src/chess/rules.h

Wed, 28 May 2014 15:47:57 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 28 May 2014 15:47:57 +0200
changeset 47
d726e4b46c33
parent 41
a8346dcf7bbf
child 48
0cedda2544da
permissions
-rw-r--r--

refactoring of getlocation mechanism for better short algebraic notation support (does now respect pinned pieces) + fixed a bug where a pawn could advance through a piece (e.g. e2e4 could jump over a piece on e3)

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@36 34 #include <sys/time.h>
universe@10 35
universe@16 36 #define VALID_MOVE_SYNTAX 0
universe@16 37 #define INVALID_MOVE_SYNTAX 1
universe@16 38 #define INVALID_POSITION 2
universe@16 39 #define AMBIGUOUS_MOVE 3
universe@18 40 #define NEED_PROMOTION 4
universe@47 41 #define PIECE_PINNED 5
universe@47 42 #define KING_IN_CHECK 6
universe@16 43
universe@19 44
universe@19 45 #define PIECE_MASK 0x0F
universe@19 46 #define COLOR_MASK 0x30
universe@19 47 #define ENPASSANT_THREAT 0x40
universe@19 48
universe@19 49 #define WHITE 0x10
universe@19 50 #define BLACK 0x20
universe@19 51
universe@19 52 #define PAWN 0x01
universe@19 53 #define ROOK 0x02
universe@19 54 #define KNIGHT 0x03
universe@19 55 #define BISHOP 0x04
universe@19 56 #define QUEEN 0x05
universe@19 57 #define KING 0x06
universe@19 58
universe@19 59 #define WPAWN (WHITE|PAWN)
universe@19 60 #define WROOK (WHITE|ROOK)
universe@19 61 #define WKNIGHT (WHITE|KNIGHT)
universe@19 62 #define WBISHOP (WHITE|BISHOP)
universe@19 63 #define WQUEEN (WHITE|QUEEN)
universe@19 64 #define WKING (WHITE|KING)
universe@19 65 #define BPAWN (BLACK|PAWN)
universe@19 66 #define BROOK (BLACK|ROOK)
universe@19 67 #define BKNIGHT (BLACK|KNIGHT)
universe@19 68 #define BBISHOP (BLACK|BISHOP)
universe@19 69 #define BQUEEN (BLACK|QUEEN)
universe@19 70 #define BKING (BLACK|KING)
universe@19 71
universe@19 72 typedef uint8_t Board[8][8];
universe@19 73
universe@40 74 struct movetimeval {
universe@40 75 uint64_t tv_sec;
universe@40 76 int32_t tv_usec;
universe@40 77 };
universe@40 78
universe@19 79 typedef struct {
universe@19 80 uint8_t piece;
universe@19 81 uint8_t fromfile;
universe@19 82 uint8_t fromrow;
universe@19 83 uint8_t tofile;
universe@19 84 uint8_t torow;
universe@19 85 uint8_t promotion;
universe@41 86 uint8_t check;
universe@41 87 uint8_t capture;
universe@40 88 struct movetimeval timestamp;
universe@40 89 struct movetimeval movetime;
universe@19 90 } Move;
universe@19 91
universe@23 92 typedef struct MoveList MoveList;
universe@23 93
universe@23 94 struct MoveList {
universe@23 95 Move move;
universe@23 96 MoveList* next;
universe@23 97 };
universe@23 98
universe@30 99
universe@30 100 typedef struct {
universe@30 101 uint8_t servercolor;
universe@40 102 uint8_t timecontrol;
universe@30 103 uint16_t time;
universe@30 104 uint16_t addtime;
universe@30 105 } GameInfo;
universe@30 106
universe@23 107 typedef struct {
universe@23 108 Board board;
universe@23 109 uint8_t mycolor;
universe@23 110 MoveList* movelist;
universe@23 111 MoveList* lastmove;
universe@27 112 _Bool checkmate;
universe@27 113 _Bool stalemate;
universe@23 114 } GameState;
universe@23 115
universe@25 116 #define opponent_color(color) ((color)==WHITE?BLACK:WHITE)
universe@25 117
universe@19 118 #define POS_UNSPECIFIED UINT8_MAX
universe@19 119 #define mdst(b,m) b[(m)->torow][(m)->tofile]
universe@19 120 #define msrc(b,m) b[(m)->fromrow][(m)->fromfile]
universe@19 121
universe@28 122 #define isidx(idx) ((uint8_t)(idx) < 8)
universe@19 123
universe@19 124 #define isfile(file) (file >= 'a' && file <= 'h')
universe@19 125 #define isrow(row) (row >= '1' && row <= '8')
universe@19 126
universe@19 127 #define rowidx(row) (row-'1')
universe@19 128 #define fileidx(file) (file-'a')
universe@19 129
universe@19 130 #define rowchr(row) (row+'1')
universe@19 131 #define filechr(file) (file+'a')
universe@19 132
universe@19 133 #define chkidx(move) (isidx((move)->fromfile) && isidx((move)->fromrow) && \
universe@19 134 isidx((move)->tofile) && isidx((move)->torow))
universe@19 135
universe@19 136 /* secure versions - use, if index is not checked with isidx() */
universe@19 137 #define fileidx_s(c) (isfile(c)?fileidx(c):POS_UNSPECIFIED)
universe@19 138 #define rowidx_s(c) (isrow(c)?rowidx(c):POS_UNSPECIFIED)
universe@19 139
universe@23 140 void gamestate_cleanup(GameState *gamestate);
universe@23 141
universe@19 142 /**
universe@19 143 * Maps a character to a piece.
