mirror of
https://github.com/Tha14/toxic.git
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4514ecd839
- Add large square and rectangle window types - Remove forced small windows - Fit game of life to largest possible window type - Hide cursor in game of life when game is running
2164 lines
54 KiB
C
2164 lines
54 KiB
C
/* game_chess.c
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*
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*
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* Copyright (C) 2020 Toxic All Rights Reserved.
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*
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* This file is part of Toxic.
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*
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* Toxic is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Toxic is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Toxic. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "game_base.h"
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#include "game_util.h"
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#include "game_chess.h"
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#include "misc_tools.h"
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#define CHESS_WHITE_SQUARE_COLOUR WHITE_GREEN
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#define CHESS_BLACK_SQUARE_COLOUR WHITE_BLUE
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#define CHESS_BOARD_ROWS 8
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#define CHESS_BOARD_COLUMNS 8
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#define CHESS_TILE_SIZE_X 4
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#define CHESS_TILE_SIZE_Y 2
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#define CHESS_SQUARES (CHESS_BOARD_ROWS * CHESS_BOARD_COLUMNS)
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#define CHESS_MAX_MESSAGE_SIZE 64
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typedef enum ChessPacketType {
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CHESS_PACKET_INIT_SEND_INVITE = 0x01,
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CHESS_PACKET_INIT_ACCEPT_INVITE = 0x02,
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CHESS_PACKET_MOVE_PIECE = 0xFE,
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CHESS_PACKET_RESIGN = 0xFF,
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} ChessPacketType;
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typedef struct ChessCoords {
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char L;
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uint8_t N;
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} ChessCoords;
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typedef enum ChessColour {
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White = 0u,
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Black,
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} ChessColour;
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typedef enum ChessStatus {
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Initializing = 0U,
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Playing,
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Checkmate,
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Stalemate,
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Resigned,
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} ChessStatus;
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typedef enum PieceType {
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Pawn = 0u,
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Rook,
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Knight,
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Bishop,
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King,
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Queen,
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NoPiece,
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} PieceType;
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typedef struct Piece {
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char display_char;
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ChessColour colour;
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PieceType type;
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} Piece;
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typedef struct Tile {
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Piece piece;
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Coords coords; // xy position on window
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ChessCoords chess_coords; // chess notation pair
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int colour; // display colour (not to be confused with White/Black ChessColour)
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} Tile;
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typedef struct Board {
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Tile tiles[CHESS_SQUARES];
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int x_right_bound;
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int x_left_bound;
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int y_top_bound;
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int y_bottom_bound;
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} Board;
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typedef struct Player {
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Tile *holding_tile;
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ChessColour colour;
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bool can_castle_qs;
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bool can_castle_ks;
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bool in_check;
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Tile *en_passant; // the tile holding the pawn that passed us
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int en_passant_move_number; // the move number the last en passant was on
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Piece captured[CHESS_SQUARES];
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size_t number_captured;
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int score; // total points of pieces captured
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} Player;
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typedef struct ChessState {
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Player self;
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Player other;
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Board board;
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int curs_x;
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int curs_y;
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char status_message[CHESS_MAX_MESSAGE_SIZE + 1];
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size_t message_length;
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bool black_to_move;
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size_t move_number;
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ChessStatus status;
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} ChessState;
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static int chess_packet_send_move(const GameData *game, const Tile *from, const Tile *to);
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static int chess_packet_send_resign(const GameData *game);
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static const char Board_Letters[] = {'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h'};
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#define CHESS_NUM_BOARD_LETTERS (sizeof(Board_Letters) / sizeof(char))
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static int chess_get_letter_index(char letter)
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{
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for (int i = 0; i < CHESS_NUM_BOARD_LETTERS; ++i) {
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if (Board_Letters[i] == letter) {
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return i;
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}
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}
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return -1;
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}
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/*
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* Copies `piece_b` to `piece_a`.
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*/
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static void chess_copy_piece(Piece *piece_a, Piece *piece_b)
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{
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memcpy(piece_a, piece_b, sizeof(Piece));
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}
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static void chess_set_piece(Piece *piece, PieceType type, ChessColour colour)
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{
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piece->type = type;
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piece->colour = colour;
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switch (type) {
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case Pawn:
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piece->display_char = 'o';
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break;
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case Bishop:
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piece->display_char = 'B';
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break;
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case Rook:
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piece->display_char = 'R';
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break;
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case Knight:
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piece->display_char = 'N';
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break;
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case King:
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piece->display_char = 'K';
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break;
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case Queen:
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piece->display_char = 'Q';
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break;
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default:
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piece->display_char = '?';
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break;
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}
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}
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static size_t chess_get_piece_value(PieceType type)
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{
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switch (type) {
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case Pawn:
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return 1;
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case Bishop:
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return 3;
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case Knight:
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return 3;
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case Rook:
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return 5;
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case Queen:
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return 9;
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default:
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return 0;
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}
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}
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/*
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* Puts the absolute difference between `from` and `to` chess coordinates in `l_diff` and `n_diff`.
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*
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* Return 0 on success.
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* Return -1 on failure.
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*/
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static int chess_get_chess_coords_diff(const Tile *from, const Tile *to, int *l_diff, int *n_diff)
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{
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int from_letter_idx = chess_get_letter_index(from->chess_coords.L);
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int to_letter_idx = chess_get_letter_index(to->chess_coords.L);
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if (from_letter_idx == -1 || to_letter_idx == -1) {
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return -1;
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}
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*l_diff = abs(from_letter_idx - to_letter_idx);
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*n_diff = abs((int)from->chess_coords.N - (int)to->chess_coords.N);
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return 0;
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}
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static void chess_set_status_message(ChessState *state, const char *message, size_t length)
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{
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if (length > CHESS_MAX_MESSAGE_SIZE) {
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return;
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}
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memcpy(state->status_message, message, length);
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state->status_message[length] = 0;
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state->message_length = length;
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}
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static void chess_print_move_notation(ChessState *state, const Tile *from, const Tile *to, bool check)
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{
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if (from->piece.type == King) { // special case if player castled
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int l_diff;
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int n_diff;
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if (chess_get_chess_coords_diff(from, to, &l_diff, &n_diff) == -1) {
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chess_set_status_message(state, "Error", strlen("Error"));
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return;
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}
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if (n_diff == 0 && l_diff > 1 && (to->chess_coords.L == 'c' || to->chess_coords.L == 'g')) {
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const char *message = to->chess_coords.L == 'c' ? "Last move: 0-0-0" : "Last move: 0-0";
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chess_set_status_message(state, message, strlen(message));
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return;
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}
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}
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char message[CHESS_MAX_MESSAGE_SIZE + 1];
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bool captured = (to->piece.type != NoPiece) || (from->piece.type == Pawn && from->chess_coords.L != to->chess_coords.L);
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char tmp[2];
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snprintf(tmp, sizeof(tmp), "%c", from->piece.display_char);
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const char *from_char = from->piece.type != Pawn ? tmp : "";
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char pawn_capture[2] = {0};
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if (strcmp(from_char, "") == 0 && captured) {
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snprintf(pawn_capture, sizeof(pawn_capture), "%c", from->chess_coords.L);
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}
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const char *capture = captured ? "x" : "";
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const char *check_char = check ? "+" : "";
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snprintf(message, sizeof(message), "Last move: %s%s%s%c%u%s",
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pawn_capture, from_char, capture, to->chess_coords.L, to->chess_coords.N, check_char);
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chess_set_status_message(state, message, strlen(message));
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}
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/*
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* Return true if `pair_a` is the same as `pair_b`.
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*/
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static bool chess_chess_coords_overlap(const ChessCoords *pair_a, const ChessCoords *pair_b)
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{
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return pair_a->L == pair_b->L && pair_a->N == pair_b->N;
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}
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/*
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* Return the player whose turn it currently is not.
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*/
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static Player *chess_get_other_player(ChessState *state)
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{
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if (state->black_to_move) {
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return state->self.colour == Black ? &state->other : &state->self;
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} else {
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return state->self.colour == White ? &state->other : &state->self;
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}
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}
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/*
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* Return the player whose turn it currently is.
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*/
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static Player *chess_get_player_to_move(ChessState *state)
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{
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if (state->black_to_move) {
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return state->self.colour == Black ? &state->self : & state->other;
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} else {
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return state->self.colour == Black ? &state->other : & state->self;
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}
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}
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/*
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* Return true if it's `player`'s turn to move.
