#include #include #include #include "vector.h" #include "console.h" #include "chesshelpers.h" vectorp_t get_pawn_moves(int board[8][8], 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)) { moves[moveCount] = captureL; moveCount++; } vector_t captureR = init_vector(position.mx + 1, position.my + forwardDir); if(in_board(captureR) && is_color(board, captureR, !color)) { moves[moveCount] = captureR; moveCount++; } return init_vectorp(moves, moveCount); } vectorp_t get_knight_moves(int board[8][8], 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(int board[8][8], 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(int board[8][8], 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(int board[8][8], 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); } //this function returns moves that will place the player in check! vectorp_t get_moves(int board[8][8], 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); } } //array of arrays representing all the moves each piece of color can make vectorpp_t get_all_moves(int board[8][8], int color) { 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)) { allMoves[pieceCount] = get_moves(board, v, board[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(int board[8][8], int color) { for(int r = 0; r < 8; r++) { for(int c = 0; c < 8; c++) { if(board[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(int board[8][8], 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); 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 ALL illegal moves vectorp_t get_moves_final(int board[8][8], 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++) { int** tempBoard = clone_board(board); board[moves.vectors[i].mx][moves.vectors[i].my] = piece; if(is_in_check(tempBoard, color)) { invalidMoves[invalidMovesCount]; invalidMovesCount++; } free(tempBoard); } vectorp_t finalMoves = remove_vectors(moves, invalidMoves, invalidMovesCount); free(invalidMoves); free(moves.vectors); return finalMoves; } int main() { int board[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 } }; int turn = 0; while(1) { //draw the board, write some info clear_screen(); draw_board(board); printf(turn == 0 ? "\nWhite's turn\n" : "\nBlack's turn\n"); if(is_in_check(board, turn)) { 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[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[selection.mx][selection.my] = 0; board[target.mx][target.my] = selectedPiece; printf("\n"); turn = !turn; } return 0; }