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Diffstat (limited to 'ArduinoAddons/Arduino_1.6.x/hardware/marlin/avr/libraries/U8glib/utility/chessengine.c')
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diff --git a/ArduinoAddons/Arduino_1.6.x/hardware/marlin/avr/libraries/U8glib/utility/chessengine.c b/ArduinoAddons/Arduino_1.6.x/hardware/marlin/avr/libraries/U8glib/utility/chessengine.c
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index 000000000..f86bf0687
--- /dev/null
+++ b/ArduinoAddons/Arduino_1.6.x/hardware/marlin/avr/libraries/U8glib/utility/chessengine.c
@@ -0,0 +1,2392 @@
+/*
+ chessengine.c
+
+ "Little Rook Chess" (lrc)
+
+ Port to u8g library
+
+ chess for embedded 8-Bit controllers
+
+ Copyright (c) 2012, olikraus@gmail.com
+ All rights reserved.
+
+ Redistribution and use in source and binary forms, with or without modification,
+ are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice, this list
+ of conditions and the following disclaimer.
+
+ * Redistributions in binary form must reproduce the above copyright notice, this
+ list of conditions and the following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
+ CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
+ INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+ MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
+ CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
+ NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+ CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
+ STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+ Note:
+ UNIX_MAIN --> unix console executable
+
+ Current Rule Limitation
+ - no minor promotion, only "Queening" of the pawn
+ - threefold repetition is not detected (same board situation appears three times)
+ Note: Could be implemented, but requires tracking of the complete game
+ - Fifty-move rule is not checked (no pawn move, no capture within last 50 moves)
+
+ Words
+ Ply a half move
+
+ General Links
+ http://chessprogramming.wikispaces.com/
+
+ Arduino specific
+ http://www.arduino.cc/cgi-bin/yabb2/YaBB.pl?num=1260055596
+
+ Prefixes
+ chess_ Generic Chess Application Interface
+ ce_ Chess engine, used internally, these function should not be called directly
+ cu_ Chess utility function
+ stack_ Internal function for stack handling
+
+ Issues
+ 10.01.2011
+ - castling to the right does not move the rook
+ --> done
+ - castling to the left: King can only move two squares
+ --> done
+
+ 11.01.2011
+ Next Steps:
+ - replace stack_NextCurrentPos with cu_NextPos, cleanup code according to the loop variable
+ --> done
+ - Castling: Need to check for fields under attack
+ --> done
+
+ - Check for WIN / LOOSE situation, perhaps call ce_Eval() once on the top-level board setup
+ just after the real move
+ - cleanup cu_Move
+ --> almost done
+ - add some heuristics to the eval procedure
+ - add right side menu
+ --> done
+ - clean up chess_ManualMove
+ --> done
+ - finish menu (consider is_game_end, undo move)
+ - end condition: if KING is under attack and if KING can not move to a field which is under attack...
+ then the game is lost. What will be returned by the Eval procedure? is it -INF?
+ --> finished
+
+ - reduce the use of variable color, all should be reduced to board_orientation and ply&1
+
+ - chess_GetNextMarked shoud make use of cu_NextPos
+ --> done
+ - chess_ManualMove: again cleanup, solve draw issue (KING is not in check and no legal moves are available)
+ --> done
+ 22.01.2011
+ - simplify eval_t ce_Eval(void)
+ - position eval does not work, still moves side pawn :-(
+ maybe because all pieces are considered
+ --> done
+
+*/
+
+#include "u8g.h"
+
+//#ifndef __unix__
+//#else
+//#include <assert.h>
+//#define U8G_NOINLINE
+//#endif
+
+/*
+SAN identifies each piece by a single upper case letter. The standard English
+values: pawn = "P", knight = "N", bishop = "B", rook = "R", queen = "Q", and
+king = "K".
