Starts commiting the KCChess engine

git-svn-id: https://svn.code.sf.net/p/lazarus-ccr/svn@1871 8e941d3f-bd1b-0410-a28a-d453659cc2b4
This commit is contained in:
sekelsenmat
2011-08-30 12:37:28 +00:00
parent 3b3b363ef6
commit 8659c35b4f
5 changed files with 705 additions and 17 deletions

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{****************************************************************************}
{* MOVES.PAS: This file contains the routines which generate, move, and *}
{* otherwise have to do (on a low level) with moves. *}
{****************************************************************************}
{****************************************************************************}
{* Attacked By: Given the row and column of a square, this routine will *}
{* tally the number of other pieces which attack (enemy pieces) or protect *}
{* (friendly pieces) the piece on that square. This is accomplished by *}
{* looking around the piece to all other locations from which a piece *}
{* could protect or protect. This routine does not count an attack by *}
{* en passent. This routine is called to see if a king is in check and *}
{* as part of the position strength calculation. *}
{****************************************************************************}
procedure AttackedBy (row, col : RowColType; var Attacked, _Protected : integer);
var dir, i, distance : integer;
PosRow, PosCol, IncRow, IncCol : RowColType;
FriendColor, EnemyColor : PieceColorType;
begin
{*** initialize ***}
Attacked := 0;
_Protected := 0;
FriendColor := Board[row, col].color;
if (FriendColor = C_WHITE) then begin
dir := 1; {*** row displacement from which an enemy pawn would attack ***}
EnemyColor := C_BLACK;
end else begin
dir := -1;
EnemyColor := C_WHITE;
end;
{*** count number of attacking pawns ***}
with Board[row + dir, col - 1] do
if (image = PAWN) and (color = EnemyColor) then Attacked := Attacked + 1;
with Board[row + dir, col + 1] do
if (image = PAWN) and (color = EnemyColor) then Attacked := Attacked + 1;
{*** count number of protecting pawns ***}
with Board[row - dir, col - 1] do
if (image = PAWN) and (color = FriendColor) then _Protected := _Protected + 1;
with Board[row - dir, col + 1] do
if (image = PAWN) and (color = FriendColor) then _Protected := _Protected + 1;
{*** check for a knight in all positions from which it could attack/protect ***}
for i := 1 to PossibleMoves[KNIGHT].NumDirections do begin
with PossibleMoves[KNIGHT].UnitMove[i] do begin
PosRow := row + DirRow;
PosCol := col + DirCol;
end;
if (Board[PosRow, PosCol].image = KNIGHT) then begin
{*** color determines if knight is attacking or protecting ***}
if (Board[PosRow, PosCol].color = FriendColor) then
_Protected := _Protected + 1
else
Attacked := Attacked + 1;
end;
end;
{*** check for king, queen, bishop, and rook attacking or protecting ***}
for i := 1 to 8 do begin
{*** get the current search direction ***}
with PossibleMoves[QUEEN].UnitMove[i] do begin
IncRow := DirRow;
IncCol := DirCol;
end;
{*** set distance countdown and search position ***}
distance := 7;
PosRow := row;
PosCol := col;
{*** search until something is run into ***}
while distance > 0 do begin
{*** get new position and check it ***}
PosRow := PosRow + IncRow;
PosCol := PosCol + IncCol;
with Board[PosRow, PosCol] do begin
if ValidSquare then begin
if image = BLANK then
{*** continue searching if search_square is blank ***}
distance := distance - 1
else begin
{*** separate cases of straight or diagonal attack/protect ***}
if (IncRow = 0) or (IncCol = 0) then begin
{*** straight: check for queen, rook, or one-away king ***}
if (image = QUEEN) or (image = ROOK) or
((image = KING) and (distance = 7)) then
if (color = FriendColor) then
_Protected := _Protected + 1
else
Attacked := Attacked + 1;
end else begin
{*** diagonal: check for queen, bishop, or one-away king ***}
