adding queen swapping
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c3c14e7882
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28f516018e
@ -20,6 +20,12 @@ static uint8_t King_Locations[2u][2u] = {{7,4}, {0,4}};
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static bool Castling_Allowed[2u][2u] = {{true, true}, {true, true}};
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static bool High_Alert = false;
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static bool Converting_Pawn = false;
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static uint8_t Converting_Pawn_Row_Col[2];
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static uint8_t Pawn_Converted_To = QUEEN_WHITE;
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/**
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* @brief Function for clearing all of the lights on the board. Except for error moves.
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* @retval None
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@ -273,15 +279,6 @@ void Check_If_Could_Cause_Check(uint8_t row, uint8_t column)
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//If its the white's turn we want to see if the white king is still safe.
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uint8_t white_black_idx = White_Turn ? 0u : 1u;
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High_Alert = !square_is_safe(King_Locations[white_black_idx][0u], King_Locations[white_black_idx][1u]);
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if(High_Alert)
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{
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SDL_Log("High ALERT ENABLED!\n");
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}
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else
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{
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SDL_Log("High ALERT DISABLED!\n");
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}
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Board_State[row][column] = temp_storage;
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}
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@ -654,6 +651,8 @@ static void Switch_Turns(void)
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// Check if the current kings locations is safe. If it is safe then check is false, if it isnt safe then check is true.
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uint8_t white_black_idx = White_Turn ? 0u : 1u;
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Check[white_black_idx] = !square_is_safe(King_Locations[white_black_idx][0u], King_Locations[white_black_idx][1u]);
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//Last thing we need to check before sitching turns is to check if the game is over.
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}
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/**
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@ -688,6 +687,59 @@ static void Check_If_Moving_King(uint8_t row, uint8_t column)
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}
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}
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static void Check_If_Converting_Pawn(uint8_t row, uint8_t column)
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{
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uint8_t white_black_idx = White_Turn ? 0u : 1u;
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Converting_Pawn = false;
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if((Selected_Piece == PAWN_WHITE) || (Selected_Piece == PAWN_BLACK))
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{
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if((row == 0u) || (row == 7u))
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{
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Selected_Piece = White_Turn ? QUEEN_WHITE : QUEEN_BLACK;
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Pawn_Converted_To = Selected_Piece;
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Converting_Pawn = true;
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Converting_Pawn_Row_Col[0] = row;
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Converting_Pawn_Row_Col[1] = column;
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}
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}
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}
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static bool Converting_Pawn_If_Applicable(uint8_t row, uint8_t column)
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{
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bool ret_val = false;
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if(Converting_Pawn)
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{
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if((row == Converting_Pawn_Row_Col[0]) &&
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(Converting_Pawn_Row_Col[1] == column))
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{
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//Putting the peice down on the board
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if(Board_State[row][column] == SQUARE_EMPTY)
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{
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Board_State[row][column] = Pawn_Converted_To;
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Board_Lights[row][column] = LIGHT_OFF;
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}
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//Picking the peice back up to toggle through the options
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else
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{
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Board_State[row][column] = SQUARE_EMPTY;
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Board_Lights[row][column] = CONVERTING_PAWN;
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Pawn_Converted_To = Pawn_Converted_To - 2;
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if (Pawn_Converted_To < ROOK_WHITE)
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{
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Pawn_Converted_To += 8u;
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}
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}
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ret_val = true;
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}
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}
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return ret_val;
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}
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/**
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* @brief Function for toggeling a square's state.
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* @param j: row location that was toggled.
