Esempio n. 1
0
/** When a target square is clicked, this event is prompted
*  (it is attached to every enabled target square button's onClick).
*	We execute the given move for the selected chess piece and clicked target using the
*	logic layer and mark them as possible targets on board.
*/
void onTargetClick(GuiButton* button)
{
	// Each target button caches a game square in its extent, so it can access the logic layer
	GameSquare* gameSquare = (GameSquare*)button->generalProperties.extent;

	if (NULL == gameSquare)
		return; // Avoid null extents

	GameControl* gameControl = gameSquare->gameControl;
	int guiStartX = boardRowIndexToGuiRowIndex(gameControl->selectedSquare->x);
	int guiTargetX = boardRowIndexToGuiRowIndex(gameSquare->x);

	// Build the move
	// Make sure to abort clicks on illegal moves
	Position initPos = { guiStartX, gameControl->selectedSquare->y };
	Position nextPos = { guiTargetX, gameSquare->y };
	Move* move = createMove(&initPos, &nextPos);
	if ((g_memError) || (NULL == move))
		return;

	// If a pawn have reached the other edge, we have a promotion move.
	// Show the promotion dialog and wait for results.
	// Since this event can only be prompted by a player, we can count on the isBlackPlayerEditable property
	if (isSquareOnOppositeEdge(gameControl->isBlackPlayerEditable, nextPos.x) &&
		isSquareOccupiedByPawn(gameControl->board, gameControl->isBlackPlayerEditable, initPos.x, initPos.y))
	{
		move->promotion = showPromotionDialog(button->generalProperties.window, gameControl->isBlackPlayerEditable);
	}

	// Black king is an error value of showPromotionDialog (this is an invalid promotion). We quit on errors.
	if (g_guiError || g_memError || (move->promotion == BLACK_K))
	{
		deleteMove(move);
		return;
	}

	// Validate the move is legal
	bool isValidMove = validateMove(gameControl->board, gameControl->isBlackPlayerEditable, move);
	if (!isValidMove)
	{
		printf("Error: Gui allowed user to interact with illegal move, but logic protected from executing this move.\n");
		deleteMove(move);
		return;
	}

	GuiWindow* window = (GuiWindow*)button->generalProperties.window;

	// Execute the move and update the gui. If the game is over, return.
	bool isGameOver = executeGuiTurn(window, gameControl, move);
	if (isGameOver)
		return;

	// When playing against the AI, execute the next turn
	if (g_gameMode == GAME_MODE_PLAYER_VS_AI)
		executeGuiNextComputerMove(window);
}
Esempio n. 2
0
void deletePokemon(Pokemon* p){
	free(p->name);
	free(p->nickname);
	int i;
	for(i = 0; i < 4; i++){
		deleteMove(p->moves[i]);
	}
	free(p);
	p = NULL;
}
Esempio n. 3
0
/*
 * Add an available move for the player to the list of moves.
 * - Move is expected to be valid in terms of piece type constraints (e.g: a peon can only move to 3 possible squares).
 * - Additional validation will be done in this function (moves that result in a check status for the current player are
 *	 illegal).
 * --> If the move is legal, it is added to the list of possibleMoves. Otherwise nothing happens.
 * Input:
 *		board ~ The chess game board.
 *		possibleMoves ~ A list of possible moves by the current player, we aggregate it as we check
 *						possible eat / position change moves.
 *		isMovesForBlackPlayer ~ True if current player is black. False if white.
 *		startPos ~ Where the piece is currently located.
 *		targetX, targetY ~ Coordinates of where the piece will move to.
 *		kingPos ~ Current position of the current player's king (following the execution of the move).
 */
bool addPossibleMove(char board[BOARD_SIZE][BOARD_SIZE], LinkedList* possibleMoves, bool isMovesForBlackPlayer,
					 Position* startPos, int targetX, int targetY, Position* kingPos)
{
	// Check if the move doesn't cause the current player a check. If it does, we don't count it.
	if (!isValidMove(board, isMovesForBlackPlayer, startPos, targetX, targetY, kingPos))
		return false;

	Position targetPos = { targetX, targetY };

	Move* newMove = createMove(startPos, &targetPos);
	if (g_memError)
		return false;

	insertLast(possibleMoves, newMove);
	if (g_memError)
	{
		deleteMove((void*)newMove);
		return false;
	}

	return true;
}