src/game.c

Wed, 11 Jun 2014 15:38:01 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 11 Jun 2014 15:38:01 +0200
changeset 48
0cedda2544da
parent 47
d726e4b46c33
child 49
02c509a44e98
permissions
-rw-r--r--

added return code to move validation (for more informative messages) + fixed a bug where simulations added movelist items to the original gamestate

     1 /*
     2  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
     3  *
     4  * Copyright 2014 Mike Becker. All rights reserved.
     5  *
     6  * Redistribution and use in source and binary forms, with or without
     7  * modification, are permitted provided that the following conditions are met:
     8  *
     9  *   1. Redistributions of source code must retain the above copyright
    10  *      notice, this list of conditions and the following disclaimer.
    11  *
    12  *   2. Redistributions in binary form must reproduce the above copyright
    13  *      notice, this list of conditions and the following disclaimer in the
    14  *      documentation and/or other materials provided with the distribution.
    15  *
    16  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    17  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    18  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    19  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    20  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    21  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    22  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    23  * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    24  * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    25  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    26  * POSSIBILITY OF SUCH DAMAGE.
    27  *
    28  */
    30 #include "game.h"
    31 #include "network.h"
    32 #include "input.h"
    33 #include "colors.h"
    34 #include <ncurses.h>
    35 #include <string.h>
    36 #include <inttypes.h>
    37 #include <sys/select.h>
    39 static const uint8_t boardx = 10, boardy = 10;
    40 static int inputy = 21; /* should be overridden on game startup */
    42 static int timecontrol(GameState *gamestate, GameInfo *gameinfo) {
    43     if (gameinfo->timecontrol) {
    44         uint16_t white = remaining_movetime(gameinfo, gamestate, WHITE);
    45         uint16_t black = remaining_movetime(gameinfo, gamestate, BLACK);
    46         mvprintw(boardy+4, boardx-1,
    47             "White time: %4" PRIu16 ":%02" PRIu16,
    48             white / 60, white % 60);
    49         mvprintw(boardy+5, boardx-1,
    50             "Black time: %4" PRIu16 ":%02" PRIu16,
    51             black / 60, black % 60);
    53         if (white == 0) {
    54             move(inputy, 0);
    55             printw("Time is over - Black wins!");
    56             clrtobot();
    57             refresh();
    58             return 1;
    59         }
    60         if (black == 0) {
    61             move(inputy, 0);
    62             printw("Time is over - White wins!");
    63             clrtobot();
    64             refresh();
    65             return 1;
    66         }
    67     }
    69     return 0;
    70 }
    72 static void draw_board(GameState *gamestate) {
    73     for (uint8_t y = 0 ; y < 8 ; y++) {
    74         for (uint8_t x = 0 ; x < 8 ; x++) {
    75             uint8_t col = gamestate->board[y][x] & COLOR_MASK;
    76             uint8_t piece = gamestate->board[y][x] & PIECE_MASK;
    77             char piecec;
    78             if (piece) {
    79                 piecec = piece == PAWN ? 'P' : getpiecechr(piece);
    80             } else {
    81                 piecec = ' ';
    82             }
    84             _Bool boardblack = (y&1)==(x&1);
    85             attrset((col==WHITE ? A_BOLD : A_DIM)|
    86                 COLOR_PAIR(col == WHITE ?
    87                     (boardblack ? COL_WB : COL_WW) :
    88                     (boardblack ? COL_BB : COL_BW)
    89                 )
    90             );
    92             int cy = gamestate->mycolor == WHITE ? boardy-y : boardy-7+y;
    93             int cx = gamestate->mycolor == WHITE ? boardx+x*3 : boardx+21-x*3;
    94             mvaddch(cy, cx, ' ');
    95             mvaddch(cy, cx+1, piecec);
    96             mvaddch(cy, cx+2, ' ');
    97         }
    98     }
   100     attrset(A_NORMAL);
   101     for (uint8_t i = 0 ; i < 8 ; i++) {
   102         int x = gamestate->mycolor == WHITE ? boardx+i*3+1 : boardx+22-i*3;
   103         int y = gamestate->mycolor == WHITE ? boardy-i : boardy-7+i;
   104         mvaddch(boardy+1, x, 'a'+i);
   105         mvaddch(y, boardx-2, '1'+i);
   106     }
   108     /* move log */
   109     // TODO: introduce window to avoid bugs with a long move log
   110     uint8_t logy = 0;
   111     const uint8_t logx = boardx + 30;
   112     int logi = 1;
   113     MoveList *logelem = gamestate->movelist;
   115     while (logelem) {
   116         logi++;
   117         if (logi % 2 == 0) {
   118             if ((logi - 2) % 4 == 0) {
   119                 logy++;
   120                 move(logy, logx);
   121             }
   122             printw("%d. ", logi / 2);
   123         }
   125         if (logelem) {