+*/
+
+/* numbers for the various pieces */
+#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
+
+/* color definitions */
+#define COLOR_WHITE 0
+#define COLOR_BLACK 1
+
+/* a mask, which includes COLOR and PIECE number */
+#define COLOR_PIECE_MASK 0x01f
+
+#define CP_MARK_MASK 0x20
+
+#define ILLEGAL_POSITION 255
+
+/* This is the build in upper limit of the search stack */
+/* This value defines the amount of memory allocated for the search stack */
+/* The search depth of this chess engine can never exceed this value */
+#define STACK_MAX_SIZE 5
+
+/* chess half move stack: twice the number of undo's, a user can do */
+#define CHM_USER_SIZE 6
+
+/* the CHM_LIST_SIZE must be larger than the maximum search depth */
+/* the overall size of ste half move stack */
+#define CHM_LIST_SIZE (STACK_MAX_SIZE+CHM_USER_SIZE+2)
+
+typedef int16_t eval_t; /* a variable type to store results from the evaluation */
+//#define EVAL_T_LOST -32768
+#define EVAL_T_MIN -32767
+#define EVAL_T_MAX 32767
+//#define EVAL_T_WIN 32767
+
+/* for maintainance of our own stack: this is the definition of one element on the stack */
+struct _stack_element_struct
+{
+ /* the current source position which is investigated */
+ uint8_t current_pos;
+ uint8_t current_cp;
+ uint8_t current_color; /* COLOR_WHITE or COLOR_BLACK: must be predefines */
+
+ /* the move which belongs to that value, both values are game positions */
+ uint8_t best_from_pos;
+ uint8_t best_to_pos;
+ /* the best value, which has been dicovered so far */
+ eval_t best_eval;
+};
+typedef struct _stack_element_struct stack_element_t;
+typedef struct _stack_element_struct *stack_element_p;
+
+/* chess half move history */
+struct _chm_struct
+{
+ 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 */
+
+ /* the position of the last pawn, which did a double move forward */
+ /* this is required to check en passant conditions */
+ /* this array can be indexed by the color of the current player */
+ /* this is the condition BEFORE the move was done */
+ uint8_t pawn_dbl_move[2];
+
+ /* flags for the movement of rook and king; required for castling */
+ /* a 1 means: castling is (still) possible */
+ /* a 0 means: castling not possible */
+ /* bit 0 left side white */
+ /* bit 1 right side white */
+ /* bit 2 left side black */
+ /* bit 3 right side black */
+ /* this is the condition BEFORE the move was done */
+ uint8_t castling_possible;
+};
+
+typedef struct _chm_struct chm_t;
+typedef struct _chm_struct *chm_p;
+
+/* little rook chess, main structure */
+struct _lrc_struct
+{
+ /* half-move (ply) counter: Counts the number of half-moves so far. Starts with 0 */
+ /* the lowest bit is used to derive the color of the current player */
+ /* will be set to zero in chess_SetupBoard() */
+ uint8_t ply_count;
+
+ /* the half move stack position counter, counts the number of elements in chm_list */
+ uint8_t chm_pos;
+
+ /* each element contains a colored piece, empty fields have value 0 */
+ /* the field with index 0 is black (lower left) */
+ uint8_t board[64];
+ /* the position of the last pawn, which did a double move forward */
+ /* this is required to check en passant conditions */
+ /* this array can be indexed by the color of the current player */
+ uint8_t pawn_dbl_move[2];
+
+ /* flags for the movement of rook and king; required for castling */
+ /* a 1 means: castling is (still) possible */
+ /* a 0 means: castling not possible */
+ /* bit 0 left side white */
+ /* bit 1 right side white */
+ /* bit 2 left side black */
+ /* bit 3 right side black */
+ uint8_t castling_possible;
+
+ /* board orientation */
+ /* 0: white is below COLOR_WHITE */
+ /* 1: black is below COLOR_BLACK */
+ /* bascially, this can be used as a color */
+ uint8_t orientation;
+
+ /* exchange colors of the pieces */
+ /* 0: white has an empty body, use this for bright background color */
+ /* 1: black has an empty body, use this for dark backround color */
+ uint8_t strike_out_color;
+
+ /* 0, when the game is ongoing */
+ /* 1, when the game is stopped (lost or draw) */
+ uint8_t is_game_end;
+ /* the color of the side which lost the game */
+ /* this value is only valid, when is_game_end is not 0 */
+ /* values 0 and 1 represent WHITE and BLACK, 2 means a draw */
+ uint8_t lost_side_color;
+
+
+
+ /* checks are executed in ce_LoopRecur */
+ /* these checks will put some marks on the board */
+ /* this will be used by the interface to find out */
+ /* legal moves */
+ uint8_t check_src_pos;
+ uint8_t check_mode; /* CHECK_MODE_NONE, CHECK_MODE_MOVEABLE, CHECK_MODE_TARGET_MOVE */
+
+
+ /* count of the attacking pieces, indexed by color */
+ uint8_t find_piece_cnt[2];
+
+ /* sum of the attacking pieces, indexed by color */
+ uint8_t find_piece_weight[2];
+
+ /* points to the current element of the search stack */
+ /* this stack is NEVER empty. The value 0 points to the first element of the stack */
+ /* actually "curr_depth" represent half-moves (plies) */
+ uint8_t curr_depth;
+ uint8_t max_depth;
+ stack_element_p curr_element;
+
+ /* allocated memory for the search stack */
+ stack_element_t stack_memory[STACK_MAX_SIZE];
+
+ /* the half move stack, used for move undo and depth search, size is stored in chm_pos */
+ chm_t chm_list[CHM_LIST_SIZE];
+};
+typedef struct _lrc_struct lrc_t;
+
+#define CHECK_MODE_NONE 0
+#define CHECK_MODE_MOVEABLE 1
+#define CHECK_MODE_TARGET_MOVE 2
+
+
+
+/*==============================================================*/
+/* global variables */
+/*==============================================================*/
+
+u8g_t *lrc_u8g;
+
+lrc_t lrc_obj;
+
+
+/*==============================================================*/
+/* forward declarations */
+/*==============================================================*/
+
+/*
+ apply no inline to some of the functions:
+ avr-gcc very often inlines functions, however not inline saves a lot of program memory!
