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/* |
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LittleRookChess.ino |
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A Simple Chess Engine (ported from U8glib) |
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Universal 8bit Graphics Library (https://github.com/olikraus/u8g2/) |
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Copyright (c) 2016, olikraus@gmail.com |
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All rights reserved. |
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Redistribution and use in source and binary forms, with or without modification, |
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are permitted provided that the following conditions are met: |
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* Redistributions of source code must retain the above copyright notice, this list |
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of conditions and the following disclaimer. |
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* Redistributions in binary form must reproduce the above copyright notice, this |
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list of conditions and the following disclaimer in the documentation and/or other |
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materials provided with the distribution. |
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND |
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CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, |
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INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF |
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MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR |
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT |
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NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
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CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, |
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STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF |
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ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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Current Rule Limitation |
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- no minor promotion, only "Queening" of the pawn |
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- threefold repetition is not detected (same board situation appears three times) |
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Note: Could be implemented, but requires tracking of the complete game |
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- Fifty-move rule is not checked (no pawn move, no capture within last 50 moves) |
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Words |
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Ply a half move |
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General Links |
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http://chessprogramming.wikispaces.com/ |
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Arduino specific |
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http://www.arduino.cc/cgi-bin/yabb2/YaBB.pl?num=1260055596 |
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Prefixes |
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chess_ Generic Chess Application Interface |
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ce_ Chess engine, used internally, these function should not be called directly |
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cu_ Chess utility function |
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stack_ Internal function for stack handling |
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Issues |
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10.01.2011 |
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- castling to the right does not move the rook |
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--> done |
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- castling to the left: King can only move two squares |
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--> done |
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11.01.2011 |
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Next Steps: |
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- replace stack_NextCurrentPos with cu_NextPos, cleanup code according to the loop variable |
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--> done |
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- Castling: Need to check for fields under attack |
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--> done |
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- Check for WIN / LOOSE situation, perhaps call ce_Eval() once on the top-level board setup |
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just after the real move |
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- cleanup cu_Move |
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--> almost done |
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- add some heuristics to the eval procedure |
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- add right side menu |
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--> done |
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- clean up chess_ManualMove |
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--> done |
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- finish menu (consider is_game_end, undo move) |
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- end condition: if KING is under attack and if KING can not move to a field which is under attack... |
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then the game is lost. What will be returned by the Eval procedure? is it -INF? |
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--> finished |
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- reduce the use of variable color, all should be reduced to board_orientation and ply&1 |
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- chess_GetNextMarked shoud make use of cu_NextPos |
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--> done |
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- chess_ManualMove: again cleanup, solve draw issue (KING is not in check and no legal moves are available) |
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--> done |
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22.01.2011 |
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- simplify eval_t ce_Eval(void) |
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- position eval does not work, still moves side pawn :-( |
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maybe because all pieces are considered |
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--> done |
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17. June 2016 |
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U8g2/Arduboy Port |
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*/ |
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#include "u8g2.h" |
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#include <stdio.h> |
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#include <stdlib.h> |
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/* |
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U8glib Example Overview: |
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Frame Buffer Examples: clearBuffer/sendBuffer. Fast, but may not work with all Arduino boards because of RAM consumption |
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Page Buffer Examples: firstPage/nextPage. Less RAM usage, should work with all Arduino boards. |
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U8x8 Text Only Example: No RAM usage, direct communication with display controller. No graphics, 8x8 Text only. |
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This is a page buffer example. |
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*/ |
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void chess_Init(u8g2_t *u8g, uint8_t body_color); |
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/* Ignore PROGMEM for now */ |
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#define CHESS_PROGMEM |
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#define chess_pgm_read(p) (*(p)) |
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#define CHESS_PSTR(s) (s) |
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#define u8g2_DrawStrP u8g2_DrawStr |
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/* backward compatibility */ |
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#define u8g2_SetDefaultBackgroundColor(u8g2) \ |
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u8g2_SetDrawColor(u8g2, 0) |
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#define u8g2_SetDefaultForegroundColor(u8g2) \ |
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u8g2_SetDrawColor(u8g2, 1) |
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/* menu button definitions: mapped to the u8g2 menu events */ |
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#define CHESS_KEY_NONE 0 |
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#define CHESS_KEY_NEXT U8X8_MSG_GPIO_MENU_NEXT |
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#define CHESS_KEY_PREV U8X8_MSG_GPIO_MENU_PREV |
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#define CHESS_KEY_SELECT U8X8_MSG_GPIO_MENU_SELECT |
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#define CHESS_KEY_BACK U8X8_MSG_GPIO_MENU_HOME |
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/* |
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SAN identifies each piece by a single upper case letter. The standard English |
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values: pawn = "P", knight = "N", bishop = "B", rook = "R", queen = "Q", and |
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king = "K". |
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*/ |
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/* numbers for the various pieces */ |
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#define PIECE_NONE 0 |
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#define PIECE_PAWN 1 |
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#define PIECE_KNIGHT 2 |
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#define PIECE_BISHOP 3 |
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#define PIECE_ROOK 4 |
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#define PIECE_QUEEN 5 |
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#define PIECE_KING 6 |
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/* color definitions */ |
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#define COLOR_WHITE 0 |
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#define COLOR_BLACK 1 |
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/* a mask, which includes COLOR and PIECE number */ |
