src/chess/rules.h

Wed, 11 Jun 2014 16:54:20 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 11 Jun 2014 16:54:20 +0200
changeset 49
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parent 48
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child 50
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permissions
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logging string representation of moves in short algebraic notation

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 *
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4 * Copyright 2014 Mike Becker. All rights reserved.
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5 *
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6 * Redistribution and use in source and binary forms, with or without
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7 * modification, are permitted provided that the following conditions are met:
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8 *
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9 * 1. Redistributions of source code must retain the above copyright
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10 * notice, this list of conditions and the following disclaimer.
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11 *
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12 * 2. Redistributions in binary form must reproduce the above copyright
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13 * notice, this list of conditions and the following disclaimer in the
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14 * documentation and/or other materials provided with the distribution.
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15 *
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16 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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17 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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18 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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19 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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20 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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21 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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22 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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23 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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24 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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25 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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26 * POSSIBILITY OF SUCH DAMAGE.
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27 *
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28 */
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29
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30 #ifndef RULES_H
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31 #define RULES_H
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32
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33 #include <stdint.h>
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34 #include <sys/time.h>
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35
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36 #define VALID_MOVE_SYNTAX 0
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37 #define VALID_MOVE_SEMANTICS 0 /* use same code for a success */
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38 #define INVALID_MOVE_SYNTAX 1
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39 #define INVALID_POSITION 2
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40 #define AMBIGUOUS_MOVE 3
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41 #define NEED_PROMOTION 4
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42 #define PIECE_PINNED 5
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43 #define KING_IN_CHECK 6
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44 #define KING_MOVES_INTO_CHECK 7
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45 #define RULES_VIOLATED 10
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46
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47
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48 #define PIECE_MASK 0x0F
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49 #define COLOR_MASK 0x30
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50 #define ENPASSANT_THREAT 0x40
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51
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52 #define WHITE 0x10
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53 #define BLACK 0x20
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54
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55 #define PAWN 0x01
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56 #define ROOK 0x02
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57 #define KNIGHT 0x03
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58 #define BISHOP 0x04
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59 #define QUEEN 0x05
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60 #define KING 0x06
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61
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62 #define WPAWN (WHITE|PAWN)
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63 #define WROOK (WHITE|ROOK)
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64 #define WKNIGHT (WHITE|KNIGHT)
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65 #define WBISHOP (WHITE|BISHOP)
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66 #define WQUEEN (WHITE|QUEEN)
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67 #define WKING (WHITE|KING)
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68 #define BPAWN (BLACK|PAWN)
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69 #define BROOK (BLACK|ROOK)
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70 #define BKNIGHT (BLACK|KNIGHT)
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71 #define BBISHOP (BLACK|BISHOP)
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72 #define BQUEEN (BLACK|QUEEN)
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73 #define BKING (BLACK|KING)
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74
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75 typedef uint8_t Board[8][8];
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76
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77 struct movetimeval {
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78 uint64_t tv_sec;
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79 int32_t tv_usec;
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80 };
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81
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82 typedef struct {
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83 uint8_t piece;
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84 uint8_t fromfile;
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85 uint8_t fromrow;
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86 uint8_t tofile;
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87 uint8_t torow;
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88 uint8_t promotion;
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89 uint8_t check;
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90 uint8_t capture;
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91 struct movetimeval timestamp;
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92 struct movetimeval movetime;
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93 char string[8];
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94 } Move;
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95
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96 typedef struct MoveList MoveList;
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97
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98 struct MoveList {
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99 Move move;
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100 MoveList* next;
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101 };
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102
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103
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104 typedef struct {
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105 uint8_t servercolor;
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106 uint8_t timecontrol;
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107 uint16_t time;
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108 uint16_t addtime;
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109 } GameInfo;
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110
