chess_board_sim/chess_board.cpp

1167 lines
36 KiB
C++

#include "chess_board.h"
#include <SDL.h>
#include <SDL_video.h>
#include "stdio.h"
#include <stack>
#include <string.h>
#include "pieces.hpp"
#define MARGIN 300
#define PAWN_WHITE 0u
#define PAWN_BLACK 1u
#define KING_WHITE 2u
#define KING_BLACK 3u
#define ROOK_WHITE 4u
#define ROOK_BLACK 5u
#define KNIGHT_WHITE 6u
#define KNIGHT_BLACK 7u
#define BISHOP_WHITE 8u
#define BISHOP_BLACK 9u
#define QUEEN_WHITE 10u
#define QUEEN_BLACK 11u
#define SQUARE_EMPTY 12u
#define LIGHT_OFF 0u
#define POTENTIAL_MOVE 1u
#define POTENTIAL_TAKE 2u
#define SUGGESTED_MOVE 3u
#define ERROR_MOVE 4u
#define PEICE_ORIGIN 5u
#define PEICE_NEEDS_TO_BE_HERE 6u
#define POTENTIAL_CASTLE 7u
#define GAME_STATE_IDLE 0u
#define GAME_STATE_P1_TURN_BEGINING 1u
#define GAME_STATE_P1_TURN_IN_PROGRESS 2u
#define GAME_STATE_P1_TURN_TAKING 3u
#define GAME_STATE_P2_TURN_BEGINING 4u
#define GAME_STATE_P2_TURN_IN_PROGRESS 5u
#define GAME_STATE_P2_TURN_TAKING 6u
#define GAME_STATE_ERROR_DETECTED 7u
const char File_Names[12][17] = {"pawn_white.bmp", "pawn_black.bmp",
"king_white.bmp", "king_black.bmp",
"tower_white.bmp", "tower_black.bmp",
"horse_white.bmp", "horse_black.bmp",
"bishop_white.bmp", "bishop_black.bmp",
"queen_white.bmp", "queen_black.bmp",
};
static int Height;
static int Width;
static SDL_Texture * Board_Texture;
static SDL_Rect Rectangle;
static int Board_Width;
static uint8_t Board_State[12][8] = {{0}};
static uint8_t Current_Binary_Board[12] = {0};
static uint8_t Saved_Binary_Board[12] = {0};
static uint8_t Board_Lights[12][8] = {{0}};
SDL_Surface *bitmapSurface = NULL;
SDL_Texture * bitmapTextures[12] = {NULL};
static uint8_t Game_State = GAME_STATE_P1_TURN_BEGINING;
static uint8_t Last_Game_State = GAME_STATE_P1_TURN_BEGINING;
static bool White_Turn = true;
static uint8_t Selected_Peice = SQUARE_EMPTY;
static uint8_t Error_Count = 0u;
static uint8_t Taken_Peice = SQUARE_EMPTY;
static bool Check[2u] = {false, false};
static uint8_t King_Locations[2u][2u] = {{7,4}, {0,4}};
static bool Castling_Allowed[2u][2u] = {{true, true}, {true, true}};
/**
* @brief Function for figuring out if the current column is one of the jail columns.
* @note Columns 8-12 are in the jail
* @param j: The column under question.
* @retval True if its a jail column, else false.
*/
static inline bool square_in_jail(uint8_t j)
{
return (j > 8u);
}
/**
* @brief Function for clearing all of the lights on the board. Except for error moves.
* @retval None
*/
static void clear_lights(void)
{
for (size_t i = 0; i < 8; i++)
{
for (size_t j = 0; j < 8; j++)
{
if(Board_Lights[i][j] != ERROR_MOVE)
{
Board_Lights[i][j] = LIGHT_OFF;
}
}
}
}
/**
* @brief Function for determining if the peice is on the white team or on the black team.
* @note Peices should be enumerated even if white and odd if black.
* @param piece: The peice under question.
* @retval Return true if on the white team, else false.
*/
static bool white_team(uint8_t piece)
{
return ((piece % 2u) == 0u);
}
/**
* @brief Function for determining if two peices are on the same team or not.
* @param piece_one: Peice one ofcoarse.
