2013-10-28 13:19:25 +00:00

262 lines
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#include <SPI.h>
#include <GD.h>
#include "Wood32.h"
#include "staunton.h" // Chess pieces from eboard's Staunton set: http://www.bergo.eng.br
#define digits (sizeof(staunton_img) / 256)
#include "digits.h"
int atxy(int x, int y)
{
return (y << 6) + x;
}
static void square(byte x, byte y, byte light)
{
prog_uchar *src = Wood32_pic + (16 * light);
int addr = atxy(x, y);
GD.copy(addr + 0 * 64, src, 4);
GD.copy(addr + 1 * 64, src + 4, 4);
GD.copy(addr + 2 * 64, src + 8, 4);
GD.copy(addr + 3 * 64, src + 12, 4);
}
#define QROOK 0
#define QKNIGHT 1
#define QBISHOP 2
#define QUEEN 3
#define KING 4
#define KBISHOP 5
#define KKNIGHT 6
#define KROOK 7
#define PAWN 8
#define WHITE 0x00
#define BLACK 0x10
static char board[32];
static void startboard()
{
byte i;
for (i = 0; i < 8; i++) {
board[i] = 56 + i;
board[8+i] = 48 + i;
board[16+i] = i;
board[24+i] = 8 + i;
}
}
// Return the piece at pos, or -1 if pos is empty
static char find(byte pos)
{
byte slot;
for (slot = 0; slot < 32; slot++)
if (board[slot] == pos)
return slot;
return -1;
}
byte images[16] = { 0, 1, 2, 3, 4, 2, 1, 0, 5, 5, 5, 5, 5, 5, 5, 5 };
static void piece(byte slot, int x, int y)
{
byte i = (4 * slot);
byte j = images[slot & 0xf] * 2;
byte bw = (slot >> 4) & 1;
GD.sprite(i, x, y, j, bw, 0);
GD.sprite(i + 1, x + 16, y, j + 1, bw, 0);
GD.sprite(i + 2, x, y + 16, j + 12, bw, 0);
GD.sprite(i + 3, x + 16, y + 16, j + 13, bw, 0);
}
#define BOARDX(pos) (8 + (((pos) & 7) << 5))
#define BOARDY(pos) (24 + ((((pos) >> 3) & 7) << 5))
static void drawboard()
{
byte slot;
for (slot = 0; slot < 32; slot++) {
char pos = board[slot];
if (pos < 0)
piece(slot, 400, 400);
else {
piece(slot, BOARDX(pos), BOARDY(pos));
}
}
}
static float smoothstep(float x)
{
return x*x*(3-2*x);
}
// move piece 'slot' to position 'pos'.
// return true if a piece was taken.
static byte movepiece(byte slot, byte pos)
{
int x0 = BOARDX(board[slot]);
int y0 = BOARDY(board[slot]);
int x1 = BOARDX(pos);
int y1 = BOARDY(pos);
// move at 1.5 pix/frame
int d = int(sqrt(pow(x0 - x1, 2) + pow(y0 - y1, 2)) / 2);
int it;
for (it = 0; it < d; it++) {
float t = smoothstep(float(it) / d);
GD.waitvblank();
GD.waitvblank();
piece(slot, int(x0 + t * (x1 - x0)), int(y0 + t * (y1 - y0)));
}
byte taken = find(pos) != -1;
if (taken)
board[find(pos)] = -1;
board[slot] = pos;
drawboard();
return taken;
}
void setup()
{
int i, j;
GD.begin();
GD.ascii();
GD.putstr(0, 0, "Chess board");
GD.copy(RAM_CHR, Wood32_chr, sizeof(Wood32_chr));
GD.copy(RAM_PAL, Wood32_pal, sizeof(Wood32_pal));
GD.copy(RAM_SPRIMG, staunton_img, sizeof(staunton_img));
GD.copy(RAM_SPRPAL, staunton_white, sizeof(staunton_white));
GD.copy(RAM_SPRPAL + 512, staunton_black, sizeof(staunton_black));
GD.copy(RAM_SPRIMG + (digits << 8), digits_img, sizeof(digits_img));
GD.copy(RAM_SPRPAL + 2 * 512, digits_pal, sizeof(digits_pal));
