📄 chess.h
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/********************************************************************/
/********************************************************************/
/***** *****/
/***** L A B C E N T E R E L E C T R O N I C S *****/
/***** *****/
/***** PROTEUS VSM TINY CHESS SAMPLE *****/
/***** *****/
/***** Main Header *****/
/***** *****/
/********************************************************************/
/********************************************************************/
// Constants:
#define TRUE 1
#define FALSE 0
#define ON 1
#define OFF 0
#define YES 1
#define NO 0
#define OK 0
#define ERR -1
// Portability types:
#define VOID void
typedef float FLOAT;
typedef double DOUBLE;
typedef char CHAR;
typedef short SHORT;
typedef int INT;
typedef int BOOL;
typedef unsigned long FLAG;
typedef unsigned long LWORD;
typedef unsigned long DWORD;
typedef unsigned UINT;
typedef long LONG;
typedef unsigned char BYTE;
typedef unsigned short WORD;
#define ZPAGE
// System Types
typedef BYTE COORD;
typedef COORD LOC[2];
typedef BYTE PIECE;
typedef BYTE BOARD[8][8];
typedef VOID (*FUNCPTR) (LOC,BOOL);
typedef BYTE MASK[8];
// Codes for chess piece tokens
#define EMPTY 0
#define PAWN 1
#define ROOK 2
#define KNIGHT 3
#define BISHOP 4
#define QUEEN 5
#define KING 6
#define WHITE 0
#define BLACK 8
//Play Control.
#define WH_PAWN_BASEROW 1
#define BL_PAWN_BASEROW 6
#define MAX_INDEX 63
#define MIN_INDEX 0
#define MAX_COL 7
#define MAX_ROW 7
#define MIN_COL 0
#define MIN_ROW 0
// CPU Move Types.
#define NO_MOVE -1
#define NORMAL 1
#define SAFE 2
#define CAPTURE 3
#define SAFECAPTURE 4
#define ESCAPE 4
// Global Variables - Place in
// zero page for faster access.
extern ZPAGE BOARD board;
extern ZPAGE MASK validmovemask;
extern ZPAGE MASK capturemask;
//extern ZPAGE MASK currcapturemask;
//extern ZPAGE MASK currmovemask;
extern ZPAGE INT movecount;
extern ZPAGE LOC wh_king_pos;
extern ZPAGE LOC bl_king_pos;
extern ZPAGE LOC opp_king_pos;
extern ZPAGE BOOL kingcapture;
extern ZPAGE BYTE wh_base_cont;
extern ZPAGE BYTE bl_base_cont;
extern ZPAGE BYTE movetype;
extern ZPAGE BYTE rate;
extern ZPAGE BYTE piecerate;
// Translate coords into 0-based index.
#define getindex(r,c) (r * 8) + c;
// Translate index into coords.
#define getcoord(r,c,i) r = i/8; c = i%8;
// Determine the type of piece.
#define piecetype(p) (p & 0x07)
//Boolean - True if piece is opponents, false if not.
#define is_opp_piece(r,c,p) ((((board[r][c] & 0x08) >> 3) ^ ((p & 0x08) >> 3)) && (board[r][c]))
//Boolean - True if move is valid, false if not.
#define is_valid_move(r,c) (validmovemask[r] & (1 << c))
// Play Control.
VOID twoplay();
VOID cpuplay();
// Piece Validation Functions. These functions set bits in our
// board mask array indicating valid moves for the specified piece.
VOID val_empty (LOC from, BOOL piececolour);
VOID val_pawn (LOC from, BOOL piececolour);
VOID val_bishop (LOC from, BOOL piececolour);
VOID val_knight (LOC from, BOOL piececolour);
VOID val_rook (LOC from, BOOL piececolour);
VOID val_queen (LOC from, BOOL piececolour);
VOID val_king (LOC from, BOOL piececolour);
extern FUNCPTR validate[7];
// Directional Validation functions.
VOID val_north (LOC from,BOOL piececolour,BOOL depth);
VOID val_south (LOC from,BOOL piececolour,BOOL depth);
VOID val_west (LOC from,BOOL piececolour,BOOL depth);
VOID val_east (LOC from,BOOL piececolour,BOOL depth);
VOID val_northwest (LOC from,BOOL piececolour,BOOL depth);
VOID val_northeast (LOC from,BOOL piececolour,BOOL depth);
VOID val_southwest (LOC from,BOOL piececolour,BOOL depth);
VOID val_southeast (LOC from,BOOL piececolour,BOOL depth);
//Utility.
VOID updatekingpos(LOC to, BOOL piececolour);
INT getbestpiecemove(LOC from);
BOOL test_singlemove (LOC from,LOC to,PIECE p);
INT rate_move(PIECE piece,LOC to, BYTE posrate);
VOID draw_move(LOC from, LOC to,PIECE p);
VOID init_board ();
// Touch Panel Interface
VOID panel_init (VOID);
VOID panel_cls (VOID);
VOID panel_draw (COORD row, COORD col, PIECE p);
BOOL panel_getmove (LOC from, LOC to);
// Mid level (not called directly)
VOID panel_blit (COORD row, COORD col, const BYTE *sprite);
VOID panel_invert (LOC loc, BYTE flag);
// Sound Effects Interface
VOID sound_yourmove ();
VOID sound_mymove ();
VOID sound_illegal ();
VOID sound_capture();
VOID sound_youwin();
VOID sound_iwin();
VOID sound_tone (WORD period, WORD cycles);
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