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*/
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static bool chess_player_to_move(const ChessState *state, const Player *player)
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{
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return (player->colour == White && !state->black_to_move) || (player->colour == Black && state->black_to_move);
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}
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/*
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* Removes `piece` from the board and puts it in `player`'s captured list. Also updates their score.
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*/
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static void chess_capture_piece(Player *player, Piece *piece)
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{
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size_t idx = player->number_captured;
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if (idx < CHESS_SQUARES) {
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chess_copy_piece(&player->captured[idx], piece);
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++player->number_captured;
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}
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player->score += chess_get_piece_value(piece->type);
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piece->type = NoPiece;
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}
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/*
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* Puts coordinates associated with tile at x y coordinates in `chess_coords`.
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*
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* Return 0 on success.
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* Return -1 if coordinates are out of bounds.
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*/
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static int chess_get_chess_coords(const Board *board, int x, int y, ChessCoords *chess_coords, bool self_is_white)
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{
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if (x < board->x_left_bound || x > board->x_right_bound || y < board->y_top_bound || y > board->y_bottom_bound) {
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return -1;
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}
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size_t idx = (x - board->x_left_bound) / CHESS_TILE_SIZE_X;
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if (idx >= CHESS_NUM_BOARD_LETTERS) {
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return -1;
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}
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if (self_is_white) {
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chess_coords->L = Board_Letters[idx];
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chess_coords->N = ((board->y_bottom_bound + 1) - y) / CHESS_TILE_SIZE_Y;
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} else {
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chess_coords->L = Board_Letters[7 - idx];
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chess_coords->N = 8 - (((board->y_bottom_bound + 1) - y) / CHESS_TILE_SIZE_Y) + 1;
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}
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return 0;
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}
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/*
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* Returns the tile located at given coordinates.
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*/
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static Tile *chess_get_tile(ChessState *state, int x, int y)
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{
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Board *board = &state->board;
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ChessCoords pair;
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if (chess_get_chess_coords(board, x, y, &pair, state->self.colour == White) == -1) {
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return NULL;
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}
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for (size_t i = 0; i < CHESS_SQUARES; ++i) {
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Tile *tile = &board->tiles[i];
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if (tile->chess_coords.N == pair.N && tile->chess_coords.L == pair.L) {
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return tile;
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}
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}
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return NULL;
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}
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/*
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* Returns tile associated with `chess_coords`.
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*/
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static Tile *chess_get_tile_at_chess_coords(Board *board, const ChessCoords *chess_coords)
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{
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for (size_t i = 0; i < CHESS_SQUARES; ++i) {
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Tile *tile = &board->tiles[i];
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if (tile->chess_coords.N == chess_coords->N && tile->chess_coords.L == chess_coords->L) {
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return tile;
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}
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}
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return NULL;
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}
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/*
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* Return true if `piece` can occupy `tile`.
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*/
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static bool chess_piece_can_occupy_tile(const Piece *piece, const Tile *tile)
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{
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return tile->piece.colour != piece->colour || tile->piece.type == NoPiece;
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}
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/*
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* Return true if all squares in a horizontal or vertical line between `from` and `to`
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* are vacant, excluding each square respectively.
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*/
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static bool chess_path_line_clear(Board *board, const Tile *from, const Tile *to, int l_diff, int n_diff)
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{
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if (l_diff < 0 || n_diff < 0) {
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return false;
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}
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if (l_diff != 0 && n_diff != 0) {
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return false;
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}
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ChessCoords chess_coords;
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size_t start;
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size_t end;
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if (l_diff == 0) {
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start = 1 + MIN(from->chess_coords.N, to->chess_coords.N);
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end = start + n_diff - 1;
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chess_coords.L = from->chess_coords.L;
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} else {
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int from_idx = chess_get_letter_index(from->chess_coords.L);
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int to_idx = chess_get_letter_index(to->chess_coords.L);
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if (to_idx == -1 || from_idx == -1) {
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return false;
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}
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start = 1 + MIN(from_idx, to_idx);
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end = start + l_diff - 1;
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chess_coords.N = from->chess_coords.N;
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}
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for (size_t i = start; i < end; ++i) {
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if (l_diff == 0) {
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chess_coords.N = i;
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} else {
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if (i >= CHESS_NUM_BOARD_LETTERS) {
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return false;
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}
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chess_coords.L = Board_Letters[i];
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}
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Tile *tile = chess_get_tile_at_chess_coords(board, &chess_coords);
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if (tile == NULL) {
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return false;
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}
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if (tile->piece.type != NoPiece) {
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return false;
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}
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}
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return true;
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}
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/*
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* Return true if all tiles in a diagonal line between `from` and `to` are
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* unoccupied, excluding each respective tile.
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*/
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static bool chess_path_diagonal_clear(Board *board, const Tile *from, const Tile *to, int l_diff, int n_diff)
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{
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if (l_diff < 0 || n_diff < 0) {
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return false;
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}
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if (l_diff != n_diff || l_diff == 0) {
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return false;
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}
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size_t start = 1 + MIN(from->chess_coords.N, to->chess_coords.N);
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size_t end = start + n_diff - 1;
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// we're caluclating from south-east to north-west, or from south-west to north-east
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bool left_diag = (from->chess_coords.N > to->chess_coords.N && from->chess_coords.L < to->chess_coords.L)
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|| (from->chess_coords.N < to->chess_coords.N && from->chess_coords.L > to->chess_coords.L);
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size_t from_l_idx = chess_get_letter_index(from->chess_coords.L);
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size_t to_l_idx = chess_get_letter_index(to->chess_coords.L);
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size_t start_l_idx = left_diag ? MAX(from_l_idx, to_l_idx) - 1 : MIN(from_l_idx, to_l_idx) + 1;
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if (start_l_idx == -1) {
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return -1;
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}
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ChessCoords chess_coords;
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for (size_t i = start; i < end; ++i) {
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chess_coords.N = i;
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if (start_l_idx >= CHESS_NUM_BOARD_LETTERS) {
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return false;
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}
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chess_coords.L = Board_Letters[start_l_idx];
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Tile *tile = chess_get_tile_at_chess_coords(board, &chess_coords);
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if (tile == NULL) {
|
|
return false;
|
|
}
|
|
|
|
if (tile->piece.type != NoPiece) {
|
|
return false;
|
|
}
|
|
|
|
start_l_idx = left_diag ? start_l_idx - 1 : start_l_idx + 1;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
* Removes en passant'd pawn and resets player's en passant flag.
|
|
*
|
|
* Should be called after every successful move.
|
|
*/
|
|
static void chess_player_check_en_passant(Player *player)
|
|
{
|
|
if (player->en_passant_move_number == -1) {
|
|
chess_capture_piece(player, &player->en_passant->piece);
|
|
player->en_passant = NULL;
|
|
}
|
|
|
|
player->en_passant_move_number = 0;
|
|
}
|
|
|
|
/*
|
|
* Flags a pawn at `to` for a possible en passant take for other player.
|
|
*/
|
|
static void chess_pawn_en_passant_flag(ChessState *state, Tile *to)
|
|
{
|
|
Player *other = chess_get_other_player(state);
|
|
other->en_passant = to;
|
|
other->en_passant_move_number = state->move_number;
|
|
}
|
|
|
|
/*
|
|
* Return true and flag opposing pawn to be removed if `to` is a valid en passant move.