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#define COLOR_PIECE_MASK 0x01f |
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#define CP_MARK_MASK 0x20 |
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#define ILLEGAL_POSITION 255 |
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/* This is the build in upper limit of the search stack */ |
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/* This value defines the amount of memory allocated for the search stack */ |
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/* The search depth of this chess engine can never exceed this value */ |
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#define STACK_MAX_SIZE 5 |
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/* chess half move stack: twice the number of undo's, a user can do */ |
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#define CHM_USER_SIZE 6 |
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/* the CHM_LIST_SIZE must be larger than the maximum search depth */ |
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/* the overall size of ste half move stack */ |
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#define CHM_LIST_SIZE (STACK_MAX_SIZE+CHM_USER_SIZE+2) |
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typedef int16_t eval_t; /* a variable type to store results from the evaluation */ |
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//#define EVAL_T_LOST -32768 |
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#define EVAL_T_MIN -32767 |
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#define EVAL_T_MAX 32767 |
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//#define EVAL_T_WIN 32767 |
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/* for maintainance of our own stack: this is the definition of one element on the stack */ |
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struct _stack_element_struct |
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{ |
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/* the current source position which is investigated */ |
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uint8_t current_pos; |
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uint8_t current_cp; |
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uint8_t current_color; /* COLOR_WHITE or COLOR_BLACK: must be predefines */ |
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/* the move which belongs to that value, both values are game positions */ |
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uint8_t best_from_pos; |
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uint8_t best_to_pos; |
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/* the best value, which has been dicovered so far */ |
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eval_t best_eval; |
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}; |
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typedef struct _stack_element_struct stack_element_t; |
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typedef struct _stack_element_struct *stack_element_p; |
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/* chess half move history */ |
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struct _chm_struct |
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{ |
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uint8_t main_cp; /* the main piece, which is moved */ |
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uint8_t main_src; /* the source position of the main piece */ |
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uint8_t main_dest; /* the destination of the main piece */ |
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uint8_t other_cp; /* another piece: the captured one, the ROOK in case of castling or PIECE_NONE */ |
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uint8_t other_src; /* the delete position of other_cp. Often identical to main_dest except for e.p. and castling */ |
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uint8_t other_dest; /* only used for castling: ROOK destination pos */ |
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/* the position of the last pawn, which did a double move forward */ |
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/* this is required to check en passant conditions */ |
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/* this array can be indexed by the color of the current player */ |
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/* this is the condition BEFORE the move was done */ |
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uint8_t pawn_dbl_move[2]; |
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/* flags for the movement of rook and king; required for castling */ |
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/* a 1 means: castling is (still) possible */ |
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/* a 0 means: castling not possible */ |
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/* bit 0 left side white */ |
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/* bit 1 right side white */ |
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/* bit 2 left side black */ |
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/* bit 3 right side black */ |
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/* this is the condition BEFORE the move was done */ |
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uint8_t castling_possible; |
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}; |
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typedef struct _chm_struct chm_t; |
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typedef struct _chm_struct *chm_p; |
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/* little rook chess, main structure */ |
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struct _lrc_struct |
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{ |
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/* half-move (ply) counter: Counts the number of half-moves so far. Starts with 0 */ |
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/* the lowest bit is used to derive the color of the current player */ |
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/* will be set to zero in chess_SetupBoard() */ |
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uint8_t ply_count; |
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/* the half move stack position counter, counts the number of elements in chm_list */ |
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uint8_t chm_pos; |
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/* each element contains a colored piece, empty fields have value 0 */ |
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/* the field with index 0 is black (lower left) */ |
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uint8_t board[64]; |
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/* the position of the last pawn, which did a double move forward */ |
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/* this is required to check en passant conditions */ |
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/* this array can be indexed by the color of the current player */ |
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uint8_t pawn_dbl_move[2]; |
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/* flags for the movement of rook and king; required for castling */ |
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/* a 1 means: castling is (still) possible */ |
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/* a 0 means: castling not possible */ |
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/* bit 0 left side white */ |
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/* bit 1 right side white */ |
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/* bit 2 left side black */ |
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/* bit 3 right side black */ |
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uint8_t castling_possible; |
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/* board orientation */ |
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/* 0: white is below COLOR_WHITE */ |
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/* 1: black is below COLOR_BLACK */ |
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/* bascially, this can be used as a color */ |
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uint8_t orientation; |
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/* exchange colors of the pieces */ |
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/* 0: white has an empty body, use this for bright background color */ |
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/* 1: black has an empty body, use this for dark backround color */ |
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uint8_t strike_out_color; |
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/* 0, when the game is ongoing */ |
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/* 1, when the game is stopped (lost or draw) */ |
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uint8_t is_game_end; |
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/* the color of the side which lost the game */ |
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/* this value is only valid, when is_game_end is not 0 */ |
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/* values 0 and 1 represent WHITE and BLACK, 2 means a draw */ |
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uint8_t lost_side_color; |
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/* checks are executed in ce_LoopRecur */ |
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/* these checks will put some marks on the board */ |
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/* this will be used by the interface to find out */ |
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/* legal moves */ |
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uint8_t check_src_pos; |
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uint8_t check_mode; /* CHECK_MODE_NONE, CHECK_MODE_MOVEABLE, CHECK_MODE_TARGET_MOVE */ |
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/* count of the attacking pieces, indexed by color */ |
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uint8_t find_piece_cnt[2]; |
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/* sum of the attacking pieces, indexed by color */ |
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uint8_t find_piece_weight[2]; |
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/* points to the current element of the search stack */ |
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/* this stack is NEVER empty. The value 0 points to the first element of the stack */ |
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/* actually "curr_depth" represent half-moves (plies) */ |
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uint8_t curr_depth; |
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uint8_t max_depth; |
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stack_element_p curr_element; |