if (image = QUEEN) or (image = BISHOP) or
((image = KING) and (distance = 7)) then
if (color = FriendColor) then
_Protected := _Protected + 1
else
Attacked := Attacked + 1;
end;
{*** force to stop searching if piece encountered ***}
distance := 0;
end;
end else
{*** force to stop searching if border of board encountered ***}
distance := 0;
end;
end;
end;
end; {AttackedBy}
{****************************************************************************}
{* Gen Move List: Returns the list of all possible moves for the given *}
{* player. Searches the board for all pieces of the given color, and *}
{* adds all of the possible moves for that piece to the move list to be *}
{* returned. *}
{****************************************************************************}
procedure GenMoveList (Turn : PieceColorType; var Movelist : MoveListType);
var row, col : RowColType;
{----------------------------------------------------------------------------}
{ Gen Piece Move List: Generates all of the moves for the given piece at }
{ the given board position, and adds them to the move list for the player. }
{ If the piece is a pawn then all of the moves are checked by brute force. }
{ If the piece is a king, then the castling move is checked by brute force. }
{ For all other moves, each allowed direction for the piece is checked, and }
{ each square off in that direction from the piece, up to the piece's move }
{ distance limit, is added to the list, until the edge of the board is }
{ encountered or another piece is encountered. If the piece encountered }
{ is an enemy piece, then taking that enemy piece is added to the player's }
{ move list as well. }
{----------------------------------------------------------------------------}
procedure GenPieceMoveList (Piece : PieceType; row, col : integer);
var dir : integer;
PosRow, PosCol : RowColType; {*** current scanning position ***}
OrigRow, OrigCol : RowColType; {*** location to search from ***}
IncRow, IncCol : integer; {*** displacement to add to scanning position ***}
DirectionNum : 1..8;
distance : 0..7;
EPPossible : boolean;
EnemyColor : PieceColorType;
Attacked, _Protected : integer;
{----------------------------------------------------------------------------}
{ Gen Add Move: Adds the move to be generated to the player's move list. }
{ Given the location and displacement to move the piece, takes PieceTaken }
{ and PieceMoved from the current board configuration. }
{----------------------------------------------------------------------------}
procedure GenAddMove (row, col : RowColType; drow, dcol : integer);
begin
MoveList.NumMoves := MoveList.NumMoves + 1;
with MoveList.Move[MoveList.NumMoves] do begin
FromRow := row;
FromCol := col;
ToRow := row + drow;
ToCol := col + dcol;
PieceTaken := Board [ToRow, ToCol];
PieceMoved := Board [FromRow, FromCol];
{*** get image of piece after it is moved... ***}
{*** same as before the movement except in the case of pawn promotion ***}
MovedImage := Board [FromRow, FromCol].image;
end;
end; {GenAddMove}
{----------------------------------------------------------------------------}
{ Gen Add Pawn Move: Adds the move to be generated for a pawn to the }
{ player's move list and checks for pawn promotion. }
{----------------------------------------------------------------------------}
procedure GenAddPawnMove (row, col : RowColType; drow, dcol : integer);
begin
GenAddMove (row, col, drow, dcol);
{*** if pawn will move to an end row ***}
if (row + drow = 1) or (row + drow = 8) then
{*** assume the pawn will be promoted to a queen ***}
MoveList.Move[MoveList.NumMoves].MovedImage := QUEEN;
end; {GenAddPawnMove}
{----------------------------------------------------------------------------}
begin {GenPieceMoveList}
OrigRow := row;
OrigCol := col;
{*** pawn movement is a special case ***}
if Piece.image = PAWN then begin
{*** check for En Passent ***}
