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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 *game_rules, 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.    // set the game rules to the specified one
  49.    wcscpy_s (board->game_rules, WCHAR_SIZEOF (board->game_rules), game_rules);
  50.  
  51.    // notify that board was just set up
  52.    board->was_setup = true;
  53.    board->players[COLOR_WHITE].should_wakeup = true;
  54.    board->players[COLOR_BLACK].should_wakeup = true;
  55.    board->reevaluate = true;
  56.  
  57.    return (is_success); // finished
  58. }
  59.  
  60.  
  61. void Board_Shutdown (board_t *board)
  62. {
  63.    // this function ends a chess game
  64.  
  65.    boardmove_t *move;
  66.    int move_index;
  67.  
  68.    // reset the moves array
  69.    for (move_index = 0; move_index < board->move_count; move_index++)
  70.    {
  71.       move = &board->moves[move_index]; // quick access to move
  72.       SAFE_free ((void **) &move->sides[COLOR_WHITE].takenparts); // free white's taken parts
  73.       SAFE_free ((void **) &move->sides[COLOR_BLACK].takenparts); // free black's taken parts
  74.       SAFE_free ((void **) &move->comment); // free each move comment
  75.    }
  76.    SAFE_free ((void **) &board->moves); // and the moves array itself
  77.    board->viewed_move = -1;
  78.    board->move_count = 0;
  79.  
  80.    // release players
  81.    Player_Shutdown (&board->players[COLOR_WHITE]);
  82.    Player_Shutdown (&board->players[COLOR_BLACK]);
  83.  
  84.    // game has not started yet
  85.    board->game_state = STATE_UNKNOWN;
  86.  
  87.    return; // that's all there is
  88. }
  89.  
  90.  
  91. bool Board_Reset (board_t *board, wchar_t *fen_string)
  92. {
  93.    // this function initializes a chess game according to a FEN string, WITHOUT changing the players
  94.  
  95.    boardmove_t *move;
  96.    int move_index;
  97.    bool is_success;
  98.  
  99.    // reset the moves array
  100.    for (move_index = 0; move_index < board->move_count; move_index++)
  101.    {
  102.       move = &board->moves[move_index]; // quick access to move
  103.       SAFE_free ((void **) &move->sides[COLOR_WHITE].takenparts); // free white's taken parts
  104.       SAFE_free ((void **) &move->sides[COLOR_BLACK].takenparts); // free black's taken parts
  105.       SAFE_free ((void **) &move->comment); // free each move comment
  106.    }
  107.  
  108.    // resize the moves array and blank out the first move's structure
  109.    board->moves = (boardmove_t *) SAFE_realloc (board->moves, board->move_count, 1, sizeof (boardmove_t), false);
  110.    memset (&board->moves[0], 0, sizeof (boardmove_t));
  111.  
  112.    board->viewed_move = 0;
  113.    board->move_count = 1;
  114.    board->game_state = STATE_UNKNOWN; // game has not started yet
  115.    board->lastmove_time = 0.0f;
  116.  
  117.    // reset the players' view angles
  118.    Player_ResetView (&board->players[COLOR_BLACK]);
  119.    Player_ResetView (&board->players[COLOR_WHITE]);
  120.  
  121.    // can we NOT successfully initialize from the given FEN string ?
  122.    is_success = Move_SetupFromFEN (&board->moves[0], fen_string);
  123.    if (!is_success)
  124.       Move_SetupFromFEN (&board->moves[0], FENSTARTUP_STANDARDCHESS); // if so, fallback to standard chess table
  125.  
  126.    // reset all selection and hovering information
  127.    Board_SetSelectedAndHovered (board, -1, -1, -1, -1);
  128.  
  129.    // notify that board was just set up
  130.    board->was_setup = true;
  131.    board->players[COLOR_WHITE].should_wakeup = true;
  132.    board->players[COLOR_BLACK].should_wakeup = true;
  133.  
  134.    return (is_success); // finished
  135. }
  136.  
  137.  
  138. bool Board_Think (board_t *board)
  139. {
  140.    // helper function to make both a board's players think
  141.  
  142.    bool do_update;
  143.  
  144.    do_update = false; // don't update scene until told otherwise
  145.  
  146.    do_update |= Player_Think (&board->players[COLOR_WHITE]); // make white player think
  147.    do_update |= Player_Think (&board->players[COLOR_BLACK]); // make black player think
  148.  
  149.    // do the board sides need to be swapped ?
  150.    if (board->want_playerswap)
  151.    {
  152.       Board_SwapSides (board); // if so, swap board sides
  153.       board->want_playerswap = false; // don't do this all day long
  154.       do_update |= true; // and update the scene
  155.    }
  156.  
  157.    // clear board setup notification
  158.    board->was_setup = false;
  159.  
