reformat and refactor a bit

This commit is contained in:
Ole Morud
2023-03-25 13:39:01 +01:00
committed by Ole Morud
parent 311029db1f
commit 44c2ae5290
6 changed files with 125 additions and 97 deletions

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@@ -7,6 +7,6 @@
bool move_ok(const tile_t board[BOARD_SIZE],
index_t from,
index_t to,
int player);
int player);
#endif

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@@ -1,7 +1,7 @@
#include "common.h"
bool tile_empty(tile_t t);
index_t abs_pos(index_t p);
index_t abs_index(index_t i);
index_t column(index_t i);
index_t row(index_t i);
tile_t abs_tile(tile_t t);

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@@ -5,30 +5,32 @@
#include <ctype.h> /* isalpha, isdigit ... */
#include <locale.h> /* setlocale */
#include <stdint.h> /* uint64_t */
#include <stdio.h> /* printf, scanf */
#include <string.h> /* memcpy */
int do_turn(int turn_no, tile_t board[BOARD_SIZE]);
#define CLEAR_SCREEN() printf("\033[2J")
int do_turn(int turn_no, tile_t board[BOARD_SIZE]);
void init_board(tile_t board[BOARD_SIZE]);
index_t input_to_index(char input[2]);
int main()
{
int turn = 0;
setlocale(LC_ALL, "C.UTF-8");
tile_t board[8 * 8] = { 0 };
tile_t board[BOARD_SIZE] = { 0 };
init_board(board);
int turn = 0;
while (true) {
printf("\033[2J"); // clear screen
CLEAR_SCREEN();
print_board(board);
// turn increments on valid inputs,
// otherwise refreshes screen
turn = do_turn(turn, board);
// turn increments on valid inputs,
turn += do_turn(turn, board);
}
return 0;
@@ -59,7 +61,7 @@ void init_board(tile_t board[BOARD_SIZE])
* \param turn_no Turn number
* \param board Pointer to list of tiles representing board state
*
* \return turn+1 if successful, turn+0 if invalid input from player
* \return (int)1 if successful, (int)0 if invalid input from player
* */
int do_turn(int turn_no, tile_t board[BOARD_SIZE])
{
@@ -68,31 +70,31 @@ int do_turn(int turn_no, tile_t board[BOARD_SIZE])
int from = -1, to = -1;
printf("\nPlayer %i, your turn to move", 1 + turn_no % 2);
printf("\nMove piece\nfrom: ");
printf("\nMove piece\nfrom: ");
scanf(" %2s", input);
scanf(" %2s", input);
from = input_to_index(input);
from = input_to_index(input);
if (from == -1)
return turn_no;
if (from == -1)
return 0;
printf("\nto: ");
scanf(" %2s", input);
printf("\nto: ");
scanf(" %2s", input);
to = input_to_index(input);
to = input_to_index(input);
if (to == -1)
return turn_no;
if (to == -1)
return 0;
if (! move_ok(board, from, to, turn_no % 2 ? BLACK : WHITE))
return turn_no;
if (! move_ok(board, from, to, turn_no % 2 ? BLACK : WHITE))
return 0;
board[to] = board[from];
board[from] = E;
/* increment to make it next turn */
return turn_no+1;
/* increment to make it next turn */
return 1;
}
/**
@@ -100,21 +102,22 @@ int do_turn(int turn_no, tile_t board[BOARD_SIZE])
*
* \param input string of length 2 representing tile, e.g. "A3"
*
* \return index value on valid input, -1 on invalid input
*
* */
index_t input_to_index(char input[2])
{
int x = -1, y = -1, c;
int x = -1, y = -1;
for (int i = 0; i < 2; i++) {
c = input[i];
const char c = input[i];
if (isalpha(c))
c = toupper(input[0]);
const char v = isalpha(c) ? toupper(c) : c;
if ('A' <= c && c <= 'H')
x = c - 'A';
else if ('1' <= c && c <= '8')
y = c - '1';
if ('A' <= v && v <= 'H')
x = v - 'A';
else if ('1' <= v && v <= '8')
y = v - '1';
}
if (x != -1 && y != -1)