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111 typedef struct {
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112 Board board;
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113 uint8_t mycolor;
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114 MoveList* movelist;
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115 MoveList* lastmove;
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116 _Bool checkmate;
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117 _Bool stalemate;
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118 } GameState;
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119
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120 #define opponent_color(color) ((color)==WHITE?BLACK:WHITE)
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121
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122 #define POS_UNSPECIFIED UINT8_MAX
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123 #define mdst(b,m) b[(m)->torow][(m)->tofile]
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124 #define msrc(b,m) b[(m)->fromrow][(m)->fromfile]
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125
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126 #define isidx(idx) ((uint8_t)(idx) < 8)
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127
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128 #define isfile(file) (file >= 'a' && file <= 'h')
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129 #define isrow(row) (row >= '1' && row <= '8')
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130
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131 #define rowidx(row) (row-'1')
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132 #define fileidx(file) (file-'a')
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133
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134 #define rowchr(row) (row+'1')
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135 #define filechr(file) (file+'a')
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136
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137 #define chkidx(move) (isidx((move)->fromfile) && isidx((move)->fromrow) && \
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138 isidx((move)->tofile) && isidx((move)->torow))
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139
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140 /* secure versions - use, if index is not checked with isidx() */
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141 #define fileidx_s(c) (isfile(c)?fileidx(c):POS_UNSPECIFIED)
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142 #define rowidx_s(c) (isrow(c)?rowidx(c):POS_UNSPECIFIED)
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143
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144 /**
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145 * Cleans up a game state and frees the memory for the movement list.
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146 * @param gamestate the game state to clean up
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147 */
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148 void gamestate_cleanup(GameState *gamestate);
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149
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150 /**
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151 * Maps a character to a piece.
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152 *
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153 * Does not work for pawns, since they don't have a character.
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154 *
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155 * @param c one of R,N,B,Q,K
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156 * @return numeric value for the specified piece
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157 */
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158 uint8_t getpiece(char c);
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159
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160 /**
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161 * Maps a piece to a character.
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162 *
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163 * Does not work for pawns, scince they don't have a character.
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164 *
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165 * @param piece one of ROOK, KNIGHT, BISHOP, QUEEN, KING
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166 * @return character value for the specified piece
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167 */
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168 char getpiecechr(uint8_t piece);
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169
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170 /**
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171 * Checks, if a specified field is covered by a piece of a certain color.
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172 *
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173 * The out-parameters may both be NULL, but if any of them is set, the other
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174 * must be set, too.
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175 *
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176 * @param gamestate the current game state
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177 * @param row row of the field to check
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178 * @param file file of the field to check
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179 * @param color the color of the piece that should threaten the field
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180 * @param threats the array where to store the threats (should be able to hold
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181 * the rare maximum of 16 elements)
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182 * @param threatcount a pointer to an uint8_t where the count of threats is
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183 * stored
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184 * @return TRUE, if any piece of the specified color threatens the specified
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185 * field (i.e. could capture an opponent piece)
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186 */
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187 _Bool get_threats(GameState *gamestate, uint8_t row, uint8_t file,
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188 uint8_t color, Move* threats, uint8_t* threatcount);
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189
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190 /**
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191 * Checks, if a specified field is covered by a piece of a certain color AND
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192 * if this piece is not pinned and therefore able to perform the move.
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193 *
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194 * The out-parameters may both be NULL, but if any of them is set, the other
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195 * must be set, too.
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196 *
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197 * @param gamestate the current game state
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198 * @param row row of the field to check
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199 * @param file file of the field to check
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200 * @param color the color of the piece that should threaten the field
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201 * @param threats the array where to store the threats (should be able to hold
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202 * the rare maximum of 16 elements)
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203 * @param threatcount a pointer to an uint8_t where the count of threats is
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204 * stored
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205 * @return TRUE, if any piece of the specified color threatens the specified
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206 * field (i.e. could capture an opponent piece)
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207 */
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208 _Bool get_real_threats(GameState *gamestate, uint8_t row, uint8_t file,
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209 uint8_t color, Move* threats, uint8_t* threatcount);
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210
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211 /**
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212 * Checks, if a specified field is covered by a piece of a certain color.