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/* allocated memory for the search stack */ |
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stack_element_t stack_memory[STACK_MAX_SIZE]; |
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/* the half move stack, used for move undo and depth search, size is stored in chm_pos */ |
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chm_t chm_list[CHM_LIST_SIZE]; |
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}; |
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typedef struct _lrc_struct lrc_t; |
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#define CHECK_MODE_NONE 0 |
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#define CHECK_MODE_MOVEABLE 1 |
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#define CHECK_MODE_TARGET_MOVE 2 |
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/*==============================================================*/ |
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/* global variables */ |
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/*==============================================================*/ |
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lrc_t lrc_obj; |
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u8g2_t *lrc_u8g; /* pointer to the C object of u8g2 lib, this is used by the chess engine */ |
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/*==============================================================*/ |
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/* forward declarations */ |
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/*==============================================================*/ |
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/* |
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apply no inline to some of the functions: |
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avr-gcc very often inlines functions, however not inline saves a lot of program memory! |
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On the other hand there are some really short procedures which should be inlined (like cp_GetColor) |
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These procedures are marked static to prevent the generation of the expanded procedure, which |
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also saves space. |
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*/ |
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uint8_t stack_Push(uint8_t color) U8G2_NOINLINE; |
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void stack_Pop(void) U8G2_NOINLINE; |
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void stack_InitCurrElement(void) U8G2_NOINLINE; |
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void stack_Init(uint8_t max) U8G2_NOINLINE; |
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void stack_SetMove(eval_t val, uint8_t to_pos) U8G2_NOINLINE; |
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uint8_t cu_NextPos(uint8_t pos) U8G2_NOINLINE; |
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static uint8_t cu_gpos2bpos(uint8_t gpos); |
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static uint8_t cp_Construct(uint8_t color, uint8_t piece); |
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static uint8_t cp_GetPiece(uint8_t cp); |
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static uint8_t cp_GetColor(uint8_t cp); |
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uint8_t cp_GetFromBoard(uint8_t pos) U8G2_NOINLINE; |
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void cp_SetOnBoard(uint8_t pos, uint8_t cp) U8G2_NOINLINE; |
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void cu_ClearBoard(void) U8G2_NOINLINE; |
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void chess_SetupBoard(void) U8G2_NOINLINE; |
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eval_t ce_Eval(void); |
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void cu_ClearMoveHistory(void) U8G2_NOINLINE; |
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void cu_ReduceHistoryByFullMove(void) U8G2_NOINLINE; |
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void cu_UndoHalfMove(void) U8G2_NOINLINE; |
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chm_p cu_PushHalfMove(void) U8G2_NOINLINE; |
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void ce_CalculatePositionWeight(uint8_t pos); |
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uint8_t ce_GetPositionAttackWeight(uint8_t pos, uint8_t color); |
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void chess_Thinking(void); |
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void ce_LoopPieces(void); |
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/*==============================================================*/ |
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/* search stack */ |
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/*==============================================================*/ |
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/* get current element from stack */ |
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struct _stack_element_struct *stack_GetCurrElement(void) |
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{ |
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return lrc_obj.curr_element; |
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} |
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uint8_t stack_Push(uint8_t color) |
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{ |
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if ( lrc_obj.curr_depth == lrc_obj.max_depth ) |
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return 0; |
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lrc_obj.curr_depth++; |
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lrc_obj.curr_element = lrc_obj.stack_memory+lrc_obj.curr_depth; |
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/* change view for the evaluation */ |
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color ^= 1; |
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stack_GetCurrElement()->current_color = color; |
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return 1; |
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} |
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void stack_Pop(void) |
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{ |
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lrc_obj.curr_depth--; |
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lrc_obj.curr_element = lrc_obj.stack_memory+lrc_obj.curr_depth; |
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} |
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/* reset the current element on the stack */ |
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void stack_InitCurrElement(void) |
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{ |
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stack_element_p e = stack_GetCurrElement(); |
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e->best_eval = EVAL_T_MIN; |
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e->best_from_pos = ILLEGAL_POSITION; |
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e->best_to_pos = ILLEGAL_POSITION; |
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} |
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/* resets the search stack (and the check mode) */ |
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void stack_Init(uint8_t max) |
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{ |
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lrc_obj.curr_depth = 0; |
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lrc_obj.curr_element = lrc_obj.stack_memory; |
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lrc_obj.max_depth = max; |
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lrc_obj.check_mode = CHECK_MODE_NONE; |
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stack_InitCurrElement(); |
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stack_GetCurrElement()->current_color = lrc_obj.ply_count; |
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stack_GetCurrElement()->current_color &= 1; |
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} |
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/* assign evaluation value and store the move, if this is the best move */ |
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/* assumes, that current_pos contains the source position */ |
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void stack_SetMove(eval_t val, uint8_t to_pos) |
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{ |
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stack_element_p e = stack_GetCurrElement(); |
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if ( e->best_eval < val ) |
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{ |
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e->best_eval = val; |
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e->best_from_pos = e->current_pos; |
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e->best_to_pos = to_pos; |
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} |
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} |
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/* |
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calculate next position on a 0x88 board |
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loop is constructed in this way: |
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i = 0; |
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do |
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{ |
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... |
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i = cu_NextPos(i); |
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} while( i != 0 ); |
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next pos might be started with an illegal position like 255 |
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*/ |
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uint8_t cu_NextPos(uint8_t pos) |
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{ |
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/* calculate next gpos */ |
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pos++; |
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if ( ( pos & 0x08 ) != 0 ) |
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{ |
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pos+= 0x10; |
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pos&= 0xf0; |
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} |
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if ( ( pos & 0x80 ) != 0 ) |
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pos = 0; |
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return pos; |
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} |
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uint8_t cu_PrevPos(uint8_t pos) |
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{ |
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/* calculate prev gpos */ |
