265 lines
6.8 KiB
C
265 lines
6.8 KiB
C
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/* This file contains code for X-CHESS.
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Copyright (C) 1986 Free Software Foundation, Inc.
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This file is part of X-CHESS.
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X-CHESS is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY. No author or distributor
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accepts responsibility to anyone for the consequences of using it
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or for whether it serves any particular purpose or works at all,
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unless he says so in writing. Refer to the X-CHESS General Public
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License for full details.
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Everyone is granted permission to copy, modify and redistribute
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X-CHESS, but only under the conditions described in the
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X-CHESS General Public License. A copy of this license is
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supposed to have been given to you along with X-CHESS so you
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can know your rights and responsibilities. It should be in a
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file named COPYING. Among other things, the copyright notice
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and this notice must be preserved on all copies. */
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/* RCS Info: $Revision: 1.1.1.1 $ on $Date: 1993/03/21 09:45:37 $
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* $Source: /cvsroot/src/gnu/games/chess/Xchess/Attic/valid.c,v $
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* Copyright (c) 1986 Wayne A. Christopher, U. C. Berkeley CAD Group
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* Permission is granted to do anything with this code except sell it
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* or remove this message.
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*
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* Validate a move.
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*/
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#include "xchess.h"
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extern bool ischeck(), couldmove();
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bool
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valid_move(m, b)
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move *m;
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board *b;
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{
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board tb;
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/* First check that the piece can make the move at all... */
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if (!couldmove(m, b))
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return (false);
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/* Now see if the king is in check now. */
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bcopy((char *) b, (char *) &tb, sizeof (board));
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board_move(&tb, m);
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if (ischeck(&tb, m->piece.color))
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return (false);
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if (ischeck(&tb, ((m->piece.color == WHITE) ? BLACK : WHITE)))
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m->check = true;
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return (true);
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}
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static bool
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couldmove(m, b)
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move *m;
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board *b;
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{
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int x, y;
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switch (m->type) {
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case KCASTLE:
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if ((m->piece.color == WHITE) && (b->white_cant_castle_k) ||
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(m->piece.color == BLACK) &&
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(b->black_cant_castle_k))
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return (false);
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if ((b->square[m->fromy][5].color != NONE) ||
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(b->square[m->fromy][6].color != NONE))
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return (false);
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if (ischeck(b, m->piece.color))
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return (false);
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break;
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case QCASTLE:
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if ((m->piece.color == WHITE) && (b->white_cant_castle_q) ||
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(m->piece.color == BLACK) &&
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(b->black_cant_castle_q))
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return (false);
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if ((b->square[m->fromy][1].color != NONE) ||
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(b->square[m->fromy][2].color != NONE) ||
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(b->square[m->fromy][3].color != NONE))
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return (false);
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if (ischeck(b, m->piece.color))
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return (false);
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break;
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case MOVE:
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case CAPTURE:
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/* There is one special case here, that of taking a pawn
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* en passant. In this case we change the move field to
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* CAPTURE if it's ok.
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*/
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switch (m->piece.type) {
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case PAWN:
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if ((m->type == MOVE) && (m->fromx == m->tox)) {
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/* A normal move. */
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if ((m->piece.color == WHITE) && (m->fromy ==
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m->toy + 1))
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break;
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if ((m->piece.color == WHITE) && (m->fromy ==
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6) && (m->toy == 4) &&
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(b->square[5][m->fromx].color
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== NONE))
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break;
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if ((m->piece.color == BLACK) && (m->fromy ==
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m->toy - 1))
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break;
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if ((m->piece.color == BLACK) && (m->fromy ==
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1) && (m->toy == 3) &&
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(b->square[2][m->fromx].color
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== NONE))
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break;
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return (false);
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} else if (m->type == CAPTURE) {
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if ((((m->piece.color == WHITE) && (m->fromy ==
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m->toy + 1)) || ((m->piece.color ==
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BLACK) && (m->fromy == m->toy -
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1))) && ((m->fromx == m->tox + 1) ||
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(m->fromx == m->tox - 1)))
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break;
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/* Now maybe it's enpassant... We've already
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* checked for some of these things in the
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* calling routine.