   126             Move move = logelem->move;
   127             if ((move.piece&PIECE_MASK) == KING &&
   128                 abs(move.tofile-move.fromfile) == 2) {
   129                 addstr(move.tofile==fileidx('c')?"O-O-O":"O-O");
   130             } else {
   131                 char logstr[] = {
   132                     getpiecechr(move.piece),
   133                     filechr(move.fromfile), rowchr(move.fromrow),
   134                     move.capture ? 'x':'\0',
   135                     filechr(move.tofile), rowchr(move.torow),
   136                     move.check ? '+' : (move.promotion ? '=' : '\0'),
   137                     move.promotion ? getpiecechr(move.promotion) : '\0'
   138                 };
   139                 for (int stri = 0 ; stri < sizeof(logstr) ; stri++) {
   140                     if (logstr[stri]) {
   141                         addch(logstr[stri]);
   142                     }
   143                 }
   144             }
   145             if (!logelem->next) {
   146                 if (gamestate->checkmate) {
   147                     addstr("\b#");
   148                 } else if (gamestate->stalemate) {
   149                     addstr(" stalemate");
   150                 }
   151             }
   152             addch(' ');
   154             logelem = logelem->next;
   155         }
   156     }
   157 }
   159 static void eval_move_failed_msg(int code) {
   160     switch (code) {
   161     case AMBIGUOUS_MOVE:
   162         printw("Ambiguous move - please specify the piece to move.");
   163         break;
   164     case INVALID_POSITION:
   165         printw("No piece can be moved this way.");
   166         break;
   167     case NEED_PROMOTION:
   168         printw("You need to promote the pawn (append \"=Q\" e.g.)!");
   169         break;
   170     case KING_IN_CHECK:
   171         printw("Your king is in check!");
   172         break;
   173     case PIECE_PINNED:
   174         printw("This piece is pinned!");
   175         break;
   176     case INVALID_MOVE_SYNTAX:
   177         printw("Can't interpret move - please use algebraic notation.");
   178         break;
   179     case RULES_VIOLATED:
   180         printw("Move does not comply chess rules.");
   181         break;
   182     case KING_MOVES_INTO_CHECK:
   183         printw("Can't move the king into a check position.");
   184         break;
   185     default:
   186         printw("Unknown move parser error.");
   187     }
   188 }
   190 #define MOVESTR_BUFLEN 8
   191 static int domove_singlemachine(GameState *gamestate, GameInfo *gameinfo) {
   194     size_t bufpos = 0;
   195     char movestr[MOVESTR_BUFLEN];
   197     flushinp();
   198     while (1) {
   199         if (timecontrol(gamestate, gameinfo)) {
   200             return 1;
   201         }
   203         move(inputy, 0);
   204         printw(
   205             "Use chess notation to enter your move.\n"
   206             "Or type 'resign' to resign or 'remis' to end with remis.\n\n"
   207             "Type your move: ");
   208         clrtoeol();
   210         if (asyncgetnstr(movestr, &bufpos, MOVESTR_BUFLEN)) {
   211             if (strncmp(movestr, "resign", MOVESTR_BUFLEN) == 0) {
   212                 printw("%s resigned!",
   213                     gamestate->mycolor==WHITE?"White":"Black");
   214                 clrtoeol();
   215                 refresh();
   216                 return 1;
   217             } else if (strncmp(movestr, "remis", MOVESTR_BUFLEN) == 0) {
   218                 printw("Game ends remis.");
   219                 clrtoeol();
   220                 refresh();
   221                 return 1;
   222             } else {
   223                 Move move;
   224                 int eval_result = eval_move(gamestate, movestr, &move);
   225                 switch (eval_result) {
   226                 case VALID_MOVE_SYNTAX:
   227                     eval_result = validate_move(gamestate, &move);
   228                     if (eval_result == VALID_MOVE_SEMANTICS) {
   229                         apply_move(gamestate, &move);
   230                         if (gamestate->checkmate) {
   231                             printw("Checkmate!");
   232                             clrtoeol();
   233                             return 1;
   234                         } else if (gamestate->stalemate) {
   235                             printw("Stalemate!");
   236                             clrtoeol();
   237                             return 1;
   238                         } else {
   239                             return 0;
   240                         }
   241                     } else {
   242                         eval_move_failed_msg(eval_result);
   243                     }
   244                     break;
   245                 default:
   246                     eval_move_failed_msg(eval_result);
   247                 }
   248                 clrtoeol();
   249             }
   250         }
   251     }
   252 }
   254 static int sendmove(GameState *gamestate, GameInfo *gameinfo, int opponent) {
   256     size_t bufpos = 0;
   257     char movestr[MOVESTR_BUFLEN];
   258     _Bool remisrejected = FALSE;
