src/chess/rules.h

Wed, 29 Aug 2018 13:45:13 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 29 Aug 2018 13:45:13 +0200
changeset 63
611332453da0
parent 61
e3a1a794351e
child 69
c8f2c280cff7
permissions
-rw-r--r--

move log has now three columns and starts scrolling after 45 moves

universe@10 1 /*
universe@10 2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
universe@10 3 *
universe@55 4 * Copyright 2016 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@36 34 #include <sys/time.h>
universe@10 35
universe@48 36 #define VALID_MOVE_SYNTAX 0
universe@48 37 #define VALID_MOVE_SEMANTICS 0 /* use same code for a success */
universe@48 38 #define INVALID_MOVE_SYNTAX 1
universe@48 39 #define INVALID_POSITION 2
universe@48 40 #define AMBIGUOUS_MOVE 3
universe@48 41 #define NEED_PROMOTION 4
universe@48 42 #define PIECE_PINNED 5
universe@48 43 #define KING_IN_CHECK 6
universe@48 44 #define KING_MOVES_INTO_CHECK 7
universe@48 45 #define RULES_VIOLATED 10
universe@16 46
universe@19 47
universe@19 48 #define PIECE_MASK 0x0F
universe@19 49 #define COLOR_MASK 0x30
universe@19 50 #define ENPASSANT_THREAT 0x40
universe@19 51
universe@19 52 #define WHITE 0x10
universe@19 53 #define BLACK 0x20
universe@19 54
universe@19 55 #define PAWN 0x01
universe@19 56 #define ROOK 0x02
universe@19 57 #define KNIGHT 0x03
universe@19 58 #define BISHOP 0x04
universe@19 59 #define QUEEN 0x05
universe@19 60 #define KING 0x06
universe@19 61
universe@19 62 #define WPAWN (WHITE|PAWN)
universe@19 63 #define WROOK (WHITE|ROOK)
universe@19 64 #define WKNIGHT (WHITE|KNIGHT)
universe@19 65 #define WBISHOP (WHITE|BISHOP)
universe@19 66 #define WQUEEN (WHITE|QUEEN)
universe@19 67 #define WKING (WHITE|KING)
universe@19 68 #define BPAWN (BLACK|PAWN)
universe@19 69 #define BROOK (BLACK|ROOK)
universe@19 70 #define BKNIGHT (BLACK|KNIGHT)
universe@19 71 #define BBISHOP (BLACK|BISHOP)
universe@19 72 #define BQUEEN (BLACK|QUEEN)
universe@19 73 #define BKING (BLACK|KING)
universe@19 74
universe@19 75 typedef uint8_t Board[8][8];
universe@19 76
universe@40 77 struct movetimeval {
universe@40 78 uint64_t tv_sec;
universe@40 79 int32_t tv_usec;
universe@40 80 };
universe@40 81
universe@19 82 typedef struct {
universe@19 83 uint8_t piece;
universe@19 84 uint8_t fromfile;
universe@19 85 uint8_t fromrow;
universe@19 86 uint8_t tofile;
universe@19 87 uint8_t torow;
universe@19 88 uint8_t promotion;
universe@41 89 uint8_t check;
universe@41 90 uint8_t capture;
universe@40 91 struct movetimeval timestamp;
universe@40 92 struct movetimeval movetime;
universe@49 93 char string[8];
universe@19 94 } Move;
universe@19 95
universe@23 96 typedef struct MoveList MoveList;
universe@23 97
universe@23 98 struct MoveList {
universe@23 99 Move move;
universe@23 100 MoveList* next;
universe@23 101 };
universe@23 102
universe@30 103
universe@30 104 typedef struct {
universe@30 105 uint8_t servercolor;
universe@40 106 uint8_t timecontrol;
universe@30 107 uint16_t time;
universe@30 108 uint16_t addtime;
universe@30 109 } GameInfo;
universe@30 110
universe@23 111 typedef struct {
universe@23 112 Board board;
universe@23 113 MoveList* movelist;
universe@23 114 MoveList* lastmove;
universe@63 115 unsigned int movecount; /* number of (half-)moves (counting BOTH colors) */
universe@27 116 _Bool checkmate;
universe@27 117 _Bool stalemate;
universe@50 118 _Bool remis;
universe@50 119 _Bool resign;
universe@23 120 } GameState;
universe@23 121
universe@25 122 #define opponent_color(color) ((color)==WHITE?BLACK:WHITE)
universe@25 123
universe@19 124 #define POS_UNSPECIFIED UINT8_MAX
universe@19 125 #define mdst(b,m) b[(m)->torow][(m)->tofile]
universe@19 126 #define msrc(b,m) b[(m)->fromrow][(m)->fromfile]
universe@19 127
universe@28 128 #define isidx(idx) ((uint8_t)(idx) < 8)
universe@19 129
universe@19 130 #define isfile(file) (file >= 'a' && file <= 'h')
universe@19 131 #define isrow(row) (row >= '1' && row <= '8')
universe@19 132
universe@19 133 #define rowidx(row) (row-'1')
universe@19 134 #define fileidx(file) (file-'a')
universe@19 135
universe@19 136 #define rowchr(row) (row+'1')
universe@19 137 #define filechr(file) (file+'a')
universe@19 138
universe@19 139 #define chkidx(move) (isidx((move)->fromfile) && isidx((move)->fromrow) && \
universe@19 140 isidx((move)->tofile) && isidx((move)->torow))
universe@19 141
universe@19 142 /* secure versions - use, if index is not checked with isidx() */
universe@19 143 #define fileidx_s(c) (isfile(c)?fileidx(c):POS_UNSPECIFIED)
universe@19 144 #define rowidx_s(c) (isrow(c)?rowidx(c):POS_UNSPECIFIED)
universe@19 145
universe@50 146 #define is_game_running(gamestate) !((gamestate)->checkmate || \
universe@50 147 (gamestate)->resign || (gamestate)->stalemate || (gamestate)->remis)
universe@50 148
universe@50 149
universe@50 150 /**
universe@50 151 * Initializes a game state and prepares the chess board.
