--- /dev/null
+#ifndef SMALLCHESSLIB_H
+#define SMALLCHESSLIB_H
+
+/**
+ @file smallchesslib.h
+
+ Small and simple single header C99 public domain chess library and engine.
+
+ author: Miloslav Ciz (drummyfish)
+ license: CC0 1.0 (public domain)
+ found at https://creativecommons.org/publicdomain/zero/1.0/
+ + additional waiver of all IP
+ version: 0.8d
+
+ Default notation format for this library is a coordinate one, i.e.
+
+ squarefrom squareto [promotedpiece]
+
+ e.g.: e2e4 or A2A1q
+
+ This work's goal is to never be encumbered by any exclusive intellectual
+ property rights. The work is therefore provided under CC0 1.0 + additional
+ WAIVER OF ALL INTELLECTUAL PROPERTY RIGHTS that waives the rest of
+ intellectual property rights not already waived by CC0 1.0. The WAIVER OF ALL
+ INTELLECTUAL PROPERTY RGHTS is as follows:
+
+ Each contributor to this work agrees that they waive any exclusive rights,
+ including but not limited to copyright, patents, trademark, trade dress,
+ industrial design, plant varieties and trade secrets, to any and all ideas,
+ concepts, processes, discoveries, improvements and inventions conceived,
+ discovered, made, designed, researched or developed by the contributor either
+ solely or jointly with others, which relate to this work or result from this
+ work. Should any waiver of such right be judged legally invalid or
+ ineffective under applicable law, the contributor hereby grants to each
+ affected person a royalty-free, non transferable, non sublicensable, non
+ exclusive, irrevocable and unconditional license to this right.
+*/
+
+#include <stdint.h>
+
+#ifndef SCL_DEBUG_AI
+/** AI will print out a Newick-like tree of searched moves. */
+ #define SCL_DEBUG_AI 0
+#endif
+
+/**
+ Maximum number of moves a chess piece can have (a queen in the middle of the
+ board).
+*/
+#define SCL_CHESS_PIECE_MAX_MOVES 25
+#define SCL_BOARD_SQUARES 64
+
+typedef uint8_t (*SCL_RandomFunction)(void);
+
+#if SCL_COUNT_EVALUATED_POSITIONS
+ uint32_t SCL_positionsEvaluated = 0; /**< If enabled by
+ SCL_COUNT_EVALUATED_POSITIONS, this
+ will increment with every
+ dynamically evaluated position (e.g.
+ when AI computes its move). */
+#endif
+
+#ifndef SCL_CALL_WDT_RESET
+ #define SCL_CALL_WDT_RESET 0 /**< Option that should be enabled on some
+ Arduinos. If 1, call to watchdog timer
+ reset will be performed during dynamic
+ evaluation (without it if AI takes long the
+ program will reset). */
+#endif
+
+/**
+ Returns a pseudorandom byte. This function has a period 256 and returns each
+ possible byte value exactly once in the period.
+*/
+uint8_t SCL_randomSimple(void);
+void SCL_randomSimpleSeed(uint8_t seed);
+
+/**
+ Like SCL_randomSimple, but internally uses a 16 bit value, so the period is
+ 65536.
+*/
+uint8_t SCL_randomBetter(void);
+void SCL_randomBetterSeed(uint16_t seed);
+
+#ifndef SCL_EVALUATION_FUNCTION
+ /**
+ If defined, AI will always use the static evaluation function with this
+ name. This helps avoid pointers to functions and can be faster but the
+ function can't be changed at runtime.
+ */
+ #define SCL_EVALUATION_FUNCTION
+ #undef SCL_EVALUATION_FUNCTION
+#endif
+
+#ifndef SCL_960_CASTLING
+ /**
+ If set, chess 960 (Fisher random) castling will be considered by the library
+ rather than normal castling. 960 castling is slightly different (e.g.
+ requires the inital rook positions to be stored in board state). The
+ castling move is performed as "capturing own rook".
+ */
+ #define SCL_960_CASTLING 0
+#endif
+
+#ifndef SCL_ALPHA_BETA
+ /**
+ Turns alpha-beta pruning (AI optimization) on or off. This can gain
+ performance and should normally be turned on. AI behavior should not
+ change at all.
+ */
+ #define SCL_ALPHA_BETA 1
+#endif
+
+/**
+ A set of game squares as a bit array, each bit representing one game square.
+ Useful for representing e.g. possible moves. To easily iterate over the set
+ use provided macros (SCL_SQUARE_SET_ITERATE, ...).
+*/
+typedef uint8_t SCL_SquareSet[8];
+
+#define SCL_SQUARE_SET_EMPTY {0, 0, 0, 0, 0, 0, 0, 0}
+
+void SCL_squareSetClear(SCL_SquareSet squareSet);
+void SCL_squareSetAdd(SCL_SquareSet squareSet, uint8_t square);
+uint8_t SCL_squareSetContains(const SCL_SquareSet squareSet, uint8_t square);
+uint8_t SCL_squareSetSize(const SCL_SquareSet squareSet);
+uint8_t SCL_squareSetEmpty(const SCL_SquareSet squareSet);
+
+/**
+ Returns a random square from a square set.
+*/
+uint8_t SCL_squareSetGetRandom(const SCL_SquareSet squareSet,
+ SCL_RandomFunction randFunc);
+
+#define SCL_SQUARE_SET_ITERATE_BEGIN(squareSet) \
+ { uint8_t iteratedSquare = 0;\
+ uint8_t iterationEnd = 0;\
+ for (int8_t _i = 0; _i < 8 && !iterationEnd; ++_i) {\
+ uint8_t _row = squareSet[_i];\
+ if (_row == 0) { iteratedSquare += 8; continue; }\
+ \
+ for (uint8_t _j = 0; _j < 8 && !iterationEnd; ++_j) {\
+ if (_row & 0x01) {
+/*
+ Between SCL_SQUARE_SET_ITERATE_BEGIN and _END iteratedSquare variable
+ represents the next square contained in the set. To break out of the
+ iteration set iterationEnd to 1.
+*/
+
+#define SCL_SQUARE_SET_ITERATE_END }\
+ _row >>= 1;\
+ iteratedSquare++;}\
+ } /*for*/ }
+
+#define SCL_SQUARE_SET_ITERATE(squareSet,command)\
+ SCL_SQUARE_SET_ITERATE_BEGIN(squareSet)\
+ { command }\
+ SCL_SQUARE_SET_ITERATE_END
+
+#define SCL_BOARD_STATE_SIZE 69
+
+/**
+ Represents chess board state as a string in this format:
+ - First 64 characters represent the chess board (A1, B1, ... H8), each field
+ can be either a piece (PRNBKQprnbkq) or empty ('.'). I.e. the state looks
+ like this:
+
+ 0 (A1) RNBQKBNR
+ PPPPPPPP
+ ........
+ ........
+ ........
+ ........
+ pppppppp
+ rnbqkbnr 63 (H8)
+
+ - After this more bytes follow to represent global state, these are:
+ - 64: bits holding en-passant and castling related information:
+ - bits 0-3 (lsb): Column of the pawn that can, in current turn, be
+ taken by en-passant (0xF means no pawn can be taken this way).
+ - bit 4: Whether white is not prevented from short castling by previous
+ king or rook movement.
+ - bit 5: Same as 4, but for long castling.
+ - bit 6: Same as 4, but for black.
+ - bit 7: Same as 4, but for black and long castling.
+ - 65: Number saying the number of ply (half-moves) that have already been
+ played, also determining whose turn it currently is.
+ - 66: Move counter used in the 50 move rule, says the number of ply since
+ the last pawn move or capture.
+ - 67: Extra byte, left for storing additional info in variants. For normal
+ chess this byte should always be 0.
+ - 68: The last byte is always 0 to properly terminate the string in case
+ someone tries to print it.
+ - The state is designed so as to be simple and also print-friendly, i.e. you
+ can simply print it with line break after 8 characters to get a human
+ readable representation of the board.
+
+ NOTE: there is a much more compact representation which however trades some
+ access speed which would affect the AI performance and isn't print friendly,
+ so we don't use it. In it each square takes 4 bits, using 15 out of 16
+ possible values (empty square and W and B pieces including 2 types of pawns,
+ one "en-passant takeable"). Then only one extra byte needed is for castling
+ info (4 bits) and ply count (4 bits).
+*/
+typedef char SCL_Board[SCL_BOARD_STATE_SIZE];
+
+#define SCL_BOARD_ENPASSANT_CASTLE_BYTE 64
+#define SCL_BOARD_PLY_BYTE 65
+#define SCL_BOARD_MOVE_COUNT_BYTE 66
+#define SCL_BOARD_EXTRA_BYTE 67
+
+#if SCL_960_CASTLING
+ #define _SCL_EXTRA_BYTE_VALUE (0 | (7 << 3)) // rooks on classic positions
+#else
+ #define _SCL_EXTRA_BYTE_VALUE 0
+#endif
+
+#define SCL_BOARD_START_STATE \
+ {82, 78, 66, 81, 75, 66, 78, 82,\
+ 80, 80, 80, 80, 80, 80, 80, 80,\
+ 46, 46, 46, 46, 46, 46, 46, 46,\
+ 46, 46, 46, 46, 46, 46, 46, 46,\
+ 46, 46, 46, 46, 46, 46, 46, 46,\
+ 46, 46, 46, 46, 46, 46, 46, 46,\
+ 112,112,112,112,112,112,112,112,\
+ 114,110,98, 113,107,98, 110,114,\
+ (char) 0xff,0,0,_SCL_EXTRA_BYTE_VALUE,0}
+
+#define SCL_FEN_START \
+ "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"
+
+#define SCL_FEN_HORDE \
+ "ppp2ppp/pppppppp/pppppppp/pppppppp/3pp3/8/PPPPPPPP/RNBQKBNR w KQ - 0 1"
+
+#define SCL_FEN_UPSIDE_DOWN \
+ "RNBKQBNR/PPPPPPPP/8/8/8/8/pppppppp/rnbkqbnr w - - 0 1"
+
+#define SCL_FEN_PEASANT_REVOLT \
+ "1nn1k1n1/4p3/8/8/8/8/PPPPPPPP/4K3 w - - 0 1"
+
+#define SCL_FEN_ENDGAME \
+ "4k3/pppppppp/8/8/8/8/PPPPPPPP/4K3 w - - 0 1"
+
+#define SCL_FEN_KNIGHTS \
+ "N6n/1N4n1/2N2n2/3Nn3/k2nN2K/2n2N2/1n4N1/n6N w - - 0 1"
+
+/**
+ Holds an info required to undo a single move.
+*/
+typedef struct
+{
+ uint8_t squareFrom; ///< start square
+ uint8_t squareTo; ///< target square
+ char enPassantCastle; ///< previous en passant/castle byte
+ char moveCount; ///< previous values of the move counter byte
+ uint8_t other; /**< lowest 7 bits: previous value of target square,
+ highest bit: if 1 then the move was promotion or
+ en passant */
+} SCL_MoveUndo;
+
+#define SCL_GAME_STATE_PLAYING 0x00
+#define SCL_GAME_STATE_WHITE_WIN 0x01
+#define SCL_GAME_STATE_BLACK_WIN 0x02
+#define SCL_GAME_STATE_DRAW 0x10 ///< further unspecified draw
+#define SCL_GAME_STATE_DRAW_STALEMATE 0x11 ///< draw by stalemate
+#define SCL_GAME_STATE_DRAW_REPETITION 0x12 ///< draw by repetition
+#define SCL_GAME_STATE_DRAW_50 0x13 ///< draw by 50 move rule
+#define SCL_GAME_STATE_DRAW_DEAD 0x14 ///< draw by dead position
+#define SCL_GAME_STATE_END 0xff ///< end without known result
+
+/**
+ Converts square in common notation (e.g. 'c' 8) to square number. Only accepts
+ lowercase column.
+*/
+#define SCL_SQUARE(colChar,rowInt) (((rowInt) - 1) * 8 + ((colChar) - 'a'))
+#define SCL_S(c,r) SCL_SQUARE(c,r)
+
+void SCL_boardInit(SCL_Board board);
+void SCL_boardCopy(const SCL_Board boardFrom, SCL_Board boardTo);
+
+/**
+ Initializes given chess 960 (Fisher random) position. If SCL_960_CASTLING
+ is not set, castling will be disabled by this function.
+*/
+void SCL_boardInit960(SCL_Board board, uint16_t positionNumber);
+
+void SCL_boardDisableCastling(SCL_Board board);
+
+uint32_t SCL_boardHash32(const SCL_Board board);
+
+#define SCL_PHASE_OPENING 0
+#define SCL_PHASE_MIDGAME 1
+#define SCL_PHASE_ENDGAME 2
+
+/**
+ Estimates the game phase: opening, midgame or endgame.
+*/
+uint8_t SCL_boardEstimatePhase(SCL_Board board);
+
+/**
+ Sets the board position. The input string should be 64 characters long zero
+ terminated C string representing the board as squares A1, A2, ..., H8 with
+ each char being either a piece (RKBKQPrkbkqp) or an empty square ('.').
+*/
+void SCL_boardSetPosition(SCL_Board board, const char *pieces,
+ uint8_t castlingEnPassant, uint8_t moveCount, uint8_t ply);
+
+uint8_t SCL_boardsDiffer(SCL_Board b1, SCL_Board b2);
+
+/**
+ Function that prints out a single character. This is passed to printing
+ functions.
+*/
+typedef void (*SCL_PutCharFunction)(char);
+
+/**
+ Gets a random move on given board for the player whose move it is.
+*/
+void SCL_boardRandomMove(SCL_Board board, SCL_RandomFunction randFunc,
+ uint8_t *squareFrom, uint8_t *squareTo, char *resultProm);
+
+#define SCL_FEN_MAX_LENGTH 90
+
+/**
+ Converts a position to FEN (Forsyth–Edwards Notation) string. The string has
+ to have at least SCL_FEN_MAX_LENGTH bytes allocated to guarantee the
+ function won't write to unallocated memory. The string will be terminated by
+ 0 (this is included in SCL_FEN_MAX_LENGTH). The number of bytes written
+ (including the terminating 0) is returned.
+*/
+uint8_t SCL_boardToFEN(SCL_Board board, char *string);
+
+/**
+ Loads a board from FEN (Forsyth–Edwards Notation) string. Returns 1 on
+ success, 0 otherwise. XFEN isn't supported fully but a start position in
+ chess960 can be loaded with this function.
+*/
+uint8_t SCL_boardFromFEN(SCL_Board board, const char *string);
+
+/**
+ Returns an approximate/heuristic board rating as a number, 0 meaning equal
+ chances for both players, positive favoring white, negative favoring black.
