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2026-09-15 11:58:43 +02:00
parent 5d4e71388b
commit ebec0f013e
3 changed files with 349 additions and 2 deletions
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#include "chess.h"
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
int **create_board(int rows, int cols) {
int **board = (int **)malloc(sizeof(int*) * rows);
if (!board) return NULL;
for (int i = 0; i < cols; i++) {
board[i] = (int *)malloc(sizeof(int));
if (!board[i]) return NULL; // should probably free all the previously allocated ones as well as the ** pointer
}
return board;
}
move_t get_move(state_t state) {
move_t move;
int row_from, row_to;
char col_from, col_to;
printf("move (e.g. b1 a3) > ");
scanf("%c%d %c%d", &col_from, &row_from, &col_to, &row_to);
move.from = (v2_t){
.x = 97-col_from,
.y = state.board_rows-row_from};
move.to = (v2_t){
.x = 97-col_to,
.y = state.board_rows-row_to};
return move;
}
int board_get(state_t state, v2_t pos) {
return state.board[pos.y][pos.x];
}
void board_set(state_t *state, v2_t pos, int piece) {
state->board[pos.y][pos.x] = piece;
}
bool is_move_dest_in_bounds(state_t state, move_t move) {
return
0 <= move.to.x && move.to.x < state.board_cols &&
0 <= move.to.y && move.to.y < state.board_rows;
}
bool is_dest_empty(state_t state, move_t move) {
return board_get(state, move.to) == 0;
}
bool is_dest_opposite_color(state_t state, move_t move) {
return (board_get(state, move.from) * board_get(state, move.to) < 0); // < 0 means different colors
}
// white pieces are positive ints and black are negative
bool is_dest_empty_or_opposite_color(state_t state, move_t move) {
return
is_dest_empty(state, move) ||
is_dest_opposite_color(state, move);
}
v2_t v2(int x, int y) {
return (v2_t){x, y};
}
/**
* 0 -> a == b
* -1 -> a < b
* 1 -> a > b
*/
int v2_cmp(v2_t a, v2_t b) {
if (a.x == b.x && a.y == b.y) {
return 0;
} else if (a.x < b.x && a.y < b.y) {
return -1;
} else if (a.x > b.x && a.y > b.y) {
return 1;
} else {
return 99; // error code
}
}
bool is_piece_at_origin_able_to_make_move(state_t state, move_t move) {
// need to check all legal moves for the piece at move.from
unsigned int idx = abs(board_get(state, move.from));
for (int i = 0; i < state.valid_moves.piece_numbers[idx]; i++) {
if (v2_cmp(move.to, state,valid_moves.table[idx][i]) == 0) {
return true;
}
}
return false;
}
bool is_move_valid(state_t state, move_t move) {
return is_move_dest_in_bounds(state, move) &&
is_dest_empty_or_opposite_color(state, move) &&
is_piece_at_origin_able_to_make_move(state, move);
}
// this only ever must get called AFTER made sure it is legal
// with is_move_legal()
void perform_move(state_t *state, move_t move) {
board_set(state, move.to, board_get(*state, move.from));
board_set(state, move.from, 0);
}
player_e get_dest_color(state_t state, move_t move) {
if (board_get(state, move.to) < 0) {
return BLACK;
} else if (board_get(state, move.to) > 0) {
return WHITE;
} else {
return EMPTY;
}
}
void check_captures(state_t *state, move_t move) {
// king cannot be captured
if (is_dest_opposite_color(*state, move) && abs(board_get(*state, move.to)) != 6) {
switch (get_dest_color(*state, move)) {
case WHITE:
state->captured_by_black[state->by_black_capture_num++] =
board_get(*state, move.to);
break;
case BLACK:
state->captured_by_white[state->by_white_capture_num++] =
board_get(*state, move.to);
break;
case EMPTY:
break;
}
}
}
// if a pawn has reached the opposite side, change it into a queen
// TODO: let the player choose the next piece
void check_promotions(state_t *state, move_t move) {
if (board_get(*state, move.to) == 1 && move.to.y == 0) {
// 1, y = 0 => white pawn has reached the end
board_set(state, move.to, 5); // 5 -> Wqueen
} else if (board_get(*state, move.to) == -1 && move.to.y == state->board_cols-1) {
// -1, y = board_cols-1 => black pawn has reached the end
board_set(state, move.to, -5); // -5 -> Bqueen
}
}
// go through all the valid moves for all the pieces
// of the opposite player and see if 'pos' is in there
bool is_position_endangered(state_t state, v2_t pos) {
/**
* for every valid move of KING:
* for every OPPOSITE COLOR PIECE:
* check if the valid moves contain the KING's pos
* ->
* 1. iterate through the board
* 2. if found opposite color piece
* 3. -> for every valid move of this piece, check if it matches any of the kings positions
*/
for (int col = 0; col < state.board_cols; col++) {