+ On the other hand there are some really short procedures which should be inlined (like cp_GetColor)
+ These procedures are marked static to prevent the generation of the expanded procedure, which
+ also saves space.
+*/
+
+uint8_t stack_Push(uint8_t color) U8G_NOINLINE;
+void stack_Pop(void) U8G_NOINLINE;
+void stack_InitCurrElement(void) U8G_NOINLINE;
+void stack_Init(uint8_t max) U8G_NOINLINE;
+void stack_SetMove(eval_t val, uint8_t to_pos) U8G_NOINLINE;
+uint8_t cu_NextPos(uint8_t pos) U8G_NOINLINE;
+static uint8_t cu_gpos2bpos(uint8_t gpos);
+static uint8_t cp_Construct(uint8_t color, uint8_t piece);
+static uint8_t cp_GetPiece(uint8_t cp);
+static uint8_t cp_GetColor(uint8_t cp);
+uint8_t cp_GetFromBoard(uint8_t pos) U8G_NOINLINE;
+void cp_SetOnBoard(uint8_t pos, uint8_t cp) U8G_NOINLINE;
+
+void cu_ClearBoard(void) U8G_NOINLINE;
+void chess_SetupBoard(void) U8G_NOINLINE;
+eval_t ce_Eval(void);
+
+void cu_ClearMoveHistory(void) U8G_NOINLINE;
+void cu_ReduceHistoryByFullMove(void) U8G_NOINLINE;
+void cu_UndoHalfMove(void) U8G_NOINLINE;
+chm_p cu_PushHalfMove(void) U8G_NOINLINE;
+
+
+void ce_CalculatePositionWeight(uint8_t pos);
+uint8_t ce_GetPositionAttackWeight(uint8_t pos, uint8_t color);
+
+void chess_Thinking(void);
+void ce_LoopPieces(void);
+
+
+/*==============================================================*/
+/* search stack */
+/*==============================================================*/
+
+/* get current element from stack */
+stack_element_p stack_GetCurrElement(void)
+{
+ return lrc_obj.curr_element;
+}
+
+uint8_t stack_Push(uint8_t color)
+{
+ if ( lrc_obj.curr_depth == lrc_obj.max_depth )
+ return 0;
+ lrc_obj.curr_depth++;
+ lrc_obj.curr_element = lrc_obj.stack_memory+lrc_obj.curr_depth;
+
+ /* change view for the evaluation */
+ color ^= 1;
+ stack_GetCurrElement()->current_color = color;
+
+ return 1;
+}
+
+void stack_Pop(void)
+{
+ lrc_obj.curr_depth--;
+ lrc_obj.curr_element = lrc_obj.stack_memory+lrc_obj.curr_depth;
+}
+
+/* reset the current element on the stack */
+void stack_InitCurrElement(void)
+{
+ stack_element_p e = stack_GetCurrElement();
+ e->best_eval = EVAL_T_MIN;
+ e->best_from_pos = ILLEGAL_POSITION;
+ e->best_to_pos = ILLEGAL_POSITION;
+}
+
+/* resets the search stack (and the check mode) */
+void stack_Init(uint8_t max)
+{
+ lrc_obj.curr_depth = 0;
+ lrc_obj.curr_element = lrc_obj.stack_memory;
+ lrc_obj.max_depth = max;
+ lrc_obj.check_mode = CHECK_MODE_NONE;
+ stack_InitCurrElement();
+ stack_GetCurrElement()->current_color = lrc_obj.ply_count;
+ stack_GetCurrElement()->current_color &= 1;
+}
+
+/* assign evaluation value and store the move, if this is the best move */
+/* assumes, that current_pos contains the source position */
+void stack_SetMove(eval_t val, uint8_t to_pos)
+{
+ stack_element_p e = stack_GetCurrElement();
+ if ( e->best_eval < val )
+ {
+ e->best_eval = val;
+ e->best_from_pos = e->current_pos;
+ e->best_to_pos = to_pos;
+ }
+}
+
+/*
+ calculate next position on a 0x88 board
+ loop is constructed in this way:
+ i = 0;
+ do
+ {
+ ...