if Piece.color = C_WHITE then begin
dir := 1;
EPPossible := (row = 5);
EnemyColor := C_BLACK;
end else begin
dir := -1;
EPPossible := (row = 4);
EnemyColor := C_WHITE;
end;
{*** make sure enemy's last move was push pawn two, beside player's pawn ***}
with Player[EnemyColor].LastMove do begin
if EPPossible and Game.EnPassentAllowed and (FromRow <> NULL_MOVE) then
if (abs (FromRow - ToRow) = 2) then
if (abs (ToCol - col) = 1) and (PieceMoved.image = PAWN) then
GenAddPawnMove (row, col, dir, ToCol - col);
end;
{*** square pawn is moving to (1 or 2 ahead) is guaranteed to be valid ***}
if (Board [row + dir, col].image = BLANK) then begin
GenAddPawnMove (row, col, dir, 0);
{*** see if pawn can move two ***}
if (not Piece.HasMoved) and (Board [row + 2*dir, col].image = BLANK) then
GenAddPawnMove (row, col, 2*dir, 0);
end;
{*** check for pawn takes to left ***}
with Board[row + dir, col - 1] do begin
if (image <> BLANK) and (color = EnemyColor) and ValidSquare then
GenAddPawnMove (row, col, dir, -1);
end;
{*** check for pawn takes to right ***}
with Board[row + dir, col + 1] do begin
if (image <> BLANK) and (color = EnemyColor) and ValidSquare then
GenAddPawnMove (row, col, dir, +1);
end;
end else begin
{*** check for the king castling ***}
if (Piece.image = KING) and (not Piece.HasMoved) and (not Player[Turn].InCheck) then begin
{*** check for castling to left ***}
if (Board [row, 1].image = ROOK) and (not Board [row, 1].HasMoved) then
if (Board [row, 2].image = BLANK) and (Board [row, 3].image = BLANK)
and (Board [row, 4].image = BLANK) then begin
{*** make sure not moving through check ***}
Board [row, 4].color := Turn;
AttackedBy (row, 4, Attacked, _Protected);
if (Attacked = 0) then
GenAddMove (row, 5, 0, -2);
end;
{*** check for castling to right ***}
if (Board [row, 8].image = ROOK) and (not Board [row, 8].HasMoved) then
if (Board [row, 6].image = BLANK) and (Board [row, 7].image = BLANK) then begin
{*** make sure not moving through check ***}
Board [row, 6].color := Turn;
AttackedBy (row, 6, Attacked, _Protected);
if (Attacked = 0) then
GenAddMove (row, 5, 0, 2);
end;
end;
{*** Normal moves: for each allowed direction of the piece... ***}
for DirectionNum := 1 to PossibleMoves [Piece.image].NumDirections do begin
{*** initialize search ***}
distance := PossibleMoves [Piece.image].MaxDistance;
PosRow := OrigRow;
PosCol := OrigCol;
with PossibleMoves[Piece.image].UnitMove[DirectionNum] do begin
IncRow := DirRow;
IncCol := DirCol;
end;
{*** search until something is run into ***}
while distance > 0 do begin
PosRow := PosRow + IncRow;
PosCol := PosCol + IncCol;
with Board [PosRow, PosCol] do begin
if (not ValidSquare) then
distance := 0
else begin
if image = BLANK then begin
{*** sqaure is empty: can move there; keep searching ***}
GenAddMove (OrigRow, OrigCol, PosRow - OrigRow, PosCol - OrigCol);
distance := distance - 1;
end else begin
{*** piece is there: can take if enemy; stop searching ***}
distance := 0;
if color <> Turn then
GenAddMove (OrigRow, OrigCol, PosRow - OrigRow, PosCol - OrigCol);
end;
end;
end;
end;
end;
end;
end; {GenPieceMoveList}
{----------------------------------------------------------------------------}
begin {GenMoveList}
{*** empty out player's move list ***}
MoveList.NumMoves := 0;
{*** search for player's pieces on board ***}
for row := 1 to BOARD_SIZE do
for col := 1 to BOARD_SIZE do
with Board [row, col] do begin
{*** if player's piece, add its moves ***}
if (image <> BLANK) and (color = Turn) then
GenPieceMoveList (Board [row, col], row, col);
end;
end; {GenMoveList}
{****************************************************************************}
{* Make Move: Update the Board to reflect making the given movement. If *}
{* given is a PermanentMove, then the end of game pointers is set to the *}
{* current move. Returns the score for the move, which is given by the *}