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@ -698,6 +750,7 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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{
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switch (Game_State)
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{
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/* Something unexpected happened, game cannot progress until the board is returned to the known state */
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case GAME_STATE_ERROR_DETECTED:
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{
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if (Board_Lights[j][i] == PIECE_ORIGIN)
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@ -740,6 +793,7 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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{
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Error_Count--;
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Board_Lights[j][i] = LIGHT_OFF;
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/* All Errors have been rectified so we can go back to where we were.*/
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if(Error_Count == 0u)
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{
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Game_State = Last_Game_State;
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@ -756,10 +810,10 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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{
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break;
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}
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/* We are waiting till the player who's turn it is picks up a piece that is on their team */
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case GAME_STATE_P2_TURN_BEGINING:
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case GAME_STATE_P1_TURN_BEGINING:
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{
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/* We are waiting till the player who's turn it is picks up a piece that is on their team */
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if ((j < 8u) && (Board_State[j][i] != SQUARE_EMPTY) && (white_team(Board_State[j][i]) == White_Turn))
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{
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if((Board_State[j][i] != KING_BLACK) && (Board_State[j][i] != KING_WHITE))
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@ -771,6 +825,12 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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Mark_Potential_Moves(Selected_Piece, i, j);
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Board_Lights[j][i] = PIECE_ORIGIN;
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Game_State++;
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}
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else
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{
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if(Converting_Pawn_If_Applicable(j, i))
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{
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}
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else
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{
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@ -779,16 +839,18 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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Board_Lights[j][i] = ERROR_MOVE;
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Error_Count++;
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}
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}
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break;
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}
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/* Person is in the middle of taking a turn for example they might already have a peice in the hand*/
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case GAME_STATE_P2_TURN_IN_PROGRESS:
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case GAME_STATE_P1_TURN_IN_PROGRESS:
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{
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/* We are waiting till the player who's turn it is picks up a piece that is on their team */
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if (Board_Lights[j][i] == POTENTIAL_MOVE)
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{
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Check_If_Moving_King(j, i);
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Check_If_Converting_Pawn(j, i);
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Board_State[j][i] = Selected_Piece;
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Selected_Piece = SQUARE_EMPTY;
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clear_lights();
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@ -848,6 +910,7 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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}
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break;
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}
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/* Player still needs to do something to complete their turn, like complete castle, en pessant, or converting a pawn*/
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case GAME_STATE_P2_TURN_TAKING:
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case GAME_STATE_P1_TURN_TAKING:
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{
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@ -855,6 +918,7 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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{
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if(j < 8u)
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{
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Check_If_Converting_Pawn(j, i);
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Board_State[j][i] = Selected_Piece;
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Selected_Piece = SQUARE_EMPTY;
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Board_Lights[j][i] = LIGHT_OFF;
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@ -867,6 +931,12 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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Taken_Piece = SQUARE_EMPTY;
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}
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}
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else
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{
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if(Converting_Pawn_If_Applicable(j, i))
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{
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}
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else
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{
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@ -875,6 +945,7 @@ static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
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Board_Lights[j][i] = ERROR_MOVE;
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Error_Count++;
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}
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}
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if ((Selected_Piece == SQUARE_EMPTY) && (Taken_Piece == SQUARE_EMPTY))
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{
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@ -1,5 +1,4 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_video.h>
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#include <cstdint>
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#define LIGHT_OFF 0u
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#define POTENTIAL_MOVE 1u
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@ -10,6 +9,7 @@
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#define PIECE_NEEDS_TO_BE_HERE 6u
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#define POTENTIAL_CASTLE 7u
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#define PIECE_NEEDS_TO_BE_REMOVED 8u
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#define CONVERTING_PAWN 9u
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#define PAWN_WHITE 0u
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#define PAWN_BLACK 1u
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@ -75,6 +75,12 @@ static void ui_draw_board(SDL_Renderer *p_renderer, uint8_t board_lights[12][8],
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SDL_RenderFillRect(p_renderer, &Rectangle);
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SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
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}
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else if (board_lights[j][i] == CONVERTING_PAWN)
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{
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SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x3B, 0x7A, 0x57);
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SDL_RenderFillRect(p_renderer, &Rectangle);
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SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
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}
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else if (((i % 2) + (j % 2)) == 1)
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{
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SDL_RenderFillRect(p_renderer, &Rectangle);
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