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main.cpp
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <errno.h>
#include <unistd.h>
#include <ctype.h>
#include <assert.h>
#include <thread>
#include "move.hpp"
#include "chessLogic.hpp"
#include "chessEngine.hpp"
#include "drawBoard.hpp"
static const char cmd[] = "./stockfish/stockfish";
class Globals {
public:
chessGame currentGame;
engine engine1 = engine(cmd);
engine engine2 = engine(cmd);
int numPlayers = -1;
bool whiteIsPlayer;
bool blackIsPlayer;
char whitePlayerMousePromote = 'q';
char blackPlayerMousePromote = 'q';
myOpenGLWindow chessWindow;
Globals(void){
currentGame = chessGame();
chessWindow = myOpenGLWindow();
}
};
static Globals g;
void
restartGame(void)
{
g.currentGame = chessGame();
char newGameCmd[] = "ucinewgame\n";
g.engine1.writeToEngine(newGameCmd);
g.engine2.writeToEngine(newGameCmd);
}
void
handleWinConditions(void){
std::vector<move> legalMoves = g.currentGame.generateLegalMoves(&g.currentGame.currentState);
bool isInCheck = g.currentGame.isInCheck(&g.currentGame.currentState, g.currentGame.currentState.isWhitesTurn);
if((legalMoves.size() == 0)){
if(isInCheck){
if(g.currentGame.currentState.isWhitesTurn){
printf("checkmate -- black wins\n");
}else{
printf("checkmate -- white wins\n");
}
}else{
printf("stalemate\n");
}
usleep(1000000);
restartGame();
}
const int fifty_move_rule_max = 50;
if(g.currentGame.currentState.halfMoves > fifty_move_rule_max){
printf("stalemate -- %d moves without pawn advance or capture\n", fifty_move_rule_max);
usleep(1000000);
restartGame();
}
}
void
printGame(void){
printf("================\n");
printf("+");
for(int i = 0; i < 8; i++){
printf("---+");
}
printf("\n|");
for(int y = 0; y < 8; y++){
for(int x = 0; x < 8; x++){
int index = x+(y*8);
char piece = g.currentGame.currentState.board[index];
if(piece == EMPTY){
piece = ' ';
}
printf(" %c |", piece);
}
printf(" %d", 8-y);
printf("\n+");
for(int i = 0; i < 8; i++){
printf("---+");
}
if(y != 7){
printf("\n|");
}else{
printf("\n");
}
}
printf(" ");
for(int x = 0; x < 8; x++){
printf("%c ", 'a' + x);
}
printf("\n");
printf("=================\n");
}
void
doEngineMove(engine* usethis){
move engineMove = usethis->getBestMove(&g.currentGame.currentState);;
bool success = g.currentGame.attemptMove(engineMove);
assert(success);
}
void
attemptPlayerMove(move playerMove){
bool success = g.currentGame.attemptMove(playerMove);
if(!success){
printf("invalid move\n");
}
}
void
playerUndo(void)
{
g.currentGame.undo();
g.currentGame.undo();
}
void
playerRedo(void)
{
g.currentGame.redo();
g.currentGame.redo();
}
void
doPlayerMove(void){
printf("enter player command:\n");
const int loopMiliseconds = 100;
bool hasConsoleInputData = false;
while((!hasConsoleInputData)&&(!g.chessWindow.hasMouseData)&&(!g.chessWindow.hasKeyboardCommand)){
hasConsoleInputData = waitForData(fileno(stdin), loopMiliseconds);
}
if(g.chessWindow.hasKeyboardCommand){
g.chessWindow.hasKeyboardCommand = false;
char* promoteToChange = NULL;
if(g.currentGame.currentState.isWhitesTurn){
promoteToChange = &g.whitePlayerMousePromote;
}else{
promoteToChange = &g.blackPlayerMousePromote;
}
switch(g.chessWindow.keyboardCommand){
case ENUM_undoKeyPressed:
playerUndo();
break;
case ENUM_redoKeyPressed:
playerRedo();
break;
case ENUM_setMousePromotion_Queen:
*promoteToChange = 'q';
printf("current player promotion set to queen\n");
break;
case ENUM_setMousePromotion_Rook:
*promoteToChange = 'r';
printf("current player promotion set to rook\n");
break;
case ENUM_setMousePromotion_Bishop:
*promoteToChange = 'b';
printf("current player promotion set to bishop\n");
break;
case ENUM_setMousePromotion_Knight:
*promoteToChange = 'n';
printf("current player promotion set to knigh\n");
break;
default:
printf("UNKNOWN KEYPRESS CHECK CODE\n");
}
}
if(g.chessWindow.hasMouseData){
g.chessWindow.hasMouseData = false;
int fromX = g.chessWindow.clickedBoardPosX;
int fromY = g.chessWindow.clickedBoardPosY;
int toX = g.chessWindow.releasedBoardPosX;
int toY = g.chessWindow.releasedBoardPosY;
move output(fromX + (fromY*8), toX + (toY*8));
if(g.currentGame.currentState.isWhitesTurn){
if(toY == 0){
