src/chess/rules.h

Mon, 07 Apr 2014 17:39:46 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 07 Apr 2014 17:39:46 +0200
changeset 30
a285ee393860
parent 29
c6a1ad6cf749
child 32
8a0b85303ee8
permissions
-rw-r--r--

experimental async input for single machine mode

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 capture;
universe@19 81 } Move;
universe@19 82
universe@23 83 typedef struct MoveList MoveList;
universe@23 84
universe@23 85 struct MoveList {
universe@23 86 Move move;
universe@23 87 MoveList* next;
universe@23 88 };
universe@23 89
universe@30 90
universe@30 91 typedef struct {
universe@30 92 uint8_t servercolor;
universe@30 93 _Bool timecontrol;
universe@30 94 uint16_t time;
universe@30 95 uint16_t addtime;
universe@30 96 } GameInfo;
universe@30 97
universe@23 98 typedef struct {
universe@23 99 Board board;
universe@23 100 uint8_t mycolor;
universe@23 101 MoveList* movelist;
universe@23 102 MoveList* lastmove;
universe@27 103 _Bool checkmate;
universe@27 104 _Bool stalemate;
universe@23 105 } GameState;
universe@23 106
universe@25 107 #define opponent_color(color) ((color)==WHITE?BLACK:WHITE)
universe@25 108
universe@19 109 #define POS_UNSPECIFIED UINT8_MAX
universe@19 110 #define mdst(b,m) b[(m)->torow][(m)->tofile]
universe@19 111 #define msrc(b,m) b[(m)->fromrow][(m)->fromfile]
universe@19 112
universe@28 113 #define isidx(idx) ((uint8_t)(idx) < 8)
universe@19 114
universe@19 115 #define isfile(file) (file >= 'a' && file <= 'h')
universe@19 116 #define isrow(row) (row >= '1' && row <= '8')
universe@19 117
universe@19 118 #define rowidx(row) (row-'1')
universe@19 119 #define fileidx(file) (file-'a')
universe@19 120
universe@19 121 #define rowchr(row) (row+'1')
universe@19 122 #define filechr(file) (file+'a')
universe@19 123
universe@19 124 #define chkidx(move) (isidx((move)->fromfile) && isidx((move)->fromrow) && \
universe@19 125 isidx((move)->tofile) && isidx((move)->torow))
universe@19 126
universe@19 127 /* secure versions - use, if index is not checked with isidx() */
universe@19 128 #define fileidx_s(c) (isfile(c)?fileidx(c):POS_UNSPECIFIED)
universe@19 129 #define rowidx_s(c) (isrow(c)?rowidx(c):POS_UNSPECIFIED)
universe@19 130
universe@23 131 void gamestate_cleanup(GameState *gamestate);
universe@23 132
universe@19 133 /**
universe@19 134 * Maps a character to a piece.
universe@19 135 *
universe@19 136 * Does not work for pawns, since they don't have a character.
universe@19 137 *
universe@19 138 * @param c one of R,N,B,Q,K
universe@19 139 * @return numeric value for the specified piece
universe@19 140 */
universe@19 141 uint8_t getpiece(char c);
universe@19 142
universe@19 143 /**
universe@19 144 * Maps a piece to a character.
universe@19 145 *
universe@19 146 * Does not work for pawns, scince they don't have a character.
universe@19 147 *
universe@19 148 * @param piece one of ROOK, KNIGHT, BISHOP, QUEEN, KING
universe@19 149 * @return character value for the specified piece
universe@19 150 */
universe@19 151 char getpiecechr(uint8_t piece);
universe@19 152
universe@19 153 /**
universe@25 154 * Checks, if a specified field is covered by a piece of a certain color.
universe@25 155 *
universe@29 156 * The out-parameters may both be NULL, but if any of them is set, the other
universe@29 157 * must be set, too.
universe@28 158 *
universe@28 159 * @param gamestate the current game state
universe@28 160 * @param row row of the field to check
universe@28 161 * @param file file of the field to check
universe@28 162 * @param color the color of the piece that should threaten the field
universe@29 163 * @param threats the array where to store the threats (should be able to the
universe@29 164 * rare maximum of 16 elements)
universe@29 165 * @param threatcount a pointer to an uint8_t where to store the amount of threats
universe@28 166 * @return TRUE, if any piece of the specified color threatens the specified
universe@28 167 * field (i.e. could capture an opponent piece)
universe@28 168 */
universe@29 169 _Bool get_threats(GameState *gamestate, uint8_t row, uint8_t file,
universe@29 170 uint8_t color, Move* threats, uint8_t* threatcount);
universe@29 171
universe@29 172 /**
universe@29 173 * Checks, if a specified field is covered by a piece of a certain color AND
universe@29 174 * if this piece is not pinned and therefore able to perform the move.
universe@29 175 *
universe@29 176 * The out-parameters may both be NULL, but if any of them is set, the other
universe@29 177 * must be set, too.
universe@29 178 *
universe@29 179 * @param gamestate the current game state