{* number of points for the piece taken. *}
{****************************************************************************}
procedure MakeMove (Movement : MoveType; PermanentMove : boolean; var Score : integer);
var Row: RowColType;
Attacked, _Protected : integer;
begin
Score := 0;
{*** update board for most moves ***}
with Movement do begin
{*** pick piece up ***}
Board[FromRow, FromCol].image := BLANK;
{*** put piece down ***}
Board[ToRow, ToCol] := PieceMoved;
end;
{*** check for en passent, pawn promotion, and castling ***}
case Movement.PieceMoved.image of
PAWN: begin
{*** en passent: blank out square taken; get points ***}
if (Movement.FromCol <> Movement.ToCol) and (Movement.PieceTaken.image = BLANK) then begin
Board[Movement.FromRow, Movement.ToCol].image := BLANK;
Score := Score + CapturePoints[PAWN];
end;
{*** pawn promotion: use the after-moved image; get trade-up points ***}
if Movement.PieceMoved.color = C_WHITE then Row := 8 else Row := 1;
if Movement.ToRow = Row then begin
Board[Movement.ToRow, Movement.ToCol].image := Movement.MovedImage;
Score := Score + CapturePoints[Movement.MovedImage] - CapturePoints[PAWN];
end;
end;
KING: begin
{*** update king position in player record ***}
with Player[Movement.PieceMoved.color] do begin
KingRow := Movement.ToRow;
KingCol := Movement.ToCol;
end;
{*** castling left/right: move the rook too ***}
if abs (Movement.FromCol - Movement.ToCol) > 1 then begin
if (Movement.ToCol < Movement.FromCol) then begin
Board[Movement.FromRow, 4] := Board[Movement.FromRow, 1];
Board[Movement.FromRow, 4].HasMoved := true;
Board[Movement.FromRow, 1].image := BLANK;
end else begin
Board[Movement.FromRow, 6] := Board[Movement.FromRow, 8];
Board[Movement.FromRow, 6].HasMoved := true;
Board[Movement.FromRow, 8].image := BLANK;
end;
end;
end;
end;
{*** update player attributes ***}
Player[Movement.PieceMoved.color].LastMove := Movement;
Player[Movement.PieceMoved.color].InCheck := false;
with Player[EnemyColor[Movement.PieceMoved.color]] do begin
AttackedBy (KingRow, KingCol, Attacked, _Protected);
InCheck := Attacked <> 0;
end;
{*** remember that piece has been moved, get score ***}
Board[Movement.ToRow, Movement.ToCol].HasMoved := true;
Score := Score + CapturePoints[Movement.PieceTaken.image];
{*** update game attributes ***}
Game.MoveNum := Game.MoveNum + 1;
Game.MovesPointer := Game.MovesPointer + 1;
Game.Move[Game.MovesPointer] := Movement;
if PermanentMove then
Game.MovesStored := Game.MovesPointer;
Game.InCheck[Game.MovesPointer] := Attacked <> 0;
{*** update nondevelopmental moves counter ***}
if (Movement.PieceMoved.image = PAWN) or (Movement.PieceTaken.image <> BLANK) then begin
Game.NonDevMoveCount[Game.MovesPointer] := 0;
end else begin
{*** if 50 nondevelopmental moves in a row: stalemate ***}
Game.NonDevMoveCount[Game.MovesPointer] := Game.NonDevMoveCount[Game.MovesPointer-1] + 1;
if (Game.NonDevMoveCount[Game.MovesPointer] >= NON_DEV_MOVE_LIMIT) then
Score := STALE_SCORE;
end;
end; {MakeMove}
{****************************************************************************}
{* Un Make Move: Updates the board for taking back the last made move. *}
{* This routine returns (is not given) the last made movement (so it may *}
{* be passed to DisplayUnMadeMove). *}
{****************************************************************************}
procedure UnMakeMove (var Movement: Movetype);
begin
{*** make sure there is a move to un-make ***}
if (Game.MovesPointer > 0) then begin
Movement := Game.Move[Game.MovesPointer];
{*** restore whether player who made move was in check ***}
Player[Movement.PieceMoved.color].InCheck := Game.InCheck[Game.MovesPointer - 1];
{*** the enemy could not have been in check ***}
Player[EnemyColor[Movement.PieceMoved.color]].InCheck := false;
{*** restore the From and To squares ***}
Board[Movement.FromRow, Movement.FromCol] := Movement.PieceMoved;
