src/chess/rules.h

Tue, 28 Jul 2026 13:44:10 +0200

author
Mike Becker <universe@uap-core.de>
date
Tue, 28 Jul 2026 13:44:10 +0200
changeset 159
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parent 157
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permissions
-rw-r--r--

add another game to test stalemate detection

relates to #947

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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 2016 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 <stdbool.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 PIECE_NOT_FOUND 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 #define ENPASSANT_THREAT 0x40
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48
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49 #define WHITE 0x10
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50 #define BLACK 0x20
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51 #define opponent_color(color) ((color)==WHITE?BLACK:WHITE)
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52
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53 #define PIECE_MASK 0x0F
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54 #define COLOR_MASK 0x30
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55
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56 #define PAWN 0x01
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57 #define ROOK 0x02
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58 #define KNIGHT 0x03
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59 #define BISHOP 0x04
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60 #define QUEEN 0x05
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61 #define KING 0x06
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62
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63 #define WPAWN (WHITE|PAWN)
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64 #define WROOK (WHITE|ROOK)
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65 #define WKNIGHT (WHITE|KNIGHT)
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66 #define WBISHOP (WHITE|BISHOP)
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67 #define WQUEEN (WHITE|QUEEN)
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68 #define WKING (WHITE|KING)
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69 #define BPAWN (BLACK|PAWN)
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70 #define BROOK (BLACK|ROOK)
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71 #define BKNIGHT (BLACK|KNIGHT)
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72 #define BBISHOP (BLACK|BISHOP)
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73 #define BQUEEN (BLACK|QUEEN)
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74 #define BKING (BLACK|KING)
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75
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76 typedef uint8_t Board[8][8];
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77
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78 struct movetimeval {
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79 uint64_t tv_sec;
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80 int32_t tv_usec; // important that this is signed b/c potential carry
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81 };
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82
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83 typedef struct {
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84 uint8_t piece;
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85 uint8_t fromfile;
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86 uint8_t fromrow;
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87 uint8_t tofile;
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88 uint8_t torow;
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89 uint8_t promotion;
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90 uint8_t check;
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91 uint8_t capture;
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92 struct movetimeval timestamp;
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93 struct movetimeval movetime;
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94 char string[8];
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95 } Move;
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96
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97 typedef struct {
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98 uint8_t servercolor;
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99 /** 1: play with timecontrol, 0: play without time control */
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100 uint8_t timecontrol;
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101 /** If timecontrol is 1, initial clock time in seconds */
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102 uint16_t time;
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103 /** If timecontrol is 1, time added per move in seconds */
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104 uint16_t addtime;
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105 /** If timecontrol is 1, delay before the clock starts ticking down */
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106 uint16_t delay;
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107 } GameInfo;
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108
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109 /** The buffer length for player names in GameState structures. */
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110 #define PLAYER_NAME_BUFLEN 32
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111
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112 typedef struct {
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113 /** optional name of the white player - only used for PGN exports */
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114 char wname[PLAYER_NAME_BUFLEN];
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115 /** optional name of the black player - only used for PGN exports */
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116 char bname[PLAYER_NAME_BUFLEN];
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117 GameInfo info;
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118 Board board;
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119 Move* moves;
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120 /** starting position in FEN notation */
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121 char *fen_start;
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122 /** array of subsequent positions in FEN notation.
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123 * The capacity and element count are identical to the moves array.
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124 */
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125 char **fen;
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126 /** capacity of the move array */
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127 unsigned int movecapacity;
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128 /** number of (half-)moves (counting BOTH colors) */
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129 unsigned int movecount;
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130 /** a premove that shall be evaluated next time it's our turn */
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131 char premove[8];
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132 bool checkmate;
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133 bool stalemate;
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134 bool threefold;
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135 bool remis;
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136 bool wresign;
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137 bool bresign;
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138 /** this flag is only supposed to be set when the opponent disconnects */
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139 bool ragequit;
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140 bool review;
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141 } GameState;
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142
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143 #define is_game_running(gamestate) !((gamestate)->checkmate || \
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144 (gamestate)->wresign || (gamestate)->bresign || (gamestate)->threefold || \
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145 (gamestate)->stalemate || (gamestate)->remis || (gamestate)->review)
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146
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147 #define last_move(gamestate) \
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148 ((gamestate)->moves[(gamestate)->movecount-1])
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149
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150 #define POS_UNSPECIFIED UINT8_MAX
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151 #define mdst(b,m) b[(m)->torow][(m)->tofile]
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152 #define msrc(b,m) b[(m)->fromrow][(m)->fromfile]
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153
153
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154 /** Checks if the index is specified and valid. */
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155 #define isidx(idx) ((uint8_t)(idx) < 8)
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156 /** Checks if the index is unspecified or valid. */
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157 #define isidxr(idx) ((idx) == POS_UNSPECIFIED || (uint8_t)(idx) < 8)
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158
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159 #define isfile(file) (file >= 'a' && file <= 'h')
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160 #define isrow(row) (row >= '1' && row <= '8')
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161
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162 #define rowidx(row) (row-'1')
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163 #define fileidx(file) (file-'a')
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164
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165 #define rowchr(row) (row+'1')
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166 #define filechr(file) (file+'a')
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167
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168 /* secure versions - use, if index is not checked with isidx() */
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169 #define fileidx_s(c) (isfile(c)?fileidx(c):POS_UNSPECIFIED)
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170 #define rowidx_s(c) (isrow(c)?rowidx(c):POS_UNSPECIFIED)
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171
129
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172
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173 /**
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174 * Initializes a game state and prepares the chess board.
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175 * @param gamestate the game state to initialize
