v2 initial commit
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-426
@@ -1,426 +0,0 @@
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#include <stdio.h>
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#include "chess.h"
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#include "util.h"
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void init_board(board_t board) {
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for (int i = 0; i < BOARD_VERTICAL; i++) {
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for (int j = 0; j < BOARD_HORIZONTAL; j++) {
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board[i][j] = BOARD_DEFAULT_CONFIG[i][j];
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}
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}
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}
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void select_player(player_e *player, unsigned int round_count) {
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if (round_count == 1) {
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*player = WHITE;
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return;
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}
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if (*player == WHITE) {
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*player = BLACK;
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return;
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}
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if (*player == BLACK) {
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*player = WHITE;
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return;
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}
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}
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void show_help() {
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puts(
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"movement help:\n\
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there is a prompt asking for where to move a piece every turn\n\
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format: e.g. you want to move a knight from b1 to a3:\n\
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you'd type -> b1 a3 <- (without the arrows)\n"
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);
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}
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// returns false if the numbers of letters are out of bounds
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bool is_move_in_bounds(move_t move) {
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if (
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is_int_in_range(move.from.x, 0, 7) &&
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is_int_in_range(move.from.y, 0, 7) &&
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is_int_in_range(move.to.x, 0, 7) &&
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is_int_in_range(move.to.y, 0, 7)
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) {
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return true;
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} else {
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return false;
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}
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}
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bool get_move(board_t board, move_t *move) {
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char _x_from, _x_to;
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int _y_from, _y_to;
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printf("move >> ");
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scanf(" %c%d %c%d",
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&_x_from,
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&_y_from,
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&_x_to,
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&_y_to
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);
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move->from.x = _x_from-96-1; // char to int conversion
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move->from.y = _y_from-1;
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move->to.x = _x_to-96-1;
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move->to.y = _y_to-1;
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move->piece = board[move->from.y][move->from.x];
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return is_move_in_bounds(*move);
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}
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bool compare_pos(pos_t a, pos_t b) {
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return a.x == b.x && a.y == b.y;
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}
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pos_t pos_multiply_scalar(pos_t a, int b) {
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return (pos_t){a.x*b, a.y*b};
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}
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pos_t pos_add(pos_t a, pos_t b) {
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return (pos_t){a.x + b.x, a.y + b.y};
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}
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// check whether a position is out of bounds of the board
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bool is_pos_oob(pos_t pos) {
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return pos.x < 0 || pos.x > BOARD_HORIZONTAL ||
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pos.y < 0 || pos.y > BOARD_VERTICAL;
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}
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/**
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* check the wanted pos_t against all valid move options
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* of the current piece
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*/
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/** TODO: add roundcount check for PAWN */
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bool is_move_legal(move_t move) {
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pos_t new_pos = move.to;
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// OOB check
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if (is_pos_oob(new_pos)) {
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return false;
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}
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valid_move_t valid_moves[PIECE_COUNT] = DEFAULT_VALID_MOVES;
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switch (move.piece) {
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case NONE:
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case WPAWN:
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case WKNIGHT:
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case WKING:
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case BPAWN:
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case BKNIGHT:
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case BKING:
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for (int j = 0; j < valid_moves[move.piece].piece_move_count; j++) {