* @param piece_two: Peice two obviously.
* @retval True if on opposite teams, else false.
*/
static bool opposite_teams(uint8_t piece_one, uint8_t piece_two)
{
return (((piece_one % 2u) == 0u) ^ ((piece_two % 2u) == 0u));
}
/**
* @brief Function for marking potential moves for pawns.
* @param row: row to move to
* @param column: column to move to
* @retval None
*/
static void pawn_move(uint8_t row, uint8_t column)
{
if(Board_State[row][column] == SQUARE_EMPTY)
{
Board_Lights[row][column] = POTENTIAL_MOVE;
}
}
/**
* @brief Function for "casting" a ray in any direction, vertical, horizontal, or diagonal. If the ray hits someone from the other team
* or the end of the board the array will be terminated.
* @param direction_r: Row direction
* @param direction_c: Column direction
* @param row: current row location
* @param column: current column location
* @param piece_one: the peice that is casting the ray.
* @retval None
*/
static void cast_a_ray(int8_t direction_r, int8_t direction_c, uint8_t row, uint8_t column, uint8_t piece_one)
{
bool loop = true;
int8_t x = column;
int8_t y = row;
while (loop)
{
x += direction_c;
y += direction_r;
if((x < 0) || (y < 0) || (x >= 8) || (y >= 8))
{
loop = false;
}
else if (Board_State[x][y] == SQUARE_EMPTY)
{
Board_Lights[x][y] = POTENTIAL_MOVE;
}
else if (opposite_teams(piece_one, Board_State[x][y]))
{
Board_Lights[x][y] = POTENTIAL_TAKE;
/* once we take a peice we can no longer take anymore */
loop = false;
}
else
{
loop = false;
}
}
}
/**
* @brief Marking a peice for taking.
* @param row: Row ofcoarse
* @param column: Column obviously
* @retval None
*/
static void pawn_take(uint8_t row, uint8_t column)
{
if (Board_State[row][column] < SQUARE_EMPTY)
{
Board_Lights[row][column] = POTENTIAL_TAKE;
}
}
/**
* @brief Check to see if the square is safe from the other team.
* @param column: Column of potential move
* @param row: Row of the potential move
* @retval True if the square is safe, else is false
*/
bool square_is_safe(uint8_t column, uint8_t row)
{
bool ret_val = true;
int8_t direction = White_Turn ? -1 : 1;
/* first check if pawns can take us */
if ((row >= 1u) && ((White_Turn ? PAWN_BLACK : PAWN_WHITE) == Board_State[column + direction][row - 1u]))
{
//can be eaten by a pawn, not safe.
return false;
}
if ((row <= 6u) && ((White_Turn ? PAWN_BLACK : PAWN_WHITE) == Board_State[column + direction][row + 1u]))
{
//can be eaten by a pawn, not safe.
return false;
}
/* Other King */
int8_t start_r = (row == 0u) ? 0 : -1;
int8_t stop_r = (row == 7u) ? 0 : 1;
int8_t start_c = (column == 0u) ? 0 : -1;
int8_t stop_c = (column == 7u) ? 0 : 1;
for (int8_t up_down = start_r; up_down <= stop_r; up_down++)
{
for (int8_t left_right = start_c; left_right <= stop_c; left_right++)
{
int8_t x = column + left_right;
int8_t y = row + up_down;
if ((White_Turn ? KING_BLACK : KING_WHITE) == Board_State[x][y])
{
return false;
}
}
}
for (uint8_t direction = 0u; direction < 4u; direction++)
{
int8_t up_down_step;
int8_t left_right_step;
if (direction == 0u)
{
up_down_step = 1;
left_right_step = 0;
}
else if (direction == 1u)
{
up_down_step = 0;
left_right_step = 1;
}
else if (direction == 2u)
{
up_down_step = -1;
