Fixes after rebase

Fixes after rebase

pragma solidity ^0.4.0;

import "./NettingChannelLibrary.sol";

contract NettingChannelContract {
    using NettingChannelLibrary for NettingChannelLibrary.Data;
    NettingChannelLibrary.Data public data;

    event ChannelNewBalance(address asset_address, address participant, uint balance, uint block_number);
    event ChannelClosed(address closing_address, uint block_number);
    event TransferUpdated(address node_address, uint block_number);
    event ChannelSettled(uint block_number);
    event ChannelSecretRevealed(bytes32 secret);

    modifier settleTimeoutNotTooLow(uint t) {
        if (t < 6) throw;
        _;
    }

    function NettingChannelContract(
        address asset_address,
        address participant1,
        address participant2,
        uint timeout)
        settleTimeoutNotTooLow(timeout)
    {
        if (participant1 == participant2) {
            throw;
        }

        data.participants[0].node_address = participant1;
        data.participants[1].node_address = participant2;

        data.token = Token(asset_address);
        data.settle_timeout = timeout;
    }

    function deposit(uint256 amount) returns (bool) {
        bool success;
        uint256 balance;

        (success, balance) = data.deposit(msg.sender, this, amount);

        if (success == true) {
            ChannelNewBalance(data.token, msg.sender, balance, data.opened);
        }

        return success;
    }

    function partner(address one_address) constant returns (address) {
        return data.partner(one_address);
    }

    function addressAndBalance()
        constant
        returns (
        address participant1,
        uint balance1,
        address participant2,
        uint balance2)
    {
        return data.addressAndBalance();
    }

    function closeWithoutTransfer() {
        data.close(msg.sender, "", "");
        ChannelClosed(msg.sender, data.closed);
    }

    function closeSingleTransfer(bytes signed_transfer) {
        data.close(msg.sender, signed_transfer, "");
        ChannelClosed(msg.sender, data.closed);
    }

    function close(bytes theirs_encoded, bytes ours_encoded) {
        data.close(msg.sender, theirs_encoded, ours_encoded);
        ChannelClosed(msg.sender, data.closed);
    }

    function updateTransfer(bytes theirs_encoded) {
        data.updateTransfer(msg.sender, theirs_encoded);
        TransferUpdated(msg.sender, block.number);
    }

    function unlock(bytes locked_encoded, bytes merkle_proof, bytes32 secret) {
        data.unlock(msg.sender, locked_encoded, merkle_proof, secret);
        ChannelSecretRevealed(secret);
    }

    function settle() {
        data.settle(msg.sender);
        ChannelSettled(data.settled);
    }

    function settleTimeout() constant returns (uint) {
        return data.settle_timeout;
    }

    function assetAddress() constant returns (address) {
        return data.token;
    }

    function opened() constant returns (uint) {
        return data.opened;
    }

    function closed() constant returns (uint) {
        return data.closed;
    }

    function settled() constant returns (uint) {
        return data.settled;
    }

    function closingAddress() constant returns (address) {
        return data.closing_address;
    }

    function () { throw; }
}

pragma solidity ^0.4.0;

import "./NettingChannelLibrary.sol";

contract NettingChannelContract {
    using NettingChannelLibrary for NettingChannelLibrary.Data;
    NettingChannelLibrary.Data public data;

    event ChannelNewBalance(address asset_address, address participant, uint balance, uint block_number);
    event ChannelClosed(address closing_address, uint block_number);
    event TransferUpdated(address node_address, uint block_number);
    event ChannelSettled(uint block_number);
    event ChannelSecretRevealed(bytes32 secret);

    modifier settleTimeoutNotTooLow(uint t) {
        if (t < 6) throw;
        _;
    }

    function NettingChannelContract(
        address asset_address,
        address participant1,
        address participant2,
        uint timeout)
        settleTimeoutNotTooLow(timeout)
    {
        if (participant1 == participant2) {
            throw;
        }

        data.participants[0].node_address = participant1;
        data.participants[1].node_address = participant2;

        data.token = Token(asset_address);
        data.settle_timeout = timeout;
    }

    function deposit(uint256 amount) returns (bool) {
        bool success;
        uint256 balance;

