Win game logic
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a488636424
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@ -3,6 +3,7 @@
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#include <stack>
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#include <string.h>
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#include "pieces.hpp"
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#include <SDL2/SDL.h>
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static uint8_t Board_State[12][8] = {{0}};
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@ -259,11 +260,11 @@ bool square_is_safe(uint8_t row, uint8_t column)
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return true;
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}
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bool Check_If_Move_Caused_Check(uint8_t row, uint8_t column)
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bool Check_If_Move_Caused_Check(uint8_t piece, uint8_t row, uint8_t column)
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{
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bool ret_val;
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uint8_t store_current_piece = Board_State[row][column];
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Board_State[row][column] = Selected_Piece;
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Board_State[row][column] = piece;
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//If its the white's turn we want to see if the white king is still safe.
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uint8_t white_black_idx = White_Turn ? 0u : 1u;
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ret_val = !square_is_safe(King_Locations[white_black_idx][0u], King_Locations[white_black_idx][1u]);
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@ -281,12 +282,15 @@ void Check_If_Could_Cause_Check(uint8_t row, uint8_t column)
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Board_State[row][column] = temp_storage;
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}
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static void Set_Light(uint8_t row, uint8_t column, uint8_t state)
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static bool Set_Light(uint8_t piece, uint8_t row, uint8_t column, uint8_t state)
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{
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if ((!High_Alert) || (!Check_If_Move_Caused_Check(row, column)))
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bool ret_val = false;
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if (!Check_If_Move_Caused_Check(piece, row, column))
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{
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Board_Lights[row][column] = state;
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ret_val = true;
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}
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return ret_val;
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}
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/**
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@ -295,12 +299,14 @@ static void Set_Light(uint8_t row, uint8_t column, uint8_t state)
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* @param column: column to move to
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* @retval None
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*/
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static void pawn_move(uint8_t row, uint8_t column)
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static bool pawn_move(uint8_t piece, uint8_t row, uint8_t column)
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{
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bool ret_val = false;
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if (Board_State[row][column] == SQUARE_EMPTY)
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{
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Set_Light(row, column, POTENTIAL_MOVE);
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ret_val = Set_Light(piece, row, column, POTENTIAL_MOVE);
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}
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return ret_val;
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}
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/**
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@ -310,11 +316,12 @@ static void pawn_move(uint8_t row, uint8_t column)
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* @param direction_c: Column direction
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* @param row: current row location
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* @param column: current column location
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* @param piece_one: the piece that is casting the ray.
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* @param piece: the piece that is casting the ray.
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* @retval None
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*/
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static void cast_a_ray(int8_t direction_r, int8_t direction_c, uint8_t column, uint8_t row, uint8_t piece_one)
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static bool cast_a_ray(uint8_t piece, int8_t direction_r, int8_t direction_c, uint8_t column, uint8_t row)
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{
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bool ret_val = false;
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bool loop = true;
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int8_t x = row;
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int8_t y = column;
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@ -328,11 +335,11 @@ static void cast_a_ray(int8_t direction_r, int8_t direction_c, uint8_t column, u
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}
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else if (Board_State[x][y] == SQUARE_EMPTY)
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{
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Set_Light(x, y, POTENTIAL_MOVE);
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ret_val = Set_Light(piece, x, y, POTENTIAL_MOVE) || ret_val;
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}
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else if (opposite_teams(piece_one, Board_State[x][y]))
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else if (opposite_teams(piece, Board_State[x][y]))
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{
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Set_Light(x, y, POTENTIAL_TAKE);
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ret_val = Set_Light(piece, x, y, POTENTIAL_TAKE) || ret_val;
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/* once we take a piece we can no longer take anymore */
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loop = false;
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}
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@ -341,6 +348,7 @@ static void cast_a_ray(int8_t direction_r, int8_t direction_c, uint8_t column, u
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loop = false;
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}
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}
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return ret_val;
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}
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/**
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@ -349,12 +357,14 @@ static void cast_a_ray(int8_t direction_r, int8_t direction_c, uint8_t column, u
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* @param column: Column obviously
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* @retval None
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*/
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static void pawn_take(uint8_t row, uint8_t column, uint8_t piece)
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static bool pawn_take(uint8_t piece, uint8_t row, uint8_t column)
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{
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bool ret_val = false;
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if ((Board_State[row][column] < SQUARE_EMPTY) && opposite_teams(piece, Board_State[row][column]))
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{
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Set_Light(row, column, POTENTIAL_TAKE);
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ret_val = Set_Light(piece, row, column, POTENTIAL_TAKE);
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}
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return ret_val;
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}
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/**
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@ -364,31 +374,32 @@ static void pawn_take(uint8_t row, uint8_t column, uint8_t piece)
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* @param column: Current column location of the piece.