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*/
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if (m->enpassant) {
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if (b->square[(m->piece.color == WHITE)
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? 3 : 4][m->tox].color ==
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((m->piece.color == WHITE) ?
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BLACK : WHITE))
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break;
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}
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return (false);
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}
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return (false);
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case ROOK:
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if (m->fromx == m->tox) {
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for (y = m->fromy + ((m->fromy > m->toy) ? -1 :
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1); y != m->toy; y += ((m->fromy
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> m->toy) ? -1 : 1))
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if (b->square[y][m->tox].color != NONE)
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return (false);
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break;
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}
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if (m->fromy == m->toy) {
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for (x = m->fromx + ((m->fromx > m->tox) ? -1 :
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1); x != m->tox; x += ((m->fromx
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> m->tox) ? -1 : 1))
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if (b->square[m->toy][x].color != NONE)
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return (false);
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break;
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}
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return (false);
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case KNIGHT:
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x = m->fromx - m->tox;
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y = m->fromy - m->toy;
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if ((((x == 2) || (x == -2)) &&
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((y == 1) || (y == -1))) ||
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(((x == 1) || (x == -1)) &&
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((y == 2) || (y == -2))))
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break;
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return (false);
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case BISHOP:
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x = m->fromx - m->tox;
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y = m->fromy - m->toy;
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if ((x != y) && (x != - y))
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return (false);
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for (x = m->fromx + ((m->fromx > m->tox) ? -1 : 1), y =
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m->fromy + ((m->fromy > m->toy) ? -1 :
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1); x != m->tox;
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x += ((m->fromx > m->tox) ? -1 : 1),
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y += ((m->fromy > m->toy) ? -1 : 1))
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if (b->square[y][x].color != NONE)
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return (false);
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break;
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case QUEEN:
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if (m->fromx == m->tox) {
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for (y = m->fromy + ((m->fromy > m->toy) ? -1 :
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1); y != m->toy; y += ((m->fromy
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> m->toy) ? -1 : 1))
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if (b->square[y][m->tox].color != NONE)
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return (false);
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break;
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}
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if (m->fromy == m->toy) {
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for (x = m->fromx + ((m->fromx > m->tox) ? -1 :
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1); x != m->tox; x += ((m->fromx
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> m->tox) ? -1 : 1))
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if (b->square[m->toy][x].color != NONE)
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return (false);
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break;
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}
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x = m->fromx - m->tox;
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y = m->fromy - m->toy;
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if ((x != y) && (x != - y))
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return (false);
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for (x = m->fromx + ((m->fromx > m->tox) ? -1 : 1), y =
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m->fromy + ((m->fromy > m->toy) ? -1 :
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1); x != m->tox;
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x += ((m->fromx > m->tox) ? -1 : 1),
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y += ((m->fromy > m->toy) ? -1 : 1))
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if (b->square[y][x].color != NONE)
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return (false);
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break;
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case KING:
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x = m->fromx - m->tox;
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y = m->fromy - m->toy;
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if ((x >= -1) && (x <= 1) && (y >= -1) && (y <= 1))
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break;
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return (false);
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}
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break;
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}
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return (true);
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}
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/* Say whether either king is in check... If move is non-NULL, say whether he
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* in in check after the move takes place. We do this in a rather stupid way.
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*/
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static bool
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ischeck(b, col)
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board *b;
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color col;
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{
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int x, y, kx, ky;
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move ch;
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for (x = 0; x < SIZE; x++)
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for (y = 0; y < SIZE; y++)
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if ((b->square[y][x].color == col) &&
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(b->square[y][x].type == KING)) {
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kx = x;
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ky = y;
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}
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for (x = 0; x < SIZE; x++)
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for (y = 0; y < SIZE; y++)
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if (b->square[y][x].color == ((col == WHITE) ?
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BLACK : WHITE)) {
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ch.type = CAPTURE;
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ch.piece.color = b->square[y][x].color;
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ch.piece.type = b->square[y][x].type;
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ch.fromx = x;
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ch.fromy = y;
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ch.tox = kx;
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ch.toy = ky;
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ch.enpassant = false;
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if (couldmove(&ch, b))
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return (true);
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}
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return (false);
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}
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