        (success, balance) = data.deposit(msg.sender, this, amount);

        if (success == true) {
            ChannelNewBalance(data.token, msg.sender, balance, data.opened);
        }

        return success;
    }

    function partner(address one_address) constant returns (address) {
        return data.partner(one_address);
    }

    function addressAndBalance()
        constant
        returns (
        address participant1,
        uint balance1,
        address participant2,
        uint balance2)
    {
        return data.addressAndBalance();
    }

    function closeWithoutTransfer() {
        data.close(msg.sender, "", "");
        ChannelClosed(msg.sender, data.closed);
    }

    function closeSingleTransfer(bytes signed_transfer) {
        data.close(msg.sender, signed_transfer, "");
        ChannelClosed(msg.sender, data.closed);
    }

    function close(bytes theirs_encoded, bytes ours_encoded) {
        data.close(msg.sender, theirs_encoded, ours_encoded);
        ChannelClosed(msg.sender, data.closed);
    }

    function updateTransfer(bytes theirs_encoded) {
        data.updateTransfer(msg.sender, theirs_encoded);
    }

    function unlock(bytes locked_encoded, bytes merkle_proof, bytes32 secret) {
        data.unlock(msg.sender, locked_encoded, merkle_proof, secret);
        ChannelSecretRevealed(secret);
    }

    function settle() {
        data.settle(msg.sender);
        ChannelSettled(data.settled);
    }

    function settleTimeout() constant returns (uint) {
        return data.settle_timeout;
    }

    function assetAddress() constant returns (address) {
        return data.token;
    }

    function opened() constant returns (uint) {
        return data.opened;
    }

    function closed() constant returns (uint) {
        return data.closed;
    }

    function settled() constant returns (uint) {
        return data.settled;
    }

    function closingAddress() constant returns (address) {
        return data.closing_address;
    }

    function () { throw; }
}


adding solaris makefile still incomplete

CXX = /proj/wipba/eam/dev_tools/gcc5/bin/g++

OBJS = MainWindow.o main.o

INCLUDES = -I/proj/wipba/eam/dev_tools/include/gtkmm-2.4 \
			-I/proj/wipba/eam/dev_tools/lib/gtkmm-2.4/include \
			-I/proj/wipba/eam/dev_tools/include/atkmm-1.6 \
			-I/proj/wipba/eam/dev_tools/include/giomm-2.4 \
			-I/proj/wipba/eam/dev_tools/lib/giomm-2.4/include \
			-I/proj/wipba/eam/dev_tools/include/pangomm-1.4 \
			-I/proj/wipba/eam/dev_tools/lib/pangomm-1.4/include \
			-I/proj/wipba/eam/dev_tools/include/gtk-2.0 \
			-I/proj/wipba/eam/dev_tools/include/gtk-unix-print-2.0 \
			-I/proj/wipba/eam/dev_tools/include/gdkmm-2.4 \
			-I/proj/wipba/eam/dev_tools/lib/gdkmm-2.4/include \
			-I/proj/wipba/eam/dev_tools/include/atk-1.0 \
			-I/proj/wipba/eam/dev_tools/include/glibmm-2.4 \
			-I/proj/wipba/eam/dev_tools/lib/glibmm-2.4/include \
			-I/proj/wipba/eam/dev_tools/include/glib-2.0 \
			-I/proj/wipba/eam/dev_tools/lib/glib-2.0/include \
			-I/proj/wipba/eam/dev_tools/include/sigc++-2.0 \
			-I/proj/wipba/eam/dev_tools/lib/sigc++-2.0/include \
			-I/proj/wipba/eam/dev_tools/include/cairomm-1.0 \
			-I/proj/wipba/eam/dev_tools/lib/cairomm-1.0/include \
			-I/proj/wipba/eam/dev_tools/include/pango-1.0 \
			-I/proj/wipba/eam/dev_tools/include/cairo \
			-I/proj/wipba/eam/dev_tools/lib/gtk-2.0/include \
			-I/proj/wipba/eam/dev_tools/include/gdk-pixbuf-2.0 \
			-I/proj/wipba/eam/dev_tools/include/freetype2 \
			-I/proj/wipba/eam/dev_tools/include