+*/
+typedef int16_t (*SCL_StaticEvaluationFunction)(SCL_Board);
+
+/*
+ NOTE: int8_t as a return value was tried for evaluation function, which would
+ be simpler, but it fails to capture important non-material position
+ differences counted in fractions of pawn values, hence we have to use int16_t.
+*/
+
+/**
+ Basic static evaluation function. WARNING: this function supposes a standard
+ chess game, for non-standard positions it may either not work well or even
+ crash the program. You should use a different function for non-standard games.
+*/
+int16_t SCL_boardEvaluateStatic(SCL_Board board);
+
+/**
+ Dynamic evaluation function (search), i.e. unlike SCL_boardEvaluateStatic,
+ this one performs a recursive search for deeper positions to get a more
+ accurate score. Of course, this is much slower and hugely dependent on
+ baseDepth (you mostly want to keep this under 5).
+*/
+int16_t SCL_boardEvaluateDynamic(SCL_Board board, uint8_t baseDepth,
+ uint8_t extensionExtraDepth, SCL_StaticEvaluationFunction evalFunction);
+
+#define SCL_EVALUATION_MAX_SCORE 32600 // don't increase this, we need a margin
+
+/**
+ Checks if the board position is dead, i.e. mate is impossible (e.g. due to
+ insufficient material), which by the rules results in a draw. WARNING: This
+ function may fail to detect some dead positions as this is a non-trivial task.
+*/
+uint8_t SCL_boardDead(SCL_Board board);
+
+/**
+ Tests whether given player is in check.
+*/
+uint8_t SCL_boardCheck(SCL_Board board, uint8_t white);
+
+/**
+ Checks whether given move resets the move counter (used in the 50 move rule).
+*/
+uint8_t SCL_boardMoveResetsCount(SCL_Board board,
+ uint8_t squareFrom, uint8_t squareTo);
+
+uint8_t SCL_boardMate(SCL_Board board);
+
+/**
+ Performs a move on a board WITHOUT checking if the move is legal. Returns an
+ info with which the move can be undone.
+*/
+SCL_MoveUndo SCL_boardMakeMove(SCL_Board board, uint8_t squareFrom, uint8_t squareTo,
+ char promotePiece);
+
+void SCL_boardUndoMove(SCL_Board board, SCL_MoveUndo moveUndo);
+
+/**
+ Checks if the game is over, i.e. the current player to move has no legal
+ moves, the game is in dead position etc.
+*/
+uint8_t SCL_boardGameOver(SCL_Board board);
+
+/**
+ Checks if given move is legal.
+*/
+uint8_t SCL_boardMoveIsLegal(SCL_Board board, uint8_t squareFrom,
+ uint8_t squareTo);
+
+/**
+ Checks if the player to move has at least one legal move.
+*/
+uint8_t SCL_boardMovePossible(SCL_Board board);
+
+#define SCL_POSITION_NORMAL 0x00
+#define SCL_POSITION_CHECK 0x01
+#define SCL_POSITION_MATE 0x02
+#define SCL_POSITION_STALEMATE 0x03
+#define SCL_POSITION_DEAD 0x04
+
+uint8_t SCL_boardGetPosition(SCL_Board board);
+
+/**
+ Returns 1 if the square is attacked by player of given color. This is used to
+ examine checks, so for performance reasons the functions only checks whether
+ or not the square is attacked (not the number of attackers).
+*/
+uint8_t SCL_boardSquareAttacked(SCL_Board board, uint8_t square,
+ uint8_t byWhite);
+
+/**
+ Gets pseudo moves of a piece: all possible moves WITHOUT eliminating moves
+ that lead to own check. To get only legal moves use SCL_boardGetMoves.
+*/
+void SCL_boardGetPseudoMoves(
+ SCL_Board board,
+ uint8_t pieceSquare,
+ uint8_t checkCastling,
+ SCL_SquareSet result);
+
+/**
+ Gets all legal moves of given piece.
+*/
+void SCL_boardGetMoves(
+ SCL_Board board,
+ uint8_t pieceSquare,
+ SCL_SquareSet result);
+
+void _SCL_board960RememberRookPositions(SCL_Board board);
+void _SCL_boardPlaceOnNthAvailable(SCL_Board board, uint8_t pos, char piece);
+void _SCL_handleRookActivity(SCL_Board board, uint8_t rookSquare);
+void SCL_printSquareSet(SCL_SquareSet set, SCL_PutCharFunction putCharFunc);
+int16_t _SCL_rateKingEndgamePosition(uint8_t position);
+int16_t _SCL_boardEvaluateDynamic(SCL_Board board, int8_t depth, int16_t alphaBeta, int8_t takenSquare);
+
+static inline uint8_t SCL_boardWhitesTurn(SCL_Board board);
+
+static inline uint8_t SCL_pieceIsWhite(char piece);
+static inline uint8_t SCL_squareIsWhite(uint8_t square);
+char SCL_pieceToColor(uint8_t piece, uint8_t toWhite);
+
+/**
+ Converts square coordinates to square number. Each coordinate must be a number
+ <1,8>. Validity of the coordinates is NOT checked.
+*/
+static inline uint8_t SCL_coordsToSquare(uint8_t row, uint8_t column);
+
+#ifndef SCL_VALUE_PAWN
+ #define SCL_VALUE_PAWN 256
+#endif
+
+#ifndef SCL_VALUE_KNIGHT
+ #define SCL_VALUE_KNIGHT 768
+#endif
+
+#ifndef SCL_VALUE_BISHOP
+ #define SCL_VALUE_BISHOP 800
+#endif
+
+#ifndef SCL_VALUE_ROOK
+ #define SCL_VALUE_ROOK 1280
+#endif
+
+#ifndef SCL_VALUE_QUEEN
+ #define SCL_VALUE_QUEEN 2304
+#endif
+
+#ifndef SCL_VALUE_KING
+ #define SCL_VALUE_KING 0
+#endif
+
+#define SCL_ENDGAME_MATERIAL_LIMIT \
+ (2 * (SCL_VALUE_PAWN * 4 + SCL_VALUE_QUEEN + \
+ SCL_VALUE_KING + SCL_VALUE_ROOK + SCL_VALUE_KNIGHT))
+
+#define SCL_START_MATERIAL \
+ (16 * SCL_VALUE_PAWN + 4 * SCL_VALUE_ROOK + 4 * SCL_VALUE_KNIGHT + \
+ 4 * SCL_VALUE_BISHOP + 2 * SCL_VALUE_QUEEN + 2 * SCL_VALUE_KING)
+
+#ifndef SCL_RECORD_MAX_LENGTH
+ #define SCL_RECORD_MAX_LENGTH 256
+#endif
+
+#define SCL_RECORD_MAX_SIZE (SCL_RECORD_MAX_LENGTH * 2)
+
+/**
+ Records a single chess game. The format is following:
+
+ Each record item consists of 2 bytes which record a single move (ply):
+
+ abxxxxxx cdyyyyyy
+
+ xxxxxx Start square of the move, counted as A0, A1, ...
+ yyyyyy End square of the move in the same format as the start square.
+ ab 00 means this move isn't the last move of the game, other possible
+ values are 01: white wins, 10: black wins, 11: draw or end for
+ other reasons.
+ cd In case of pawn promotion move this encodes the promoted piece as
+ 00: queen, 01: rook, 10: bishop, 11: knight (pawn isn't allowed by
+ chess rules).
+
+ Every record should be ended by an ending move (ab != 00), empty record should
+ have one move where xxxxxx == yyyyyy == 0 and ab == 11.
+*/
+typedef uint8_t SCL_Record[SCL_RECORD_MAX_SIZE];
+
+#define SCL_RECORD_CONT 0x00
+#define SCL_RECORD_W_WIN 0x40
+#define SCL_RECORD_B_WIN 0x80
+#define SCL_RECORD_END 0xc0
+
+#define SCL_RECORD_PROM_Q 0x00
+#define SCL_RECORD_PROM_R 0x40
+#define SCL_RECORD_PROM_B 0x80
+#define SCL_RECORD_PROM_N 0xc0
+
+#define SCL_RECORD_ITEM(s0,s1,p,e) ((e) | (s0)),((p) | (s1))
+
+void SCL_recordInit(SCL_Record r);
+
+void SCL_recordCopy(SCL_Record recordFrom, SCL_Record recordTo);
+
+/**
+ Represents a complete game of chess (or a variant with different staring
+ position). This struct along with associated functions allows to easily
+ implement a chess game that allows undoing moves, detecting draws, recording
+ the moves etc. On platforms with extremely little RAM one can reduce
+ SCL_RECORD_MAX_LENGTH to reduce the size of this struct (which will however
+ possibly limit how many moves can be undone).
+*/
+typedef struct
+{
+ SCL_Board board;
+ SCL_Record record; /**< Holds the game record. This record is here
+ firstly because games are usually recorded and
+ secondly this allows undoing moves up to the
+ beginning of the game. This infinite undoing will
+ only work as long as the record is able to hold
+ the whole game; if the record is full, undoing is
+ no longet possible. */
+ uint16_t state;
+ uint16_t ply; ///< ply count (board ply counter is only 8 bit)
+
+ uint32_t prevMoves[14]; ///< stores last moves, for repetition detection
+
+ const char *startState; /**< Optional pointer to the starting board state.
+ If this is null, standard chess start position is
+ assumed. This is needed for undoing moves with
+ game record. */
+} SCL_Game;
+
+/**
+ Initializes a new chess game. The startState parameter is optional and allows
+ for setting up chess variants that differ by starting positions, setting this
+ to 0 will assume traditional starting position. WARNING: if startState is
+ provided, the pointed to board mustn't be deallocated afterwards, the string
+ is not internally copied (for memory saving reasons).
+*/
+void SCL_gameInit(SCL_Game *game, const SCL_Board startState);
+
+void SCL_gameMakeMove(SCL_Game *game, uint8_t squareFrom, uint8_t squareTo,
+ char promoteTo);
+
+uint8_t SCL_gameUndoMove(SCL_Game *game);
+
+/**
+ Gets a move which if played now would cause a draw by repetition. Returns 1
+ if such move exists, 0 otherwise. The results parameters can be set to 0 in
+ which case they will be ignored and only the existence of a draw move will be
+ tested.
+*/
+uint8_t SCL_gameGetRepetiotionMove(SCL_Game *game,
+ uint8_t *squareFrom, uint8_t *squareTo);
+
+/**
+ Leads a game record from PGN string. The function will probably not strictly
+ adhere to the PGN input format, but should accept most sanely written PGN
+ strings.
+*/
+void SCL_recordFromPGN(SCL_Record r, const char *pgn);
+
+uint16_t SCL_recordLength(const SCL_Record r);
+
+/**
+ Gets the move out of a game record, returns the end state of the move
+ (SCL_RECORD_CONT, SCL_RECORD_END etc.)
+*/
+uint8_t SCL_recordGetMove(const SCL_Record r, uint16_t index,
+ uint8_t *squareFrom, uint8_t *squareTo, char *promotedPiece);
+
+/**
+ Adds another move to the game record. Terminating the record is handled so
+ that the last move is always marked with end flag, endState is here to only
+ indicate possible game result (otherwise pass SCL_RECORD_CONT). Returns 1 if
+ the item was added, otherwise 0 (replay was already of maximum size).
+*/
+uint8_t SCL_recordAdd(SCL_Record r, uint8_t squareFrom,
+ uint8_t squareTo, char promotePiece, uint8_t endState);
+
+/**
+ Removes the last move from the record, returns 1 if the replay is non-empty
+ after the removal, otherwise 0.
+*/
+uint8_t SCL_recordRemoveLast(SCL_Record r);
+
+/**
+ Applies given number of half-moves (ply) to a given board (the board is
+ automatically initialized at the beginning).
+*/
+void SCL_recordApply(const SCL_Record r, SCL_Board b, uint16_t moves);
+
+int16_t SCL_pieceValue(char piece);
+int16_t SCL_pieceValuePositive(char piece);
+
+#define SCL_PRINT_FORMAT_NONE 0
+#define SCL_PRINT_FORMAT_NORMAL 1
+#define SCL_PRINT_FORMAT_COMPACT 2
+#define SCL_PRINT_FORMAT_UTF8 3
+#define SCL_PRINT_FORMAT_COMPACT_UTF8 4
+
+/**
+ Gets the best move for the currently moving player as computed by AI. The
+ return value is the value of the move (with the same semantics as the value
+ of an evaluation function). baseDepth is depth in plys to which all moves will
+ be checked. If baseDepth 0 is passed, the function makes a random move and
+ returns the evaluation of the board. extensionExtraDepth is extra depth for
+ checking specific situations like exchanges and checks. endgameExtraDepth is
+ extra depth which is added to baseDepth in the endgame. If the randomness
+ function is 0, AI will always make the first best move it finds, if it is
+ not 0 and randomness is 0, AI will randomly pick between the equally best
+ moves, if it is not 0 and randomness is positive, AI will randomly choose
+ between best moves with some bias (may not pick the best rated move).
+*/
+int16_t SCL_getAIMove(
+ SCL_Board board,
+ uint8_t baseDepth,
+ uint8_t extensionExtraDepth,
+ uint8_t endgameExtraDepth,
+ SCL_StaticEvaluationFunction evalFunc,
+ SCL_RandomFunction randFunc,
+ uint8_t randomness,
+ uint8_t repetitionMoveFrom,
+ uint8_t repetitionMoveTo,
+ uint8_t *resultFrom,
+ uint8_t *resultTo,
+ char *resultProm);
+
+/**
+ Prints given chessboard using given format and an abstract printing function.
+*/
+void SCL_printBoard(
+ SCL_Board board,
+ SCL_PutCharFunction putCharFunc,
+ SCL_SquareSet highlightSquares,
+ uint8_t selectSquare,
+ uint8_t format,
+ uint8_t offset,
+ uint8_t labels,
+ uint8_t blackDown);
+
+void SCL_printBoardSimple(
+ SCL_Board board,
+ SCL_PutCharFunction putCharFunc,
+ uint8_t selectSquare,
+ uint8_t format);
+
+void SCL_printSquareUTF8(uint8_t square, SCL_PutCharFunction putCharFunc);
+void SCL_printPGN(SCL_Record r, SCL_PutCharFunction putCharFunc,
+ SCL_Board initialState);
+
+/**
+ Reads a move from string (the notation format is described at the top of this
+ file). The function is safe as long as the string is 0 terminated. Returns 1
+ on success or 0 on fail (invalid move string).
+*/
+uint8_t SCL_stringToMove(const char *moveString, uint8_t *resultFrom,
+ uint8_t *resultTo, char *resultPromotion);
+
+char *SCL_moveToString(SCL_Board board, uint8_t s0, uint8_t s1,
+ char promotion, char *string);
+
+/**
+ Function used in drawing, it is called to draw the next pixel. The first
+ parameter is the pixel color, the second one if the sequential number of the
+ pixel.
