;
ChessPiece* eaten = nullptr;
string toString(void);
};
/* An parent class to all pieces, containing all of their shared info.
Contains current state of a piece, its color and name, virtual functions
for determening legal moves with that piece, setting materials for and
displaying chess pieces on the board. */
class ChessPiece {
public:
//Constructors
ChessPiece();
ChessPiece(PlayerColor color, int file, int rank);
ChessPiece(PlayerColor color, Field* field);
//Fields
Field* field;
bool onBoard = true;
bool inStartingPos = true;
//Chess Related
virtual list<Field*> getPlayableMoves(Chessboard cb);
virtual bool checkIfLegal(Field field, Chessboard cb);
virtual ChessPiece* movedPiece(PlayerColor color, Field* dest);
bool checkIfLegal(Move* move, Chessboard cb);
bool friendlyPieceOnField(Field field, Chessboard cb);
bool enemyPieceOnField(Field field, Chessboard cb);
bool fieldAttackedOrOccupied(Field field, Chessboard cb);
//Display
virtual void display(int file, int rank);
void setMats(void);
//Getters
PlayerColor getColor(void) const;
string getName(void) const;
//Utility
void print(void) const;
virtual string toString(void) const;
protected:
//Fields
const PlayerColor color;
const string name;
private:
//Utility
friend ostream& operator<<(ostream& out, const ChessPiece& p);
};
/* The class containing the chessboard with pieces on it, info on attacked
fields, player whose turn it is, displaying the board itself, initializing
the starting position. */
class Chessboard {
public:
Chessboard();
ChessPiece* board[8][8]; //nullptr if no piece is on the field
bool attackedByWhite[8][8];
bool attackedByBlack[8][8];
ChessPiece* pawnMovedLast = nullptr;
PlayerColor toMove = PlayerColor::White;
void print(void) const;
void updateAttacked(void);
//Display
virtual void display(int file, int rank, bool selected, int selFile, int selRank);
private:
void initializeBoard(void);
bool operator==(const Chessboard& a);
bool operator!=(const Chessboard& a);
};
/* DECLARATION OF INDIVIDUAL PIECES */
class King : public ChessPiece {
public:
//Constructors
King(PlayerColor color, int file, int rank);
King(PlayerColor color, Field* field);
//Chess Related
list<Field*> getPlayableMoves(Chessboard cb);
bool checkIfLegal(Field field, Chessboard cb);
ChessPiece* movedPiece(PlayerColor color, Field* dest);
//Display
void display(int file, int rank);
//Utility
string toString(void) const;
};
class Queen : public ChessPiece {
public:
//Constructors
Queen(PlayerColor color, int file, int rank);
Queen(PlayerColor color, Field* field);
//Chess Related
list<Field*> getPlayableMoves(Chessboard cb);
bool checkIfLegal(Field field, Chessboard cb);
ChessPiece* movedPiece(PlayerColor color, Field* dest);
//Display
void display(int file, int rank);
//Utility
string toString(void) const;
};
class Rook : public ChessPiece {
public:
//Constructors
Rook(PlayerColor color, int file, int rank);
Rook(PlayerColor color, Field* field);
//Chess Related
list<Field*> getPlayableMoves(Chessboard cb);
bool checkIfLegal(Field field, Chessboard cb);
ChessPiece* movedPiece(PlayerColor color, Field* dest);
//Display
void display(int file, int rank);
//Utility
string toString(void) const;
};
class Knight : public ChessPiece {
public:
//Constructors
Knight(PlayerColor color, int file, int rank);
Knight(PlayerColor color, Field* field);
//Chess Related
list<Field*> getPlayableMoves(Chessboard cb);
bool checkIfLegal(Field field, Chessboard cb);
ChessPiece* movedPiece(PlayerColor color, Field* dest);
//Display
void display(int file, int rank);
//Utility
string toString(void) const;
};
class Bishop : public ChessPiece {
public:
//Constructors
Bishop(PlayerColor color, int file, int rank);
Bishop(PlayerColor color, Field* field);
//Chess Related
list<Field*> getPlayableMoves(Chessboard cb);
bool checkIfLegal(Field field, Chessboard cb);
ChessPiece* movedPiece(PlayerColor color, Field* dest);
//Display
void display(int file, int rank);
//Utility
string toString(void) const;
};
class Pawn : public ChessPiece {
public:
//Constructors
Pawn(PlayerColor color, int file, int rank);
Pawn(PlayerColor color, Field* field);
//Chess Related
list<Field*> getPlayableMoves(Chessboard cb);
bool checkIfLegal(Field field, Chessboard cb);
ChessPiece* movedPiece(PlayerColor color, Field* dest);
//Display
void display(int file, int rank);
//Utility
string toString(void) const;
};