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-rw-r--r--src/chess.c440
1 files changed, 440 insertions, 0 deletions
diff --git a/src/chess.c b/src/chess.c
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index 0000000..530bc79
--- /dev/null
+++ b/src/chess.c
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+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "vector.h"
+#include "console.h"
+#include "chesshelpers.h"
+#include "fscomch.h"
+#include "chess.h"
+
+int main(int argc, char **argv) {
+ if(argc == 2) {
+ if(strcmp(argv[1], "-v") == 0 || strcmp(argv[1], "--version") == 0) {
+ printf("Version 1.0.0\n");
+ exit(0);
+ }
+ }
+ //set up the board
+ int boardA[8][8] = {
+ { rook + 6, pawn + 6, 0, 0, 0, 0, pawn, rook },
+ { knight + 6, pawn + 6, 0, 0, 0, 0, pawn, knight },
+ { bishop + 6, pawn + 6, 0, 0, 0, 0, pawn, bishop },
+ { queen + 6, pawn + 6, 0, 0, 0, 0, pawn, queen },
+ { king + 6, pawn + 6, 0, 0, 0, 0, pawn, king },
+ { bishop + 6, pawn + 6, 0, 0, 0, 0, pawn, bishop },
+ { knight + 6, pawn + 6, 0, 0, 0, 0, pawn, knight },
+ { rook + 6, pawn + 6, 0, 0, 0, 0, pawn, rook }
+ };
+ //convert the array to pointers
+ int** pieces = malloc(8 * sizeof(int*));
+ for(int r = 0; r < 8; r++) {
+ pieces[r] = malloc(8 * sizeof(int));
+ for(int c = 0; c < 8; c++) {
+ pieces[r][c] = boardA[r][c];
+ }
+ }
+ board_t board = init_board(pieces);
+ /* try to acquire a lock on the local matchfile */
+ FILE* matchFile = try_lock_match();
+ match_t match;
+ if (matchFile != NULL) {
+ /* we are acting as the host--await a connection */
+ printf("awaiting connection\n");
+ match = await_match(matchFile, NULL);
+ printf("connection completed. match is %s\n", match.uuid);
+ }
+ else {
+ /* we are joining an existing match */
+ printf("attempting to join existing match\n");
+ match = join_match();
+ if (match.uuid != NULL) {
+ printf("joined match %s\n", match.uuid);
+ }
+ else {
+ printf("error joining match. reload the program\n");
+ }
+ }
+ exit(0);
+ int turn = 0;
+ while(1) {
+ //draw the board, write some info
+ clear_screen();
+ draw_board(board.pieces);
+ printf(turn == 0 ? "\nWhite's turn\n" : "\nBlack's turn\n");
+ if(is_in_check(board, turn)) {
+ vectorpp_t allMoves = get_all_moves(board, turn, 0);
+ int checkmate = 0;
+ for(int i = 0; i < allMoves.length; i++) {
+ if(allMoves.vectorps[i].length > 0) {
+ checkmate = 0;
+ break;
+ }
+ else {
+ checkmate = 1;
+ }
+ }
+ if(checkmate) {
+ printf("You've been checkmated!\n");
+ break;
+ }
+ else {
+ printf("You're in check!\n");
+ }
+ }
+ printf("Enter the coordinates of the piece you want to move\n");
+ //get the selection for the piece to be moved
+ vector_t selection = user_input_pos();
+ int selectedPiece = board.pieces[selection.mx][selection.my];
+ //check if the piece is of the right colour, and that there is a piece there
+ if(selectedPiece == 0 || (selectedPiece > 6 && turn == 0) || (selectedPiece <= 6 && turn == 1)) {
+ warn_user("Invalid selection!");
+ continue;
+ }
+ printf("Selected piece: ");
+ printf("%d", selectedPiece);
+ printf("\n");
+ vectorp_t moves = get_moves_final(board, selection, selectedPiece);
+ if(moves.length == 0) {
+ warn_user("That piece has no valid moves!");
+ continue;
+ }
+ printf("Valid moves: ");
+ //write all the valid moves
+ for(int i = 0; i < moves.length; i++) {
+ char* readable_coords = get_move_name(board, selection, moves.vectors[i]);
+ printf(readable_coords);
+ free(readable_coords);
+ printf("; ");
+ }
+ printf("\nEnter the coordinates you would like to move that piece to, or enter < to go back\n");
+ //get the selection for the location to move the piece to
+ vector_t target = user_input_pos();
+ if(target.mx == -1) {
+ continue;
+ }
+ //check if target is in list of valid moves
+ int match = 0;
+ for(int i = 0; i < moves.length; i++) {
+ if(moves.vectors[i].mx == target.mx && moves.vectors[i].my == target.my) {
+ match = 1;
+ break;
+ }
+ }
+ if(!match) {
+ warn_user("Invalid move");
+ continue;
+ }
+ board = make_move(board, selection, target);
+ free(moves.vectors);
+ printf("\n");
+ turn = !turn;
+ }
+ return 0;
+}
+//this function returns moves that will place the player in check!