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pos--; |
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if ( ( pos & 0x80 ) != 0 ) |
|
|
pos = 0x077; |
|
|
else if ( ( pos & 0x08 ) != 0 ) |
|
|
{ |
|
|
pos &= 0xf0; |
|
|
pos |= 0x07; |
|
|
} |
|
|
return pos; |
|
|
} |
|
|
|
|
|
|
|
|
/*==============================================================*/ |
|
|
/* position transltion */ |
|
|
/*==============================================================*/ |
|
|
/* |
|
|
there are two positions |
|
|
1. game position (gpos): BCD encoded x-y values |
|
|
2. board position (bpos): a number between 0 and 63, only used to access the board. |
|
|
*/ |
|
|
/* |
|
|
gpos: game position value |
|
|
returns: board position |
|
|
note: does not do any checks |
|
|
*/ |
|
|
static uint8_t cu_gpos2bpos(uint8_t gpos) |
|
|
{ |
|
|
uint8_t bpos = gpos; |
|
|
bpos &= 0xf0; |
|
|
bpos >>= 1; |
|
|
gpos &= 0x0f; |
|
|
bpos |= gpos; |
|
|
return bpos; |
|
|
} |
|
|
|
|
|
#define gpos_IsIllegal(gpos) ((gpos) & 0x088) |
|
|
|
|
|
|
|
|
/*==============================================================*/ |
|
|
/* colored piece handling */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
#define cp_IsMarked(cp) ((cp) & CP_MARK_MASK) |
|
|
|
|
|
|
|
|
/* |
|
|
piece: one of PIECE_xxx |
|
|
color: COLOR_WHITE or COLOR_BLACK |
|
|
|
|
|
returns: A colored piece |
|
|
*/ |
|
|
static uint8_t cp_Construct(uint8_t color, uint8_t piece) |
|
|
{ |
|
|
color <<= 4; |
|
|
color |= piece; |
|
|
return color; |
|
|
} |
|
|
|
|
|
/* inline is better than a macro */ |
|
|
static uint8_t cp_GetPiece(uint8_t cp) |
|
|
{ |
|
|
cp &= 0x0f; |
|
|
return cp; |
|
|
} |
|
|
|
|
|
/* |
|
|
we could use a macro: |
|
|
#define cp_GetColor(cp) (((cp) >> 4)&1) |
|
|
however, inlined functions are sometimes much better |
|
|
*/ |
|
|
static uint8_t cp_GetColor(uint8_t cp) |
|
|
{ |
|
|
cp >>= 4; |
|
|
cp &= 1; |
|
|
return cp; |
|
|
} |
|
|
|
|
|
/* |
|
|
pos: game position |
|
|
returns the colored piece at the given position |
|
|
*/ |
|
|
uint8_t cp_GetFromBoard(uint8_t pos) |
|
|
{ |
|
|
return lrc_obj.board[cu_gpos2bpos(pos)]; |
|
|
} |
|
|
|
|
|
/* |
|
|
pos: game position |
|
|
cp: colored piece |
|
|
*/ |
|
|
void cp_SetOnBoard(uint8_t pos, uint8_t cp) |
|
|
{ |
|
|
/*printf("cp_SetOnBoard gpos:%02x cp:%02x\n", pos, cp);*/ |
|
|
lrc_obj.board[cu_gpos2bpos(pos)] = cp; |
|
|
} |
|
|
|
|
|
/*==============================================================*/ |
|
|
/* global board access */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
void cu_ClearBoard(void) |
|
|
{ |
|
|
uint8_t i; |
|
|
/* clear the board */ |
|
|
for( i = 0; i < 64; i++ ) |
|
|
lrc_obj.board[i] = PIECE_NONE; |
|
|
|
|
|
lrc_obj.ply_count = 0; |
|
|
lrc_obj.orientation = COLOR_WHITE; |
|
|
|
|
|
lrc_obj.pawn_dbl_move[0] = ILLEGAL_POSITION; |
|
|
lrc_obj.pawn_dbl_move[1] = ILLEGAL_POSITION; |
|
|
|
|
|
lrc_obj.castling_possible = 0x0f; |
|
|
|
|
|
lrc_obj.is_game_end = 0; |
|
|
lrc_obj.lost_side_color = 0; |
|
|
|
|
|
/* clear half move history */ |
|
|
cu_ClearMoveHistory(); |
|
|
|
|
|
} |
|
|
|
|
|
/* |
|
|
test setup |
|
|
white wins in one move |
|
|
*/ |
|
|
void chess_SetupBoardTest01(void) |
|
|
{ |
|
|
cu_ClearBoard(); |
|
|
lrc_obj.board[7+7*8] = cp_Construct(COLOR_BLACK, PIECE_KING); |
|
|
lrc_obj.board[7+5*8] = cp_Construct(COLOR_WHITE, PIECE_PAWN); |
|
|
lrc_obj.board[3] = cp_Construct(COLOR_WHITE, PIECE_KING); |
|
|
lrc_obj.board[0+7*8] = cp_Construct(COLOR_BLACK, PIECE_ROOK); |
|
|
lrc_obj.board[6] = cp_Construct(COLOR_WHITE, PIECE_QUEEN); |
|
|
} |
|
|
|
|
|
/* setup the global board */ |
|
|
void chess_SetupBoard(void) |
|
|
{ |
|
|
uint8_t i; |
|
|
register uint8_t bp, wp; |
|
|
|
|
|
/* clear the board */ |
|
|
cu_ClearBoard(); |
|
|
|
|
|
/* precronstruct pawns */ |
|
|
wp = cp_Construct(COLOR_WHITE, PIECE_PAWN); |
|
|
bp = cp_Construct(COLOR_BLACK, PIECE_PAWN); |
|
|
|
|
|
/* setup pawn */ |
|
|
for( i = 0; i < 8; i++ ) |
|
|
{ |
|
|
lrc_obj.board[i+8] = wp; |
|
|
lrc_obj.board[i+6*8] = bp; |
|
|
} |
|
|
|
|
|
/* assign remaining pieces */ |
|
|
|
|
|
lrc_obj.board[0] = cp_Construct(COLOR_WHITE, PIECE_ROOK); |
|
|
lrc_obj.board[1] = cp_Construct(COLOR_WHITE, PIECE_KNIGHT); |
|
|
lrc_obj.board[2] = cp_Construct(COLOR_WHITE, PIECE_BISHOP); |
|
|
lrc_obj.board[3] = cp_Construct(COLOR_WHITE, PIECE_QUEEN); |
|
|
lrc_obj.board[4] = cp_Construct(COLOR_WHITE, PIECE_KING); |
|
|
lrc_obj.board[5] = cp_Construct(COLOR_WHITE, PIECE_BISHOP); |
|
|
lrc_obj.board[6] = cp_Construct(COLOR_WHITE, PIECE_KNIGHT); |
|
|
lrc_obj.board[7] = cp_Construct(COLOR_WHITE, PIECE_ROOK); |
|
|
|
|
|
lrc_obj.board[0+7*8] = cp_Construct(COLOR_BLACK, PIECE_ROOK); |
|
|
lrc_obj.board[1+7*8] = cp_Construct(COLOR_BLACK, PIECE_KNIGHT); |
|
|
lrc_obj.board[2+7*8] = cp_Construct(COLOR_BLACK, PIECE_BISHOP); |
|
|
lrc_obj.board[3+7*8] = cp_Construct(COLOR_BLACK, PIECE_QUEEN); |
|
|
lrc_obj.board[4+7*8] = cp_Construct(COLOR_BLACK, PIECE_KING); |
|
|
lrc_obj.board[5+7*8] = cp_Construct(COLOR_BLACK, PIECE_BISHOP); |
|
|
lrc_obj.board[6+7*8] = cp_Construct(COLOR_BLACK, PIECE_KNIGHT); |
|
|
lrc_obj.board[7+7*8] = cp_Construct(COLOR_BLACK, PIECE_ROOK); |
|
|
|
|
|
//chess_SetupBoardTest01(); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
/*==============================================================*/ |
|
|
/* checks */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
/* |
|
|
checks if the position is somehow illegal |
|
|
*/ |
|
|
uint8_t cu_IsIllegalPosition(uint8_t pos, uint8_t my_color) |
|
|
{ |
|
|
uint8_t board_cp; |
|
|
/* check, if the position is offboard */ |
|
|
if ( gpos_IsIllegal(pos) != 0 ) |
|
|
return 1; |
|
|
/* get the piece from the board */ |
|
|
board_cp = cp_GetFromBoard(pos); |
|
|
/* check if hit our own pieces */ |
|
|
if ( board_cp != 0 ) |
|
|
if ( cp_GetColor(board_cp) == my_color ) |
|
|
return 1; |
|
|
/* all ok, we could go to this position */ |
|
|
return 0; |
|
|
} |
|
|
|
|
|
/*==============================================================*/ |
|
|
/* evaluation procedure */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
/* |
|
|
basic idea is to return a value between EVAL_T_MIN and EVAL_T_MAX |
|
|
*/ |
|
|
|
|
|
/* |
|
|
the weight table uses the PIECE number as index: |
|
|
#define PIECE_NONE 0 |
|
|
#define PIECE_PAWN 1 |
|
|
#define PIECE_KNIGHT 2 |
|
|
#define PIECE_BISHOP 3 |
|
|
#define PIECE_ROOK 4 |
|
|
#define PIECE_QUEEN 5 |
|
|
#define PIECE_KING 6 |
|
|
the king itself is not counted |
|
|
*/ |
|
|
uint8_t ce_piece_weight[] = { 0, 1, 3, 3, 5, 9, 0 }; |
|
|
uint8_t ce_pos_weight[] = { 0, 1, 1, 2, 2, 1, 1, 0}; |
|
|
/* |
|
|
evaluate the current situation on the global board |
|
|
*/ |
|
|
eval_t ce_Eval(void) |
|
|
{ |
|
|
uint8_t cp; |
|
|
uint8_t is_my_king_present = 0; |
|
|
uint8_t is_opposit_king_present = 0; |
|
|
eval_t material_my_color = 0; |
|
|
eval_t material_opposit_color = 0; |
|
|
eval_t position_my_color = 0; |
|
|
eval_t position_opposit_color = 0; |
|
|
eval_t result; |
|
|
uint8_t pos; |
|
|
|
|
|
pos = 0; |
|
|
do |
|
|
{ |
|
|
/* get colored piece from the board */ |
|
|
cp = cp_GetFromBoard(pos); |
|
|
|
|
|
if ( cp_GetPiece(cp) != PIECE_NONE ) |
|
|
{ |
|
|
if ( stack_GetCurrElement()->current_color == cp_GetColor(cp) ) |
|
|
{ |
|
|
/* this is our color */ |
|
|
/* check if we found our king */ |
|
|
if ( cp_GetPiece(cp) == PIECE_KING ) |
|
|
is_my_king_present = 1; |
|
|
material_my_color += ce_piece_weight[cp_GetPiece(cp)]; |
|
|
if ( cp_GetPiece(cp) == PIECE_PAWN || cp_GetPiece(cp) == PIECE_KNIGHT ) |
|
|
{ |
|
|
position_my_color += ce_pos_weight[pos&7]*ce_pos_weight[(pos>>4)&7]; |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
/* this is the opposit color */ |
|
|
if ( cp_GetPiece(cp) == PIECE_KING ) |
|
|
is_opposit_king_present = 1; |
|
|
material_opposit_color += ce_piece_weight[cp_GetPiece(cp)]; |
|
|
if ( cp_GetPiece(cp) == PIECE_PAWN || cp_GetPiece(cp) == PIECE_KNIGHT ) |
|
|
{ |
|
|
position_opposit_color += ce_pos_weight[pos&7]*ce_pos_weight[(pos>>4)&7]; |
|
|
} |
|
|
} |
|
|
} |
|
|
pos = cu_NextPos(pos); |
|
|
} while( pos != 0 ); |
|
|
|
|
|
|
|
|
/* decide if we lost or won the game */ |
|
|
if ( is_my_king_present == 0 ) |
|
|
return EVAL_T_MIN; /*_LOST*/ |
|
|
if ( is_opposit_king_present == 0 ) |
|
|
return EVAL_T_MAX; /*_WIN*/ |
|
|
|
|
|
/* here is the evaluation function */ |
|
|
|
|
|
result = material_my_color - material_opposit_color; |
|
|
result <<= 3; |
|
|
result += position_my_color - position_opposit_color; |
|
|
return result; |
|
|
} |
|
|
|
|
|
/*==============================================================*/ |
|
|
/* move backup and restore */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
|
|
|
/* this procedure must be called to keep the size as low as possible */ |
|
|
/* if the chm_list is large enough, it could hold the complete history */ |
|
|
/* but for an embedded controler... it is deleted for every engine search */ |
|
|
void cu_ClearMoveHistory(void) |
|
|
{ |
|
|
lrc_obj.chm_pos = 0; |
|
|
} |
|
|
|
|
|
void cu_ReduceHistoryByFullMove(void) |
|
|
{ |
|
|
uint8_t i; |
|
|
while( lrc_obj.chm_pos > CHM_USER_SIZE ) |
|
|
{ |
|
|
i = 0; |
|
|
for(;;) |
|
|
{ |
|
|
if ( i+2 >= lrc_obj.chm_pos ) |
|
|
break; |
|
|
lrc_obj.chm_list[i] = lrc_obj.chm_list[i+2]; |
|
|
i++; |
|
|
} |
|
|
lrc_obj.chm_pos -= 2; |
|
|
} |
|
|
} |
|
|
|
|
|
void cu_UndoHalfMove(void) |
|
|
{ |
|
|
chm_p chm; |
|
|
|
|
|
if ( lrc_obj.chm_pos == 0 ) |
|
|
return; |
|
|
|
|
|
lrc_obj.chm_pos--; |
|
|
|
|
|
chm = lrc_obj.chm_list+lrc_obj.chm_pos; |
|
|
|
|
|
lrc_obj.pawn_dbl_move[0] = chm->pawn_dbl_move[0]; |
|
|
lrc_obj.pawn_dbl_move[1] = chm->pawn_dbl_move[1]; |
|
|
lrc_obj.castling_possible = chm->castling_possible; |
|
|
|
|
|
cp_SetOnBoard(chm->main_src, chm->main_cp); |
|
|
cp_SetOnBoard(chm->main_dest, PIECE_NONE); |
|
|
|
|
|
if ( chm->other_src != ILLEGAL_POSITION ) |
|
|
cp_SetOnBoard(chm->other_src, chm->other_cp); |
|
|
if ( chm->other_dest != ILLEGAL_POSITION ) |
|
|
cp_SetOnBoard(chm->other_dest, PIECE_NONE); |
|
|
|
|
|
} |
|
|
|
|
|
/* |
|
|
assumes, that the following members of the returned chm structure are filled |
|
|
uint8_t main_cp; the main piece, which is moved |
|
|
uint8_t main_src; the source position of the main piece |
|
|
uint8_t main_dest; the destination of the main piece |
|
|
|
|
|
uint8_t other_cp; another piece: the captured one, the ROOK in case of castling or PIECE_NONE |
|
|
uint8_t other_src; the delete position of other_cp. Often identical to main_dest except for e.p. and castling |
|
|
uint8_t other_dest; only used for castling: ROOK destination pos |
|
|
|
|
|
*/ |
|
|
chm_p cu_PushHalfMove(void) |
|
|
{ |
|
|
chm_p chm; |
|
|
|
|
|
chm = lrc_obj.chm_list+lrc_obj.chm_pos; |
|
|
if ( lrc_obj.chm_pos < CHM_LIST_SIZE-1) |
|
|
lrc_obj.chm_pos++; |
|
|
|
|
|
chm->pawn_dbl_move[0] = lrc_obj.pawn_dbl_move[0]; |
|
|
chm->pawn_dbl_move[1] = lrc_obj.pawn_dbl_move[1]; |
|
|
chm->castling_possible = lrc_obj.castling_possible; |
|
|
return chm; |
|
|
} |
|
|
|
|
|
|
|
|
char chess_piece_to_char[] = "NBRQK"; |
|
|
|
|
|
/* |
|
|
simple moves on empty field: Ka1-b2 |
|
|
capture moves: Ka1xb2 |
|
|
castling: 0-0 or 0-0-0 |