universe@19 144 *
universe@19 145 * Does not work for pawns, since they don't have a character.
universe@19 146 *
universe@19 147 * @param c one of R,N,B,Q,K
universe@19 148 * @return numeric value for the specified piece
universe@19 149 */
universe@19 150 uint8_t getpiece(char c);
universe@19 151
universe@19 152 /**
universe@19 153 * Maps a piece to a character.
universe@19 154 *
universe@19 155 * Does not work for pawns, scince they don't have a character.
universe@19 156 *
universe@19 157 * @param piece one of ROOK, KNIGHT, BISHOP, QUEEN, KING
universe@19 158 * @return character value for the specified piece
universe@19 159 */
universe@19 160 char getpiecechr(uint8_t piece);
universe@19 161
universe@19 162 /**
universe@25 163 * Checks, if a specified field is covered by a piece of a certain color.
universe@25 164 *
universe@29 165 * The out-parameters may both be NULL, but if any of them is set, the other
universe@29 166 * must be set, too.
universe@28 167 *
universe@28 168 * @param gamestate the current game state
universe@28 169 * @param row row of the field to check
universe@28 170 * @param file file of the field to check
universe@28 171 * @param color the color of the piece that should threaten the field
universe@47 172 * @param threats the array where to store the threats (should be able to hold
universe@47 173 * the rare maximum of 16 elements)
universe@47 174 * @param threatcount a pointer to an uint8_t where the count of threats is
universe@47 175 * stored
universe@28 176 * @return TRUE, if any piece of the specified color threatens the specified
universe@28 177 * field (i.e. could capture an opponent piece)
universe@28 178 */
universe@29 179 _Bool get_threats(GameState *gamestate, uint8_t row, uint8_t file,
universe@29 180 uint8_t color, Move* threats, uint8_t* threatcount);
universe@29 181
universe@29 182 /**
universe@29 183 * Checks, if a specified field is covered by a piece of a certain color AND
universe@29 184 * if this piece is not pinned and therefore able to perform the move.
universe@29 185 *
universe@29 186 * The out-parameters may both be NULL, but if any of them is set, the other
universe@29 187 * must be set, too.
universe@29 188 *
universe@29 189 * @param gamestate the current game state
universe@29 190 * @param row row of the field to check
universe@29 191 * @param file file of the field to check
universe@29 192 * @param color the color of the piece that should threaten the field
universe@47 193 * @param threats the array where to store the threats (should be able to hold
universe@47 194 * the rare maximum of 16 elements)
universe@47 195 * @param threatcount a pointer to an uint8_t where the count of threats is
universe@47 196 * stored
universe@29 197 * @return TRUE, if any piece of the specified color threatens the specified
universe@29 198 * field (i.e. could capture an opponent piece)
universe@29 199 */
universe@29 200 _Bool get_real_threats(GameState *gamestate, uint8_t row, uint8_t file,
universe@29 201 uint8_t color, Move* threats, uint8_t* threatcount);
universe@28 202
universe@28 203 /**
universe@28 204 * Checks, if a specified field is covered by a piece of a certain color.