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213 *
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214 * @param gamestate the current game state
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215 * @param row row of the field to check
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216 * @param file file of the field to check
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217 * @param color the color of the piece that should cover the field
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218 * @return TRUE, if any piece of the specified color threatens the specified
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219 * field
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220 */
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221 #define is_covered(gamestate, row, file, color) \
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222 get_threats(gamestate, row, file, color, NULL, NULL)
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223
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224 /**
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225 * Checks, if a specified field is attacked by a piece of a certain color.
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226 *
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227 * I.e. the field is covered by a piece AND this piece is not pinned and
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228 * therefore able to perform the move.
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229 *
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230 * @param gamestate the current game state
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231 * @param row row of the field to check
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232 * @param file file of the field to check
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233 * @param color the color of the piece that should cover the field
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234 * @return TRUE, if any piece of the specified color threatens the specified
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235 * field and could capture an opponent piece
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236 */
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237 #define is_attacked(gamestate, row, file, color) \
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238 get_threats(gamestate, row, file, color, NULL, NULL)
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239
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240 /**
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241 * Checks, if a specified field is protected by a piece of a certain color.
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242 *
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243 * I.e. the field is covered by a piece that is NOT the king AND this piece is
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244 * not pinned and therefore able to perform the move.
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245 *
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246 * @param gamestate the current game state
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247 * @param row row of the field to check
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248 * @param file file of the field to check
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249 * @param color the color of the piece that should cover the field
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250 * @return TRUE, if any piece (excluding the king) of the specified color
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251 * threatens the specified field and could capture an opponent piece
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252 */
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253 _Bool is_protected(GameState *gamestate, uint8_t row, uint8_t file,
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254 uint8_t color);
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255
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256 /**
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257 * Checks, if the specified move cannot be performed, because the piece is
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258 * either pinned or cannot remove the check.
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259 *
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260 * Note: in chess a piece is pinned, when it can't be moved because the move
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261 * would result in a check position. But this function <u>also</u> returns true,
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262 * if the king is already in check position and the specified move does not
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263 * protect the king.
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264 *
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265 * @param gamestate the current game state
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266 * @param move the move to check
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267 * @return TRUE, if the move cannot be performed because the king would be in
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268 * check after the move
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269 */
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270 _Bool is_pinned(GameState *gamestate, Move *move);
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271
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272 /**
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273 * Evaluates a move syntactically and stores the move data in the specified
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274 * object.
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275 *
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276 * @param gamestate the current game state
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277 * @param mstr the input string to parse
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278 * @param move a pointer to object where the move data shall be stored
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279 * @return status code (see macros in this file for the list of codes)
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280 */
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281 int eval_move(GameState *gamestate, char *mstr, Move *move);
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282
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283 /**
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284 * Validates move by applying chess rules.
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285 * @param gamestate the current game state
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286 * @param move the move to validate
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287 * @return status code (see macros in this file for the list of codes)
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288 */
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289 int validate_move(GameState *gamestate, Move *move);
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290
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291 /**
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292 * Applies a move and deletes captured pieces.
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293 *
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294 * @param gamestate the current game state
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295 * @param move the move to apply
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296 */
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297 void apply_move(GameState *gamestate, Move *move);
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298
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299
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300 /**
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301 * Returns the remaining time on the clock for the specified player.
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302 *
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303 * @param gameinfo the information about the game
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304 * @param gamestate the current game state
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305 * @param color either BLACK or WHITE
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306 * @return the remaining time - if time control is disabled, this function
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307 * always returns zero
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308 */
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309 uint16_t remaining_movetime(GameInfo *gameinfo, GameState *gamestate,
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310 uint8_t color);
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311
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312 #endif /* RULES_H */
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313

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