+*/
+typedef void (*SCL_PutPixelFunction)(uint8_t, uint16_t);
+
+#define SCL_BOARD_PICTURE_WIDTH 64
+
+/**
+ Draws a simple 1bit 64x64 pixels board using a provided abstract function for
+ drawing pixels. The function renders from top left to bottom right, i.e. no
+ frame buffer is required.
+*/
+void SCL_drawBoard(
+ SCL_Board board,
+ SCL_PutPixelFunction putPixel,
+ uint8_t selectedSquare,
+ SCL_SquareSet highlightSquares,
+ uint8_t blackDown);
+
+/**
+ Converts square number to string representation (e.g. "d2"). This function
+ will modify exactly the first two bytes of the provided string.
+*/
+static inline char *SCL_squareToString(uint8_t square, char *string);
+
+/**
+ Converts a string, such as "A1" or "b4", to square number. The string must
+ start with a letter (lower or upper case) and be followed by a number <1,8>.
+ Validity of the string is NOT checked.
+*/
+uint8_t SCL_stringToSquare(const char *square);
+
+//=============================================================================
+// privates:
+
+#define SCL_UNUSED(v) (void)(v)
+
+uint8_t SCL_currentRandom8 = 0;
+
+uint16_t SCL_currentRandom16 = 0;
+
+void SCL_randomSimpleSeed(uint8_t seed)
+{
+ SCL_currentRandom8 = seed;
+}
+
+uint8_t SCL_randomSimple(void)
+{
+ SCL_currentRandom8 *= 13;
+ SCL_currentRandom8 += 7;
+ return SCL_currentRandom8;
+}
+
+uint8_t SCL_randomBetter(void)
+{
+ SCL_currentRandom16 *= 13;
+ SCL_currentRandom16 += 7;
+ return (SCL_currentRandom16 % 256) ^ (SCL_currentRandom16 / 256);
+}
+
+void SCL_randomBetterSeed(uint16_t seed)
+{
+ SCL_currentRandom16 = seed;
+}
+
+void SCL_squareSetClear(SCL_SquareSet squareSet)
+{
+ for (uint8_t i = 0; i < 8; ++i)
+ squareSet[i] = 0;
+}
+
+uint8_t SCL_stringToSquare(const char *square)
+{
+ return (square[1] - '1') * 8 +
+ (square[0] - ((square[0] >= 'A' && square[0] <= 'Z') ? 'A' : 'a'));
+}
+
+char *SCL_moveToString(SCL_Board board, uint8_t s0, uint8_t s1,
+ char promotion, char *string)
+{
+ char *result = string;
+
+ SCL_squareToString(s0,string);
+ string += 2;
+ string = SCL_squareToString(s1,string);
+ string += 2;
+
+ char c = board[s0];
+
+ if (c == 'p' || c == 'P')
+ {
+ uint8_t rank = s1 / 8;
+
+ if (rank == 0 || rank == 7)
+ {
+ *string = promotion;
+ string++;
+ }
+ }
+
+ *string = 0;
+
+ return result;
+}
+
+uint8_t SCL_boardWhitesTurn(SCL_Board board)
+{
+ return (board[SCL_BOARD_PLY_BYTE] % 2) == 0;
+}
+
+uint8_t SCL_coordsToSquare(uint8_t row, uint8_t column)
+{
+ return row * 8 + column;
+}
+
+uint8_t SCL_pieceIsWhite(char piece)
+{
+ return piece < 'a';
+}
+
+char *SCL_squareToString(uint8_t square, char *string)
+{
+ string[0] = 'a' + square % 8;
+ string[1] = '1' + square / 8;
+
+ return string;
+}
+
+uint8_t SCL_squareIsWhite(uint8_t square)
+{
+ return (square % 2) != ((square / 8) % 2);
+}
+
+char SCL_pieceToColor(uint8_t piece, uint8_t toWhite)
+{
+ return (SCL_pieceIsWhite(piece) == toWhite) ?
+ piece : (piece + (toWhite ? -32 : 32));
+}
+
+/**
+ Records the rook starting positions in the board state. This is required in
+ chess 960 in order to be able to correctly perform castling (castling rights
+ knowledge isn't enough as one rook might have moved to the other side and we
+ wouldn't know which one can castle and which not).
+*/
+void _SCL_board960RememberRookPositions(SCL_Board board)
+{
+ uint8_t pos = 0;
+ uint8_t rooks = 2;
+
+ while (pos < 8 && rooks != 0)
+ {
+ if (board[pos] == 'R')
+ {
+ board[SCL_BOARD_EXTRA_BYTE] = rooks == 2 ? pos :
+ (board[SCL_BOARD_EXTRA_BYTE] | (pos << 3));
+
+ rooks--;
+ }
+
+ pos++;
+ }
+}
+
+void SCL_boardInit(SCL_Board board)
+{
+ /*
+ We might use SCL_BOARD_START_STATE and copy it to the board, but that might
+ waste RAM on Arduino, so we init the board by code.
+ */
+
+ char *b = board;
+
+ *b = 'R'; b++; *b = 'N'; b++;
+ *b = 'B'; b++; *b = 'Q'; b++;
+ *b = 'K'; b++; *b = 'B'; b++;
+ *b = 'N'; b++; *b = 'R'; b++;
+
+ char *b2 = board + 48;
+
+ for (uint8_t i = 0; i < 8; ++i, b++, b2++)
+ {
+ *b = 'P';
+ *b2 = 'p';
+ }
+
+ for (uint8_t i = 0; i < 32; ++i, b++)
+ *b = '.';
+
+ b += 8;
+
+ *b = 'r'; b++; *b = 'n'; b++;
+ *b = 'b'; b++; *b = 'q'; b++;
+ *b = 'k'; b++; *b = 'b'; b++;
+ *b = 'n'; b++; *b = 'r'; b++;
+
+ for (uint8_t i = 0; i < SCL_BOARD_STATE_SIZE - SCL_BOARD_SQUARES; ++i, ++b)
+ *b = 0;
+
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] = (char) 0xff;
+
+#if SCL_960_CASTLING
+ _SCL_board960RememberRookPositions(board);
+#endif
+}
+
+void _SCL_boardPlaceOnNthAvailable(SCL_Board board, uint8_t pos, char piece)
+{
+ char *c = board;
+
+ while (1)
+ {
+ if (*c == '.')
+ {
+ if (pos == 0)
+ break;
+
+ pos--;
+ }
+
+ c++;
+ }
+
+ *c = piece;
+}
+
+void SCL_boardInit960(SCL_Board board, uint16_t positionNumber)
+{
+ SCL_Board b;
+
+ SCL_boardInit(b);
+
+ for (uint8_t i = 0; i < SCL_BOARD_STATE_SIZE; ++i)
+ board[i] = ((i >= 8 && i < 56) || i >= 64) ? b[i] : '.';
+
+ uint8_t helper = positionNumber % 16;
+
+ board[(helper / 4) * 2] = 'B';
+ board[1 + (helper % 4) * 2] = 'B';
+
+ helper = positionNumber / 16;
+
+ // maybe there's a simpler way :)
+
+ _SCL_boardPlaceOnNthAvailable(board,helper % 6,'Q');
+ _SCL_boardPlaceOnNthAvailable(board,0,helper <= 23 ? 'N' : 'R');
+
+ _SCL_boardPlaceOnNthAvailable(board,0,
+ (helper >= 7 && helper <= 23) ? 'R' :
+ (helper > 41 ? 'K' : 'N' ));
+
+ _SCL_boardPlaceOnNthAvailable(board,0,
+ (helper <= 5 || helper >= 54) ? 'R' :
+ (((helper >= 12 && helper <= 23) ||
+ (helper >= 30 && helper <= 41)) ? 'K' : 'N'));
+
+ _SCL_boardPlaceOnNthAvailable(board,0,
+ (helper <= 11 || (helper <= 29 && helper >= 24)) ? 'K' :
+ (
+ (
+ (helper >= 18 && helper <= 23) ||
+ (helper >= 36 && helper <= 41) ||
+ (helper >= 48 && helper <= 53)
+ ) ? 'R' : 'N'
+ )
+ );
+
+ uint8_t rooks = 0;
+
+ for (uint8_t i = 0; i < 8; ++i)
+ if (board[i] == 'R')
+ rooks++;
+
+ _SCL_boardPlaceOnNthAvailable(board,0,rooks == 2 ? 'N' : 'R');
+
+ for (uint8_t i = 0; i < 8; ++i)
+ board[56 + i] = SCL_pieceToColor(board[i],0);
+
+#if SCL_960_CASTLING
+ _SCL_board960RememberRookPositions(board);
+#else
+ SCL_boardDisableCastling(board);
+#endif
+}
+
+uint8_t SCL_boardsDiffer(SCL_Board b1, SCL_Board b2)
+{
+ const char *p1 = b1, *p2 = b2;
+
+ while (p1 < b1 + SCL_BOARD_STATE_SIZE)
+ {
+ if (*p1 != *p2)
+ return 1;
+
+ p1++;
+ p2++;
+ }
+
+ return 0;
+}
+
+void SCL_recordInit(SCL_Record r)
+{
+ r[0] = 0 | SCL_RECORD_END;
+ r[1] = 0;
+}
+
+void SCL_recordFromPGN(SCL_Record r, const char *pgn)
+{
+ SCL_Board board;
+
+ SCL_boardInit(board);
+
+ SCL_recordInit(r);
+
+ uint8_t state = 0;
+ uint8_t evenMove = 0;
+
+ while (*pgn != 0)
+ {
+ switch (state)
+ {
+ case 0: // skipping tags and spaces, outside []
+ if (*pgn == '1')
+ state = 2;
+ else if (*pgn == '[')
+ state = 1;
+
+ break;
+
+ case 1: // skipping tags and spaces, inside []
+ if (*pgn == ']')
+ state = 0;
+
+ break;
+
+ case 2: // reading move number
+ if (*pgn == '{')
+ state = 3;
+ else if ((*pgn >= 'a' && *pgn <= 'h') || (*pgn >= 'A' && *pgn <= 'Z'))
+ {
+ state = 4;
+ pgn--;
+ }
+
+ break;
+
+ case 3: // initial comment
+ if (*pgn == '}')
+ state = 2;
+
+ break;
+
+ case 4: // reading move
+ {
+ char piece = 'p';
+ char promoteTo = 'q';
+ uint8_t castle = 0;
+ uint8_t promotion = 0;
+
+ int8_t coords[4];
+
+ uint8_t ranks = 0, files = 0;
+
+ for (uint8_t i = 0; i < 4; ++i)
+ coords[i] = -1;
+
+ while (*pgn != ' ' && *pgn != '\n' &&
+ *pgn != '\t' && *pgn != '{' && *pgn != 0)
+ {
+ if (*pgn == '=')
+ promotion = 1;
+ if (*pgn == 'O' || *pgn == '0')
+ castle++;
+ if (*pgn >= 'A' && *pgn <= 'Z')
+ {
+ if (promotion)
+ promoteTo = *pgn;
+ else
+ piece = *pgn;
+ }
+ else if (*pgn >= 'a' && *pgn <= 'h')
+ {
+ coords[files * 2] = *pgn - 'a';
+ files++;
+ }
+ else if (*pgn >= '1' && *pgn <= '8')
+ {
+ coords[1 + ranks * 2] = *pgn - '1';
+ ranks++;
+ }
+
+ pgn++;
+ }
+
+ if (castle)
+ {
+ piece = 'K';
+
+ coords[0] = 4;
+ coords[1] = 0;
+ coords[2] = castle < 3 ? 6 : 2;
+ coords[3] = 0;
+
+ if (evenMove)
+ {
+ coords[1] = 7;
+ coords[3] = 7;
+ }
+ }
+
+ piece = SCL_pieceToColor(piece,evenMove == 0);
+
+ if (coords[2] < 0)
+ {
+ coords[2] = coords[0];
+ coords[0] = -1;
+ }
+
+ if (coords[3] < 0)
+ {
+ coords[3] = coords[1];
+ coords[1] = -1;
+ }
+
+ uint8_t squareTo = coords[3] * 8 + coords[2];
+
+ if (coords[0] < 0 || coords[1] < 0)
+ {
+ // without complete starting coords we have to find the piece
+
+ for (int i = 0; i < SCL_BOARD_SQUARES; ++i)
+ if (board[i] == piece)
+ {
+ SCL_SquareSet s;
+
+ SCL_squareSetClear(s);
+
+ SCL_boardGetMoves(board,i,s);
+
+ if (SCL_squareSetContains(s,squareTo) &&
+ (coords[0] < 0 || coords[0] == i % 8) &&
+ (coords[1] < 0 || coords[1] == i / 8))
+ {
+ coords[0] = i % 8;
+ coords[1] = i / 8;
+ break;
+ }
+ }
+ }
+
+ uint8_t squareFrom = coords[1] * 8 + coords[0];
+
+ SCL_boardMakeMove(board,squareFrom,squareTo,promoteTo);
+
+// for some reason tcc bugs here, the above line sets squareFrom to 0 lol
+// can be fixed with doing "squareFrom = coords[1] * 8 + coords[0];" again
+
+ SCL_recordAdd(r,squareFrom,squareTo,promoteTo,SCL_RECORD_CONT);
+
+ while (*pgn == ' ' || *pgn == '\n' || *pgn == '\t' || *pgn == '{')
+ {
+ if (*pgn == '{')
+ while (*pgn != '}')
+ pgn++;
+
+ pgn++;
+ }
+
+ if (*pgn == 0)
+ return;
+
+ pgn--;
+
+ if (evenMove)
+ state = 2;
+
+ evenMove = !evenMove;
+
+ break;
+ }
+
+ default: break;
+ }
+
+ pgn++;
+ }
+}
+
+uint16_t SCL_recordLength(const SCL_Record r)
+{
+ if ((r[0] & 0x3f) == (r[1] & 0x3f)) // empty record that's only terminator
+ return 0;
+
+ uint16_t result = 0;
+
+ while ((r[result] & 0xc0) == 0)
+ result += 2;
+
+ return (result / 2) + 1;
+}
+
+uint8_t SCL_recordGetMove(const SCL_Record r, uint16_t index,
+ uint8_t *squareFrom, uint8_t *squareTo, char *promotedPiece)
+{
+ index *= 2;
+
+ uint8_t b = r[index];
+
+ *squareFrom = b & 0x3f;
+ uint8_t result = b & 0xc0;
+
+ index++;
+
+ b = r[index];
+
+ *squareTo = b & 0x3f;
+
+ b &= 0xc0;
+
+ switch (b)
+ {
+ case SCL_RECORD_PROM_Q: *promotedPiece = 'q'; break;
+ case SCL_RECORD_PROM_R: *promotedPiece = 'r'; break;
+ case SCL_RECORD_PROM_B: *promotedPiece = 'b'; break;
+ case SCL_RECORD_PROM_N:
+ default: *promotedPiece = 'n'; break;
+ }
+
+ return result;
+}
+
+uint8_t SCL_recordAdd(SCL_Record r, uint8_t squareFrom,
+ uint8_t squareTo, char promotePiece, uint8_t endState)
+{
+ uint16_t l = SCL_recordLength(r);
+
+ if (l >= SCL_RECORD_MAX_LENGTH)
+ return 0;
+
+ l *= 2;
+
+ if (l != 0)
+ r[l - 2] &= 0x3f; // remove the end flag from previous item
+
+ if (endState == SCL_RECORD_CONT)
+ endState = SCL_RECORD_END;
+
+ r[l] = squareFrom | endState;
+
+ uint8_t p;
+
+ switch (promotePiece)
+ {
+ case 'n': case 'N': p = SCL_RECORD_PROM_N; break;
+ case 'b': case 'B': p = SCL_RECORD_PROM_B; break;
+ case 'r': case 'R': p = SCL_RECORD_PROM_R; break;
+ case 'q': case 'Q':
+ default: p = SCL_RECORD_PROM_Q; break;
+ }
+
+ l++;
+
+ r[l] = squareTo | p;
+
+ return 1;
+}
+
