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56 lines (48 loc) · 2.49 KB
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Copy pathPawn.cpp
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56 lines (48 loc) · 2.49 KB
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#include "Game.h"
#include "Pawn.h"
//------------------------------------------------------------------------------
const std::string Pawn::UTF_SYMBOL = "\u2659";
//------------------------------------------------------------------------------
void Pawn::getAccessibleFields(
Position initial_position,
Field board[BOARD_DIMENSIONS][BOARD_DIMENSIONS],
bool access_map[BOARD_DIMENSIONS][BOARD_DIMENSIONS])
{
bool player_is_white = board[initial_position.row][initial_position.col].getPiece()->isWhite();
if(player_is_white && initial_position.row != 0)
{
access_map[initial_position.row - MOVEMENT_DISTANCE][initial_position.col] = true;
if(board[initial_position.row - MOVEMENT_DISTANCE][initial_position.col - MOVEMENT_DISTANCE].isAccessible(player_is_white)
&& board[initial_position.row - MOVEMENT_DISTANCE][initial_position.col - MOVEMENT_DISTANCE].isOccupied())
{
access_map[initial_position.row - MOVEMENT_DISTANCE][initial_position.col - MOVEMENT_DISTANCE] = true;
}
if(board[initial_position.row - MOVEMENT_DISTANCE][initial_position.col + MOVEMENT_DISTANCE].isAccessible(player_is_white)
&& board[initial_position.row - MOVEMENT_DISTANCE][initial_position.col + MOVEMENT_DISTANCE].isOccupied())
{
access_map[initial_position.row - MOVEMENT_DISTANCE][initial_position.col + MOVEMENT_DISTANCE] = true;
}
if(initial_position_)
{
access_map[initial_position.row - INITIAL_MOVEMENT_DISTANCE][initial_position.col] = true;
}
}
if(!player_is_white && initial_position.row != BOARD_DIMENSIONS)
{
access_map[initial_position.row + MOVEMENT_DISTANCE][initial_position.col] = true;
if(board[initial_position.row + MOVEMENT_DISTANCE][initial_position.col - MOVEMENT_DISTANCE].isAccessible(player_is_white)
&& board[initial_position.row + MOVEMENT_DISTANCE][initial_position.col - MOVEMENT_DISTANCE].isOccupied())
{
access_map[initial_position.row + MOVEMENT_DISTANCE][initial_position.col - MOVEMENT_DISTANCE] = true;
}
if(board[initial_position.row + MOVEMENT_DISTANCE][initial_position.col + MOVEMENT_DISTANCE].isAccessible(player_is_white)
&& board[initial_position.row + MOVEMENT_DISTANCE][initial_position.col + MOVEMENT_DISTANCE].isOccupied())
{
access_map[initial_position.row + MOVEMENT_DISTANCE][initial_position.col + MOVEMENT_DISTANCE] = true;
}
if(initial_position_)
{
access_map[initial_position.row + INITIAL_MOVEMENT_DISTANCE][initial_position.col] = true;
}
}
}