   259     uint8_t code;
   261     flushinp();
   262     while (1) {
   263         if (timecontrol(gamestate, gameinfo)) {
   264             net_send_code(opponent, NETCODE_TIMEOVER);
   265             return 1;
   266         }
   268         move(inputy, 0);
   269         if (remisrejected) {
   270             printw(
   271                 "Use chess notation to enter your move.\n"
   272                 "Remis offer rejected - type 'resign' to resign.      \n\n"
   273                 "Type your move: ");
   274         } else {
   275             printw(
   276                 "Use chess notation to enter your move.\n"
   277                 "Or type 'resign' to resign or 'remis' to offer remis.\n\n"
   278                 "Type your move: ");
   279         }
   280         clrtoeol();
   282         if (asyncgetnstr(movestr, &bufpos, MOVESTR_BUFLEN)) {
   283             if (strncmp(movestr, "resign", MOVESTR_BUFLEN) == 0) {
   284                 printw("You resigned!");
   285                 clrtoeol();
   286                 refresh();
   287                 net_send_code(opponent, NETCODE_RESIGN);
   288                 return 1;
   289             } else if (strncmp(movestr, "remis", MOVESTR_BUFLEN) == 0) {
   290                 if (!remisrejected) {
   291                     net_send_code(opponent, NETCODE_REMIS);
   292                     printw("Remis offer sent - waiting for acceptance...");
   293                     refresh();
   294                     code = net_recieve_code(opponent);
   295                     if (code == NETCODE_ACCEPT) {
   296                         printw("\rRemis accepted!");
   297                         clrtoeol();
   298                         refresh();
   299                         return 1;
   300                     } else if (code == NETCODE_CONNLOST) {
   301                         printw("\rYour opponent left the game.");
   302                         clrtoeol();
   303                         refresh();
   304                         return 1;
   305                     } else {
   306                         remisrejected = TRUE;
   307                     }
   308                 }
   309             } else {
   310                 Move move;
   311                 int eval_result = eval_move(gamestate, movestr, &move);
   312                 switch (eval_result) {
   313                 case VALID_MOVE_SYNTAX:
   314                     net_send_data(opponent, NETCODE_MOVE, &move, sizeof(Move));
   315                     code = net_recieve_code(opponent);
   316                     move.check = code == NETCODE_CHECK ||
   317                         code == NETCODE_CHECKMATE;
   318                     gamestate->checkmate = code == NETCODE_CHECKMATE;
   319                     gamestate->stalemate = code == NETCODE_STALEMATE;
   320                     if (code == NETCODE_DECLINE) {
   321                         uint32_t reason;
   322                         net_recieve_data(opponent, &reason, sizeof(uint32_t));
   323                         reason = ntohl(reason);
   324                         eval_move_failed_msg(reason);
   325                     } else if (code == NETCODE_ACCEPT
   326                             || code == NETCODE_CHECK
   327                             || code == NETCODE_CHECKMATE
   328                             || code == NETCODE_STALEMATE) {
   329                         apply_move(gamestate, &move);
   330                         if (gamestate->checkmate) {
   331                             printw("Checkmate!");
   332                             clrtoeol();
   333                             return 1;
   334                         } else if (gamestate->stalemate) {
   335                             printw("Stalemate!");
   336                             clrtoeol();
   337                             return 1;
   338                         } else {
   339                             return 0;
   340                         }
   341                     } else if (code == NETCODE_CONNLOST) {
   342                         printw("Your opponent left the game.");
   343                         return 1;
   344                     } else {
   345                         printw("Invalid network response.");
   346                     }
   347                     break;
   348                 default:
   349                     eval_move_failed_msg(eval_result);
   350                 }
   351                 clrtoeol();
   352             }
   353         }
   354     }
   355 }
   357 static int recvmove(GameState *gamestate, GameInfo *gameinfo, int opponent) {
   359     struct timeval timeout;
   360     while (1) {
   361         timecontrol(gamestate, gameinfo);
   363         move(inputy, 0);
   364         printw("Awaiting opponent move...");
   365         clrtoeol();
   366         refresh();
   368         fd_set readfds;
   370         FD_ZERO(&readfds);
   371         FD_SET(opponent, &readfds);
   372         timeout.tv_sec = 0;
   373         timeout.tv_usec = 1e5;
   375         int result = select(opponent+1, &readfds, NULL, NULL, &timeout);
   376         if (result == -1) {
   377             printw("\rCannot perform asynchronous network IO");
