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1 pmbaty 1
// board.cpp
2
 
3
#include "common.h"
4
 
5
 
6
// initial position of a chess game :
7
//
8
//  +-----------------+
9
// 8| R K B Q K B K R | - black
10
// 7| P P P P P P P P |
11
// 6|                 |
12
// 5|                 |
13
// 4|                 |
14
// 3|                 |
15
// 2| P P P P P P P P |
16
// 1| R K B Q K B K R | - white
17
//  +-----------------+
18
//    a b c d e f g h
19
 
20
 
21
bool Board_Init (board_t *board, int white_playertype, int black_playertype, wchar_t *fen_string)
22
{
23
   // this function initializes a new chess game
24
 
25
   bool is_success;
26
 
27
   // initialize the moves array and blank out the first move's structure
28
   board->moves = (boardmove_t *) SAFE_malloc (1, sizeof (boardmove_t), false);
29
   memset (&board->moves[0], 0, sizeof (boardmove_t));
30
 
31
   board->viewed_move = 0;
32
   board->move_count = 1;
33
   board->game_state = STATE_UNKNOWN; // game has not started yet
34
   board->lastmove_time = 0.0f;
35
 
36
   // initialize this board's players
37
   Player_Init (&board->players[COLOR_WHITE], COLOR_WHITE, white_playertype);
38
   Player_Init (&board->players[COLOR_BLACK], COLOR_BLACK, black_playertype);
39
 
40
   // can we NOT successfully initialize from the given FEN string ?
41
   is_success = Move_SetupFromFEN (&board->moves[0], fen_string);
42
   if (!is_success)
43
      Move_SetupFromFEN (&board->moves[0], FENSTARTUP_STANDARDCHESS); // if so, fallback to standard chess table
44
 
45
   // reset all selection and hovering information
46
   Board_SetSelectedAndHovered (board, -1, -1, -1, -1);
47
 
48
   // notify that board was just set up
49
   board->was_setup = true;
171 pmbaty 50
   board->players[COLOR_WHITE].should_wakeup = true;
51
   board->players[COLOR_BLACK].should_wakeup = true;
124 pmbaty 52
   board->reevaluate = true;
1 pmbaty 53
 
54
   return (is_success); // finished
55
}
56
 
57
 
58
void Board_Shutdown (board_t *board)
59
{
60
   // this function ends a chess game
61
 
62
   boardmove_t *move;
63
   int move_index;
64
 
65
   // reset the moves array
66
   for (move_index = 0; move_index < board->move_count; move_index++)
67
   {
68
      move = &board->moves[move_index]; // quick access to move
69
      SAFE_free ((void **) &move->sides[COLOR_WHITE].takenparts); // free white's taken parts
70
      SAFE_free ((void **) &move->sides[COLOR_BLACK].takenparts); // free black's taken parts
71
      SAFE_free ((void **) &move->comment); // free each move comment
72
   }
73
   SAFE_free ((void **) &board->moves); // and the moves array itself
74
   board->viewed_move = -1;
75
   board->move_count = 0;
76
 
77
   // release players
78
   Player_Shutdown (&board->players[COLOR_WHITE]);
79
   Player_Shutdown (&board->players[COLOR_BLACK]);
80
 
81
   // game has not started yet
82
   board->game_state = STATE_UNKNOWN;
83
 
84
   return; // that's all there is
85
}
86
 
87
 
88
bool Board_Reset (board_t *board, wchar_t *fen_string)
89
{
90
   // this function initializes a chess game according to a FEN string, WITHOUT changing the players
91
 
92
   boardmove_t *move;
93
   int move_index;
94
   bool is_success;
95
 
96
   // reset the moves array
97
   for (move_index = 0; move_index < board->move_count; move_index++)
98
   {
99
      move = &board->moves[move_index]; // quick access to move
100
      SAFE_free ((void **) &move->sides[COLOR_WHITE].takenparts); // free white's taken parts
101
      SAFE_free ((void **) &move->sides[COLOR_BLACK].takenparts); // free black's taken parts
102
      SAFE_free ((void **) &move->comment); // free each move comment
103
   }
104
 
