222 lines
6.3 KiB
C++
222 lines
6.3 KiB
C++
/***************************************************************************
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* Copyright (C) 2009 by Stefan Bühler *
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* stbuehler@web.de *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#ifndef TORUSCHESSTORUSCHESS_H
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#define TORUSCHESSTORUSCHESS_H
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#include <QObject>
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#include <QList>
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#include <QThread>
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#include <QMetaType>
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/**
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@author Stefan Bühler <stbuehler@web.de>
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*/
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namespace toruschess {
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/* Game logic
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*
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* "piece" and "player" are combined to "place": place = piece * player;
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*/
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class Pos;
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class Field;
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class Game;
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class GameAIThread;
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typedef enum { BLACK = -1, NOPLAYER = 0, WHITE = 1 } Player;
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typedef enum { NOPIECE = 0, PAWN = 1, KNIGHT = 2, BISHOP = 3, ROOK = 4, QUEEN = 5, KING = 6 } Piece;
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typedef enum { TURN_WHITE, TURN_BLACK, WON_WHITE, WON_BLACK, DRAW } GameState;
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typedef enum { HUMAN_HUMAN, HUMAN_COMPUTER, COMPUTER_HUMAN, COMPUTER_COMPUTER } GameMode;
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inline Player place2player(int place) {
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return (place < 0) ? BLACK : (place > 0) ? WHITE : NOPLAYER;
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}
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inline Piece place2piece(int place) {
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return (Piece) qAbs(place);
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}
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QString state2string(GameState state);
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/* coords for a field on the board */
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class Pos {
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public:
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Pos() : m_x(0), m_y(0) { }
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Pos(int x, int y) : m_x(x & 7), m_y(y & 7) { }
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int x() const { return m_x; }
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int y() const { return m_y; }
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bool operator==(const Pos &other) const {
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return m_x == other.m_x && m_y == other.m_y;
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}
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private:
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int m_x, m_y;
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};
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/* some basic information for one move: from and to,
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* which figure got moved, which (if any) got beaten
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*/
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class Move {
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public:
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Move();
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Move(const Field* field, const Pos &from, const Pos &to);
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const Pos& from() const { return m_from; }
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const Pos& to() const { return m_to; }
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/** figure which gets moved */
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int prevFrom() const { return m_prevFrom; }
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/** figure which gets beaten */
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int prevTo() const { return m_prevTo; }
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/** which player is moving (player from prevFrom()) */
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Player player() const { return m_player; }
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bool operator==(const Move &other) const {
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return m_from == other.m_from
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&& m_to == other.m_to
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&& m_prevFrom == other.m_prevFrom
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&& m_prevTo == other.m_prevTo;
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/* player is included in m_prevFrom */
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}
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bool valid() const { return m_prevFrom != 0; }
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private:
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Pos m_from,m_to;
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int m_prevFrom, m_prevTo;
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Player m_player;
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};
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/** the raw field: only knows which figures is where */
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class Field {
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public:
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Field();
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void reset();
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Player player(const Pos &p) const { return place2player(place(p)); }
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Piece piece(const Pos &p) const { return place2piece(place(p)); }
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int place(const Pos &p) const { return m_places[p.y()][p.x()]; }
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int& place(const Pos &p) { return m_places[p.y()][p.x()]; }
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/* all valid moves for a piece */
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QList<Move> validMoves(const Pos &from) const;
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bool validMove(const Move &m) const; /* does not check for inCheck */
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bool move(const Move &m); /* check if the move is valid */
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bool undo(const Move &m); /* check if the undo is valid */
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/* check if the king of a player at pos pking is in check */
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bool inCheck(Player player, const Pos &pking) const;
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/* check if the king of a player is in check */
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bool inCheck(Player player) const;
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void move_unchecked(const Move &m);
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void undo_unchecked(const Move &m);
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private:
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/* does not check for "in check" */
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QList<Move> simpleValidMoves(const Pos &from) const;
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Pos m_wking, m_bking;
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int m_places[8][8];
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};
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/* contains a field plus addition information about the game state
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* such as which turn it is or who has won
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* also is responsible to do the ai moves, if activated
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*/
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class Game : public QObject {
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Q_OBJECT
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public:
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Game(QObject *parent = 0);
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virtual ~Game();
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const Field* field() const { return m_field; }
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GameState state() const { return m_state; }
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QList<Move> moves() const { return m_moves; }
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/* only valid moves will be done */
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bool move(const Move &m);
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/* restart the game */
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void restart();
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/* all valid moves for the current player */
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QList<Move> possibleMoves() const;
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GameMode gameMode() const { return m_gameMode; }
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void setGameMode(GameMode gm);
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int aiStrength() const { return m_aiStrength; }
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void setAiStrength(int s);
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signals:
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void moved(Move m);
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void updated();
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void undone(Move m);
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void changed(GameState state);
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void started();
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void changedMode(GameMode mode);
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void changedAIStrength(int aiStrength);
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private slots:
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void finishedAI(Move m);
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private:
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void checkAI();
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Field *m_field;
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GameState m_state;
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GameMode m_gameMode;
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int m_aiStrength;
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QList<Move> m_moves;
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GameAIThread *m_aiThread;
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bool m_ignoreAI;
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};
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/* Calculate the ai move in another thread so the main thread (gui) isn't blocked */
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class GameAIThread : public QThread {
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Q_OBJECT
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public:
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GameAIThread(const Field &field, Player curp, int depth, QObject *parent = 0);
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void run();
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signals:
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void aiFinished(Move m);
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private:
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Field m_field;
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Player m_curp;
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int m_depth;
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};
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}
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Q_DECLARE_METATYPE(toruschess::Move)
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Q_DECLARE_METATYPE(toruschess::Pos)
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#endif
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