LIBDIR = /proj/wipba/eam/dev_tools/lib

LIBS = -lgtkmm-2.4 -latkmm-1.6 -lgdkmm-2.4 -lgiomm-2.4 -lpangomm-1.4 \
		-lgtk-x11-2.0 -lglibmm-2.4 -lcairomm-1.0 -lsigc-2.0 -lgdk-x11-2.0 \
		-latk-1.0 -lgio-2.0 -lpangoft2-1.0 -lpangocairo-1.0 -lgdk_pixbuf-2.0 \
		-lcairo -lpango-1.0 -lfreetype -lfontconfig -lgobject-2.0 -lglib-2.0 -lintl

main: $(OBJS)
	$(CXX) -o $@ $< $(INCLUDES) $(LIBDIR) $(LIBS)

MainWindow.o:
	$(CXX) -o $@ -c $< $(INCLUDES) $(LIBDIR) $(LIBS)

main.o:
	$(CXX) -o $@ -c $< $(INCLUDES) $(LIBDIR) $(LIBS)

.PHONY: clean
clean:
	rm -rf *.o

error: pathspec 'ui/Makefile.sol' did not match any file(s) known to git


Add getter for current game state

Add getter for current game state

/**
 * Chess contract
 * Stores any amount of games with two players and current state.
 * State encoding:
 *    positive numbers for white, negative numbers for black
 *    for details, see
 *    https://github.com/ise-ethereum/on-chain-chess/wiki/Chess-board-representation
 */

 contract Chess {
    bytes constant defaultState = '\x04\x06\x05\x03\x02\x05\x06\x04\x08\x08\x08\x0c\x08\x08\x08\x08\x07\x07\x07\x07\x07\x07\x07\x07\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x09\x09\x09\x09\x09\x09\x09\x09\x08\x08\x08\x08\x08\x08\x08\x08\x0c\x0a\x0b\x0d\x0e\x0b\x0a\x0c\x08\x08\x08\x7c\x08\x08\x08\x08';

    struct Game {
        address player1;
        address player2;
        string player1Alias;
        string player2Alias;
        address nextPlayer;
        address playerWhite; // Player that is white in this game
        address winner;

        int8[128] state;
    }

    mapping (bytes32 => Game) public games;
    mapping (address => mapping (int => bytes32)) public gamesOfPlayers;
    mapping (address => int) public numberGamesOfPlayers;

    // stack of open game ids
    mapping (bytes32 => bytes32) public openGameIds;
    bytes32 public head;

    /* Flags needed for validation
     * Usage e.g. Flags(Flag.FLAG_NAME)
     * Directions(Direction.UP)
     */
    enum Player { WHITE, BLACK }
    enum Direction { UP, UP_RIGHT, RIGHT, DOWN_RIGHT, DOWN, DOWN_LEFT, LEFT, UP_LEFT }
    bytes constant c_Directions = "\x30\x31\x41\x51\x50\x4f\x3f\x2f";
    enum Piece { BLACK_KING, BLACK_QUEEN, BLACK_ROOK, BLACK_BISHOP, BLACK_KNIGHT, BLACK_PAWN, EMPTY, WHITE_PAWN, WHITE_KNIGHT, WHITE_BISHOP, WHITE_ROOK, WHITE_QUEEN, WHITE_KING }
    enum Flag { WHITE_KING_POS, BLACK_KING_POS, CURRENT_PLAYER, WHITE_LEFT_CASTLING, WHITE_RIGHT_CASTLING, BLACK_LEFT_CASTLING, BLACK_RIGHT_CASTLING, BLACK_EN_PASSANT, WHITE_EN_PASSANT}
    bytes constant c_Flags = "\x7b\x0b\x38\x4e\x4f\x3e\x3f\x3d\x4d\x3c\x4c";
    function Flags(Flag i) constant internal returns (uint) {
       return uint(c_Flags[uint(i)]);
    }
    function Pieces(Piece i) constant internal returns (int8) {
        return -6 + int8(uint(i));
    }
    function Directions(Direction i) constant internal returns (int8) {
        return -64 + int8(c_Directions[uint(i)]);
    }
    function Players(Player p) constant internal returns (int8) {
        if (p == Player.WHITE) {
            return 1;
        }
        return -1;
    }