for (i = 0; i < 256; i++) {
unsigned int b = GD.rd16(RAM_SPRPAL + 2 * 512 + 2 * i);
GD.wr16(RAM_SPRPAL + 3 * 512 + 2 * i, b ^ 0x7fff);
}
// Draw the 64 squares of the board
for (i = 0; i < 8; i++)
for (j = 0; j < 8; j++)
square(1 + (i << 2), 3 + (j << 2), (i ^ j) & 1);
// Draw the rank and file markers 1-8 a-h
for (i = 0; i < 8; i++) {
GD.wr(atxy(3 + (i << 2), 2), 'a' + i);
GD.wr(atxy(3 + (i << 2), 35), 'a' + i);
GD.wr(atxy(0, 5 + (i << 2)), '8' - i);
GD.wr(atxy(33, 5 + (i << 2)), '8' - i);
}
startboard();
drawboard();
}
static int clock[2];
// draw digit d in sprite slots spr,spr+1 at (x,y)
static void digit(byte spr, byte d, byte bw, int x, int y)
{
GD.sprite(spr, x, y, digits + d, 2 + bw, 0);
GD.sprite(spr + 1, x, y + 16, digits + d + 11, 2 + bw, 0);
}
static void showclock(byte bw)
{
int t = clock[bw];
byte spr = 128 + (bw * 16);
byte s = t % 60;
int y = (bw ? 31 : 3) * 8;
byte d0 = s % 10; s /= 10;
digit(spr, d0, bw, 400 - 1 * 16, y);
digit(spr + 2, s, bw, 400 - 2 * 16, y);
digit(spr + 4, 10, bw, 400 - 3 * 16, y); // colon
spr += 6;
int x = 400 - 4 * 16;
byte m = t / 60;
do {
d0 = m % 10; m /= 10;
digit(spr, d0, bw, x, y);
spr += 2;
x -= 16;
} while (m);
}
static int turn;
#define ALG(r,f) ((r - 'a') + ((8 - f) * 8))
#define CASTLE 255,255
static byte game[] = {
ALG('e', 2),ALG('e', 4), ALG('e', 7),ALG('e', 5),
ALG('g', 1),ALG('f', 3), ALG('b', 8),ALG('c', 6),
ALG('f', 1),ALG('b', 5), ALG('a', 7),ALG('a', 6),
ALG('b', 5),ALG('a', 4), ALG('g', 8),ALG('f', 6),
ALG('d', 1),ALG('e', 2), ALG('b', 7),ALG('b', 5),
ALG('a', 4),ALG('b', 3), ALG('f', 8),ALG('e', 7),
ALG('c', 2),ALG('c', 3), CASTLE,
CASTLE, ALG('d', 7),ALG('d', 5),
ALG('e', 4),ALG('d', 5), ALG('f', 6),ALG('d', 5),
ALG('f', 3),ALG('e', 5), ALG('d', 5),ALG('f', 4),
ALG('e', 2),ALG('e', 4), ALG('c', 6),ALG('e', 5),
ALG('e', 4),ALG('a', 8), ALG('d', 8),ALG('d', 3),
ALG('b', 3),ALG('d', 1), ALG('c', 8),ALG('h', 3),
ALG('a', 8),ALG('a', 6), ALG('h', 3),ALG('g', 2),
ALG('f', 1),ALG('e', 1), ALG('d', 3),ALG('f', 3),
};
static void putalg(byte x, byte y, byte a)
{
GD.wr(atxy(x, y), 'a' + (a & 7));
GD.wr(atxy(x+1, y), '8' - ((a >> 3) & 7));
}
void loop()
{
byte i;
for (i = random(25); i; i--) {
clock[(1 & turn) ^ 1]++;
GD.waitvblank();
showclock(0);
showclock(1);
delay(20);
}
if (turn < (sizeof(game) / 2)) {
byte yy = 8 + (turn >> 1);
byte xx = (turn & 1) ? 44 : 38;
byte i = 1 + (turn >> 1);
if (i >= 10)
GD.wr(atxy(35, yy), '0' + i / 10);
GD.wr(atxy(36, yy), '0' + i % 10);
GD.wr(atxy(37, yy), '.');
byte from = game[2 * turn];
byte to = game[2 * turn + 1];
if (from != 255) {
putalg(xx, yy, from);
GD.wr(atxy(xx + 2, yy), movepiece(find(from), to) ? 'x' : '-');
putalg(xx + 3, yy, to);
} else {
byte rank = (turn & 1) ? 8 : 1;
movepiece(find(ALG('e', rank)), ALG('g', rank));
movepiece(find(ALG('h', rank)), ALG('f', rank));
GD.putstr(xx, yy, "O-O");
}
turn++;
} else {
delay(4000);
setup();
turn = 0;
clock[0] = 0;
clock[1] = 0;
}
}