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/***************************************************************************
* Copyright (C) 2009 by Stefan Bühler *
* stbuehler@web.de *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "toruschess.h"
#include "ai.h"
namespace toruschess {
static void init() {
static bool done = FALSE;
if (done) return;
done = TRUE;
qRegisterMetaType<Move>("Move");
qRegisterMetaType<Pos>("Pos");
}
QString state2string(GameState state) {
switch (state) {
case TURN_WHITE: return "White's turn";
case TURN_BLACK: return "Black's turn";
case WON_WHITE: return "White is the winner";
case WON_BLACK: return "Black is the winner";
case DRAW: return "Draw game";
}
return "Invalid GameState";
}
Move::Move(const Field* field, const Pos &from, const Pos &to)
: m_from(from), m_to(to), m_prevFrom(field->place(from)), m_prevTo(field->place(to)), m_player(field->player(from)) { }
Move::Move()
: m_from(), m_to(), m_prevFrom(0), m_prevTo(0), m_player(NOPLAYER) { }
static const int start_field[8][8] = {
{ -KNIGHT, -PAWN, -ROOK, 0, 0, 0, 0, 0 },
{ -BISHOP, -KING, -QUEEN, 0, 0, 0, 0, 0 },
{ -ROOK, -PAWN, -KNIGHT, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, ROOK, PAWN, KNIGHT, 0 },
{ 0, 0, 0, 0, QUEEN, KING, BISHOP, 0 },
{ 0, 0, 0, 0, KNIGHT, PAWN, ROOK, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 }
};
Field::Field()
: m_wking(5, 5), m_bking(1, 1) {
memcpy(m_places, start_field, sizeof(start_field));
}
void Field::reset() {
m_wking = Pos(5, 5);
m_bking = Pos(1, 1);
memcpy(m_places, start_field, sizeof(start_field));
}
void tryDirection(QList<Move> &moves, const Field *field, int thePlace, const Pos &from, int dx, int dy) {
for (int d = 1; d < 8; d++) {
Pos to = Pos(from.x() + d*dx, from.y() + d*dy);
int toPlace = field->place(to);
if (0 == toPlace) {
// qDebug("move 1, %i", d);
moves.push_back(Move(field, from, to)); /* move */
} else {
if (0 > toPlace * thePlace) {
// qDebug("beat 1, %i", d);
moves.push_back(Move(field, from, to)); /* beat */
} else {
// qDebug("hit friend, %i", d);
}
for (int c = 7; c > d; c--) {
to = Pos(from.x() + c*dx, from.y() + c*dy);
toPlace = field->place(to);
if (0 == toPlace) {
// qDebug("move 2, %i %i", d, c);
moves.push_back(Move(field, from, to)); /* move */
} else if (0 > toPlace * thePlace) {
// qDebug("beat 2, %i %i", d, c);
moves.push_back(Move(field, from, to)); /* beat */
break;
} else {
// qDebug("hit friend, %i %i, (%i, %i) = %i", d, c, to.x(), to.y(), toPlace);
break;
}
}
break;
}
}
}
/* 7 == -1 mod 8, 6 == -2: but positive values are needed for (a + b) % 8 >= 0 */
typedef struct { int x, y; } move_delta;
static const move_delta moves_pawn_walk[4] = { { 1, 0 }, { 0, 1 }, { 7, 0 }, { 0, 7 } };
static const move_delta moves_pawn_beat[4] = { { 1, 1 }, { 1, 7 }, { 7, 7 }, { 7, 1 } };
static const move_delta moves_knight[8] = { { 1, 2 }, { 1, 6 }, { 7, 2 }, { 7, 6 }, { 2, 1 }, { 2, 7 }, { 6, 1 }, { 6, 7 } };
static const move_delta moves_king[8] = { { 1, 1 }, { 1, 0 }, { 1, 7 }, { 0, 7 }, { 7, 7 }, { 7, 0 }, { 7, 1 }, { 0, 1 } };
static Pos operator + (const Pos &p, move_delta d) {
return Pos(p.x() + d.x, p.y() + d.y);
}
QList<Move> Field::simpleValidMoves(const Pos &from) const {
QList<Move> moves;
int thePlace = place(from);
Piece thePiece = place2piece(thePlace);
// qDebug("simpleValidMoves: %i", thePiece);
switch (thePiece) {
case NOPIECE:
break;
case PAWN:
for (int i = 0; i < 4; i++) {
if (0 == place(from + moves_pawn_walk[i])) {
moves.push_back(Move(this, from, from + moves_pawn_walk[i]));
}
if (0 > thePlace * place(from + moves_pawn_beat[i])) {
moves.push_back(Move(this, from, from + moves_pawn_beat[i]));
}
}
break;
case KNIGHT:
for (int i = 0; i < 8; i++) {
if (0 >= thePlace * place(from + moves_knight[i])) {
moves.push_back(Move(this, from, from + moves_knight[i]));
}
}
break;
case BISHOP:
