+++ /dev/null
-/**
- * agent++ : A Sample agent for UCC::Progcomp2013
- * @file qchess.h
- * @purpose Definitions for game related classes; Piece, Square, Board
- */
-
-#include "qchess.h"
-#include <cassert>
-
-using namespace std;
-
-/**
- * @constructor
- * @param new_x, new_y - Position of piece
- * @param new_colour - Colour of piece
- * @param type1, type2 - Types of piece
- * @param index - Index for initial type of piece
- */
-Piece::Piece(int new_x, int new_y, const string & new_colour, const string & type1, const string & type2, int index)
- : x(new_x), y(new_y), colour(new_colour), type_index(index), types(), current_type()
-{
- types[0] = type1; types[1] = type2;
- if (index < 0 || index >= 2)
- {
- current_type = "unknown";
- }
- else
- {
- current_type = types[index];
- }
-}
-
-/**
- * @constructor
- * @param cpy - Piece to copy construct from
- */
-Piece::Piece(const Piece & cpy) : x(cpy.x), y(cpy.y), colour(cpy.colour), type_index(cpy.type_index)
-{
- types[0] = cpy.types[0];
- types[1] = cpy.types[1];
-}
-
-/**
- * @constructor
- * @param choose_types - Indicates whether Board should setup the 2nd types of pieces; default false
- */
-Board::Board(bool choose_types)
-{
-
- // initialise all the Squares
- for (int x = 0; x < BOARD_WIDTH; ++x)
- {
- for (int y = 0; y < BOARD_HEIGHT; ++y)
- {
- grid[x][y].x = x;
- grid[x][y].y = y;
- }
- }
-
- // const arrays simplify below code
- string colours[] = {"black", "white"};
- string types[] = {"rook", "bishop", "knight", "queen", "pawn"};
-
- // frequency of each type of piece
- map<string, int> freq;
- freq["rook"] = 2;
- freq["bishop"] = 2;
- freq["knight"] = 2;
- freq["queen"] = 1;
- freq["pawn"] = 8;
-
- // for white and black...
- for (int i = 0; i < 2; ++i)
- {
- vector<Piece*> & v = pieces(colours[i]); // get vector of pieces
-
-
-
- // add pawns
- int y = (i == 0) ? 1 : BOARD_HEIGHT-2;
- for (int x = 0; x < BOARD_WIDTH; ++x)
- {
- Piece * p = new Piece(x, y, colours[i], "pawn", "unknown");
- v.push_back(p);
- }
-
- // add other pieces
- y = (i == 0) ? 0 : BOARD_HEIGHT-1;
- v.push_back(new Piece(0, y, colours[i], "rook", "unknown"));
- v.push_back(new Piece(BOARD_WIDTH-1, y, colours[i], "rook", "unknown"));
- v.push_back(new Piece(1, y, colours[i], "knight", "unknown"));
- v.push_back(new Piece(BOARD_WIDTH-2, y, colours[i], "knight", "unknown"));
- v.push_back(new Piece(2, y, colours[i], "bishop", "unknown"));
- v.push_back(new Piece(BOARD_WIDTH-3, y, colours[i], "bishop", "unknown"));
- v.push_back(new Piece(3, y, colours[i], "queen", "unknown"));
-
- Piece * k = new Piece(4, y, colours[i], "king", "king", 1);
- if (i == 0)
- white_king = k;
- else
- black_king = k;
- v.push_back(k);
-
- // add to board and choose second types if required
- map<string, int> f(freq);
- int type2;
- for (unsigned j = 0; j < v.size(); ++j)
- {
- Piece * p = v[j];
- grid[p->x][p->y].piece = p;
- if (choose_types)
- {
- if (p->types[1] != "unknown")
- continue;
-
- do
- {
- type2 = rand() % 5;
- } while (f[types[type2]] <= 0);
- f[types[type2]] -= 1;
-
- p->types[1] = types[type2];
- }
-
-
- }
-
-
-
- }
-
-}
-
-/**
- * @constructor
- * @param cpy - Board to copy construct from; each Piece in the copy will be *copied*
- * The Piece's in the copied Board may be altered without affecting the original
- */
-Board::Board(const Board & cpy)
-{
- for (int x = 0; x < BOARD_WIDTH; ++x)
- {
- for (int y = 0; y < BOARD_HEIGHT; ++y)
- {
- grid[x][y].x = x;
- grid[x][y].y = y;
-
- if (cpy.grid[x][y].piece != NULL)
- {
- grid[x][y].piece = new Piece(*(cpy.grid[x][y].piece));
- pieces(grid[x][y].piece->colour).push_back(grid[x][y].piece);
- }
- }
- }
-}
-
-/**
- * @destructor
- */
-Board::~Board()
-{
- white.clear();
- black.clear();
- for (int x = 0; x < BOARD_WIDTH; ++x)
- {
- for (int y = 0; y < BOARD_HEIGHT; ++y)
- {
- delete grid[x][y].piece;
- }
- }
-
-}
-
-/**
- * @funct Update_select
- * @purpose Update Piece that has been selected
- * @param x, y - Position of Piece to update
- * @param index - 0 or 1 - State the Piece "collapsed" into
- * @param type - Type of the Piece
- */