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* @retval None
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*/
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static void Mark_Potential_Moves(uint8_t piece, uint8_t column, uint8_t row)
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static bool Mark_Potential_Moves(uint8_t piece, uint8_t column, uint8_t row)
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{
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bool ret_val = false;
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switch (piece)
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{
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case PAWN_WHITE :
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case PAWN_BLACK:
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{
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int8_t direction = White_Turn ? -1 : 1;
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int8_t direction = white_team(piece) ? -1 : 1;
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uint8_t temp_row = row + direction;
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if (row == (White_Turn ? 6u : 1u))
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if (row == (white_team(piece) ? 6u : 1u))
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{
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if(Board_State[temp_row][column] == SQUARE_EMPTY)
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{
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pawn_move(row + (direction * 2u), column);
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ret_val = pawn_move(piece, row + (direction * 2u), column) || ret_val;
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}
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}
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pawn_move(temp_row, column);
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ret_val = pawn_move(piece, temp_row, column) || ret_val;
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if(column != 0)
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{
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pawn_take(temp_row, column - 1u, piece);
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ret_val = pawn_take(piece, temp_row, column - 1u) || ret_val;
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}
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if(column != 7u)
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{
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pawn_take(temp_row, column + 1u, piece);
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ret_val = pawn_take(piece, temp_row, column + 1u) || ret_val;
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}
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break;
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@ -420,7 +431,7 @@ static void Mark_Potential_Moves(uint8_t piece, uint8_t column, uint8_t row)
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up_down_step = 0;
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left_right_step = -1;
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}
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cast_a_ray(up_down_step, left_right_step, column, row, piece);
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ret_val = cast_a_ray(piece, up_down_step, left_right_step, column, row) || ret_val;
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}
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break;
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@ -470,11 +481,11 @@ static void Mark_Potential_Moves(uint8_t piece, uint8_t column, uint8_t row)
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{
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if (Board_State[x][y] == SQUARE_EMPTY)
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{
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Set_Light(x, y, POTENTIAL_MOVE);
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ret_val = Set_Light(piece, x, y, POTENTIAL_MOVE) || ret_val;
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}
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else if (opposite_teams(piece, Board_State[x][y]))
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{
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Set_Light(x, y, POTENTIAL_TAKE);
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ret_val = Set_Light(piece, x, y, POTENTIAL_TAKE) || ret_val;
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}
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}
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}
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@ -508,7 +519,7 @@ static void Mark_Potential_Moves(uint8_t piece, uint8_t column, uint8_t row)
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up_down_step = 1;
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left_right_step = -1;
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}
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cast_a_ray(up_down_step, left_right_step, column, row, piece);
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ret_val = cast_a_ray(piece, up_down_step, left_right_step, column, row) || ret_val;
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}
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break;
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}
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@ -516,9 +527,9 @@ static void Mark_Potential_Moves(uint8_t piece, uint8_t column, uint8_t row)
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case QUEEN_BLACK:
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{
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//Mark bishop moves
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Mark_Potential_Moves((piece - 2u), column, row);
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ret_val = Mark_Potential_Moves((piece - 2u), column, row) || ret_val;
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//Mark rook moves
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Mark_Potential_Moves((piece - 6u), column, row);
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ret_val = Mark_Potential_Moves((piece - 6u), column, row) || ret_val;
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break;
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}
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case KING_WHITE:
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@ -539,16 +550,18 @@ static void Mark_Potential_Moves(uint8_t piece, uint8_t column, uint8_t row)
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if (Board_State[x][y] == SQUARE_EMPTY)
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{
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Board_Lights[x][y] = POTENTIAL_MOVE;
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ret_val = true;
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}
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else if (opposite_teams(piece, Board_State[x][y]))
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{
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Board_Lights[x][y] = POTENTIAL_TAKE;
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ret_val = true;
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}
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}
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}
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}
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uint8_t white_black_idx = White_Turn ? 0u : 1u;
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uint8_t kings_row = White_Turn ? 7u : 0u;
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uint8_t white_black_idx = white_team(piece) ? 0u : 1u;
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uint8_t kings_row = white_team(piece) ? 7u : 0u;
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//Can only castle if not currently in check
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if (square_is_safe(row, column))
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@ -562,6 +575,7 @@ static void Mark_Potential_Moves(uint8_t piece, uint8_t column, uint8_t row)
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{
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// Yay we can castle queen side!