tryDirection(moves, this, thePlace, from, 1, 1);
tryDirection(moves, this, thePlace, from, 1, 7);
break;
case ROOK:
tryDirection(moves, this, thePlace, from, 1, 0);
tryDirection(moves, this, thePlace, from, 0, 1);
break;
case QUEEN:
tryDirection(moves, this, thePlace, from, 1, 1);
tryDirection(moves, this, thePlace, from, 1, 7);
tryDirection(moves, this, thePlace, from, 1, 0);
tryDirection(moves, this, thePlace, from, 0, 1);
break;
case KING:
for (int i = 0; i < 8; i++) {
if (0 >= thePlace * place(from + moves_king[i])) {
moves.push_back(Move(this, from, from + moves_king[i]));
}
}
break;
}
// qDebug("simpleValidMoves: found %i", moves.size());
return moves;
}
QList<Move> Field::validMoves(const Pos &from) const {
QList<Move> moves = simpleValidMoves(from);
QList<Move> resMoves;
Field testField(*this);
Player pl = player(from);
foreach(Move m, moves) {
Q_ASSERT(validMove(m));
testField.move_unchecked(m);
if (!testField.inCheck(pl)) {
resMoves.push_back(m);
}
testField.undo_unchecked(m);
}
return resMoves;
}
static bool checkReach(const Field *field, const Pos &from, const Pos &dest, int dx, int dy) {
for (int d = 1; d < 8; d++) {
Pos to = Pos(from.x() + d*dx, from.y() + d*dy);
if (dest == to) return true;
int toPlace = field->place(to);
if (0 == toPlace) {
continue;
} else {
for (int c = 7; c > d; c--) {
to = Pos(from.x() + c*dx, from.y() + c*dy);
if (dest == to) return true;
toPlace = field->place(to);
if (0 == toPlace) {
continue;
} else {
return false;
}
}
return false;
}
}
return false;
}
bool Field::validMove(const Move &m) const {
if (player(m.from()) != m.player()) return false;
if (m.player() == NOPLAYER) return false;
if (place(m.from()) != m.prevFrom() || place(m.to()) != m.prevTo()) return false;
if (player(m.to()) == m.player()) return false;
switch (piece(m.from())) {
case NOPIECE:
return false;
case PAWN: {
int dx = (8 + m.from().x() - m.to().x()) % 8, dy = (8 + m.from().y() - m.to().y()) % 8;
if ((dx > 1 && dx < 7) || (dy > 1 && dy < 7)) return false;
if (dx != 0 && dy != 0) return player(m.to()) != NOPLAYER; /* beat */
return player(m.to()) == NOPLAYER; /* walk */
}
case KNIGHT: {
int dx = (8 + m.from().x() - m.to().x()) % 8, dy = (8 + m.from().y() - m.to().y()) % 8;
return ((dx == 2 || dx == 6) && (dy == 1 || dy == 7)) || ((dx == 1 || dx == 7) && (dy == 2 || dy == 6));
}
case BISHOP: {
int dx = (8 + m.from().x() - m.to().x()) % 8, dy = (8 + m.from().y() - m.to().y()) % 8;
if (dx == dy) {
if (dx == 4) {
return checkReach(this, m.from(), m.to(), 1, 1) || checkReach(this, m.from(), m.to(), 1, 7);
} else {
return checkReach(this, m.from(), m.to(), 1, 1);
}
} else if (dx + dy == 8) {
return checkReach(this, m.from(), m.to(), 1, 7);
} else {
return false;
}
}
case ROOK: {
int dx = (8 + m.from().x() - m.to().x()) % 8, dy = (8 + m.from().y() - m.to().y()) % 8;
if (dy == 0) {
return checkReach(this, m.from(), m.to(), 1, 0);
} else if (dx == 0) {
return checkReach(this, m.from(), m.to(), 0, 1);
} else {
return false;
}
}
case QUEEN: {
int dx = (8 + m.from().x() - m.to().x()) % 8, dy = (8 + m.from().y() - m.to().y()) % 8;
if (dx == dy) {
if (dx == 4) {
return checkReach(this, m.from(), m.to(), 1, 1) || checkReach(this, m.from(), m.to(), 1, 7);
} else {
return checkReach(this, m.from(), m.to(), 1, 1);
}
} else if (dx + dy == 8) {
return checkReach(this, m.from(), m.to(), 1, 7);
} else if (dy == 0) {
return checkReach(this, m.from(), m.to(), 1, 0);
} else if (dx == 0) {
return checkReach(this, m.from(), m.to(), 0, 1);
} else {
return false;
}
}
case KING: {
int dx = (8 + m.from().x() - m.to().x()) % 8, dy = (8 + m.from().y() - m.to().y()) % 8;
if ((dx > 1 && dx < 7) || (dy > 1 && dy < 7)) return false;
return true;
}
}
return false;
}
void Field::move_unchecked(const Move &m) {
place(m.from()) = 0;
place(m.to()) = m.prevFrom();
if (m.prevFrom() == KING) {
m_wking = m.to();