|
|
*/ |
|
|
|
|
|
static void cu_add_pos(char *s, uint8_t pos) U8G2_NOINLINE; |
|
|
|
|
|
static void cu_add_pos(char *s, uint8_t pos) |
|
|
{ |
|
|
*s = pos; |
|
|
*s >>= 4; |
|
|
*s += 'a'; |
|
|
s++; |
|
|
*s = pos; |
|
|
*s &= 15; |
|
|
*s += '1'; |
|
|
} |
|
|
|
|
|
const char *cu_GetHalfMoveStr(uint8_t idx) |
|
|
{ |
|
|
chm_p chm; |
|
|
static char buf[7]; /*Ka1-b2*/ |
|
|
char *p = buf; |
|
|
chm = lrc_obj.chm_list+idx; |
|
|
|
|
|
if ( cp_GetPiece(chm->main_cp) != PIECE_NONE ) |
|
|
{ |
|
|
if ( cp_GetPiece(chm->main_cp) > PIECE_PAWN ) |
|
|
{ |
|
|
*p++ = chess_piece_to_char[cp_GetPiece(chm->main_cp)-2]; |
|
|
} |
|
|
cu_add_pos(p, chm->main_src); |
|
|
p+=2; |
|
|
if ( cp_GetPiece(chm->other_cp) == PIECE_NONE ) |
|
|
*p++ = '-'; |
|
|
else |
|
|
*p++ = 'x'; |
|
|
cu_add_pos(p, chm->main_dest); |
|
|
p+=2; |
|
|
} |
|
|
*p = '\0'; |
|
|
return buf; |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*==============================================================*/ |
|
|
/* move */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
/* |
|
|
Move a piece from source position to a destination on the board |
|
|
This function |
|
|
- does not perform any checking |
|
|
- however it processes "en passant" and casteling |
|
|
- backup the move and allow 1x undo |
|
|
|
|
|
2011-02-05: |
|
|
- fill pawn_dbl_move[] for double pawn moves |
|
|
--> done |
|
|
- Implement casteling |
|
|
--> done |
|
|
- en passant |
|
|
--> done |
|
|
- pawn conversion/promotion |
|
|
--> done |
|
|
- half-move backup |
|
|
--> done |
|
|
- cleanup everything, minimize variables |
|
|
--> done |
|
|
*/ |
|
|
|
|
|
void cu_Move(uint8_t src, uint8_t dest) |
|
|
{ |
|
|
/* start backup structure */ |
|
|
chm_p chm = cu_PushHalfMove(); |
|
|
|
|
|
/* these are the values from the board at the positions, provided as arguments to this function */ |
|
|
uint8_t cp_src, cp_dest; |
|
|
|
|
|
/* Maybe a second position is cleared and one additional location is set */ |
|
|
uint8_t clr_pos2; |
|
|
uint8_t set_pos2; |
|
|
uint8_t set_cp2; |
|
|
|
|
|
/* get values from board */ |
|
|
cp_src = cp_GetFromBoard(src); |
|
|
cp_dest = cp_GetFromBoard(dest); |
|
|
|
|
|
/* fill backup structure */ |
|
|
|
|
|
chm->main_cp = cp_src; |
|
|
chm->main_src = src; |
|
|
chm->main_dest = dest; |
|
|
|
|
|
chm->other_cp = cp_dest; /* prepace capture backup */ |
|
|
chm->other_src = dest; |
|
|
chm->other_dest = ILLEGAL_POSITION; |
|
|
|
|
|
/* setup results as far as possible with some suitable values */ |
|
|
|
|
|
clr_pos2 = ILLEGAL_POSITION; /* for en passant and castling, two positions might be cleared */ |
|
|
set_pos2 = ILLEGAL_POSITION; /* only used for castling */ |
|
|
set_cp2 = PIECE_NONE; /* ROOK for castling */ |
|
|
|
|
|
/* check for PAWN */ |
|
|
if ( cp_GetPiece(cp_src) == PIECE_PAWN ) |
|
|
{ |
|
|
|
|
|
/* double step: is the distance 2 rows */ |
|
|
if ( (src - dest == 32) || ( dest - src == 32 ) ) |
|
|
{ |
|
|
/* remember the destination position */ |
|
|
lrc_obj.pawn_dbl_move[cp_GetColor(cp_src)] = dest; |
|
|
} |
|
|
|
|
|
/* check if the PAWN is able to promote */ |
|
|
else if ( (dest>>4) == 0 || (dest>>4) == 7 ) |
|
|
{ |
|
|
/* do simple "queening" */ |
|
|
cp_src &= ~PIECE_PAWN; |
|
|
cp_src |= PIECE_QUEEN; |
|
|
} |
|
|
|
|
|
/* is it en passant capture? */ |
|
|
/* check for side move */ |
|
|
else if ( ((src + dest) & 1) != 0 ) |
|
|
{ |
|
|
/* check, if target field is empty */ |
|
|
if ( cp_GetPiece(cp_dest) == PIECE_NONE ) |
|
|
{ |
|
|
/* this is en passant */ |
|
|
/* no further checking required, because legal moves are assumed here */ |
|
|
/* however... the captured pawn position must be valid */ |
|
|
clr_pos2 = lrc_obj.pawn_dbl_move[cp_GetColor(cp_src) ^ 1]; |
|
|
chm->other_src = clr_pos2; |
|
|
chm->other_cp = cp_GetFromBoard(clr_pos2); |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
/* check for the KING */ |
|
|
else if ( cp_GetPiece(cp_src) == PIECE_KING ) |
|
|
{ |
|
|
/* disallow castling, if the KING has moved */ |
|
|
if ( cp_GetColor(cp_src) == COLOR_WHITE ) |
|
|
{ |
|
|
/* if white KING has moved, disallow castling for white */ |
|
|
lrc_obj.castling_possible &= 0x0c; |
|
|
} |
|
|
else |
|
|
{ |
|
|
/* if black KING has moved, disallow castling for black */ |
|
|
lrc_obj.castling_possible &= 0x03; |
|
|
} |
|
|
|
|
|
/* has it been castling to the left? */ |
|
|
if ( src - dest == 2 ) |
|
|
{ |
|
|
/* let the ROOK move to pos2 */ |
|
|
set_pos2 = src-1; |
|
|
set_cp2 = cp_GetFromBoard(src-4); |
|
|
|
|
|
/* the ROOK must be cleared from the original position */ |
|
|
clr_pos2 = src-4; |
|
|
|
|
|
chm->other_cp = set_cp2; |
|
|
chm->other_src = clr_pos2; |
|
|
chm->other_dest = set_pos2; |
|
|
} |
|
|
|
|
|
/* has it been castling to the right? */ |
|
|
else if ( dest - src == 2 ) |
|
|
{ |
|
|
/* let the ROOK move to pos2 */ |
|
|
set_pos2 = src+1; |
|
|
set_cp2 = cp_GetFromBoard(src+3); |
|
|
|
|
|
/* the ROOK must be cleared from the original position */ |
|
|
clr_pos2 = src+3; |
|
|
|
|
|
chm->other_cp = set_cp2; |
|
|
chm->other_src = clr_pos2; |
|
|
chm->other_dest = set_pos2; |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
/* check for the ROOK */ |
|
|
else if ( cp_GetPiece(cp_src) == PIECE_ROOK ) |
|
|
{ |
|
|
/* disallow white left castling */ |
|
|
if ( src == 0x00 ) |
|
|
lrc_obj.castling_possible &= ~0x01; |
|
|
/* disallow white right castling */ |
|
|
if ( src == 0x07 ) |
|
|
lrc_obj.castling_possible &= ~0x02; |
|
|
/* disallow black left castling */ |
|
|
if ( src == 0x70 ) |
|
|
lrc_obj.castling_possible &= ~0x04; |
|
|
/* disallow black right castling */ |
|
|
if ( src == 0x77 ) |
|
|
lrc_obj.castling_possible &= ~0x08; |
|
|
} |
|
|
|
|
|
|
|
|
/* apply new board situation */ |
|
|
|
|
|
cp_SetOnBoard(dest, cp_src); |
|
|
|
|
|
if ( set_pos2 != ILLEGAL_POSITION ) |
|
|
cp_SetOnBoard(set_pos2, set_cp2); |
|
|
|
|
|
cp_SetOnBoard(src, PIECE_NONE); |
|
|
|
|
|
if ( clr_pos2 != ILLEGAL_POSITION ) |
|
|
cp_SetOnBoard(clr_pos2, PIECE_NONE); |
|
|
|
|
|
|
|
|
} |
|
|
|
|
|
/* |
|
|
this subprocedure decides for evaluation of the current board situation or further (deeper) investigation |
|
|
Argument pos is the new target position if the current piece |
|
|
|
|
|
*/ |
|
|
uint8_t ce_LoopRecur(uint8_t pos) |
|
|
{ |
|
|
eval_t eval; |
|
|
|
|
|
/* 1. check if target position is occupied by the same player (my_color) */ |
|
|
/* of if pos is somehow illegal or not valid */ |
|
|
if ( cu_IsIllegalPosition(pos, stack_GetCurrElement()->current_color) != 0 ) |
|
|
return 0; |
|
|
|
|
|
/* 2. move piece to the specified position, capture opponent piece if required */ |
|
|
cu_Move(stack_GetCurrElement()->current_pos, pos); |
|
|
|
|
|
|
|
|
/* 3. */ |
|
|
/* if depth reached: evaluate */ |
|
|
/* else: go down next level */ |
|
|
/* no eval if there had been any valid half-moves, so the default value (MIN) will be returned. */ |
|
|
if ( stack_Push(stack_GetCurrElement()->current_color) == 0 ) |
|
|
{ |
|
|
eval = ce_Eval(); |
|
|
} |
|
|
else |
|
|
{ |
|
|
/* init the element, which has been pushed */ |
|
|
stack_InitCurrElement(); |
|
|
/* start over with ntext level */ |
|
|
ce_LoopPieces(); |
|
|
/* get the best move from opponents view, so invert the result */ |
|
|
eval = -stack_GetCurrElement()->best_eval; |
|
|
stack_Pop(); |
|
|
} |
|
|
|
|
|
/* 4. store result */ |
|
|
stack_SetMove(eval, pos); |
|
|
|
|
|
/* 5. undo the move */ |
|
|
cu_UndoHalfMove(); |
|
|
|
|
|
/* 6. check special modes */ |
|
|
/* the purpose of these checks is to mark special pieces and positions on the board */ |
|
|
/* these marks can be checked by the user interface to highlight special positions */ |
|
|
if ( lrc_obj.check_mode != 0 ) |
|
|
{ |
|
|
stack_element_p e = stack_GetCurrElement(); |
|
|
if ( lrc_obj.check_mode == CHECK_MODE_MOVEABLE ) |
|
|
{ |
|
|
cp_SetOnBoard(e->current_pos, e->current_cp | CP_MARK_MASK ); |
|
|
} |
|
|
else if ( lrc_obj.check_mode == CHECK_MODE_TARGET_MOVE ) |
|
|
{ |
|
|
if ( e->current_pos == lrc_obj.check_src_pos ) |
|
|
{ |
|
|
cp_SetOnBoard(pos, cp_GetFromBoard(pos) | CP_MARK_MASK ); |
|
|
} |
|
|
} |
|
|
} |
|
|
return 1; |
|
|
} |
|
|
|
|
|
/*==============================================================*/ |
|
|
/* move pieces which can move one or more steps into a direction */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
/* |
|
|
subprocedure to generate various target positions for some pieces |
|
|
special cases are handled in the piece specific sub-procedure |
|
|
|
|
|
Arguments: |
|
|
d: a list of potential directions |
|
|
is_multi_step: if the piece can only do one step (zero for KING and KNIGHT) |
|
|
*/ |
|
|
static const uint8_t ce_dir_offset_rook[] CHESS_PROGMEM = { 1, 16, -16, -1, 0 }; |
|
|
static const uint8_t ce_dir_offset_bishop[] CHESS_PROGMEM = { 15, 17, -17, -15, 0 }; |
|
|
static const uint8_t ce_dir_offset_queen[] CHESS_PROGMEM = { 1, 16, -16, -1, 15, 17, -17, -15, 0 }; |
|
|
static const uint8_t ce_dir_offset_knight[] CHESS_PROGMEM = {14, -14, 18, -18, 31, -31, 33, -33, 0}; |
|
|
|
|
|
void ce_LoopDirsSingleMultiStep(const uint8_t *d, uint8_t is_multi_step) |
|
|
{ |
|
|
uint8_t loop_pos; |
|
|
|
|
|
/* with all directions */ |
|
|
for(;;) |
|
|
{ |
|
|
if ( chess_pgm_read(d) == 0 ) |
|
|
break; |
|
|
|
|
|
/* start again from the initial position */ |
|
|
loop_pos = stack_GetCurrElement()->current_pos; |
|
|
|
|
|
/* check direction */ |
|
|
do |
|
|
{ |
|
|
/* check next position into one direction */ |
|
|
loop_pos += chess_pgm_read(d); |
|
|
|
|
|
/* |
|
|
go further to ce_LoopRecur() |
|
|
0 will be returned if the target position is illegal or a piece of the own color |
|
|
this is used to stop walking into one direction |
|
|
*/ |
|
|
if ( ce_LoopRecur(loop_pos) == 0 ) |
|
|
break; |
|
|
|
|
|
/* stop if we had hit another piece */ |
|
|
if ( cp_GetPiece(cp_GetFromBoard(loop_pos)) != PIECE_NONE ) |
|
|
break; |
|
|
} while( is_multi_step ); |
|
|
d++; |
|
|
} |
|
|
} |
|
|
|
|
|
void ce_LoopRook(void) |
|
|
{ |
|
|
ce_LoopDirsSingleMultiStep(ce_dir_offset_rook, 1); |
|
|
} |
|
|
|
|
|
void ce_LoopBishop(void) |
|
|
{ |
|
|
ce_LoopDirsSingleMultiStep(ce_dir_offset_bishop, 1); |
|
|
} |
|
|
|
|
|
void ce_LoopQueen(void) |
|
|
{ |
|
|
ce_LoopDirsSingleMultiStep(ce_dir_offset_queen, 1); |
|
|
} |
|
|
|
|
|
void ce_LoopKnight(void) |
|
|
{ |
|
|
ce_LoopDirsSingleMultiStep(ce_dir_offset_knight, 0); |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
/*==============================================================*/ |
|
|
/* move king */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
uint8_t cu_IsKingCastling(uint8_t mask, int8_t direction, uint8_t cnt) U8G2_NOINLINE; |
|
|
|
|
|
/* |
|
|
checks, if the king can do castling |
|
|
|
|
|
Arguments: |
|
|
mask: the bit-mask for the global "castling possible" flag |
|
|
direction: left castling: -1, right castling 1 |
|
|
cnt: number of fields to be checked: 3 or 2 |
|
|
*/ |
|
|
uint8_t cu_IsKingCastling(uint8_t mask, int8_t direction, uint8_t cnt) |
|
|
{ |
|
|
uint8_t pos; |
|
|
uint8_t opponent_color; |
|
|
|
|
|
/* check if the current board state allows castling */ |
|
|
if ( (lrc_obj.castling_possible & mask) == 0 ) |
|
|
return 0; /* castling not allowed */ |