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pos_t candidate = pos_add(move.from, valid_moves[move.piece].options[j]);
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printf("cadidate {%d,%d}\n", candidate.x, candidate.y);
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if (
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compare_pos(
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new_pos,
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candidate
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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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break;
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case WROOK:
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case WBISHOP:
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case WQUEEN:
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case BROOK:
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case BBISHOP:
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case BQUEEN:
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for (int j = 0; j < valid_moves[move.piece].piece_move_count; j++) {
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/** NOTE: BOARD_HORIZONTAL assuming HORIZONTAL & VERTICAL are the same */
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for (int k = 0; k < BOARD_HORIZONTAL; k++) {
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if (
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compare_pos(
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new_pos,
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pos_multiply_scalar(
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pos_add(
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move.from,
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valid_moves[move.piece].options[j]
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), k
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)
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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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}
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break;
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}
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return false;
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}
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bool is_dest_none(board_t board, pos_t pos) {
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return board[pos.y][pos.x] == NONE;
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}
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bool is_dest_opponent(board_t board, player_e player, move_t move) {
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switch (player) {
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case WHITE:
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return board[move.to.y][move.to.x] < 0;
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break;
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case BLACK:
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return board[move.to.y][move.to.x] > 0;
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break;
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}
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}
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/** the move can be:
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* 1. legal x illegal
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* 2a. the 'to' pos could be occupied x non-occupied
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* 2b. it could be capturable x non-capturable
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* 2c. it could be out of bounds
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*/
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/** FIXME: does not work -> b1 a3 says 0 */
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bool validate_move(board_t board, player_e player, move_t move) {
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bool none = is_dest_none(board, move.to);
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bool dest_is_opponent = is_dest_opponent(board, player, move);
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bool move_legal = is_move_legal(move);
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printf("move.from = {%d,%d}; move.to = {%d,%d}\n", move.from.x, move.from.y, move.to.x, move.to.y);
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printf("from.piece = %d; to.piece = %d\n", board[move.from.y][move.from.x], board[move.to.y][move.to.x]);
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printf("dest is none? %d; dest is opp? %d; legal? %d\n", none, dest_is_opponent, move_legal);
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if (none && move_legal) {
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// free ability to move
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return true;
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} else if (!none && dest_is_opponent && move_legal) {
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// capturing
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return true;
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} else {
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// otherwise, invalid move
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return false;
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}
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}
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/**
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* checks and sorts out a capture edge case of a move
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* sorts out = moves the piece into the 'captured' area and puts a NONE in its' place
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* (if the 'captured' piece is not a king, because you cannot capture a king)
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*/
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bool check_captures(board_t *board, player_e player, captured_t *captured, move_t move) {
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if (is_dest_opponent(*board, player, move)) {
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switch (player) {
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case WHITE:
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captured->white[captured->white_n++] = *board[move.to.y][move.to.x];
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*board[move.to.y][move.to.x] = NONE;
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break;
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case BLACK:
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captured->white[captured->white_n++] = *board[move.to.y][move.to.x];
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*board[move.to.y][move.to.x] = NONE;
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break;
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}
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return true;
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} else {
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return false;
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}
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}
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// checks and sorts out a promotion edge case of a move