+ i = cu_NextPos(i);
+ } while( i != 0 );
+
+ next pos might be started with an illegal position like 255
+*/
+uint8_t cu_NextPos(uint8_t pos)
+{
+ /* calculate next gpos */
+ pos++;
+ if ( ( pos & 0x08 ) != 0 )
+ {
+ pos+= 0x10;
+ pos&= 0xf0;
+ }
+ if ( ( pos & 0x80 ) != 0 )
+ pos = 0;
+ return pos;
+}
+
+uint8_t cu_PrevPos(uint8_t pos)
+{
+ /* calculate prev gpos */
+ pos--;
+ 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) U8G_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[] PROGMEM = { 1, 16, -16, -1, 0 };
+static const uint8_t ce_dir_offset_bishop[] PROGMEM = { 15, 17, -17, -15, 0 };
+static const uint8_t ce_dir_offset_queen[] PROGMEM = { 1, 16, -16, -1, 15, 17, -17, -15, 0 };
+static const uint8_t ce_dir_offset_knight[] 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 ( u8g_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 += u8g_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) U8G_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 müssen frei sein
+ en passant: nur unmittelbar nachdem ein doppelschritt ausgeführt 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 ( u8g_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 += u8g_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 */
+/*==============================================================*/
+
+#ifdef UNIX_MAIN
+
+#include <stdio.h>
+#include <string.h>
+
+char *piece_str[] = {
+ /* 0x00 */
+ " ",
+ "wP",
+ "wN",
+ "wB",
+
+ /* 0x04 */
+ "wR",
+ "wQ",
+ "wK",
+ "w?",
+
+ /* 0x08 */
+ "w?",
+ "w?",
+ "w?",
+ "w?",
+
+ /* 0x0c */
+ "w?",
+ "w?",
+ "w?",
+ "w?",
+
+ /* 0x10 */
+ "b ",
+ "bP",
+ "bN",
+ "bB",
+ "bR",
+ "bQ",
+ "bK",
+ "b?",
+
+ "b?",
+ "b?",
+ "b?",
+ "b?",
+ "b?",
+ "b?",
+ "b?",
+ "b?"
+};
+
+void chess_Thinking(void)
+{
+ uint8_t i;
+ uint8_t cp = cp_GetPiece(stack_GetCurrElement()->current_cp);
+
+ printf("Thinking: ", piece_str[cp], stack_GetCurrElement()->current_pos);
+
+ for( i = 0; i <= lrc_obj.curr_depth; i++ )
+ printf("%s ", piece_str[(lrc_obj.stack_memory+i)->current_cp]);
+
+ printf(" \r");
+}
+
+void board_Show(void)
+{
+ uint8_t i, j, cp;
+ char buf[10];
+ for ( i = 0; i < 8; i++ )
+ {
+ printf("%1d ", 7-i);
+ for ( j = 0; j < 8; j++ )
+ {
+ /* get piece from global board */
+ cp = lrc_obj.board[(7-i)*8+j];
+ strcpy(buf, piece_str[cp&COLOR_PIECE_MASK]);
+
+ if ( (cp & CP_MARK_MASK) != 0 )
+ {
+ buf[0] = '#';
+ }
+
+ /* mask out any bits except color and piece index */
+ cp &= COLOR_PIECE_MASK;
+ printf("%s %02x ", buf, cp);
+
+ }
+ printf("\n");
+ }
+}
+
+int main(void)
+{
+ uint8_t depth = 3;
+ chess_SetupBoard();
+ board_Show();
+ puts("");
+
+
+ /*
+ chess_ClearMarks();
+ chess_MarkMovable(COLOR_WHITE);
+ board_Show();
+ */
+
+ chess_ManualMove(0x006, 0x066);
+
+ printf("lrc_obj.is_game_end: %d\n" , lrc_obj.is_game_end);
+ printf("lrc_obj.lost_side_color: %d\n" , lrc_obj.lost_side_color);
+
+ chess_ComputerMove(2);
+
+ printf("lrc_obj.is_game_end: %d\n" , lrc_obj.is_game_end);
+ printf("lrc_obj.lost_side_color: %d\n" , lrc_obj.lost_side_color);