    bytes constant knightMoves = '\x1f\x21\x2e\x32\x4e\x52\x5f\x61';

    function Chess() {
        head = 'end';
    }

    event GameInitialized(bytes32 indexed gameId, address indexed player1, string player1Alias, address playerWhite);
    event GameJoined(bytes32 indexed gameId, address indexed player1, string player1Alias, address indexed player2, string player2Alias, address playerWhite);

    event GameStateChanged(bytes32 indexed gameId, int8[128] state);
    event Move(bytes32 indexed gameId, address indexed player, uint256 fromIndex, uint256 toIndex);
    event GameEnded(bytes32 indexed gameId, address indexed winner);
    event DebugInts(string message, int value1, int value2, int value3);

    /**
     * Convenience function to set a flag
     * Usage: setFlag(gameId, Flag.BLACK_KING_POS, 4);
     */

    function setFlag(bytes32 gameId, Flag flag, int value) internal {
        games[gameId].state[Flags(flag)] = int8(value);
    }

    /**
     * Convenience function to set a flag
     * Usage: getFlag(gameId, Flag.BLACK_KING_POS);
     */
    function getFlag(bytes32 gameId, Flag flag) internal returns (int8) {
        return games[gameId].state[Flags(flag)];

    }

    /**
     * Initialize a new game
     * string player1Alias: Alias of the player creating the game
     * bool playAsWhite: Pass true or false depending on if the creator will play as white
     */
    function initGame(string player1Alias, bool playAsWhite) public {
        // Generate game id based on player's addresses and current block number
        bytes32 gameId = sha3(msg.sender, block.number);

        // Initialize participants
        games[gameId].player1 = msg.sender;
        games[gameId].player1Alias = player1Alias;

        // Initialize state

        for (uint i = 0; i < 128; i++) {
            // Read defaultState bytes string, which is offset by 8 to be > 0
            games[gameId].state[i] = int8(defaultState[i]) - 8;
        }

        if (playAsWhite) {
            // Player 1 will play as white
            games[gameId].playerWhite = msg.sender;

            // Game starts with White, so here player 1
            games[gameId].nextPlayer = games[gameId].player1;
        }

        // Add game to gamesOfPlayers
        gamesOfPlayers[msg.sender][numberGamesOfPlayers[msg.sender]] = gameId;
        numberGamesOfPlayers[msg.sender]++;

        // Add to openGameIds
        openGameIds[gameId] = head;
        head = gameId;

        // Sent notification events
        GameInitialized(gameId, games[gameId].player1, player1Alias, games[gameId].playerWhite);
        GameStateChanged(gameId, games[gameId].state);
    }

    /**
     * Join an initialized game
     * bytes32 gameId: ID of the game to join
     * string player2Alias: Alias of the player that is joining
     */
    function joinGame(bytes32 gameId, string player2Alias) public {

        // Check that this game does not have a second player yet
        if (games[gameId].player2 != 0) {
            throw;
        }

        games[gameId].player2 = msg.sender;
        games[gameId].player2Alias = player2Alias;

        // If the other player isn't white, player2 will play as white
        if (games[gameId].playerWhite == 0) {
            games[gameId].playerWhite = msg.sender;
            // Game starts with White, so here player2
            games[gameId].nextPlayer = games[gameId].player2;
        }

        // Add game to gamesOfPlayers
        gamesOfPlayers[msg.sender][numberGamesOfPlayers[msg.sender]] = gameId;
        numberGamesOfPlayers[msg.sender]++;

