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/*
* 3Dc.h
*
* Definitions file for 3Dc
*/
/*
3Dc, a game of 3-Dimensional Chess
Copyright (C) 1995 Paul Hicks
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., 675 Mass Ave, Cambridge, MA 02139, USA.
E-Mail: paulh@euristix.ie
*/
#ifndef __3Dc_H
#define __3Dc_H
#include <X11/Intrinsic.h> /* For all other X stuff */
#include "local.h"
#include "machine.h"
/*****************************************************************************
* A miscellany of useful tidbits
*/
#ifndef ABS
#define ABS(a) ((a) < 0 ? -(a) : (a))
#endif /* ABS */
/* Returns from pieceMayMove */
#define CASTLE 2
#define EnPASSANT 3
#define PROMOTE 4
typedef enum
{ /* Misnomers (but handy) */
king, queen, bishop, knight, rook, /* Royalty */
prince, princess, abbey, cannon, galley, /* Nobility */
pawn, none
} Title;
#define TITLES 11
Global int titleCount[TITLES];
#define PIECES 48
typedef enum
{
NOCOL = -1, WHITE, BLACK
} Colour;
#define COLOURS 2
typedef struct
{
unsigned
xFile :3,
yRank :3,
zLevel :2;
} Coord;
typedef int File;
#define FILES 8
typedef int Rank;
#define RANKS 8
typedef int Level;
#define LEVELS 3
/* Directions */
typedef int Dir;
#define LEFT -1
#define RIGHT 1
#define FORW 1 /* if colour is black => -1 */
#define BACK -1 /* if colour is black => +1 */
#define UP 1
#define DOWN -1
#define NODIR 0
#define RANDDIR() ((random()%3)-1)
#define HORZ(x, y) ( ((x)==0) ^ ((y)==0) )
#define DIAG(x, y) ((x)!=0 && (ABS(x)==ABS(y)))
#define HORZ2D(x, y, z) (HORZ(x, y) && (z)==0)
#define DIAG2D(x, y, z) (DIAG(x, y) && (z)==0)
/* Don't have to check for z==0 in 2nd line below bcs at least one of
* x,y is 0 so the check is implicit */
#define HORZ3D(x, y, z) ((HORZ(x, y) && \
((ABS(z)==ABS(x)) || \
(ABS(z)==ABS(y)) || ((z)==0))) || \
((x)==0 && (y)==0 && (z)!=0))
#define DIAG3D(x, y, z) (DIAG(x, y) && \
((z)==0 || ABS(z)==ABS(x)))
/*
* End miscellany
****************************************************************************/
/*****************************************************************************
* Piece definitions for all pieces
*/
typedef struct
{
Coord xyzPos;
Colour bwSide;
Title nName;
unsigned bVisible :1,
bHasMoved:1; /* For king, rook, pawn only */
} Piece;
Global Piece *SQUARE_INVALID, *SQUARE_EMPTY;
Global Boolean IsMoveLegal( const Piece *, const Piece *);
Global Boolean PieceMayMove(Piece *, const File, const Rank, const Level);
Global Boolean PieceMove(Piece *, const File, const Rank, const Level);
Global Boolean PieceUndo(void);
Global Piece *SquareThreatened(Colour, const File, const Rank, const Level);
Global Boolean IsKingChecked(Colour);
Global Boolean FakeMoveAndIsKingChecked( Piece *,
const File, const Rank, const Level);
Global Piece *TraverseDir(const Piece *, Dir, Dir, Dir, unsigned);
Global Piece *PieceNew(const Title, const File, const Rank, const Level,
const Colour);
Global void PieceDelete(Piece *);
/*
* End piece definitions
****************************************************************************/
/*****************************************************************************
* The move-stack (for undos, checking for en passant, etc)
*/
typedef struct
{
Coord xyzBefore;
Coord xyzAfter;
Piece *pVictim;
/* Status of bHasMoved before move. Relevant to Kings, Rooks, and Pawns.
* TRUE, FALSE, PROMOTE, CASTLE or EnPASSANT. */
int nHadMoved;
} Move;
struct stack_el
{
Move *mvt;
struct stack_el *below;
};
typedef struct
{
int nSize;
struct stack_el *top;
} stack;
Global stack *StackNew(void);
Global void StackDelete(stack *);
Global void StackPush(stack *, const Move *);
Global Move *StackPop(stack *);
Global Move *StackPeek(stack *, int); /* Returns move n places down stack. Do not free! */
#ifdef DEBUG
Global void StackDump(stack *);
#endif /* DEBUG */
Global stack *FindAllMoves(Piece *);
Global stack *MoveStack;
/*
* End of the move stack
****************************************************************************/
/****************************************************************************/
Global Piece *Board[LEVELS][RANKS][FILES];
Global Piece *Muster[COLOURS][PIECES]; /* Database of all pieces */
Global Colour bwToMove;
#include "x3Dc.h"
#include "3DcErr.h"
/* And finally the function prototypes for the game itself */
Global Boolean Init3Dc(void);
Global int MusterIdx(const Title, const int);
Global char *Piece2String( Piece * );
Global Colour Computer(void);
Global void PauseGame(void);
Global void ResumeGame(void);
Global Boolean IsGamePaused(void);
Global Boolean IsGameFinished(void);
Global void FinishGame(Colour);
Global void PrintMove( const Move * );
/* ComputerPlay stuff */
Global Boolean GenMove(const Colour, Move **);
Global Boolean GenAltMove(const Colour, Move **);
#endif /* __3Dc_h */
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