   378             cbreak(); getch();
   379             exit(EXIT_FAILURE);
   380         }
   381         if (result > 0) {
   382             uint8_t code = net_recieve_code(opponent);
   384             Move move;
   385             switch (code) {
   386             case NETCODE_TIMEOVER:
   387                 printw("\rYour opponent's time ran out - you win!");
   388                 clrtoeol();
   389                 return 1;
   390             case NETCODE_RESIGN:
   391                 printw("\rYour opponent resigned!");
   392                 clrtoeol();
   393                 return 1;
   394             case NETCODE_CONNLOST:
   395                 printw("\rYour opponent has left the game.");
   396                 clrtoeol();
   397                 return 1;
   398             case NETCODE_REMIS:
   399                 if (prompt_yesno(
   400                     "\rYour opponent offers remis - do you accept")) {
   401                     printw("\rRemis accepted!");
   402                     clrtoeol();
   403                     net_send_code(opponent, NETCODE_ACCEPT);
   404                     return 1;
   405                 } else {
   406                     net_send_code(opponent, NETCODE_DECLINE);
   407                 }
   408                 break;
   409             case NETCODE_MOVE:
   410                 net_recieve_data(opponent, &move, sizeof(Move));
   411                 code = validate_move(gamestate, &move);
   412                 if (code == VALID_MOVE_SEMANTICS) {
   413                     apply_move(gamestate, &move);
   414                     if (move.check) {
   415                         net_send_code(opponent, NETCODE_CHECK);
   416                     } else if (gamestate->checkmate) {
   417                         net_send_code(opponent, NETCODE_CHECKMATE);
   418                         printw("\rCheckmate!");
   419                         clrtoeol();
   420                         return 1;
   421                     } else if (gamestate->stalemate) {
   422                         net_send_code(opponent, NETCODE_STALEMATE);
   423                         printw("\rStalemate!");
   424                         clrtoeol();
   425                         return 1;
   426                     } else {
   427                         net_send_code(opponent, NETCODE_ACCEPT);
   428                     }
   429                     return 0;
   430                 } else {
   431                     uint32_t reason = htonl(code);
   432                     net_send_data(opponent, NETCODE_DECLINE,
   433                         &reason, sizeof(uint32_t));
   434                 }
   435                 break;
   436             default:
   437                 printw("\nInvalid network request.");
   438             }
   439         }
   440     }
   441 }
   443 static void init_board(GameState *gamestate) {
   444     Board initboard = {
   445         {WROOK, WKNIGHT, WBISHOP, WQUEEN, WKING, WBISHOP, WKNIGHT, WROOK},
   446         {WPAWN, WPAWN,   WPAWN,   WPAWN,  WPAWN, WPAWN,   WPAWN,   WPAWN},
   447         {0,     0,       0,       0,      0,     0,       0,       0},
   448         {0,     0,       0,       0,      0,     0,       0,       0},
   449         {0,     0,       0,       0,      0,     0,       0,       0},
   450         {0,     0,       0,       0,      0,     0,       0,       0},
   451         {BPAWN, BPAWN,   BPAWN,   BPAWN,  BPAWN, BPAWN,   BPAWN,   BPAWN},
   452         {BROOK, BKNIGHT, BBISHOP, BQUEEN, BKING, BBISHOP, BKNIGHT, BROOK}
   453     };
   454     memcpy(gamestate->board, initboard, sizeof(Board));
   455 }
   457 void game_start_singlemachine(Settings *settings) {
   458     inputy = getmaxy(stdscr) - 6;
   460     GameState gamestate;
   461     memset(&gamestate, 0, sizeof(GameState));
   462     init_board(&gamestate);
   463     gamestate.mycolor = WHITE;
   465     _Bool running;
   466     do {
   467         clear();
   468         draw_board(&gamestate);
   469         running = !domove_singlemachine(&gamestate, &(settings->gameinfo));
   470         gamestate.mycolor = opponent_color(gamestate.mycolor);
   471     }  while (running);
   472     move(0,0);
   473     draw_board(&gamestate);
   475     gamestate_cleanup(&gamestate);
   476 }
   478 void game_start(Settings *settings, int opponent) {
   479     inputy = getmaxy(stdscr) - 6;
   481     _Bool myturn = is_server(settings) ==
   482         (settings->gameinfo.servercolor == WHITE);
   484     GameState gamestate;
   485     memset(&gamestate, 0, sizeof(GameState));
   486     init_board(&gamestate);
   487     gamestate.mycolor = myturn ? WHITE:BLACK;
   489     _Bool running;
   490     do {
   491         clear();
   492         draw_board(&gamestate);
   493         if (myturn) {
   494             running = !sendmove(&gamestate, &(settings->gameinfo), opponent);
   495         } else {
   496             running = !recvmove(&gamestate, &(settings->gameinfo), opponent);
   497         }
   498         myturn ^= TRUE;
   499     }  while (running);
   501     move(0,0);
   502     draw_board(&gamestate);
   504     gamestate_cleanup(&gamestate);
   505 }

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