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)

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

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