|
|
|
|
|
/* get the position of the KING, could be white or black king */ |
|
|
pos = stack_GetCurrElement()->current_pos; |
|
|
|
|
|
/* calculate the color of the opponent */ |
|
|
opponent_color = 1; |
|
|
opponent_color -= stack_GetCurrElement()->current_color; |
|
|
|
|
|
/* if the KING itself is given check... */ |
|
|
if ( ce_GetPositionAttackWeight(pos, opponent_color) > 0 ) |
|
|
return 0; |
|
|
|
|
|
|
|
|
/* check if fields in the desired direction are emtpy */ |
|
|
for(;;) |
|
|
{ |
|
|
/* go to the next field */ |
|
|
pos += direction; |
|
|
/* check for a piece */ |
|
|
if ( cp_GetPiece(cp_GetFromBoard(pos)) != PIECE_NONE ) |
|
|
return 0; /* castling not allowed */ |
|
|
|
|
|
/* if some of the fields are under attack */ |
|
|
if ( ce_GetPositionAttackWeight(pos, opponent_color) > 0 ) |
|
|
return 0; |
|
|
|
|
|
cnt--; |
|
|
if ( cnt == 0 ) |
|
|
break; |
|
|
} |
|
|
return 1; /* castling allowed */ |
|
|
} |
|
|
|
|
|
void ce_LoopKing(void) |
|
|
{ |
|
|
/* |
|
|
there is an interessting timing problem in this procedure |
|
|
it must be checked for castling first and as second step the normal |
|
|
KING movement. If we would first check for normal moves, than |
|
|
any marks might be overwritten by the ROOK in the case of castling. |
|
|
*/ |
|
|
|
|
|
/* castling (this must be done before checking normal moves (see above) */ |
|
|
if ( stack_GetCurrElement()->current_color == COLOR_WHITE ) |
|
|
{ |
|
|
/* white left castling */ |
|
|
if ( cu_IsKingCastling(1, -1, 3) != 0 ) |
|
|
{ |
|
|
/* check for attacked fields */ |
|
|
ce_LoopRecur(stack_GetCurrElement()->current_pos-2); |
|
|
} |
|
|
/* white right castling */ |
|
|
if ( cu_IsKingCastling(2, 1, 2) != 0 ) |
|
|
{ |
|
|
/* check for attacked fields */ |
|
|
ce_LoopRecur(stack_GetCurrElement()->current_pos+2); |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
/* black left castling */ |
|
|
if ( cu_IsKingCastling(4, -1, 3) != 0 ) |
|
|
{ |
|
|
/* check for attacked fields */ |
|
|
ce_LoopRecur(stack_GetCurrElement()->current_pos-2); |
|
|
} |
|
|
/* black right castling */ |
|
|
if ( cu_IsKingCastling(8, 1, 2) != 0 ) |
|
|
{ |
|
|
/* check for attacked fields */ |
|
|
ce_LoopRecur(stack_GetCurrElement()->current_pos+2); |
|
|
} |
|
|
} |
|
|
|
|
|
/* reuse queen directions */ |
|
|
ce_LoopDirsSingleMultiStep(ce_dir_offset_queen, 0); |
|
|
} |
|
|
|
|
|
|
|
|
/*==============================================================*/ |
|
|
/* move pawn */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
/* |
|
|
doppelschritt: nur von der grundlinie aus, beide (!) felder vor dem bauern m<EFBFBD>ssen frei sein |
|
|
en passant: nur unmittelbar nachdem ein doppelschritt ausgef<EFBFBD>hrt wurde. |
|
|
*/ |
|
|
void ce_LoopPawnSideCapture(uint8_t loop_pos) |
|
|
{ |
|
|
if ( gpos_IsIllegal(loop_pos) == 0 ) |
|
|
{ |
|
|
/* get the piece from the board */ |
|
|
/* if the field is NOT empty */ |
|
|
if ( cp_GetPiece(cp_GetFromBoard(loop_pos)) != PIECE_NONE ) |
|
|
{ |
|
|
/* normal capture */ |
|
|
ce_LoopRecur(loop_pos); |
|
|
/* TODO: check for pawn conversion/promotion */ |
|
|
} |
|
|
else |
|
|
{ |
|
|
/* check conditions for en passant capture */ |
|
|
if ( stack_GetCurrElement()->current_color == COLOR_WHITE ) |
|
|
{ |
|
|
if ( lrc_obj.pawn_dbl_move[COLOR_BLACK]+16 == loop_pos ) |
|
|
{ |
|
|
ce_LoopRecur(loop_pos); |
|
|
/* note: pawn conversion/promotion can not occur */ |
|
|
} |
|
|
} |
|
|
else |
|
|
{ |
|
|
if ( lrc_obj.pawn_dbl_move[COLOR_WHITE] == loop_pos+16 ) |
|
|
{ |
|
|
ce_LoopRecur(loop_pos); |
|
|
/* note: pawn conversion/promotion can not occur */ |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
void ce_LoopPawn(void) |
|
|
{ |
|
|
uint8_t initial_pos = stack_GetCurrElement()->current_pos; |
|
|
uint8_t my_color = stack_GetCurrElement()->current_color; |
|
|
|
|
|
uint8_t loop_pos; |
|
|
uint8_t line; |
|
|
|
|
|
/* one step forward */ |
|
|
|
|
|
loop_pos = initial_pos; |
|
|
line = initial_pos; |
|
|
line >>= 4; |
|
|
if ( my_color == COLOR_WHITE ) |
|
|
loop_pos += 16; |
|
|
else |
|
|
loop_pos -= 16; |
|
|
if ( gpos_IsIllegal(loop_pos) == 0 ) |
|
|
{ |
|
|
/* if the field is empty */ |
|
|
if ( cp_GetPiece(cp_GetFromBoard(loop_pos)) == PIECE_NONE ) |
|
|
{ |
|
|
/* TODO: check for and loop through piece conversion/promotion */ |
|
|
ce_LoopRecur(loop_pos); |
|
|
|
|
|
/* second step forward */ |
|
|
|
|
|
/* if pawn is on his starting line */ |
|
|
if ( (my_color == COLOR_WHITE && line == 1) || (my_color == COLOR_BLACK && line == 6 ) ) |
|
|
{ |
|
|
/* the place before the pawn is not occupied, so we can do double moves, see above */ |
|
|
|
|
|
if ( my_color == COLOR_WHITE ) |
|
|
loop_pos += 16; |
|
|
else |
|
|
loop_pos -= 16; |
|
|
if ( cp_GetPiece(cp_GetFromBoard(loop_pos)) == PIECE_NONE ) |
|
|
{ |
|
|
/* this is a special case, other promotions of the pawn can not occur */ |
|
|
ce_LoopRecur(loop_pos); |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
/* capture */ |
|
|
|
|
|
loop_pos = initial_pos; |
|
|
if ( my_color == COLOR_WHITE ) |
|
|
loop_pos += 15; |
|
|
else |
|
|
loop_pos -= 15; |
|
|
ce_LoopPawnSideCapture(loop_pos); |
|
|
|
|
|
|
|
|
loop_pos = initial_pos; |
|
|
if ( my_color == COLOR_WHITE ) |
|
|
loop_pos += 17; |
|
|
else |
|
|
loop_pos -= 17; |
|
|
ce_LoopPawnSideCapture(loop_pos); |
|
|
} |
|
|
|
|
|
/*==============================================================*/ |
|
|
/* attacked */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
/* |
|
|
from a starting position, search for a piece, that might jump to that postion. |
|
|
return: |
|
|
the two global variables |
|
|
lrc_obj.find_piece_weight[0]; |
|
|
lrc_obj.find_piece_weight[1]; |
|
|
will be increased by the weight of the attacked pieces of that color. |
|
|
it is usually required to reset these global variables to zero, before using |
|
|
this function. |
|
|
*/ |
|
|
|
|
|
void ce_FindPieceByStep(uint8_t start_pos, uint8_t piece, const uint8_t *d, uint8_t is_multi_step) |
|
|
{ |
|
|
uint8_t loop_pos, cp; |
|
|
|
|
|
/* with all directions */ |
|
|
for(;;) |
|
|
{ |
|
|
if ( chess_pgm_read(d) == 0 ) |
|
|
break; |
|
|
|
|
|
/* start again from the initial position */ |
|
|
loop_pos = start_pos; |
|
|
|
|
|
/* check direction */ |
|
|
do |
|
|
{ |
|
|
/* check next position into one direction */ |
|
|
loop_pos += chess_pgm_read(d); |
|
|
|
|
|
/* check if the board boundary has been crossed */ |
|
|
if ( (loop_pos & 0x088) != 0 ) |
|
|
break; |
|
|
|
|
|
/* get the colored piece from the board */ |
|
|
cp = cp_GetFromBoard(loop_pos); |
|
|
|
|
|
/* stop if we had hit another piece */ |
|
|
if ( cp_GetPiece(cp) != PIECE_NONE ) |
|
|
{ |
|
|
/* if it is the piece we are looking for, then add the weight */ |
|
|
if ( cp_GetPiece(cp) == piece ) |
|
|
{ |
|
|
lrc_obj.find_piece_weight[cp_GetColor(cp)] += ce_piece_weight[piece]; |
|
|
lrc_obj.find_piece_cnt[cp_GetColor(cp)]++; |
|
|
} |
|
|
/* in any case, break out of the inner loop */ |
|
|
break; |
|
|
} |
|
|
} while( is_multi_step ); |
|
|
d++; |
|
|
} |
|
|
} |
|
|
|
|
|
void ce_FindPawnPiece(uint8_t dest_pos, uint8_t color) |
|
|
{ |
|
|
uint8_t cp; |
|
|
/* check if the board boundary has been crossed */ |
|
|
if ( (dest_pos & 0x088) == 0 ) |
|
|
{ |
|
|
/* get the colored piece from the board */ |
|
|
cp = cp_GetFromBoard(dest_pos); |
|
|
/* only if there is a pawn of the matching color */ |
|
|
if ( cp_GetPiece(cp) == PIECE_PAWN ) |
|
|
{ |
|
|
if ( cp_GetColor(cp) == color ) |
|
|
{ |
|
|
/* the weight of the PAWN */ |
|
|
lrc_obj.find_piece_weight[color] += 1; |
|
|
lrc_obj.find_piece_cnt[color]++; |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
/* |
|
|
find out, which pieces do attack a specified field |
|
|
used to |
|
|
- check if the KING can do castling |
|
|
- check if the KING must move |
|
|
|
|
|
may be used in the eval procedure ... once... |
|
|
|
|
|
the result is stored in the global array |
|
|
uint8_t lrc_obj.find_piece_weight[2]; |
|
|
which is indexed with the color. |
|
|
lrc_obj.find_piece_weight[COLOR_WHITE] is the sum of all white pieces |
|
|
which can directly move to this field. |
|
|
|
|
|
example: |
|
|
if the black KING is at "pos" and lrc_obj.find_piece_weight[COLOR_WHITE] is not zero |
|
|
(after executing ce_CalculatePositionWeight(pos)) then the KING must be protected or moveed, because |
|
|
the KING was given check. |
|
|
*/ |
|
|
|
|
|
void ce_CalculatePositionWeight(uint8_t pos) |
|
|
{ |
|
|
|
|
|
lrc_obj.find_piece_weight[0] = 0; |
|
|
lrc_obj.find_piece_weight[1] = 0; |
|
|
lrc_obj.find_piece_cnt[0] = 0; |
|
|
lrc_obj.find_piece_cnt[1] = 0; |
|
|
|
|
|
if ( (pos & 0x088) != 0 ) |
|
|
return; |
|
|
|
|
|
ce_FindPieceByStep(pos, PIECE_ROOK, ce_dir_offset_rook, 1); |
|
|
ce_FindPieceByStep(pos, PIECE_BISHOP, ce_dir_offset_bishop, 1); |
|
|
ce_FindPieceByStep(pos, PIECE_QUEEN, ce_dir_offset_queen, 1); |
|
|
ce_FindPieceByStep(pos, PIECE_KNIGHT, ce_dir_offset_knight, 0); |
|
|
ce_FindPieceByStep(pos, PIECE_KING, ce_dir_offset_queen, 0); |
|
|
|
|
|
ce_FindPawnPiece(pos+17, COLOR_BLACK); |
|
|
ce_FindPawnPiece(pos+15, COLOR_BLACK); |
|
|
ce_FindPawnPiece(pos-17, COLOR_WHITE); |
|
|
ce_FindPawnPiece(pos-15, COLOR_WHITE); |
|
|
} |
|
|
|
|
|
/* |
|
|
calculate the summed weight of pieces with specified color which can move to a specified position |
|
|
|
|
|
argument: |
|
|
pos: the position which should be analysed |
|
|
color: the color of those pieces which should be analysed |
|
|
e.g. if a black piece is at 'pos' and 'color' is white then this procedure returns the white atting count |
|
|
*/ |
|
|
uint8_t ce_GetPositionAttackWeight(uint8_t pos, uint8_t color) |
|
|
{ |
|
|
ce_CalculatePositionWeight(pos); |
|
|
return lrc_obj.find_piece_weight[color]; |
|
|
} |
|
|
|
|
|
uint8_t ce_GetPositionAttackCount(uint8_t pos, uint8_t color) |
|
|
{ |
|
|
ce_CalculatePositionWeight(pos); |
|
|
return lrc_obj.find_piece_cnt[color]; |
|
|
} |
|
|
|
|
|
|
|
|
/*==============================================================*/ |
|
|
/* depth search starts here: loop over all pieces of the current color on the board */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
void ce_LoopPieces(void) |
|
|
{ |
|
|
stack_element_p e = stack_GetCurrElement(); |
|
|
/* start with lower left position (A1) */ |
|
|
e->current_pos = 0; |
|
|
do |
|
|
{ |
|
|
e->current_cp = cp_GetFromBoard(e->current_pos); |
|
|
/* check if the position on the board is empty */ |
|
|
if ( e->current_cp != 0 ) |
|
|
{ |
|
|
/* only generate moves for the current color */ |
|
|
if ( e->current_color == cp_GetColor(e->current_cp) ) |
|
|
{ |
|
|
chess_Thinking(); |
|
|
|
|
|
/* find out which piece is used */ |
|
|
switch(cp_GetPiece(e->current_cp)) |
|
|
{ |
|
|
case PIECE_NONE: |
|
|
break; |
|
|
case PIECE_PAWN: |
|
|
ce_LoopPawn(); |
|
|
break; |
|
|
case PIECE_KNIGHT: |
|
|
ce_LoopKnight(); |
|
|
break; |
|
|
case PIECE_BISHOP: |
|
|
ce_LoopBishop(); |
|
|
break; |
|
|
case PIECE_ROOK: |
|
|
ce_LoopRook(); |
|
|
break; |
|
|
case PIECE_QUEEN: |
|
|
ce_LoopQueen(); |
|
|
break; |
|
|
case PIECE_KING: |
|
|
ce_LoopKing(); |
|
|
break; |
|
|
} |
|
|
} |
|
|
} |
|
|
e->current_pos = cu_NextPos(e->current_pos); |
|
|
} while( e->current_pos != 0 ); |
