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pieces.cpp
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102 lines (80 loc) · 2.46 KB
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#include "boardsettings.h"
#include "pieces.h"
#include "player.h"
#include "tiles.h"
#include "moves.h"
#include "resourceloader.h"
Piece::Piece() {}
Piece::Piece(Tile* t, Player* p) {
tile = t;
owner = p;
color = owner->color;
tile->piece = this;
me = tile->me;
}
void Piece::createSprite(string piece) {
texture = *resource::loadImage(piece + to_string(color));
texture.setSmooth(true);
sprite.setTexture(texture);
sprite.setPosition(sf::Vector2f(TILESIZE * tile->column, TILESIZE * ((me == 1) ? tile->row : 7 - tile->row)));
float scale = 1.f * TILESIZE / texture.getSize().x;
sprite.setScale(sf::Vector2f(scale, scale));
}
Move* Piece::getMove(Tile* destination) {
for (int i = 0; i < moves.size(); i++) {
if (moves[i]->destination == destination) return moves[i];
}
return NULL;
}
void Piece::calculateAvailableMoves(Tile*** tiles) {}
void Piece::calculateAvailableMoves(Tile*** tiles, Move* last_move) {
calculateAvailableMoves(tiles);
}
void Piece::highlightMoves() {
for (int i = 0; i < moves.size(); i++) {
moves[i]->destination->highlightMove();
}
}
void Piece::unhighlightMoves() {
for (int i = 0; i < moves.size(); i++) {
moves[i]->destination->unhighlightMove();
}
}
void Piece::moveTo(Tile* destination, int time_direction) {
tile->piece = NULL;
tile = destination;
tile->piece = this;
sprite.setPosition(sf::Vector2f(TILESIZE * tile->column, TILESIZE * ((me == 1) ? tile->row : 7 - tile->row)));
times_moved += time_direction;
}
Pawn::Pawn(Tile* t, Player* p) : Piece(t, p) {
createSprite("p");
type = pawn;
}
Move* Pawn::getMove(Tile* destination, PieceType piece_type) {
for (int i = 0; i < moves.size(); i++) {
if (moves[i]->destination == destination && ((MovePromotion*)moves[i])->piece_type == piece_type) return moves[i];
}
return NULL;
}
Rook::Rook(Tile* t, Player* p) : Piece(t, p) {
createSprite("r");
type = rook;
}
Knight::Knight(Tile* t, Player* p) : Piece(t, p) {
createSprite("n");
type = knight;
}
Bishop::Bishop(Tile* t, Player* p) : Piece(t, p) {
createSprite("b");
type = bishop;
}
Queen::Queen(Tile* t, Player* p) : Piece(t, p) {
createSprite("q");
type = queen;
}
King::King(Tile* t, Player* p) : Piece(t, p) {
createSprite("k");
type = king;
owner->king_piece = this;
}