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King.cpp
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King.cpp
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#include "King.h"
#include "Board.h"
#include "Rook.h"
#include "Piece.h"
//! Constructor.
King::King(Color color, int x, int y) : Piece(color, x, y, KING)
{
mFirstMove = true;
mCastled = false;
}
//! Destructor.
King::~King()
{
}
bool King::pinning(int x, int y)
{
bool pinning = true;
Position delta;
delta.x = x - getPos().x;
delta.y = y - getPos().y;
// Normal movement
if(abs(delta.x) + abs(delta.y) <= 2 && abs(delta.x) <= 1 && abs(delta.y) <= 1)
{
// Moves on another piece
if(getBoard()->getPieceAt(x, y) != NULL) {
// Friendly piece?
if(getBoard()->getPieceAt(x, y)->getColor() == getColor())
pinning = false;
}
}
else
pinning = false;
// Check for castling
if(mFirstMove)
{
// 2 to the right or left
if(abs(delta.x) == 2 && delta.y == 0)
{
// Default is black right castling
int dir = 1;
int rookX = 7;
int rookY = 0;
// Left castling
if(delta.x < 0) {
dir = -1;
rookX = 0;
}
// White color
if(getColor() == WHITE)
rookY = 7;
// No piece in the way
if(getBoard()->getPieceAt(getPos().x + dir, y) == NULL && getBoard()->getPieceAt(getPos().x + 2*dir, y) == NULL)
{
// The rook haven't moved
Piece* piece = getBoard()->getPieceAt(rookX, rookY);
if(piece != NULL && piece->getType() == ROOK)
{
Rook* rook = dynamic_cast<Rook*>(piece);
if(rook->firstMove()) {
// Not check?
int checkers;
if(getBoard()->getCheckers(getColor(), checkers) == NULL)
{
// The path is not under attack
if(!getBoard()->resultsInCheck(this, getPos().x + dir, y) && !getBoard()->resultsInCheck(this, getPos().x + 2*dir, y))
{
pinning = true;
mCastled = true;
}
}
}
}
}
}
}
return pinning;
}
void King::moved()
{
mFirstMove = false;
// Move the rook. NOTE: Ugly..
if(mCastled)
{
if(getColor() == WHITE)
{
if(getPos().x == 2)
getBoard()->getPieceAt(0, 7)->setPos(3, 7);
else if(getPos().x == 6)
getBoard()->getPieceAt(7, 7)->setPos(5, 7);
}
else if(getColor() == BLACK)
{
if(getPos().x == 2)
getBoard()->getPieceAt(0, 0)->setPos(3, 0);
else if(getPos().x == 6)
getBoard()->getPieceAt(7, 0)->setPos(5, 0);
}
mCastled = false;
}
}
bool King::firstMove()
{
return mFirstMove;
}