  160.    return (do_update); // finished, return whether we update the scene or not
  161. }
  162.  
  163.  
  164. void Board_SwapSides (board_t *board)
  165. {
  166.    // helper function to swap a board's sides
  167.  
  168.    player_t player_to_swap;
  169.  
  170.    // THREAD-SAFE: wait until all buffers are unlocked
  171.    while (board->players[COLOR_BLACK].sendbuffer_locked
  172.           || board->players[COLOR_WHITE].sendbuffer_locked)
  173.       Sleep (10); // test again in 10 milliseconds
  174.  
  175.    // lock all the buffers at once
  176.    board->players[COLOR_BLACK].sendbuffer_locked = true;
  177.    board->players[COLOR_WHITE].sendbuffer_locked = true;
  178.  
  179.    // swap players structures
  180.    memcpy (&player_to_swap, &board->players[COLOR_BLACK], sizeof (player_t));
  181.    memcpy (&board->players[COLOR_BLACK], &board->players[COLOR_WHITE], sizeof (player_t));
  182.    memcpy (&board->players[COLOR_WHITE], &player_to_swap, sizeof (player_t));
  183.  
  184.    // restore correct colors
  185.    board->players[COLOR_BLACK].color = COLOR_BLACK;
  186.    board->players[COLOR_WHITE].color = COLOR_WHITE;
  187.  
  188.    // turn their point of view 180 degrees
  189.    board->players[COLOR_BLACK].view_yaw = WrapAngle (board->players[COLOR_BLACK].view_yaw + 180.0f);
  190.    board->players[COLOR_WHITE].view_yaw = WrapAngle (board->players[COLOR_WHITE].view_yaw + 180.0f);
  191.  
  192.    // now unlock all the players' buffers and have them sleep for 2 seconds
  193.    board->players[COLOR_BLACK].sendbuffer_locked = false;
  194.    board->players[COLOR_WHITE].sendbuffer_locked = false;
  195.    board->players[COLOR_BLACK].sleep_time = current_time + 2.0f;
  196.    board->players[COLOR_WHITE].sleep_time = current_time + 2.0f;
  197.  
  198.    board->reevaluate = true; // remember to reevaluate this board
  199.  
  200.    return; // finished
  201. }
  202.  
  203.  
  204. void Board_EnterSetupPosition (board_t *board)
  205. {
  206.    // helper function to switch to board setup position mode
  207.  
  208.    memset (&board->moves[0].slots, 0, sizeof (board->moves[0].slots)); // erase all of start move's slots
  209.  
  210.    the_board.game_state = STATE_SETUPPOSITION; // game not started yet, enter board setup mode
  211.    the_board.reevaluate = true; // evaluate board again
  212.  
  213.    // display the "please choose start position" phrase in the middle of the screen
  214.    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"));
  215.    the_scene.gui.partspick_selectedpart = ' '; // no selected part yet
  216.    the_scene.update = true; // and update the 3D scene
  217.  
  218.    return; // finished
  219. }
  220.  
  221.  
  222. void Board_SetSelectedAndHovered (board_t *board, int selected_line, int selected_column, int hovered_line, int hovered_column)
  223. {
  224.    // helper function to forcibly set a board's selected and hovered slots (respectively move source and destination)
  225.  
  226.    board->selected_position[0] = selected_line;
  227.    board->selected_position[1] = selected_column;
  228.    board->hovered_position[0] = hovered_line;
  229.    board->hovered_position[1] = hovered_column;
  230.  
  231.    return; // finished
  232. }
  233.  
  234.  
  235. char Board_ColorToMove (board_t *board)
  236. {
  237.    // helper function that returns the current color to move for the given board
  238.    // NOTE: since the return value may be used to address an array, DO NOT return an invalid value !
  239.  
  240.    if ((board->moves == NULL) || (board->move_count < 1))
  241.       return (COLOR_WHITE); // consistency check
  242.  
  243.    return (1 - board->moves[the_board.move_count - 1].color); // return the opposite color of the last move's color
  244. }
  245.  
  246.  
  247. void Board_AppendMove (board_t *board, int from_line, int from_column, int to_line, int to_column, char promotion_type, wchar_t *comment)
  248. {
  249.    // this function processes a part movement on the specified board.
  250.  
  251.    boardmove_t *last_move;
  252.    boardmove_t new_move;
  253.    int side_index;
  254.    boardside_t *playing_side;
  255.    boardside_t *opposing_side;
  256.  
  257.    // get a quick access to board's last move
  258.    last_move = &board->moves[board->move_count - 1];
  259.  