|
|
*/
|
|
static bool chess_pawn_en_passant_move(ChessState *state, Player *player, const Tile *to)
|
|
{
|
|
if (player->en_passant == NULL || player->en_passant_move_number <= 0) {
|
|
return false;
|
|
}
|
|
|
|
int delta = 0;
|
|
|
|
if (player->colour == White) {
|
|
if (player->en_passant_move_number != state->move_number) {
|
|
return false;
|
|
}
|
|
|
|
delta = 1;
|
|
} else {
|
|
if (player->en_passant_move_number != state->move_number - 1) {
|
|
return false;
|
|
}
|
|
|
|
delta = -1;
|
|
}
|
|
|
|
if (player->en_passant->piece.type == Pawn && to->chess_coords.N == player->en_passant->chess_coords.N + delta
|
|
&& to->chess_coords.L == player->en_passant->chess_coords.L) {
|
|
player->en_passant_move_number = -1; // flag opponent's pawn to be removed after move is validated
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static bool chess_valid_pawn_move(ChessState *state, Tile *from, Tile *to)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
Piece from_piece = from->piece;
|
|
Piece to_piece = to->piece;
|
|
|
|
// Can't go backwards
|
|
if (from_piece.colour == Black && from->chess_coords.N <= to->chess_coords.N) {
|
|
return false;
|
|
}
|
|
|
|
if (from_piece.colour == White && from->chess_coords.N >= to->chess_coords.N) {
|
|
return false;
|
|
}
|
|
|
|
int l_diff;
|
|
int n_diff;
|
|
|
|
if (chess_get_chess_coords_diff(from, to, &l_diff, &n_diff) == -1) {
|
|
return false;
|
|
}
|
|
|
|
// can't move more than two spaces forward or one space diagonally
|
|
if (n_diff < 1 || n_diff > 2 || l_diff > 1) {
|
|
return false;
|
|
}
|
|
|
|
// If moving two spaces vertically it must be from starting position
|
|
if (n_diff == 2) {
|
|
if (l_diff != 0) {
|
|
return false;
|
|
}
|
|
|
|
if (from_piece.colour == Black && from->chess_coords.N != 7) {
|
|
return false;
|
|
}
|
|
|
|
if (from_piece.colour == White && from->chess_coords.N != 2) {
|
|
return false;
|
|
}
|
|
|
|
if (to_piece.type != NoPiece) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// if moving diagonally, to square must contain an enemy piece or have a valid en passant
|
|
if (l_diff == 1) {
|
|
Player *self = chess_get_player_to_move(state);
|
|
|
|
if (chess_pawn_en_passant_move(state, self, to)) {
|
|
return true;
|
|
}
|
|
|
|
return to_piece.type != NoPiece && to_piece.colour != from->piece.colour;
|
|
}
|
|
|
|
if (to_piece.type != NoPiece) {
|
|
return false;
|
|
}
|
|
|
|
bool ret = chess_path_line_clear(board, from, to, l_diff, n_diff);
|
|
|
|
if (ret && n_diff == 2) {
|
|
chess_pawn_en_passant_flag(state, to);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
static bool chess_valid_rook_move(Board *board, const Tile *from, const Tile *to)
|
|
{
|
|
int l_diff;
|
|
int n_diff;
|
|
|
|
if (chess_get_chess_coords_diff(from, to, &l_diff, &n_diff) == -1) {
|
|
return false;
|
|
}
|
|
|
|
if (!chess_path_line_clear(board, from, to, l_diff, n_diff)) {
|
|
return false;
|
|
}
|
|
|
|
if (!chess_piece_can_occupy_tile(&from->piece, to)) {
|
|
return false;
|
|
}
|
|
|
|
if (from->chess_coords.N != to->chess_coords.N && from->chess_coords.L != to->chess_coords.L) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool chess_valid_knight_move(const Tile *from, const Tile *to)
|
|
{
|
|
if (!chess_piece_can_occupy_tile(&from->piece, to)) {
|
|
return false;
|
|
}
|
|
|
|
int l_diff;
|
|
int n_diff;
|
|
|
|
if (chess_get_chess_coords_diff(from, to, &l_diff, &n_diff) == -1) {
|
|
return false;
|
|
}
|
|
|
|
if (!((l_diff == 2 && n_diff == 1) || (l_diff == 1 && n_diff == 2))) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool chess_valid_bishop_move(Board *board, const Tile *from, const Tile *to)
|
|
{
|
|
if (!chess_piece_can_occupy_tile(&from->piece, to)) {
|
|
return false;
|
|
}
|
|
|
|
int l_diff;
|
|
int n_diff;
|
|
|
|
if (chess_get_chess_coords_diff(from, to, &l_diff, &n_diff) == -1) {
|
|
return false;
|
|
}
|
|
|
|
return chess_path_diagonal_clear(board, from, to, l_diff, n_diff);
|
|
}
|
|
|
|
static bool chess_valid_queen_move(Board *board, const Tile *from, const Tile *to)
|
|
{
|
|
if (!chess_piece_can_occupy_tile(&from->piece, to)) {
|
|
return false;
|
|
}
|
|
|
|
int l_diff;
|
|
int n_diff;
|
|
|
|
if (chess_get_chess_coords_diff(from, to, &l_diff, &n_diff) == -1) {
|
|
return false;
|
|
}
|
|
|
|
if (l_diff != 0 && n_diff != 0) {
|
|
return chess_path_diagonal_clear(board, from, to, l_diff, n_diff);
|
|
}
|
|
|
|
return chess_path_line_clear(board, from, to, l_diff, n_diff);
|
|
}
|
|
|
|
static bool chess_valid_king_move(const Tile *from, const Tile *to)
|
|
{
|
|
if (!chess_piece_can_occupy_tile(&from->piece, to)) {
|
|
return false;
|
|
}
|
|
|
|
int l_diff;
|
|
int n_diff;
|
|
|
|
if (chess_get_chess_coords_diff(from, to, &l_diff, &n_diff) == -1) {
|
|
return false;
|
|
}
|
|
|
|
if (l_diff > 1 || n_diff > 1) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool chess_piece_attacking_square(ChessState *state, ChessColour colour, Tile *to);
|
|
|
|
/*
|
|
* Return true if `player` is in check.
|
|
*/
|
|
static bool chess_player_in_check(ChessState *state, const Player *player)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
for (size_t i = 0; i < CHESS_SQUARES; ++i) {
|
|
Tile *tile = &board->tiles[i];
|
|
|
|
if (tile->piece.type == King && tile->piece.colour == player->colour) {
|
|
return chess_piece_attacking_square(state, player->colour == Black ? White : Black, tile);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
* Makes a mock move on the board and tests if it puts the player in check.
|
|
*
|
|
* Return true if move is valid.
|
|
*
|
|
* This function assumes that the legality of the move has already been checked.
|
|
*/
|
|
static bool chess_mock_move_valid(ChessState *state, const Player *player, Tile *from, Tile *to)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
bool in_check = false;
|
|
Tile *ep_tile = NULL;
|
|
Piece ep_piece;
|
|
|
|
if (player->en_passant_move_number == -1) { // remove piece that was captured via en passant
|
|
ChessCoords ep_coords;
|
|
ep_coords.N = player->colour == White ? to->chess_coords.N - 1 : to->chess_coords.N + 1;
|
|
ep_coords.L = to->chess_coords.L;
|
|
ep_tile = chess_get_tile_at_chess_coords(board, &ep_coords);
|
|
|
|
if (ep_tile == NULL) {
|
|
return false;
|
|
}
|
|
|
|
chess_copy_piece(&ep_piece, &ep_tile->piece);
|
|
ep_tile->piece.type = NoPiece;
|
|
}
|
|
|
|
Piece from_piece;
|
|
Piece to_piece;
|
|
chess_copy_piece(&from_piece, &from->piece);
|
|
chess_copy_piece(&to_piece, &to->piece);
|
|
|
|
chess_copy_piece(&to->piece, &from->piece);
|
|
from->piece.type = NoPiece;
|
|
|
|
if (chess_player_in_check(state, player)) {
|
|
in_check = true;;
|
|
}
|
|
|
|
from->piece.type = from_piece.type;
|
|
chess_copy_piece(&to->piece, &to_piece);
|
|
|
|
if (player->en_passant_move_number == -1) {
|
|
ep_tile->piece.type = ep_piece.type;
|
|
}
|
|
|
|
return !in_check;
|
|
}
|
|
|
|
/*
|
|
* Return 1 if we can legally move `from` to `to`.
|
|
* Return 0 if move is legal but we're in check.
|
|
* Return -1 if move is not legal.
|
|
*
|
|
* If `player` is null we don't check if move puts player in check.
|
|
*
|
|
* This function should not modify the game state.
|
|
*/
|
|
static int chess_valid_move(ChessState *state, const Player *player, Tile *from, Tile *to)
|
|
{
|
|
if (chess_chess_coords_overlap(&from->chess_coords, &to->chess_coords)) {
|
|
return false;
|
|
}
|
|
|
|
bool valid = false;
|
|
|
|
Board *board = &state->board;
|
|
|
|
switch (from->piece.type) {
|
|
case Pawn:
|
|
valid = chess_valid_pawn_move(state, from, to);
|
|
break;
|
|
|
|
case Rook:
|
|
valid = chess_valid_rook_move(board, from, to);
|
|
break;
|
|
|
|
case Knight:
|
|
valid = chess_valid_knight_move(from, to);
|
|
break;
|
|
|
|
case Bishop:
|
|
valid = chess_valid_bishop_move(board, from, to);
|
|
break;
|
|
|
|
case Queen:
|
|
valid = chess_valid_queen_move(board, from, to);
|
|
break;
|
|
|
|
case King:
|
|
valid = chess_valid_king_move(from, to);
|
|
break;
|
|
|
|
default:
|
|
valid = false;
|
|
break;
|
|
}
|
|
|
|
int ret = valid ? 1 : -1;
|
|
|
|
if (player != NULL && valid) {
|
|
if (!chess_mock_move_valid(state, player, from, to)) {
|
|
ret = 0;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/*
|
|
* Return true if any piece of `colour` is attacking tile designated by `to`.