|
|
} |
|
|
|
|
|
/*==============================================================*/ |
|
|
/* user interface */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
/* |
|
|
eval_t chess_EvalCurrBoard(uint8_t color) |
|
|
{ |
|
|
stack_Init(0); |
|
|
stack_GetCurrElement()->current_color = color; |
|
|
ce_LoopPieces(); |
|
|
return stack_GetCurrElement()->best_eval; |
|
|
} |
|
|
*/ |
|
|
|
|
|
/* clear any marks on the board */ |
|
|
void chess_ClearMarks(void) |
|
|
{ |
|
|
uint8_t i; |
|
|
for( i = 0; i < 64; i++ ) |
|
|
lrc_obj.board[i] &= ~CP_MARK_MASK; |
|
|
} |
|
|
|
|
|
/* |
|
|
Mark all pieces which can do moves. This is done by setting flags on the global board |
|
|
*/ |
|
|
void chess_MarkMovable(void) |
|
|
{ |
|
|
stack_Init(0); |
|
|
//stack_GetCurrElement()->current_color = color; |
|
|
lrc_obj.check_mode = CHECK_MODE_MOVEABLE; |
|
|
ce_LoopPieces(); |
|
|
} |
|
|
|
|
|
/* |
|
|
Checks, if the piece can move from src_pos to dest_pos |
|
|
|
|
|
src_pos: The game position of a piece on the chess board |
|
|
*/ |
|
|
void chess_MarkTargetMoves(uint8_t src_pos) |
|
|
{ |
|
|
stack_Init(0); |
|
|
stack_GetCurrElement()->current_color = cp_GetColor(cp_GetFromBoard(src_pos)); |
|
|
lrc_obj.check_src_pos = src_pos; |
|
|
lrc_obj.check_mode = CHECK_MODE_TARGET_MOVE; |
|
|
ce_LoopPieces(); |
|
|
} |
|
|
|
|
|
/* |
|
|
first call should start with 255 |
|
|
this procedure will return 255 if |
|
|
- there are no marks at all |
|
|
- it has looped over all marks once |
|
|
*/ |
|
|
uint8_t chess_GetNextMarked(uint8_t arg, uint8_t is_prev) |
|
|
{ |
|
|
uint8_t i; |
|
|
uint8_t pos = arg; |
|
|
for(i = 0; i < 64; i++) |
|
|
{ |
|
|
if ( is_prev != 0 ) |
|
|
pos = cu_PrevPos(pos); |
|
|
else |
|
|
pos = cu_NextPos(pos); |
|
|
if ( arg != 255 && pos == 0 ) |
|
|
return 255; |
|
|
if ( cp_IsMarked(cp_GetFromBoard(pos)) ) |
|
|
return pos; |
|
|
} |
|
|
return 255; |
|
|
} |
|
|
|
|
|
|
|
|
/* make a manual move: this is a little bit more than cu_Move() */ |
|
|
void chess_ManualMove(uint8_t src, uint8_t dest) |
|
|
{ |
|
|
uint8_t cp; |
|
|
|
|
|
/* printf("chess_ManualMove %02x -> %02x\n", src, dest); */ |
|
|
|
|
|
/* if all other things fail, this is the place where the game is to be decided: */ |
|
|
/* ... if the KING is captured */ |
|
|
cp = cp_GetFromBoard(dest); |
|
|
if ( cp_GetPiece(cp) == PIECE_KING ) |
|
|
{ |
|
|
lrc_obj.is_game_end = 1; |
|
|
lrc_obj.lost_side_color = cp_GetColor(cp); |
|
|
} |
|
|
|
|
|
/* clear ply history here, to avoid memory overflow */ |
|
|
/* may be the last X moves can be kept here */ |
|
|
cu_ReduceHistoryByFullMove(); |
|
|
/* perform the move on the board */ |
|
|
cu_Move(src, dest); |
|
|
|
|
|
/* update en passant double move positions: en passant position is removed after two half moves */ |
|
|
lrc_obj.pawn_dbl_move[lrc_obj.ply_count&1] = ILLEGAL_POSITION; |
|
|
|
|
|
/* update the global half move counter */ |
|
|
lrc_obj.ply_count++; |
|
|
|
|
|
|
|
|
/* make a small check about the end of the game */ |
|
|
/* use at least depth 1, because we must know if the king can still move */ |
|
|
/* this is: King moves at level 0 and will be captured at level 1 */ |
|
|
/* so we check if the king can move and will not be captured at search level 1 */ |
|
|
|
|
|
stack_Init(1); |
|
|
ce_LoopPieces(); |
|
|
|
|
|
/* printf("chess_ManualMove/analysis best_from_pos %02x -> best_to_pos %02x\n", stack_GetCurrElement()->best_from_pos, stack_GetCurrElement()->best_to_pos); */ |
|
|
|
|
|
/* analyse the eval result */ |
|
|
|
|
|
/* check if the other player has any moves left */ |
|
|
if ( stack_GetCurrElement()->best_from_pos == ILLEGAL_POSITION ) |
|
|
{ |
|
|
uint8_t color; |
|
|
/* conditions: */ |
|
|
/* 1. no King, should never happen, opposite color has won */ |
|
|
/* this is already checked above at the beginning if this procedure */ |
|
|
/* 2. King is under attack, opposite color has won */ |
|
|
/* 3. King is not under attack, game is a draw */ |
|
|
|
|
|
uint8_t i = 0; |
|
|
color = lrc_obj.ply_count; |
|
|
color &= 1; |
|
|
do |
|
|
{ |
|
|
cp = cp_GetFromBoard(i); |
|
|
/* look for the King */ |
|
|
if ( cp_GetPiece(cp) == PIECE_KING ) |
|
|
{ |
|
|
if ( cp_GetColor(cp) == color ) |
|
|
{ |
|
|
/* check if KING is attacked */ |
|
|
if ( ce_GetPositionAttackCount(i, color^1) != 0 ) |
|
|
{ |
|
|
/* KING is under attack (check) and can not move: Game is lost */ |
|
|
lrc_obj.is_game_end = 1; |
|
|
lrc_obj.lost_side_color = color; |
|
|
} |
|
|
else |
|
|
{ |
|
|
/* KING is NOT under attack (check) but can not move: Game is a draw */ |
|
|
lrc_obj.is_game_end = 1; |
|
|
lrc_obj.lost_side_color = 2; |
|
|
} |
|
|
/* break out of the loop */ |
|
|
break; |
|
|
} |
|
|
} |
|
|
i = cu_NextPos(i); |
|
|
} while( i != 0 ); |
|
|
} |
|
|
} |
|
|
|
|
|
/* let the computer do a move */ |
|
|
void chess_ComputerMove(uint8_t depth) |
|
|
{ |
|
|
stack_Init(depth); |
|
|
|
|
|
//stack_GetCurrElement()->current_color = lrc_obj.ply_count; |
|
|
//stack_GetCurrElement()->current_color &= 1; |
|
|
|
|
|
cu_ReduceHistoryByFullMove(); |
|
|
ce_LoopPieces(); |
|
|
|
|
|
chess_ManualMove(stack_GetCurrElement()->best_from_pos, stack_GetCurrElement()->best_to_pos); |
|
|
} |
|
|
|
|
|
|
|
|
/*==============================================================*/ |
|
|
/* unix code */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
|
|
|
/*==============================================================*/ |
|
|
/* display menu */ |
|
|
/*==============================================================*/ |
|
|
|
|
|
extern const uint8_t chess_pieces_body_bm[] CHESS_PROGMEM; // forward decl |
|
|
extern const uint8_t chess_black_pieces_bm[] CHESS_PROGMEM; // forward decl |
|
|
|
|
|
// uint8_t chess_key_code = 0; // obsolete, u8g2 does proper debouncing |
|
|
uint8_t chess_key_cmd = 0; |
|
|
#define CHESS_STATE_MENU 0 |
|
|
#define CHESS_STATE_SELECT_START 1 |
|
|
#define CHESS_STATE_SELECT_PIECE 2 |
|
|
#define CHESS_STATE_SELECT_TARGET_POS 3 |
|
|
#define CHESS_STATE_THINKING 4 |
|
|
#define CHESS_STATE_GAME_END 5 |
|
|
uint8_t chess_state = CHESS_STATE_MENU; |
|
|
uint8_t chess_source_pos = 255; |
|
|
uint8_t chess_target_pos = 255; |
|
|
|
|
|
#define MNU_FONT u8g2_font_5x8_tr |
|
|
#define MNU_ENTRY_HEIGHT 9 |
|
|
|
|
|
const char *mnu_title = "Little Rook Chess"; |
|
|
const char *mnu_list[] = { "New Game (White)", "New Game (Black)", "Undo Move", "Return" }; |
|
|
uint8_t mnu_pos = 0; |
|
|
uint8_t mnu_max = 4; |
|
|
|
|
|
void mnu_DrawHome(uint8_t is_highlight) |
|
|
{ |
|
|
uint8_t x = lrc_u8g->width - 35; |
|
|
uint8_t y = (lrc_u8g->height-1); |
|
|
uint8_t t; |
|
|
|
|
|
u8g2_SetFont(lrc_u8g, u8g2_font_5x7_tr); |
|
|
u8g2_SetDefaultForegroundColor(lrc_u8g); |
|
|
if ( chess_state == CHESS_STATE_THINKING ) |
|
|
u8g2_DrawBitmap(lrc_u8g, x, y-8, 1, 8, chess_black_pieces_bm+24); |
|
|
else |
|
|
{ |
|
|
t = u8g2_DrawStrP(lrc_u8g, x, y -1, CHESS_PSTR("Options")); |
|
|
|
|
|
if ( is_highlight ) |
|
|
u8g2_DrawFrame(lrc_u8g, x-1, y - MNU_ENTRY_HEIGHT +1, t, MNU_ENTRY_HEIGHT); |
|
|
} |
|
|
} |
|
|
|
|
|
void mnu_DrawEntry(uint8_t y, const char *str, uint8_t is_clr_background, uint8_t is_highlight) |
|
|
{ |
|
|
uint8_t t, x; |
|
|
u8g2_SetFont(lrc_u8g, MNU_FONT); |
|
|
t = u8g2_GetStrWidth(lrc_u8g, str); |
|
|
x = u8g2_GetDisplayWidth(lrc_u8g); |
|
|
x -= t; |
|
|
x >>= 1; |
|
|
|
|
|
if ( is_clr_background ) |
|
|
{ |
|
|
u8g2_SetDefaultBackgroundColor(lrc_u8g); |
|
|
u8g2_DrawBox(lrc_u8g, x-3, (lrc_u8g->height-1) - (y+MNU_ENTRY_HEIGHT-1+2), t+5, MNU_ENTRY_HEIGHT+4); |
|
|
} |
|
|
|
|
|
u8g2_SetDefaultForegroundColor(lrc_u8g); |
|
|
u8g2_DrawStr(lrc_u8g, x, (lrc_u8g->height-1) - y, str); |
|
|
|
|
|
if ( is_highlight ) |
|
|
{ |
|
|
u8g2_DrawFrame(lrc_u8g, 0, (lrc_u8g->height-1) - y -MNU_ENTRY_HEIGHT +1, u8g2_GetDisplayWidth(lrc_u8g), MNU_ENTRY_HEIGHT); |
|
|
} |
|
|
} |
|
|
|
|
|
void mnu_Draw(void) |
|
|
{ |
|
|
uint8_t i; |
|
|
uint8_t t,y; |
|
|
/* calculate hight of the complete menu */ |
|
|
y = mnu_max; |
|
|
y++; /* consider also some space for the title */ |
|
|
y++; /* consider also some space for the title */ |
|
|
y *= MNU_ENTRY_HEIGHT; |
|
|
|
|
|
/* calculate how much space will be left */ |
|
|
t = u8g2_GetDisplayHeight(lrc_u8g); |
|
|
t -= y; |
|
|
|
|
|
/* topmost pos start half of that empty space from the top */ |
|
|
t >>= 1; |
|
|
y = u8g2_GetDisplayHeight(lrc_u8g); |
|
|
y -= t; |
|
|
|
|
|
y -= MNU_ENTRY_HEIGHT; |
|
|
mnu_DrawEntry(y, mnu_title, 0, 0); |
|
|
|
|
|
y -= MNU_ENTRY_HEIGHT; |
|
|
|
|
|
|
|
|
u8g2_DrawBitmap(lrc_u8g, 0, 1, 1, 8, chess_black_pieces_bm+24); |
|
|
u8g2_DrawBitmap(lrc_u8g, 128-8, 1, 1, 8, chess_black_pieces_bm+24); |
|
|
|
|
|
|
|
|
for( i = 0; i < mnu_max; i++ ) |
|
|
{ |
|
|
y -= MNU_ENTRY_HEIGHT; |
|
|
mnu_DrawEntry(y, mnu_list[i], 0, i == mnu_pos); |
|
|
} |
|
|
} |
|
|
|
|
|
void mnu_Step(uint8_t key_cmd) |
|
|
{ |
|
|
if ( key_cmd == CHESS_KEY_NEXT ) |
|
|
{ |
|
|
if ( mnu_pos+1 < mnu_max ) |
|
|
mnu_pos++; |
|
|
} |
|
|
else if ( key_cmd == CHESS_KEY_PREV ) |
|
|
{ |
|
|
if ( mnu_pos > 0 ) |
|
|
mnu_pos--; |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const uint8_t chess_pieces_body_bm[] CHESS_PROGMEM = |
|
|
{ |
|
|
/* PAWN */ 0x00, 0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x00, /* 0x00, 0x00, 0x00, 0x0c, 0x0c, 0x00, 0x00, 0x00, */ |
|
|
/* KNIGHT */ 0x00, 0x00, 0x1c, 0x2c, 0x04, 0x04, 0x0e, 0x00, |
|
|
/* BISHOP */ 0x00, 0x00, 0x1c, 0x1c, 0x1c, 0x08, 0x00, 0x00, /* 0x00, 0x00, 0x08, 0x1c, 0x1c, 0x08, 0x00, 0x00, */ |
|
|
/* ROOK */ 0x00, 0x00, 0x00, 0x1c, 0x1c, 0x1c, 0x1c, 0x00, |
|
|
/* QUEEN */ 0x00, 0x00, 0x14, 0x1c, 0x08, 0x1c, 0x08, 0x00, |
|
|
/* KING */ 0x00, 0x00, 0x00, 0x08, 0x3e, 0x1c, 0x08, 0x00, |
|
|
}; |
|
|
|
|
|
#ifdef NOT_REQUIRED |
|
|
/* white pieces are constructed by painting black pieces and cutting out the white area */ |
|
|
const uint8_t chess_white_pieces_bm[] CHESS_PROGMEM = |
|
|
{ |
|
|
/* PAWN */ 0x00, 0x00, 0x0c, 0x12, 0x12, 0x0c, 0x1e, 0x00, |
|
|
/* KNIGHT */ 0x00, 0x1c, 0x22, 0x52, 0x6a, 0x0a, 0x11, 0x1f, |
|
|
/* BISHOP */ 0x00, 0x08, 0x14, 0x22, 0x22, 0x14, 0x08, 0x7f, |
|
|
/* ROOK */ 0x00, 0x55, 0x7f, 0x22, 0x22, 0x22, 0x22, 0x7f, |
|
|
/* QUEEN */ 0x00, 0x55, 0x2a, 0x22, 0x14, 0x22, 0x14, 0x7f, |
|
|
/* KING */ 0x08, 0x1c, 0x49, 0x77, 0x41, 0x22, 0x14, 0x7f, |
|
|
}; |
|
|
#endif |
|
|
|
|
|
const uint8_t chess_black_pieces_bm[] CHESS_PROGMEM = |
|
|
{ |
|
|
/* PAWN */ 0x00, 0x00, 0x18, 0x3c, 0x3c, 0x18, 0x3c, 0x00, /* 0x00, 0x00, 0x0c, 0x1e, 0x1e, 0x0c, 0x1e, 0x00, */ |
|
|
/* KNIGHT */ 0x00, 0x1c, 0x3e, 0x7e, 0x6e, 0x0e, 0x1f, 0x1f, |
|
|
/* BISHOP */ 0x00, 0x1c, 0x2e, 0x3e, 0x3e, 0x1c, 0x08, 0x7f, /*0x00, 0x08, 0x1c, 0x3e, 0x3e, 0x1c, 0x08, 0x7f,*/ |
|
|
/* ROOK */ 0x00, 0x55, 0x7f, 0x3e, 0x3e, 0x3e, 0x3e, 0x7f, |
|
|
/* QUEEN */ 0x00, 0x55, 0x3e, 0x3e, 0x1c, 0x3e, 0x1c, 0x7f, |
|
|
/* KING -*/ 0x08, 0x1c, 0x49, 0x7f, 0x7f, 0x3e, 0x1c, 0x7f, |
|
|
}; |
|
|
|
|
|
|
|
|
#if defined(DOGXL160_HW_GR) |
|
|
#define BOXSIZE 13 |
|
|
#define BOXOFFSET 3 |
|
|
#else |
|
|
#define BOXSIZE 8 |
|
|
#define BOXOFFSET 1 |
|
|
#endif |
|
|
|
|
|
u8g2_uint_t chess_low_edge; |
|
|
uint8_t chess_boxsize = 8; |
|
|
uint8_t chess_boxoffset = 1; |
|
|
|
|
|
|
|
|
