X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=game.c;fp=game.c;h=199d34470c502a3763c3aad7863a45a8a401f261;hb=e15efca6667b2673b4c1a5879a6917eab6800e58;hp=0000000000000000000000000000000000000000;hpb=0d182b4efac85dce968068bfe4509e52e9a30051;p=polyglot.git diff --git a/game.c b/game.c new file mode 100644 index 0000000..199d344 --- /dev/null +++ b/game.c @@ -0,0 +1,361 @@ + +// game.c + +// includes + +#include "attack.h" +#include "board.h" +#include "fen.h" +#include "game.h" +#include "list.h" +#include "move.h" +#include "move_do.h" +#include "move_legal.h" +#include "piece.h" +#include "square.h" +#include "util.h" + +// constants + +static const bool UseSlowDebug = FALSE; + +// variables + +game_t Game[1]; + +// prototypes + +static void game_update (game_t * game); +static int game_comp_status (const game_t * game); + +// functions + +// game_is_ok() + +bool game_is_ok(const game_t * game) { + + board_t board[1]; + int pos, move; + + if (game == NULL) return FALSE; + + if (game->size < 0 || game->size > GameSize) return FALSE; + if (game->pos < 0 || game->pos > game->size) return FALSE; + + // optional heavy DEBUG mode + + if (!UseSlowDebug) return TRUE; + + if (!board_is_ok(game->start_board)) return FALSE; + + board_copy(board,game->start_board); + + for (pos = 0; pos <= game->size; pos++) { + + if (pos == game->pos) { + if (!board_equal(game->board,board)) return FALSE; + } + + if (pos >= game->size) break; + + if (game->key[pos] != board->key) return FALSE; + + move = game->move[pos]; + //if (!move_is_legal(move,board)); //huh?? + if (!move_is_legal(move,board)) return FALSE; + + move_do(board,move); + } + + if (game->status != game_comp_status(game)) return FALSE; + + return TRUE; +} + +// game_clear() + +void game_clear(game_t * game) { + + ASSERT(game!=NULL); + + game_init(game,StartFen); +} + +// game_init() + +bool game_init(game_t * game, const char fen[]) { + + ASSERT(game!=NULL); + ASSERT(fen!=NULL); + + if (!board_from_fen(game->start_board,fen)) return FALSE; + + game->size = 0; + + board_copy(game->board,game->start_board); + game->pos = 0; + + game_update(game); + + return TRUE; +} + +// game_status() + +int game_status(const game_t * game) { + + ASSERT(game!=NULL); + + return game->status; +} + +// game_size() + +int game_size(const game_t * game) { + + ASSERT(game!=NULL); + + return game->size; +} + +// game_pos() + +int game_pos(const game_t * game) { + + ASSERT(game!=NULL); + + return game->pos; +} + +// game_move() + +int game_move(const game_t * game, int pos) { + + ASSERT(game!=NULL); + ASSERT(pos>=0&&pospos); + + return game->move[pos]; +} + +// game_get_board() + +void game_get_board(const game_t * game, board_t * board) { + game_get_board_ex(game, board, -1); +} + +// game_get_board_ex() + +void game_get_board_ex(const game_t * game, board_t * board, int pos) { + + int start; + int i; + + ASSERT(game!=NULL); + ASSERT(board!=NULL); + ASSERT(pos==-1||(pos>=0&&pos<=game->size)); // HACK + + if (pos < 0) pos = game->pos; + + if (pos >= game->pos) { // forward from current position + start = game->pos; + board_copy(board,game->board); + } else { // backward => replay the whole game + start = 0; + board_copy(board,game->start_board); + } + + for (i = start; i < pos; i++) move_do(board,game->move[i]); +} + +// game_turn() + +int game_turn(const game_t * game) { + + ASSERT(game!=NULL); + + return game->board->turn; +} + +// game_move_nb() + +int game_move_nb(const game_t * game) { + + ASSERT(game!=NULL); + + return game->board->move_nb; +} + +// game_add_move() + +void game_add_move(game_t * game, int move) { + + ASSERT(game!=NULL); + ASSERT(move_is_ok(move)); + + ASSERT(move_is_legal(move,game->board)); + + if (game->pos >= GameSize) my_fatal("game_add_move(): game overflow\n"); + + game->move[game->pos] = move; + game->key[game->pos] = game->board->key; + + move_do(game->board,move); + game->pos++; + + game->size = game->pos; // truncate game, HACK: before calling game_is_ok() in game_update() + + game_update(game); +} + +// game_rem_move() + +void game_rem_move(game_t * game) { + + ASSERT(game!=NULL); + + game_goto(game,game->pos-1); + + game->size = game->pos; // truncate game +} + +// game_goto() + +void game_goto(game_t * game, int pos) { + + int i; + + ASSERT(game!=NULL); + ASSERT(pos>=0&&pos<=game->size); + + if (pos < game->pos) { // going backward => replay the whole game + board_copy(game->board,game->start_board); + game->pos = 0; + } + + for (i = game->pos; i < pos; i++) move_do(game->board,game->move[i]); + ASSERT(i==pos); + + game->pos = pos; + + game_update(game); +} + +// game_disp() + +void game_disp(const game_t * game) { + + board_t board[1]; + int i, move; + + ASSERT(game_is_ok(game)); + + board_copy(board,game->start_board); + + board_disp(board); + + for (i = 0; i < game->pos; i++) { + + move = game->move[i]; + move_disp(move,board); + + move_do(board,move); + } + + my_log("POLYGLOT\n"); + + board_disp(board); +} + +// game_update() + +static void game_update(game_t * game) { + + ASSERT(game!=NULL); + + game->status = game_comp_status(game); + + ASSERT(game_is_ok(game)); +} + +// game_comp_status() + +static int game_comp_status(const game_t * game) { + + int i, n; + int wb, bb; + const board_t * board; + uint64 key; + int start; + + ASSERT(game!=NULL); + + // init + + board = game->board; + + // mate and stalemate + + if (!board_can_play(board)) { + if (FALSE) { + } else if (is_in_check(board,Black)) { // HACK + return WHITE_MATES; + } else if (is_in_check(board,White)) { // HACK + return BLACK_MATES; + } else { + return STALEMATE; + } + } + + // insufficient material + + if (board->number[WhitePawn12] == 0 + && board->number[BlackPawn12] == 0 + && board->number[WhiteQueen12] == 0 + && board->number[BlackQueen12] == 0 + && board->number[WhiteRook12] == 0 + && board->number[BlackRook12] == 0) { + + if (board->number[WhiteBishop12] + + board->number[BlackBishop12] + + board->number[WhiteKnight12] + + board->number[BlackKnight12] <= 1) { // KK, KBK and KNK + + return DRAW_MATERIAL; + + } else if (board->number[WhiteBishop12] == 1 + && board->number[BlackBishop12] == 1 + && board->number[WhiteKnight12] == 0 + && board->number[BlackKnight12] == 0) { + + wb = board->list[White][1]; // HACK + bb = board->list[Black][1]; // HACK + + if (square_colour(wb) == square_colour(bb)) { // KBKB + return DRAW_MATERIAL; + } + } + } + + // 50-move rule + + if (board->ply_nb >= 100) return DRAW_FIFTY; + + // position repetition + + key = board->key; + n = 0; + + start = game->pos - board->ply_nb; + if (start < 0) start = 0; + + for (i = game->pos-4; i >= start; i -= 2) { + if (game->key[i] == key) { + if (++n == 2) return DRAW_REPETITION; + } + } + + return PLAYING; +} + +// end of game.cpp +