Thu, 28 May 2026 13:58:24 +0200
implement optional delay - resolves #820
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * * Copyright 2016 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ #ifndef RULES_H #define RULES_H #include <stdint.h> #include <stdbool.h> #define VALID_MOVE_SYNTAX 0 #define VALID_MOVE_SEMANTICS 0 /* use same code for a success */ #define INVALID_MOVE_SYNTAX 1 #define INVALID_POSITION 2 #define AMBIGUOUS_MOVE 3 #define NEED_PROMOTION 4 #define PIECE_PINNED 5 #define KING_IN_CHECK 6 #define KING_MOVES_INTO_CHECK 7 #define RULES_VIOLATED 10 #define ENPASSANT_THREAT 0x40 #define WHITE 0x10 #define BLACK 0x20 #define opponent_color(color) ((color)==WHITE?BLACK:WHITE) #define PIECE_MASK 0x0F #define COLOR_MASK 0x30 #define PAWN 0x01 #define ROOK 0x02 #define KNIGHT 0x03 #define BISHOP 0x04 #define QUEEN 0x05 #define KING 0x06 #define WPAWN (WHITE|PAWN) #define WROOK (WHITE|ROOK) #define WKNIGHT (WHITE|KNIGHT) #define WBISHOP (WHITE|BISHOP) #define WQUEEN (WHITE|QUEEN) #define WKING (WHITE|KING) #define BPAWN (BLACK|PAWN) #define BROOK (BLACK|ROOK) #define BKNIGHT (BLACK|KNIGHT) #define BBISHOP (BLACK|BISHOP) #define BQUEEN (BLACK|QUEEN) #define BKING (BLACK|KING) typedef uint8_t Board[8][8]; struct movetimeval { uint64_t tv_sec; int32_t tv_usec; // important that this is signed b/c potential carry }; typedef struct { uint8_t piece; uint8_t fromfile; uint8_t fromrow; uint8_t tofile; uint8_t torow; uint8_t promotion; uint8_t check; uint8_t capture; struct movetimeval timestamp; struct movetimeval movetime; char string[8]; } Move; typedef struct { uint8_t servercolor; /** 1: play with timecontrol, 0: play without time control */ uint8_t timecontrol; /** If timecontrol is 1, initial clock time in seconds */ uint16_t time; /** If timecontrol is 1, time added per move in seconds */ uint16_t addtime; /** If timecontrol is 1, delay before the clock starts ticking down */ uint16_t delay; } GameInfo; /** The buffer length for player names in GameState structures. */ #define PLAYER_NAME_BUFLEN 32 typedef struct { GameInfo info; Board board; Move* moves; /** optional name of the white player */ char wname[PLAYER_NAME_BUFLEN]; /** optional name of the black player */ char bname[PLAYER_NAME_BUFLEN]; /** capacity of the move array */ unsigned movecapacity; /** number of (half-)moves (counting BOTH colors) */ unsigned int movecount; /** a premove that shall be evaluated next time it's our turn */ char premove[8]; bool checkmate; bool stalemate; bool remis; bool wresign; bool bresign; /** this flag is only supposed to be set when the opponent disconnects */ bool ragequit; bool review; } GameState; #define is_game_running(gamestate) !((gamestate)->checkmate || \ (gamestate)->wresign || (gamestate)->bresign || \ (gamestate)->stalemate || (gamestate)->remis || (gamestate)->review) #define last_move(gamestate) \ ((gamestate)->moves[(gamestate)->movecount-1]) #define POS_UNSPECIFIED UINT8_MAX #define mdst(b,m) b[(m)->torow][(m)->tofile] #define msrc(b,m) b[(m)->fromrow][(m)->fromfile] #define isidx(idx) ((uint8_t)(idx) < 8) #define isfile(file) (file >= 'a' && file <= 'h') #define isrow(row) (row >= '1' && row <= '8') #define rowidx(row) (row-'1') #define fileidx(file) (file-'a') #define rowchr(row) (row+'1') #define filechr(file) (file+'a') #define chkidx_from(move) (isidx((move)->fromfile) && isidx((move)->fromrow)) #define chkidx_to(move) (isidx((move)->tofile) && isidx((move)->torow)) #define chkidx(move) (chkidx_from(move) && chkidx_to(move)) /* secure versions - use, if index is not checked with isidx() */ #define fileidx_s(c) (isfile(c)?fileidx(c):POS_UNSPECIFIED) #define rowidx_s(c) (isrow(c)?rowidx(c):POS_UNSPECIFIED) /** * Initializes a game state and prepares the chess board. * @param gamestate the game state to initialize */ void gamestate_init(GameState *gamestate); /** * Cleans up a game state and frees the memory for the movement list. * @param gamestate the game state to clean up */ void gamestate_cleanup(GameState *gamestate); /** * Maps a character to a piece. * * Does not work for pawns, since they don't have a character. * * @param c one of R,N,B,Q,K * @return numeric value for the specified piece */ uint8_t getpiece(char c); /** * Maps a piece to a character. * * Does not work for pawns, scince they don't have a character. * * @param piece may have color or additional flags * @return character value for the specified piece */ char getpiecechr(uint8_t piece); /** * Maps a piece to a unicode character sequence. * * The returned unicode is for black pieces. * You may colorize the output by setting the terminal foreground color. * * @param piece the piece to dispaly * @return unicode character sequence for the specified piece */ char* getpieceunicode(uint8_t piece); /** * Checks, if a specified field is covered by a piece of a certain color. * * The out-parameters may both be NULL, but if any of them is set, the other * must be set, too. * * @param gamestate the current game state * @param row row of the field to check * @param file file of the field to check * @param color the color of the piece that should threaten the field * @param threats the array where to store the threats (should be able to hold * the rare maximum of 16 elements) * @param threatcount a pointer to an uint8_t where the count of threats is * stored * @return true, if any piece of the specified color threatens the specified * field (i.e. could capture an opponent piece) */ bool get_threats(GameState *gamestate, uint8_t row, uint8_t file, uint8_t color, Move* threats, uint8_t* threatcount); /** * Checks, if a specified field is covered by a piece of a certain color AND * if this piece is not pinned and therefore able to perform the move. * * The out-parameters may both be NULL, but if any of them is set, the other * must