+uint8_t SCL_recordRemoveLast(SCL_Record r)
+{
+ uint16_t l = SCL_recordLength(r);
+
+ if (l == 0)
+ return 0;
+
+ if (l == 1)
+ SCL_recordInit(r);
+ else
+ {
+ l = (l - 2) * 2;
+
+ r[l] = (r[l] & 0x3f) | SCL_RECORD_END;
+ }
+
+ return 1;
+}
+
+void SCL_recordApply(const SCL_Record r, SCL_Board b, uint16_t moves)
+{
+ SCL_boardInit(b);
+
+ uint16_t l = SCL_recordLength(r);
+
+ if (moves > l)
+ moves = l;
+
+ for (uint16_t i = 0; i < moves; ++i)
+ {
+ uint8_t s0, s1;
+ char p;
+
+ SCL_recordGetMove(r,i,&s0,&s1,&p);
+ SCL_boardMakeMove(b,s0,s1,p);
+ }
+}
+
+void SCL_boardUndoMove(SCL_Board board, SCL_MoveUndo moveUndo)
+{
+#if SCL_960_CASTLING
+ char squareToNow = board[moveUndo.squareTo];
+#endif
+
+ board[moveUndo.squareFrom] = board[moveUndo.squareTo];
+ board[moveUndo.squareTo] = moveUndo.other & 0x7f;
+ board[SCL_BOARD_PLY_BYTE]--;
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] = moveUndo.enPassantCastle;
+ board[SCL_BOARD_MOVE_COUNT_BYTE] = moveUndo.moveCount;
+
+ if (moveUndo.other & 0x80)
+ {
+ moveUndo.squareTo /= 8;
+
+ if (moveUndo.squareTo == 0 || moveUndo.squareTo == 7)
+ board[moveUndo.squareFrom] = SCL_pieceIsWhite(board[moveUndo.squareFrom])
+ ? 'P' : 'p';
+ // ^ was promotion
+ else
+ board[(moveUndo.squareFrom / 8) * 8 + (moveUndo.enPassantCastle & 0x0f)] =
+ (board[moveUndo.squareFrom] == 'P') ? 'p' : 'P'; // was en passant
+ }
+#if !SCL_960_CASTLING
+ else if (board[moveUndo.squareFrom] == 'k' && // black castling
+ moveUndo.squareFrom == 60)
+ {
+ if (moveUndo.squareTo == 58)
+ {
+ board[59] = '.';
+ board[56] = 'r';
+ }
+ else if (moveUndo.squareTo == 62)
+ {
+ board[61] = '.';
+ board[63] = 'r';
+ }
+ }
+ else if (board[moveUndo.squareFrom] == 'K' && // white castling
+ moveUndo.squareFrom == 4)
+ {
+ if (moveUndo.squareTo == 2)
+ {
+ board[3] = '.';
+ board[0] = 'R';
+ }
+ else if (moveUndo.squareTo == 6)
+ {
+ board[5] = '.';
+ board[7] = 'R';
+ }
+ }
+#else // 960 castling
+ else if (((moveUndo.other & 0x7f) == 'r') && // black castling
+ (squareToNow == '.' || !SCL_pieceIsWhite(squareToNow)))
+ {
+ board[moveUndo.squareTo < moveUndo.squareFrom ? 59 : 61] = '.';
+ board[moveUndo.squareTo < moveUndo.squareFrom ? 58 : 62] = '.';
+
+ board[moveUndo.squareFrom] = 'k';
+ board[moveUndo.squareTo] = 'r';
+ }
+ else if (((moveUndo.other & 0x7f) == 'R') && // white castling
+ (squareToNow == '.' || SCL_pieceIsWhite(squareToNow)))
+ {
+ board[moveUndo.squareTo < moveUndo.squareFrom ? 3 : 5] = '.';
+ board[moveUndo.squareTo < moveUndo.squareFrom ? 2 : 6] = '.';
+
+ board[moveUndo.squareFrom] = 'K';
+ board[moveUndo.squareTo] = 'R';
+ }
+#endif
+}
+
+/**
+ Potentially disables castling rights according to whether something moved from
+ or to a square with a rook.
+*/
+void _SCL_handleRookActivity(SCL_Board board, uint8_t rookSquare)
+{
+#if !SCL_960_CASTLING
+ switch (rookSquare)
+ {
+ case 0: board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] &= (uint8_t) ~0x20; break;
+ case 7: board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] &= (uint8_t) ~0x10; break;
+ case 56: board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] &= (uint8_t) ~0x80; break;
+ case 63: board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] &= (uint8_t) ~0x40; break;
+ default: break;
+ }
+#else // 960 castling
+ if (rookSquare == (board[SCL_BOARD_EXTRA_BYTE] & 0x07))
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] &= (uint8_t) ~0x20;
+ else if (rookSquare == (board[SCL_BOARD_EXTRA_BYTE] >> 3))
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] &= (uint8_t) ~0x10;
+ else if (rookSquare == 56 + (board[SCL_BOARD_EXTRA_BYTE] & 0x07))
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] &= (uint8_t) ~0x80;
+ else if (rookSquare == 56 + (board[SCL_BOARD_EXTRA_BYTE] >> 3))
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] &= (uint8_t) ~0x40;
+#endif
+}
+
+SCL_MoveUndo SCL_boardMakeMove(SCL_Board board, uint8_t squareFrom, uint8_t squareTo,
+ char promotePiece)
+{
+ char s = board[squareFrom];
+
+ SCL_MoveUndo moveUndo;
+
+ moveUndo.squareFrom = squareFrom;
+ moveUndo.squareTo = squareTo;
+ moveUndo.moveCount = board[SCL_BOARD_MOVE_COUNT_BYTE];
+ moveUndo.enPassantCastle = board[SCL_BOARD_ENPASSANT_CASTLE_BYTE];
+ moveUndo.other = board[squareTo];
+
+ // reset the en-passant state
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] |= 0x0f;
+
+ if (SCL_boardMoveResetsCount(board,squareFrom,squareTo))
+ board[SCL_BOARD_MOVE_COUNT_BYTE] = 0;
+ else
+ board[SCL_BOARD_MOVE_COUNT_BYTE]++;
+
+#if SCL_960_CASTLING
+ uint8_t castled = 0;
+#endif
+
+ if ((s == 'k') || (s == 'K'))
+ {
+#if !SCL_960_CASTLING
+ if ((squareFrom == 4) || (squareFrom == 60)) // check castling
+ {
+ int8_t difference = squareTo - squareFrom;
+
+ char rook = SCL_pieceToColor('r',SCL_pieceIsWhite(s));
+
+ if (difference == 2) // short
+ {
+ board[squareTo - 1] = rook;
+ board[squareTo + 1] = '.';
+ }
+ else if (difference == -2) // long
+ {
+ board[squareTo - 2] = '.';
+ board[squareTo + 1] = rook;
+ }
+ }
+#else // 960 castling
+ uint8_t isWhite = SCL_pieceIsWhite(s);
+ char rook = SCL_pieceToColor('r',isWhite);
+
+ if (board[squareTo] == rook)
+ {
+ castled = 1;
+
+ board[squareFrom] = '.';
+ board[squareTo] = '.';
+
+ if (squareTo > squareFrom) // short
+ {
+ board[isWhite ? 6 : (56 + 6)] = s;
+ board[isWhite ? 5 : (56 + 5)] = rook;
+ }
+ else // long
+ {
+ board[isWhite ? 2 : (56 + 2)] = s;
+ board[isWhite ? 3 : (56 + 3)] = rook;
+ }
+ }
+#endif
+
+ // after king move disable castling
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] &= ~(0x03 << ((s == 'K') ? 4 : 6));
+ }
+ else if ((s == 'p') || (s == 'P'))
+ {
+ uint8_t row = squareTo / 8;
+
+ int8_t rowDiff = squareFrom / 8 - row;
+
+ if (rowDiff == 2 || rowDiff == -2) // record en passant column
+ {
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] =
+ (board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & 0xf0) | (squareFrom % 8);
+ }
+
+ if (row == 0 || row == 7)
+ {
+ // promotion
+ s = SCL_pieceToColor(promotePiece,SCL_pieceIsWhite(s));
+
+ moveUndo.other |= 0x80;
+ }
+ else
+ {
+ // check en passant move
+
+ int8_t columnDiff = (squareTo % 8) - (squareFrom % 8);
+
+ if ((columnDiff != 0) && (board[squareTo] == '.'))
+ {
+ board[squareFrom + columnDiff] = '.';
+ moveUndo.other |= 0x80;
+ }
+ }
+ }
+ else if ((s == 'r') || (s == 'R'))
+ _SCL_handleRookActivity(board,squareFrom);
+
+ char taken = board[squareTo];
+
+ // taking a rook may also disable castling:
+
+ if (taken == 'R' || taken == 'r')
+ _SCL_handleRookActivity(board,squareTo);
+
+#if SCL_960_CASTLING
+ if (!castled)
+#endif
+ {
+ board[squareTo] = s;
+ board[squareFrom] = '.';
+ }
+
+ board[SCL_BOARD_PLY_BYTE]++; // increase ply count
+
+ return moveUndo;
+}
+
+void SCL_boardSetPosition(SCL_Board board, const char *pieces,
+ uint8_t castlingEnPassant, uint8_t moveCount, uint8_t ply)
+{
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i, pieces++)
+ if (*pieces != 0)
+ board[i] = *pieces;
+ else
+ break;
+
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] = castlingEnPassant;
+ board[SCL_BOARD_PLY_BYTE] = ply;
+ board[SCL_BOARD_MOVE_COUNT_BYTE] = moveCount;
+ board[SCL_BOARD_STATE_SIZE - 1] = 0;
+}
+
+void SCL_squareSetAdd(SCL_SquareSet squareSet, uint8_t square)
+{
+ squareSet[square / 8] |= 0x01 << (square % 8);
+}
+
+uint8_t SCL_squareSetContains(const SCL_SquareSet squareSet, uint8_t square)
+{
+ return squareSet[square / 8] & (0x01 << (square % 8));
+}
+
+uint8_t SCL_squareSetSize(const SCL_SquareSet squareSet)
+{
+ uint8_t result = 0;
+
+ for (uint8_t i = 0; i < 8; ++i)
+ {
+ uint8_t byte = squareSet[i];
+
+ for (uint8_t j = 0; j < 8; ++j)
+ {
+ result += byte & 0x01;
+ byte >>= 1;
+ }
+ }
+
+ return result;
+}
+
+uint8_t SCL_squareSetEmpty(const SCL_SquareSet squareSet)
+{
+ for (uint8_t i = 0; i < 8; ++i)
+ if (squareSet[i] != 0)
+ return 0;
+
+ return 1;
+}
+
+uint8_t SCL_squareSetGetRandom(
+ const SCL_SquareSet squareSet, SCL_RandomFunction randFunc)
+{
+ uint8_t size = SCL_squareSetSize(squareSet);
+
+ if (size == 0)
+ return 0;
+
+ uint8_t n = (randFunc() % size) + 1;
+ uint8_t i = 0;
+
+ while (i < SCL_BOARD_SQUARES)
+ {
+ if (SCL_squareSetContains(squareSet,i))
+ {
+ n--;
+
+ if (n == 0)
+ break;
+ }
+
+ ++i;
+ }
+
+ return i;
+}
+
+void SCL_boardCopy(const SCL_Board boardFrom, SCL_Board boardTo)
+{
+ for (uint8_t i = 0; i < SCL_BOARD_STATE_SIZE; ++i)
+ boardTo[i] = boardFrom[i];
+}
+
+uint8_t SCL_boardSquareAttacked(
+ SCL_Board board,
+ uint8_t square,
+ uint8_t byWhite)
+{
+ const char *currentSquare = board;
+
+ /* We need to place a temporary piece on the tested square in order to test if
+ the square is attacked (consider testing if attacked by a pawn). */
+
+ char previous = board[square];
+
+ board[square] = SCL_pieceToColor('r',!byWhite);
+
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i, ++currentSquare)
+ {
+ char s = *currentSquare;
+
+ if ((s == '.') || (SCL_pieceIsWhite(s) != byWhite))
+ continue;
+
+ SCL_SquareSet moves;
+ SCL_boardGetPseudoMoves(board,i,0,moves);
+
+ if (SCL_squareSetContains(moves,square))
+ {
+ board[square] = previous;
+ return 1;
+ }
+ }
+
+ board[square] = previous;
+ return 0;
+}
+
+uint8_t SCL_boardCheck(SCL_Board board,uint8_t white)
+{
+ const char *square = board;
+ char kingChar = white ? 'K' : 'k';
+
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i, ++square)
+ if ((*square == kingChar &&
+ SCL_boardSquareAttacked(board,i,!white)))
+ return 1;
+
+ return 0;
+}
+
+uint8_t SCL_boardGameOver(SCL_Board board)
+{
+ uint8_t position = SCL_boardGetPosition(board);
+
+ return (position == SCL_POSITION_MATE) ||
+ (position == SCL_POSITION_STALEMATE) ||
+ (position == SCL_POSITION_DEAD);
+}
+
+uint8_t SCL_boardMovePossible(SCL_Board board)
+{
+ uint8_t white = SCL_boardWhitesTurn(board);
+
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i)
+ {
+ char s = board[i];
+
+ if ((s != '.') && (SCL_pieceIsWhite(s) == white))
+ {
+ SCL_SquareSet moves;
+
+ SCL_boardGetMoves(board,i,moves);
+
+ if (SCL_squareSetSize(moves) != 0)
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+uint8_t SCL_boardMate(SCL_Board board)
+{
+ return SCL_boardGetPosition(board) == SCL_POSITION_MATE;
+}
+
+void SCL_boardGetPseudoMoves(
+ SCL_Board board,
+ uint8_t pieceSquare,
+ uint8_t checkCastling,
+ SCL_SquareSet result)
+{
+ char piece = board[pieceSquare];
+
+ SCL_squareSetClear(result);
+
+ uint8_t isWhite = SCL_pieceIsWhite(piece);
+ int8_t horizontalPosition = pieceSquare % 8;
+ int8_t pawnOffset = -8;
+
+ switch (piece)
+ {
+ case 'P':
+ pawnOffset = 8;
+ // intentional fallthrough
+ case 'p':
+ {
+ uint8_t square = pieceSquare + pawnOffset;
+ uint8_t verticalPosition = pieceSquare / 8;
+
+ if (board[square] == '.') // forward move
+ {
+ SCL_squareSetAdd(result,square);
+
+ if (verticalPosition == (1 + (piece == 'p') * 5)) // start position?