if(g.currentGame.currentState.isPawn(fromX+(fromY*8))){
output.promotion = g.whitePlayerMousePromote;
}
}
}
if(!g.currentGame.currentState.isWhitesTurn){
if(toY == 7){
if(g.currentGame.currentState.isPawn(fromX+(fromY*8))){
output.promotion = g.blackPlayerMousePromote;
}
}
}
attemptPlayerMove(output);
return;
}
if(hasConsoleInputData){
char buff[0xff];
int numRead = read(fileno(stdin), buff, sizeof(buff)-1);
buff[numRead] = '\0';
char* cmdString;
if((cmdString = strstr(buff, "move ")) != NULL){
cmdString += sizeof("move ") - 1;
char playerMove[5];
char char1 = cmdString[0];
char char2 = cmdString[1];
char char3 = cmdString[2];
char char4 = cmdString[3];
char char5 = cmdString[4];
char promotion = char5;
if(!isalpha(promotion)){
promotion = '\0';
}
playerMove[0] = char1;
playerMove[1] = char2;
playerMove[2] = char3;
playerMove[3] = char4;
playerMove[4] = promotion;
if(!(isalpha(char1)&&isdigit(char2)&&isalpha(char3)&&isdigit(char4))){
printf("move is not in format letter-digit-letter-digit\n");
return;
}
printf("playermove \"%c%c%c%c%c\"\n", playerMove[0], playerMove[1], playerMove[2], playerMove[3], playerMove[4]);
int fromX = playerMove[0]-'a';
int fromY = 7 - (playerMove[1]-'1');
int toX = playerMove[2]-'a';
int toY = 7 - (playerMove[3]-'1');
move output(fromX + (fromY*8), toX + (toY*8));
if(isalpha(playerMove[4])){
output.promotion = playerMove[4];
}else{
output.promotion = '\0';
}
attemptPlayerMove(output);
return;
}
if((cmdString = strstr(buff, "undo")) != NULL){
playerUndo();
return;
}
if((cmdString = strstr(buff, "redo")) != NULL){
playerRedo();
return;
}
printf("no command: \"%s\"\n", buff);
}
}
void
doMove(void)
{
if(g.currentGame.currentState.isWhitesTurn){
if(g.whiteIsPlayer){
doPlayerMove();
}else{
doEngineMove(&g.engine1);
}
}else{
if(g.blackIsPlayer){
doPlayerMove();
}else{
doEngineMove(&g.engine2);
}
}
}
void
runGame(void){
while(true){
printGame();
doMove();
handleWinConditions();
}
}
void
drawLoop(double input_timeout){
g.chessWindow.loopStuffGLFW(input_timeout);
g.chessWindow.drawStuffOpenGL(&g.currentGame, &g.engine1, &g.engine2);
}
void
drawGame(void){//some glfw stuff must be on the same thread or it blows up. idk why but its in the documentation at least, and (i think?) in win32 the polling must be done on the main thread but i don't care about that for now. Some glfw stuff cna be on different threads but just putting it all on on thread hopefully makes that less confusing
g.chessWindow.initGLFW();
g.chessWindow.initBuffers();
int maxTexturesUsed = 1;
g.chessWindow.initTextures(maxTexturesUsed);
g.chessWindow.loadTexture("pieces.png", 0);
while(!g.chessWindow.endGui){
double input_timeout = 0.1;
drawLoop(input_timeout);
if(glfwWindowShouldClose(g.chessWindow.mainWindow)){
g.chessWindow.endGui = true;
}
}
}
void
startGame(void){
std::thread gameThread (runGame);
std::thread guiThread (drawGame);
guiThread.join();
printf("closing gui\n");
g.chessWindow.closeGLFW();
gameThread.join();
printf("game ended\n");
}
void
initialInput(void){
while(true){
printf("How many players:\n");
if(scanf ("%d", &g.numPlayers) != 1){
printf("must be integer\n");
continue;
}
printf("detected '%d' as input\n", g.numPlayers);
if(g.numPlayers > 2){
printf("must be <= 2\n");
}else if(g.numPlayers < 0){
printf("must be >= 0\n");
}else{
break;
}
}
char playAsWhite = '\0';
switch(g.numPlayers){
case 0:
g.whiteIsPlayer = false;
g.blackIsPlayer = false;
break;
case 1:
while(true){
printf("play as while? [y/n]\n");
if(scanf("%c", &playAsWhite) != 1){
printf("answer with char\n");
}
printf("detected '%c' as input\n", playAsWhite);
if((playAsWhite != 'y')&&(playAsWhite != 'n')){
printf("please answer with 'y' or 'n'\n");
}else{
break;
}
}
if(playAsWhite == 'y'){
g.whiteIsPlayer = true;
g.blackIsPlayer = false;
}else if(playAsWhite == 'n'){
g.whiteIsPlayer = false;
g.blackIsPlayer = true;
}else{
assert(false);
}
break;
case 2:
g.whiteIsPlayer = true;
g.blackIsPlayer = true;
break;
default:
assert(false);
}
}
int
main(int argc, char* argv[])
{
printf("Starting up============================\n");
initialInput();
generateDistanceToEdge();
nodeTest(3, boardState());
startGame();
printf("All done============================\n");
return 0;
}