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