+ {
+ uint8_t square2 = square + pawnOffset;
+
+ if (board[square2] == '.')
+ SCL_squareSetAdd(result,square2);
+ }
+ }
+
+ #define checkDiagonal(hor,add) \
+ if (horizontalPosition != hor) \
+ { \
+ uint8_t square2 = square + add; \
+ char c = board[square2]; \
+ if (c != '.' && SCL_pieceIsWhite(c) != isWhite) \
+ SCL_squareSetAdd(result,square2); \
+ }
+
+ // diagonal moves
+ checkDiagonal(0,-1)
+ checkDiagonal(7,1)
+
+ uint8_t enPassantRow = 4;
+ uint8_t enemyPawn = 'p';
+
+ if (piece == 'p')
+ {
+ enPassantRow = 3;
+ enemyPawn = 'P';
+ }
+
+ // en-passant moves
+ if (verticalPosition == enPassantRow)
+ {
+ uint8_t enPassantColumn = board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & 0x0f;
+ uint8_t column = pieceSquare % 8;
+
+ for (int8_t offset = -1; offset < 2; offset += 2)
+ if ((enPassantColumn == column + offset) &&
+ (board[pieceSquare + offset] == enemyPawn))
+ {
+ SCL_squareSetAdd(result,pieceSquare + pawnOffset + offset);
+ break;
+ }
+ }
+
+ #undef checkDiagonal
+ }
+ break;
+
+ case 'r': // rook
+ case 'R':
+ case 'b': // bishop
+ case 'B':
+ case 'q': // queen
+ case 'Q':
+ {
+ const int8_t offsets[8] = {-8, 1, 8, -1, -7, 9, -9, 7};
+ const int8_t columnDirs[8] = { 0, 1, 0, -1, 1, 1, -1,-1};
+
+ uint8_t from = (piece == 'b' || piece == 'B') * 4;
+ uint8_t to = 4 + (piece != 'r' && piece != 'R') * 4;
+
+ for (uint8_t i = from; i < to; ++i)
+ {
+ int8_t offset = offsets[i];
+ int8_t columnDir = columnDirs[i];
+ int8_t square = pieceSquare;
+ int8_t col = horizontalPosition;
+
+ while (1)
+ {
+ square += offset;
+ col += columnDir;
+
+ if (square < 0 || square > 63 || col < 0 || col > 7)
+ break;
+
+ char squareC = board[square];
+
+ if (squareC == '.')
+ SCL_squareSetAdd(result,square);
+ else
+ {
+ if (SCL_pieceIsWhite(squareC) != isWhite)
+ SCL_squareSetAdd(result,square);
+
+ break;
+ }
+ }
+ }
+ }
+ break;
+
+ case 'n': // knight
+ case 'N':
+ {
+ const int8_t offsets[4] = {6, 10, 15, 17};
+ const int8_t columnsMinus[4] = {2,-2,1,-1};
+ const int8_t columnsPlus[4] = {-2,2,-1,1};
+ const int8_t *off, *col;
+
+ #define checkOffsets(op,comp,limit,dir)\
+ off = offsets;\
+ col = columns ## dir;\
+ for (uint8_t i = 0; i < 4; ++i, ++off, ++col)\
+ {\
+ int8_t square = pieceSquare op (*off);\
+ if (square comp limit) /* out of board? */\
+ break;\
+ int8_t horizontalCheck = horizontalPosition + (*col);\
+ if (horizontalCheck < 0 || horizontalCheck >= 8)\
+ continue;\
+ char squareC = board[square];\
+ if ((squareC == '.') || (SCL_pieceIsWhite(squareC) != isWhite))\
+ SCL_squareSetAdd(result,square);\
+ }
+
+ checkOffsets(-,<,0,Minus)
+ checkOffsets(+,>=,SCL_BOARD_SQUARES,Plus)
+
+ #undef checkOffsets
+ }
+ break;
+
+ case 'k': // king
+ case 'K':
+ {
+ uint8_t verticalPosition = pieceSquare / 8;
+
+ uint8_t
+ u = verticalPosition != 0,
+ d = verticalPosition != 7,
+ l = horizontalPosition != 0,
+ r = horizontalPosition != 7;
+
+ uint8_t square2 = pieceSquare - 9;
+
+ #define checkSquare(cond,add) \
+ if (cond && ((board[square2] == '.') || \
+ (SCL_pieceIsWhite(board[square2])) != isWhite))\
+ SCL_squareSetAdd(result,square2);\
+ square2 += add;
+
+ checkSquare(l && u,1)
+ checkSquare(u,1)
+ checkSquare(r && u,6)
+ checkSquare(l,2)
+ checkSquare(r,6)
+ checkSquare(l && d,1)
+ checkSquare(d,1)
+ checkSquare(r && d,0)
+
+ #undef checkSquare
+
+ // castling:
+
+ if (checkCastling)
+ {
+ uint8_t bitShift = 4 + 2 * (!isWhite);
+
+ if ((board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & (0x03 << bitShift)) &&
+ !SCL_boardSquareAttacked(board,pieceSquare,!isWhite)) // no check?
+ {
+#if !SCL_960_CASTLING
+ // short castle:
+ pieceSquare++;
+
+ if ((board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & (0x01 << bitShift)) &&
+ (board[pieceSquare] == '.') &&
+ (board[pieceSquare + 1] == '.') &&
+ (board[pieceSquare + 2] == SCL_pieceToColor('r',isWhite)) &&
+ !SCL_boardSquareAttacked(board,pieceSquare,!isWhite))
+ SCL_squareSetAdd(result,pieceSquare + 1);
+
+ /* note: don't check the final square for check, it will potentially
+ be removed later (can't end up in check) */
+
+ // long castle:
+ pieceSquare -= 2;
+
+ if ((board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & (0x02 << bitShift)) &&
+ (board[pieceSquare] == '.') &&
+ (board[pieceSquare - 1] == '.') &&
+ (board[pieceSquare - 2] == '.') &&
+ (board[pieceSquare - 3] == SCL_pieceToColor('r',isWhite)) &&
+ !SCL_boardSquareAttacked(board,pieceSquare,!isWhite))
+ SCL_squareSetAdd(result,pieceSquare - 1);
+#else // 960 castling
+ for (int i = 0; i < 2; ++i) // short and long
+ if (board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & ((i + 1) << bitShift))
+ {
+ uint8_t
+ rookPos = board[SCL_BOARD_EXTRA_BYTE] >> 3,
+ targetPos = 5;
+
+ if (i == 1)
+ {
+ rookPos = board[SCL_BOARD_EXTRA_BYTE] & 0x07,
+ targetPos = 3;
+ }
+
+ if (!isWhite)
+ {
+ rookPos += 56;
+ targetPos += 56;
+ }
+
+ uint8_t ok = board[rookPos] == SCL_pieceToColor('r',isWhite);
+
+ if (!ok)
+ continue;
+
+ int8_t inc = 1 - 2 * (targetPos > rookPos);
+
+ while (targetPos != rookPos) // check vacant squares for the rook
+ {
+ if (board[targetPos] != '.' &&
+ targetPos != pieceSquare)
+ {
+ ok = 0;
+ break;
+ }
+
+ targetPos += inc;
+ }
+
+ if (!ok)
+ continue;
+
+ targetPos = i == 0 ? 6 : 2;
+
+ if (!isWhite)
+ targetPos += 56;
+
+ inc = 1 - 2 * (targetPos > pieceSquare);
+
+ while (targetPos != pieceSquare) // check squares for the king
+ {
+ if ((board[targetPos] != '.' &&
+ targetPos != rookPos) ||
+ SCL_boardSquareAttacked(board,targetPos,!isWhite))
+ {
+ ok = 0;
+ break;
+ }
+
+ targetPos += inc;
+ }
+
+ if (ok)
+ SCL_squareSetAdd(result,rookPos);
+ }
+#endif
+ }
+ }
+ }
+ break;
+
+ default:
+ break;
+ }
+}
+
+void SCL_printSquareSet(SCL_SquareSet set, SCL_PutCharFunction putCharFunc)
+{
+ uint8_t first = 1;
+
+ putCharFunc('(');
+
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i)
+ {
+ if (!SCL_squareSetContains(set, i))
+ continue;
+
+ if (!first)
+ putCharFunc(',');
+ else
+ first = 0;
+
+ putCharFunc('A' + i % 8);
+ putCharFunc('1' + i / 8);
+ }
+
+ putCharFunc(')');
+}
+
+void SCL_printSquareUTF8(uint8_t square, SCL_PutCharFunction putCharFunc)
+{
+ uint32_t val = 0;
+
+ switch (square)
+ {
+ case 'r': val = 0x9c99e200; break;
+ case 'n': val = 0x9e99e200; break;
+ case 'b': val = 0x9d99e200; break;
+ case 'q': val = 0x9b99e200; break;
+ case 'k': val = 0x9a99e200; break;
+ case 'p': val = 0x9f99e200; break;
+ case 'R': val = 0x9699e200; break;
+ case 'N': val = 0x9899e200; break;
+ case 'B': val = 0x9799e200; break;
+ case 'Q': val = 0x9599e200; break;
+ case 'K': val = 0x9499e200; break;
+ case 'P': val = 0x9999e200; break;
+ case '.': val = 0x9296e200; break;
+ case ',': val = 0x9196e200; break;
+ default: putCharFunc(square); return; break;
+ }
+
+ uint8_t count = 4;
+
+ while ((val % 256 == 0) && (count > 0))
+ {
+ val /= 256;
+ count--;
+ }
+
+ while (count > 0)
+ {
+ putCharFunc(val % 256);
+ val /= 256;
+ count--;
+ }
+}
+
+void SCL_boardGetMoves(
+ SCL_Board board,
+ uint8_t pieceSquare,
+ SCL_SquareSet result)
+{
+ SCL_SquareSet allMoves;
+
+ SCL_squareSetClear(allMoves);
+
+ for (uint8_t i = 0; i < 8; ++i)
+ result[i] = 0;
+
+ SCL_boardGetPseudoMoves(board,pieceSquare,1,allMoves);
+
+ // Now only keep moves that don't lead to one's check:
+
+ SCL_SQUARE_SET_ITERATE_BEGIN(allMoves)
+
+ SCL_MoveUndo undo = SCL_boardMakeMove(board,pieceSquare,iteratedSquare,'q');
+
+ if (!SCL_boardCheck(board,!SCL_boardWhitesTurn(board)))
+ SCL_squareSetAdd(result,iteratedSquare);
+
+ SCL_boardUndoMove(board,undo);
+
+ SCL_SQUARE_SET_ITERATE_END
+}
+
+uint8_t SCL_boardDead(SCL_Board board)
+{
+ /*
+ This byte represents material by bits:
+
+ MSB _ _ _ _ _ _ _ _ LSB
+ | | | | | \_ white knight
+ | | | | \__ white bishop on white
+ | | | \____ white bishop on black
+ | | \________ black knight
+ | \__________ black bishop on white
+ \____________ black bishop on black
+ */
+ uint8_t material = 0;
+
+ const char *p = board;
+
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i)
+ {
+ char c = *p;
+
+ switch (c)
+ {
+ case 'n': material |= 0x01; break;
+ case 'N': material |= 0x10; break;
+ case 'b': material |= (0x02 << (!SCL_squareIsWhite(i))); break;
+ case 'B': material |= (0x20 << (!SCL_squareIsWhite(i))); break;
+ case 'p':
+ case 'P':
+ case 'r':
+ case 'R':
+ case 'q':
+ case 'Q':
+ return 0; // REMOVE later if more complex check are performed
+ break;
+
+ default: break;
+ }
+
+ p++;
+ }
+
+ // TODO: add other checks than only insufficient material
+
+ // possible combinations of insufficient material:
+
+ return
+ (material == 0x00) || // king vs king
+ (material == 0x01) || // king and knight vs king
+ (material == 0x10) || // king and knight vs king
+ (material == 0x02) || // king and bishop vs king
+ (material == 0x20) || // king and bishop vs king
+ (material == 0x04) || // king and bishop vs king
+ (material == 0x40) || // king and bishop vs king
+ (material == 0x22) || // king and bishop vs king and bishop (same color)
+ (material == 0x44); // king and bishop vs king and bishop (same color)
+}
+
+uint8_t SCL_boardGetPosition(SCL_Board board)
+{
+ uint8_t check = SCL_boardCheck(board,SCL_boardWhitesTurn(board));
+ uint8_t moves = SCL_boardMovePossible(board);
+
+ if (check)
+ return moves ? SCL_POSITION_CHECK : SCL_POSITION_MATE;
+ else if (!moves)
+ return SCL_POSITION_STALEMATE;
+
+ if (SCL_boardDead(board))
+ return SCL_POSITION_DEAD;
+
+ return SCL_POSITION_NORMAL;
+}
+
+uint8_t SCL_stringToMove(const char *moveString, uint8_t *resultFrom,
+ uint8_t *resultTo, char *resultPromotion)
+{
+ char c;
+
+ uint8_t *dst = resultFrom;
+
+ for (uint8_t i = 0; i < 2; ++i)
+ {
+ c = *moveString;
+
+ *dst = (c >= 'a') ? (c - 'a') : (c - 'A');
+
+ if (*dst > 7)
+ return 0;
+
+ moveString++;
+ c = *moveString;
+
+ *dst += 8 * (c - '1');
+
+ if (*dst > 63)
+ return 0;
+
+ moveString++;
+
+ dst = resultTo;
+ }
+
+ c = *moveString;
+
+ if (c < 'A')
+ c = c - 'A' + 'a';
+
+ switch (c)
+ {
+ case 'N': case 'n': *resultPromotion = 'n'; break;
+ case 'B': case 'b': *resultPromotion = 'b'; break;
+ case 'R': case 'r': *resultPromotion = 'r'; break;
+ case 'Q': case 'q':
+ default: *resultPromotion = 'q'; break;
+ }
+
+ return 1;
+}
+
+void SCL_printBoard(
+ SCL_Board board,
+ SCL_PutCharFunction putCharFunc,
+ SCL_SquareSet highlightSquares,
+ uint8_t selectSquare,
+ uint8_t format,
+ uint8_t offset,
+ uint8_t labels,
+ uint8_t blackDown)
+{
+ if (labels)
+ {
+ for (uint8_t i = 0; i < offset + 2; ++i)
+ putCharFunc(' ');
+
+ for (uint8_t i = 0; i < 8; ++i)
+ {
+ if ((format != SCL_PRINT_FORMAT_COMPACT) &&
+ (format != SCL_PRINT_FORMAT_COMPACT_UTF8))
+ putCharFunc(' ');
+
+ putCharFunc(blackDown ? ('H' - i) : ('A' + i));
+ }
+
+ putCharFunc('\n');
+ }
+
+ int8_t i = 7;
+ int8_t add = 1;
+
+ if (!blackDown)
+ {
+ i = 56;
+ add = -1;
+ }
+
+ for (int8_t row = 0; row < 8; ++row)
+ {
+ for (uint8_t j = 0; j < offset; ++j)
+ putCharFunc(' ');
+
+ if (labels)
+ {
+ putCharFunc(!blackDown ? ('8' - row) : ('1' + row));
+ putCharFunc(' ');
+ }
+
+ const char *square = board + i;
+
+ for (int8_t col = 0; col < 8; ++col)
+ {
+ switch (format)
+ {
+ case SCL_PRINT_FORMAT_COMPACT:
+ putCharFunc(
+ (*square == '.') ? (
+ ((i != selectSquare) ?
