src/chess/rules.h

Mon, 02 Jun 2025 19:40:24 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 02 Jun 2025 19:40:24 +0200
changeset 78
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parent 69
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permissions
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improve code structure

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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 "game-info.h"
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34
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35 #include <stdint.h>
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36
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37 #define VALID_MOVE_SYNTAX 0
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38 #define VALID_MOVE_SEMANTICS 0 /* use same code for a success */
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39 #define INVALID_MOVE_SYNTAX 1
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40 #define INVALID_POSITION 2
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41 #define AMBIGUOUS_MOVE 3
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42 #define NEED_PROMOTION 4
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43 #define PIECE_PINNED 5
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44 #define KING_IN_CHECK 6
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45 #define KING_MOVES_INTO_CHECK 7
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46 #define RULES_VIOLATED 10
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48 #define ENPASSANT_THREAT 0x40
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49
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50 #define POS_UNSPECIFIED UINT8_MAX
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51 #define mdst(b,m) b[(m)->torow][(m)->tofile]
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52 #define msrc(b,m) b[(m)->fromrow][(m)->fromfile]
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53
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54 #define isidx(idx) ((uint8_t)(idx) < 8)
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56 #define isfile(file) (file >= 'a' && file <= 'h')
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57 #define isrow(row) (row >= '1' && row <= '8')
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58
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59 #define rowidx(row) (row-'1')
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60 #define fileidx(file) (file-'a')
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61
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62 #define rowchr(row) (row+'1')
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63 #define filechr(file) (file+'a')
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64
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65 #define chkidx(move) (isidx((move)->fromfile) && isidx((move)->fromrow) && \
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66 isidx((move)->tofile) && isidx((move)->torow))
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67
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68 /* secure versions - use, if index is not checked with isidx() */
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69 #define fileidx_s(c) (isfile(c)?fileidx(c):POS_UNSPECIFIED)
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70 #define rowidx_s(c) (isrow(c)?rowidx(c):POS_UNSPECIFIED)
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71
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72 /**
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73 * Maps a character to a piece.
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74 *
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75 * Does not work for pawns, since they don't have a character.
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76 *
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77 * @param c one of R,N,B,Q,K
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78 * @return numeric value for the specified piece
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79 */
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80 uint8_t getpiece(char c);
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81
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82 /**
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83 * Maps a piece to a character.
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84 *
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85 * Does not work for pawns, scince they don't have a character.
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86 *
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87 * @param piece may have color or additional flags
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88 * @return character value for the specified piece
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89 */
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90 char getpiecechr(uint8_t piece);
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91
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92 /**
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93 * Maps a piece to a unicode character sequence.
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94 *
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95 * The returned unicode is for black pieces.
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96 * You may colorize the output by setting the terminal foreground color.
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97 *
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98 * @param piece the piece to dispaly
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99 * @return unicode character sequence for the specified piece
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100 */
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101 unsigned char* getpieceunicode(uint8_t piece);
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102
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103 /**
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104 * Checks, if a specified field is covered by a piece of a certain color.
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105 *
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106 * The out-parameters may both be NULL, but if any of them is set, the other
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107 * must be set, too.
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108 *
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109 * @param gamestate the current game state
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110 * @param row row of the field to check
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111 * @param file file of the field to check
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112 * @param color the color of the piece that should threaten the field
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113 * @param threats the array where to store the threats (should be able to hold
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114 * the rare maximum of 16 elements)
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115 * @param threatcount a pointer to an uint8_t where the count of threats is
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116 * stored
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117 * @return TRUE, if any piece of the specified color threatens the specified
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118 * field (i.e. could capture an opponent piece)
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119 */
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120 _Bool get_threats(GameState *gamestate, uint8_t row, uint8_t file,
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121 uint8_t color, Move* threats, uint8_t* threatcount);
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122
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123 /**
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124 * Checks, if a specified field is covered by a piece of a certain color AND
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125 * if this piece is not pinned and therefore able to perform the move.
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126 *
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127 * The out-parameters may both be NULL, but if any of them is set, the other
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128 * must be set, too.
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129 *
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130 * @param gamestate the current game state
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131 * @param row row of the field to check
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132 * @param file file of the field to check
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133 * @param color the color of the piece that should threaten the field
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134 * @param threats the array where to store the threats (should be able to hold
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135 * the rare maximum of 16 elements)
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136 * @param threatcount a pointer to an uint8_t where the count of threats is
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137 * stored
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138 * @return TRUE, if any piece of the specified color threatens the specified
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139 * field (i.e. could capture an opponent piece)
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140 */