Board[Movement.ToRow, Movement.ToCol] := Movement.PieceTaken;
{*** special cases ***}
case Movement.PieceMoved.image of
KING: begin
{*** restore position of king in player attributes ***}
with Player[Movement.PieceMoved.color] do begin
KingRow := Movement.FromRow;
KingCol := Movement.FromCol;
end;
{*** un-castle left/right if applicable ***}
if abs (Movement.FromCol - Movement.ToCol) > 1 then begin
if (Movement.FromCol < Movement.ToCol) then begin
Board[Movement.FromRow, 8] := Board[Movement.FromRow, 6];
Board[Movement.FromRow, 6].image := BLANK;
Board[Movement.FromRow, 8].HasMoved := false;
end else begin
Board[Movement.FromRow, 1] := Board[Movement.FromRow, 4];
Board[Movement.FromRow, 4].image := BLANK;
Board[Movement.FromRow, 1].HasMoved := false;
end;
end;
end;
PAWN:
{*** un-en passent: restore the pawn that was taken ***}
if (Movement.FromCol <> Movement.ToCol) and (Movement.PieceTaken.image = BLANK) then
with Board[Movement.FromRow, Movement.ToCol] do begin
image := PAWN;
if Movement.PieceMoved.color = C_WHITE then
color := C_BLACK
else
color := C_WHITE;
HasMoved := true;
end;
end;
{*** roll back move number and pointer ***}
Game.MoveNum := Game.MoveNum - 1;
Game.MovesPointer := Game.MovesPointer - 1;
{*** restore player previous move attributes ***}
if (Game.MovesPointer > 1) then
Player[Movement.PieceMoved.color].LastMove := Game.Move[Game.MovesPointer - 1]
else
Player[Movement.PieceMoved.color].LastMove.FromRow := NULL_MOVE;
end else
{*** indicate no move to take back ***}
Movement.FromRow := NULL_MOVE;
end; {UnMakeMove}
{****************************************************************************}
{* Trim Checks: Given a move list, remove all of the moves which would *}
{* result in the given player moving into check. This is not done *}
{* directly by GenMoveList because it is an expensive operation, since *}
{* each move will have to be made and then unmade. This routine is called *}
{* by the Human Movement routine. The Computer Movement routine *}
{* incorporates this code into its code, since the moves have to be made *}
{* and unmade there anyway. *}
{****************************************************************************}
procedure TrimChecks (Turn : PieceColorType; var MoveList : MoveListType);
var DummyMove : MoveType;
DummyScore, Attacked, _Protected : integer;
ValidMoves, i : integer;
begin
ValidMoves := 0;
for i := 1 to MoveList.NumMoves do begin
MakeMove (MoveList.Move[i], false, DummyScore);
{*** check if the king is attacked (in check) ***}
AttackedBy (Player[Turn].KingRow, Player[Turn].KingCol, Attacked, _Protected);
if Attacked = 0 then begin
{*** if not in check, then re-put valid move ***}
ValidMoves := ValidMoves + 1;
MoveList.Move[ValidMoves] := MoveList.Move[i];
end;
UnMakeMove (DummyMove);
end;
MoveList.NumMoves := ValidMoves;
end; {TrimChecks}
{****************************************************************************}
{* Randomize Move List: Scrambles the order of the given move list. This *}
{* is done to make choosing between tie scores random. It is necassary *}
{* to scramble the moves here because the move list will always be *}
{* generated in the same order. *}
{****************************************************************************}
procedure RandomizeMoveList (var MoveList : MoveListType);
var i, Exch : integer;
ExchMove : MoveType;
begin
for i := 1 to MoveList.NumMoves do begin
{*** swap the current move with some random other one ***}
Exch := Random (MoveList.NumMoves) + 1;
ExchMove := MoveList.Move[Exch];
MoveList.Move[Exch] := MoveList.Move[i];
MoveList.Move[i] := ExchMove;
end;
end; {RandomizeMoveList}
{****************************************************************************}
{* Goto Move: Rolls back/forth the game to the given move number. Each *}
{* move between the current move and the destination is made/retracted to *}