+ (!SCL_squareSetContains(highlightSquares,i) ? *square : '*')
+ : '#')) : *square);
+ break;
+
+ case SCL_PRINT_FORMAT_UTF8:
+ {
+ char squareChar = SCL_squareIsWhite(i) ? '.' : ',';
+ char pieceChar = (*square == '.') ? squareChar : *square;
+
+ if (i == selectSquare)
+ {
+ putCharFunc('(');
+
+ if (*square == '.')
+ putCharFunc(')');
+ else
+ SCL_printSquareUTF8(pieceChar,putCharFunc);
+ }
+ else if (!SCL_squareSetContains(highlightSquares,i))
+ {
+ SCL_printSquareUTF8(squareChar,putCharFunc);
+ SCL_printSquareUTF8(pieceChar,putCharFunc);
+ }
+ else
+ {
+ putCharFunc('[');
+
+ if (*square == '.')
+ putCharFunc(']');
+ else
+ SCL_printSquareUTF8(*square,putCharFunc);
+ }
+
+ break;
+ }
+
+ case SCL_PRINT_FORMAT_COMPACT_UTF8:
+ SCL_printSquareUTF8(
+ (*square == '.') ? (
+ SCL_squareSetContains(highlightSquares,i) ? '*' :
+ (i == selectSquare ? '#' : ((SCL_squareIsWhite(i) ? '.' : ',')))
+ ) : *square,putCharFunc);
+ break;
+
+ case SCL_PRINT_FORMAT_NORMAL:
+ default:
+ {
+ uint8_t c = *square;
+
+ char squareColor = SCL_squareIsWhite(i) ? ' ' : ':';
+
+ putCharFunc((i != selectSquare) ?
+ (!SCL_squareSetContains(highlightSquares,i) ?
+ squareColor : '#') : '@');
+
+ putCharFunc(c == '.' ? squareColor : *square);
+ break;
+ }
+ }
+
+ i -= add;
+ square -= add;
+ }
+
+ putCharFunc('\n');
+
+ i += add * 16;
+ } // for rows
+}
+
+int16_t SCL_pieceValuePositive(char piece)
+{
+ switch (piece)
+ {
+ case 'p':
+ case 'P': return SCL_VALUE_PAWN; break;
+ case 'n':
+ case 'N': return SCL_VALUE_KNIGHT; break;
+ case 'b':
+ case 'B': return SCL_VALUE_BISHOP; break;
+ case 'r':
+ case 'R': return SCL_VALUE_ROOK; break;
+ case 'q':
+ case 'Q': return SCL_VALUE_QUEEN; break;
+ case 'k':
+ case 'K': return SCL_VALUE_KING; break;
+ default: break;
+ }
+
+ return 0;
+}
+
+int16_t SCL_pieceValue(char piece)
+{
+ switch (piece)
+ {
+ case 'P': return SCL_VALUE_PAWN; break;
+ case 'N': return SCL_VALUE_KNIGHT; break;
+ case 'B': return SCL_VALUE_BISHOP; break;
+ case 'R': return SCL_VALUE_ROOK; break;
+ case 'Q': return SCL_VALUE_QUEEN; break;
+ case 'K': return SCL_VALUE_KING; break;
+ case 'p': return -1 * SCL_VALUE_PAWN; break;
+ case 'n': return -1 * SCL_VALUE_KNIGHT; break;
+ case 'b': return -1 * SCL_VALUE_BISHOP; break;
+ case 'r': return -1 * SCL_VALUE_ROOK; break;
+ case 'q': return -1 * SCL_VALUE_QUEEN; break;
+ case 'k': return -1 * SCL_VALUE_KING; break;
+ default: break;
+ }
+
+ return 0;
+}
+
+#define ATTACK_BONUS 3
+#define MOBILITY_BONUS 10
+#define CENTER_BONUS 7
+#define CHECK_BONUS 5
+#define KING_CASTLED_BONUS 30
+#define KING_BACK_BONUS 15
+#define KING_NOT_CENTER_BONUS 15
+#define PAWN_NON_DOUBLE_BONUS 3
+#define PAWN_PAIR_BONUS 3
+#define KING_CENTERNESS 10
+
+int16_t _SCL_rateKingEndgamePosition(uint8_t position)
+{
+ int16_t result = 0;
+ uint8_t rank = position / 8;
+ position %= 8;
+
+ if (position > 1 && position < 6)
+ result += KING_CENTERNESS;
+
+ if (rank > 1 && rank < 6)
+ result += KING_CENTERNESS;
+
+ return result;
+}
+
+int16_t SCL_boardEvaluateStatic(SCL_Board board)
+{
+ uint8_t position = SCL_boardGetPosition(board);
+
+ int16_t total = 0;
+
+ switch (position)
+ {
+ case SCL_POSITION_MATE:
+ return SCL_boardWhitesTurn(board) ?
+ -1 * SCL_EVALUATION_MAX_SCORE : SCL_EVALUATION_MAX_SCORE;
+ break;
+
+ case SCL_POSITION_STALEMATE:
+ case SCL_POSITION_DEAD:
+ return 0;
+ break;
+
+ /*
+ main points are assigned as follows:
+ - points for material as a sum of all material on board
+ - for playing side: if a piece attacks piece of greater value, a fraction
+ of the value difference is gained (we suppose exchange), this is only
+ gained once per every attacking piece (maximum gain is taken), we only
+ take fraction so that actually taking the piece is favored
+ - ATTACK_BONUS points for any attacked piece
+
+ other points are assigned as follows (in total these shouldn't be more
+ than the value of one pawn)
+ - mobility: MOBILITY_BONUS points for each piece with at least 4 possible
+ moves
+ - center control: CENTER_BONUS points for a piece on a center square
+ - CHECK_BONUS points for check
+ - king:
+ - safety (non endgame): KING_BACK_BONUS points for king on staring rank,
+ additional KING_CASTLED_BONUS if the kind if on castled square or
+ closer to the edge, additional KING_NOT_CENTER_BONUS for king not on
+ its start neighbouring center square
+ - center closeness (endgame): up to 2 * KING_CENTERNESS points for
+ being closer to center
+ - non-doubled pawns: PAWN_NON_DOUBLE_BONUS points for each pawn without
+ same color pawn directly in front of it
+ - pawn structure: PAWN_PAIR_BONUS points for each pawn guarding own pawn
+ - advancing pawns: 1 point for each pawn's rank in its move
+ direction
+ */
+
+ case SCL_POSITION_CHECK:
+ total += SCL_boardWhitesTurn(board) ? -1 * CHECK_BONUS : CHECK_BONUS;
+ // intentional fallthrough
+ case SCL_POSITION_NORMAL:
+ default:
+ {
+ SCL_SquareSet moves;
+
+ const char *p = board;
+
+ int16_t positiveMaterial = 0;
+ uint8_t endgame = 0;
+
+ // first count material to see if this is endgame or not
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i, ++p)
+ {
+ char s = *p;
+
+ if (s != '.')
+ {
+ positiveMaterial += SCL_pieceValuePositive(s);
+ total += SCL_pieceValue(s);
+ }
+ }
+
+ endgame = positiveMaterial <= SCL_ENDGAME_MATERIAL_LIMIT;
+
+ p = board;
+
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i, ++p)
+ {
+ char s = *p;
+
+ if (s != '.')
+ {
+ uint8_t white = SCL_pieceIsWhite(s);
+
+ switch (s)
+ {
+ case 'k': // king safety
+ if (endgame)
+ total -= _SCL_rateKingEndgamePosition(i);
+ else if (i >= 56)
+ {
+ total -= KING_BACK_BONUS;
+
+ if (i != 59)
+ {
+ total -= KING_NOT_CENTER_BONUS;
+
+ if (i >= 62 || i <= 58)
+ total -= KING_CASTLED_BONUS;
+ }
+ }
+ break;
+
+ case 'K':
+ if (endgame)
+ total += _SCL_rateKingEndgamePosition(i);
+ else if (i <= 7)
+ {
+ total += KING_BACK_BONUS;
+
+ if (i != 3)
+ {
+ total += KING_NOT_CENTER_BONUS;
+
+ if (i <= 2 || i >= 6)
+ total += KING_CASTLED_BONUS;
+ }
+ }
+ break;
+
+ case 'P': // pawns
+ case 'p':
+ {
+ int8_t rank = i / 8;
+
+ if (rank != 0 && rank != 7)
+ {
+ if (s == 'P')
+ {
+ total += rank;
+
+ char *tmp = board + i + 8;
+
+ if (*tmp != 'P')
+ total += PAWN_NON_DOUBLE_BONUS;
+
+ if (i % 8 != 7)
+ {
+ tmp++;
+
+ if (*tmp == 'P')
+ total += PAWN_PAIR_BONUS;
+
+ if (*(tmp - 16) == 'P')
+ total += PAWN_PAIR_BONUS;
+ }
+ }
+ else
+ {
+ total -= 7 - rank;
+
+ char *tmp = board + i - 8;
+
+ if (*tmp != 'p')
+ total -= PAWN_NON_DOUBLE_BONUS;
+
+ if (i % 8 != 7)
+ {
+ tmp += 17;
+
+ if (*tmp == 'p')
+ total -= PAWN_PAIR_BONUS;
+
+ if (*(tmp - 16) == 'p')
+ total -= PAWN_PAIR_BONUS;
+ }
+ }
+ }
+
+ break;
+ }
+
+ default: break;
+ }
+
+ if (i >= 27 && i <= 36 && (i >= 35 || i <= 28)) // center control
+ total += white ? CENTER_BONUS : (-1 * CENTER_BONUS);
+
+ // for performance we only take pseudo moves
+ SCL_boardGetPseudoMoves(board,i,0,moves);
+
+ if (SCL_squareSetSize(moves) >= 4) // mobility
+ total += white ?
+ MOBILITY_BONUS : (-1 * MOBILITY_BONUS);
+
+ int16_t exchangeBonus = 0;
+
+ SCL_SQUARE_SET_ITERATE_BEGIN(moves)
+
+ if (board[iteratedSquare] != '.')
+ {
+ total += white ?
+ ATTACK_BONUS : (- 1 * ATTACK_BONUS);
+
+ if (SCL_boardWhitesTurn(board) == white)
+ {
+ int16_t valueDiff =
+ SCL_pieceValuePositive(board[iteratedSquare]) -
+ SCL_pieceValuePositive(s);
+
+ valueDiff /= 4; // only take a fraction to favor taking
+
+ if (valueDiff > exchangeBonus)
+ exchangeBonus = valueDiff;
+ }
+ }
+
+ SCL_SQUARE_SET_ITERATE_END
+
+ if (exchangeBonus != 0)
+ total += white ? exchangeBonus : -1 * exchangeBonus;
+ }
+ } // for each square
+
+ return total;
+
+ break;
+
+ } // normal position
+ } // switch
+
+ return 0;
+}
+
+#undef ATTACK_BONUS
+#undef MOBILITY_BONUS
+#undef CENTER_BONUS
+#undef CHECK_BONUS
+#undef KING_CASTLED_BONUS
+#undef KING_BACK_BONUS
+#undef PAWN_NON_DOUBLE_BONUS
+#undef PAWN_PAIR_BONUS
+#undef KING_CENTERNESS
+
+SCL_StaticEvaluationFunction _SCL_staticEvaluationFunction;
+int16_t _SCL_currentEval;
+int8_t _SCL_depthHardLimit;
+
+/**
+ Inner recursive function for SCL_boardEvaluateDynamic. It is passed a square
+ (or -1) at which last capture happened, to implement capture extension.
+*/
+int16_t _SCL_boardEvaluateDynamic(SCL_Board board, int8_t depth,
+ int16_t alphaBeta, int8_t takenSquare)
+{
+#if SCL_COUNT_EVALUATED_POSITIONS
+ SCL_positionsEvaluated++;
+#endif
+
+#if SCL_CALL_WDT_RESET
+ wdt_reset();
+#endif
+
+ uint8_t whitesTurn = SCL_boardWhitesTurn(board);
+ int8_t valueMultiply = whitesTurn ? 1 : -1;
+ int16_t bestMoveValue = -1 * SCL_EVALUATION_MAX_SCORE;
+ uint8_t shouldCompute = depth > 0;
+ uint8_t extended = 0;
+ uint8_t positionType = SCL_boardGetPosition(board);
+
+ if (!shouldCompute)
+ {
+ /* here we do two extensions (deeper search): taking on a same square
+ (exchanges) and checks (good for mating and preventing mates): */
+ extended =
+ (depth > _SCL_depthHardLimit) &&
+ (takenSquare >= 0 ||
+ (SCL_boardGetPosition(board) == SCL_POSITION_CHECK));
+
+ shouldCompute = extended;
+ }
+
+#if SCL_DEBUG_AI
+ char moveStr[8];
+ uint8_t debugFirst = 1;
+#endif
+
+ if (shouldCompute &&
+ (positionType == SCL_POSITION_NORMAL || positionType == SCL_POSITION_CHECK))
+ {
+#if SCL_DEBUG_AI
+ putchar('(');
+#endif
+
+ alphaBeta *= valueMultiply;
+ uint8_t end = 0;
+ const char *b = board;
+
+ depth--;
+
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i, ++b)
+ {
+ char s = *b;
+
+ if (s != '.' && SCL_pieceIsWhite(s) == whitesTurn)
+ {
+ SCL_SquareSet moves;
+
+ SCL_squareSetClear(moves);
+
+ SCL_boardGetMoves(board,i,moves);
+
+ if (!SCL_squareSetEmpty(moves))
+ {
+ SCL_SQUARE_SET_ITERATE_BEGIN(moves)
+
+ int8_t captureExtension = -1;
+
+ if (board[iteratedSquare] != '.' && // takes a piece
+ (takenSquare == -1 || // extend on first taken sq.