105
   // resize the moves array and blank out the first move's structure
106
   board->moves = (boardmove_t *) SAFE_realloc (board->moves, board->move_count, 1, sizeof (boardmove_t), false);
107
   memset (&board->moves[0], 0, sizeof (boardmove_t));
108
 
109
   board->viewed_move = 0;
110
   board->move_count = 1;
111
   board->game_state = STATE_UNKNOWN; // game has not started yet
112
   board->lastmove_time = 0.0f;
113
 
114
   // reset the players' view angles
115
   Player_ResetView (&board->players[COLOR_BLACK]);
116
   Player_ResetView (&board->players[COLOR_WHITE]);
117
 
118
   // can we NOT successfully initialize from the given FEN string ?
119
   is_success = Move_SetupFromFEN (&board->moves[0], fen_string);
120
   if (!is_success)
121
      Move_SetupFromFEN (&board->moves[0], FENSTARTUP_STANDARDCHESS); // if so, fallback to standard chess table
122
 
123
   // reset all selection and hovering information
124
   Board_SetSelectedAndHovered (board, -1, -1, -1, -1);
125
 
126
   // notify that board was just set up
127
   board->was_setup = true;
171 pmbaty 128
   board->players[COLOR_WHITE].should_wakeup = true;
129
   board->players[COLOR_BLACK].should_wakeup = true;
1 pmbaty 130
 
131
   return (is_success); // finished
132
}
133
 
134
 
135
bool Board_Think (board_t *board)
136
{
137
   // helper function to make both a board's players think
138
 
139
   bool do_update;
140
 
141
   do_update = false; // don't update scene until told otherwise
142
 
143
   do_update |= Player_Think (&board->players[COLOR_WHITE]); // make white player think
144
   do_update |= Player_Think (&board->players[COLOR_BLACK]); // make black player think
145
 
146
   // do the board sides need to be swapped ?
147
   if (board->want_playerswap)
148
   {
149
      Board_SwapSides (board); // if so, swap board sides
150
      board->want_playerswap = false; // don't do this all day long
151
      do_update |= true; // and update the scene
152
   }
153
 
171 pmbaty 154
   // clear board setup notification
1 pmbaty 155
   board->was_setup = false;
156
 
157
   return (do_update); // finished, return whether we update the scene or not
158
}
159
 
160
 
161
void Board_SwapSides (board_t *board)
162
{
163
   // helper function to swap a board's sides
164
 
165
   player_t player_to_swap;
166
 
167
   // THREAD-SAFE: wait until all buffers are unlocked
168
   while (board->players[COLOR_BLACK].sendbuffer_locked
169
          || board->players[COLOR_WHITE].sendbuffer_locked)
170
      Sleep (10); // test again in 10 milliseconds
171
 
172
   // lock all the buffers at once
173
   board->players[COLOR_BLACK].sendbuffer_locked = true;
174
   board->players[COLOR_WHITE].sendbuffer_locked = true;
175
 
176
   // swap players structures
177
   memcpy (&player_to_swap, &board->players[COLOR_BLACK], sizeof (player_t));
178
   memcpy (&board->players[COLOR_BLACK], &board->players[COLOR_WHITE], sizeof (player_t));
179
   memcpy (&board->players[COLOR_WHITE], &player_to_swap, sizeof (player_t));
180
 
181
   // restore correct colors
182
   board->players[COLOR_BLACK].color = COLOR_BLACK;
183
   board->players[COLOR_WHITE].color = COLOR_WHITE;
184
 
185
   // turn their point of view 180 degrees
186
   board->players[COLOR_BLACK].view_yaw = WrapAngle (board->players[COLOR_BLACK].view_yaw + 180.0f);
187
   board->players[COLOR_WHITE].view_yaw = WrapAngle (board->players[COLOR_WHITE].view_yaw + 180.0f);
188
 