universe@50 152 * @param gamestate the game state to initialize
universe@50 153 */
universe@50 154 void gamestate_init(GameState *gamestate);
universe@50 155
universe@49 156 /**
universe@49 157 * Cleans up a game state and frees the memory for the movement list.
universe@49 158 * @param gamestate the game state to clean up
universe@49 159 */
universe@23 160 void gamestate_cleanup(GameState *gamestate);
universe@23 161
universe@19 162 /**
universe@19 163 * Maps a character to a piece.
universe@19 164 *
universe@19 165 * Does not work for pawns, since they don't have a character.
universe@19 166 *
universe@19 167 * @param c one of R,N,B,Q,K
universe@19 168 * @return numeric value for the specified piece
universe@19 169 */
universe@19 170 uint8_t getpiece(char c);
universe@19 171
universe@19 172 /**
universe@19 173 * Maps a piece to a character.
universe@19 174 *
universe@19 175 * Does not work for pawns, scince they don't have a character.
universe@19 176 *
universe@19 177 * @param piece one of ROOK, KNIGHT, BISHOP, QUEEN, KING
universe@19 178 * @return character value for the specified piece
universe@19 179 */
universe@19 180 char getpiecechr(uint8_t piece);
universe@19 181
universe@19 182 /**
universe@25 183 * Checks, if a specified field is covered by a piece of a certain color.
universe@25 184 *
universe@29 185 * The out-parameters may both be NULL, but if any of them is set, the other
universe@29 186 * must be set, too.
universe@28 187 *
universe@28 188 * @param gamestate the current game state
universe@28 189 * @param row row of the field to check
universe@28 190 * @param file file of the field to check
universe@28 191 * @param color the color of the piece that should threaten the field
universe@47 192 * @param threats the array where to store the threats (should be able to hold
universe@47 193 * the rare maximum of 16 elements)
universe@47 194 * @param threatcount a pointer to an uint8_t where the count of threats is
universe@47 195 * stored
universe@28 196 * @return TRUE, if any piece of the specified color threatens the specified
universe@28 197 * field (i.e. could capture an opponent piece)
universe@28 198 */
universe@29 199 _Bool get_threats(GameState *gamestate, uint8_t row, uint8_t file,
universe@29 200 uint8_t color, Move* threats, uint8_t* threatcount);
universe@29 201
universe@29 202 /**
universe@29 203 * Checks, if a specified field is covered by a piece of a certain color AND
universe@29 204 * if this piece is not pinned and therefore able to perform the move.
universe@29 205 *
universe@29 206 * The out-parameters may both be NULL, but if any of them is set, the other
universe@29 207 * must be set, too.
universe@29 208 *
universe@29 209 * @param gamestate the current game state
universe@29 210 * @param row row of the field to check
universe@29 211 * @param file file of the field to check
universe@29 212 * @param color the color of the piece that should threaten the field
universe@47 213 * @param threats the array where to store the threats (should be able to hold
universe@47 214 * the rare maximum of 16 elements)
universe@47 215 * @param threatcount a pointer to an uint8_t where the count of threats is
universe@47 216 * stored
universe@29 217 * @return TRUE, if any piece of the specified color threatens the specified
universe@29 218 * field (i.e. could capture an opponent piece)
universe@29 219 */
universe@29 220 _Bool get_real_threats(GameState *gamestate, uint8_t row, uint8_t file,
universe@29 221 uint8_t color, Move* threats, uint8_t* threatcount);
universe@28 222
universe@28 223 /**
universe@28 224 * Checks, if a specified field is covered by a piece of a certain color.
