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OldChess.cpp
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296 lines (240 loc) · 9.53 KB
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#include "conio.hh"
#include <stdlib.h>
#include <string.h>
#include "Chess.h"
#include "colors.h"
// #define A 97
const int A = 97;
const int D = 100;
const int W = 119;
const int S = 115;
const int quit = 81;
const int P = 112;
const int O = 111;
const int SPACE = 32;
const int kBoardSize = 10;
const int kFieldSize = 8;
const int kBorderDist = 2;
const char* pixelList[kBoardSize * kBoardSize];
int bgColMap[kBoardSize * kBoardSize];
int colorMap[kBoardSize * kBoardSize];
void set(int x, int y, const char* var);
struct Vector
{
int x;
int y;
};
int IsGame = 1;
int delay = 16;
struct Vector pointer;
struct Vector origin;
int canMove(struct Vector v, int dx, int dy)
{
int x = dx + v.x;
int y = dy + v.y;
return x != 0 && y != 0 && x != kBoardSize - 1 && y != kBoardSize - 1;
}
int getBackgroundColor(int isDark, int isBorder)
{
if (isBorder) {
return kbRed;
}
return isDark ? kbBlack : kbWhite;
}
void initialize() {
pointer.x = 1;
pointer.y = 1;
// memset(pixelList, " ", sizeof(pixelList) + sizeof(pixelList[0]));
for (int i = 0; i < kBoardSize * kBoardSize; i++){
int x = i % kBoardSize;
int y = i / kBoardSize;
int isDark = (i + i / kBoardSize) % 2 == 0;
int isBorder = x == 0 || x == kBoardSize - 1 || y == 0 || y == kBoardSize - 1;
bgColMap[i] = getBackgroundColor(isDark, isBorder);
colorMap[i] = kfMagenta;
pixelList[i] = " ";
}
}
void buildUnits()
{
set(1, 1, "♖");
set(1, 2, "♘"); set(1, 3, "♗"); set(1, 4, "♕"); set(1, 5, "♔"); set(1, 6, "♗"); set(1, 7, "♘"); set(1, 8, "♖");
set(2, 1, "♙"); set(2, 2, "♙"); set(2, 3, "♙"); set(2, 4, "♙"); set(2, 5, "♙"); set(2, 6, "♙"); set(2, 7, "♙"); set(2, 8, "♙");
for (int i = 0; i < kBoardSize * kBoardSize; i++){
if (strcmp(pixelList[i]," ") !=0 && strcmp(pixelList[i],"|")!=0 && strcmp(pixelList[i],"_")!=0){
otherSet(i % kBoardSize, i / kBoardSize, 36, colorMap);
}
}
set(8, 1, "♜"); set(8, 2, "♞"); set(8, 3, "♝"); set(8, 4, "♛"); set(8, 5, "♚"); set(8, 6, "♝"); set(8, 7, "♞"); set(8, 8, "♜");
set(7, 1, "♟"); set(7, 2, "♟"); set(7, 3, "♟"); set(7, 4, "♟"); set(7, 5, "♟"); set(7, 6, "♟"); set(7, 7, "♟"); set(7, 8, "♟");
}
int gameLoop(){
int underCol = kbBlack;
const char* underUni = "♖";
const char* catchUni = 0;
int pointerCol = kbGreen;
int catchCol = 0;
int underTCol = kfCyan;
int CatchUniTeam = 0;
do
{
int key = getKeyInput();
if (key == quit)
return 0;
otherSet(pointer.x, pointer.y, underTCol, colorMap);
otherSet(pointer.x, pointer.y, underCol, bgColMap);
set(pointer.x, pointer.y, underUni);
// key
if (key == A && canMove(pointer, -1, 0)){
pointer.x--;
} else if (key == D && canMove(pointer, 1, 0)){
pointer.x++;
} else if (key == S && canMove(pointer, 0, 1)){
pointer.y++;
} else if (key == W && canMove(pointer, 0, -1))
pointer.y--;
underUni = pixelList[pointer.x + pointer.y * kBoardSize];
if (key == SPACE){
if (catchUni){
int King = (!strcmp(catchUni, "♔") || !strcmp(catchUni, "♚")); // all / 2 +28
int Queen = (!strcmp(catchUni, "♕") || !strcmp(catchUni, "♛"));
int Bishop = (!strcmp(catchUni, "♗") || !strcmp(catchUni, "♝"));
int Knight = (!strcmp(catchUni, "♘") || !strcmp(catchUni, "♞"));
int Rook = (!strcmp(catchUni, "♖") || !strcmp(catchUni, "♜"));
int Pawn = (!strcmp(catchUni, "♙") || !strcmp(catchUni, "♟"));
int dx = origin.x - pointer.x;
int dy = origin.y - pointer.y;
int adxbs = abs(dx);
int adybs = abs(dy);
int isReticle = (origin.x == pointer.x || origin.y == pointer.y);
int isDiagonal = (adxbs == adybs);
int moveDistance = (adxbs > adybs) * adxbs + (adxbs < adybs) * adybs + (adxbs == adybs) * adxbs;
float inclination_x = 0;
float inclination_y = 0;
if (adxbs < adybs){
if (dx != 0)
inclination_x = (float)dx / (float)adybs;
if (dy != 0)
inclination_y = dy / adybs;
} else{
if (dx != 0)
inclination_x = dx / adxbs;
if (dy != 0)
inclination_y = (float)dy / (float)adxbs;
}
int i = 1;
for (;i<moveDistance; i++){
int index = indexOf(pointer.x + (int)((float)i * inclination_x), pointer.y + (int)((float)i * inclination_y));
// bgColMap[index] = kbGreen;
if (strcmp(pixelList[index], " ")){
break;
}
}
int cancollide = (i != moveDistance); //Knight와 같이 기울기가 1이하가 돼는 움직임은 충돌 검사를 두번.