+vectorp_t get_moves(board_t board, vector_t position, piece_t piece) {
+ int color = 0;
+ if(piece > 6) {
+ color = 1;
+ piece -= 6;
+ }
+ if(piece == pawn) {
+ return get_pawn_moves(board, position, color);
+ }
+ else if(piece == knight) {
+ return get_knight_moves(board, position, color);
+ }
+ else if(piece == bishop) {
+ return get_bishop_moves(board, position, color);
+ }
+ else if(piece == rook) {
+ return get_rook_moves(board, position, color);
+ }
+ else if(piece == queen) {
+ return get_queen_moves(board, position, color);
+ }
+ else if(piece == king) {
+ return get_king_moves(board, position, color);
+ }
+ else {
+ return init_vectorp(0, 0);
+ }
+}
+//array of arrays representing all the moves each piece of color can make
+//excludeKing flag prevents recursion with castling checks
+vectorpp_t get_all_moves(board_t board, int color, int excludeKing) {
+ vectorp_t* allMoves = malloc(16 * sizeof(vectorp_t));
+ int pieceCount = 0;
+ for(int r = 0; r < 8; r++) {
+ for(int c = 0; c < 8; c++) {
+ vector_t v = init_vector(c, r);
+ if(is_color(board, v, color) && (!excludeKing || (board.pieces[v.mx][v.my] != king && board.pieces[v.mx][v.my] != king + 6))) {
+ allMoves[pieceCount] = get_moves(board, v, board.pieces[c][r]);
+ pieceCount++;
+ }
+ }
+ }
+ allMoves = realloc(allMoves, pieceCount * sizeof(vectorp_t));
+ return init_vectorpp(allMoves, pieceCount);
+}
+//returns the position of color's king
+vector_t get_king_position(board_t board, int color) {
+ for(int r = 0; r < 8; r++) {
+ for(int c = 0; c < 8; c++) {
+ if(board.pieces[c][r] == (king + color * 6)) {
+ return init_vector(c, r);
+ }
+ }
+ }
+}
+//returns true if the player of color is currently in check
+int is_in_check(board_t board, int color) {
+ int returnV = 0;
+ vector_t kingPos = get_king_position(board, color);
+ //get all the moves for the opponent
+ vectorpp_t allMoves = get_all_moves(board, !color, 1);
+ for(int i = 0; i < allMoves.length; i++) {
+ vectorp_t moves = allMoves.vectorps[i];
+ for(int j = 0; j < moves.length; j++) {
+ if(moves.vectors[j].mx == kingPos.mx && moves.vectors[j].my == kingPos.my) {
+ returnV = 1;
+ }
+ }
+ free(moves.vectors);
+ }
+ free(allMoves.vectorps);
+ return returnV;
+}
+//this function removes moves that place you in check
+vectorp_t get_moves_final(board_t board, vector_t position, piece_t piece) {
+ int color = 0;
+ if(piece > 6) {
+ color = 1;
+ }
+ vectorp_t moves = get_moves(board, position, piece);
+ //try making that move, see if it puts the player in check
+ int* invalidMoves = malloc(moves.length * sizeof(int));
+ int invalidMovesCount = 0;
+ for(int i = 0; i < moves.length; i++) {
+ board_t tempBoard = make_move(clone_board(board), position, moves.vectors[i]);
+ if(is_in_check(tempBoard, color)) {
+ invalidMoves[invalidMovesCount] = i;
+ invalidMovesCount++;
+ }
+ free(tempBoard.pieces);
+ }
+ vectorp_t finalMoves = remove_vectors(moves, invalidMoves, invalidMovesCount);
+ free(invalidMoves);
+ free(moves.vectors);
+ return finalMoves;
+}
+vectorp_t get_pawn_moves(board_t board, vector_t position, int color) {
+ vector_t* moves = malloc(6 * sizeof(vector_t));