+ (extended && takenSquare != -1) || // ignore check extension
+ (iteratedSquare == takenSquare))) // extend on same sq. taken
+ captureExtension = iteratedSquare;
+
+ SCL_MoveUndo undo = SCL_boardMakeMove(board,i,iteratedSquare,'q');
+
+ uint8_t s0Dummy, s1Dummy;
+ char pDummy;
+
+ SCL_UNUSED(s0Dummy);
+ SCL_UNUSED(s1Dummy);
+ SCL_UNUSED(pDummy);
+
+#if SCL_DEBUG_AI
+ if (debugFirst)
+ debugFirst = 0;
+ else
+ putchar(',');
+
+ if (extended)
+ putchar('*');
+
+ printf("%s ",SCL_moveToString(board,i,iteratedSquare,'q',moveStr));
+#endif
+
+ int16_t value = _SCL_boardEvaluateDynamic(
+ board,
+ depth, // this is depth - 1, we decremented it
+#if SCL_ALPHA_BETA
+ valueMultiply * bestMoveValue,
+#else
+ 0,
+#endif
+ captureExtension
+ ) * valueMultiply;
+
+ SCL_boardUndoMove(board,undo);
+
+ if (value > bestMoveValue)
+ {
+ bestMoveValue = value;
+
+#if SCL_ALPHA_BETA
+ // alpha-beta pruning:
+
+ if (value > alphaBeta) // no, >= can't be here
+ {
+ end = 1;
+ iterationEnd = 1;
+ }
+#endif
+ }
+
+ SCL_SQUARE_SET_ITERATE_END
+ } // !squre set empty?
+ } // valid piece?
+
+ if (end)
+ break;
+
+ } // for each square
+
+#if SCL_DEBUG_AI
+ putchar(')');
+#endif
+ }
+ else // don't dive recursively, evaluate statically
+ {
+ bestMoveValue = valueMultiply *
+ #ifndef SCL_EVALUATION_FUNCTION
+ _SCL_staticEvaluationFunction(board);
+ #else
+ SCL_EVALUATION_FUNCTION(board);
+ #endif
+
+ /* For stalemate return the opposite value of the board, i.e. if the
+ position is good for white, then stalemate is good for black and vice
+ versa. */
+ if (positionType == SCL_POSITION_STALEMATE)
+ bestMoveValue *= -1;
+ }
+
+ /* Here we either improve (if the move worsens the situation) or devalve (if
+ it improves the situation) the result: this needs to be done so that good
+ moves far away are seen as worse compared to equally good moves achieved
+ in fewer moves. Without this an AI in winning situation may just repeat
+ random moves and draw by repetition even if it has mate in 1 (it sees all
+ moves as leading to mate). */
+ bestMoveValue += bestMoveValue > _SCL_currentEval * valueMultiply ? -1 : 1;
+
+#if SCL_DEBUG_AI
+ printf("%d",bestMoveValue * valueMultiply);
+#endif
+
+ return bestMoveValue * valueMultiply;
+}
+
+int16_t SCL_boardEvaluateDynamic(SCL_Board board, uint8_t baseDepth,
+ uint8_t extensionExtraDepth, SCL_StaticEvaluationFunction evalFunction)
+{
+ _SCL_staticEvaluationFunction = evalFunction;
+ _SCL_currentEval = evalFunction(board);
+ _SCL_depthHardLimit = 0;
+ _SCL_depthHardLimit -= extensionExtraDepth;
+
+ return _SCL_boardEvaluateDynamic(
+ board,
+ baseDepth,
+ SCL_boardWhitesTurn(board) ?
+ SCL_EVALUATION_MAX_SCORE : (-1 * SCL_EVALUATION_MAX_SCORE),-1);
+}
+
+void SCL_boardRandomMove(SCL_Board board, SCL_RandomFunction randFunc,
+ uint8_t *squareFrom, uint8_t *squareTo, char *resultProm)
+{
+ *resultProm = (randFunc() < 128) ?
+ ((randFunc() < 128) ? 'r' : 'n') :
+ ((randFunc() < 128) ? 'b' : 'q');
+
+ SCL_SquareSet set;
+ uint8_t white = SCL_boardWhitesTurn(board);
+ const char *s = board;
+
+ SCL_squareSetClear(set);
+
+ // find squares with pieces that have legal moves
+
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i, ++s)
+ {
+ char c = *s;
+
+ if (c != '.' && SCL_pieceIsWhite(c) == white)
+ {
+ SCL_SquareSet moves;
+
+ SCL_boardGetMoves(board,i,moves);
+
+ if (SCL_squareSetSize(moves) != 0)
+ SCL_squareSetAdd(set,i);
+ }
+ }
+
+ *squareFrom = SCL_squareSetGetRandom(set,randFunc);
+
+ SCL_boardGetMoves(board,*squareFrom,set);
+
+ *squareTo = SCL_squareSetGetRandom(set,randFunc);
+}
+
+void SCL_printBoardSimple(
+ SCL_Board board,
+ SCL_PutCharFunction putCharFunc,
+ uint8_t selectSquare,
+ uint8_t format)
+{
+ SCL_SquareSet s;
+
+ SCL_squareSetClear(s);
+
+ SCL_printBoard(board,putCharFunc,s,selectSquare,format,1,1,0);
+}
+
+int16_t SCL_getAIMove(
+ SCL_Board board,
+ uint8_t baseDepth,
+ uint8_t extensionExtraDepth,
+ uint8_t endgameExtraDepth,
+ SCL_StaticEvaluationFunction evalFunc,
+ SCL_RandomFunction randFunc,
+ uint8_t randomness,
+ uint8_t repetitionMoveFrom,
+ uint8_t repetitionMoveTo,
+ uint8_t *resultFrom,
+ uint8_t *resultTo,
+ char *resultProm)
+{
+#if SCL_DEBUG_AI
+ puts("===== AI debug =====");
+ putchar('(');
+ unsigned char debugFirst = 1;
+ char moveStr[8];
+#endif
+
+ if (baseDepth == 0)
+ {
+ SCL_boardRandomMove(board,randFunc,resultFrom,resultTo,resultProm);
+#ifndef SCL_EVALUATION_FUNCTION
+ return evalFunc(board);
+#else
+ return SCL_EVALUATION_FUNCTION(board);
+#endif
+ }
+
+ if (SCL_boardEstimatePhase(board) == SCL_PHASE_ENDGAME)
+ baseDepth += endgameExtraDepth;
+
+ *resultFrom = 0;
+ *resultTo = 0;
+ *resultProm = 'q';
+
+ int16_t bestScore =
+ SCL_boardWhitesTurn(board) ?
+ -1 * SCL_EVALUATION_MAX_SCORE - 1 : (SCL_EVALUATION_MAX_SCORE + 1);
+
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i)
+ if (board[i] != '.' &&
+ SCL_boardWhitesTurn(board) == SCL_pieceIsWhite(board[i]))
+ {
+ SCL_SquareSet moves;
+
+ SCL_squareSetClear(moves);
+
+ SCL_boardGetMoves(board,i,moves);
+
+ SCL_SQUARE_SET_ITERATE_BEGIN(moves)
+
+ int16_t score = 0;
+
+#if SCL_DEBUG_AI
+ if (debugFirst)
+ debugFirst = 0;
+ else
+ putchar(',');
+
+printf("%s ",SCL_moveToString(
+board,i,iteratedSquare,'q',moveStr));
+
+#endif
+
+ if (i != repetitionMoveFrom || iteratedSquare != repetitionMoveTo)
+ {
+ SCL_MoveUndo undo = SCL_boardMakeMove(board,i,iteratedSquare,'q');
+
+ score = SCL_boardEvaluateDynamic(board,baseDepth - 1,
+ extensionExtraDepth,evalFunc);
+
+ SCL_boardUndoMove(board,undo);
+ }
+
+ if (randFunc != 0 &&
+ randomness > 1 &&
+ score < 16000 &&
+ score > -16000)
+ {
+ /*^ We limit randomizing by about half the max score for two reasons:
+ to prevent over/under flows and secondly we don't want to alter
+ the highest values for checkmate -- these are modified by tiny
+ values depending on their depth so as to prevent endless loops in
+ which most moves are winning, biasing such values would completely
+ kill that algorithm */
+
+ int16_t bias = randFunc();
+ bias = (bias - 128) / 2;
+ bias *= randomness - 1;
+ score += bias;
+ }
+
+ uint8_t comparison =
+ score == bestScore;
+
+ if ((comparison != 1) &&
+ (
+ (SCL_boardWhitesTurn(board) && score > bestScore) ||
+ (!SCL_boardWhitesTurn(board) && score < bestScore)
+ ))
+ comparison = 2;
+
+ uint8_t replace = 0;
+
+ if (randFunc == 0)
+ replace = comparison == 2;
+ else
+ replace = (comparison == 2) ||
+ ((comparison == 1) && (randFunc() < 160)); // not uniform distr. but simple
+
+ if (replace)
+ {
+ *resultFrom = i;
+ *resultTo = iteratedSquare;
+ bestScore = score;
+ }
+
+ SCL_SQUARE_SET_ITERATE_END
+ }
+
+#if SCL_DEBUG_AI
+ printf(")%d %s\n",bestScore,SCL_moveToString(board,*resultFrom,*resultTo,'q',moveStr));
+ puts("===== AI debug end ===== ");
+#endif
+
+ return bestScore;
+}
+
+uint8_t SCL_boardToFEN(SCL_Board board, char *string)
+{
+ uint8_t square = 56;
+ uint8_t spaces = 0;
+ uint8_t result = 0;
+
+ #define put(c) { *string = (c); string++; result++; }
+
+ while (1) // pieces
+ {
+ char s = board[square];
+
+ if (s == '.')
+ {
+ spaces++;
+ }
+ else
+ {
+ if (spaces != 0)
+ {
+ put('0' + spaces)
+ spaces = 0;
+ }
+
+ put(s)
+ }
+
+ square++;
+
+ if (square % 8 == 0)
+ {
+ if (spaces != 0)
+ {
+ put('0' + spaces)
+ spaces = 0;
+ }
+
+ if (square == 8)
+ break;
+
+ put('/');
+
+ square -= 16;
+ }
+ }
+
+ put(' ');
+ put(SCL_boardWhitesTurn(board) ? 'w' : 'b');
+ put(' ');
+
+ uint8_t b = board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & 0xf0;
+
+ if (b != 0) // castling
+ {
+ if (b & 0x10) put('K');
+ if (b & 0x20) put('Q');
+ if (b & 0x40) put('k');
+ if (b & 0x80) put('q');
+ }
+ else
+ put('-');
+
+ put(' ');
+
+ b = board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & 0x0f;
+
+ if (b < 8)
+ {
+ put('a' + b);
+ put(SCL_boardWhitesTurn(board) ? '6' : '3');
+ }
+ else
+ put('-');
+
+ for (uint8_t i = 0; i < 2; ++i)
+ {
+ put(' ');
+
+ uint8_t moves = i == 0 ?
+ ((uint8_t) board[SCL_BOARD_MOVE_COUNT_BYTE]) :
+ (((uint8_t) board[SCL_BOARD_PLY_BYTE]) / 2 + 1);
+
+ uint8_t hundreds = moves / 100;
+ uint8_t tens = (moves % 100) / 10;
+
+ if (hundreds != 0)
+ {
+ put('0' + hundreds);
+ put('0' + tens);
+ }
+ else if (tens != 0)
+ put('0' + tens);
+
+ put('0' + moves % 10);
+
+ }
+
+ *string = 0; // terminate the string
+
+ return result + 1;
+
+ #undef put
+}
+
+uint8_t SCL_boardFromFEN(SCL_Board board, const char *string)
+{
+ uint8_t square = 56;
+
+ while (1)
+ {
+ char c = *string;
+
+ if (c == 0)
+ return 0;
+
+ if (c != '/' && c != ' ') // ignore line separators
+ {
+ if (c < '9') // empty square sequence
+ {
+ while (c > '0')
+ {
+ board[square] = '.';
+ square++;
+ c--;
+ }
+ }
+ else // piece
+ {
+ board[square] = c;
+ square++;
+ }
+ }
+ else
+ {
+ if (square == 8)
+ break;
+
+ square -= 16;
+ }
+
+ string++;
+ }
+
+#define nextChar string++; if (*string == 0) return 0;
+
+ nextChar // space
+
+ board[SCL_BOARD_PLY_BYTE] = *string == 'b';
+ nextChar
+
+ nextChar // space
+
+ uint8_t castleEnPassant = 0x0;
+
+ while (*string != ' ')
+ {
+ switch (*string)
+ {
+ case 'K': castleEnPassant |= 0x10; break;
+ case 'Q': castleEnPassant |= 0x20; break;
+ case 'k': castleEnPassant |= 0x40; break;
+ case 'q': castleEnPassant |= 0x80; break;
+ default: castleEnPassant |= 0xf0; break; // for partial XFEN compat.
+ }
+
+ nextChar
+ }
+
+ nextChar // space
+
+ if (*string != '-')
+ {
+ castleEnPassant |= *string - 'a';
+ nextChar
+ }
+ else
+ castleEnPassant |= 0x0f;
+
+ nextChar
+
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] = castleEnPassant;
+
+ for (uint8_t i = 0; i < 2; ++i)
+ {
+ nextChar // space
+
+ uint8_t ply = 0;
+
+ while (1)
+ {
+ char c = *string;
+
+ if (c < '0' || c > '9')
+ break;
+
+ ply = ply * 10 + (c - '0');
+
+ string++;
+ }
+
+ if (i == 0 && *string == 0)
+ return 0;
+
+ if (i == 0)
+ board[SCL_BOARD_MOVE_COUNT_BYTE] = ply;
+ else
+ board[SCL_BOARD_PLY_BYTE] += (ply - 1) * 2;
+ }
+
+#if SCL_960_CASTLING
+ _SCL_board960RememberRookPositions(board);
+#endif
+
+ return 1;
+#undef nextChar
+}
+
+uint8_t SCL_boardEstimatePhase(SCL_Board board)
+{
+ uint16_t totalMaterial = 0;
+
+ uint8_t ply = board[SCL_BOARD_PLY_BYTE];
+
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i)
+ {
+ char s = *board;
+
+ if (s != '.')