be set, too. * * @param gamestate the current game state * @param row row of the field to check * @param file file of the field to check * @param color the color of the piece that should threaten the field * @param threats the array where to store the threats (should be able to hold * the rare maximum of 16 elements) * @param threatcount a pointer to an uint8_t where the count of threats is * stored * @return true, if any piece of the specified color threatens the specified * field (i.e. could capture an opponent piece) */ bool get_real_threats(GameState *gamestate, uint8_t row, uint8_t file, uint8_t color, Move* threats, uint8_t* threatcount); /** * Checks, if a specified field is covered by a piece of a certain color. * * @param gamestate the current game state * @param row row of the field to check * @param file file of the field to check * @param color the color of the piece that should cover the field * @return true, if any piece of the specified color threatens the specified * field */ #define is_covered(gamestate, row, file, color) \ get_threats(gamestate, row, file, color, NULL, NULL) /** * Checks, if a specified field is attacked by a piece of a certain color. * * I.e. the field is covered by a piece AND this piece is not pinned and * therefore able to perform the move. * * @param gamestate the current game state * @param row row of the field to check * @param file file of the field to check * @param color the color of the piece that should cover the field * @return true, if any piece of the specified color threatens the specified * field and could capture an opponent piece */ #define is_attacked(gamestate, row, file, color) \ get_real_threats(gamestate, row, file, color, NULL, NULL) /** * Checks, if a specified field is protected by a piece of a certain color. * * I.e. the field is covered by a piece that is NOT the king AND this piece is * not pinned and therefore able to perform the move. * * @param gamestate the current game state * @param row row of the field to check * @param file file of the field to check * @param color the color of the piece that should cover the field * @return true, if any piece (excluding the king) of the specified color * threatens the specified field and could capture an opponent piece */ bool is_protected(GameState *gamestate, uint8_t row, uint8_t file, uint8_t color); /** * Checks, if the specified move cannot be performed, because the piece is * either pinned or cannot remove the check. * * Note: in chess a piece is pinned, when it can't be moved because the move * would result in a check position. But this function <u>also</u> returns true, * if the king is already in check position and the specified move does not * protect the king. * * @param gamestate the current game state * @param move the move to check * @return true, if the move cannot be performed because the king would be in * check after the move */ bool is_pinned(GameState *gamestate, Move *move); /** * Evaluates a move syntactically and stores the move data in the specified * object. * * When short algebraic notation is used, the source position is determined by * the evaluating the allowed moves according to the current game state. * * For a purely syntactic check, regardless of whether a piece exists that is * allowed to move that way, use check_move(). * * @param gamestate the current game state * @param mstr the input string to parse * @param move a pointer to object where the move data shall be stored * @param color the color of the player to evaluate the move for * @return status code (see macros in this file for the list of codes) */ int eval_move(GameState *gamestate, char *mstr, Move *move, uint8_t color); /** * Syntactically checks a move without verifying that a piece exists that is * allowed to move that way. * * @param mstr the input string to parse * @param color the color of the player to evaluate the move for * @return status code (see macros in this file for the list of codes) */ int check_move(char *mstr, uint8_t color); /** * Validates move by applying chess rules. * @param gamestate the current game state * @param move the move to validate * @return status code (see macros in this file for the list of codes) */ int validate_move(GameState *gamestate, Move *move); /** * Applies a move and deletes captured pieces. * * @param gamestate the current game state * @param move the move to apply */ void apply_move(GameState *gamestate, Move *move); /** * Copies the state of the game at the specified move number. * * This function is helpful to generate a game state for reviewing past moves. * * @param gamestate the current game state * @param move_number the half-move that would now be played * @param replay the struct to populate with the state at the specified move */ void gamestate_at_move(GameState *gamestate, unsigned move_number, GameState *replay); /** * Returns the remaining time on the clock for the specified * half-move number. * * @param gamestate the current game state * @param move_number the half-move that is now going to be played * @return the remaining time - if time control is disabled, this function * always returns zero */ uint16_t remaining_movetime2(GameState *gamestate, unsigned move_number); /** * Returns the remaining time on the clock for the specified player. * * @param gamestate the current game state * @param color either BLACK or WHITE * @return the remaining time - if time control is disabled, this function * always returns zero */ uint16_t remaining_movetime(GameState *gamestate, uint8_t color); /** * Converts clock time to string. * * @param time the time to format * @param str the target buffer (should be at least 10 chars large) * @param always_hours if hours should always be printed */ int print_clk(uint16_t time, char *str, bool always_hours); #endif /* RULES_H */