|
|
*/
|
|
static bool chess_piece_attacking_square(ChessState *state, ChessColour colour, Tile *to)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
for (size_t i = 0; i < CHESS_SQUARES; ++i) {
|
|
Tile *from = &board->tiles[i];
|
|
|
|
if (from->piece.colour != colour || from->piece.type == NoPiece) {
|
|
continue;
|
|
}
|
|
|
|
// We only need to know if a piece has line of sight so we don't
|
|
// care if the move puts the player in check
|
|
if (chess_valid_move(state, NULL, from, to) == 1) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
* Disables castling if king or rook moves.
|
|
*/
|
|
static void chess_player_set_can_castle(Player *player, const Tile *tile)
|
|
{
|
|
if (!player->can_castle_ks && !player->can_castle_qs) {
|
|
return;
|
|
}
|
|
|
|
if (tile->piece.type == King) {
|
|
player->can_castle_ks = false;
|
|
player->can_castle_qs = false;
|
|
return;
|
|
}
|
|
|
|
if (tile->piece.type != Rook) {
|
|
return;
|
|
}
|
|
|
|
if ((player->colour == White && tile->chess_coords.N != 1) || (player->colour == Black && tile->chess_coords.N != 8)) {
|
|
return;
|
|
}
|
|
|
|
if (tile->chess_coords.L == 'a') {
|
|
player->can_castle_qs = false;
|
|
} else if (tile->chess_coords.L == 'h') {
|
|
player->can_castle_ks = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Attempts to castle king for `player`.
|
|
*
|
|
* Return true if successfully castled.
|
|
*/
|
|
static bool chess_player_castle(ChessState *state, Player *player, Tile *from, Tile *to)
|
|
{
|
|
if (!player->can_castle_ks && !player->can_castle_qs) {
|
|
return false;
|
|
}
|
|
|
|
Board *board = &state->board;
|
|
|
|
if (!(from->piece.type == King && to->piece.type == NoPiece)) {
|
|
return false;
|
|
}
|
|
|
|
int l_diff;
|
|
int n_diff;
|
|
|
|
if (chess_get_chess_coords_diff(from, to, &l_diff, &n_diff) == -1) {
|
|
return false;
|
|
}
|
|
|
|
if (!(l_diff == 2 && n_diff == 0)) {
|
|
return false;
|
|
}
|
|
|
|
ChessCoords coords;
|
|
coords.N = to->chess_coords.N;
|
|
|
|
bool queen_side = false;
|
|
Tile *rook_to_tile = NULL;
|
|
|
|
if (to->chess_coords.L == 'g') {
|
|
if (!player->can_castle_ks) {
|
|
return false;
|
|
}
|
|
|
|
coords.L = 'f';
|
|
rook_to_tile = chess_get_tile_at_chess_coords(board, &coords);
|
|
|
|
if (rook_to_tile == NULL) {
|
|
return false;
|
|
}
|
|
|
|
if (rook_to_tile->piece.type != NoPiece) {
|
|
return false;
|
|
}
|
|
} else if (to->chess_coords.L == 'c') {
|
|
if (!player->can_castle_qs) {
|
|
return false;
|
|
}
|
|
|
|
coords.L = 'd';
|
|
rook_to_tile = chess_get_tile_at_chess_coords(board, &coords);
|
|
|
|
coords.L = 'b';
|
|
const Tile *tmp_b = chess_get_tile_at_chess_coords(board, &coords);
|
|
|
|
if (rook_to_tile == NULL || tmp_b == NULL) {
|
|
return false;
|
|
}
|
|
|
|
if (!(rook_to_tile->piece.type == NoPiece && tmp_b->piece.type == NoPiece)) {
|
|
return false;
|
|
}
|
|
|
|
queen_side = true;
|
|
} else {
|
|
return false;
|
|
}
|
|
|
|
ChessColour other_colour = player->colour == Black ? White : Black;
|
|
|
|
// Make sure a piece isn't attacking either square the king traverses
|
|
if (chess_piece_attacking_square(state, other_colour, rook_to_tile)) {
|
|
return false;
|
|
}
|
|
|
|
if (chess_piece_attacking_square(state, other_colour, to)) {
|
|
return false;
|
|
}
|
|
|
|
Tile *rook_from_tile = NULL;
|
|
|
|
// move rook
|
|
coords.L = queen_side ? 'a' : 'h';
|
|
rook_from_tile = chess_get_tile_at_chess_coords(board, &coords);
|
|
|
|
if (rook_from_tile == NULL || rook_from_tile->piece.type != Rook) {
|
|
return false;
|
|
}
|
|
|
|
chess_copy_piece(&rook_to_tile->piece, &rook_from_tile->piece);
|
|
chess_set_piece(&rook_from_tile->piece, NoPiece, White);
|
|
|
|
// move king
|
|
Piece old_king;
|
|
chess_copy_piece(&old_king, &to->piece);
|
|
chess_copy_piece(&to->piece, &from->piece);
|
|
|
|
chess_set_piece(&from->piece, NoPiece, White);
|
|
player->holding_tile = NULL;
|
|
|
|
if (chess_player_in_check(state, player)) {
|
|
chess_copy_piece(&to->piece, &old_king);
|
|
chess_set_piece(&rook_to_tile->piece, NoPiece, White);
|
|
chess_set_piece(&rook_from_tile->piece, Rook, player->colour);
|
|
chess_set_piece(&from->piece, King, player->colour);
|
|
return false;
|
|
}
|
|
|
|
player->can_castle_qs = false;
|
|
player->can_castle_ks = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
static void chess_update_state(ChessState *state, Player *self, Player *other, const Tile *from, const Tile *to)
|
|
{
|
|
chess_player_check_en_passant(self);
|
|
|
|
self->in_check = false;
|
|
|
|
if (chess_player_in_check(state, other)) {
|
|
other->in_check = true;
|
|
}
|
|
|
|
state->message_length = 0;
|
|
state->black_to_move ^= 1;
|
|
|
|
if (state->black_to_move) {
|
|
++state->move_number;
|
|
}
|
|
|
|
chess_print_move_notation(state, from, to, other->in_check);
|
|
}
|
|
|
|
/*
|
|
* Attempts to make opponent's move.
|
|
*
|
|
* Return 0 on success.
|
|
* Return -1 on failure.
|
|
*
|
|
* This function shouldn't fail unless opponent is doing something fishy or there's a bug somewhere.
|
|
* On failure the game will abort and the player who made an invalid move will lose the game.
