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path: root/src/chess.c
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#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <string.h>
#include "vector.h"
#include "console.h"
#include "chesshelpers.h"
#include "fscomch.h"
#include "chess.h"

int main(int argc, char **argv) {
	if(argc == 2) {
		if(strcmp(argv[1], "-v") == 0 || strcmp(argv[1], "--version") == 0) {
			printf("Version 1.0.0\n");
			exit(0);
		}
	}
	//set up the board
	int boardA[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 }
	}; 
	//convert the array to pointers
	int** pieces = malloc(8 * sizeof(int*));
	for(int r = 0; r < 8; r++) {
		pieces[r] = malloc(8 * sizeof(int));
		for(int c = 0; c < 8; c++) {
			pieces[r][c] = boardA[r][c];
		}
	}
	board_t board = init_board(pieces);
	/* try to acquire a lock on the local matchfile */
	FILE* matchFile = try_lock_match();
	match_t match;
	char isHost;
	char isWhite;
	if (matchFile != NULL) {
		isHost = 1;
		/* we are acting as the host--await a connection */
		printf("Awaiting connection\n");
		match = await_match(matchFile, init_cancel_token_never());
		printf("Connection completed. Match is %s\n", match.uuid);
	}
	else {
		isHost = 0;
		/* we are joining an existing match */
		printf("Attempting to join existing match\n");
		match = join_match();
		if (strlen(match.uuid) == 36) {
			printf("Joined match %s\n", match.uuid);
		}
		else {
			printf("Error joining match. Reload the program\n");
			exit(1);
		}
	}
	sleep(2);
	/* host plays white */
	isWhite = isHost;
	char turn = 0;
	while (1) {
		//draw the board, write some info
		clear_screen();
		draw_board(board.pieces);
		if (turn == isWhite) {
			/* awaiting the remote player */
			printf("Waiting for %s's move\n", turn ? "black" : "white");
			while (1) {
				char* message = read_message(match, init_cancel_token_never());
				/* try to parse the message as a move */
				if (strncmp(message, "move=", 5) == 0) {
					vector_t rOrigin = init_vector(message[5] - '0', message[6] - '0');
					vector_t rDest = init_vector(message[7] - '0', message[8] - '0');
					board = make_move(board, rOrigin, rDest);
					break;
				}
				free(message);
			}
		}
		else {
			/* get local move */
			printf(turn == 0 ? "\nWhite's turn\n" : "\nBlack's turn\n");
			if(is_in_check(board, turn)) {
				vectorpp_t allMoves = get_all_moves(board, turn, 0);
				char checkmate = 0;
				for(int i = 0; i < allMoves.length; i++) {
					if(allMoves.vectorps[i].length > 0) {
						checkmate = 0;
						break;
					}
					else {
						checkmate = 1;
					}
				}
				if(checkmate) {
					printf("You've been checkmated!\n");
					break;
				}
				else {
					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.pieces[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 moveMatch = 0;
			for(int i = 0; i < moves.length; i++) {
				if(moves.vectors[i].mx == target.mx && moves.vectors[i].my == target.my) {
					moveMatch = 1;
					break;
				}
			}
			if(!moveMatch) {
				warn_user("Invalid move");
				continue;
			}
			board = make_move(board, selection, target);
			free(moves.vectors);
			printf("\n");
			/* send move to remote player */
			char move[10];
			strcpy(move, "move=");
			snprintf(move + 5, 5, "%d%d%d%d", selection.mx, selection.my, target.mx, target.my);
			send_message(move, match);
		}
		turn = !turn;
	}	
	return 0;
}
//this function returns moves that will place the player in check!
vectorp_t get_moves(board_t board, 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);
	}
	else if(piece == king) {
		return get_king_moves(board, position, color);
	}
	else {
		return init_vectorp(0, 0);
	}
}
//array of arrays representing all the moves each piece of color can make
//excludeKing flag prevents recursion with castling checks
vectorpp_t get_all_moves(board_t board, int color, int excludeKing) {
	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) && (!excludeKing || (board.pieces[v.mx][v.my] != king && board.pieces[v.mx][v.my] != king + 6))) {
				allMoves[pieceCount] = get_moves(board, v, board.pieces[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(board_t board, int color) {
	for(int r = 0; r < 8; r++) {
		for(int c = 0; c < 8; c++) {
			if(board.pieces[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(board_t board, 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, 1);
	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 moves that place you in check
vectorp_t get_moves_final(board_t board, 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++) {
		board_t tempBoard = make_move(clone_board(board), position, moves.vectors[i]);
		if(is_in_check(tempBoard, color)) {
			invalidMoves[invalidMovesCount] = i;
			invalidMovesCount++;
		}
		free(tempBoard.pieces);
	}
	vectorp_t finalMoves = remove_vectors(moves, invalidMoves, invalidMovesCount);
	free(invalidMoves);
	free(moves.vectors);
	return finalMoves;
}
vectorp_t get_pawn_moves(board_t board, 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) || would_have_been_pawn(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) || would_have_been_pawn(board, captureR, !color))) {
		moves[moveCount] = captureR;
		moveCount++;
	}
	return init_vectorp(moves, moveCount);
}
vectorp_t get_knight_moves(board_t board, 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(board_t board, 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(board_t board, 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(board_t board, 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);
}
//TODO: don't allow king to move next to opposing king
vectorp_t get_king_moves(board_t board, vector_t position, int color) {
	//TODO: change size to 8
	vector_t* moves = malloc(20 * 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 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++;
		}
	}
	//castling
	if(!is_in_check(board, color)) {
		//kingside castling
		if((color == 0 && board.whiteCanCastleKingside) || (color == 1 && board.blackCanCastleKingside)) {
			//check that the squares are free
			vector_t s1 = init_vector(5, color == 0 ? 7 : 0);
			vector_t s2 = init_vector(6, color == 0 ? 7 : 0);
			if(is_empty(board, s1) && is_empty(board, s2)) {
				//check that the squares are not threatened
				board_t tempBoard1 = make_move(clone_board(board), position, s1);
				board_t tempBoard2 = make_move(clone_board(board), position, s2);
				if(!is_in_check(tempBoard1, color) && !is_in_check(tempBoard2, color)) {
					//add the move
					moves[moveCount] = s2;
					moveCount++;
				}
				free(tempBoard1.pieces);
				free(tempBoard2.pieces);
			}
		}
		//queenside castling
		if((color == 0 && board.whiteCanCastleQueenside) || (color == 1 && board.blackCanCastleQueenside)) {
			//check that the squares are free
			vector_t s1 = init_vector(3, color == 0 ? 7 : 0);
			vector_t s2 = init_vector(2, color == 0 ? 7 : 0);
			if(is_empty(board, s1) && is_empty(board, s2)) {
				//check that the squares are not threatened
				board_t tempBoard1 = make_move(clone_board(board), position, s1);
				board_t tempBoard2 = make_move(clone_board(board), position, s2);
				if(!is_in_check(tempBoard1, color) && !is_in_check(tempBoard2, color)) {
					//add the move
					moves[moveCount] = s2;
					moveCount++;
				}
				free(tempBoard1.pieces);
				free(tempBoard2.pieces);
			}
		}
	}
	return init_vectorp(moves, moveCount);
}