left_right_step = 0;
}
else
{
up_down_step = 0;
left_right_step = -1;
}
/* Rooks and queens */
bool loop = true;
int8_t x = column;
int8_t y = row;
while (loop)
{
x += left_right_step;
y += up_down_step;
if ((x < 0) || (y < 0) || (x >= 8) || (y >= 8))
{
loop = false;
}
else if (Board_State[x][y] == SQUARE_EMPTY)
{
/* Do nothing */
}
else if (((White_Turn ? ROOK_BLACK : ROOK_WHITE) == Board_State[x][y]) || ((White_Turn ? QUEEN_BLACK : QUEEN_WHITE) == Board_State[x][y]))
{
return false;
}
else
{
loop = false;
}
}
}
/* Bishops and queens */
for (uint8_t direction = 0u; direction < 4u; direction++)
{
int8_t up_down_step;
int8_t left_right_step;
if (direction == 0u)
{
up_down_step = 1;
left_right_step = 1;
}
else if (direction == 1u)
{
up_down_step = -1;
left_right_step = 1;
}
else if (direction == 2u)
{
up_down_step = -1;
left_right_step = -1;
}
else
{
up_down_step = 1;
left_right_step = -1;
}
bool loop = true;
int8_t x = column;
int8_t y = row;
while (loop)
{
x += left_right_step;
y += up_down_step;
if ((x < 0) || (y < 0) || (x >= 8) || (y >= 8))
{
loop = false;
}
else if (Board_State[x][y] == SQUARE_EMPTY)
{
/* do nothing */
}
else if (((White_Turn ? BISHOP_BLACK : BISHOP_WHITE) == Board_State[x][y]) || ((White_Turn ? QUEEN_BLACK : QUEEN_WHITE) == Board_State[x][y]))
{
return false;
}
else
{
loop = false;
}
}
}
/* Knights */
for (uint8_t direction = 0u; direction < 4u; direction++)
{
int8_t up_down_step;
int8_t left_right_step;
if (direction == 0u)
{
up_down_step = 2;
left_right_step = 0;
}
else if (direction == 1u)
{
up_down_step = 0;
left_right_step = 2;
}
else if (direction == 2u)
{
up_down_step = -2;
left_right_step = 0;
}
else
{
up_down_step = 0;
left_right_step = -2;
}
for (uint8_t i = 0u; i < 2u; i++)
{
if ((direction % 2u) == 0u)
{
left_right_step = (i == 0u) ? -1 : 1;
}
else
{
up_down_step = (i == 0u) ? -1 : 1;
}
int8_t x = (int8_t)column + left_right_step;
int8_t y = (int8_t)row + up_down_step;
if ((x >= 0) && (y >= 0) && (x < 8) && (y < 8))
{
if ((White_Turn ? KNIGHT_BLACK : KNIGHT_WHITE) == Board_State[x][y])
{
return false;
}
}
}
}
return true;
}
/**
* @brief Function for marking the potential moves.
* @param piece: Peice that we are marking the potential moves for.
* @param row: Current row location of the peice.
* @param column: Current column location of the peice.
* @retval None
*/
static void Mark_Potential_Moves(uint8_t piece, uint8_t row, uint8_t column)
{
switch (piece)
{
case PAWN_WHITE :
case PAWN_BLACK:
{
int8_t direction = White_Turn ? -1 : 1;
if (column == (White_Turn ? 6u : 1u))
{
if(Board_State[column + direction][row] == SQUARE_EMPTY)
{
pawn_move(column + (direction * 2u), row);
}
}
pawn_move(column + direction, row);
if ((row >= 1u) && opposite_teams(piece, Board_State[column + direction][row - 1u]))
{
pawn_take(column + direction, row - 1u);
}
if ((row <= 6u) && opposite_teams(piece, Board_State[column + direction][row + 1u]))
{
pawn_take(column + direction, row + 1u);
}
break;
}
case ROOK_WHITE:
case ROOK_BLACK:
{
for (uint8_t direction = 0u; direction < 4u; direction++)
{
int8_t up_down_step;
int8_t left_right_step;
if(direction == 0u)
{
up_down_step = 1;
left_right_step = 0;
}
else if(direction == 1u)