|
|
*/
|
|
static int chess_try_move_opponent(ChessState *state, Tile *from, Tile *to)
|
|
{
|
|
Player *opponent = &state->other;
|
|
|
|
if (!chess_player_to_move(state, opponent)) {
|
|
return -1;
|
|
}
|
|
|
|
Tile from_orig;
|
|
memcpy(&from_orig, from, sizeof(Tile));
|
|
|
|
Tile to_orig;
|
|
memcpy(&to_orig, to, sizeof(Tile));
|
|
|
|
int valid = chess_valid_move(state, opponent, from, to);
|
|
|
|
if (valid != 1) {
|
|
if (!opponent->in_check && chess_player_castle(state, opponent, from, to)) {
|
|
chess_set_piece(&from->piece, NoPiece, White);
|
|
goto on_success;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
if (to->piece.type != NoPiece) {
|
|
chess_capture_piece(opponent, &to->piece);
|
|
}
|
|
|
|
chess_copy_piece(&to->piece, &from->piece);
|
|
chess_player_set_can_castle(opponent, &from_orig);
|
|
chess_set_piece(&from->piece, NoPiece, White);
|
|
|
|
// check if we need to promote pawn to queen
|
|
if (from_orig.piece.type == Pawn) {
|
|
if (to->chess_coords.N == 1 || to->chess_coords.N == 8) {
|
|
chess_set_piece(&to->piece, Queen, to->piece.colour);
|
|
}
|
|
}
|
|
|
|
on_success:
|
|
chess_update_state(state, opponent, &state->self, &from_orig, &to_orig);
|
|
return 0;
|
|
}
|
|
|
|
static void chess_try_move_self(const GameData *game, ChessState *state, Player *self)
|
|
{
|
|
if (!chess_player_to_move(state, self)) {
|
|
return;
|
|
}
|
|
|
|
Tile *to_tile = chess_get_tile(state, state->curs_x, state->curs_y);
|
|
|
|
if (to_tile == NULL) {
|
|
return;
|
|
}
|
|
|
|
Tile *holding_tile = self->holding_tile;
|
|
|
|
if (holding_tile == NULL) {
|
|
return;
|
|
}
|
|
|
|
Tile from_orig;
|
|
memcpy(&from_orig, holding_tile, sizeof(Tile));
|
|
|
|
Tile to_orig;
|
|
memcpy(&to_orig, to_tile, sizeof(Tile));
|
|
|
|
if (chess_chess_coords_overlap(&holding_tile->chess_coords, &to_tile->chess_coords)) {
|
|
state->message_length = 0;
|
|
self->holding_tile = NULL;
|
|
return;
|
|
}
|
|
|
|
int valid = chess_valid_move(state, self, holding_tile, to_tile);
|
|
|
|
if (valid != 1) {
|
|
if (!self->in_check && chess_player_castle(state, self, holding_tile, to_tile)) {
|
|
if (chess_packet_send_move(game, &from_orig, to_tile) == -1) {
|
|
const char *message = "Connection error";
|
|
chess_set_status_message(state, message, strlen(message));
|
|
return;
|
|
}
|
|
|
|
chess_set_piece(&holding_tile->piece, NoPiece, White);
|
|
|
|
self->holding_tile = NULL;
|
|
|
|
goto on_success;
|
|
}
|
|
|
|
self->holding_tile = NULL;
|
|
|
|
const char *message = valid == -1 ? "Invalid move" : "Invalid move (check)";
|
|
chess_set_status_message(state, message, strlen(message));
|
|
return;
|
|
}
|
|
|
|
if (chess_packet_send_move(game, &from_orig, to_tile) == -1) {
|
|
const char *message = "Failed to move: Connection error";
|
|
chess_set_status_message(state, message, strlen(message));
|
|
return;
|
|
}
|
|
|
|
if (to_tile->piece.type != NoPiece) {
|
|
chess_capture_piece(self, &to_tile->piece);
|
|
}
|
|
|
|
chess_copy_piece(&to_tile->piece, &self->holding_tile->piece);
|
|
|
|
self->holding_tile = NULL;
|
|
chess_set_piece(&holding_tile->piece, NoPiece, White);
|
|
chess_player_set_can_castle(self, &from_orig);
|
|
|
|
// check if we need to promote pawn to queen
|
|
if (from_orig.piece.type == Pawn) {
|
|
if (to_tile->chess_coords.N == 1 || to_tile->chess_coords.N == 8) {
|
|
chess_set_piece(&to_tile->piece, Queen, to_tile->piece.colour);
|
|
}
|
|
}
|
|
|
|
on_success:
|
|
chess_update_state(state, self, &state->other, &from_orig, &to_orig);
|
|
}
|
|
|
|
static void chess_pick_up_piece(ChessState *state, Player *player)
|
|
{
|
|
if (!chess_player_to_move(state, player)) {
|
|
return;
|
|
}
|
|
|
|
Tile *tile = chess_get_tile(state, state->curs_x, state->curs_y);
|
|
|
|
if (tile == NULL) {
|
|
return;
|
|
}
|
|
|
|
if (tile->piece.type == NoPiece) {
|
|
return;
|
|
}
|
|
|
|
if (tile->piece.colour != player->colour) {
|
|
return;
|
|
}
|
|
|
|
player->holding_tile = tile;
|
|
}
|
|
|
|
/*
|
|
* Return 0 if `player` does not have sufficient material to check mate his opponent.
|
|
* Return 1 if `player` has sufficient material.
|
|
* Return 2 if `player` has sufficient material but no major or minor pieces.
|
|
*/
|
|
static int chess_player_can_mate(ChessState *state, const Player *player)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
size_t bishop_or_knight = 0;
|
|
bool has_pawn = false;
|
|
|
|
for (size_t i = 0; i < CHESS_SQUARES; ++i) {
|
|
Tile tile = board->tiles[i];
|
|
|
|
if (tile.piece.type == NoPiece || tile.piece.colour != player->colour) {
|
|
continue;
|
|
}
|
|
|
|
if (tile.piece.type == Queen || tile.piece.type == Rook) {
|
|
return 1;
|
|
}
|
|
|
|
if (tile.piece.type == Bishop || tile.piece.type == Knight) {
|
|
if (++bishop_or_knight > 1) {
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
if (tile.piece.type == Pawn) {
|
|
has_pawn = true;
|
|
|
|
if (bishop_or_knight > 0) {
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return has_pawn ? 2 : 0;
|
|
}
|
|
|
|
/*
|
|
* Return true if piece on `from` tile can move to any other square on the board.
|
|
*/
|
|
static bool chess_piece_can_move(ChessState *state, const Player *player, Tile *from)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
for (size_t i = 0; i < CHESS_SQUARES; ++i) {
|
|
Tile *to = &board->tiles[i];
|
|
|
|
if (chess_valid_move(state, player, from, to) == 1) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
* Return true if any piece for `player` can make a legal move.
|
|
*/
|
|
static bool chess_any_piece_can_move(ChessState *state, const Player *player)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
for (size_t i = 0; i < CHESS_SQUARES; ++i) {
|
|
Tile *from = &board->tiles[i];
|
|
|
|
if (from->piece.colour != player->colour || from->piece.type == NoPiece) {
|
|
continue;
|
|
}
|
|
|
|
if (chess_piece_can_move(state, player, from)) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
* Return true if game is in stalemate.
|
|
*
|
|
* A game is considered to be in stalemate if neither side has sufficient material to checkmake
|
|
* the opponent's king, or if current turn's player is unable to move any pieces and is not in check.
|
|
*/
|
|
static bool chess_game_is_statemate(ChessState *state)
|
|
{
|
|
const Player *self = chess_get_player_to_move(state);
|
|
const Player *other = chess_get_other_player(state);
|
|
|
|
if (self->in_check || other->in_check) {
|
|
return false;
|
|
}
|
|
|
|
int self_can_mate = chess_player_can_mate(state, self);
|
|
int other_can_mate = chess_player_can_mate(state, other);
|
|
|
|
if (self_can_mate == 0 && other_can_mate == 0) {
|
|
return true;
|
|
}
|
|
|
|
if (self_can_mate == 1) {
|
|
return false;
|
|
}
|
|
|
|
// player only has pawns and/or king, see if any remaining piece can move
|
|
return !chess_any_piece_can_move(state, self);
|
|
}
|
|
|
|
/*
|
|
* Return true if game is in checkmate.
|
|
*/
|
|
static bool chess_game_checkmate(ChessState *state)
|
|
{
|
|
const Player *player = chess_get_player_to_move(state);
|
|
return !chess_any_piece_can_move(state, player);
|
|
}
|
|
|
|
/*
|
|
* Checks if we have a checkmate or stalemate and updates game status.
