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game_pieces.pas
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unit Game_Pieces;
{$mode objfpc}{$H+}
interface
uses
Classes, SysUtils, ExtCtrls, Graphics, ChessPiece;
//generic
procedure PieceClick(Sender: TChessPiece);
//piece movements
procedure PawnWhite();
procedure PawnBlack();
procedure Rook();
procedure Knight();
procedure Bishop();
procedure Queen();
procedure King();
implementation
uses
Game, Collection, Game_Movement;
//GENERIC
procedure PieceClick(Sender: TChessPiece);
begin
//can be used only on corresponding players turn
If Sender.PieceOwner=Turn then begin
GameF.ChessboardClear(Sender);
//if piece is not selected continue
if gSelectedPiece<>Sender then begin
//piece selection
gSelectedPiece:=Sender;
GameF.ChessBoard.canvas.pen.width:=6;
GameF.ChessBoard.canvas.pen.color:=clRed;
GameF.ChessBoard.Canvas.Line(gSelectedPiece.Left-GameF.ChessBoard.Left, gSelectedPiece.Top-GameF.ChessBoard.Top, gSelectedPiece.Left-GameF.ChessBoard.Left+75, gSelectedPiece.Top-GameF.ChessBoard.Top);
GameF.ChessBoard.Canvas.Line(gSelectedPiece.Left-GameF.ChessBoard.Left, gSelectedPiece.Top-GameF.ChessBoard.Top, gSelectedPiece.Left-GameF.ChessBoard.Left, gSelectedPiece.Top-GameF.ChessBoard.Top+75);
GameF.ChessBoard.Canvas.Line(gSelectedPiece.Left-GameF.ChessBoard.Left+75, gSelectedPiece.Top-GameF.ChessBoard.Top+75, gSelectedPiece.Left-GameF.ChessBoard.Left+75, gSelectedPiece.Top-GameF.ChessBoard.Top);
GameF.ChessBoard.Canvas.Line(gSelectedPiece.Left-GameF.ChessBoard.Left+75, gSelectedPiece.Top-GameF.ChessBoard.Top+75, gSelectedPiece.Left-GameF.ChessBoard.Left, gSelectedPiece.Top-GameF.ChessBoard.Top+75);
//check for the type of piece
case Sender.PieceType of
'Pawn': if Sender.PieceOwner='White' then PawnWhite()
else PawnBlack();
'Rook': Rook();
'Knight': Knight();
'Bishop': Bishop();
'King': King();
'Queen': Queen();
end;
end
//if piece is already selected deselect it
else gSelectedPiece:=nil;
end;
end;
//PIECE MOVEMENTS
procedure PawnWhite();
begin
case PawnWhiteType of
'Classic': begin
Game_Movement.PawnWhiteClassic();
end;
'Red': begin
Game_Movement.Move(2, 1, 0, 1, 0, 'none');
Game_Movement.AttackMove(1, 1, -1, 0, 0, 'none');
Game_Movement.AttackMove(1, 1, 1, 0, 0, 'none');
end;
'Blue': begin
Game_Movement.PawnWhiteClassic();
Game_Movement.Move(1, -1, 0, -1, 0, 'none');
Game_Movement.Attack(1, -1, -1, 0, 0, 'none');
Game_Movement.Attack(1, -1, 1, 0, 0, 'none');
end;
'Yellow': begin
Game_Movement.PawnWhiteClassic();
Game_Movement.Move(1, -1, -1, 0, 0, 'none');
Game_Movement.Move(1, -1, 0, 0, 0, 'none');
Game_Movement.Move(1, -1, 1, 0, 0, 'none');
Game_Movement.Move(1, 0, -1, 0, 0, 'none');
Game_Movement.Move(1, 0, 1, 0, 0, 'none');
end;
end;
end;
procedure PawnBlack();
begin
case PawnBlackType of
'Classic': begin
Game_Movement.PawnBlackClassic();
end;
'Red': begin
Game_Movement.Move(2, -1, 0, -1, 0, 'none');
Game_Movement.AttackMove(1, -1, -1, 0, 0, 'none');
Game_Movement.AttackMove(1, -1, 1, 0, 0, 'none');
end;
'Blue': begin
Game_Movement.PawnBlackClassic();
Game_Movement.Move(1, 1, 0, 0, 0, 'none');
Game_Movement.Attack(1, 1, -1, 0, 0, 'none');
Game_Movement.Attack(1, 1, 1, 0, 0, 'none');
end;
'Yellow': begin
Game_Movement.PawnBlackClassic();
Game_Movement.Move(1, 0, -1, 0, 0, 'none');
Game_Movement.Move(1, 0, 1, 0, 0, 'none');
Game_Movement.Move(1, 1, -1, 0, 0, 'none');
Game_Movement.Move(1, 1, 0, 0, 0, 'none');
Game_Movement.Move(1, 1, 1, 0, 0, 'none');
end;
end;
end;
procedure Rook();
begin
//classic rook
If ((RookWhiteType='Classic') AND (Turn='White')) OR ((RookBlackType='Classic') AND (Turn='Black')) then begin
Game_Movement.RookClassic('none');
end
//red rook
else if ((RookWhiteType='Red') AND (Turn='White')) OR ((RookBlackType='Red') AND (Turn='Black')) then begin
Game_Movement.RookClassic('ally');
end
//blue rook
else if ((RookWhiteType='Blue') AND (Turn='White')) OR ((RookBlackType='Blue') AND (Turn='Black')) then begin
Game_Movement.RookClassic('none');
Game_Movement.AttackMove(1, -1, -1, 0, 0, 'none');
Game_Movement.AttackMove(1, -1, 1, 0, 0, 'none');