171 pmbaty 189
   // now unlock all the players' buffers and have them sleep for 2 seconds
1 pmbaty 190
   board->players[COLOR_BLACK].sendbuffer_locked = false;
191
   board->players[COLOR_WHITE].sendbuffer_locked = false;
171 pmbaty 192
   board->players[COLOR_BLACK].sleep_time = current_time + 2.0f;
193
   board->players[COLOR_WHITE].sleep_time = current_time + 2.0f;
1 pmbaty 194
 
195
   board->reevaluate = true; // remember to reevaluate this board
196
 
197
   return; // finished
198
}
199
 
200
 
136 pmbaty 201
void Board_EnterSetupPosition (board_t *board)
202
{
203
   // helper function to switch to board setup position mode
204
 
205
   memset (&board->moves[0].slots, 0, sizeof (board->moves[0].slots)); // erase all of start move's slots
206
 
207
   the_board.game_state = STATE_SETUPPOSITION; // game not started yet, enter board setup mode
208
   the_board.reevaluate = true; // evaluate board again
209
 
210
   // display the "please choose start position" phrase in the middle of the screen
140 pmbaty 211
   Scene_UpdateText (&the_scene.gui.central_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, true, L"\n\n\n\n\n\n%s", LOCALIZE (L"SetupMode"));
136 pmbaty 212
   the_scene.gui.partspick_selectedpart = ' '; // no selected part yet
213
   the_scene.update = true; // and update the 3D scene
214
 
215
   return; // finished
216
}
217
 
218
 
1 pmbaty 219
void Board_SetSelectedAndHovered (board_t *board, int selected_line, int selected_column, int hovered_line, int hovered_column)
220
{
221
   // helper function to forcibly set a board's selected and hovered slots (respectively move source and destination)
222
 
223
   board->selected_position[0] = selected_line;
224
   board->selected_position[1] = selected_column;
225
   board->hovered_position[0] = hovered_line;
226
   board->hovered_position[1] = hovered_column;
227
 
228
   return; // finished
229
}
230
 
231
 
232
char Board_ColorToMove (board_t *board)
233
{
234
   // helper function that returns the current color to move for the given board
235
   // NOTE: since the return value may be used to address an array, DO NOT return an invalid value !
236
 
237
   if ((board->moves == NULL) || (board->move_count < 1))
238
      return (COLOR_WHITE); // consistency check
239
 
240
   return (1 - board->moves[the_board.move_count - 1].color); // return the opposite color of the last move's color
241
}
242
 
243
 
244
void Board_AppendMove (board_t *board, int from_line, int from_column, int to_line, int to_column, char promotion_type, wchar_t *comment)
245
{
246
   // this function processes a part movement on the specified board.
247
 
248
   boardmove_t *last_move;
249
   boardmove_t new_move;
250
   int side_index;
251
   boardside_t *playing_side;
252
   boardside_t *opposing_side;
253
 
254
   // get a quick access to board's last move
255
   last_move = &board->moves[board->move_count - 1];
256
 
257
   // prepare the new move
258
   new_move.color = 1 - last_move->color; // switch colors
259
   new_move.part = last_move->slots[from_line][from_column].part; // save the move part type
260
   new_move.promotion_type = promotion_type; // save the promotion type
261
   new_move.has_captured = false; // assume there's no capture until told otherwise
262
   new_move.is_enpassant = false; // assume no en passant coup is played until told otherwise
263
   new_move.is_check = false; // assume no check until told otherwise
264
   new_move.is_stalemate = false; // assume no stalemate until told otherwise
265
   new_move.source[0] = from_line; // save the move source line and column
266
   new_move.source[1] = from_column;
267
   new_move.target[0] = to_line; // save the move target line and column
268
   new_move.target[1] = to_column;
269
   new_move.pgntext[0] = 0; // will be evaluated at the end of this function
270
   new_move.comment = NULL; // assume no comment until told otherwise
271
   new_move.comment_size = 0;
272
   for (side_index = 0; side_index < 2; side_index++)
273
   {
274
      new_move.sides[side_index].takenparts = (unsigned char *) SAFE_malloc (last_move->sides[side_index].takenpart_count, sizeof (unsigned char), false);
275
      memcpy (new_move.sides[side_index].takenparts, last_move->sides[side_index].takenparts, last_move->sides[side_index].takenpart_count * sizeof (unsigned char));
276
      new_move.sides[side_index].takenpart_count = last_move->sides[side_index].takenpart_count; // copy side's taken parts
277
      new_move.sides[side_index].shortcastle_allowed = last_move->sides[side_index].shortcastle_allowed; // copy whether side can castle short
278
      new_move.sides[side_index].longcastle_allowed = last_move->sides[side_index].longcastle_allowed; // copy whether side can castle long
279
   }
280
   memcpy (&new_move.slots, last_move->slots, sizeof (last_move->slots)); // copy table disposition
281
   new_move.fen_string[0] = 0; // will be evaluated at the end of this function
282
 
