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							- /*
 
-   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
 
 
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