-void Board::Update_select(int x, int y, int index, const string & type)
-{
- cerr << "Updating " << x << "," << y << " " << grid[x][y].piece << " " << index << " " << type << "\n";
- Square & s = grid[x][y];
- assert(s.piece != NULL);
- assert(index >= 0 && index < 2);
- s.piece->type_index = index;
- s.piece->types[index] = type;
- s.piece->current_type = type;
-}
-
-/**
- * @funct Update_move
- * @purpose Move a Piece from one square to another
- * @param x1, y1 - Coords of Square containing moving Piece
- * @param x2, y2 - Coords of Square to move into
- * NOTE: Any Piece in the destination Square will be destroyed ("taken")
- * and the Board's other members updated accordingly
- */
-void Board::Update_move(int x1, int y1, int x2, int y2)
-{
- Square & s1 = grid[x1][y1];
- Square & s2 = grid[x2][y2];
- if (s2.piece != NULL)
- {
- vector<Piece*> & p = pieces(s2.piece->colour);
- vector<Piece*>::iterator i = p.begin();
- while (i != p.end())
- {
- if (*i == s2.piece)
- {
- p.erase(i);
- break;
- }
- ++i;
- }
- Piece * k = king(s2.piece->colour);
- if (k == s2.piece)
- {
- if (k->colour == "white")
- white_king = NULL;
- else
- black_king = NULL;
- }
-
- delete s2.piece;
- }
-
- s1.piece->x = s2.x;
- s1.piece->y = s2.y;
-
- s2.piece = s1.piece;
- s1.piece = NULL;
-}
-
-/**
- * @funct Get_moves
- * @purpose Get all moves for a Piece and store them
- * @param p - Piece
- * @param v - vector to store Squares in. Will *not* be cleared.
- */
-void Board::Get_moves(Piece * p, vector<Square*> & v)
-{
- assert(p->current_type != "unknown");
- int x = p->x; int y = p->y;
- if (p->current_type == "king")
- {
- Move(p, x+1, y, v);
- Move(p, x-1, y, v);
- Move(p, x, y+1, v);
- Move(p, x, y-1, v);
- Move(p, x+1, y+1, v);
- Move(p, x+1, y-1, v);
- Move(p, x-1, y+1, v);
- Move(p, x-1, y-1, v);
- }
- else if (p->current_type == "knight")
- {
- Move(p, x+2, y+1, v);
- Move(p, x+2, y-1, v);
- Move(p, x-2, y+1, v);
- Move(p, x-2, y-1, v);
- Move(p, x+1, y+2, v);
- Move(p, x-1, y+2, v);
- Move(p, x+1, y-2, v);
- Move(p, x-1, y-2, v);
- }
- else if (p->current_type == "pawn")
- {
- int y1 = (p->colour == "white") ? BOARD_HEIGHT-2 : 1;
- int y2 = (p->colour == "white") ? y1 - 2 : y1 + 2;
- if (p->types[0] == "pawn" && p->y == y1)
- {
-
- Move(p, x, y2, v);
- }
- y2 = (p->colour == "white") ? y - 1 : y + 1;
- Move(p, x, y2, v);
-
- if (Valid_position(x-1, y2) && grid[x-1][y2].piece != NULL)
- Move(p, x-1, y2, v);
- if (Valid_position(x+1, y2) && grid[x+1][y2].piece != NULL)
- Move(p, x+1, y2, v);
- }
- else if (p->current_type == "bishop")
- {
- Scan(p, 1, 1, v);
- Scan(p, 1, -1, v);
- Scan(p, -1, 1, v);
- Scan(p, -1, -1, v);
- }
- else if (p->current_type == "rook")
- {
- Scan(p, 1, 0, v);
- Scan(p, -1, 0, v);
- Scan(p, 0, 1, v);
- Scan(p, 0, -1, v);
- }
- else if (p->current_type == "queen")
- {
- Scan(p, 1, 1, v);
- Scan(p, 1, -1, v);
- Scan(p, -1, 1, v);
- Scan(p, -1, -1, v);
- Scan(p, 1, 0, v);
- Scan(p, -1, 0, v);
- Scan(p, 0, 1, v);
- Scan(p, 0, -1, v);
- }
-
-}
-
-/**
- * @funct Move
- * @purpose Add a move to the vector, if it is valid
- * @param p - Piece that would move
- * @param x, y - Destination Square coords
- * @param v - vector to put the destination Square in, if the move is valid
- */
-void Board::Move(Piece * p, int x, int y, vector<Square*> & v)
-{
- if (Valid_position(x, y) && (grid[x][y].piece == NULL || grid[x][y].piece->colour != p->colour))
- {
- v.push_back(&(grid[x][y]));
- }
- //else
- // cerr << "Square " << x << "," << y << " invalid; " << grid[x][y].piece << "\n";
-}
-
-/**
- * @funct Scan
- * @purpose Add moves in a specified direction to the vector, until we get to an invalid move
- * @param p - Piece to start scanning from
- * @param vx, vy - "velocity" - change in coords each move
- * @param v - vector to store valid Squares in
- */
-void Board::Scan(Piece * p, int vx, int vy, vector<Square*> & v)
-{
- int x = p->x + vx;
- int y = p->y + vy;
- while (Valid_position(x, y) && (grid[x][y].piece == NULL || grid[x][y].piece->colour != p->colour))
- {
- v.push_back(&(grid[x][y]));
- x += vx;
- y += vy;
- }
-}