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