universe@10: /* universe@10: * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. universe@10: * universe@55: * Copyright 2016 Mike Becker. All rights reserved. universe@10: * universe@10: * Redistribution and use in source and binary forms, with or without universe@10: * modification, are permitted provided that the following conditions are met: universe@10: * universe@10: * 1. Redistributions of source code must retain the above copyright universe@10: * notice, this list of conditions and the following disclaimer. universe@10: * universe@10: * 2. Redistributions in binary form must reproduce the above copyright universe@10: * notice, this list of conditions and the following disclaimer in the universe@10: * documentation and/or other materials provided with the distribution. universe@10: * universe@10: * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" universe@10: * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE universe@10: * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE universe@10: * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE universe@10: * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR universe@10: * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF universe@10: * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS universe@10: * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN universe@10: * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) universe@10: * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE universe@10: * POSSIBILITY OF SUCH DAMAGE. universe@10: * universe@10: */ universe@10: universe@16: #include "rules.h" universe@10: #include "king.h" universe@25: #include universe@10: universe@25: static _Bool king_castling_chkmoved(GameState *gamestate, universe@25: uint8_t row, uint8_t file) { universe@25: universe@25: MoveList *ml = gamestate->movelist; universe@25: while (ml) { universe@25: if (ml->move.fromfile == file && ml->move.fromrow == row) { universe@25: return 1; universe@25: } universe@25: ml = ml->next; universe@25: } universe@25: universe@19: return 0; universe@10: } universe@10: universe@25: _Bool king_chkrules(GameState *gamestate, Move* move) { universe@25: if (abs(move->torow - move->fromrow) <= 1 && universe@25: abs(move->tofile - move->fromfile) <= 1) { universe@25: return 1; universe@25: } else { universe@25: /* castling */ universe@25: if (move->fromrow == move->torow && universe@25: move->fromrow == ((move->piece&COLOR_MASK) == WHITE ? 0 : 7) && universe@25: move->fromfile == fileidx('e') && universe@25: (move->tofile == fileidx('c') || move->tofile == fileidx('g'))) { universe@25: universe@25: return !king_castling_chkmoved(gamestate, universe@25: move->fromrow, move->fromfile) && universe@25: !king_castling_chkmoved(gamestate, move->fromrow, universe@25: move->tofile == fileidx('c') ? 0 : 7); universe@25: } else { universe@25: return 0; universe@25: } universe@25: } universe@25: } universe@25: universe@23: _Bool king_isblocked(GameState *gamestate, Move *move) { universe@25: universe@25: uint8_t opponent_color = opponent_color(move->piece&COLOR_MASK); universe@25: universe@64: /* being in check does not "block" the king, so don't test it here */ universe@47: _Bool blocked = 0; universe@47: universe@64: /* just test, if castling move is blocked */ universe@25: if (abs(move->tofile - move->fromfile) == 2) { universe@25: if (move->tofile == fileidx('c')) { universe@25: blocked |= gamestate->board[move->torow][fileidx('b')]; universe@25: } universe@25: uint8_t midfile = (move->tofile+move->fromfile)/2; universe@25: blocked |= gamestate->lastmove->move.check || universe@25: gamestate->board[move->torow][midfile] || universe@25: is_covered(gamestate, move->torow, midfile, opponent_color); universe@25: } universe@25: universe@25: return blocked; universe@10: }