{
up_down_step = 0;
left_right_step = 1;
}
else if (direction == 2u)
{
up_down_step = -1;
left_right_step = 0;
}
else
{
up_down_step = 0;
left_right_step = -1;
}
cast_a_ray(up_down_step, left_right_step, row, column, piece);
}
break;
}
case KNIGHT_WHITE:
case KNIGHT_BLACK:
{
for (uint8_t direction = 0u; direction < 4u; direction++)
{
int8_t up_down_step;
int8_t left_right_step;
if (direction == 0u)
{
up_down_step = 2;
left_right_step = 0;
}
else if (direction == 1u)
{
up_down_step = 0;
left_right_step = 2;
}
else if (direction == 2u)
{
up_down_step = -2;
left_right_step = 0;
}
else
{
up_down_step = 0;
left_right_step = -2;
}
for (uint8_t i = 0u; i < 2u; i++)
{
if((direction % 2u) == 0u)
{
left_right_step = (i == 0u) ? -1 : 1;
}
else
{
up_down_step = (i == 0u) ? -1 : 1;
}
int8_t x = (int8_t)column + left_right_step;
int8_t y = (int8_t)row + up_down_step;
if ((x >= 0) && (y >= 0) && (x < 8) && (y < 8))
{
if (Board_State[x][y] == SQUARE_EMPTY)
{
Board_Lights[x][y] = POTENTIAL_MOVE;
}
else if (opposite_teams(piece, Board_State[x][y]))
{
Board_Lights[x][y] = POTENTIAL_TAKE;
}
}
}
}
break;
}
case BISHOP_WHITE:
case BISHOP_BLACK:
{
for (uint8_t direction = 0u; direction < 4u; direction++)
{
int8_t up_down_step;
int8_t left_right_step;
if (direction == 0u)
{
up_down_step = 1;
left_right_step = 1;
}
else if (direction == 1u)
{
up_down_step = -1;
left_right_step = 1;
}
else if (direction == 2u)
{
up_down_step = -1;
left_right_step = -1;
}
else
{
up_down_step = 1;
left_right_step = -1;
}
cast_a_ray(up_down_step, left_right_step, row, column, piece);
}
break;
}
case QUEEN_WHITE:
case QUEEN_BLACK:
{
for (int8_t up_down = -1; up_down < 2; up_down++)
{
for (int8_t left_rigth = -1; left_rigth < 2; left_rigth++)
{
cast_a_ray(up_down, left_rigth, row, column, piece);
}
}
break;
}
case KING_WHITE:
case KING_BLACK:
{
int8_t start_r = (row == 0u) ? 0 : -1;
int8_t stop_r = (row == 7u) ? 0 : 1;
int8_t start_c = (column == 0u) ? 0 : -1;
int8_t stop_c = (column == 7u) ? 0 : 1;
for (int8_t up_down = start_r; up_down <= stop_r; up_down++)
{
for (int8_t left_right = start_c; left_right <= stop_c; left_right++)
{
int8_t x = column + left_right;
int8_t y = row + up_down;
if (square_is_safe(x, y))
{
if (Board_State[x][y] == SQUARE_EMPTY)
{
Board_Lights[x][y] = POTENTIAL_MOVE;
}
else if (opposite_teams(piece, Board_State[x][y]))
{
Board_Lights[x][y] = POTENTIAL_TAKE;
}
}
}
}
uint8_t white_black_idx = White_Turn ? 0u : 1u;
uint8_t kings_row = White_Turn ? 7u : 0u;
//Can only castle if not currently in check
if(square_is_safe(column, row))
{
// Queen side castle
if(Castling_Allowed[white_black_idx][0u] && (Board_State[kings_row][1u] == SQUARE_EMPTY)
&& (Board_State[kings_row][2u] == SQUARE_EMPTY) && (Board_State[kings_row][3u]) == SQUARE_EMPTY)
{
Board_Lights[kings_row][2u] = POTENTIAL_MOVE;
}
// King side castle
if (Castling_Allowed[white_black_idx][1u] && (Board_State[kings_row][5u] == SQUARE_EMPTY) && (Board_State[kings_row][6u] == SQUARE_EMPTY))
{
Board_Lights[kings_row][6u] = POTENTIAL_MOVE;
}
}
Board_Lights[column][row] = PEICE_ORIGIN;
break;
}
default:
break;
}
}
/**
* @brief Function for marking the taken peices potention moves to jail.
