universe@6: /* universe@6: * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. universe@6: * universe@6: * Copyright 2014 Mike Becker. All rights reserved. universe@6: * universe@6: * Redistribution and use in source and binary forms, with or without universe@6: * modification, are permitted provided that the following conditions are met: universe@6: * universe@6: * 1. Redistributions of source code must retain the above copyright universe@6: * notice, this list of conditions and the following disclaimer. universe@6: * universe@6: * 2. Redistributions in binary form must reproduce the above copyright universe@6: * notice, this list of conditions and the following disclaimer in the universe@6: * documentation and/or other materials provided with the distribution. universe@6: * universe@6: * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" universe@6: * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE universe@6: * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE universe@6: * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE universe@6: * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR universe@6: * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF universe@6: * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS universe@6: * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN universe@6: * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) universe@6: * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE universe@6: * POSSIBILITY OF SUCH DAMAGE. universe@6: * universe@6: */ universe@6: universe@6: #include "game.h" universe@7: #include "input.h" universe@7: #include universe@7: #include universe@7: universe@7: static const uint8_t boardx = 10, boardy = 10; universe@7: universe@7: static void draw_board(Board board) { universe@7: universe@7: for (uint8_t y = 0 ; y < 8 ; y++) { universe@7: for (uint8_t x = 0 ; x < 8 ; x++) { universe@7: uint8_t col = board[y][x] & COLOR_MASK; universe@7: uint8_t piece = board[y][x] & PIECE_MASK; universe@7: char piecec = ' '; universe@7: switch (piece) { universe@7: case PAWN: piecec = 'P'; break; universe@7: case ROOK: piecec = 'R'; break; universe@7: case KNIGHT: piecec = 'N'; break; universe@7: case BISHOP: piecec = 'B'; break; universe@7: case QUEEN: piecec = 'Q'; break; universe@7: case KING: piecec = 'K'; break; universe@7: } universe@7: universe@7: attrset((col == WHITE ? A_BOLD : A_DIM) | universe@7: COLOR_PAIR((y&1)==(x&1) ? COL_WB : COL_BW)); universe@7: universe@7: mvaddch(boardy-y, boardx+x*3, ' '); universe@7: mvaddch(boardy-y, boardx+x*3+1, piecec); universe@7: mvaddch(boardy-y, boardx+x*3+2, ' '); universe@7: } universe@7: } universe@7: universe@7: attrset(A_NORMAL); universe@7: for (uint8_t i = 0 ; i < 8 ; i++) { universe@7: mvaddch(boardy+1, boardx+i*3+1, 'a'+i); universe@7: mvaddch(boardy-i, boardx-2, '1'+i); universe@7: } universe@7: } universe@7: universe@7: static int sendmove(int opponent) { universe@7: const size_t buflen = 8; universe@7: char move[buflen]; universe@7: _Bool remisrejected = FALSE; universe@7: universe@7: while (1) { universe@7: move(boardy+3, 0); universe@7: if (remisrejected) { universe@7: printw( universe@7: "Use chess notation to enter your move.\n" universe@7: "Remis offer rejected - type 'surr' to surrender. \n\n" universe@7: "Type your move: "); universe@7: } else { universe@7: printw( universe@7: "Use chess notation to enter your move.\n" universe@7: "Or type 'surr' to surrender or 'remis' to offer remis.\n\n" universe@7: "Type your move: "); universe@7: } universe@7: clrtoeol(); universe@7: refresh(); universe@7: getnstr(move, buflen); universe@7: universe@7: if (strncmp(move, "surr", buflen) == 0) { universe@7: printw("You surrendered!"); universe@7: net_send_code(opponent, NETCODE_SURRENDER); universe@7: return 1; universe@7: } else if (strncmp(move, "remis", buflen) == 0) { universe@7: if (!remisrejected) { universe@7: net_send_code(opponent, NETCODE_REMIS); universe@7: printw("Remis offer sent - waiting for acceptance..."); universe@7: refresh(); universe@7: if (net_recieve_code(opponent) == NETCODE_ACCEPT) { universe@7: printw("\rRemis accepted!"); universe@7: clrtoeol(); universe@7: return 1; universe@7: } else { universe@7: remisrejected = TRUE; universe@7: } universe@7: } universe@7: } else { universe@7: // TODO: validate move syntactically universe@7: // TODO: send move and await acceptance universe@7: } universe@7: } universe@7: } universe@7: universe@7: static int recvmove(int opponent) { universe@7: universe@7: while (1) { universe@7: move(boardy+3, 0); universe@7: printw("Awaiting opponent move..."); universe@7: clrtoeol(); universe@7: refresh(); universe@7: universe@7: // TODO: nonblocking universe@7: uint32_t code = net_recieve_code(opponent); universe@7: switch (code) { universe@7: case NETCODE_SURRENDER: universe@7: printw("\rYour opponent surrendered!"); universe@7: clrtoeol(); universe@7: return 1; universe@7: case NETCODE_REMIS: universe@7: if (prompt_yesno( universe@7: "\rYour opponent offers remis - do you accept")) { universe@7: printw("\rRemis accepted!"); universe@7: clrtoeol(); universe@7: net_send_code(opponent, NETCODE_ACCEPT); universe@7: return 1; universe@7: } else { universe@7: net_send_code(opponent, NETCODE_DECLINE); universe@7: } universe@7: break; universe@7: case NETCODE_MOVE: universe@7: // TODO: receive move universe@7: // TODO: validate move and accept/reject universe@7: return 0; universe@7: } universe@7: } universe@7: } universe@6: universe@6: void game_start(Settings *settings, int opponent) { universe@7: _Bool myturn = is_server(settings) == universe@7: (settings->gameinfo.servercolor == WHITE); universe@7: _Bool running; universe@6: universe@7: Board board = { universe@7: {WROOK, WKNIGHT, WBISHOP, WQUEEN, WKING, WBISHOP, WKNIGHT, WROOK}, universe@7: {WPAWN, WPAWN, WPAWN, WPAWN, WPAWN, WPAWN, WPAWN, WPAWN}, universe@7: {0, 0, 0, 0, 0, 0, 0, 0}, universe@7: {0, 0, 0, 0, 0, 0, 0, 0}, universe@7: {0, 0, 0, 0, 0, 0, 0, 0}, universe@7: {0, 0, 0, 0, 0, 0, 0, 0}, universe@7: {BPAWN, BPAWN, BPAWN, BPAWN, BPAWN, BPAWN, BPAWN, BPAWN}, universe@7: {BROOK, BKNIGHT, BBISHOP, BQUEEN, BKING, BBISHOP, BKNIGHT, BROOK} universe@7: }; universe@7: universe@7: do { universe@7: clear(); universe@7: draw_board(board); universe@7: if (myturn) { universe@7: running = !sendmove(opponent); universe@7: } else { universe@7: running = !recvmove(opponent); universe@7: flushinp(); // flush any input the user hacked in while waiting universe@7: } universe@7: myturn ^= 1; universe@7: } while (running); universe@7: universe@7: mvaddstr(getmaxy(tchess_window)-1, 0, universe@7: "Game has ended. Press any key to leave..."); universe@7: getch(); universe@6: }