chess_board_sim/chess_board.cpp

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#include "chess_board.h"
#include <SDL.h>
#include <SDL_video.h>
#include "stdio.h"
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#include <stack>
#include <string.h>
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#define MARGIN 200
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#define PAWN_WHITE 0u
#define PAWN_BLACK 1u
#define KING_WHITE 2u
#define KING_BLACK 3u
#define QUEEN_WHITE 4u
#define QUEEN_BLACK 5u
#define ROOK_WHITE 6u
#define ROOK_BLACK 7u
#define KNIGHT_WHITE 8u
#define KNIGHT_BLACK 9u
#define BISHOP_WHITE 10u
#define BISHOP_BLACK 11u
#define SQUARE_EMPTY 12u
#define SQUARE_SHIFT 4u
#define POTENTIAL_MOVE (1u << SQUARE_SHIFT)
#define POTENTIAL_TAKE (2u << SQUARE_SHIFT)
#define SUGGESTED_MOVE (3u << SQUARE_SHIFT)
#define CHEATING_MOVE (4u << SQUARE_SHIFT)
const char file_names[12][16] = {"pawn_white.bmp", "pawn_black.bmp",
"king_white.bmp", "king_black.bmp",
"queen_white.bmp", "queen_black.bmp",
"rook_white.bmp", "rook_black.bmp",
"horse_white.bmp", "horse_black.bmp",
"tower_white.bmp", "tower_black.bmp"};
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static int height;
static int width;
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static SDL_Texture * board_texture;
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static SDL_Rect rectangle;
static int board_width;
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uint8_t board_state[8][8];
SDL_Surface *bitmapSurface = NULL;
SDL_Texture * bitmapTextures[12] = {NULL};
std::stack<uint8_t> selected_peices;
void pawn_move(uint8_t row, uint8_t column)
{
if((0x0Fu & board_state[row][column]) == SQUARE_EMPTY)
{
board_state[row][column] = (uint8_t)((POTENTIAL_MOVE) | (board_state[row][column] & 0x0Fu));
}
}
void pawn_take(uint8_t row, uint8_t column)
{
if ((0x0Fu & board_state[row][column]) < SQUARE_EMPTY)
{
board_state[row][column] = (uint8_t)((POTENTIAL_TAKE) | (board_state[row][column] & 0x0Fu));
}
}
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void Mark_Potential_Moves(uint8_t peice, uint8_t column, uint8_t row)
{
switch (peice)
{
case PAWN_WHITE :
if (row == 6)
{
pawn_move(row - 2, column);
}
pawn_move(row - 1, column);
if(column >= 1)
{
pawn_take(row - 1, column - 1);
}
if (column <= 6)
{
pawn_take(row - 1, column + 1);
}
break;
case PAWN_BLACK:
if (row == 1)
{
board_state[row + 2][column] = (uint8_t)((POTENTIAL_MOVE) | (board_state[row + 2][column] & 0x0Fu));
}
board_state[row + 1][column] = (uint8_t)((uint8_t)(POTENTIAL_MOVE) | (uint8_t)(board_state[row + 1][column] & 0x0Fu));
break;
case ROOK_WHITE:
case ROOK_BLACK:
break;
default:
break;
}
}
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bool click(SDL_Renderer *p_renderer, int x, int y, bool pick_up)
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{
SDL_Point const point = {x, y};
bool ret_val = false;
rectangle.w = board_width;
rectangle.h = board_width;
rectangle.x = (width - board_width) / 2;
rectangle.y = (height - board_width) / 2;
if (SDL_PointInRect(&point, &rectangle))
{
int square_size = board_width / 8;
int starting_x = rectangle.x;
rectangle.w = square_size;
rectangle.h = square_size;
for (size_t j = 0; j < 8; j++)
{
rectangle.x = starting_x;
for (size_t i = 0; i < 8; i++)
{
if(SDL_PointInRect(&point, &rectangle))
{
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if (pick_up && (board_state[j][i] < SQUARE_EMPTY))
{
selected_peices.push(board_state[j][i]);
Mark_Potential_Moves(board_state[j][i], i, j);
board_state[j][i] = SQUARE_EMPTY;
}
else if (!selected_peices.empty() && (board_state[j][i] >= SQUARE_EMPTY))
{
board_state[j][i] = selected_peices.top();
selected_peices.pop();
}
else
{
/* code */
}
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goto draw_square;
}
rectangle.x += square_size;
}
rectangle.y += square_size;
}
draw_square:
SDL_SetRenderTarget(p_renderer, board_texture);