|
|
*/
|
|
static void chess_update_status(ChessState *state)
|
|
{
|
|
if (chess_game_is_statemate(state)) {
|
|
state->status = Stalemate;
|
|
const char *message = "Stalemate";
|
|
chess_set_status_message(state, message, strlen(message));
|
|
return;
|
|
}
|
|
|
|
if (chess_game_checkmate(state)) {
|
|
state->status = Checkmate;
|
|
const char *message = "Checkmate!";
|
|
chess_set_status_message(state, message, strlen(message));
|
|
return;
|
|
}
|
|
}
|
|
|
|
static void chess_do_input(const GameData *game, ChessState *state)
|
|
{
|
|
if (state->status != Playing) {
|
|
return;
|
|
}
|
|
|
|
Player *self = &state->self;
|
|
|
|
if (self->holding_tile == NULL) {
|
|
chess_pick_up_piece(state, self);
|
|
} else {
|
|
chess_try_move_self(game, state, self);
|
|
chess_update_status(state);
|
|
}
|
|
}
|
|
|
|
static void chess_move_curs_left(ChessState *state)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
int new_x = state->curs_x - CHESS_TILE_SIZE_X;
|
|
|
|
if (new_x < board->x_left_bound) {
|
|
return;
|
|
}
|
|
|
|
state->curs_x = new_x;
|
|
}
|
|
|
|
static void chess_move_curs_right(ChessState *state)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
int new_x = state->curs_x + CHESS_TILE_SIZE_X;
|
|
|
|
if (new_x > board->x_right_bound) {
|
|
return;
|
|
}
|
|
|
|
state->curs_x = new_x;
|
|
}
|
|
|
|
static void chess_move_curs_up(ChessState *state)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
int new_y = state->curs_y - CHESS_TILE_SIZE_Y;
|
|
|
|
if (new_y < board->y_top_bound) {
|
|
return;
|
|
}
|
|
|
|
state->curs_y = new_y;
|
|
}
|
|
|
|
static void chess_move_curs_down(ChessState *state)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
int new_y = state->curs_y + CHESS_TILE_SIZE_Y;
|
|
|
|
if (new_y >= board->y_bottom_bound) {
|
|
return;
|
|
}
|
|
|
|
state->curs_y = new_y;
|
|
}
|
|
|
|
static int chess_get_display_colour(ChessColour p_colour, int tile_colour)
|
|
{
|
|
if (tile_colour == CHESS_WHITE_SQUARE_COLOUR) {
|
|
if (p_colour == White) {
|
|
return BLACK_WHITE; // white square, white piece
|
|
} else {
|
|
return YELLOW; // white square, black piece
|
|
}
|
|
}
|
|
|
|
if (p_colour == White) {
|
|
return BLACK_WHITE; // black square, white piece
|
|
} else {
|
|
return YELLOW; // black square, black piece
|
|
}
|
|
}
|
|
|
|
void chess_move_curs_up_left(ChessState *state)
|
|
{
|
|
chess_move_curs_left(state);
|
|
chess_move_curs_up(state);
|
|
}
|
|
|
|
void chess_move_curs_up_right(ChessState *state)
|
|
{
|
|
chess_move_curs_right(state);
|
|
chess_move_curs_up(state);
|
|
}
|
|
|
|
void chess_move_curs_down_left(ChessState *state)
|
|
{
|
|
chess_move_curs_left(state);
|
|
chess_move_curs_down(state);
|
|
}
|
|
|
|
void chess_move_curs_down_right(ChessState *state)
|
|
{
|
|
chess_move_curs_right(state);
|
|
chess_move_curs_down(state);
|
|
}
|
|
|
|
static void chess_draw_board_coords_white(WINDOW *win, const Board *board)
|
|
{
|
|
for (size_t i = 0; i < CHESS_BOARD_COLUMNS; ++i) {
|
|
mvwaddch(win, board->y_bottom_bound, board->x_left_bound + 1 + (i * CHESS_TILE_SIZE_X), Board_Letters[i]);
|
|
}
|
|
|
|
for (size_t i = 0; i < CHESS_BOARD_ROWS; ++i) {
|
|
mvwprintw(win, board->y_bottom_bound - 1 - (i * CHESS_TILE_SIZE_Y), board->x_left_bound - 1, "%zu", i + 1);
|
|
}
|
|
}
|
|
|
|
static void chess_draw_board_coords_black(WINDOW *win, const Board *board)
|
|
{
|
|
int l_idx = CHESS_NUM_BOARD_LETTERS - 1;
|
|
|
|
for (size_t i = 0; i < CHESS_BOARD_COLUMNS && l_idx >= 0; ++i, --l_idx) {
|
|
mvwaddch(win, board->y_bottom_bound, board->x_left_bound + 1 + (i * CHESS_TILE_SIZE_X), Board_Letters[l_idx]);
|
|
}
|
|
|
|
int n_idx = CHESS_BOARD_ROWS;
|
|
|
|
for (size_t i = 0; i < CHESS_BOARD_ROWS && n_idx > 0; ++i, --n_idx) {
|
|
mvwprintw(win, board->y_bottom_bound - 1 - (i * CHESS_TILE_SIZE_Y), board->x_left_bound - 1, "%d", n_idx);
|
|
}
|
|
}
|
|
|
|
static void chess_draw_board(WINDOW *win, ChessState *state)
|
|
{
|
|
const Player *player = chess_get_player_to_move(state);
|
|
Board *board = &state->board;
|
|
|
|
for (size_t i = 0; i < CHESS_SQUARES; ++i) {
|
|
Tile tile = board->tiles[i];
|
|
wattron(win, COLOR_PAIR(tile.colour));
|
|
|
|
for (size_t x = 0; x < CHESS_TILE_SIZE_X; ++x) {
|
|
for (size_t y = 0; y < CHESS_TILE_SIZE_Y; ++y) {
|
|
mvwaddch(win, tile.coords.y + y, tile.coords.x + x, ' ');
|
|
}
|
|
}
|
|
|
|
wattroff(win, COLOR_PAIR(tile.colour));
|
|
|
|
// don't draw the piece we're currently holding
|
|
if (player->holding_tile != NULL) {
|
|
if (chess_chess_coords_overlap(&tile.chess_coords, &player->holding_tile->chess_coords)) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
Piece piece = tile.piece;
|
|
|
|
if (piece.type != NoPiece) {
|
|
int colour = chess_get_display_colour(piece.colour, tile.colour);
|
|
|
|
wattron(win, A_BOLD | COLOR_PAIR(colour));
|
|
mvwaddch(win, tile.coords.y, tile.coords.x + 1, piece.display_char);
|
|
wattroff(win, A_BOLD | COLOR_PAIR(colour));
|
|
}
|
|
}
|
|
|
|
|
|
if (state->self.colour == White) {
|
|
chess_draw_board_coords_white(win, board);
|
|
} else {
|
|
chess_draw_board_coords_black(win, board);
|
|
}
|
|
|
|
// if holding a piece draw it at cursor position
|
|
if (player->holding_tile != NULL) {
|
|
Tile *tile = player->holding_tile;
|
|
|
|
wattron(win, A_BOLD | COLOR_PAIR(BLACK));
|
|
mvwaddch(win, state->curs_y, state->curs_x, tile->piece.display_char);
|
|
wattroff(win, A_BOLD | COLOR_PAIR(BLACK));
|
|
}
|
|
}
|
|
|
|
static void chess_print_status(WINDOW *win, ChessState *state)
|
|
{
|
|
const Board *board = &state->board;
|
|
|
|
wattron(win, A_BOLD);
|
|
|
|
const Player *player = chess_get_player_to_move(state);
|
|
|
|
char message[CHESS_MAX_MESSAGE_SIZE + 1];
|
|
|
|
switch (state->status) {
|
|
case Playing: {
|
|
snprintf(message, sizeof(message), "%s to move %s", state->black_to_move ? "Black" : "White",
|
|
player->in_check ? "(check)" : "");
|
|
break;
|
|
}
|
|
|
|
case Initializing: {
|
|
snprintf(message, sizeof(message), "Waiting for opponent to connect");
|
|
break;
|
|
}
|
|
|
|
case Resigned: {
|
|
snprintf(message, sizeof(message), "Opponent resigned");
|
|
break;
|
|
}
|
|
|
|
case Stalemate:
|
|
|
|
/* fallthrough */
|
|
case Checkmate: {
|
|
const char *score_str = NULL;
|
|
|
|
if (state->self.in_check) {
|
|
score_str = state->self.colour == White ? "0 - 1" : "1 - 0";
|
|
} else if (state->other.in_check) {
|
|
score_str = state->other.colour == White ? "0 - 1" : "1 - 0";
|
|
} else {
|
|
