Tue, 01 Apr 2014 12:30:25 +0200
implemented king
universe@10 | 1 | /* |
universe@10 | 2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. |
universe@10 | 3 | * |
universe@10 | 4 | * Copyright 2014 Mike Becker. All rights reserved. |
universe@10 | 5 | * |
universe@10 | 6 | * Redistribution and use in source and binary forms, with or without |
universe@10 | 7 | * modification, are permitted provided that the following conditions are met: |
universe@10 | 8 | * |
universe@10 | 9 | * 1. Redistributions of source code must retain the above copyright |
universe@10 | 10 | * notice, this list of conditions and the following disclaimer. |
universe@10 | 11 | * |
universe@10 | 12 | * 2. Redistributions in binary form must reproduce the above copyright |
universe@10 | 13 | * notice, this list of conditions and the following disclaimer in the |
universe@10 | 14 | * documentation and/or other materials provided with the distribution. |
universe@10 | 15 | * |
universe@10 | 16 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
universe@10 | 17 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
universe@10 | 18 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
universe@10 | 19 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
universe@10 | 20 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
universe@10 | 21 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
universe@10 | 22 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
universe@10 | 23 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
universe@10 | 24 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
universe@10 | 25 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
universe@10 | 26 | * POSSIBILITY OF SUCH DAMAGE. |
universe@10 | 27 | * |
universe@10 | 28 | */ |
universe@10 | 29 | |
universe@10 | 30 | #ifndef RULES_H |
universe@10 | 31 | #define RULES_H |
universe@10 | 32 | |
universe@19 | 33 | #include <stdint.h> |
universe@10 | 34 | |
universe@16 | 35 | #define VALID_MOVE_SYNTAX 0 |
universe@16 | 36 | #define INVALID_MOVE_SYNTAX 1 |
universe@16 | 37 | #define INVALID_POSITION 2 |
universe@16 | 38 | #define AMBIGUOUS_MOVE 3 |
universe@18 | 39 | #define NEED_PROMOTION 4 |
universe@16 | 40 | |
universe@19 | 41 | |
universe@19 | 42 | #define PIECE_MASK 0x0F |
universe@19 | 43 | #define COLOR_MASK 0x30 |
universe@19 | 44 | #define ENPASSANT_THREAT 0x40 |
universe@19 | 45 | |
universe@19 | 46 | #define WHITE 0x10 |
universe@19 | 47 | #define BLACK 0x20 |
universe@19 | 48 | |
universe@19 | 49 | #define PAWN 0x01 |
universe@19 | 50 | #define ROOK 0x02 |
universe@19 | 51 | #define KNIGHT 0x03 |
universe@19 | 52 | #define BISHOP 0x04 |
universe@19 | 53 | #define QUEEN 0x05 |
universe@19 | 54 | #define KING 0x06 |
universe@19 | 55 | |
universe@19 | 56 | #define WPAWN (WHITE|PAWN) |
universe@19 | 57 | #define WROOK (WHITE|ROOK) |
universe@19 | 58 | #define WKNIGHT (WHITE|KNIGHT) |
universe@19 | 59 | #define WBISHOP (WHITE|BISHOP) |
universe@19 | 60 | #define WQUEEN (WHITE|QUEEN) |
universe@19 | 61 | #define WKING (WHITE|KING) |
universe@19 | 62 | #define BPAWN (BLACK|PAWN) |
universe@19 | 63 | #define BROOK (BLACK|ROOK) |
universe@19 | 64 | #define BKNIGHT (BLACK|KNIGHT) |
universe@19 | 65 | #define BBISHOP (BLACK|BISHOP) |
universe@19 | 66 | #define BQUEEN (BLACK|QUEEN) |
universe@19 | 67 | #define BKING (BLACK|KING) |
universe@19 | 68 | |
universe@19 | 69 | typedef uint8_t Board[8][8]; |
universe@19 | 70 | |
universe@23 | 71 | |
universe@19 | 72 | typedef struct { |
universe@19 | 73 | uint8_t piece; |
universe@19 | 74 | uint8_t fromfile; |
universe@19 | 75 | uint8_t fromrow; |
universe@19 | 76 | uint8_t tofile; |
universe@19 | 77 | uint8_t torow; |
universe@19 | 78 | uint8_t promotion; |
universe@19 | 79 | _Bool check; |
universe@19 | 80 | _Bool checkmate; |
universe@19 | 81 | _Bool capture; |
universe@19 | 82 | } Move; |
universe@19 | 83 | |
universe@23 | 84 | typedef struct MoveList MoveList; |
universe@23 | 85 | |
universe@23 | 86 | struct MoveList { |
universe@23 | 87 | Move move; |
universe@23 | 88 | MoveList* next; |
universe@23 | 89 | }; |
universe@23 | 90 | |
universe@23 | 91 | typedef struct { |
universe@23 | 92 | Board board; |
universe@23 | 93 | uint8_t mycolor; |
universe@23 | 94 | MoveList* movelist; |
universe@23 | 95 | MoveList* lastmove; |
universe@23 | 96 | } GameState; |
universe@23 | 97 | |
universe@25 | 98 | #define opponent_color(color) ((color)==WHITE?BLACK:WHITE) |