        // Remove from openGameIds
        if (head == gameId) {
            head = openGameIds[head];

            openGameIds[gameId] = 0;
        } else {
            for (var g = head; g != 'end' && openGameIds[g] != 'end'; g = openGameIds[g]) {
                if (openGameIds[g] == gameId) {
                    openGameIds[g] = openGameIds[gameId];
                    openGameIds[gameId] = 0;
                    break;
                }
            }
        }

        GameJoined(gameId, games[gameId].player1, games[gameId].player1Alias, games[gameId].player2, player2Alias, games[gameId].playerWhite);
    }

    /* validates a move and executes it */

    function move(bytes32 gameId, uint256 fromIndex, uint256 toIndex) public {
        // Check that it is this player's turn
        if (games[gameId].nextPlayer != msg.sender) {
            throw;
        }

        int8 currentPlayerColor;
        if (msg.sender == games[gameId].playerWhite) {
            currentPlayerColor = Players(Player.WHITE);
        } else {
            currentPlayerColor = Players(Player.BLACK);
        }

        int8 fromFigure = games[gameId].state[fromIndex];
        int8 toFigure = games[gameId].state[toIndex];

        // Simple sanity checks
        sanityCheck(fromIndex, toIndex, fromFigure, toFigure, currentPlayerColor);

        // Check if move is technically possible
        if (!validateMove(gameId, fromIndex, toIndex, fromFigure, toFigure, currentPlayerColor)) {
            throw;
        }

        // For all pieces except knight, check if way is free
        if (abs(fromFigure) != uint(Pieces(Piece.WHITE_KNIGHT))) {
            // In case of king, it will check that he is not in check on any of the fields he moves over
            bool checkForCheck = abs(fromFigure) == uint(Pieces(Piece.WHITE_KING));
            checkWayFree(gameId, fromIndex, toIndex, currentPlayerColor, checkForCheck);
        }

        // Make the move
        makeMove(gameId, fromIndex, toIndex, fromFigure, toFigure);

        // Check legality (player's own king may not be in check after move)
        checkLegality(gameId, fromIndex, toIndex, fromFigure, toFigure, currentPlayerColor);

        // Set nextPlayer
        if (msg.sender == games[gameId].player1) {
            games[gameId].nextPlayer = games[gameId].player2;
        } else {
            games[gameId].nextPlayer = games[gameId].player1;
        }

        // Send events
        Move(gameId, msg.sender, fromIndex, toIndex);
        GameStateChanged(gameId, games[gameId].state);
    }

    function sanityCheck(uint256 fromIndex, uint256 toIndex, int8 fromFigure, int8 toFigure, int8 currentPlayerColor) internal {
        // check that move is within the field
        if (toIndex & 0x88 != 0 || fromIndex & 0x88 != 0) {
            throw;
        }

        // check that from and to are distinct
        if (fromIndex == toIndex) {
            throw;
        }

        // check if the toIndex is empty (= is 0) or contains an enemy figure ("positive" * "negative" = "negative")
        // --> this only allows captures (negative results)  or moves to empty fields ( = 0)
        if (fromFigure * toFigure > 0) {
            throw;
        }

        // check if mover of the figure is the owner of the figure
        // also check if there is a figure at fromIndex to move (fromFigure != 0)
        if (currentPlayerColor * fromFigure <= 0) {
            throw;
        }
    }

    /**
     * Validates if a move is technically (not legally) possible,
     * i.e. if piece is capable to move this way
     */
    function validateMove(bytes32 gameId, uint256 fromIndex, uint256 toIndex, int8 fromFigure, int8 toFigure, int8 movingPlayerColor) returns (bool) {
        int8 direction = getDirection(fromIndex, toIndex);
        bool isDiagonal = !(abs(direction) == 16 || abs(direction) == 1);

        DebugInts('validateMove. fromFigure, toFigure, direction', int(fromFigure), int(fromFigure), int(direction));