+ int moveCount = 0;
+ int forwardDir = (color == 0 ? -1 : 1);
+ vector_t move1 = init_vector(position.mx, position.my + forwardDir);
+ if(in_board(move1) && is_empty(board, move1)) {
+ moves[moveCount] = move1;
+ moveCount++;
+ if(position.my == (color == 0 ? 6 : 1)) {
+ vector_t move2 = init_vector(position.mx, position.my + (forwardDir * 2));
+ if(is_empty(board, move2)) {
+ moves[moveCount] = move2;
+ moveCount++;
+ }
+ }
+ }
+ vector_t captureL = init_vector(position.mx - 1, position.my + forwardDir);
+ if(in_board(captureL) && (is_color(board, captureL, !color) || would_have_been_pawn(board, captureL, !color))) {
+ moves[moveCount] = captureL;
+ moveCount++;
+ }
+ vector_t captureR = init_vector(position.mx + 1, position.my + forwardDir);
+ if(in_board(captureR) && (is_color(board, captureR, !color) || would_have_been_pawn(board, captureR, !color))) {
+ moves[moveCount] = captureR;
+ moveCount++;
+ }
+ return init_vectorp(moves, moveCount);
+}
+vectorp_t get_knight_moves(board_t board, vector_t position, int color) {
+ vector_t* moves = malloc(8 * sizeof(vector_t));
+ int moveCount = 0;
+ for(int i = 0; i < 8; i++) {
+ int h = ((i == 0 || i == 1) ? 2 : (i == 2 || i == 3) ? -2 : (i == 4 || i == 5) ? 1 : -1);
+ int v = ((i == 0 || i == 2) ? -1 : (i == 1 || i == 3) ? 1 : (i == 4 || i == 6) ? 2 : -2);
+ vector_t move = init_vector(position.mx + h, position.my + v);
+ if(in_board(move) && (is_empty(board, move) || is_color(board, move, !color))) {
+ moves[moveCount] = move;
+ moveCount++;
+ }
+ }
+ return init_vectorp(moves, moveCount);
+}
+vectorp_t get_bishop_moves(board_t board, vector_t position, int color) {
+ vector_t* moves = malloc(14 * sizeof(vector_t));
+ int moveCount = 0;
+ for(int i = 0; i < 4; i++) {
+ int h = i < 2 ? 1 : -1;
+ int v = (i == 0 || i == 2) ? 1 : -1;
+ vector_t checkPos = init_vector(position.mx, position.my);
+ for(int d = 0; d < 7; d++) {
+ checkPos.mx += h;
+ checkPos.my += v;
+ if(in_board(checkPos)) {
+ if(is_empty(board, checkPos)) {
+ moves[moveCount] = init_vector(checkPos.mx, checkPos.my);
+ moveCount++;
+ }
+ else if(is_color(board, checkPos, !color)) {
+ moves[moveCount] = init_vector(checkPos.mx, checkPos.my);
+ moveCount++;
+ break;
+ }
+ else {
+ break;
+ }
+ }
+ else {
+ break;
+ }
+ }
+ }
+ return init_vectorp(moves, moveCount);
+}
+vectorp_t get_rook_moves(board_t board, vector_t position, int color) {
+ vector_t* moves = malloc(14 * sizeof(vector_t));
+ int moveCount = 0;
+ for(int i = 0; i < 4; i++) {
+ int h = (i == 0 || i == 2) ? 0 : i == 1 ? 1 : -1;
+ int v = (i == 1 || i == 3) ? 0 : i == 2 ? 1 : -1;
+ vector_t checkPos = init_vector(position.mx, position.my);
+ for(int d = 0; d < 7; d++) {
+ checkPos.mx += h;
+ checkPos.my += v;
+ if(in_board(checkPos)) {
+ if(is_empty(board, checkPos)) {
+ moves[moveCount] = init_vector(checkPos.mx, checkPos.my);
+ moveCount++;
+ }
+ else if(is_color(board, checkPos, !color)) {
+ moves[moveCount] = init_vector(checkPos.mx, checkPos.my);
+ moveCount++;
+ break;
+ }
+ else {
+ break;
+ }
+ }
+ else {
+ break;
+ }
+ }
+ }
+ return init_vectorp(moves, moveCount);