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141 _Bool get_real_threats(GameState *gamestate, uint8_t row, uint8_t file,
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142 uint8_t color, Move* threats, uint8_t* threatcount);
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143
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144 /**
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145 * Checks, if a specified field is covered by a piece of a certain color.
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146 *
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147 * @param gamestate the current game state
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148 * @param row row of the field to check
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149 * @param file file of the field to check
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150 * @param color the color of the piece that should cover the field
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151 * @return TRUE, if any piece of the specified color threatens the specified
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152 * field
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153 */
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154 #define is_covered(gamestate, row, file, color) \
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155 get_threats(gamestate, row, file, color, NULL, NULL)
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156
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157 /**
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158 * Checks, if a specified field is attacked by a piece of a certain color.
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159 *
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160 * I.e. the field is covered by a piece AND this piece is not pinned and
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161 * therefore able to perform the move.
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162 *
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163 * @param gamestate the current game state
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164 * @param row row of the field to check
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165 * @param file file of the field to check
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166 * @param color the color of the piece that should cover the field
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167 * @return TRUE, if any piece of the specified color threatens the specified
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168 * field and could capture an opponent piece
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169 */
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170 #define is_attacked(gamestate, row, file, color) \
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171 get_real_threats(gamestate, row, file, color, NULL, NULL)
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172
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173 /**
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174 * Checks, if a specified field is protected by a piece of a certain color.
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175 *
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176 * I.e. the field is covered by a piece that is NOT the king AND this piece is
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177 * not pinned and therefore able to perform the move.
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178 *
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179 * @param gamestate the current game state
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180 * @param row row of the field to check
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181 * @param file file of the field to check
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182 * @param color the color of the piece that should cover the field
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183 * @return TRUE, if any piece (excluding the king) of the specified color
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184 * threatens the specified field and could capture an opponent piece
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185 */
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186 _Bool is_protected(GameState *gamestate, uint8_t row, uint8_t file,
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187 uint8_t color);
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188
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189 /**
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190 * Checks, if the specified move cannot be performed, because the piece is
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191 * either pinned or cannot remove the check.
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192 *
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193 * Note: in chess a piece is pinned, when it can't be moved because the move
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194 * would result in a check position. But this function <u>also</u> returns true,
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195 * if the king is already in check position and the specified move does not
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196 * protect the king.
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197 *
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198 * @param gamestate the current game state
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199 * @param move the move to check
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200 * @return TRUE, if the move cannot be performed because the king would be in
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201 * check after the move
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202 */
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203 _Bool is_pinned(GameState *gamestate, Move *move);
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204
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205 /**
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206 * Evaluates a move syntactically and stores the move data in the specified
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207 * object.
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208 *
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209 * @param gamestate the current game state
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210 * @param mstr the input string to parse
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211 * @param move a pointer to object where the move data shall be stored
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212 * @param color the color of the player to evaluate the move for
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213 * @return status code (see macros in this file for the list of codes)
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214 */
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215 int eval_move(GameState *gamestate, char *mstr, Move *move, uint8_t color);
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216
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217 /**
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218 * Validates move by applying chess rules.
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219 * @param gamestate the current game state
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220 * @param move the move to validate
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221 * @return status code (see macros in this file for the list of codes)
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222 */
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223 int validate_move(GameState *gamestate, Move *move);
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224
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225 /**
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226 * Applies a move and deletes captured pieces.
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227 *
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228 * @param gamestate the current game state
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229 * @param move the move to apply
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230 */
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231 void apply_move(GameState *gamestate, Move *move);
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232
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233
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234 /**
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235 * Returns the remaining time on the clock for the specified player.
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236 *
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237 * @param gameinfo the information about the game
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238 * @param gamestate the current game state
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239 * @param color either BLACK or WHITE
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240 * @return the remaining time - if time control is disabled, this function
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241 * always returns zero
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242 */
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243 uint16_t remaining_movetime(GameInfo *gameinfo, GameState *gamestate,
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244 uint8_t color);
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245
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246 #endif /* RULES_H */
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247

mercurial