*/
void Mark_Taken_Peice_Spots_In_Jail(void)
{
uint8_t add = (white_team(Taken_Peice) ? 8u : 10u);
switch (Taken_Peice)
{
/* Pawns just send them to jail, we dont care where */
case PAWN_WHITE:
case PAWN_BLACK:
{
for (uint8_t j = 0; j < 2u; j++)
{
for (uint8_t i = 0; i < 4u; i++)
{
if(Board_State[add + j][i] != Taken_Peice)
{
Board_State[add + j][i] = Taken_Peice;
Taken_Peice = SQUARE_EMPTY;
return;
}
}
}
break;
}
case ROOK_WHITE:
case ROOK_BLACK:
case KNIGHT_WHITE:
case KNIGHT_BLACK:
case BISHOP_WHITE:
case BISHOP_BLACK:
case QUEEN_WHITE:
case QUEEN_BLACK:
{
uint8_t jail_row = (Taken_Peice / 2u) + 2u;
if (Board_State[add][jail_row] != Taken_Peice)
{
Board_Lights[add][jail_row] = PEICE_NEEDS_TO_BE_HERE;
}
if (Board_State[add + 1u][jail_row] != Taken_Peice)
{
Board_Lights[add + 1u][jail_row] = PEICE_NEEDS_TO_BE_HERE;
}
break;
}
default:
{
break;
}
}
}
/**
* @brief Function for switching the players turn. Incharge of handling the state machine reset.
*/
void Switch_Turns(void)
{
Game_State = (White_Turn ? GAME_STATE_P2_TURN_BEGINING : GAME_STATE_P1_TURN_BEGINING);
White_Turn = !White_Turn;
}
/**
* @brief Function for checking the selected peice to see if we are moving the king.
* If we are then we also want to update the new location of the corresponding king.
* @param row: Current row location of the peice.
* @param column: Current column location of the peice.
* @retval None
*/
void Check_If_Moving_King(uint8_t row, uint8_t column)
{
uint8_t white_black_idx = White_Turn ? 0u : 1u;
if((Selected_Peice == KING_WHITE) || (Selected_Peice == KING_BLACK))
{
King_Locations[white_black_idx][0u] = row;
King_Locations[white_black_idx][1u] = column;
Castling_Allowed[white_black_idx][0u] = false;
Castling_Allowed[white_black_idx][1u] = false;
}
// Disable the castling of the corresponding side if the rook is being moved.
else if (((Selected_Peice == ROOK_WHITE) && (row == 7u))
|| ((Selected_Peice == ROOK_BLACK) && (row == 0u)))
{
if (column == 0u)
{
Castling_Allowed[white_black_idx][0u] = false;
}
else if (column == 7u)
{
Castling_Allowed[white_black_idx][1u] = false;
}
}
}
/**
* @brief Function for toggeling a square's state.
* @param j: row location that was toggled.
* @param i: column location that was toggled.
* @retval None
*/
void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
{
switch (Game_State)
{
case GAME_STATE_ERROR_DETECTED:
{
if (Board_Lights[j][i] == PEICE_ORIGIN)
{
Board_State[j][i] = Selected_Peice;
Selected_Peice = SQUARE_EMPTY;
clear_lights();
Last_Game_State--;
}
else if (Board_Lights[j][i] == PEICE_NEEDS_TO_BE_HERE)
{
if (j < 8u)
{
Board_State[j][i] = Selected_Peice;
Selected_Peice = SQUARE_EMPTY;
Board_Lights[j][i] = LIGHT_OFF;
}
else
{
Board_State[j][i] = Taken_Peice;
uint8_t board_column = (j / 2u) * 2u;
if(Board_Lights[board_column][i] == PEICE_NEEDS_TO_BE_HERE)
{
Board_Lights[board_column][i] = LIGHT_OFF;
}
if(Board_Lights[board_column + 1u][i] == PEICE_NEEDS_TO_BE_HERE)
{
Board_Lights[board_column + 1u][i] = LIGHT_OFF;
