* smallchess face * use correct game-state modifying board move function * make show last work after undo * use SCL_Game->ply instead of board[ply_byte] * beep when cpu is done computing a move * increase engine strength to ply 3 * match ply type and use the local variable where available * fix warnings * add doc to smallchess face * smallchess: fix compile warnings * smallchess: move smallchesslib.h to movement/lib
91 lines
3.2 KiB
C
91 lines
3.2 KiB
C
/*
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* MIT License
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*
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* Copyright (c) 2023 Jeremy O'Brien
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef SMALLCHESS_FACE_H_
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#define SMALLCHESS_FACE_H_
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#include "movement.h"
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/*
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* Chess watchface
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*
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* Implements a (very) simple chess engine.
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* Uses smallchesslib for the engine: https://codeberg.org/drummyfish/smallchesslib
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*
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* When moving a piece, only valid pieces and moves are presented.
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*
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* Interaction is done through a simple menu/submenu system:
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* - Light button: navigate backwards through the current menu
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* - Alarm button: navigate forwards through the current menu
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* - Light button (long press): navigate up to the parent menu
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* - Alarm button (long press): select the current item or submenu
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*/
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enum smallchess_state {
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/* main menu */
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SMALLCHESS_MENU_RESUME,
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SMALLCHESS_MENU_SHOW_LAST_MOVE,
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SMALLCHESS_MENU_UNDO,
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SMALLCHESS_MENU_NEW_WHITE,
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SMALLCHESS_MENU_NEW_BLACK,
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SMALLCHESS_PLAYING_SPLIT,
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/* playing game submenu */
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SMALLCHESS_SHOW_LAST_MOVE,
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SMALLCHESS_SHOW_CPU_MOVE,
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SMALLCHESS_SELECT_PIECE,
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SMALLCHESS_SELECT_DEST,
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};
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#define NUM_ELEMENTS(a) (sizeof(a) / sizeof(a[0]))
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#define SMALLCHESS_NUM_PIECES 16 // number of pieces each player has
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typedef struct {
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void *game;
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enum smallchess_state state;
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uint8_t moveable_pieces[SMALLCHESS_NUM_PIECES + 1];
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uint8_t moveable_pieces_idx;
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uint8_t moveable_dests[29]; // this magic number represents the maximum number of moves a piece can make (queen in center of board)
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// plus one for the end list marker
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uint8_t moveable_dests_idx;
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char last_move_str[7];
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uint8_t ai_from_square, ai_to_square;
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} smallchess_face_state_t;
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void smallchess_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
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void smallchess_face_activate(movement_settings_t *settings, void *context);
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bool smallchess_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
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void smallchess_face_resign(movement_settings_t *settings, void *context);
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#define smallchess_face ((const watch_face_t){ \
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smallchess_face_setup, \
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smallchess_face_activate, \
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smallchess_face_loop, \
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smallchess_face_resign, \
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NULL, \
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})
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#endif // SMALLCHESS_FACE_H_
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