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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->players[COLOR_WHITE].should_wakeup = true;
  51.    board->players[COLOR_BLACK].should_wakeup = true;
  52.    board->reevaluate = true;
  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;
  128.    board->players[COLOR_WHITE].should_wakeup = true;
  129.    board->players[COLOR_BLACK].should_wakeup = true;
  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.  
  154.    // clear board setup notification
  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.  
  189.    // now unlock all the players' buffers and have them sleep for 2 seconds
  190.    board->players[COLOR_BLACK].sendbuffer_locked = false;
  191.    board->players[COLOR_WHITE].sendbuffer_locked = false;
  192.    board->players[COLOR_BLACK].sleep_time = current_time + 2.0f;
  193.    board->players[COLOR_WHITE].sleep_time = current_time + 2.0f;
  194.  
  195.    board->reevaluate = true; // remember to reevaluate this board
  196.  
  197.    return; // finished
  198. }
  199.  
  200.  
  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
  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"));
  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.  
  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.  
  396.    // reset stoppage time
  397.    stoppage_time = 0;
  398.  
  399.    // remember the game state should be reevaluated
  400.    board->reevaluate = true;
  401.  
  402.    return; // finished
  403. }
  404.