{* update the board and other game status information. If the given move *}
{* number is too small or too large, the game is rolled to the first/last *}
{* move. *}
{****************************************************************************}
procedure GotoMove (GivenMoveTo : integer);
var Movement : MoveType;
DummyScore : integer;
MoveTo, BeginMoveNum, EndMoveNum : integer;
begin
{*** check the bounds of given move number ***}
MoveTo := GivenMoveTo;
BeginMoveNum := Game.MoveNum - Game.MovesPointer;
EndMoveNum := Game.MoveNum + (Game.MovesStored - Game.MovesPointer);
if (MoveTo < BeginMoveNum) then MoveTo := BeginMoveNum;
if (MoveTo > EndMoveNum) then MoveTo := EndMoveNum;
{*** make / retract moves of the game until the destination is reached ***}
while (Game.MoveNum <> MoveTo) do begin
if MoveTo > Game.MoveNum then begin
Movement := Game.Move[Game.MovesPointer + 1];
MakeMove (Movement, false, DummyScore);
end else
UnMakeMove (Movement);
end;
Game.GameFinished := false;
end;
{*** end of the MOVES.PAS include file ***}

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unit mod_kcchess;
{$mode objfpc}{$H+}
interface
uses
Classes, SysUtils;
const HIGH = 52; WIDE = 52; SINGLE_IMAGE_SIZE = 1500;
BOARD_SIZE = 8; ROW_NAMES = '12345678'; COL_NAMES = 'ABCDEFGH';
BOARD_X1 = 19; BOARD_Y1 = 4; BOARD_X2 = 434; BOARD_Y2 = 419;
INSTR_LINE = 450; MESSAGE_X = 460;
NULL_MOVE = -1; STALE_SCORE = -1000;
MOVE_LIST_LEN = 300; GAME_MOVE_LEN = 500;
MAX_LOOKAHEAD = 9; PLUNGE_DEPTH = -1; NON_DEV_MOVE_LIMIT = 50;
{*** pixel rows to print various messages in the conversation area ***}
MSG_MOVE = 399; MSG_BOXX1 = 464; MSG_BOXX2 = 635; MSG_MIDX = 550;
MSG_WHITE = 165; MSG_BLACK = 54; MSG_MOVENUM = 358; MSG_PLHI = 90;
MSG_TURN = 375; MSG_SCAN = 416; MSG_CHI = 17; MSG_HINT = 416;
MSG_CONV = 40; MSG_WARN50 = 277; MSG_TIME_LIMIT = 258;
MSG_SCORE = 318; MSG_POS_EVAL = 344; MSG_ENEMY_SCORE = 331;
type PieceImageType = (BLANK, PAWN, BISHOP, KNIGHT, ROOK, QUEEN, KING);
PieceColorType = (C_WHITE, C_BLACK);
{*** the color of the actual square ***}
SquareColorType = (S_LIGHT, S_DARK, S_CURSOR);
{*** which instructions to print at bottom of screen ***}
InstructionType = (INS_MAIN, INS_GAME, INS_SETUP, INS_PLAYER, INS_SETUP_COLOR,
INS_SETUP_MOVED, INS_SETUP_MOVENUM, INS_FILE, INS_FILE_INPUT,
INS_WATCH, INS_GOTO, INS_OPTIONS, INS_PAWN_PROMOTE);
{*** there is a two-thick border of 'dead squares' around the main board ***}
RowColType = -1..10;
{*** Turbo Pascal requires that parameter string be declared like this ***}
string2 = string[2];
string10 = string[10];
string80 = string[80];
{*** memory for a 52*52 pixel image ***}
SingleImageType = array [1..SINGLE_IMAGE_SIZE] of byte;
{*** images must be allocated on the heap because the stack is not large enough ***}
ImageTypePt = ^ImageType;
ImageType = array [PieceImageType, PieceColorType, SquareColorType] of SingleImageType;
{*** text file records for help mode ***}
HelpPageType = array [1..22] of string80;
{*** directions to scan when looking for all possible moves of a piece ***}
PossibleMovesType = array [PieceImageType] of record
NumDirections : 1..8;
MaxDistance : 1..7;
UnitMove : array [1..8] of record
DirRow, DirCol: -2..2;
end;
end;
{*** attributes for a piece or board square ***}
PieceType = record
image : PieceImageType;
color : PieceColorType;
HasMoved : boolean;
ValidSquare : boolean;
end;
BoardType = array [RowColType, RowColType] of PieceType;
{*** representation of the movement of a piece, or 'ply' ***}
MoveType = record
FromRow, FromCol, ToRow, ToCol : RowColType;
PieceMoved : PieceType;
PieceTaken : PieceType;
{*** image after movement - used for pawn promotion ***}
MovedImage : PieceImageType;
end;
{*** string of moves - used to store list of all possible moves ***}
MoveListType = record
NumMoves : 0..MOVE_LIST_LEN;
Move : array [1..MOVE_LIST_LEN] of MoveType;
end;
{*** attributes of both players ***}