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bool check_promotions(board_t *board, player_e player, move_t *move) {
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pos_t new_pos = move->to;
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// white player achieved a promotion
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if (new_pos.y < 0 && player == WHITE && move->piece == WPAWN) {
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*board[move->from.y][move->from.x] = WQUEEN;
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move->piece = WQUEEN;
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return true;
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}
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// black player achieved a promotion
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if (new_pos.y > BOARD_VERTICAL && player == BLACK && move->piece == BPAWN) {
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*board[move->from.y][move->from.x] = BQUEEN;
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move->piece = BQUEEN;
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return true;
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}
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return false;
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}
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// negative pos => no such piece is there
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pos_t get_pos_of_piece(board_t board, piece_e piece) {
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for (int i = 0; i < BOARD_VERTICAL; i++) {
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for (int j = 0; j < BOARD_VERTICAL; j++) {
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if (board[i][j] == piece) {
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return (pos_t){j, i};
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}
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}
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}
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return (pos_t){-1, -1};
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}
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// if king's pos is in another piece's valid moves, it is endangered
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bool is_king_endangered(board_t board, player_e player, move_t move) {
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pos_t king_pos;
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valid_move_t valid_moves[PIECE_COUNT] = DEFAULT_VALID_MOVES;
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switch (player) {
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case WHITE:
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king_pos = get_pos_of_piece(board, WKING);
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switch (move.piece) {
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case NONE:
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case BPAWN:
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case BKNIGHT:
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case BKING:
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for (int i = 0; i < PIECE_COUNT; i++) {
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for (int j = 0;
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j < valid_moves[i].piece_move_count &&
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move.piece == valid_moves[i].piece;
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j++
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) {
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if (
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compare_pos(
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king_pos,
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valid_moves[i].options[j]
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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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}
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break;
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case BROOK:
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case BBISHOP:
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case BQUEEN:
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for (int i = 0; i < PIECE_COUNT; i++) {
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for (int j = 0;
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j < valid_moves[i].piece_move_count &&
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move.piece == valid_moves[i].piece;
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j++
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) {
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/** NOTE: BOARD_HORIZONTAL assuming HORIZONTAL & VERTICAL are the same */
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for (int k = 0; k < BOARD_HORIZONTAL; k++) {
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if (
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compare_pos(
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king_pos,
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pos_multiply_scalar(valid_moves[i].options[j], k)
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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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}
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}
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break;
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default:
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break;
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}
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break;
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case BLACK:
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king_pos = get_pos_of_piece(board, BKING);
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switch (move.piece) {
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case NONE:
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case WPAWN:
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case WKNIGHT:
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case WKING:
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for (int i = 0; i < PIECE_COUNT; i++) {
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for (int j = 0;
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j < valid_moves[i].piece_move_count &&
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move.piece == valid_moves[i].piece;
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j++
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) {
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if (
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compare_pos(
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king_pos,
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valid_moves[i].options[j]
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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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}
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break;
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case WROOK:
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case WBISHOP:
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case WQUEEN:
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for (int i = 0; i < PIECE_COUNT; i++) {
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for (int j = 0;
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j < valid_moves[i].piece_move_count &&
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move.piece == valid_moves[i].piece;
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j++
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) {
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/** NOTE: BOARD_HORIZONTAL assuming HORIZONTAL & VERTICAL are the same */
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for (int k = 0; k < BOARD_HORIZONTAL; k++) {
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if (
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compare_pos(
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king_pos,
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pos_multiply_scalar(valid_moves[i].options[j], k)
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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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}
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}
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break;
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default:
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break;
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}
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break;
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}
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return false;
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}
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// checks for mates
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end_condition_e check_end(board_t board, player_e player, move_t move) {
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// here 'is_move_legal' is used as a determinator if a piece can move
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if (is_king_endangered(board, player, move) && !is_move_legal(move)) {
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return CHECKMATE;
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} else if (!is_king_endangered(board, player, move) && !is_move_legal(move)) {
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return STALEMATE;
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} else {
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return CONTINUE;
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}
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}
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end_condition_e perform_move(board_t *board, player_e player, captured_t *captured, move_t move) {
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if (validate_move(*board, player, move)) {
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if (
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*board[move.to.y][move.to.x] != WKING || // accounting for both players
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*board[move.to.y][move.to.x] != BKING // you cannot capture a king
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) {
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check_captures(board, player, captured, move);
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}
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check_promotions(board, player, &move);
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*board[move.to.y][move.to.x] = move.piece; // move piece to wanted place
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*board[move.from.y][move.from.x] = NONE; // erase the remnants
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}
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return check_end(*board, player, move);
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}
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void announce_results(end_condition_e end_condition, player_e player) {
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printf("The game has ended because of a ");
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switch (end_condition) {
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case CHECKMATE:
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printf("CHECKMATE");
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break;
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case STALEMATE:
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printf("STALEMATE");
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break;
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case CONTINUE: break; // to make the linter happy
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}
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printf("\nand the player who has won is");
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switch (player) {
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case WHITE:
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printf(" WHITE");
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break;
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case BLACK:
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printf(" BLACK");
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break;
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}
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printf("! Congratulations.\n");
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}
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-190
@@ -1,190 +0,0 @@
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#ifndef CHESS_H
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#define CHESS_H
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/* the "board" is the playable area on which
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* pieces move. pieces are represented by numbers:
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* 0 - no piece
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* 1 - pawn
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* 2 - rook
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* 3 - knight
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* 4 - bishop
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* 5 - queen
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* 6 - king
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*/
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#include <stdbool.h>
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// board size constraints
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#define BOARD_HORIZONTAL 8
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#define BOARD_VERTICAL 8
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// type abstractions
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typedef enum { WHITE, BLACK } player_e;
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#define PIECE_COUNT 13 // how many unique pieces are there
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#define MAX_PIECE_MOVE_COUNT 27 // the max possible num of options where to move in one moment
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typedef enum {
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NONE,
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WPAWN,
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WROOK,
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WKNIGHT,