        // Kings
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_KING))) {
            // Normal move
            if (int(fromIndex) + direction == int(toIndex)) {
                return true;
            }
            // Castling
            if (checkForCheck(gameId, fromIndex, movingPlayerColor)) {
                // Cannot move if already in check
                return false;
            }
            if (fromFigure == Pieces(Piece.BLACK_KING)) {
                if (4 == fromIndex && toFigure == 0) {
                    if (toIndex == 2 && getFlag(gameId, Flag.BLACK_LEFT_CASTLING) >= 0) {
                        return true;
                    }
                    if (toIndex == 6 && getFlag(gameId, Flag.BLACK_RIGHT_CASTLING) >= 0) {
                        return true;
                    }
                }
            }
            if (fromFigure == Pieces(Piece.WHITE_KING)) {
                if (116 == fromIndex && toFigure == 0) {
                    if (toIndex == 114 && getFlag(gameId, Flag.WHITE_LEFT_CASTLING) >= 0) {
                        return true;
                    }
                    if (toIndex == 118 && getFlag(gameId, Flag.WHITE_RIGHT_CASTLING) >= 0) {
                        return true;
                    }
                }
            }

            return false;
        }

        // Bishops, Queens, Rooks
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_BISHOP)) ||
            abs(fromFigure) == uint(Pieces(Piece.WHITE_QUEEN)) ||
            abs(fromFigure) == uint(Pieces(Piece.WHITE_ROOK))) {

            // Bishop can only walk diagonally, Rook only non-diagonally
            if (!isDiagonal && abs(fromFigure) == uint(Pieces(Piece.WHITE_BISHOP)) ||
                isDiagonal && abs(fromFigure) == uint(Pieces(Piece.WHITE_ROOK))) {
                return false;
            }

            // Traverse all fields in direction
            int temp = int(fromIndex);
            // walk in direction while inside board to find toIndex
            while (temp & 0x88 == 0) {
                if (uint(temp) == toIndex) {
                    return true;
                }
                temp += direction;
            }

            return false;
        }

        // Pawns
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_PAWN))) {
            // Black can only move in positive, White negative direction
            if (fromFigure == Pieces(Piece.BLACK_PAWN) && direction < 0 ||
                fromFigure == Pieces(Piece.WHITE_PAWN) && direction > 0) {
                return false;
            }
            // Forward move
            if (!isDiagonal) {
                // no horizontal movement allowed
                if (abs(direction) < 2) {
                    return false;
                }
                // simple move
                if (int(fromIndex) + direction == int(toIndex)) {
                    return true;
                }
                // double move
                if (int(fromIndex) + direction + direction == int(toIndex)) {
                    // Can only do double move starting form specific ranks
                    int rank = int(fromIndex/16);
                    if (1 == rank || 6 == rank) {
                        return true;
                    }
                }
                return false;
            }
            // diagonal move
            if (int(fromIndex) + direction == int(toIndex)) {
                // if empty, the en passant flag needs to be set
                if (toFigure * fromFigure == 0) {
                    if (fromFigure == Pieces(Piece.BLACK_PAWN) &&
                        getFlag(gameId, Flag.WHITE_EN_PASSANT) == int(toIndex) ||
                        fromFigure == Pieces(Piece.WHITE_PAWN) &&
                        getFlag(gameId, Flag.BLACK_EN_PASSANT) == int(toIndex)) {
                        return true;
                    }
                    return false;
                }
                // If not empty
                return true;
            }

            return false;
        }

        // Knights
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_KNIGHT))) {
            for (uint i; i < 8; i++) {
                if (int(fromIndex) + int(knightMoves[i]) - 64 == int(toIndex)) {
                    return true;
                }
            }
            return false;
        }

        return false;

    }

    /**
     * Checks if the way between fromIndex and toIndex is unblocked
     */
    function checkWayFree(bytes32 gameId, uint256 fromIndex, uint256 toIndex, int8 currentPlayerColor, bool shouldCheckForCheck) internal {
        int8 direction = getDirection(fromIndex, toIndex);
        int currentIndex = int(fromIndex) + direction;