for (int row = 0; row < state.board_rows; row++) {
v2_t pos = (v2_t){row, col};
int piece = board_get(state, pos);
switch (state.active_player) {
case WHITE:
if (piece < 0) {
for (int i = 0; i < state.valid_moves.piece_numbers[piece]; i++) {
for (int j = 0; j < state.valid_moves.piece_numbers[6]; j++) {
if (v2_cmp(
state.valid_moves.table[piece][i],
state.valid_moves.table[6][j]) == 0
) {
return true;
}
}
}
}
break;
case BLACK:
if (piece > 0) {
for (int i = 0; i < state.valid_moves.piece_numbers[piece]; i++) {
for (int j = 0; j < state.valid_moves.piece_numbers[6]; j++) {
if (v2_cmp(
state.valid_moves.table[piece][i],
state.valid_moves.table[6][j]) == 0
) {
return true;
}
}
}
}
break;
case EMPTY:
break;
}
}
}
return false;
}
/** TODO: unimplemented */
bool check_end_conditions(state_t state, move_t move) {
return false;
}
void switch_active_player(state_t *state) {
switch (state->active_player) {
case WHITE:
state->active_player = BLACK;
break;
case BLACK:
state->active_player = WHITE;
break;
case EMPTY:
break;
}
}
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#pragma once
#include <stdbool.h>
#define repeat(var, n) for (int var = 0; var < n; var++)
// types of players
typedef enum {
EMPTY,
WHITE,
BLACK
} player_e;
// 2d vector struct (used e.g. for directions or coords)
typedef struct {
int x;
int y;
} v2_t;
// everything we need to identify and perform a move
typedef struct {
v2_t from;
v2_t to;
} move_t;
typedef struct {
v2_t table[7][8];
int piece_numbers[7];
} valid_moves_t;
// appstate struct
#define CAPTURABLE 16
typedef struct {
unsigned int board_cols;
unsigned int board_rows;
int captured_by_white[CAPTURABLE];
unsigned int by_white_capture_num;
int captured_by_black[CAPTURABLE];
unsigned int by_black_capture_num;
player_e active_player;
valid_moves_t valid_moves;
int **board;
} state_t;
/**
* pieces:
* 0 = empty
* +-1 = pawn
* +-2 = rook
* +-3 = knight
* +-4 = bishop
* +-5 = queen
* +-6 = king
*/
int **create_board(int rows, int cols);
move_t get_move(state_t state);
bool is_move_valid(state_t state, move_t move);
void perform_move(state_t *state, move_t move);
void check_captures(state_t *state, move_t move);
void check_promotions(state_t *state, move_t move);
bool check_end_conditions(state_t state, move_t move);
void switch_active_player(state_t *state);
v2_t v2(int x, int y);
int v2_cmp(v2_t a, v2_t b);
+64 -2
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@@ -1,5 +1,67 @@
#include <stdio.h> /**
* algo:
* 1. create a chess board
* 2. loop
* 2a. select the player to play
* 2b. they try to make a move
* 2c. the move gets validated
* 2d. if it can be made and it is legal, go ahead
* 2e. check for captures and promotions
* 2f. after each move, check for a stalemate or a checkmate condition => if there is -> end of the game
* 2g. if there is no end condition => it's the other player's turn
*/
#include "chess.h"
#include <string.h>
int main() { int main() {
puts("Hello, World!\n"); state_t state;
state.valid_moves = (valid_moves_t){
.table = {
{}, // 0
{v2( 0,-1), v2( 0,-2), v2(-1,-1), v2( 1,-1),
v2( 0, 1), v2( 0, 2), v2(-1, 1), v2( 1, 1)}, // 1
{v2( 0,-1), v2( 0, 1), v2(-1, 0), v2( 1, 0)}, // ...
{v2(-1,-2), v2(-1, 2), v2(-2,-1), v2(-2, 1),
v2( 1,-2), v2( 1, 2), v2( 2,-1), v2( 2, 1)},
{v2(-1,-1), v2(-1, 1), v2( 1,-1), v2( 1, 1)},
{v2(-1,-1), v2(-1, 1), v2( 1,-1), v2( 1, 1),
v2( 0,-1), v2( 0, 1), v2(-1, 0), v2( 1, 0)},
{v2(-1,-1), v2(-1, 1), v2( 1,-1), v2( 1, 1),
v2( 0,-1), v2( 0, 1), v2(-1, 0), v2( 1, 0)}
},
.piece_numbers = {0, 8, 4, 8, 4, 8, 8}
};
memset(state.captured_by_white, 0, CAPTURABLE);
memset(state.captured_by_black, 0, CAPTURABLE);
state.by_white_capture_num = 0;
state.by_black_capture_num = 0;
state.board_rows = 8;
state.board_cols = 8;
state.board = create_board(state.board_rows, state.board_cols); // creates a constant struct => no need to check for memory issues
state.active_player = WHITE;
while (true) {
move_t move = get_move(state);
if (is_move_valid(state, move)) {
check_captures(&state, move); // checks for captures and modifies the state to keep track of the captures pieces
check_promotions(&state, move); // same thing as above but for promotions: pawn -> queen when at the end of the board, etc.
if (check_end_conditions(state, move)) break; // returns false if the game is supposed to end and true if it is supposed tu continue
perform_move(&state, move);
}
switch_active_player(&state);
}
return 0; return 0;
} }