+ {
+ int16_t v = SCL_pieceValue(s);
+
+ if (!SCL_pieceIsWhite(s))
+ v *= -1;
+
+ totalMaterial += v;
+ }
+
+ board++;
+ }
+
+ if (totalMaterial < SCL_ENDGAME_MATERIAL_LIMIT)
+ return SCL_PHASE_ENDGAME;
+
+ if (ply <= 10 && (totalMaterial >= SCL_START_MATERIAL - 3 * SCL_VALUE_PAWN))
+ return SCL_PHASE_OPENING;
+
+ return SCL_PHASE_MIDGAME;
+}
+
+#define SCL_IMAGE_COUNT 12
+
+static const uint8_t SCL_images[8 * SCL_IMAGE_COUNT] =
+{
+ 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
+ 0xff,0x81,0xff,0xff,0xff,0xff,0xff,0x81,0xff,0xff,0xff,0xff,
+ 0xff,0x81,0xe7,0xf7,0xf7,0xaa,0xff,0xbd,0xe7,0xf7,0xf7,0xaa,
+ 0xff,0xc3,0xc3,0xe3,0xc1,0x80,0xff,0x99,0xdb,0xeb,0xc9,0x94,
+ 0xe7,0xc3,0x81,0xc1,0x94,0x80,0xe7,0xdb,0xbd,0xdd,0xbe,0xbe,
+ 0xc3,0xc3,0x91,0xe3,0x80,0x80,0xdb,0x99,0x8d,0xeb,0xaa,0xbe,
+ 0xc3,0x81,0xe1,0xc1,0xc1,0xc1,0xdb,0xbd,0xdd,0xe3,0xdd,0xdd,
+ 0x81,0x81,0xc1,0x9c,0xc1,0xc1,0x81,0x81,0xc1,0x9c,0xc1,0xc1
+};
+
+void SCL_drawBoard(
+ SCL_Board board,
+ SCL_PutPixelFunction putPixel,
+ uint8_t selectedSquare,
+ SCL_SquareSet highlightSquares,
+ uint8_t blackDown)
+{
+ uint8_t row = 0;
+ uint8_t col = 0;
+ uint8_t x = 0;
+ uint8_t y = 0;
+ uint16_t n = 0;
+ uint8_t s = 0;
+
+ uint8_t pictureLine = 0;
+ uint8_t loadLine = 1;
+
+ while (row < 8)
+ {
+ if (loadLine)
+ {
+ s = blackDown ? (row * 8 + (7 - col)) : ((7 - row) * 8 + col);
+
+ char piece = board[s];
+
+ if (piece == '.')
+ pictureLine = (y == 4) ? 0xef : 0xff;
+ else
+ {
+ uint8_t offset = SCL_pieceIsWhite(piece) ? 6 : 0;
+ piece = SCL_pieceToColor(piece,1);
+
+ switch (piece)
+ {
+ case 'R': offset += 1; break;
+ case 'N': offset += 2; break;
+ case 'B': offset += 3; break;
+ case 'K': offset += 4; break;
+ case 'Q': offset += 5; break;
+ default: break;
+ }
+
+ pictureLine = SCL_images[y * SCL_IMAGE_COUNT + offset];
+ }
+
+ if (SCL_squareSetContains(highlightSquares,s))
+ pictureLine &= (y % 2) ? 0xaa : 0x55;
+
+ if (s == selectedSquare)
+ pictureLine &= (y == 0 || y == 7) ? 0x00 : ~0x81;
+
+ loadLine = 0;
+ }
+
+ putPixel(pictureLine & 0x80,n);
+ pictureLine <<= 1;
+
+ n++;
+ x++;
+
+ if (x == 8)
+ {
+ col++;
+ loadLine = 1;
+ x = 0;
+ }
+
+ if (col == 8)
+ {
+ y++;
+ col = 0;
+ x = 0;
+ }
+
+ if (y == 8)
+ {
+ row++;
+ y = 0;
+ }
+ }
+}
+
+uint32_t SCL_boardHash32(const SCL_Board board)
+{
+ uint32_t result = (board[SCL_BOARD_PLY_BYTE] & 0x01) +
+ (((uint32_t) ((uint8_t) board[SCL_BOARD_ENPASSANT_CASTLE_BYTE])) << 24) +
+ board[SCL_BOARD_MOVE_COUNT_BYTE];
+
+ const char *b = board;
+
+ for (uint8_t i = 0; i < SCL_BOARD_SQUARES; ++i, ++b)
+ {
+ switch (*b)
+ {
+#define C(p,n) case p: result ^= (i + 1) * n; break;
+ // the below number are primes
+ C('P',4003)
+ C('R',84673)
+ C('N',93911)
+ C('B',999331)
+ C('Q',909091)
+ C('K',2796203)
+ C('p',4793)
+ C('r',19391)
+ C('n',391939)
+ C('b',108301)
+ C('q',174763)
+ C('k',2474431)
+#undef C
+ default: break;
+ }
+ }
+
+ // for extra spread of values we swap the low/high parts:
+ result = (result >> 16) | (result << 16);
+
+ return result;
+}
+
+void SCL_boardDisableCastling(SCL_Board board)
+{
+ board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] &= 0x0f;
+}
+
+uint8_t SCL_boardMoveResetsCount(SCL_Board board,
+ uint8_t squareFrom, uint8_t squareTo)
+{
+ return board[squareFrom] == 'P' || board[squareFrom] == 'p' ||
+ board[squareTo] != '.';
+}
+
+void SCL_printPGN(SCL_Record r, SCL_PutCharFunction putCharFunc,
+ SCL_Board initialState)
+{
+ if (SCL_recordLength(r) == 0)
+ return;
+
+ uint16_t pos = 0;
+
+ SCL_Board board;
+
+ if (initialState != 0)
+ for (uint8_t i = 0; i < SCL_BOARD_STATE_SIZE; ++i)
+ board[i] = initialState[i];
+ else
+ SCL_boardInit(board);
+
+ while (1)
+ {
+ uint8_t s0, s1;
+ char p;
+
+ uint8_t state = SCL_recordGetMove(r,pos,&s0,&s1,&p);
+
+ pos++;
+
+ if (pos % 2)
+ {
+ uint8_t move = pos / 2 + 1;
+
+ if (move / 100 != 0)
+ putCharFunc('0' + move / 100);
+
+ if (move / 10 != 0 || move / 100 != 0)
+ putCharFunc('0' + (move % 100) / 10);
+
+ putCharFunc('0' + move % 10);
+
+ putCharFunc('.');
+ putCharFunc(' ');
+ }
+
+#if !SCL_960_CASTLING
+ if ((board[s0] == 'K' && s0 == 4 && (s1 == 2 || s1 == 6)) ||
+ (board[s0] == 'k' && s0 == 60 && (s1 == 62 || s1 == 58)))
+#else
+ if ((board[s0] == 'K' && board[s1] == 'R') ||
+ (board[s0] == 'k' && board[s1] == 'r'))
+#endif
+ {
+ putCharFunc('O');
+ putCharFunc('-');
+ putCharFunc('O');
+
+#if !SCL_960_CASTLING
+ if (s1 == 58 || s1 == 2)
+#else
+ if ((s1 == (board[SCL_BOARD_EXTRA_BYTE] & 0x07)) ||
+ (s1 == 56 + (board[SCL_BOARD_EXTRA_BYTE] & 0x07)))
+#endif
+ {
+ putCharFunc('-');
+ putCharFunc('O');
+ }
+ }
+ else
+ {
+ uint8_t pawn = board[s0] == 'P' || board[s0] == 'p';
+
+ if (!pawn)
+ {
+ putCharFunc(SCL_pieceToColor(board[s0],1));
+
+ // disambiguation:
+
+ uint8_t specify = 0;
+
+ for (int i = 0; i < SCL_BOARD_SQUARES; ++i)
+ if (i != s0 && board[i] == board[s0])
+ {
+ SCL_SquareSet s;
+
+ SCL_squareSetClear(s);
+
+ SCL_boardGetMoves(board,i,s);
+
+ if (SCL_squareSetContains(s,s1))
+ specify |= (s0 % 8 != s1 % 8) ? 1 : 2;
+ }
+
+ if (specify & 0x01)
+ putCharFunc('a' + s0 % 8);
+
+ if (specify & 0x02)
+ putCharFunc('1' + s0 / 8);
+ }
+
+ if (board[s1] != '.' ||
+ (pawn && s0 % 8 != s1 % 8 && board[s1] == '.')) // capture?
+ {
+ if (pawn)
+ putCharFunc('a' + s0 % 8);
+
+ putCharFunc('x');
+ }
+
+ putCharFunc('a' + s1 % 8);
+ putCharFunc('1' + s1 / 8);
+
+ if (pawn && (s1 >= 56 || s1 <= 7)) // promotion?
+ {
+ putCharFunc('=');
+ putCharFunc(SCL_pieceToColor(p,1));
+ }
+ }
+
+ SCL_boardMakeMove(board,s0,s1,p);
+
+ uint8_t position = SCL_boardGetPosition(board);
+
+ if (position == SCL_POSITION_CHECK)
+ putCharFunc('+');
+
+ if (position == SCL_POSITION_MATE)
+ {
+ putCharFunc('#');
+ break;
+ }
+ else if (state != SCL_RECORD_CONT)
+ {
+ putCharFunc('*');
+ break;
+ }
+
+ putCharFunc(' ');
+ }
+}
+
+void SCL_recordCopy(SCL_Record recordFrom, SCL_Record recordTo)
+{
+ for (uint16_t i = 0; i < SCL_RECORD_MAX_SIZE; ++i)
+ recordTo[i] = recordFrom[i];
+}
+
+void SCL_gameInit(SCL_Game *game, const SCL_Board startState)
+{
+ game->startState = startState;
+
+ if (startState != 0)
+ SCL_boardCopy(startState,game->board);
+ else
+ SCL_boardInit(game->board);
+
+ SCL_recordInit(game->record);
+
+ for (uint8_t i = 0; i < 14; ++i)
+ game->prevMoves[i] = 0;
+
+ game->state = SCL_GAME_STATE_PLAYING;
+ game->ply = 0;
+
+ SCL_recordInit(game->record);
+}
+
+uint8_t SCL_gameGetRepetiotionMove(SCL_Game *game,
+ uint8_t *squareFrom, uint8_t *squareTo)
+{
+ if (squareFrom != 0 && squareTo != 0)
+ {
+ *squareFrom = 0;
+ *squareTo = 0;
+ }
+
+ /* pos. 1st 2nd 3rd
+ | | |
+ v v v
+ 01 23 45 67 89 AB CD EF
+ move ab cd ba dc ab cd ba dc */
+
+ if (game->ply >= 7 &&
+ game->prevMoves[0] == game->prevMoves[5] &&
+ game->prevMoves[0] == game->prevMoves[8] &&
+ game->prevMoves[0] == game->prevMoves[13] &&
+
+ game->prevMoves[1] == game->prevMoves[4] &&
+ game->prevMoves[1] == game->prevMoves[9] &&
+ game->prevMoves[1] == game->prevMoves[12] &&
+
+ game->prevMoves[2] == game->prevMoves[7] &&
+ game->prevMoves[2] == game->prevMoves[10] &&
+
+ game->prevMoves[3] == game->prevMoves[6] &&
+ game->prevMoves[3] == game->prevMoves[11]
+ )
+ {
+ if (squareFrom != 0 && squareTo != 0)
+ {
+ *squareFrom = game->prevMoves[3];
+ *squareTo = game->prevMoves[2];
+ }
+
+ return 1;
+ }
+
+ return 0;
+}
+
+void SCL_gameMakeMove(SCL_Game *game, uint8_t squareFrom, uint8_t squareTo,
+ char promoteTo)
+{
+ uint8_t repetitionS0, repetitionS1;
+
+ SCL_gameGetRepetiotionMove(game,&repetitionS0,&repetitionS1);
+ SCL_boardMakeMove(game->board,squareFrom,squareTo,promoteTo);
+ SCL_recordAdd(game->record,squareFrom,squareTo,promoteTo,SCL_RECORD_CONT);
+ // ^ TODO: SCL_RECORD_CONT
+
+ game->ply++;
+
+ for (uint8_t i = 0; i < 14 - 2; ++i)
+ game->prevMoves[i] = game->prevMoves[i + 2];
+
+ game->prevMoves[12] = squareFrom;
+ game->prevMoves[13] = squareTo;
+
+ if (squareFrom == repetitionS0 && squareTo == repetitionS1)
+ game->state = SCL_GAME_STATE_DRAW_REPETITION;
+ else if (game->board[SCL_BOARD_MOVE_COUNT_BYTE] >= 50)
+ game->state = SCL_GAME_STATE_DRAW_50;
+ else
+ {
+ uint8_t position = SCL_boardGetPosition(game->board);
+
+ switch (position)
+ {
+ case SCL_POSITION_MATE:
+ game->state = SCL_boardWhitesTurn(game->board) ?
+ SCL_GAME_STATE_BLACK_WIN : SCL_GAME_STATE_WHITE_WIN;
+ break;
+
+ case SCL_POSITION_STALEMATE:
+ game->state = SCL_GAME_STATE_DRAW_STALEMATE;
+ break;
+
+ case SCL_POSITION_DEAD:
+ game->state = SCL_GAME_STATE_DRAW_DEAD;
+ break;
+
+ default: break;
+ }
+ }
+}
+
+uint8_t SCL_gameUndoMove(SCL_Game *game)
+{
+ if (game->ply == 0)
+ return 0;
+
+ if ((game->ply - 1) > SCL_recordLength(game->record))
+ return 0; // can't undo, lacking record
+
+ SCL_Record r;
+
+ SCL_recordCopy(game->record,r);
+
+ uint16_t applyMoves = game->ply - 1;
+
+ SCL_gameInit(game,game->startState);
+
+ for (uint16_t i = 0; i < applyMoves; ++i)
+ {
+ uint8_t s0, s1;
+ char p;
+
+ SCL_recordGetMove(r,i,&s0,&s1,&p);
+ SCL_gameMakeMove(game,s0,s1,p);
+ }
+
+ return 1;
+}
+
+uint8_t SCL_boardMoveIsLegal(SCL_Board board, uint8_t squareFrom,
+ uint8_t squareTo)
+{
+ if (squareFrom >= SCL_BOARD_SQUARES || squareTo >= SCL_BOARD_SQUARES)
+ return 0;
+
+ char piece = board[squareFrom];
+
+ if ((piece == '.') ||
+ (SCL_boardWhitesTurn(board) != SCL_pieceIsWhite(piece)))
+ return 0;
+
+ SCL_SquareSet moves;
+
+ SCL_boardGetMoves(board,squareFrom,moves);
+
+ return SCL_squareSetContains(moves,squareTo);
+}
+
+#endif // guard