universe@28 205 *
universe@25 206 * @param gamestate the current game state
universe@25 207 * @param row row of the field to check
universe@25 208 * @param file file of the field to check
universe@25 209 * @param color the color of the piece that should cover the field
universe@25 210 * @return TRUE, if any piece of the specified color threatens the specified
universe@29 211 * field
universe@25 212 */
universe@28 213 #define is_covered(gamestate, row, file, color) \
universe@29 214 get_threats(gamestate, row, file, color, NULL, NULL)
universe@29 215
universe@29 216 /**
universe@29 217 * Checks, if a specified field is attacked by a piece of a certain color.
universe@29 218 *
universe@29 219 * I.e. the field is covered by a piece AND this piece is not pinned and
universe@29 220 * therefore able to perform the move.
universe@29 221 *
universe@29 222 * @param gamestate the current game state
universe@29 223 * @param row row of the field to check
universe@29 224 * @param file file of the field to check
universe@29 225 * @param color the color of the piece that should cover the field
universe@29 226 * @return TRUE, if any piece of the specified color threatens the specified
universe@29 227 * field and could capture an opponent piece
universe@29 228 */
universe@29 229 #define is_attacked(gamestate, row, file, color) \
universe@29 230 get_threats(gamestate, row, file, color, NULL, NULL)
universe@29 231
universe@29 232 /**
universe@29 233 * Checks, if a specified field is protected by a piece of a certain color.
universe@29 234 *
universe@29 235 * I.e. the field is covered by a piece that is NOT the king AND this piece is
universe@29 236 * not pinned and therefore able to perform the move.
universe@29 237 *
universe@29 238 * @param gamestate the current game state
universe@29 239 * @param row row of the field to check
universe@29 240 * @param file file of the field to check
universe@29 241 * @param color the color of the piece that should cover the field
universe@29 242 * @return TRUE, if any piece (excluding the king) of the specified color
universe@29 243 * threatens the specified field and could capture an opponent piece
universe@29 244 */
universe@29 245 _Bool is_protected(GameState *gamestate, uint8_t row, uint8_t file,
universe@29 246 uint8_t color);
universe@25 247
universe@25 248 /**
universe@47 249 * Checks, if the specified move cannot be performed, because the piece is
universe@47 250 * either pinned or cannot remove the check.
universe@47 251 *
universe@47 252 * Note: in chess a piece is pinned, when it can't be moved because the move
universe@47 253 * would result in a check position. But this function <u>also</u> returns true,
universe@47 254 * if the king is already in check position and the specified move does not
universe@47 255 * protect the king.
universe@47 256 *
universe@47 257 * @param gamestate the current game state
universe@47 258 * @param move the move to check
universe@47 259 * @return TRUE, if the move cannot be performed because the king would be in
universe@47 260 * check after the move
universe@47 261 */
universe@47 262 _Bool is_pinned(GameState *gamestate, Move *move);
universe@47 263
universe@47 264 /**
universe@19 265 * Evaluates a move syntactically and stores the move data in the specified
universe@19 266 * object.
universe@19 267 *
universe@23 268 * @param gamestate the current game state
universe@19 269 * @param mstr the input string to parse
universe@19 270 * @param move a pointer to object where the move data shall be stored
universe@19 271 * @return status code (see rules/rules.h for the list of codes)
universe@19 272 */
universe@23 273 int eval_move(GameState *gamestate, char *mstr, Move *move);
universe@19 274
universe@19 275 /**
universe@19 276 * Validates move by applying chess rules.
universe@23 277 * @param gamestate the current game state
universe@19 278 * @param move the move to validate
universe@19 279 * @return TRUE, if the move complies to chess rules, FALSE otherwise
universe@19 280 */
universe@23 281 _Bool validate_move(GameState *gamestate, Move *move);
universe@19 282
universe@19 283 /**
universe@19 284 * Applies a move and deletes captured pieces.
universe@19 285 *
universe@23 286 * @param gamestate the current game state
universe@19 287 * @param move the move to apply
universe@19 288 */
universe@23 289 void apply_move(GameState *gamestate, Move *move);
universe@19 290
universe@33 291
universe@33 292 /**
universe@33 293 * Returns the remaining time on the clock for the specified player.
universe@33 294 *
universe@33 295 * @param gameinfo the information about the game
universe@33 296 * @param gamestate the current game state
universe@33 297 * @param color either BLACK or WHITE
universe@33 298 * @return the remaining time - if time control is disabled, this function
universe@33 299 * always returns zero
universe@33 300 */
universe@33 301 uint16_t remaining_movetime(GameInfo *gameinfo, GameState *gamestate,
universe@33 302 uint8_t color);
universe@33 303
universe@10 304 #endif /* RULES_H */
universe@10 305

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