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@@ -2,31 +2,27 @@
#include "common.h"
#include "util.h"
bool
bishop_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
bool
cardinal_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
bool
diagonal_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
bool
king_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
bool knight_move_ok(index_t from, index_t to);
bool pawn_move_ok(const tile_t board[BOARD_SIZE],
index_t from,
index_t to,
int player);
bool
queen_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
bool
rook_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
bool bishop_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
bool cardinal_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
bool diagonal_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
bool king_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
bool knight_move_ok(index_t from, index_t to);
bool pawn_move_ok(const tile_t board[BOARD_SIZE],
index_t from,
index_t to,
int player);
bool queen_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
bool rook_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to);
/**
* Returns true if move is a valid pawn move
* Check if move is a valid pawn move
*
* \param board Array of tiles representing chess board state
* \param from Index of board piece starts at
* \param to Index of board piece wants to move to
* \param player Player to move
* \param board Array of tiles representing chess board state
* \param from Index of board piece starts at
* \param to Index of board piece wants to move to
* \param player Player to move
*
* \return true if move is valid, false otherwise
*/
bool pawn_move_ok(const tile_t board[BOARD_SIZE],
index_t from,
@@ -53,22 +49,24 @@ bool pawn_move_ok(const tile_t board[BOARD_SIZE],
}
/**
* Returns true if `to` is on a diagonal line of `from`, false otherwise
* Check if `to` is on a diagonal line of `from`
*
* \param board Array of tiles representing chess board state
* \param from Index of board piece is at
* \param to Index of board piece tries to move to
*
* \return true if \p to is on a diagonal line of \p from
*/
bool diagonal_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
{
const index_t col_diff = column(to) - column(from);
const index_t row_diff = row(to) - row(from);
const index_t x_step = col_diff / abs_pos(col_diff);
const index_t y_step = ROW * row_diff / abs_pos(row_diff);
const index_t x_step = col_diff / abs_index(col_diff);
const index_t y_step = ROW * row_diff / abs_index(row_diff);
const index_t step = x_step + y_step;
if (abs_pos(col_diff) != abs_pos(row_diff))
if (abs_index(col_diff) != abs_index(row_diff))
return false;
for (index_t p = from + step; p != to; p += step)
@@ -79,23 +77,24 @@ bool diagonal_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
}
/**
* Returns true if index `to` is on a cardinal line of `from`, false otherwise
* Check if index `to` is on a cardinal line of `from`
*
* \param board Array of tiles representing chess board state
* \param from Index of board piece is at
* \param to Index of board piece tries to move to
*
* \return true if \p to and \p from share a column or row
*/
bool cardinal_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
{
const index_t col_diff = column(to) - column(from);
const index_t row_diff = row(to) - row(from);
const index_t row_diff = row(to - from);
/* cardinal moves means one direction has to be zero */
if (row_diff > 0 && col_diff > 0)
return false;
index_t step = row_diff ? ROW * row_diff / abs_pos(row_diff) :
col_diff / abs_pos(col_diff);
index_t step = row_diff ? ROW * row_diff / abs_index(row_diff) :
col_diff / abs_index(col_diff);
for (index_t p = from + step; p != to; p += step)
if (! tile_empty(board[p]))
@@ -105,11 +104,13 @@ bool cardinal_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
}
/**
* Returns true if move is a valid bishop move
* Check if move is a valid bishop move
*
* \param board Array of tiles representing chess board state
* \param from Index of board piece is at
* \param to Index of board piece tries to move to
* \param board Array of tiles representing chess board state
* \param from Index of board piece is at
* \param to Index of board piece tries to move to
*
* \return true if move is valid, false otherwise
*/
bool bishop_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
{
@@ -117,11 +118,13 @@ bool bishop_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
}
/**
* Returns true if move is a valid rook move
* Check if move is a valid rook move
*
* \param board Array of tiles representing chess board state
* \param from Index of board piece is at
* \param to Index of board piece tries to move to
* \param board Array of tiles representing chess board state
* \param from Index of board piece is at
* \param to Index of board piece tries to move to
*
* \return true if move is valid, false otherwise
*/
bool rook_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
{
@@ -129,30 +132,34 @@ bool rook_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
}
/**
* Returns true if move is a valid knight move
* Check if move is a valid knight move
*
* \param from Index of board piece is at
* \param to Index of board piece tries to move to
* \param from Index of board piece is at
* \param to Index of board piece tries to move to
*
* \return true if move is valid, false otherwise
*/
bool knight_move_ok(index_t from, index_t to)
{
const index_t c = abs_pos(column(to) - column(from));
const index_t r = abs_pos(row(to - from));
const index_t c = abs_index(column(to) - column(from));
const index_t r = abs_index(row(to - from));
return (c == 1 && r == 2) || (c == 2 && r == 1);
}
/**
* Returns true if move is a valid king move
* Check if move is a valid king move
*
* \param board Array of tiles representing chess board state
* \param from Index of board piece is at
* \param to Index of board piece tries to move to
*
* \return true if move is valid, false otherwise
*/
bool king_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
{
const index_t abs_col_diff = abs_pos(column(to) - column(from));
const index_t abs_row_diff = abs_pos(row(to) - row(from));
const index_t abs_col_diff = abs_index(column(to) - column(from));
const index_t abs_row_diff = abs_index(row(to) - row(from));
(void)board;
@@ -160,11 +167,13 @@ bool king_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
}
/**
* Returns true if move is a valid queen move
* Check if move is a valid queen move
*
* \param board Array of tiles representing chess board state
* \param from Index of board piece is at
* \param to Index of board piece tries to move to
* \param board Array of tiles representing chess board state
* \param from Index of board piece is at
* \param to Index of board piece tries to move to
*
* \return true if move is valid, false otherwise
*/
bool queen_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
{
@@ -173,12 +182,14 @@ bool queen_move_ok(const tile_t board[BOARD_SIZE], index_t from, index_t to)
}
/**
* Returns true if a move is valid, false otherwise
* Check if a move is valid
*
* \param board Pointer to list of tiles representing board state
* \param from Tile to move piece from
* \param to Tile to move piece to
* \param player The current player to move
*
* \return true if move is valid, false otherwise
* */
bool move_ok(const tile_t board[BOARD_SIZE],
index_t from,