universe@29 180 * @param row row of the field to check
universe@29 181 * @param file file of the field to check
universe@29 182 * @param color the color of the piece that should threaten the field
universe@29 183 * @param threats the array where to store the threats (should be able to the
universe@29 184 * rare maximum of 16 elements)
universe@29 185 * @param threatcount a pointer to an uint8_t where to store the amount of threats
universe@29 186 * @return TRUE, if any piece of the specified color threatens the specified
universe@29 187 * field (i.e. could capture an opponent piece)
universe@29 188 */
universe@29 189 _Bool get_real_threats(GameState *gamestate, uint8_t row, uint8_t file,
universe@29 190 uint8_t color, Move* threats, uint8_t* threatcount);
universe@28 191
universe@28 192 /**
universe@28 193 * Checks, if a specified field is covered by a piece of a certain color.
universe@28 194 *
universe@25 195 * @param gamestate the current game state
universe@25 196 * @param row row of the field to check
universe@25 197 * @param file file of the field to check
universe@25 198 * @param color the color of the piece that should cover the field
universe@25 199 * @return TRUE, if any piece of the specified color threatens the specified
universe@29 200 * field
universe@25 201 */
universe@28 202 #define is_covered(gamestate, row, file, color) \
universe@29 203 get_threats(gamestate, row, file, color, NULL, NULL)
universe@29 204
universe@29 205 /**
universe@29 206 * Checks, if a specified field is attacked by a piece of a certain color.
universe@29 207 *
universe@29 208 * I.e. the field is covered by a piece AND this piece is not pinned and
universe@29 209 * therefore able to perform the move.
universe@29 210 *
universe@29 211 * @param gamestate the current game state
universe@29 212 * @param row row of the field to check
universe@29 213 * @param file file of the field to check
universe@29 214 * @param color the color of the piece that should cover the field
universe@29 215 * @return TRUE, if any piece of the specified color threatens the specified
universe@29 216 * field and could capture an opponent piece
universe@29 217 */
universe@29 218 #define is_attacked(gamestate, row, file, color) \
universe@29 219 get_threats(gamestate, row, file, color, NULL, NULL)
universe@29 220
universe@29 221 /**
universe@29 222 * Checks, if a specified field is protected by a piece of a certain color.
universe@29 223 *
universe@29 224 * I.e. the field is covered by a piece that is NOT the king AND this piece is
universe@29 225 * not pinned and therefore able to perform the move.
universe@29 226 *
universe@29 227 * @param gamestate the current game state
universe@29 228 * @param row row of the field to check
universe@29 229 * @param file file of the field to check
universe@29 230 * @param color the color of the piece that should cover the field
universe@29 231 * @return TRUE, if any piece (excluding the king) of the specified color
universe@29 232 * threatens the specified field and could capture an opponent piece
universe@29 233 */
universe@29 234 _Bool is_protected(GameState *gamestate, uint8_t row, uint8_t file,
universe@29 235 uint8_t color);
universe@25 236
universe@25 237 /**
universe@19 238 * Evaluates a move syntactically and stores the move data in the specified
universe@19 239 * object.
universe@19 240 *
universe@23 241 * @param gamestate the current game state
universe@19 242 * @param mstr the input string to parse
universe@19 243 * @param move a pointer to object where the move data shall be stored
universe@19 244 * @return status code (see rules/rules.h for the list of codes)
universe@19 245 */
universe@23 246 int eval_move(GameState *gamestate, char *mstr, Move *move);
universe@19 247
universe@19 248 /**
universe@19 249 * Validates move by applying chess rules.
universe@23 250 * @param gamestate the current game state
universe@19 251 * @param move the move to validate
universe@19 252 * @return TRUE, if the move complies to chess rules, FALSE otherwise
universe@19 253 */
universe@23 254 _Bool validate_move(GameState *gamestate, Move *move);
universe@19 255
universe@19 256 /**
universe@19 257 * Applies a move and deletes captured pieces.
universe@19 258 *
universe@23 259 * @param gamestate the current game state
universe@19 260 * @param move the move to apply
universe@19 261 */
universe@23 262 void apply_move(GameState *gamestate, Move *move);
universe@19 263
universe@10 264 #endif /* RULES_H */
universe@10 265

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