universe@28 225 *
universe@25 226 * @param gamestate the current game state
universe@25 227 * @param row row of the field to check
universe@25 228 * @param file file of the field to check
universe@25 229 * @param color the color of the piece that should cover the field
universe@25 230 * @return TRUE, if any piece of the specified color threatens the specified
universe@29 231 * field
universe@25 232 */
universe@28 233 #define is_covered(gamestate, row, file, color) \
universe@29 234 get_threats(gamestate, row, file, color, NULL, NULL)
universe@29 235
universe@29 236 /**
universe@29 237 * Checks, if a specified field is attacked by a piece of a certain color.
universe@29 238 *
universe@29 239 * I.e. the field is covered by a piece AND this piece is not pinned and
universe@29 240 * therefore able to perform the move.
universe@29 241 *
universe@29 242 * @param gamestate the current game state
universe@29 243 * @param row row of the field to check
universe@29 244 * @param file file of the field to check
universe@29 245 * @param color the color of the piece that should cover the field
universe@29 246 * @return TRUE, if any piece of the specified color threatens the specified
universe@29 247 * field and could capture an opponent piece
universe@29 248 */
universe@29 249 #define is_attacked(gamestate, row, file, color) \
universe@61 250 get_real_threats(gamestate, row, file, color, NULL, NULL)
universe@29 251
universe@29 252 /**
universe@29 253 * Checks, if a specified field is protected by a piece of a certain color.
universe@29 254 *
universe@29 255 * I.e. the field is covered by a piece that is NOT the king AND this piece is
universe@29 256 * not pinned and therefore able to perform the move.
universe@29 257 *
universe@29 258 * @param gamestate the current game state
universe@29 259 * @param row row of the field to check
universe@29 260 * @param file file of the field to check
universe@29 261 * @param color the color of the piece that should cover the field
universe@29 262 * @return TRUE, if any piece (excluding the king) of the specified color
universe@29 263 * threatens the specified field and could capture an opponent piece
universe@29 264 */
universe@29 265 _Bool is_protected(GameState *gamestate, uint8_t row, uint8_t file,
universe@29 266 uint8_t color);
universe@25 267
universe@25 268 /**
universe@47 269 * Checks, if the specified move cannot be performed, because the piece is
universe@47 270 * either pinned or cannot remove the check.
universe@47 271 *
universe@47 272 * Note: in chess a piece is pinned, when it can't be moved because the move
universe@47 273 * would result in a check position. But this function <u>also</u> returns true,
universe@47 274 * if the king is already in check position and the specified move does not
universe@47 275 * protect the king.
universe@47 276 *
universe@47 277 * @param gamestate the current game state
universe@47 278 * @param move the move to check
universe@47 279 * @return TRUE, if the move cannot be performed because the king would be in
universe@47 280 * check after the move
universe@47 281 */
universe@47 282 _Bool is_pinned(GameState *gamestate, Move *move);
universe@47 283
universe@47 284 /**
universe@19 285 * Evaluates a move syntactically and stores the move data in the specified
universe@19 286 * object.
universe@19 287 *
universe@23 288 * @param gamestate the current game state
universe@19 289 * @param mstr the input string to parse
universe@19 290 * @param move a pointer to object where the move data shall be stored
universe@50 291 * @param color the color of the player to evaluate the move for
universe@48 292 * @return status code (see macros in this file for the list of codes)
universe@19 293 */
universe@50 294 int eval_move(GameState *gamestate, char *mstr, Move *move, uint8_t color);
universe@19 295
universe@19 296 /**
universe@19 297 * Validates move by applying chess rules.
universe@23 298 * @param gamestate the current game state
universe@19 299 * @param move the move to validate
universe@48 300 * @return status code (see macros in this file for the list of codes)
universe@19 301 */
universe@48 302 int validate_move(GameState *gamestate, Move *move);
universe@19 303
universe@19 304 /**
universe@19 305 * Applies a move and deletes captured pieces.
universe@19 306 *
universe@23 307 * @param gamestate the current game state
universe@19 308 * @param move the move to apply
universe@19 309 */
universe@23 310 void apply_move(GameState *gamestate, Move *move);
universe@19 311
universe@33 312
universe@33 313 /**
universe@33 314 * Returns the remaining time on the clock for the specified player.
universe@33 315 *
universe@33 316 * @param gameinfo the information about the game
universe@33 317 * @param gamestate the current game state
universe@33 318 * @param color either BLACK or WHITE
universe@33 319 * @return the remaining time - if time control is disabled, this function
universe@33 320 * always returns zero
universe@33 321 */
universe@33 322 uint16_t remaining_movetime(GameInfo *gameinfo, GameState *gamestate,
universe@33 323 uint8_t color);
universe@33 324
universe@10 325 #endif /* RULES_H */
universe@10 326

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