} else if (m.prevFrom() == -KING) {
m_bking = m.to();
}
}
void Field::undo_unchecked(const Move &m) {
place(m.from()) = m.prevFrom();
place(m.to()) = m.prevTo();
if (m.prevFrom() == KING) {
m_wking = m.from();
} else if (m.prevFrom() == -KING) {
m_bking = m.from();
}
}
bool Field::move(const Move &m) {
if (!m.valid()) return false;
if (!validMove(m)) return false;
move_unchecked(m);
if (inCheck(m.player())) {
undo_unchecked(m);
return false;
}
return true;
}
bool Field::undo(const Move &m) {
if (place(m.from()) != 0 || place(m.to()) != m.prevFrom()) return false;
undo_unchecked(m);
return true;
}
bool Field::inCheck(Player player, const Pos &pking) const {
for (int x = 0; x < 8; x++) for (int y = 0; y < 8; y++) {
Pos curp(x, y);
if (0 > place(curp) * player && validMove(Move(this, curp, pking))) {
return true;
}
}
return false;
}
bool Field::inCheck(Player p) const {
const Pos &pos = (p == WHITE) ? m_wking : m_bking;
if (player(pos) != p || piece(pos) != KING) return false;
return inCheck(p, pos);
}
Game::Game(QObject *parent)
: QObject(parent), m_field(new Field()), m_state(TURN_WHITE), m_gameMode(HUMAN_COMPUTER), m_aiStrength(2), m_aiThread(0) {
init();
}
Game::~Game() {
delete m_field;
}
bool Game::move(const Move &m) {
if (m_aiThread) return false;
if (!m.valid()) return false;
switch (m_state) {
case TURN_WHITE:
if (m.player() != WHITE) return false;
break;
case TURN_BLACK:
if (m.player() != BLACK) return false;
break;
default:
return false;
}
if (m_field->move(m)) {
m_moves.push_back(m);
if (m_state == TURN_WHITE) {
m_state = TURN_BLACK;
if (possibleMoves().empty()) {
if (m_field->inCheck(BLACK)) {
m_state = WON_WHITE;
} else {
m_state = DRAW;
}
}
} else {
m_state = TURN_WHITE;
if (possibleMoves().empty()) {
if (m_field->inCheck(WHITE)) {
m_state = WON_BLACK;
} else {
m_state = DRAW;
}
}
}
checkAI();
emit moved(m);
emit changed(m_state);
emit updated();
return true;
}
return false;
}
void Game::restart() {
m_state = TURN_WHITE;
m_field->reset();
checkAI();
emit changed(m_state);
emit started();
emit updated();
}
QList<Move> Game::possibleMoves() const {
Player player = NOPLAYER;
switch (m_state) {
case TURN_WHITE:
player = WHITE;
break;
case TURN_BLACK:
player = BLACK;
break;
default:
return QList<Move>();
}
QList<Move> moves;
for (int x = 0; x < 8; x++) for (int y = 0; y < 8; y++) {
Pos curp(x, y);
if (0 < m_field->place(curp) * player)
moves += m_field->validMoves(curp);
}
return moves;
}
void Game::setGameMode(GameMode gm) {
m_gameMode = gm;
checkAI();
emit changedMode(m_gameMode);
}
void Game::setAiStrength(int s) {
m_aiStrength = qMin(7, qMax(2, s));
emit changedAIStrength(m_aiStrength);
}
void Game::checkAI() {
if (m_aiThread) {
switch (m_gameMode) {
case HUMAN_HUMAN:
m_ignoreAI = true;
break;
case HUMAN_COMPUTER:
if (m_state != TURN_BLACK) m_ignoreAI = true;
break;
case COMPUTER_HUMAN:
if (m_state != TURN_WHITE) m_ignoreAI = true;
break;
case COMPUTER_COMPUTER:
break;
}
} else {
Player curp = NOPLAYER;
switch (m_state) {
case TURN_WHITE:
curp = WHITE;
break;
case TURN_BLACK:
curp = BLACK;
break;
default:
return;
}
switch (m_gameMode) {
case HUMAN_HUMAN:
return;
case HUMAN_COMPUTER:
if (m_state != TURN_BLACK) return;
break;
case COMPUTER_HUMAN:
if (m_state != TURN_WHITE) return;
break;
case COMPUTER_COMPUTER:
break;
}
m_aiThread = new GameAIThread(*m_field, curp, m_aiStrength, this);
m_ignoreAI = false;
connect(m_aiThread, SIGNAL(aiFinished(Move)), this, SLOT(finishedAI(Move)));
m_aiThread->start();
}
}
void Game::finishedAI(Move m) {
m_aiThread->wait();
delete m_aiThread;
m_aiThread = 0;
if (!m_ignoreAI) {
move(m);
}
checkAI();
}
GameAIThread::GameAIThread(const Field &field, Player curp, int depth, QObject *parent)
: QThread(parent), m_field(field), m_curp(curp), m_depth(depth) {
}
void GameAIThread::run() {
Move m = ai::getMove(m_field, m_curp, m_depth);
emit aiFinished(m);
}
}