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176 */
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177 void gamestate_init(GameState *gamestate);
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178
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179 /**
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180 * Cleans up a game state and frees the memory for the movement list.
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181 * @param gamestate the game state to clean up
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182 */
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183 void gamestate_cleanup(GameState *gamestate);
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184
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185 /**
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186 * Maps a character to a piece.
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187 *
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188 * Does not work for pawns, since they don't have a character.
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189 *
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190 * @param c one of R,N,B,Q,K
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191 * @return numeric value for the specified piece
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192 */
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193 uint8_t getpiece(char c);
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194
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195 /**
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196 * Maps a piece to a character.
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197 *
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198 * Does not work for pawns, scince they don't have a character.
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199 *
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200 * @param piece may have color or additional flags
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201 * @return character value for the specified piece
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202 */
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203 char getpiecechr(uint8_t piece);
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204
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205 /**
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206 * Maps a piece to a unicode character sequence.
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207 *
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208 * The returned unicode is for black pieces.
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209 * You may colorize the output by setting the terminal foreground color.
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210 *
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211 * @param piece the piece to dispaly
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212 * @return unicode character sequence for the specified piece
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213 */
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214 char* getpieceunicode(uint8_t piece);
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215
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216 /**
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217 * Returns the color of the player who is next to move.
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218 *
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219 * @param gamestate the current game state
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220 * @return the color of the player who is next to move
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221 */
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222 uint8_t current_color(GameState *gamestate);
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223
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224 /**
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225 * Checks, if a specified field is covered by a piece of a certain color.
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226 *
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227 * The out-parameters may both be NULL, but if any of them is set, the other
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228 * must be set, too.
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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 threaten the field
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234 * @param threats the array where to store the threats (should be able to hold
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235 * the rare maximum of 16 elements)
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236 * @param threatcount a pointer to an uint8_t where the count of threats is
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237 * stored
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238 * @return true, if any piece of the specified color threatens the specified
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239 * field (i.e. could capture an opponent piece)
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240 */
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241 bool get_threats(GameState *gamestate, uint8_t row, uint8_t file,
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242 uint8_t color, Move* threats, uint8_t* threatcount);
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243
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244 /**
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245 * Checks, if a specified field is covered by a piece of a certain color AND
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246 * if this piece is not pinned and therefore able to perform the move.
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247 *
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248 * The out-parameters may both be NULL, but if any of them is set, the other
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249 * must be set, too.
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250 *
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251 * @param gamestate the current game state
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252 * @param row row of the field to check
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253 * @param file file of the field to check
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254 * @param color the color of the piece that should threaten the field
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255 * @param threats the array where to store the threats (should be able to hold
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256 * the rare maximum of 16 elements)
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257 * @param threatcount a pointer to an uint8_t where the count of threats is
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258 * stored
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259 * @return true, if any piece of the specified color threatens the specified
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260 * field (i.e. could capture an opponent piece)
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261 */
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262 bool get_real_threats(GameState *gamestate, uint8_t row, uint8_t file,
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263 uint8_t color, Move* threats, uint8_t* threatcount);
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264
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265 /**
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266 * Checks, if a specified field is covered by a piece of a certain color.
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267 *
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268 * @param gamestate the current game state
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269 * @param row row of the field to check
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270 * @param file file of the field to check
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271 * @param color the color of the piece that should cover the field
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272 * @return true, if any piece of the specified color threatens the specified
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273 * field
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274 */
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275 #define is_covered(gamestate, row, file, color) \
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276 get_threats(gamestate, row, file, color, NULL, NULL)
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277
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278 /**
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279 * Checks, if a specified field is attacked by a piece of a certain color.
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280 *
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281 * I.e. the field is covered by a piece AND this piece is not pinned and
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282 * therefore able to perform the move.
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283 *
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284 * @param gamestate the current game state
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285 * @param row row of the field to check
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286 * @param file file of the field to check
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287 * @param color the color of the piece that should cover the field
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288 * @return true, if any piece of the specified color threatens the specified
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289 * field and could capture an opponent piece
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290 */
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291 #define is_attacked(gamestate, row, file, color) \
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292 get_real_threats(gamestate, row, file, color, NULL, NULL)
29
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293
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294 /**
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295 * Checks, if a specified field is protected by a piece of a certain color.
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296 *
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297 * I.e. the field is covered by a piece that is NOT the king AND this piece is
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298 * not pinned and therefore able to perform the move.
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299 *
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300 * @param gamestate the current game state
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301 * @param row row of the field to check
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302 * @param file file of the field to check
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303 * @param color the color of the piece that should cover the field
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304 * @return true, if any piece (excluding the king) of the specified color