283
   // get a quick access to current and opposing sides
284
   playing_side = &new_move.sides[new_move.color];
285
   opposing_side = &new_move.sides[1 - new_move.color];
286
 
287
   // is a piece being taken ?
288
   if (new_move.slots[to_line][to_column].part != PART_NONE)
289
   {
290
      // was the piece being taken a rook ?
291
      if (new_move.slots[to_line][to_column].part == PART_ROOK)
292
      {
293
         // was it a white tower in A1, a white tower in A7, a black tower in H1 or a black tower in H7 ?
294
         if ((new_move.slots[to_line][to_column].color == COLOR_WHITE) && (to_line == 0) && (to_column == 0))
295
            new_move.sides[COLOR_WHITE].longcastle_allowed = false; // our opponent can no longer castle queenside
296
         else if ((new_move.slots[to_line][to_column].color == COLOR_WHITE) && (to_line == 0) && (to_column == 7))
297
            new_move.sides[COLOR_WHITE].shortcastle_allowed = false; // our opponent can no longer castle bishopside
298
         else if ((new_move.slots[to_line][to_column].color == COLOR_BLACK) && (to_line == 7) && (to_column == 0))
299
            new_move.sides[COLOR_BLACK].longcastle_allowed = false; // our opponent can no longer castle queenside
300
         else if ((new_move.slots[to_line][to_column].color == COLOR_BLACK) && (to_line == 7) && (to_column == 7))
301
            new_move.sides[COLOR_BLACK].shortcastle_allowed = false; // our opponent can no longer castle bishopside
302
      }
303
 
304
      // resize this players' taken parts array and move the taken piece in it
305
      playing_side->takenparts = (unsigned char *) SAFE_realloc (playing_side->takenparts, playing_side->takenpart_count, playing_side->takenpart_count + 1, sizeof (unsigned char), true);
306
      playing_side->takenparts[playing_side->takenpart_count] = new_move.slots[to_line][to_column].part;
307
      playing_side->takenpart_count++; // player has now taken one piece more
308
      new_move.has_captured = true; // remember a part has just been captured
309
   }
310
 
311
   // else is it an "en passant" coup ?
312
   else if ((new_move.slots[from_line][from_column].part == PART_PAWN) // we're a pawn
313
            && (abs (to_column - from_column) == 1) // we moved diagonally
314
            && (new_move.slots[to_line][to_column].part == PART_NONE) // no part on destination
315
            && (new_move.slots[from_line][to_column].part == PART_PAWN)) // but a pawn next to us
316
   {
317
      // resize this players' taken parts array and move the taken piece in it
318
      playing_side->takenparts = (unsigned char *) SAFE_realloc (playing_side->takenparts, playing_side->takenpart_count, playing_side->takenpart_count + 1, sizeof (unsigned char), true);
319
      playing_side->takenparts[playing_side->takenpart_count] = new_move.slots[from_line][to_column].part;
320
      memset (&new_move.slots[from_line][to_column], 0, sizeof (boardslot_t)); // "en passant" coup
321
      playing_side->takenpart_count++; // player has now taken one piece more
322
      new_move.has_captured = true; // remember a part has just been captured
323
      new_move.is_enpassant = true; // and that it's an en passant coup
324
   }
325
 