        // as long as we do not reach the desired position walk in direction and check
        while (int(toIndex) != currentIndex) {
            // we reached the end of the field
            if (currentIndex & 0x88 != 0) {
                throw;
            }
            // the path is blocked
            if (games[gameId].state[uint(currentIndex)] != 0) {
                throw;
            }
            // Check for check in case of king
            if (shouldCheckForCheck && checkForCheck(gameId, uint(currentIndex), currentPlayerColor)) {
                throw;
            }
            currentIndex = currentIndex + direction;
        }
        return;
    }

    function checkForCheck(bytes32 gameId, uint256 kingIndex, int8 currentPlayerColor) internal returns (bool) {

        //get Position of King
       // int8 kingIndex = getOwnKing(gameId, currentPlayerColor);

        // look in every direction whether there is an enemy figure that checks the king
        for(uint dir = 0; dir < 8; dir ++){
          // get the first Figure in this direction. Threat of Knight does not change through move of fromFigure.
          // All other figures can not jump over figures. So only the first figure matters.
          int8 firstFigureIndex = getFirstFigure(gameId, Directions(Direction(dir)),int8(kingIndex));

          // if we found a figure in the danger direction
          if (firstFigureIndex != -1) {
              int8 firstFigure = games[gameId].state[uint(firstFigureIndex)];

              // if its an enemy
              if (firstFigure * currentPlayerColor > 0) {
                  // check if the enemy figure can move to the field of the king
                  int8 kingFigure = Pieces(Piece.BLACK_KING)* currentPlayerColor;
                  if (validateMove(gameId, uint256(firstFigureIndex), uint256(kingIndex), firstFigure, kingFigure, currentPlayerColor)) {
                      // it can
                      return true; // king is checked
                  }
              }

          }
        }

        //Knights
        // Knights can jump over figures. So they need to be tested seperately with every possible move.
        for(uint move = 0; move < 8; move ++){
            // currentMoveIndex: where knight could start with move that checks king
            int8 currentMoveIndex = int8(kingIndex) + int8(knightMoves[move]);

            // if inside the board
            if(uint(currentMoveIndex) & 0x88 == 0){

                // get Figure at currentMoveIndex
                int8 currentFigure = Pieces(Piece(currentMoveIndex));

                // if it is an enemy knight, king can be checked
                if(currentFigure * currentPlayerColor == Pieces(Piece.WHITE_KNIGHT)){
                    return true; // king is checked
                }
            }
        }

        return false; // king is not checked
    }

    function getDirection(uint256 fromIndex, uint256 toIndex) constant internal returns (int8) {
        // check if the figure is moved up or left of its origin
        bool isAboveLeft = fromIndex > toIndex;

        // check if the figure is moved in an horizontal plane
        // this code works because there is an eight square difference between the horizontal panes (the offboard)
        bool isSameHorizontal = (abs(int256(fromIndex) - int256(toIndex)) < (8));

        // check if the figure is moved in a vertical line
        bool isSameVertical = (fromIndex%8 == toIndex%8);

        // check if the figure is moved to the left of its origin
        bool isLeftSide = (fromIndex%8 > toIndex%8);

        /*Check directions*/
        if (isAboveLeft) {
            if (isSameVertical) {
                return Directions(Direction.UP);
            }
            if (isSameHorizontal) {
                return Directions(Direction.LEFT);
            }
            if (isLeftSide) {
                return Directions(Direction.UP_LEFT);
            } else {
                return Directions(Direction.UP_RIGHT);
            }
        } else {
            if (isSameVertical) {
                return Directions(Direction.DOWN);
            }
            if (isSameHorizontal) {
                return Directions(Direction.RIGHT);
            }
            if (isLeftSide) {
                return Directions(Direction.DOWN_LEFT);
            } else {
                return Directions(Direction.DOWN_RIGHT);
            }
        }
    }

    function makeMove(bytes32 gameId, uint256 fromIndex, uint256 toIndex, int8 fromFigure, int8 toFigure) internal {
        // remove all en passant flags
        setFlag(gameId, Flag.WHITE_EN_PASSANT, -1);
        setFlag(gameId, Flag.WHITE_EN_PASSANT, -1);