  260.    // prepare the new move
  261.    new_move.color = 1 - last_move->color; // switch colors
  262.    new_move.part = last_move->slots[from_line][from_column].part; // save the move part type
  263.    new_move.promotion_type = promotion_type; // save the promotion type
  264.    new_move.has_captured = false; // assume there's no capture until told otherwise
  265.    new_move.is_enpassant = false; // assume no en passant coup is played until told otherwise
  266.    new_move.is_check = false; // assume no check until told otherwise
  267.    new_move.is_stalemate = false; // assume no stalemate until told otherwise
  268.    new_move.source[0] = from_line; // save the move source line and column
  269.    new_move.source[1] = from_column;
  270.    new_move.target[0] = to_line; // save the move target line and column
  271.    new_move.target[1] = to_column;
  272.    new_move.pgntext[0] = 0; // will be evaluated at the end of this function
  273.    new_move.comment = NULL; // assume no comment until told otherwise
  274.    new_move.comment_size = 0;
  275.    for (side_index = 0; side_index < 2; side_index++)
  276.    {
  277.       new_move.sides[side_index].takenparts = (unsigned char *) SAFE_malloc (last_move->sides[side_index].takenpart_count, sizeof (unsigned char), false);
  278.       memcpy (new_move.sides[side_index].takenparts, last_move->sides[side_index].takenparts, last_move->sides[side_index].takenpart_count * sizeof (unsigned char));
  279.       new_move.sides[side_index].takenpart_count = last_move->sides[side_index].takenpart_count; // copy side's taken parts
  280.       new_move.sides[side_index].shortcastle_allowed = last_move->sides[side_index].shortcastle_allowed; // copy whether side can castle short
  281.       new_move.sides[side_index].longcastle_allowed = last_move->sides[side_index].longcastle_allowed; // copy whether side can castle long
  282.    }
  283.    memcpy (&new_move.slots, last_move->slots, sizeof (last_move->slots)); // copy table disposition
  284.    new_move.fen_string[0] = 0; // will be evaluated at the end of this function
  285.  
  286.    // get a quick access to current and opposing sides
  287.    playing_side = &new_move.sides[new_move.color];
  288.    opposing_side = &new_move.sides[1 - new_move.color];
  289.  
  290.    // is a piece being taken ?
  291.    if (new_move.slots[to_line][to_column].part != PART_NONE)
  292.    {
  293.       // was the piece being taken a rook ?
  294.       if (new_move.slots[to_line][to_column].part == PART_ROOK)
  295.       {
  296.          // was it a white tower in A1, a white tower in A7, a black tower in H1 or a black tower in H7 ?
  297.          if ((new_move.slots[to_line][to_column].color == COLOR_WHITE) && (to_line == 0) && (to_column == 0))
  298.             new_move.sides[COLOR_WHITE].longcastle_allowed = false; // our opponent can no longer castle queenside
  299.          else if ((new_move.slots[to_line][to_column].color == COLOR_WHITE) && (to_line == 0) && (to_column == 7))
  300.             new_move.sides[COLOR_WHITE].shortcastle_allowed = false; // our opponent can no longer castle bishopside
  301.          else if ((new_move.slots[to_line][to_column].color == COLOR_BLACK) && (to_line == 7) && (to_column == 0))
  302.             new_move.sides[COLOR_BLACK].longcastle_allowed = false; // our opponent can no longer castle queenside
  303.          else if ((new_move.slots[to_line][to_column].color == COLOR_BLACK) && (to_line == 7) && (to_column == 7))
  304.             new_move.sides[COLOR_BLACK].shortcastle_allowed = false; // our opponent can no longer castle bishopside
  305.       }
  306.  
  307.       // resize this players' taken parts array and move the taken piece in it
  308.       playing_side->takenparts = (unsigned char *) SAFE_realloc (playing_side->takenparts, playing_side->takenpart_count, playing_side->takenpart_count + 1, sizeof (unsigned char), true);
  309.       playing_side->takenparts[playing_side->takenpart_count] = new_move.slots[to_line][to_column].part;
  310.       playing_side->takenpart_count++; // player has now taken one piece more
  311.       new_move.has_captured = true; // remember a part has just been captured
  312.    }
  313.  
  314.    // else is it an "en passant" coup ?
  315.    else if ((new_move.slots[from_line][from_column].part == PART_PAWN) // we're a pawn
  316.             && (abs (to_column - from_column) == 1) // we moved diagonally
  317.             && (new_move.slots[to_line][to_column].part == PART_NONE) // no part on destination
  318.             && (new_move.slots[from_line][to_column].part == PART_PAWN)) // but a pawn next to us
  319.    {
  320.       // resize this players' taken parts array and move the taken piece in it
  321.       playing_side->takenparts = (unsigned char *) SAFE_realloc (playing_side->takenparts, playing_side->takenpart_count, playing_side->takenpart_count + 1, sizeof (unsigned char), true);
  322.       playing_side->takenparts[playing_side->takenpart_count] = new_move.slots[from_line][to_column].part;
  323.       memset (&new_move.slots[from_line][to_column], 0, sizeof (boardslot_t)); // "en passant" coup
  324.       playing_side->takenpart_count++; // player has now taken one piece more
  325.       new_move.has_captured = true; // remember a part has just been captured
  326.       new_move.is_enpassant = true; // and that it's an en passant coup
  327.    }
  328.  