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WBISHOP,
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WQUEEN,
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WKING,
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BPAWN,
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BROOK,
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BKNIGHT,
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BBISHOP,
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BQUEEN,
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BKING
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} piece_e;
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typedef piece_e board_t[BOARD_VERTICAL][BOARD_HORIZONTAL];
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typedef struct {
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int x;
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int y;
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} pos_t;
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typedef struct {
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// what
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// where from
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// where to
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piece_e piece;
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pos_t from;
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pos_t to;
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} move_t;
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// the default arrangment of pieces on the board
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// negative numbers are black, positive ones white
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#define BOARD_DEFAULT_CONFIG \
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(board_t){\
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{ BROOK, BKNIGHT, BBISHOP, BQUEEN, BKING, BBISHOP, BKNIGHT, BROOK },\
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{ BPAWN, BPAWN, BPAWN, BPAWN, BPAWN, BPAWN, BPAWN, BPAWN },\
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{ NONE, NONE, NONE, NONE, NONE, NONE, NONE, NONE },\
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{ NONE, NONE, NONE, NONE, NONE, NONE, NONE, NONE },\
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{ NONE, NONE, NONE, NONE, NONE, NONE, NONE, NONE },\
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{ NONE, NONE, NONE, NONE, NONE, NONE, NONE, NONE },\
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{ WPAWN, WPAWN, WPAWN, WPAWN, WPAWN, WPAWN, WPAWN, WPAWN },\
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{ WROOK, WKNIGHT, WBISHOP, WQUEEN, WKING, WBISHOP, WKNIGHT, WROOK }\
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}
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||||
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typedef struct {
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piece_e piece;
|
||||
pos_t options[MAX_PIECE_MOVE_COUNT];
|
||||
unsigned int piece_move_count;
|
||||
} valid_move_t;
|
||||
|
||||
/** FIXED: ALSO DEPENDS ON THE STATE OF THE GAME -
|
||||
* e.g. a pawn cannot move two places in the middle
|
||||
* of the game but can in the first round
|
||||
* => ASSUME NO OTHER PIECES - then ALWAYS CHECK
|
||||
* FOR PIECE COLLISIONS and FOR ROUND COUNT
|
||||
* (pawn 1 || 2 move)
|
||||
*/
|
||||
|
||||
/** MAYBE: consider the POV from both sides???!!! */
|
||||
/**
|
||||
* the NONE, PAWN, KNIGHT and KING pieces' relative_moves are
|
||||
* treated like specific coordinates relative to their
|
||||
* position,
|
||||
* whereas the BISHOP, ROOK and QUEEN pieces' 'moves'
|
||||
* are treated as *directions* in which they can move rather than
|
||||
* absolute x,y values -> e.g. the rook can move
|
||||
* up, down, left, right * n -> and then bounds & edge cases are checked
|
||||
*/
|
||||
#define DEFAULT_VALID_MOVES {\
|
||||
{NONE, {}, 0},\
|
||||
\
|
||||
{WPAWN, {\
|
||||
{ 0, -1}, {-1, -1}, {+1, -1}, { 0, -2}\
|
||||
}, 4},\
|
||||
{WROOK, {\
|
||||
{ 0, -1}, { 0, +1}, {-1, 0}, {+1, 0}\
|
||||
}, 4},\
|
||||
{WKNIGHT, {\
|
||||
{-1, -2}, {+1, -2}, {-2, -1}, {-2, +1},\
|
||||
{+2, -1}, {+2, +1}, {-1, -2}, {-1, +2}\
|
||||
}, 8},\
|
||||
{WBISHOP, {\
|
||||
{-1, -1}, {-1, +1}, {+1, -1}, {+1, +1}\
|
||||
}, 4},\
|
||||
{WQUEEN, {\
|
||||
{0, -1}, {0, +1}, {-1, 0}, {+1, 0},\
|
||||
{-1, -1}, {-1, +1}, {+1, -1}, {+1, +1}\
|
||||
}, 8},\
|
||||
{WKING, {\
|
||||
{ 0, -1}, { 0, +1}, {-1, 0}, {+1, 0},\
|
||||
{-1, -1}, {-1, +1}, {+1, -1}, {+1, +1}\
|
||||
}, 8},\
|
||||
\
|
||||
{BPAWN, {\
|
||||
{ 0, -1}, {-1, -1}, {+1, -1}, { 0, -2}\
|
||||
}, 4},\
|
||||
{BROOK, {\
|
||||
{ 0, -1}, { 0, +1}, {-1, 0}, {+1, 0}\
|
||||
}, 4},\
|
||||
{BKNIGHT, {\
|
||||
{-1, -2}, {+1, -2}, {-2, -1}, {-2, +1},\
|
||||
{+2, -1}, {+2, +1}, {-1, -2}, {-1, +2}\
|
||||
}, 8},\
|
||||
{BBISHOP, {\
|
||||
{-1, -1}, {-1, +1}, {+1, -1}, {+1, +1}\
|
||||
}, 4},\
|
||||
{BQUEEN, {\
|
||||
{0, -1}, {0, +1}, {-1, 0}, {+1, 0},\
|
||||
{-1, -1}, {-1, +1}, {+1, -1}, {+1, +1}\
|
||||
}, 8},\
|
||||
{BKING, {\
|
||||
{ 0, -1}, { 0, +1}, {-1, 0}, {+1, 0},\
|
||||
{-1, -1}, {-1, +1}, {+1, -1}, {+1, +1}\
|
||||
}, 8}\
|
||||
}
|
||||
|
||||
/**
|
||||
* states in which the game can end
|
||||
* CONTINUE => the game does not end, it continues
|
||||
* CHECKMATE => one side wins
|
||||
* STALEMATE => it's a draw
|
||||
*/
|
||||
typedef enum {
|
||||
CONTINUE,
|
||||
CHECKMATE,
|
||||
STALEMATE
|
||||
} end_condition_e;
|
||||
|
||||
/**
|
||||
* a tracker for which pieces have been captured by who
|
||||
* white contains opponent pieces WHITE have been captured by them
|
||||
* black contains opponent pieces BLACK have been captured by them
|
||||
*/
|
||||
#define PIECE_COUNT_CAPTURABLE_PER_PLAYER 15 // 2*8 - 1
|
||||
typedef struct {
|
||||
piece_e white[PIECE_COUNT_CAPTURABLE_PER_PLAYER];
|
||||
unsigned int white_n;
|
||||
piece_e black[PIECE_COUNT_CAPTURABLE_PER_PLAYER];
|
||||
unsigned int black_n;
|
||||
} captured_t;
|
||||
|
||||
// initializes the board with the default configuration of pieces
|
||||
void init_board(board_t board);
|
||||
|
||||
// selects the player to currently play
|
||||
// if it is the first round, it selects white
|
||||
void select_player(player_e *player, unsigned int round_count);
|
||||
|
||||
// listens for a command to make a move by the currently playing player
|
||||
bool get_move(board_t board, move_t *move);
|
||||
|
||||
// performs the move if is it possible
|
||||
end_condition_e perform_move(board_t *board, player_e player, captured_t *captured, move_t move);
|
||||
|
||||
// if there is one of the mates, end the game and show who has won
|
||||
void announce_results(end_condition_e end_condition, player_e player);
|
||||
|
||||
// shows a guide to help players understand the move prompt system
|
||||
void show_help();
|
||||
|
||||
#endif // CHESS_H
|
||||
+2
-50
@@ -1,54 +1,6 @@
|
||||
// a chess implementation in pure C :)
|
||||
|
||||
#include "chess.h"
|
||||
#include "render.h"
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
|
||||
/**
|
||||
* steps to victory:
|
||||
* 1. init the board with the default config
|
||||
* 2. game loop
|
||||
* 2a. select the current player (if first round - white starts)
|
||||
* 2b. wait for the movement of the current player
|
||||
* 2c. once a move is registered, perform it IF POSSIBLE
|
||||
* 2d. check for captures and/or promotions and/or mates (check, stale...)
