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pawn.cpp
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#include "pawn.h"
#include "game.h"
extern Game * game;
Pawn::Pawn(QString side) : ChessPiece(side)
{
setImage();
}
QString Pawn::type()
{
return "PAWN";
}
void Pawn::setImage()
{
if(m_side == "WHITE") {
setPixmap(QPixmap(":/chesspiece/images/ChessPieces/WhitePawn.png"));
} else {
setPixmap(QPixmap(":/chesspiece/images/ChessPieces/BlackPawn.png"));
}
}
//兵(P):只能向前直走,从第二步开始每次只能走一格。但走第一步时,可以走一格或两格。
//兵的吃子方法与行棋方向不一样,它是直走斜吃,即如果兵的斜进一格内有对方棋子,就可以吃掉它而占据该格。
void Pawn::generatePossibleMoves()
{
m_possibleMoves.clear();
int row = this->currentField()->row();
int col = this->currentField()->column();
if(this->side() == "WHITE") {
if(col > 0 && row > 0
&& !game->board->fieldAt(row-1, col-1)->isItFree()
&& game->board->fieldAt(row-1, col-1)->currentPiece->side() == "BLACK") { //attacking upper left
m_possibleMoves.append(game->board->fieldAt(row-1, col-1));
if(!isLegalMove(game->board->fieldAt(row-1, col-1))) {
m_possibleMoves.removeLast();
} else {
colorAvailableFields(m_possibleMoves.last());
}
}
if(col < 7 && row > 0
&& !game->board->fieldAt(row-1, col+1)->isItFree()
&& game->board->fieldAt(row-1, col+1)->currentPiece->side() == "BLACK") { // attacking upper right
m_possibleMoves.append(game->board->fieldAt(row-1, col+1));
if(!isLegalMove(game->board->fieldAt(row-1, col+1))) {
m_possibleMoves.removeLast();
} else {
colorAvailableFields(m_possibleMoves.last());
}
}
if(row > 0 && game->board->fieldAt(row-1, col)->isItFree()) { // going upward
m_possibleMoves.append(game->board->fieldAt(row-1, col));
if(!isLegalMove(game->board->fieldAt(row-1, col))) {
m_possibleMoves.removeLast();
} else {
colorAvailableFields(m_possibleMoves.last());
}
if(firstMove() && game->board->fieldAt(row-2, col)->isItFree()) {
m_possibleMoves.append(game->board->fieldAt(row-2, col));
if(!isLegalMove(game->board->fieldAt(row-2, col))) {
m_possibleMoves.removeLast();
} else {
colorAvailableFields(m_possibleMoves.last());
}
}
}
if(row == 3
&& game->moves.last()->m_to->row() == 3
&& (game->moves.last()->m_to->column() == col - 1
|| game->moves.last()->m_to->column() == col + 1)
&& game->moves.last()->m_movedPiece->type() == "PAWN"
&& game->moves.last()->m_wasItFirstMove) {
game->enpassantAvailable = true;
game->enpassantField = game->board->fieldAt(2, game->moves.last()->m_to->column());
game->deadInEnpassant = game->moves.last()->m_movedPiece;
m_possibleMoves.append(game->board->fieldAt(2, game->moves.last()->m_to->column()));
if(!isLegalMove(game->board->fieldAt(2, game->moves.last()->m_to->column()))) {
m_possibleMoves.removeLast();
} else {
colorAvailableFields(m_possibleMoves.last());
}
}
} else {
if(col > 0 && row < 7
&& !game->board->fieldAt(row+1, col-1)->isItFree()
&& game->board->fieldAt(row+1, col-1)->currentPiece->side() == "WHITE") {
m_possibleMoves.append(game->board->fieldAt(row+1, col-1));
if(!isLegalMove(game->board->fieldAt(row+1, col-1))) {
m_possibleMoves.removeLast();
} else {
colorAvailableFields(m_possibleMoves.last());
}
}
if(col < 7 && row < 7
&& !game->board->fieldAt(row+1, col+1)->isItFree()
&& game->board->fieldAt(row+1, col+1)->currentPiece->side() == "WHITE") {
m_possibleMoves.append(game->board->fieldAt(row+1, col+1));
if(!isLegalMove(game->board->fieldAt(row+1, col+1))) {
m_possibleMoves.removeLast();
} else {
colorAvailableFields(m_possibleMoves.last());
}
}
if(row < 7 && game->board->fieldAt(row+1, col)->isItFree()) {
m_possibleMoves.append(game->board->fieldAt(row+1, col));
if(!isLegalMove(game->board->fieldAt(row+1, col))) {
m_possibleMoves.removeLast();
} else {
colorAvailableFields(m_possibleMoves.last());
}
if(firstMove() && game->board->fieldAt(row+2, col)->isItFree()) {
m_possibleMoves.append(game->board->fieldAt(row+2, col));
if(!isLegalMove(game->board->fieldAt(row+2, col))) {
m_possibleMoves.removeLast();
} else {
colorAvailableFields(m_possibleMoves.last());
}
}
}
if(row == 4
&& game->moves.last()->m_to->row() == 4
&& (game->moves.last()->m_to->column() == col - 1
|| game->moves.last()->m_to->column() == col + 1)
&& game->moves.last()->m_movedPiece->type() == "PAWN"
&& game->moves.last()->m_wasItFirstMove) {
game->enpassantAvailable = true;
game->enpassantField = game->board->fieldAt(5, game->moves.last()->m_to->column());
game->deadInEnpassant = game->moves.last()->m_movedPiece;
m_possibleMoves.append(game->board->fieldAt(5, game->moves.last()->m_to->column()));
if(!isLegalMove(game->board->fieldAt(5, game->moves.last()->m_to->column()))) {
m_possibleMoves.removeLast();
} else {
colorAvailableFields(m_possibleMoves.last());
}
}
}
}