  329.    // has a promotion been specified ?
  330.    if (promotion_type != PART_NONE)
  331.       Move_SetSlot (&new_move, from_line, from_column, new_move.color, promotion_type); // promote the pawn to the desired type
  332.  
  333.    // was the moved part the king ? if so, player can't castle anymore
  334.    if (new_move.slots[from_line][from_column].part == PART_KING)
  335.    {
  336.       // did the king castle queenside ? or did it castle bishopside ?
  337.       if ((from_column == 4) && (to_column == 2))
  338.       {
  339.          // move the rook from A to D (0 -> 3) and wipe its previous location
  340.          memcpy (&new_move.slots[to_line][3], &new_move.slots[from_line][0], sizeof (boardslot_t));
  341.          memset (&new_move.slots[from_line][0], 0, sizeof (boardslot_t));
  342.       }
  343.       else if ((from_column == 4) && (to_column == 6))
  344.       {
  345.          // move the rook from H to F (7 -> 5) and wipe its previous location
  346.          memcpy (&new_move.slots[to_line][5], &new_move.slots[from_line][7], sizeof (boardslot_t));
  347.          memset (&new_move.slots[from_line][7], 0, sizeof (boardslot_t));
  348.       }
  349.  
  350.       // no matter whether it castled or not, remember this king cannot castle anymore
  351.       playing_side->shortcastle_allowed = false;
  352.       playing_side->longcastle_allowed = false;
  353.    }
  354.  
  355.    // else was it the rook ?
  356.    else if (new_move.slots[from_line][from_column].part == PART_ROOK)
  357.    {
  358.       // was the tower in A ? or was it in H ?
  359.       if (from_column == 0)
  360.          playing_side->longcastle_allowed = false; // player can no longer castle queenside
  361.       else if (from_column == 7)
  362.          playing_side->shortcastle_allowed = false; // player can no longer castle bishopside
  363.    }
  364.  
  365.    // move the part and erase the starting slot
  366.    memcpy (&new_move.slots[to_line][to_column], &new_move.slots[from_line][from_column], sizeof (boardslot_t));
  367.    memset (&new_move.slots[from_line][from_column], 0, sizeof (boardslot_t));
  368.  
  369.    // does the new move have a comment ? if so, save it
  370.    if ((comment != NULL) && (comment[0] != 0))
  371.    {
  372.       new_move.comment_size = wcslen (comment) + 1; // save this move's comment and the size of the mallocated space
  373.       new_move.comment = (wchar_t *) SAFE_malloc (new_move.comment_size, sizeof (wchar_t), false);
  374.       wcscpy_s (new_move.comment, new_move.comment_size, comment); // copy comment
  375.    }
  376.  
  377.    // evaluate check and stalemate status
  378.    new_move.is_check = Move_IsCheck (&new_move, 1 - new_move.color); // save whether opponent is in check or not
  379.    new_move.is_stalemate = Move_IsStaleMate (&new_move, 1 - new_move.color); // save whether opponent is stalemate
  380.  
  381.    // describe our move in Standard Abbreviated Notation and describe the resulting table in Forsyth-Edwards Notation
  382.    Move_DescribeInSAN (&new_move, last_move);
  383.    Move_DescribeInFEN (&new_move);
  384.  
  385.    // resize the previous moves array and insert our new move at the end of it
  386.    board->moves = (boardmove_t *) SAFE_realloc (board->moves, board->move_count, board->move_count + 1, sizeof (boardmove_t), false);
  387.    memcpy (&board->moves[board->move_count], &new_move, sizeof (boardmove_t));
  388.    board->move_count++; // we know now one previous move more
  389.  
  390.    board->viewed_move = board->move_count - 1; // set the move to be viewed to be the last move
  391.  
  392.    // if the game hadn't started yet, remember it has now
  393.    if (board->game_state == STATE_UNKNOWN)
  394.       board->game_state = STATE_PLAYING;
  395.  
  396.    // remember the last move time
  397.    board->lastmove_time = current_time;
  398.  
  399.    // reset stoppage time
  400.    stoppage_time = 0;
  401.  
  402.    // remember the game state should be reevaluated
  403.    board->reevaluate = true;
  404.  
  405.    return; // finished
  406. }
  407.