|
||||
* 2e. if there is an end condition that is met, end the game; announce
|
||||
* the results
|
||||
*/
|
||||
|
||||
int main() {
|
||||
// variable defs
|
||||
board_t board;
|
||||
move_t move;
|
||||
player_e player;
|
||||
unsigned int round_count = 0;
|
||||
end_condition_e end_condition;
|
||||
captured_t captured = {.white_n = 0, .black_n = 0};
|
||||
bool running = true;
|
||||
|
||||
// algo begin
|
||||
|
||||
init_board(board);
|
||||
|
||||
show_help();
|
||||
|
||||
while (running) {
|
||||
round_count++;
|
||||
|
||||
select_player(&player, round_count);
|
||||
|
||||
show_board(board, player);
|
||||
|
||||
get_move(board, &move);
|
||||
|
||||
end_condition = perform_move(&board, player, &captured, move);
|
||||
if (end_condition == CHECKMATE || end_condition == STALEMATE) {
|
||||
running = false;
|
||||
}
|
||||
}
|
||||
|
||||
announce_results(end_condition, player);
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
printf("Hello, World!\n");
|
||||
return 0;
|
||||
}
|
||||
@@ -1,28 +0,0 @@
|
||||
#include "render.h"
|
||||
#include "chess.h"
|
||||
#include <stdio.h>
|
||||
|
||||
void show_board(board_t board, player_e player) {
|
||||
printf("\n ");
|
||||
for (int i = 0; i < BOARD_HORIZONTAL; i++) {
|
||||
printf("%-2c ", i+97);
|
||||
}
|
||||
printf("\n\n");
|
||||
for (int i = 0; i < BOARD_VERTICAL; i++) {
|
||||
printf("%-2d [", i+1);
|
||||
for (int j = 0; j < BOARD_HORIZONTAL-1; j++) {
|
||||
printf("%-2d ", board[i][j]);
|
||||
}
|
||||
printf("%d]\n", board[i][BOARD_HORIZONTAL-1]);
|
||||
}
|
||||
|
||||
printf("\ncurrently plays: ");
|
||||
switch (player) {
|
||||
case WHITE:
|
||||
printf("WHITE\n");
|
||||
break;
|
||||
case BLACK:
|
||||
printf("BLACK\n");
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
#ifndef RENDER_H
|
||||
#define RENDER_H
|
||||
|
||||
#include "chess.h"
|
||||
|
||||
void show_board(board_t board, player_e player);
|
||||
|
||||
#endif // RENDER_H
|
||||
-14
@@ -1,14 +0,0 @@
|
||||
#include "util.h"
|
||||
#include <stdio.h>
|
||||
|
||||
void clear_stdin() {
|
||||
while ((getchar()) != '\n');
|
||||
}
|
||||
|
||||
bool is_int_in_range(int x, int start, int end) {
|
||||
if (start <= x && x <= end) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
-14
@@ -1,14 +0,0 @@
|
||||
#ifndef UTIL_H
|
||||
#define UTIL_H
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
// misc. defines and methods
|
||||
|
||||
// for input handling consistency
|
||||
void clear_stdin();
|
||||
|
||||
// self-explanatory
|
||||
bool is_int_in_range(int x, int start, int end);
|
||||
|
||||
#endif // UTIL_H
|
||||
Reference in New Issue
Block a user