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@@ -2,22 +2,26 @@
#include "util.h"
/**
* Returns the absolute value of an index_t value
* Calculate the absolute value of an index_t value
*
* \param p positive or negative index_t
*
* \return the absolute value of p
*/
index_t abs_pos(index_t p)
index_t abs_index(index_t i)
{
if (p < 0)
return -1 * p;
if (i < 0)
return -1 * i;
return p;
return i;
}
/**
* Returns the absolute value of a tile_t value
* Calculate the absolute value of a tile_t value
*
* \param t positive or negative tile_t
*
* \return the absolute value of t
* */
tile_t abs_tile(tile_t t)
{
@@ -28,9 +32,11 @@ tile_t abs_tile(tile_t t)
}
/**
* Returns true if tile is empty, false otherwise
* Check if tile is has no piece on it
*
* \param t tile to check if empty
* \param t tile to check if empty
*
* \return true if tile is empty, false otherwise
* */
bool tile_empty(tile_t t)
{
@@ -38,9 +44,11 @@ bool tile_empty(tile_t t)
}
/**
* Returns row number of 1D board index
* Get row of index
*
* \param i index to get row number of
*
* \return row number of i
* */
index_t row(index_t i)
{
@@ -48,9 +56,11 @@ index_t row(index_t i)
}
/**
* Returns column number of board index
* Get column of index
*
* \param i index to get column number of
*
* \return column number of i
* */
index_t column(index_t i)
{
@@ -58,10 +68,12 @@ index_t column(index_t i)
}
/**
* Returns true if a and b are tiles of opposite color, false otherwise
* Check if two tiles have pieces of the opposite color
*
* \param a Tile to compare
* \param b Tile to compare it with
*
* \return true if a and b are opposite colors, false otherwise
* */
bool opposite_color(tile_t a, tile_t b)
{
@@ -69,10 +81,12 @@ bool opposite_color(tile_t a, tile_t b)
}
/**
* Returns true if a and b are pieces of the same color, false otherwise
* Check if two tiles have pieces of the same color
*
* \param a Tile to compare
* \param b Tile to compare it with
*
* \return true if a and b are opposite colors, false otherwise
* */
bool same_color(tile_t a, tile_t b)
{