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305 * threatens the specified field and could capture an opponent piece
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306 */
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307 bool is_protected(GameState *gamestate, uint8_t row, uint8_t file,
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308 uint8_t color);
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309
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310 /**
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311 * Checks, if the specified move cannot be performed, because the piece is
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312 * either pinned or cannot remove the check.
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313 *
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314 * Note: in chess a piece is pinned, when it can't be moved because the move
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315 * would result in a check position. But this function <u>also</u> returns true,
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316 * if the king is already in check position and the specified move does not
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317 * protect the king.
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318 *
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319 * @param gamestate the current game state
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320 * @param move the move to check
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321 * @return true, if the move cannot be performed because the king would be in
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322 * check after the move
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323 */
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324 bool is_pinned(GameState *gamestate, Move *move);
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325
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326 /**
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327 * Evaluates a move syntactically and stores the move data in the specified
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328 * object.
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329 *
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330 * When short algebraic notation is used, the source position is determined by
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331 * the evaluating the allowed moves according to the current game state.
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332 *
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333 * For a purely syntactic check, regardless of whether a piece exists that is
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334 * allowed to move that way, use check_move().
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335 *
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336 * @param gamestate the current game state
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337 * @param mstr the input string to parse
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338 * @param move a pointer to object where the move data shall be stored
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339 * @param color the color of the player to evaluate the move for
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340 * @return status code (see macros in this file for the list of codes)
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341 */
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342 int eval_move(GameState *gamestate, const char *mstr,
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343 Move *move, uint8_t color);
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344
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345 /**
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346 * Syntactically checks a move without verifying that a piece exists that is
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347 * allowed to move that way.
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348 *
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349 * @param mstr the input string to parse
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350 * @param color the color of the player to evaluate the move for
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351 * @return status code (see macros in this file for the list of codes)
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352 */
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353 int check_move(const char *mstr, uint8_t color);
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354
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355 /**
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356 * Validates move by applying chess rules.
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357 * @param gamestate the current game state
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358 * @param move the move to validate
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359 * @return status code (see macros in this file for the list of codes)
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360 */
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361 int validate_move(GameState *gamestate, Move *move);
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362
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363 /**
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364 * Applies a move and deletes captured pieces.
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365 *
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366 * @param gamestate the current game state
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367 * @param move the move to apply
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368 */
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369 void apply_move(GameState *gamestate, Move *move);
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370
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371 /**
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372 * Copies the state of the game at the specified move number.
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373 *
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374 * This function is helpful to generate a game state for reviewing past moves.
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375 *
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376 * @param gamestate the current game state
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377 * @param move_number the half-move that would now be played
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378 * @param replay the struct to populate with the state at the specified move
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379 */
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380 void gamestate_at_move(GameState *gamestate,
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381 unsigned move_number, GameState *replay);
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382
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383 /**
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384 * Returns the remaining time on the clock for the specified
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385 * half-move number.
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386 *
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387 * @param gamestate the current game state
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388 * @param move_number the half-move that is now going to be played
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389 * @return the remaining time - if time control is disabled, this function
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390 * always returns zero
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391 */
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392 uint16_t remaining_movetime2(GameState *gamestate, unsigned move_number);
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393
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394 /**
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395 * Returns the remaining time on the clock for the specified player.
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396 *
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397 * @param gamestate the current game state
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398 * @param color either BLACK or WHITE
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399 * @return the remaining time - if time control is disabled, this function
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400 * always returns zero
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401 */
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402 uint16_t remaining_movetime(GameState *gamestate, uint8_t color);
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403
100
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404 /**
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405 * Converts clock time to string.
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406 *
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407 * @param time the time to format
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408 * @param str the target buffer (should be at least 10 chars large)
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409 * @param always_hours if hours should always be printed
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410 */
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411 int print_clk(uint16_t time, char *str, bool always_hours);
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412
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413 /**
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414 * Checks if the current position already appeared two times before.
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415 *
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416 * This does not set the threefold flag in the game state as this flag is
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417 * intended to be set only when the game ends after actually claiming a draw.
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418 *
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419 * By standard chess rules this is not automatically a draw.
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420 * But implementation may choose to automatically draw the game anyway.
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421 *
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422 * @param gamestate the current game state
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423 * @return true if the game is in a threefold repetition position
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424 */
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425 bool check_threefold_repetition(GameState *gamestate);
c33567d61ba7 prepare netcode for claiming threefold repetition
Mike Becker <universe@uap-core.de>
parents: 130
diff changeset
426
10
1347e4dabac0 prepared code base for implementing rules
Mike Becker <universe@uap-core.de>
parents:
diff changeset
427 #endif /* RULES_H */
1347e4dabac0 prepared code base for implementing rules
Mike Becker <universe@uap-core.de>
parents:
diff changeset
428

mercurial