// if (!cancollide) {
// for (;i<moveDistance; i++){
// if (strcmp(pixelList[indexOf(pointer.x + (int)((float)i * inclination_x), pointer.y + (int)((float)i * inclination_y))], " ")){
// break;
// }
// }
// }
int pass = 0;
// printf("x, y : %f, %f, %d, %d, cancollide : %d, %d\n", inclination_x, inclination_y, dx, dy, cancollide, moveDistance);
// return 0;
if (King) {
if ((isReticle || isDiagonal) && (adxbs == 1 || adybs == 1)) // 터치무브 규칙 쓰려면 (isReticle 과 isDiagonal 사이에) ^ 추가. 없에려면 || 추가
pass = 1;
} else if (Queen) {
if ((isReticle || isDiagonal) && !cancollide) // 터치무브 규칙 쓰려면 (isReticle 과 isDiagonal 사이에) ^ 추가. 없에려면 || 추가
pass = 1;
} else if (Bishop) {
if (isDiagonal && !cancollide) // 터치무브 규칙 쓰려면 && dx != 0 추가 또는 !isReticle. 규칙을 없에려면 isDiagonal만
pass = 1;
} else if (Knight) {
if (!cancollide && ((adxbs == 2 && adybs == 1) || (adxbs == 1 && adybs == 2)))
pass = 1;
} else if (Rook) {
if (isReticle && !cancollide) // 터치무브 규칙 쓰려면 && dx != 0 추가 또는 && !isDiagonal. 규칙을 없에려면 isDiagonal만
pass = 1;
} else if (Pawn) {
if (!cancollide && ((((CatchUniTeam * 2 -1) * ((origin.x == 2 || origin.x == 7) +1) == dx || CatchUniTeam * 2 -1 == dx) && adybs == (strcmp(underUni, " ")!=0)) || dx == 0 && dy == 0))
pass = 1;
}
if (moveDistance == 0) // 전체 터치무브 규칙 적용 개별적용(X)
pass = 1;
if (pass) {
set(pointer.x, pointer.y, catchUni);
otherSet(pointer.x, pointer.y, catchCol, colorMap);
underUni = catchUni;
catchUni = 0;
pointerCol = kbGreen;
catchCol = 0;
}
} else {
if (strcmp(pixelList[pointer.x + pointer.y * kBoardSize], " ")){
catchUni = pixelList[pointer.x + pointer.y * kBoardSize];
pointerCol = kbYellow;
underUni = " ";
catchCol = colorMap[pointer.x + pointer.y * kBoardSize];
origin.x = pointer.x;
origin.y = pointer.y;
CatchUniTeam = 1;
if (colorMap[pointer.x + pointer.y * kBoardSize] == kfCyan)
CatchUniTeam = 0;
}
}
}
underCol = bgColMap[pointer.x + pointer.y * kBoardSize];
underTCol = colorMap[pointer.x + pointer.y * kBoardSize];
otherSet(pointer.x, pointer.y, catchCol, colorMap);
otherSet(pointer.x, pointer.y, pointerCol, bgColMap);
if (catchUni){
set(pointer.x, pointer.y, catchUni);
}
// display
printf("%s\n", (pixelList[pointer.x + pointer.y * kBoardSize]));
printf("%d, %d\n" ,pointer.x, pointer.y);
printf(" \n");
draw();
printf("\n\n");
waitMs(delay);
system("clear");
} while (IsGame);
return 0;
}
void draw(){
for (int i = 0; i < kBoardSize * kBoardSize; i++){
printf("\x1b[%d;%dm%s\x1b[0m", colorMap[i], bgColMap[i], pixelList[i]);
if ((i + 1) % kBoardSize == 0)
printf("\n");
}
}
void set(int x, int y, const char* var)
{
pixelList[x + kBoardSize * y] = var;
}
void otherSet(int x, int y, int var, int *list)
{
list[x + kBoardSize * y] = var;
}
int getKeyInput()
{
if (kbhit() == 1)
return getchar();
else
return 0;
}
void waitMs(int milliseconds)
{
usleep(milliseconds * 1000);
}
int indexOf(int x, int y)
{
return y * kBoardSize + x;
}
int main()
{
initialize();
buildUnits();
return gameLoop();
}