Game_Movement.AttackMove(1, 1, -1, 0, 0, 'none');
Game_Movement.AttackMove(1, 1, 1, 0, 0, 'none');
end
//yellow rook
else begin
Game_Movement.RookClassic('none');
Game_Movement.KnightClassic();
end;
end;
procedure Knight();
begin
//classic knight
If ((KnightWhiteType='Classic') AND (Turn='White')) OR ((KnightBlackType='Classic') AND (Turn='Black')) then begin
Game_Movement.KnightClassic();
end
//red knight
else if ((KnightWhiteType='Red') AND (Turn='White')) OR ((KnightBlackType='Red') AND (Turn='Black')) then begin
Game_Movement.AttackMove(2, -2, -2, -1, -1, 'all');
Game_Movement.AttackMove(2, -2, 0, -1, 0, 'all');
Game_Movement.AttackMove(2, -2, 2, -1, 1, 'all');
Game_Movement.AttackMove(2, 0, -2, 0, -1, 'all');
Game_Movement.AttackMove(2, 0, 2, 0, 1, 'all');
Game_Movement.AttackMove(2, 2, -2, 1, -1, 'all');
Game_Movement.AttackMove(2, 2, 0, 1, 0, 'all');
Game_Movement.AttackMove(2, 2, 2, 1, 1, 'all');
end
//blue knight
else if ((KnightWhiteType='Blue') AND (Turn='White')) OR ((KnightBlackType='Blue') AND (Turn='Black')) then begin
Game_Movement.AttackMove(2, -1, -1, -1, -1, 'all');
Game_Movement.AttackMove(2, -1, 0, -1, 0, 'all');
Game_Movement.AttackMove(2, -1, 1, -1, 1, 'all');
Game_Movement.AttackMove(2, 0, -1, 0, -1, 'all');
Game_Movement.AttackMove(2, 0, 1, 0, 1, 'all');
Game_Movement.AttackMove(2, 1, -1, 1, -1, 'all');
Game_Movement.AttackMove(2, 1, 0, 1, 0, 'all');
Game_Movement.AttackMove(2, 1, 1, 1, 1, 'all');
end
//yellow knight
else begin
Game_Movement.KnightClassic();
Game_Movement.Move(1, -1, -1, 0, 0, 'none');
Game_Movement.Move(1, -1, 0, 0, 0, 'none');
Game_Movement.Move(1, -1, 1, 0, 0, 'none');
Game_Movement.Move(1, 0, -1, 0, 0, 'none');
Game_Movement.Move(1, 0, 1, 0, 0, 'none');
Game_Movement.Move(1, 1, -1, 0, 0, 'none');
Game_Movement.Move(1, 1, 0, 0, 0, 'none');
Game_Movement.Move(1, 1, 1, 0, 0, 'none');
Game_Movement.AttackMove(1, -3, 0, 0, 0, 'none');
Game_Movement.AttackMove(1, 0, -3, 0, 0, 'none');
Game_Movement.AttackMove(1, 0, 3, 0, 0, 'none');
Game_Movement.AttackMove(1, 3, 0, 0, 0, 'none');
end;
end;
procedure Bishop();
begin
//classic bishop
If ((BishopWhiteType='Classic') AND (Turn='White')) OR ((BishopBlackType='Classic') AND (Turn='Black')) then begin
Game_Movement.BishopClassic('none');
end
//red bishop
else if ((BishopWhiteType='Red') AND (Turn='White')) OR ((BishopBlackType='Red') AND (Turn='Black')) then begin
Game_Movement.BishopClassic('ally');
end
//blue bishop
else if ((BishopWhiteType='Blue') AND (Turn='White')) OR ((BishopBlackType='Blue') AND (Turn='Black')) then begin
Game_Movement.BishopClassic('none');
Game_Movement.AttackMove(1, -1, 0, 0, 0, 'none');
Game_Movement.AttackMove(1, 0, -1, 0, 0, 'none');
Game_Movement.AttackMove(1, 0, 1, 0, 0, 'none');
Game_Movement.AttackMove(1, 1, 0, 0, 0, 'none');
end
//yellow bishop
else begin
Game_Movement.BishopClassic('none');
Game_Movement.KnightClassic();
end;
end;
procedure Queen();
begin
//classic queen
If ((QueenWhiteType='Classic') AND (Turn='White')) OR ((QueenBlackType='Classic') AND (Turn='Black')) then begin
Game_Movement.QueenClassic('none');
end
//red queen
else if ((QueenWhiteType='Red') AND (Turn='White')) OR ((QueenBlackType='Red') AND (Turn='Black')) then begin
Game_Movement.QueenClassic('ally');
end
//blue queen
else if ((QueenWhiteType='Blue') AND (Turn='White')) OR ((QueenBlackType='Blue') AND (Turn='Black')) then begin
Game_Movement.QueenClassic('none');
end
//yellow queen
else begin
Game_Movement.QueenClassic('none');
Game_Movement.KnightClassic();
end;
end;
procedure King();
begin
//classic king
If ((QueenWhiteType='Classic') AND (Turn='White')) OR ((QueenBlackType='Classic') AND (Turn='Black')) then begin
KingClassic();
end
//red king
else if ((QueenWhiteType='Red') AND (Turn='White')) OR ((QueenBlackType='Red') AND (Turn='Black')) then begin
{placeholder}
KingClassic();
end
//blue king
else if ((QueenWhiteType='Blue') AND (Turn='White')) OR ((QueenBlackType='Blue') AND (Turn='Black')) then begin
{placeholder}
KingClassic();
end
//yellow king
else begin
{placeholder}
KingClassic();
end;
end;
end.