+
+ board_Show();
+
+}
+
+
+
+#else
+
+/*==============================================================*/
+/* display menu */
+/*==============================================================*/
+
+//#define MNU_FONT font_5x7
+#define MNU_FONT u8g_font_5x8r
+//#define MNU_FONT font_6x9
+#define MNU_ENTRY_HEIGHT 9
+
+char *mnu_title = "Little Rook Chess";
+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;
+
+ u8g_SetFont(lrc_u8g, u8g_font_5x7r);
+ u8g_SetDefaultForegroundColor(lrc_u8g);
+ t = u8g_DrawStrP(lrc_u8g, x, y -1, U8G_PSTR("Options"));
+
+ if ( is_highlight )
+ u8g_DrawFrame(lrc_u8g, x-1, y - MNU_ENTRY_HEIGHT +1, t, MNU_ENTRY_HEIGHT);
+}
+
+void mnu_DrawEntry(uint8_t y, char *str, uint8_t is_clr_background, uint8_t is_highlight)
+{
+ uint8_t t, x;
+ u8g_SetFont(lrc_u8g, MNU_FONT);
+ t = u8g_GetStrWidth(lrc_u8g, str);
+ x = u8g_GetWidth(lrc_u8g);
+ x -= t;
+ x >>= 1;
+
+ if ( is_clr_background )
+ {
+ u8g_SetDefaultBackgroundColor(lrc_u8g);
+ u8g_DrawBox(lrc_u8g, x-3, (lrc_u8g->height-1) - (y+MNU_ENTRY_HEIGHT-1+2), t+5, MNU_ENTRY_HEIGHT+4);
+ }
+
+ u8g_SetDefaultForegroundColor(lrc_u8g);
+ u8g_DrawStr(lrc_u8g, x, (lrc_u8g->height-1) - y, str);
+
+ if ( is_highlight )
+ {
+ u8g_DrawFrame(lrc_u8g, x-1, (lrc_u8g->height-1) - y -MNU_ENTRY_HEIGHT +1, t, 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 = u8g_GetHeight(lrc_u8g);
+ t -= y;
+
+ /* topmost pos start half of that empty space from the top */
+ t >>= 1;
+ y = u8g_GetHeight(lrc_u8g);
+ y -= t;
+
+ y -= MNU_ENTRY_HEIGHT;
+ mnu_DrawEntry(y, mnu_title, 0, 0);
+
+ y -= MNU_ENTRY_HEIGHT;
+
+
+ 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--;
+ }
+}
+
+
+
+
+uint8_t chess_key_code = 0;
+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;
+
+const uint8_t chess_pieces_body_bm[] 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[] 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[] 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
+
+u8g_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)
+{
+ u8g_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;
+
+ u8g_SetDefaultForegroundColor(lrc_u8g);
+ u8g_DrawFrame(lrc_u8g, x0, chess_low_edge - y0 - chess_boxsize+1, chess_boxsize, chess_boxsize);
+
+
+ if ( is_bold )
+ {
+ x0--;
+ y0++;
+
+ u8g_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 PROGMEM */
+
+ if ( U8G_MODE_GET_BITS_PER_PIXEL(u8g_GetMode(lrc_u8g)) > 1 )
+ {
+ for( i = 0; i < 8; i++ )
+ for( j = 0; j < 8; j++ )
+ {
+ uint8_t x,y;
+ x = i;
+ x*=chess_boxsize;
+ y = j;
+ y*=chess_boxsize;
+ if ( ((i^j) & 1) == 0 )
+ u8g_SetDefaultMidColor(lrc_u8g);
+ else
+ u8g_SetDefaultBackgroundColor(lrc_u8g);
+ u8g_DrawBox(lrc_u8g, x,chess_low_edge-y-chess_boxsize+1,chess_boxsize,chess_boxsize);
+ }
+ //u8g_SetDefaultForegroundColor(lrc_u8g);
+ }
+ else
+ {
+ uint8_t x_offset = 1;
+ u8g_SetDefaultForegroundColor(lrc_u8g);
+ for( i = 0; i < 8*8; i+=8 )
+ {
+ for( j = 0; j < 8*8; j+=8 )
+ {
+ if ( ((i^j) & 8) == 0 )
+ {