}
Taken_Peice = SQUARE_EMPTY;
}
if ((Selected_Peice == SQUARE_EMPTY) && (Taken_Peice == SQUARE_EMPTY))
{
Last_Game_State = (White_Turn ? GAME_STATE_P2_TURN_BEGINING : GAME_STATE_P1_TURN_BEGINING);
White_Turn = !White_Turn;
}
}
else if (Board_Lights[j][i] == ERROR_MOVE)
{
Error_Count--;
Board_Lights[j][i] = LIGHT_OFF;
if(Error_Count == 0u)
{
Game_State = Last_Game_State;
}
}
else
{
Error_Count++;
Board_Lights[j][i] = ERROR_MOVE;
}
break;
}
case GAME_STATE_IDLE:
{
break;
}
case GAME_STATE_P2_TURN_BEGINING:
case GAME_STATE_P1_TURN_BEGINING:
{
/* We are waiting till the player who's turn it is picks up a peice that is on their team */
if ((j < 8u) && (Board_State[j][i] != SQUARE_EMPTY) && (white_team(Board_State[j][i]) == White_Turn))
{
Mark_Potential_Moves(Board_State[j][i], i, j);
Selected_Peice = Board_State[j][i];
Board_State[j][i] = SQUARE_EMPTY;
Game_State++;
Board_Lights[j][i] = PEICE_ORIGIN;
}
else
{
Last_Game_State = Game_State;
Game_State = GAME_STATE_ERROR_DETECTED;
Board_Lights[j][i] = ERROR_MOVE;
Error_Count++;
}
break;
}
case GAME_STATE_P2_TURN_IN_PROGRESS:
case GAME_STATE_P1_TURN_IN_PROGRESS:
{
/* We are waiting till the player who's turn it is picks up a peice that is on their team */
if (Board_Lights[j][i] == POTENTIAL_MOVE)
{
Check_If_Moving_King(j, i);
Board_State[j][i] = Selected_Peice;
Selected_Peice = SQUARE_EMPTY;
clear_lights();
Switch_Turns();
}
else if (Board_Lights[j][i] == POTENTIAL_TAKE)
{
Taken_Peice = Board_State[j][i];
Board_State[j][i] = SQUARE_EMPTY;
Game_State = (White_Turn ? GAME_STATE_P1_TURN_TAKING : GAME_STATE_P2_TURN_TAKING);
Mark_Taken_Peice_Spots_In_Jail();
clear_lights();
Board_Lights[j][i] = PEICE_NEEDS_TO_BE_HERE;
}
else if (Board_Lights[j][i] == PEICE_ORIGIN)
{
Board_State[j][i] = Selected_Peice;
Selected_Peice = SQUARE_EMPTY;
clear_lights();
Game_State--;
}
else
{
Last_Game_State = Game_State;
Game_State = GAME_STATE_ERROR_DETECTED;
Board_Lights[j][i] = ERROR_MOVE;
Error_Count++;
}
break;
}
case GAME_STATE_P2_TURN_TAKING:
case GAME_STATE_P1_TURN_TAKING:
{
if (Board_Lights[j][i] == PEICE_NEEDS_TO_BE_HERE)
{
if(j < 8u)
{
Check_If_Moving_King(j, i);
Board_State[j][i] = Selected_Peice;
Selected_Peice = SQUARE_EMPTY;
Board_Lights[j][i] = LIGHT_OFF;
}
else
{
Board_State[j][i] = Taken_Peice;
Board_Lights[(j / 2u) * 2u][i] = LIGHT_OFF;
Board_Lights[(j / 2u) * 2u + 1u][i] = LIGHT_OFF;
Taken_Peice = SQUARE_EMPTY;
}
}
else
{
Last_Game_State = Game_State;
Game_State = GAME_STATE_ERROR_DETECTED;
Board_Lights[j][i] = ERROR_MOVE;
Error_Count++;
}
if ((Selected_Peice == SQUARE_EMPTY) && (Taken_Peice == SQUARE_EMPTY))
{
Switch_Turns();
}
break;
}
default:
{
break;
}
}
}
/**
* @brief The Board changed so now we have to see what is different and act accordingly.
* @note Yes i know the design of this seems really bad but it's important to remember this is supposed to simulate the chess board I'm creating.
* so I'm designing it this way because of the hardware that I'm using.