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Board_Lights[kings_row][2u] = POTENTIAL_CASTLE;
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ret_val = true;
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}
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}
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@ -573,6 +587,7 @@ static void Mark_Potential_Moves(uint8_t piece, uint8_t column, uint8_t row)
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{
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// Yay we can castle king side!
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Board_Lights[kings_row][6u] = POTENTIAL_CASTLE;
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ret_val = true;
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}
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}
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}
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@ -583,6 +598,7 @@ static void Mark_Potential_Moves(uint8_t piece, uint8_t column, uint8_t row)
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default:
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break;
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}
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return ret_val;
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}
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/**
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@ -638,6 +654,31 @@ static void Mark_Taken_Piece_Spots_In_Jail(void)
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}
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}
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bool Check_If_Player_Can_Move(bool white)
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{
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for (uint8_t row = 0; row < 8u; row++)
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{
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for (uint8_t column = 0; column < 8u; column++)
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{
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if((white_team(Board_State[row][column]) == white))
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{
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SDL_Log("move: Row:%d, Col:%d", row, column);
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if(Mark_Potential_Moves(Board_State[row][column], column, row))
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{
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SDL_Log("Player Can still move: Row:%d, Col:%d", row, column);
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clear_lights();
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return true;
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}
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}
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}
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}
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clear_lights();
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SDL_Log("Player cant move");
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return false;
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}
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/**
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* @brief Function for switching the players turn. Incharge of handling the state machine reset.
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*/
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@ -650,8 +691,21 @@ static void Switch_Turns(void)
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// Check if the current kings locations is safe. If it is safe then check is false, if it isnt safe then check is true.
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uint8_t white_black_idx = White_Turn ? 0u : 1u;
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Check[white_black_idx] = !square_is_safe(King_Locations[white_black_idx][0u], King_Locations[white_black_idx][1u]);
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//Last thing we need to check before sitching turns is to check if the game is over.
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//Last thing we need to check before sitching turns is to check if the game is over.
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bool player_can_play = Check_If_Player_Can_Move(White_Turn);
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if(!player_can_play)
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{
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if(Check[white_black_idx])
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{
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Game_State = White_Turn ? GAME_STATE_OVER_BLACK_WIN : GAME_STATE_OVER_WHITE_WIN;
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}
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else
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{
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Game_State = GAME_STATE_OVER_STALE_MATE;
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}
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}
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}
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/**
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@ -712,13 +766,13 @@ static bool Converting_Pawn_If_Applicable(uint8_t row, uint8_t column)
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if((row == Converting_Pawn_Row_Col[0]) &&
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(Converting_Pawn_Row_Col[1] == column))
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{
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//Putting the peice down on the board
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//Putting the piece down on the board
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if(Board_State[row][column] == SQUARE_EMPTY)
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{
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Board_State[row][column] = Pawn_Converted_To;
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Board_Lights[row][column] = LIGHT_OFF;
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}
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//Picking the peice back up to toggle through the options
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//Picking the piece back up to toggle through the options
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else
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{
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Board_State[row][column] = SQUARE_EMPTY;
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@ -821,17 +875,13 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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}
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Selected_Piece = Board_State[j][i];
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Board_State[j][i] = SQUARE_EMPTY;
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Mark_Potential_Moves(Selected_Piece, i, j);
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(void)Mark_Potential_Moves(Selected_Piece, i, j);
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Board_Lights[j][i] = PIECE_ORIGIN;
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Game_State++;
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}
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else
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{
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if(Converting_Pawn_If_Applicable(j, i))
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{
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}
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else
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if(!Converting_Pawn_If_Applicable(j, i))
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{
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Last_Game_State = Game_State;
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Game_State = GAME_STATE_ERROR_DETECTED;
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@ -842,7 +892,7 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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break;
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}
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/* Person is in the middle of taking a turn for example they might already have a peice in the hand*/
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/* Person is in the middle of taking a turn for example they might already have a piece in the hand*/
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case GAME_STATE_P2_TURN_IN_PROGRESS:
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case GAME_STATE_P1_TURN_IN_PROGRESS:
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{
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@ -933,11 +983,7 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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}
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else
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{
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if(Converting_Pawn_If_Applicable(j, i))
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{
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}
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else
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if(!Converting_Pawn_If_Applicable(j, i))
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{
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Last_Game_State = Game_State;
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Game_State = GAME_STATE_ERROR_DETECTED;
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