void chess_DrawFrame(uint8_t pos, uint8_t is_bold) |
|
|
{ |
|
|
u8g2_uint_t x0, y0; |
|
|
|
|
|
x0 = pos; |
|
|
x0 &= 15; |
|
|
if ( lrc_obj.orientation != COLOR_WHITE ) |
|
|
x0 ^= 7; |
|
|
|
|
|
y0 = pos; |
|
|
y0>>= 4; |
|
|
if ( lrc_obj.orientation != COLOR_WHITE ) |
|
|
y0 ^= 7; |
|
|
|
|
|
x0 *= chess_boxsize; |
|
|
y0 *= chess_boxsize; |
|
|
|
|
|
u8g2_SetDefaultForegroundColor(lrc_u8g); |
|
|
u8g2_DrawFrame(lrc_u8g, x0, chess_low_edge - y0 - chess_boxsize+1, chess_boxsize, chess_boxsize); |
|
|
|
|
|
|
|
|
if ( is_bold ) |
|
|
{ |
|
|
x0--; |
|
|
y0++; |
|
|
|
|
|
u8g2_DrawFrame(lrc_u8g, x0, chess_low_edge - y0 - chess_boxsize +1, chess_boxsize+2, chess_boxsize+2); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
void chess_DrawBoard(void) |
|
|
{ |
|
|
uint8_t i, j, cp; |
|
|
const uint8_t *ptr; /* pointer into CHESS_PROGMEM */ |
|
|
|
|
|
{ |
|
|
uint8_t x_offset = 1; |
|
|
u8g2_SetDefaultForegroundColor(lrc_u8g); |
|
|
for( i = 0; i < 8*8; i+=8 ) |
|
|
{ |
|
|
for( j = 0; j < 8*8; j+=8 ) |
|
|
{ |
|
|
if ( ((i^j) & 8) == 0 ) |
|
|
{ |
|
|
if ( lrc_obj.orientation == COLOR_WHITE ) |
|
|
{ |
|
|
cp = lrc_obj.board[i+j/8]; |
|
|
} |
|
|
else |
|
|
{ |
|
|
cp = lrc_obj.board[(7-i/8)*8+7-j/8]; |
|
|
} |
|
|
if ( cp_GetPiece(cp) == PIECE_NONE ) |
|
|
{ |
|
|
u8g2_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-0); |
|
|
u8g2_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-2); |
|
|
u8g2_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-4); |
|
|
u8g2_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-6); |
|
|
u8g2_DrawPixel(lrc_u8g, j+2+x_offset, chess_low_edge - i-0); |
|
|
u8g2_DrawPixel(lrc_u8g, j+2+x_offset, chess_low_edge - i-6); |
|
|
u8g2_DrawPixel(lrc_u8g, j+4+x_offset, chess_low_edge - i-0); |
|
|
u8g2_DrawPixel(lrc_u8g, j+4+x_offset, chess_low_edge - i-6); |
|
|
u8g2_DrawPixel(lrc_u8g, j+6+x_offset, chess_low_edge - i-0); |
|
|
u8g2_DrawPixel(lrc_u8g, j+6+x_offset, chess_low_edge - i-2); |
|
|
u8g2_DrawPixel(lrc_u8g, j+6+x_offset, chess_low_edge - i-4); |
|
|
u8g2_DrawPixel(lrc_u8g, j+6+x_offset, chess_low_edge - i-6); |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
for ( i = 0; i < 8; i++ ) |
|
|
{ |
|
|
for ( j = 0; j < 8; j++ ) |
|
|
{ |
|
|
/* get piece from global board */ |
|
|
if ( lrc_obj.orientation == COLOR_WHITE ) |
|
|
{ |
|
|
cp = lrc_obj.board[i*8+j]; |
|
|
} |
|
|
else |
|
|
{ |
|
|
cp = lrc_obj.board[(7-i)*8+7-j]; |
|
|
} |
|
|
if ( cp_GetPiece(cp) != PIECE_NONE ) |
|
|
{ |
|
|
ptr = chess_black_pieces_bm; |
|
|
ptr += (cp_GetPiece(cp)-1)*8; |
|
|
|
|
|
u8g2_SetDefaultForegroundColor(lrc_u8g); |
|
|
u8g2_DrawBitmap(lrc_u8g, j*chess_boxsize+chess_boxoffset-1, chess_low_edge - (i*chess_boxsize+chess_boxsize-chess_boxoffset), 1, 8, ptr); |
|
|
|
|
|
if ( cp_GetColor(cp) == lrc_obj.strike_out_color ) |
|
|
{ |
|
|
ptr = chess_pieces_body_bm; |
|
|
ptr += (cp_GetPiece(cp)-1)*8; |
|
|
u8g2_SetDefaultBackgroundColor(lrc_u8g); |
|
|
u8g2_DrawBitmap(lrc_u8g, j*chess_boxsize+chess_boxoffset-1, chess_low_edge - (i*chess_boxsize+chess_boxsize-chess_boxoffset), 1, 8, ptr); |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
u8g2_SetDefaultForegroundColor(lrc_u8g); |
|
|
|
|
|
if ( (chess_source_pos & 0x88) == 0 ) |
|
|
{ |
|
|
chess_DrawFrame(chess_source_pos, 1); |
|
|
} |
|
|
|
|
|
if ( (chess_target_pos & 0x88) == 0 ) |
|
|
{ |
|
|
chess_DrawFrame(chess_target_pos, 0); |
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
void chess_Thinking(void) |
|
|
{ |
|
|
} |
|
|
|
|
|
void chess_Init(u8g2_t *u8g, uint8_t body_color) |
|
|
{ |
|
|
lrc_u8g = u8g; |
|
|
|
|
|
chess_low_edge = u8g2_GetDisplayHeight(lrc_u8g); |
|
|
chess_low_edge--; |
|
|
|
|
|
|
|
|
{ |
|
|
|
|
|
chess_boxsize = 8; |
|
|
chess_boxoffset = 1; |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
lrc_obj.strike_out_color = body_color; |
|
|
chess_SetupBoard(); |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
void chess_Draw(void) |
|
|
{ |
|
|
if ( chess_state == CHESS_STATE_MENU ) |
|
|
{ |
|
|
if ( lrc_obj.ply_count == 0) |
|
|
mnu_max = 2; |
|
|
else |
|
|
mnu_max = 4; |
|
|
mnu_Draw(); |
|
|
} |
|
|
else |
|
|
{ |
|
|
chess_DrawBoard(); |
|
|
|
|
|
{ |
|
|
uint8_t i; |
|
|
uint8_t entries = lrc_obj.chm_pos; |
|
|
if ( entries > 4 ) |
|
|
entries = 4; |
|
|
|
|
|
u8g2_SetFont(lrc_u8g, u8g2_font_5x7_tr); |
|
|
u8g2_SetDefaultForegroundColor(lrc_u8g); |
|
|
for( i = 0; i < entries; i++ ) |
|
|
{ |
|
|
|
|
|
u8g2_DrawStr(lrc_u8g, u8g2_GetDisplayWidth(lrc_u8g)-35, 8*(i+1), cu_GetHalfMoveStr(lrc_obj.chm_pos-entries+i)); |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
if ( chess_state == CHESS_STATE_SELECT_PIECE ) |
|
|
mnu_DrawHome(chess_source_pos == 255); |
|
|
else if ( chess_state == CHESS_STATE_SELECT_TARGET_POS ) |
|
|
mnu_DrawHome(chess_target_pos == 255); |
|
|
else |
|
|
mnu_DrawHome(0); |
|
|
|
|
|
if ( chess_state == CHESS_STATE_GAME_END ) |
|
|
{ |
|
|
switch( lrc_obj.lost_side_color ) |
|
|
{ |
|
|
case COLOR_WHITE: |
|
|
mnu_DrawEntry(u8g2_GetDisplayHeight(lrc_u8g) / 2-2, "Black wins", 1, 1); |
|
|
break; |
|
|
case COLOR_BLACK: |
|
|
mnu_DrawEntry(u8g2_GetDisplayHeight(lrc_u8g) / 2-2, "White wins", 1, 1); |
|
|
break; |
|
|
default: |
|
|
mnu_DrawEntry(u8g2_GetDisplayHeight(lrc_u8g) / 2-2, "Stalemate", 1, 1); |
|
|
break; |
|
|
} |
|
|
} |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
void chess_Step(uint8_t keycode) |
|
|
{ |
|
|
chess_key_cmd = keycode; |
|
|
|
|
|
/* |
|
|
if ( keycode == CHESS_KEY_NONE ) |
|
|
{ |
|
|
chess_key_cmd = chess_key_code; |
|
|
chess_key_code = CHESS_KEY_NONE; |
|
|
} |
|
|
else |
|
|
{ |
|
|
chess_key_cmd = CHESS_KEY_NONE; |
|
|
chess_key_code = keycode; |
|
|
} |
|
|
*/ |
|
|
//chess_ComputerMove(2); |
|
|
switch(chess_state) |
|
|
{ |
|
|
case CHESS_STATE_MENU: |
|
|
mnu_Step(chess_key_cmd); |
|
|
if ( chess_key_cmd == CHESS_KEY_SELECT ) |
|
|
{ |
|
|
if ( mnu_pos == 0 ) |
|
|
{ |
|
|
chess_SetupBoard(); |
|
|
lrc_obj.orientation = 0; |
|
|
chess_state = CHESS_STATE_SELECT_START; |
|
|
} |
|
|
else if ( mnu_pos == 1 ) |
|
|
{ |
|
|
chess_SetupBoard(); |
|
|
lrc_obj.orientation = 1; |
|
|
chess_state = CHESS_STATE_THINKING; |
|
|
} |
|
|
else if ( mnu_pos == 2 ) |
|
|
{ |
|
|
if ( lrc_obj.ply_count >= 2 ) |
|
|
{ |
|
|
cu_UndoHalfMove(); |
|
|
cu_UndoHalfMove(); |
|
|
lrc_obj.ply_count-=2; |
|
|
if ( lrc_obj.ply_count == 0 ) |
|
|
mnu_pos = 0; |
|
|
} |
|
|
chess_state = CHESS_STATE_SELECT_START; |
|
|
} |
|
|
else if ( mnu_pos == 3 ) |
|
|
{ |
|
|
chess_state = CHESS_STATE_SELECT_START; |
|
|
} |
|
|
} |
|
|
break; |
|
|
case CHESS_STATE_SELECT_START: |
|
|
chess_ClearMarks(); |
|
|
chess_MarkMovable(); |
|
|
chess_source_pos = chess_GetNextMarked(255, 0); |
|
|
chess_target_pos = ILLEGAL_POSITION; |
|
|
chess_state = CHESS_STATE_SELECT_PIECE; |
|
|
break; |
|
|
|
|
|
case CHESS_STATE_SELECT_PIECE: |
|
|
if ( chess_key_cmd == CHESS_KEY_NEXT ) |
|
|
{ |
|
|
chess_source_pos = chess_GetNextMarked(chess_source_pos, lrc_obj.orientation); |
|
|
} |
|
|
else if ( chess_key_cmd == CHESS_KEY_PREV ) |
|
|
{ |
|
|
chess_source_pos = chess_GetNextMarked(chess_source_pos, 1-lrc_obj.orientation ); |
|
|
} |
|
|
else if ( chess_key_cmd == CHESS_KEY_SELECT ) |
|
|
{ |
|
|
if ( chess_source_pos == 255 ) |
|
|
{ |
|
|
chess_state = CHESS_STATE_MENU; |
|
|
} |
|
|
else |
|
|
{ |
|
|
chess_ClearMarks(); |
|
|
chess_MarkTargetMoves(chess_source_pos); |
|
|
chess_target_pos = chess_GetNextMarked(255, 0); |
|
|
chess_state = CHESS_STATE_SELECT_TARGET_POS; |
|
|
} |
|
|
} |
|
|
break; |
|
|
case CHESS_STATE_SELECT_TARGET_POS: |
|
|
if ( chess_key_cmd == CHESS_KEY_NEXT ) |
|
|
{ |
|
|
chess_target_pos = chess_GetNextMarked(chess_target_pos, lrc_obj.orientation); |
|
|
if ( chess_target_pos == 255 ) |
|
|
chess_target_pos = chess_GetNextMarked(chess_target_pos, lrc_obj.orientation); |
|
|
} |
|
|
else if ( chess_key_cmd == CHESS_KEY_PREV ) |
|
|
{ |
|
|
chess_target_pos = chess_GetNextMarked(chess_target_pos, 1-lrc_obj.orientation); |
|
|
if ( chess_target_pos == 255 ) |
|
|
chess_target_pos = chess_GetNextMarked(chess_target_pos, 1-lrc_obj.orientation); |
|
|
} |
|
|
else if ( chess_key_cmd == CHESS_KEY_BACK ) |
|
|
{ |
|
|
chess_ClearMarks(); |
|
|
chess_MarkMovable(); |
|
|
chess_target_pos = ILLEGAL_POSITION; |
|
|
chess_state = CHESS_STATE_SELECT_PIECE; |
|
|
} |
|
|
else if ( chess_key_cmd == CHESS_KEY_SELECT ) |
|
|
{ |
|
|
chess_ManualMove(chess_source_pos, chess_target_pos); |
|
|
if ( lrc_obj.is_game_end != 0 ) |
|
|
chess_state = CHESS_STATE_GAME_END; |
|
|
else |
|
|
chess_state = CHESS_STATE_THINKING; |
|
|
/* clear marks as some kind of feedback to the user... it simply looks better */ |
|
|
chess_source_pos = ILLEGAL_POSITION; |
|
|
chess_target_pos = ILLEGAL_POSITION; |
|
|
chess_ClearMarks(); |
|
|
} |
|
|
break; |
|
|
case CHESS_STATE_THINKING: |
|
|
chess_ComputerMove(2); |
|
|
if ( lrc_obj.is_game_end != 0 ) |
|
|
chess_state = CHESS_STATE_GAME_END; |
|
|
else |
|
|
chess_state = CHESS_STATE_SELECT_START; |
|
|
break; |
|
|
case CHESS_STATE_GAME_END: |
|
|
if ( chess_key_cmd != CHESS_KEY_NONE ) |
|
|
{ |
|
|
chess_state = CHESS_STATE_MENU; |
|
|
chess_SetupBoard(); |
|
|
} |
|
|
break; |
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
void loop(void) { |
|
|
static uint8_t keycode = 0; |
|
|
uint8_t k; |
|
|
|
|
|
u8g2_FirstPage(lrc_u8g); |
|
|
do { |
|
|
chess_Draw(); |
|
|
} while ( u8g2_NextPage(lrc_u8g) ); |
|
|
|
|
|
do |
|
|
{ |
|
|
k = u8g_sdl_get_key(); |
|
|
} while( k < 0 ); |
|
|
|
|
|
keycode = 0; |
|
|
if ( k == 273 ) keycode = CHESS_KEY_PREV; /* up */ |
|
|
if ( k == 274 ) keycode = CHESS_KEY_NEXT; /* down */ |
|
|
if ( k == 276 ) keycode = CHESS_KEY_PREV; /* left */ |
|
|
if ( k == 275 ) keycode = CHESS_KEY_NEXT; |
|
|
|
|
|
if ( k == 'n' ) keycode = CHESS_KEY_NEXT; /* down */ |
|
|
if ( k == 'p' ) keycode = CHESS_KEY_PREV; /* left */ |
|
|
|
|
|
if ( k == ' ' ) keycode = CHESS_KEY_SELECT ; |
|
|
if ( k == 's' ) keycode = CHESS_KEY_SELECT ; |
|
|
if ( k == 'q' ) exit(0); |
|
|
|
|
|
|
|
|
if ( keycode != 0 ) |
|
|
chess_Step(keycode); |
|
|
keycode = 0; |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
u8g2_t u8g2; |
|
|
|
|
|
|
|
|
void setup(void) { |
|
|
//u8g2_Begin(&u8g2); |
|
|
chess_Init(&u8g2, 1); |
|
|
} |
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int main(void) |
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{ |
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u8g2_SetupBuffer_SDL_128x64_4(&u8g2, &u8g2_cb_r0); |
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u8x8_InitDisplay(u8g2_GetU8x8(&u8g2)); |
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u8x8_SetPowerSave(u8g2_GetU8x8(&u8g2), 0); |
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u8g2_SetFont(&u8g2, u8g2_font_helvB18_tr); |
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setup(); |
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for(;;) |
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{ |
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loop(); |
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} |
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return 0; |
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} |
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