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