score_str = "1/2 - 1/2";
|
|
}
|
|
|
|
snprintf(message, sizeof(message), "%s", score_str);
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
snprintf(message, sizeof(message), "Invalid game state");
|
|
break;
|
|
}
|
|
}
|
|
|
|
int x_mid = (board->x_left_bound + (CHESS_TILE_SIZE_X * (CHESS_BOARD_COLUMNS / 2))) - (strlen(message) / 2);
|
|
mvwprintw(win, board->y_top_bound - 2, x_mid, message);
|
|
|
|
if (state->message_length > 0) {
|
|
x_mid = (board->x_left_bound + (CHESS_TILE_SIZE_X * (CHESS_BOARD_COLUMNS / 2))) - (state->message_length / 2);
|
|
mvwprintw(win, board->y_bottom_bound + 2, x_mid, state->status_message);
|
|
}
|
|
|
|
wattroff(win, A_BOLD);
|
|
}
|
|
|
|
static void chess_print_captured(const GameData *game, WINDOW *win, ChessState *state)
|
|
{
|
|
const Board *board = &state->board;
|
|
|
|
const Player *self = &state->self;
|
|
const Player *other = &state->other;
|
|
|
|
const int score_diff = self->score - other->score;
|
|
|
|
const int self_top_y_start = board->y_bottom_bound - (CHESS_TILE_SIZE_Y * 3) + 1;
|
|
const int other_top_y_start = board->y_top_bound + 1;
|
|
|
|
const int left_x_start = board->x_right_bound + 1;
|
|
const int right_x_border = game_x_right_bound(game) - 1;
|
|
|
|
size_t idx = 0;
|
|
|
|
int self_colour = self->colour == White ? WHITE : YELLOW;
|
|
int other_colour = self_colour == YELLOW ? WHITE : YELLOW;
|
|
|
|
wattron(win, A_BOLD);
|
|
|
|
if (score_diff > 0) {
|
|
wattron(win, COLOR_PAIR(self_colour));
|
|
mvwprintw(win, self_top_y_start - 1, left_x_start, "+%d", score_diff);
|
|
wattroff(win, COLOR_PAIR(self_colour));
|
|
}
|
|
|
|
|
|
wattron(win, COLOR_PAIR(other_colour));
|
|
|
|
for (size_t y = self_top_y_start; y < board->y_bottom_bound; ++y) {
|
|
for (size_t x = left_x_start; x < right_x_border && idx < self->number_captured; x += 2, ++idx) {
|
|
Piece piece = self->captured[idx];
|
|
mvwaddch(win, y, x, piece.display_char);
|
|
}
|
|
}
|
|
|
|
wattroff(win, COLOR_PAIR(other_colour));
|
|
|
|
idx = 0;
|
|
|
|
if (score_diff < 0) {
|
|
wattron(win, COLOR_PAIR(other_colour));
|
|
mvwprintw(win, other_top_y_start - 1, left_x_start, "+%d", abs(score_diff));
|
|
wattroff(win, COLOR_PAIR(other_colour));
|
|
}
|
|
|
|
wattron(win, COLOR_PAIR(self_colour));
|
|
|
|
for (size_t y = other_top_y_start; y < board->y_bottom_bound; ++y) {
|
|
for (size_t x = left_x_start; x < right_x_border && idx < other->number_captured; x += 2, ++idx) {
|
|
Piece piece = other->captured[idx];
|
|
mvwaddch(win, y, x, piece.display_char);
|
|
}
|
|
}
|
|
|
|
wattroff(win, A_BOLD | COLOR_PAIR(self_colour));
|
|
}
|
|
|
|
static void chess_draw_interface(const GameData *game, WINDOW *win, ChessState *state)
|
|
{
|
|
chess_print_status(win, state);
|
|
chess_print_captured(game, win, state);
|
|
}
|
|
|
|
void chess_cb_render_window(GameData *game, WINDOW *win, void *cb_data)
|
|
{
|
|
if (!cb_data) {
|
|
return;
|
|
}
|
|
|
|
ChessState *state = (ChessState *)cb_data;
|
|
|
|
move(state->curs_y, state->curs_x);
|
|
|
|
curs_set(1);
|
|
|
|
chess_draw_board(win, state);
|
|
chess_draw_interface(game, win, state);
|
|
}
|
|
|
|
void chess_cb_on_keypress(GameData *game, int key, void *cb_data)
|
|
{
|
|
if (!cb_data) {
|
|
return;
|
|
}
|
|
|
|
ChessState *state = (ChessState *)cb_data;
|
|
|
|
switch (key) {
|
|
case KEY_LEFT: {
|
|
chess_move_curs_left(state);
|
|
break;
|
|
}
|
|
|
|
case KEY_RIGHT: {
|
|
chess_move_curs_right(state);
|
|
break;
|
|
}
|
|
|
|
case KEY_DOWN: {
|
|
chess_move_curs_down(state);
|
|
break;
|
|
}
|
|
|
|
case KEY_UP: {
|
|
chess_move_curs_up(state);
|
|
break;
|
|
}
|
|
|
|
case KEY_HOME: {
|
|
chess_move_curs_up_left(state);
|
|
break;
|
|
}
|
|
|
|
case KEY_END: {
|
|
chess_move_curs_down_left(state);
|
|
break;
|
|
}
|
|
|
|
case KEY_PPAGE: {
|
|
chess_move_curs_up_right(state);
|
|
break;
|
|
}
|
|
|
|
case KEY_NPAGE: {
|
|
chess_move_curs_down_right(state);
|
|
break;
|
|
}
|
|
|
|
case '\r':
|
|
|
|
/* Intentional fallthrough */
|
|
case ' ': {
|
|
chess_do_input(game, state);
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void chess_cb_kill(GameData *game, void *cb_data)
|
|
{
|
|
if (!cb_data) {
|
|
return;
|
|
}
|
|
|
|
ChessState *state = (ChessState *)cb_data;
|
|
|
|
free(state);
|
|
|
|
chess_packet_send_resign(game);
|
|
|
|
game_set_cb_render_window(game, NULL, NULL);
|
|
game_set_cb_kill(game, NULL, NULL);
|
|
game_set_cb_on_keypress(game, NULL, NULL);
|
|
game_set_cb_on_packet(game, NULL, NULL);
|
|
}
|
|
|
|
/*
|
|
* Attempts to handle opponent's move.
|
|
*
|
|
* Return 0 on success.
|
|
* Return -1 on failure.
|
|
*/
|
|
#define CHESS_PACKET_MOVE_SIZE 4
|
|
static int chess_handle_opponent_move_packet(const GameData *game, ChessState *state, const uint8_t *data,
|
|
size_t length)
|
|
{
|
|
if (length != CHESS_PACKET_MOVE_SIZE || data == NULL) {
|
|
return -1;
|
|
}
|
|
|
|
char from_l = data[0];
|
|
uint8_t from_n = data[1];
|
|
char to_l = data[2];
|
|
uint8_t to_n = data[3];
|
|
|
|
ChessCoords from_coords = (ChessCoords) {
|
|
from_l, from_n,
|
|
};
|
|
|
|
ChessCoords to_coords = (ChessCoords) {
|
|
to_l, to_n,
|
|
};
|
|
|
|
Board *board = &state->board;
|
|
|
|
Tile *from_tile = chess_get_tile_at_chess_coords(board, &from_coords);
|
|
|
|
if (from_tile == NULL) {
|
|
return -1;
|
|
}
|
|
|
|
Tile *to_tile = chess_get_tile_at_chess_coords(board, &to_coords);
|
|
|
|
if (to_tile == NULL) {
|
|
return -1;
|
|
}
|
|
|
|
if (chess_try_move_opponent(state, from_tile, to_tile) != 0) {
|
|
fprintf(stderr, "opponent tried to make an illegal move: %c%d-%c%d\n", from_l, from_n, to_l, to_n);
|
|
return -1;
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
static void chess_notify(const GameData *game, ChessPacketType type)
|
|
{
|
|
const char *msg = NULL;
|
|
|
|
switch (type) {
|
|
case CHESS_PACKET_INIT_ACCEPT_INVITE: {
|
|
msg = "Game on!";
|
|
break;
|
|
}
|
|
|
|
case CHESS_PACKET_RESIGN: {
|
|
msg = "Opponent has resigned";
|
|
break;
|
|
}
|
|
|
|
case CHESS_PACKET_MOVE_PIECE: {
|
|
msg = "Opponent has moved";
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
return;
|
|
}
|
|
}
|
|
|
|
game_window_notify(game, msg);
|
|
}
|
|
|
|
static void chess_cb_on_packet(GameData *game, const uint8_t *data, size_t length, void *cb_data)
|
|
{
|
|
if (length == 0 || data == NULL) {
|
|
return;
|
|
}
|
|
|
|
if (!cb_data) {
|
|
return;
|
|
}
|
|
|
|
ChessState *state = (ChessState *)cb_data;
|
|
|
|
ChessPacketType type = data[0];
|
|
|
|
switch (type) {
|
|