universe@25 | 99 | |
universe@19 | 100 | #define POS_UNSPECIFIED UINT8_MAX |
universe@19 | 101 | #define mdst(b,m) b[(m)->torow][(m)->tofile] |
universe@19 | 102 | #define msrc(b,m) b[(m)->fromrow][(m)->fromfile] |
universe@19 | 103 | |
universe@19 | 104 | #define isidx(idx) ((uint8_t)idx < 8) |
universe@19 | 105 | |
universe@19 | 106 | #define isfile(file) (file >= 'a' && file <= 'h') |
universe@19 | 107 | #define isrow(row) (row >= '1' && row <= '8') |
universe@19 | 108 | |
universe@19 | 109 | #define rowidx(row) (row-'1') |
universe@19 | 110 | #define fileidx(file) (file-'a') |
universe@19 | 111 | |
universe@19 | 112 | #define rowchr(row) (row+'1') |
universe@19 | 113 | #define filechr(file) (file+'a') |
universe@19 | 114 | |
universe@19 | 115 | #define chkidx(move) (isidx((move)->fromfile) && isidx((move)->fromrow) && \ |
universe@19 | 116 | isidx((move)->tofile) && isidx((move)->torow)) |
universe@19 | 117 | |
universe@19 | 118 | /* secure versions - use, if index is not checked with isidx() */ |
universe@19 | 119 | #define fileidx_s(c) (isfile(c)?fileidx(c):POS_UNSPECIFIED) |
universe@19 | 120 | #define rowidx_s(c) (isrow(c)?rowidx(c):POS_UNSPECIFIED) |
universe@19 | 121 | |
universe@23 | 122 | void gamestate_cleanup(GameState *gamestate); |
universe@23 | 123 | |
universe@19 | 124 | /** |
universe@19 | 125 | * Maps a character to a piece. |
universe@19 | 126 | * |
universe@19 | 127 | * Does not work for pawns, since they don't have a character. |
universe@19 | 128 | * |
universe@19 | 129 | * @param c one of R,N,B,Q,K |
universe@19 | 130 | * @return numeric value for the specified piece |
universe@19 | 131 | */ |
universe@19 | 132 | uint8_t getpiece(char c); |
universe@19 | 133 | |
universe@19 | 134 | /** |
universe@19 | 135 | * Maps a piece to a character. |
universe@19 | 136 | * |
universe@19 | 137 | * Does not work for pawns, scince they don't have a character. |
universe@19 | 138 | * |
universe@19 | 139 | * @param piece one of ROOK, KNIGHT, BISHOP, QUEEN, KING |
universe@19 | 140 | * @return character value for the specified piece |
universe@19 | 141 | */ |
universe@19 | 142 | char getpiecechr(uint8_t piece); |
universe@19 | 143 | |
universe@19 | 144 | /** |
universe@25 | 145 | * Checks, if a specified field is covered by a piece of a certain color. |
universe@25 | 146 | * |
universe@25 | 147 | * @param gamestate the current game state |
universe@25 | 148 | * @param row row of the field to check |
universe@25 | 149 | * @param file file of the field to check |
universe@25 | 150 | * @param color the color of the piece that should cover the field |
universe@25 | 151 | * @return TRUE, if any piece of the specified color threatens the specified |
universe@25 | 152 | * field (i.e. could capture an opponent piece) |
universe@25 | 153 | */ |
universe@25 | 154 | _Bool is_covered(GameState *gamestate,uint8_t row,uint8_t file,uint8_t color); |
universe@25 | 155 | |
universe@25 | 156 | /** |
universe@19 | 157 | * Evaluates a move syntactically and stores the move data in the specified |
universe@19 | 158 | * object. |
universe@19 | 159 | * |
universe@23 | 160 | * @param gamestate the current game state |
universe@19 | 161 | * @param mstr the input string to parse |
universe@19 | 162 | * @param move a pointer to object where the move data shall be stored |
universe@19 | 163 | * @return status code (see rules/rules.h for the list of codes) |
universe@19 | 164 | */ |
universe@23 | 165 | int eval_move(GameState *gamestate, char *mstr, Move *move); |
universe@19 | 166 | |
universe@19 | 167 | /** |
universe@19 | 168 | * Validates move by applying chess rules. |
universe@23 | 169 | * @param gamestate the current game state |
universe@19 | 170 | * @param move the move to validate |
universe@19 | 171 | * @return TRUE, if the move complies to chess rules, FALSE otherwise |
universe@19 | 172 | */ |
universe@23 | 173 | _Bool validate_move(GameState *gamestate, Move *move); |
universe@19 | 174 | |
universe@19 | 175 | /** |
universe@19 | 176 | * Applies a move and deletes captured pieces. |
universe@19 | 177 | * |
universe@23 | 178 | * @param gamestate the current game state |
universe@19 | 179 | * @param move the move to apply |
universe@19 | 180 | */ |
universe@23 | 181 | void apply_move(GameState *gamestate, Move *move); |
universe@19 | 182 | |
universe@10 | 183 | #endif /* RULES_H */ |
universe@10 | 184 |