+}
+vectorp_t get_queen_moves(board_t board, vector_t position, int color) {
+ vector_t* moves = malloc(28 * sizeof(vector_t));
+ int moveCount = 0;
+ for(int i = 0; i < 8; i++) {
+ int h;
+ int v;
+ //diagonal moves
+ if(i < 4) {
+ h = i < 2 ? 1 : -1;
+ v = (i == 0 || i == 2) ? 1 : -1;
+ }
+ //straight moves
+ else {
+ h = (i == 4 || i == 6) ? 0 : i == 5 ? 1 : -1;
+ v = (i == 5 || i == 7) ? 0 : i == 6 ? 1 : -1;
+ }
+ vector_t checkPos = init_vector(position.mx, position.my);
+ for(int d = 0; d < 7; d++) {
+ checkPos.mx += h;
+ checkPos.my += v;
+ if(in_board(checkPos)) {
+ if(is_empty(board, checkPos)) {
+ moves[moveCount] = init_vector(checkPos.mx, checkPos.my);
+ moveCount++;
+ }
+ else if(is_color(board, checkPos, !color)) {
+ moves[moveCount] = init_vector(checkPos.mx, checkPos.my);
+ moveCount++;
+ break;
+ }
+ else {
+ break;
+ }
+ }
+ else {
+ break;
+ }
+ }
+ }
+ return init_vectorp(moves, moveCount);
+}
+//TODO: don't allow king to move next to opposing king
+vectorp_t get_king_moves(board_t board, vector_t position, int color) {
+ //TODO: change size to 8
+ vector_t* moves = malloc(20 * sizeof(vector_t));
+ int moveCount = 0;
+ for(int i = 0; i < 8; i++) {
+ int h;
+ int v;
+ //diagonal moves
+ if(i < 4) {
+ h = i < 2 ? 1 : -1;
+ v = (i == 0 || i == 2) ? 1 : -1;
+ }
+ //straight moves
+ else {
+ h = (i == 4 || i == 6) ? 0 : i == 5 ? 1 : -1;
+ v = (i == 5 || i == 7) ? 0 : i == 6 ? 1 : -1;
+ }
+ vector_t move = init_vector(position.mx + h, position.my + v);
+ if(in_board(move) && (is_empty(board, move) || is_color(board, move, !color))) {
+ moves[moveCount] = move;
+ moveCount++;
+ }
+ }
+ //castling
+ if(!is_in_check(board, color)) {
+ //kingside castling
+ if((color == 0 && board.whiteCanCastleKingside) || (color == 1 && board.blackCanCastleKingside)) {
+ //check that the squares are free
+ vector_t s1 = init_vector(5, color == 0 ? 7 : 0);
+ vector_t s2 = init_vector(6, color == 0 ? 7 : 0);
+ if(is_empty(board, s1) && is_empty(board, s2)) {
+ //check that the squares are not threatened
+ board_t tempBoard1 = make_move(clone_board(board), position, s1);
+ board_t tempBoard2 = make_move(clone_board(board), position, s2);
+ if(!is_in_check(tempBoard1, color) && !is_in_check(tempBoard2, color)) {
+ //add the move
+ moves[moveCount] = s2;
+ moveCount++;
+ }
+ free(tempBoard1.pieces);
+ free(tempBoard2.pieces);
+ }
+ }
+ //queenside castling
+ if((color == 0 && board.whiteCanCastleQueenside) || (color == 1 && board.blackCanCastleQueenside)) {
+ //check that the squares are free
+ vector_t s1 = init_vector(3, color == 0 ? 7 : 0);
+ vector_t s2 = init_vector(2, color == 0 ? 7 : 0);
+ if(is_empty(board, s1) && is_empty(board, s2)) {
+ //check that the squares are not threatened
+ board_t tempBoard1 = make_move(clone_board(board), position, s1);
+ board_t tempBoard2 = make_move(clone_board(board), position, s2);
+ if(!is_in_check(tempBoard1, color) && !is_in_check(tempBoard2, color)) {
+ //add the move
+ moves[moveCount] = s2;
+ moveCount++;
+ }
+ free(tempBoard1.pieces);
+ free(tempBoard2.pieces);
+ }
+ }
+ }
+ return init_vectorp(moves, moveCount);
+}