case CHESS_PACKET_INIT_ACCEPT_INVITE: {
|
|
if (state->status == Initializing) {
|
|
state->status = Playing;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case CHESS_PACKET_RESIGN: {
|
|
if (state->status == Playing) {
|
|
state->status = Resigned;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case CHESS_PACKET_MOVE_PIECE: {
|
|
if (state->status == Playing) {
|
|
int ret = chess_handle_opponent_move_packet(game, state, data + 1, length - 1);
|
|
|
|
if (ret != 0) {
|
|
state->status = Resigned;
|
|
}
|
|
|
|
chess_update_status(state);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default: {
|
|
fprintf(stderr, "Got unknown chess packet type: %d\n", type);
|
|
break;
|
|
}
|
|
}
|
|
|
|
chess_notify(game, type);
|
|
}
|
|
|
|
static int chess_init_board(GameData *game, ChessState *state, bool self_is_white)
|
|
{
|
|
Board *board = &state->board;
|
|
|
|
const int x_left = game_x_left_bound(game);
|
|
const int x_right = game_x_right_bound(game);
|
|
const int y_top = game_y_top_bound(game);
|
|
const int y_bottom = game_y_bottom_bound(game);
|
|
const int x_mid = x_left + ((x_right - x_left) / 2);
|
|
const int y_mid = y_top + ((y_bottom - y_top) / 2);
|
|
|
|
const int board_width = CHESS_TILE_SIZE_X * CHESS_BOARD_COLUMNS;
|
|
const int board_height = CHESS_TILE_SIZE_Y * CHESS_BOARD_ROWS;
|
|
|
|
state->curs_x = x_mid + 1;
|
|
state->curs_y = y_mid;
|
|
|
|
board->x_left_bound = x_mid - (board_width / 2);
|
|
board->x_right_bound = x_mid + (board_width / 2);
|
|
board->y_bottom_bound = y_mid + (board_height / 2);
|
|
board->y_top_bound = y_mid - (board_height / 2);
|
|
|
|
if (board->y_bottom_bound > y_bottom || board->x_left_bound < x_left) {
|
|
return -1;
|
|
}
|
|
|
|
size_t colour_rotation = 1;
|
|
size_t board_idx = 0;
|
|
size_t letter_idx = self_is_white ? 0 : 7;
|
|
|
|
for (size_t i = board->x_left_bound; i < board->x_right_bound; i += CHESS_TILE_SIZE_X) {
|
|
size_t number_idx = self_is_white ? 8 : 1;
|
|
char letter = Board_Letters[letter_idx];
|
|
letter_idx = self_is_white ? letter_idx + 1 : letter_idx - 1;
|
|
colour_rotation ^= 1;
|
|
|
|
for (size_t j = board->y_top_bound; j < board->y_bottom_bound; j += CHESS_TILE_SIZE_Y) {
|
|
Tile *tile = &board->tiles[board_idx];
|
|
|
|
tile->colour = (board_idx + colour_rotation) % 2 == 0 ? CHESS_WHITE_SQUARE_COLOUR : CHESS_BLACK_SQUARE_COLOUR;
|
|
tile->coords.x = i;
|
|
tile->coords.y = j;
|
|
tile->chess_coords.L = letter;
|
|
tile->chess_coords.N = number_idx;
|
|
|
|
number_idx = self_is_white ? number_idx - 1 : number_idx + 1;
|
|
++board_idx;
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < CHESS_SQUARES; ++i) {
|
|
Tile *tile = &board->tiles[i];
|
|
chess_set_piece(&tile->piece, NoPiece, White);
|
|
|
|
if (tile->chess_coords.N == 2 || tile->chess_coords.N == 7) {
|
|
chess_set_piece(&tile->piece, Pawn, tile->chess_coords.N == 2 ? White : Black);
|
|
continue;
|
|
}
|
|
|
|
if (tile->chess_coords.N == 1 || tile->chess_coords.N == 8) {
|
|
PieceType type;
|
|
|
|
switch (tile->chess_coords.L) {
|
|
case 'a':
|
|
|
|
// fallthrough
|
|
case 'h':
|
|
type = Rook;
|
|
break;
|
|
|
|
case 'b':
|
|
|
|
// fallthrough
|
|
case 'g':
|
|
type = Knight;
|
|
break;
|
|
|
|
case 'c':
|
|
|
|
// fallthrough
|
|
case 'f':
|
|
type = Bishop;
|
|
break;
|
|
|
|
case 'd':
|
|
type = Queen;
|
|
break;
|
|
|
|
case 'e':
|
|
type = King;
|
|
break;
|
|
|
|
default:
|
|
type = NoPiece;
|
|
break;
|
|
}
|
|
|
|
chess_set_piece(&tile->piece, type, tile->chess_coords.N == 1 ? White : Black);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int chess_packet_send_resign(const GameData *game)
|
|
{
|
|
uint8_t data[1];
|
|
data[0] = CHESS_PACKET_RESIGN;
|
|
|
|
if (game_send_packet(game, data, 1, GP_Data) == -1) {
|
|
return -1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int chess_packet_send_move(const GameData *game, const Tile *from, const Tile *to)
|
|
{
|
|
uint8_t data[5];
|
|
data[0] = CHESS_PACKET_MOVE_PIECE;
|
|
data[1] = from->chess_coords.L;
|
|
data[2] = from->chess_coords.N;
|
|
data[3] = to->chess_coords.L;
|
|
data[4] = to->chess_coords.N;
|
|
|
|
if (game_send_packet(game, data, 5, GP_Data) == -1) {
|
|
return -1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int chess_packet_send_invite(const GameData *game, bool self_is_white)
|
|
{
|
|
uint8_t data[2];
|
|
data[0] = CHESS_PACKET_INIT_SEND_INVITE;
|
|
data[1] = self_is_white ? Black : White;
|
|
|
|
if (game_send_packet(game, data, 2, GP_Invite) == -1) {
|
|
return -1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int chess_packet_send_accept(const GameData *game)
|
|
{
|
|
uint8_t data[1];
|
|
data[0] = CHESS_PACKET_INIT_ACCEPT_INVITE;
|
|
|
|
if (game_send_packet(game, data, 1, GP_Data) == -1) {
|
|
return -1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int chess_initialize(GameData *game, const uint8_t *init_data, size_t length)
|
|
{
|
|
if (game_set_window_shape(game, GW_ShapeSquare) == -1) {
|
|
return -1;
|
|
}
|
|
|
|
ChessState *state = calloc(1, sizeof(ChessState));
|
|
|
|
if (state == NULL) {
|
|
return -3;
|
|
}
|
|
|
|
bool self_is_host = false;
|
|
bool self_is_white = false;
|
|
|
|
if (length == 0) {
|
|
self_is_host = true;
|
|
self_is_white = rand() % 2 == 0;
|
|
} else {
|
|
if (length < 2 || init_data[0] != CHESS_PACKET_INIT_SEND_INVITE) {
|
|
free(state);
|
|
return -2;
|
|
}
|
|
|
|
ChessColour colour = (ChessColour)init_data[1];
|
|
|
|
if (colour != White && colour != Black) {
|
|
free(state);
|
|
return -2;
|
|
}
|
|
|
|
self_is_white = colour == White;
|
|
}
|
|
|
|
state->self.colour = self_is_white ? White : Black;
|
|
state->other.colour = !self_is_white ? White : Black;
|
|
|
|
if (chess_init_board(game, state, self_is_white) == -1) {
|
|
free(state);
|
|
return -3;
|
|
}
|
|
|
|
state->self.can_castle_ks = true;
|
|
state->self.can_castle_qs = true;
|
|
state->other.can_castle_ks = true;
|
|
state->other.can_castle_qs = true;
|
|
|
|
if (self_is_host) {
|
|
if (chess_packet_send_invite(game, self_is_white) == -1) {
|
|
free(state);
|
|
return -2;
|
|
}
|
|
} else {
|
|
if (chess_packet_send_accept(game) == -1) {
|
|
free(state);
|
|
return -2;
|
|
}
|
|
|
|
state->status = Playing;
|
|
}
|
|
|
|
game_set_cb_render_window(game, chess_cb_render_window, state);
|
|
game_set_cb_on_keypress(game, chess_cb_on_keypress, state);
|
|
game_set_cb_kill(game, chess_cb_kill, state);
|
|
game_set_cb_on_packet(game, chess_cb_on_packet, state);
|
|
|
|
return 0;
|
|
}
|
|
|