PlayerType = array [PieceColorType] of record
Name : string[20];
IsHuman : boolean;
LookAhead : 0..MAX_LOOKAHEAD;
PosEval : boolean; {*** Position Evaluation On / Off ***}
ElapsedTime : LongInt;
LastMove : MoveType;
InCheck : boolean;
KingRow, KingCol : RowColType;
CursorRow, CursorCol : RowColType;
end;
{*** attributes to represent an entire game ***}
GameType = record
MovesStored : 0..GAME_MOVE_LEN; {*** number of moves stored ***}
MovesPointer : 0..GAME_MOVE_LEN; {*** move currently displayed - for Takeback, UnTakeback ***}
MoveNum : 1..GAME_MOVE_LEN; {*** current move or 'ply' number ***}
Player : PlayerType;
Move : array [1..GAME_MOVE_LEN] of MoveType;
InCheck : array [0..GAME_MOVE_LEN] of boolean; {*** if player to move is in check ***}
FinalBoard : BoardType;
GameFinished : boolean;
TimeOutWhite, TimeOutBlack : boolean; {*** reasons for a game... ***}
Stalemate, NoStorage : boolean; {*** being finished ***}
NonDevMoveCount : array [0..GAME_MOVE_LEN] of byte; {*** since pawn push or take - Stalemate-50 ***}
EnPassentAllowed : boolean;
SoundFlag : boolean;
FlashCount : integer;
WatchDelay : integer;
TimeLimit : longint;
end;
{*** global variables ***}
var Game : GameType;
Board : BoardType; {*** current board setup ***}
Player : PlayerType; {*** current player attributes ***}
CapturePoints : array [PieceImageType] of integer; {*** for taking enemy piece ***}
EnemyColor : array [PieceColorType] of PieceColorType; {*** opposite of given color ***}
PossibleMoves : PossibleMovesType;
LastTime : longint; {*** last read system time-of-day clock value ***}
DefaultFileName : string80; {*** for loading and saving games ***}
ImageStore : ImageTypePt;
GraphDriver, GraphMode : integer; {*** for Turbo Pascal graphics ***}
procedure AttackedBy (row, col : RowColType; var Attacked, _Protected : integer);
procedure GenMoveList (Turn : PieceColorType; var Movelist : MoveListType);
procedure MakeMove (Movement : MoveType; PermanentMove : boolean; var Score : integer);
procedure UnMakeMove (var Movement: Movetype);
procedure TrimChecks (Turn : PieceColorType; var MoveList : MoveListType);
procedure RandomizeMoveList (var MoveList : MoveListType);
procedure GotoMove (GivenMoveTo : integer);
implementation
{*** include files ***}
//{$I MISC.PAS} {*** miscellaneous functions ***}
//{$I INIT.PAS} {*** initialization of global variables ***}
//{$I DISPLAY.PAS} {*** display-oriented routines ***}
//{$I INPUT.PAS} {*** keyboard input routines ***}
{$I MOVES.PAS} {*** move generation and making routines ***}
//{$I SETUP.PAS} {*** default board and custom setup routines ***}
//{$I PLAY.PAS} {*** computer thinking and player input routines ***}
//{$I MENU.PAS} {*** main menu routines ***}
end.

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@ -68,7 +68,7 @@
<PackageName Value="LCL"/> <PackageName Value="LCL"/>
</Item2> </Item2>
</RequiredPackages> </RequiredPackages>
<Units Count="14"> <Units Count="15">
<Unit0> <Unit0>
<Filename Value="fpchess.lpr"/> <Filename Value="fpchess.lpr"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
@ -130,15 +130,20 @@
<UnitName Value="chessmodules"/> <UnitName Value="chessmodules"/>
</Unit11> </Unit11>
<Unit12> <Unit12>
<Filename Value="mod_singleplayer.pas"/> <Filename Value="mod_samecomputer.pas"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="mod_singleplayer"/> <UnitName Value="mod_samecomputer"/>
</Unit12> </Unit12>
<Unit13> <Unit13>
<Filename Value="mod_fics.pas"/> <Filename Value="mod_fics.pas"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="mod_fics"/> <UnitName Value="mod_fics"/>
</Unit13> </Unit13>
<Unit14>
<Filename Value="engines\kcchess\mod_kcchess.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="mod_kcchess"/>
</Unit14>
</Units> </Units>
</ProjectOptions> </ProjectOptions>
<CompilerOptions> <CompilerOptions>
@ -149,6 +154,7 @@
</Target> </Target>
<SearchPaths> <SearchPaths>