* @retval None
*/
void Board_Changed(void)
{
for (uint8_t j = 0u; j < 12u; j++)
{
uint8_t difference = (Current_Binary_Board[j] ^ Saved_Binary_Board[j]);
if (difference != 0u)
{
for (uint8_t i = 0u; i < 8u; i++)
{
if((difference & (1u << i)) != 0u)
{
Board_Square_Was_Toggled(j, i);
}
}
}
Saved_Binary_Board[j] = Current_Binary_Board[j];
}
}
/**
* @brief Function for registering an incoming click
* @param p_renderer: Pointer to the renderer
* @param x: x location of the click
* @param y: y location of the click
* @retval
*/
void click(SDL_Renderer *p_renderer, int x, int y)
{
SDL_Point const point = {x, y};
const int square_size = Board_Width / 8;
Rectangle.w = Board_Width + (4 * square_size);
Rectangle.h = Board_Width;
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
Rectangle.y = (Height - Board_Width) / 2;
if (SDL_PointInRect(&point, &Rectangle))
{
Rectangle.x = (Width - Board_Width) / 2;
Rectangle.w = Board_Width;
int starting_y = Rectangle.y;
const int starting_x = Rectangle.x;
Rectangle.w = square_size;
Rectangle.h = square_size;
for (size_t j = 0; j < 8; j++)
{
Rectangle.x = starting_x;
for (size_t i = 0; i < 8; i++)
{
if(SDL_PointInRect(&point, &Rectangle))
{
Current_Binary_Board[j] ^= (1u << i);
Board_Changed();
goto draw_square;
}
Rectangle.x += square_size;
}
Rectangle.y += square_size;
}
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
/* Now we draw the jail */
for (size_t j = 8; j < 12; j++)
{
Rectangle.y = starting_y;
for (size_t i = 0; i < 8; i++)
{
if (SDL_PointInRect(&point, &Rectangle))
{
Current_Binary_Board[j] ^= (1u << i);
Board_Changed();
goto draw_square;
}
Rectangle.y += square_size;
}
/*If we are at the end of second jail row, jump to the other side */
if (j == 9)
{
Rectangle.x += (Board_Width + square_size);
}
else
{
Rectangle.x += square_size;
}
}
draw_square:
SDL_SetRenderTarget(p_renderer, Board_Texture);
draw_board(p_renderer);
SDL_RenderCopy(p_renderer, Board_Texture, NULL, NULL);
SDL_RenderPresent(p_renderer);
}
}
/**
* @brief Function for resizing the display of the board
* @param p_renderer: pointer to the renderer
* @param w: width of the new window
* @param h: hight of the new window
* @retval None
*/
void chess_board_resize(SDL_Renderer *p_renderer, int w, int h)
{
Width = w;
Height = h;
SDL_DestroyTexture(Board_Texture);
Board_Texture = SDL_CreateTexture(p_renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
Board_Width = ((w > h) ? h : w) - MARGIN;
// get rid of rounding errors
Board_Width -= Board_Width % 8;
}
/**
* @brief Function for initializing the board
* @note
* @param *p_renderer pointer to the renderer:
* @retval None
*/
void chess_board_init(SDL_Renderer *p_renderer)
{
for (uint8_t i = 0u; i < 12u; i++)
{
for (uint8_t j = 0u; j < 8u; j++)
{
Board_State[i][j] = SQUARE_EMPTY;
}
}
Current_Binary_Board[0] = 0xFF;
Current_Binary_Board[1] = 0xFF;
Current_Binary_Board[6] = 0xFF;
Current_Binary_Board[7] = 0xFF;
Saved_Binary_Board[0] = 0xFF;
Saved_Binary_Board[1] = 0xFF;
Saved_Binary_Board[6] = 0xFF;
Saved_Binary_Board[7] = 0xFF;
//Place black pieces
Board_State[0][0] = ROOK_BLACK;
Board_State[0][7] = ROOK_BLACK;
Board_State[0][1] = KNIGHT_BLACK;
Board_State[0][6] = KNIGHT_BLACK;
Board_State[0][2] = BISHOP_BLACK;
Board_State[0][5] = BISHOP_BLACK;
Board_State[0][3] = QUEEN_BLACK;
Board_State[0][4] = KING_BLACK;
Board_State[7][0] = ROOK_WHITE;
Board_State[7][7] = ROOK_WHITE;
Board_State[7][1] = KNIGHT_WHITE;
Board_State[7][6] = KNIGHT_WHITE;
Board_State[7][2] = BISHOP_WHITE;
Board_State[7][5] = BISHOP_WHITE;
Board_State[7][3] = QUEEN_WHITE;
Board_State[7][4] = KING_WHITE;
for (uint8_t i = 0; i < 8; i++)
{
Board_State[1][i] = PAWN_BLACK;
Board_State[6][i] = PAWN_WHITE;
}
for (uint8_t i = 0; i < 12; i++)
{
//location of all the sprites plus the size of file names
char file[25] = "sprites\\";
memcpy(&file[8], File_Names[i], 16);
bitmapSurface = SDL_LoadBMP(file);
bitmapTextures[i] = SDL_CreateTextureFromSurface(p_renderer, bitmapSurface);
}
SDL_FreeSurface(bitmapSurface);
}
/**
* @brief Funtion for that will draw the current state of the board including pecies and colors for suggested and possible moves.