326
   // has a promotion been specified ?
327
   if (promotion_type != PART_NONE)
328
      Move_SetSlot (&new_move, from_line, from_column, new_move.color, promotion_type); // promote the pawn to the desired type
329
 
330
   // was the moved part the king ? if so, player can't castle anymore
331
   if (new_move.slots[from_line][from_column].part == PART_KING)
332
   {
333
      // did the king castle queenside ? or did it castle bishopside ?
334
      if ((from_column == 4) && (to_column == 2))
335
      {
336
         // move the rook from A to D (0 -> 3) and wipe its previous location
337
         memcpy (&new_move.slots[to_line][3], &new_move.slots[from_line][0], sizeof (boardslot_t));
338
         memset (&new_move.slots[from_line][0], 0, sizeof (boardslot_t));
339
      }
340
      else if ((from_column == 4) && (to_column == 6))
341
      {
342
         // move the rook from H to F (7 -> 5) and wipe its previous location
343
         memcpy (&new_move.slots[to_line][5], &new_move.slots[from_line][7], sizeof (boardslot_t));
344
         memset (&new_move.slots[from_line][7], 0, sizeof (boardslot_t));
345
      }
346
 
347
      // no matter whether it castled or not, remember this king cannot castle anymore
348
      playing_side->shortcastle_allowed = false;
349
      playing_side->longcastle_allowed = false;
350
   }
351
 
352
   // else was it the rook ?
353
   else if (new_move.slots[from_line][from_column].part == PART_ROOK)
354
   {
355
      // was the tower in A ? or was it in H ?
356
      if (from_column == 0)
357
         playing_side->longcastle_allowed = false; // player can no longer castle queenside
358
      else if (from_column == 7)
359
         playing_side->shortcastle_allowed = false; // player can no longer castle bishopside
360
   }
361
 
362
   // move the part and erase the starting slot
363
   memcpy (&new_move.slots[to_line][to_column], &new_move.slots[from_line][from_column], sizeof (boardslot_t));
364
   memset (&new_move.slots[from_line][from_column], 0, sizeof (boardslot_t));
365
 
366
   // does the new move have a comment ? if so, save it
367
   if ((comment != NULL) && (comment[0] != 0))
368
   {
369
      new_move.comment_size = wcslen (comment) + 1; // save this move's comment and the size of the mallocated space
370
      new_move.comment = (wchar_t *) SAFE_malloc (new_move.comment_size, sizeof (wchar_t), false);
371
      wcscpy_s (new_move.comment, new_move.comment_size, comment); // copy comment
372
   }
373
 
374
   // evaluate check and stalemate status
375
   new_move.is_check = Move_IsCheck (&new_move, 1 - new_move.color); // save whether opponent is in check or not
376
   new_move.is_stalemate = Move_IsStaleMate (&new_move, 1 - new_move.color); // save whether opponent is stalemate
377
 
378
   // describe our move in Standard Abbreviated Notation and describe the resulting table in Forsyth-Edwards Notation
379
   Move_DescribeInSAN (&new_move);
380
   Move_DescribeInFEN (&new_move);
381
 
382
   // resize the previous moves array and insert our new move at the end of it
383
   board->moves = (boardmove_t *) SAFE_realloc (board->moves, board->move_count, board->move_count + 1, sizeof (boardmove_t), false);
384
   memcpy (&board->moves[board->move_count], &new_move, sizeof (boardmove_t));
385
   board->move_count++; // we know now one previous move more
386
 
387
   board->viewed_move = board->move_count - 1; // set the move to be viewed to be the last move
388
 
389
   // if the game hadn't started yet, remember it has now
390
   if (board->game_state == STATE_UNKNOWN)
391
      board->game_state = STATE_PLAYING;
392
 
393
   // remember the last move time
394
   board->lastmove_time = current_time;
395
 
75 pmbaty 396
   // reset stoppage time
397
   stoppage_time = 0;
398
 
1 pmbaty 399
   // remember the game state should be reevaluated
400
   board->reevaluate = true;
401
 
402
   return; // finished
403
}