Files
@ 9fdc9e276115
Branch filter:
Location: therm/libraries/u8glib/chessengine.c
9fdc9e276115
61.9 KiB
text/plain
Fixed linkerfile
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 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
|