* @param *p_renderer pointer to the renderer object:
* @retval None
*/
void draw_board(SDL_Renderer *p_renderer)
{
SDL_SetRenderTarget(p_renderer, Board_Texture);
SDL_SetRenderDrawColor(p_renderer, 0x7f, 0x7f, 0x7f, 0);
SDL_RenderClear(p_renderer);
SDL_RenderDrawRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0xFF, 0x00);
Rectangle.w = Board_Width;
Rectangle.h = Board_Width;
Rectangle.x = (Width - Board_Width) / 2;
Rectangle.y = (Height - Board_Width) / 2;
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
const int square_size = Board_Width / 8;
int starting_x = Rectangle.x;
Rectangle.w = square_size;
Rectangle.h = square_size;
for (size_t j = 0; j < 8; j++)
{
Rectangle.x = starting_x;
for (size_t i = 0; i < 8; i++)
{
if(Board_Lights[j][i] == POTENTIAL_MOVE)
{
SDL_SetRenderDrawColor(p_renderer, 0x00, 0xFF, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if ((Board_Lights[j][i] == POTENTIAL_TAKE) || (Board_Lights[j][i] == PEICE_NEEDS_TO_BE_HERE))
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if (Board_Lights[j][i] == PEICE_ORIGIN)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0xFF, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if (Board_Lights[j][i] == ERROR_MOVE)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if (((i % 2) + (j % 2)) == 1)
{
SDL_RenderFillRect(p_renderer, &Rectangle);
}
else
{
/* code */
}
if((Board_State[j][i] & 0x0Fu) != SQUARE_EMPTY)
{
SDL_RenderCopy(p_renderer, bitmapTextures[(Board_State[j][i] & 0x0Fu)], NULL, &Rectangle);
}
Rectangle.x += square_size;
}
Rectangle.y += square_size;
}
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
Rectangle.y = (Height - Board_Width) / 2;
int starting_y = Rectangle.y;
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6f, 0x6f, 0x00);
/* Now we draw the jail */
for (size_t j = 8; j < 12; j++)
{
Rectangle.y = starting_y;
for (size_t i = 0; i < 8; i++)
{
if (Board_Lights[j][i] == PEICE_NEEDS_TO_BE_HERE)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6F, 0x6F, 0x00);
}
else if (Board_Lights[j][i] == ERROR_MOVE)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6F, 0x6F, 0x00);
}
else
{
SDL_RenderFillRect(p_renderer, &Rectangle);
}
if ((Board_State[j][i] & 0x0Fu) != SQUARE_EMPTY)
{
SDL_RenderCopy(p_renderer, bitmapTextures[(Board_State[j][i] & 0x0Fu)], NULL, &Rectangle);
}
Rectangle.y += square_size;
}
/*If we are at the end of second jail row, jump to the other side */
if(j == 9)
{
Rectangle.x += (Board_Width + square_size);
}
else
{
Rectangle.x += square_size;
}
}
SDL_SetRenderTarget(p_renderer, NULL);
SDL_RenderCopy(p_renderer, Board_Texture, NULL, NULL);
}