+ u8g_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-0);
+ u8g_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-2);
+ u8g_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-4);
+ u8g_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-6);
+ u8g_DrawPixel(lrc_u8g, j+2+x_offset, chess_low_edge - i-0);
+ u8g_DrawPixel(lrc_u8g, j+2+x_offset, chess_low_edge - i-6);
+ u8g_DrawPixel(lrc_u8g, j+4+x_offset, chess_low_edge - i-0);
+ u8g_DrawPixel(lrc_u8g, j+4+x_offset, chess_low_edge - i-6);
+ u8g_DrawPixel(lrc_u8g, j+6+x_offset, chess_low_edge - i-0);
+ u8g_DrawPixel(lrc_u8g, j+6+x_offset, chess_low_edge - i-2);
+ u8g_DrawPixel(lrc_u8g, j+6+x_offset, chess_low_edge - i-4);
+ u8g_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;
+ u8g_SetDefaultForegroundColor(lrc_u8g);
+ u8g_DrawBitmapP(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;
+ u8g_SetDefaultBackgroundColor(lrc_u8g);
+ u8g_DrawBitmapP(lrc_u8g, j*chess_boxsize+chess_boxoffset-1, chess_low_edge - (i*chess_boxsize+chess_boxsize-chess_boxoffset), 1, 8, ptr);
+ }
+ }
+ }
+ }
+
+ 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(u8g_t *u8g, uint8_t body_color)
+{
+ lrc_u8g = u8g;
+
+ chess_low_edge = u8g_GetHeight(lrc_u8g);
+ chess_low_edge--;
+
+
+ if ( U8G_MODE_GET_BITS_PER_PIXEL(u8g_GetMode(lrc_u8g)) == 1 )
+ {
+
+ chess_boxsize = 8;
+ chess_boxoffset = 1;
+ }
+ else
+ {
+
+ /*
+ if ( u8g_GetHeight(lrc_u8g) >= 12*8 )
+ {
+ chess_boxsize = 12;
+ chess_boxoffset = 3;
+ }
+ else */ if ( u8g_GetHeight(lrc_u8g) >= 11*8 )
+ {
+ chess_boxsize = 10;
+ chess_boxoffset = 2;
+ }
+ else
+ {
+ chess_boxsize = 8;
+ chess_boxoffset = 1;
+ }
+
+ if ( u8g_GetHeight(lrc_u8g) > 64 )
+ chess_low_edge -= (u8g_GetHeight(lrc_u8g)-chess_boxsize*8) / 2;
+
+ }
+
+ 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;
+
+ u8g_SetFont(lrc_u8g, u8g_font_5x7);
+ u8g_SetDefaultForegroundColor(lrc_u8g);
+ for( i = 0; i < entries; i++ )
+ {
+
+#if defined(DOGXL160_HW_GR) || defined(DOGXL160_HW_BW)
+ dog_DrawStr(u8g_GetWidth(lrc_u8g)-35, u8g_GetHeight(lrc_u8g)-8*(i+1), font_5x7, cu_GetHalfMoveStr(lrc_obj.chm_pos-entries+i));
+#else
+ u8g_DrawStr(lrc_u8g, u8g_GetWidth(lrc_u8g)-35, 8*(i+1), cu_GetHalfMoveStr(lrc_obj.chm_pos-entries+i));
+#endif
+
+ }
+
+ }
+
+ 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(u8g_GetHeight(lrc_u8g) / 2-2, "Black wins", 1, 1);
+ break;
+ case COLOR_BLACK:
+ mnu_DrawEntry(u8g_GetHeight(lrc_u8g) / 2-2, "White wins", 1, 1);
+ break;
+ default:
+ mnu_DrawEntry(u8g_GetHeight(lrc_u8g) / 2-2, "Stalemate", 1, 1);
+ break;
+ }
+ }
+ }
+}
+
+
+void chess_Step(uint8_t 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, 0);
+ }
+ else if ( chess_key_cmd == CHESS_KEY_PREV )
+ {
+ chess_source_pos = chess_GetNextMarked(chess_source_pos, 1);
+ }
+ 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, 0);
+ }
+ else if ( chess_key_cmd == CHESS_KEY_PREV )
+ {
+ chess_target_pos = chess_GetNextMarked(chess_target_pos, 1);
+ }
+ 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;
+ }
+
+}
+
+#endif
+
+