<IncludeFiles Value="$(ProjOutDir)"/> <IncludeFiles Value="$(ProjOutDir)"/>
<OtherUnitFiles Value="engines\kcchess"/>
<UnitOutputDirectory Value="lib\$(TargetCPU)-$(TargetOS)"/> <UnitOutputDirectory Value="lib\$(TargetCPU)-$(TargetOS)"/>
</SearchPaths> </SearchPaths>
<Linking> <Linking>

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@ -8,7 +8,7 @@ uses
{$ENDIF}{$ENDIF} {$ENDIF}{$ENDIF}
Interfaces, // this includes the LCL widgetset Interfaces, // this includes the LCL widgetset
Forms, lnetbase, mainform, chessdrawer, chessgame, chessconfig, Forms, lnetbase, mainform, chessdrawer, chessgame, chessconfig,
chesstcputils, chessmodules, mod_singleplayer, mod_fics chesstcputils, chessmodules, mod_samecomputer, mod_fics, mod_kcchess
{$ifdef FPCHESS_WEBSERVICES} {$ifdef FPCHESS_WEBSERVICES}
,IDelphiChess_Intf ,IDelphiChess_Intf
{$endif}; {$endif};

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@ -1,4 +1,4 @@
unit mod_singleplayer; unit mod_samecomputer;
{$mode objfpc}{$H+} {$mode objfpc}{$H+}
@ -13,7 +13,7 @@ type
{ TSinglePlayerChessModule } { TSinglePlayerChessModule }
TSinglePlayerChessModule = class(TChessModule) TSameComputerChessModule = class(TChessModule)
private private
textSecondPlayerName: TStaticText; textSecondPlayerName: TStaticText;
editSecondPlayerName: TEdit; editSecondPlayerName: TEdit;
@ -32,9 +32,9 @@ type
implementation implementation
{ TSinglePlayerChessModule } { TSameComputerChessModule }
constructor TSinglePlayerChessModule.Create; constructor TSameComputerChessModule.Create;
begin begin
inherited Create; inherited Create;
@ -42,7 +42,7 @@ begin
Kind := cmkSinglePlayer; Kind := cmkSinglePlayer;
end; end;
procedure TSinglePlayerChessModule.CreateUserInterface; procedure TSameComputerChessModule.CreateUserInterface;
begin begin
textSecondPlayerName := TStaticText.Create(nil); textSecondPlayerName := TStaticText.Create(nil);
textSecondPlayerName.SetBounds(20, 20, 180, 50); textSecondPlayerName.SetBounds(20, 20, 180, 50);
@ -53,45 +53,45 @@ begin
editSecondPlayerName.Text := 'Second player'; editSecondPlayerName.Text := 'Second player';
end; end;
procedure TSinglePlayerChessModule.ShowUserInterface(AParent: TWinControl); procedure TSameComputerChessModule.ShowUserInterface(AParent: TWinControl);
begin begin
textSecondPlayerName.Parent := AParent; textSecondPlayerName.Parent := AParent;
editSecondPlayerName.Parent := AParent; editSecondPlayerName.Parent := AParent;
end; end;
procedure TSinglePlayerChessModule.HideUserInterface(); procedure TSameComputerChessModule.HideUserInterface();
begin begin
textSecondPlayerName.Parent := nil; textSecondPlayerName.Parent := nil;
editSecondPlayerName.Parent := nil; editSecondPlayerName.Parent := nil;
end; end;
procedure TSinglePlayerChessModule.FreeUserInterface(); procedure TSameComputerChessModule.FreeUserInterface();
begin begin
textSecondPlayerName.Free; textSecondPlayerName.Free;
editSecondPlayerName.Free; editSecondPlayerName.Free;
end; end;
procedure TSinglePlayerChessModule.PrepareForGame; procedure TSameComputerChessModule.PrepareForGame;
begin begin
SecondPlayerName := editSecondPlayerName.Text; SecondPlayerName := editSecondPlayerName.Text;
end; end;
function TSinglePlayerChessModule.IsMovingAllowedNow: Boolean; function TSameComputerChessModule.IsMovingAllowedNow: Boolean;
begin begin
Result := True; Result := True;
end; end;
function TSinglePlayerChessModule.GetSecondPlayerName: string; function TSameComputerChessModule.GetSecondPlayerName: string;
begin begin
Result := SecondPlayerName; Result := SecondPlayerName;
end; end;
procedure TSinglePlayerChessModule.HandleOnMove(AFrom, ATo: TPoint); procedure TSameComputerChessModule.HandleOnMove(AFrom, ATo: TPoint);
begin begin
end; end;
initialization initialization
RegisterChessModule(TSinglePlayerChessModule.Create); RegisterChessModule(TSameComputerChessModule.Create);
end. end.