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//SDL_SetRenderDrawColor(p_renderer, 0x00, 0xFF, 0x00, 0x00);
//SDL_RenderDrawRect(p_renderer, &rectangle);
//SDL_RenderFillRect(p_renderer, &rectangle);
//SDL_SetRenderTarget(p_renderer, NULL);
draw_board(p_renderer);
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SDL_RenderCopy(p_renderer, board_texture, NULL, NULL);
SDL_RenderPresent(p_renderer);
}
return ret_val;
}
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void chess_board_resize(SDL_Renderer *p_renderer, int w, int h)
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{
width = w;
height = h;
SDL_DestroyTexture(board_texture);
board_texture = SDL_CreateTexture(p_renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
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board_width = ((w > h) ? h : w) - MARGIN;
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// get rid of rounding errors
board_width -= board_width % 8;
}
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void chess_board_init(SDL_Renderer *p_renderer)
{
for (uint8_t i = 0; i < 8; i++)
{
for (uint8_t j = 0; j < 8; j++)
{
board_state[i][j] = SQUARE_EMPTY;
}
}
//Place black peices
board_state[0][0] = BISHOP_BLACK;
board_state[0][7] = BISHOP_BLACK;
board_state[0][1] = KNIGHT_BLACK;
board_state[0][6] = KNIGHT_BLACK;
board_state[0][2] = ROOK_BLACK;
board_state[0][5] = ROOK_BLACK;
board_state[0][3] = QUEEN_BLACK;
board_state[0][4] = KING_BLACK;
board_state[7][0] = BISHOP_WHITE;
board_state[7][7] = BISHOP_WHITE;
board_state[7][1] = KNIGHT_WHITE;
board_state[7][6] = KNIGHT_WHITE;
board_state[7][2] = ROOK_WHITE;
board_state[7][5] = ROOK_WHITE;
board_state[7][3] = QUEEN_WHITE;
board_state[7][4] = KING_WHITE;
for (uint8_t i = 0; i < 8; i++)
{
board_state[1][i] = PAWN_BLACK;
board_state[6][i] = PAWN_WHITE;
}
for (uint8_t i = 0; i < 12; i++)
{
//location of all the sprites plus the size of file names
char file[25] = "sprites\\";
memcpy(&file[8], file_names[i], 16);
bitmapSurface = SDL_LoadBMP(file);
bitmapTextures[i] = SDL_CreateTextureFromSurface(p_renderer, bitmapSurface);
}
SDL_FreeSurface(bitmapSurface);
}
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void draw_board(SDL_Renderer *p_renderer)
{
SDL_SetRenderTarget(p_renderer, board_texture);
SDL_SetRenderDrawColor(p_renderer, 0x7f, 0x7f, 0x7f, 0);
SDL_RenderClear(p_renderer);
SDL_RenderDrawRect(p_renderer, &rectangle);
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0xFF, 0x00);
rectangle.w = board_width;
rectangle.h = board_width;
rectangle.x = (width - board_width) / 2;
rectangle.y = (height - board_width) / 2;
SDL_RenderFillRect(p_renderer, &rectangle);
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SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
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int square_size = board_width / 8;
int starting_x = rectangle.x;
rectangle.w = square_size;
rectangle.h = square_size;
for (size_t j = 0; j < 8; j++)
{
rectangle.x = starting_x;
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for (size_t i = 0; i < 8; i++)
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{
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if((board_state[j][i] & 0xF0u) == POTENTIAL_MOVE)
{
SDL_SetRenderDrawColor(p_renderer, 0x00, 0xFF, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if ((board_state[j][i] & 0xF0u) == POTENTIAL_TAKE)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if (((i % 2) + (j % 2)) == 1)
{
SDL_RenderFillRect(p_renderer, &rectangle);
}
else
{
/* code */
}
if((board_state[j][i] & 0x0Fu) != SQUARE_EMPTY)
{
SDL_RenderCopy(p_renderer, bitmapTextures[(board_state[j][i] & 0x0Fu)], NULL, &rectangle);
}
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rectangle.x += square_size;
}
rectangle.y += square_size;
}
SDL_SetRenderTarget(p_renderer, NULL);
SDL_RenderCopy(p_renderer, board_texture, NULL, NULL);
}