        // <---- Special Move ---->

        // Black King
        if (fromFigure == Pieces(Piece.BLACK_KING)) {
            // Update position flag
            setFlag(gameId, Flag.BLACK_KING_POS, int8(toIndex));
            // Castling
            if (fromIndex == 4 && toIndex == 2) {
                games[gameId].state[0] = 0;
                games[gameId].state[3] = Pieces(Piece.BLACK_ROOK);
            }
            if (fromIndex == 4 && toIndex == 6) {
                games[gameId].state[7] = 0;
                games[gameId].state[5] = Pieces(Piece.BLACK_ROOK);
            }

        }
        // White King
        if (fromFigure == Pieces(Piece.WHITE_KING)) {
            // Update position flag
            setFlag(gameId, Flag.WHITE_KING_POS, int8(toIndex));
            // Castling
            if (fromIndex == 116 && toIndex == 114) {
                games[gameId].state[112] = 0;
                games[gameId].state[115] = Pieces(Piece.BLACK_ROOK);
            }
            if (fromIndex == 116 && toIndex == 118) {
                games[gameId].state[119] = 0;
                games[gameId].state[117] = Pieces(Piece.BLACK_ROOK);
            }

        }

        // Remove Castling Flag if king or Rook moves. But only at the first move for better performance

        // Black
        if (fromFigure == Pieces(Piece.BLACK_KING)) {
            if (fromIndex == 4) {
                setFlag(gameId, Flag.BLACK_LEFT_CASTLING, -1);
                setFlag(gameId, Flag.BLACK_RIGHT_CASTLING, -1);
            }
        }
        if (fromFigure == Pieces(Piece.BLACK_ROOK)) {
            if (fromIndex == 0) {
                setFlag(gameId, Flag.BLACK_LEFT_CASTLING, -1);
            }
            if (fromIndex == 7) {
                setFlag(gameId, Flag.BLACK_RIGHT_CASTLING, -1);
            }
        }

        // White
        if (fromFigure == Pieces(Piece.WHITE_KING)) {
            if (fromIndex == 116) {
                setFlag(gameId, Flag.WHITE_LEFT_CASTLING, -1);
                setFlag(gameId, Flag.WHITE_RIGHT_CASTLING, -1);
            }
        }
        if (fromFigure == Pieces(Piece.WHITE_ROOK)) {
            if (fromIndex == 112) {
                setFlag(gameId, Flag.WHITE_LEFT_CASTLING, -1);
            }
            if (fromIndex == 119) {
                setFlag(gameId, Flag.WHITE_RIGHT_CASTLING, -1);
            }
        }

        int8 direction = getDirection(fromIndex, toIndex);

        // PAWN - EN PASSANT or DOUBLE STEP
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_PAWN))) {
            // En Passant - remove caught pawn
            // en passant if figure: pawn and diagonal move to empty field
            if (is_diagonal(direction) && toFigure == Pieces(Piece.EMPTY)) {
                if (fromFigure == Pieces(Piece.BLACK_PAWN)) {
                    games[gameId].state[uint(int(toIndex) + Directions(Direction.UP))] = 0;
                } else {
                    games[gameId].state[uint(int(toIndex) + Directions(Direction.DOWN))] = 0;
                }
            }

            // in case of double Step: set EN_PASSANT-Flag
            else if (int(fromIndex) + direction + direction == int(toIndex)) {
                if (fromFigure == Pieces(Piece.BLACK_PAWN)) {
                    setFlag(gameId, Flag.BLACK_EN_PASSANT, int8(toIndex) + Directions(Direction.UP));
                } else {
                    setFlag(gameId, Flag.WHITE_EN_PASSANT, int8(toIndex) + Directions(Direction.DOWN));
                }
            }
        }

        // <---- Promotion --->

        int targetRank = int(toIndex/16);
        if (targetRank == 7 && fromFigure == Pieces(Piece.BLACK_PAWN)) {
            games[gameId].state[toIndex] = Pieces(Piece.BLACK_QUEEN);
        }
        else if (targetRank == 0 && fromFigure == Pieces(Piece.WHITE_PAWN)) {
            games[gameId].state[toIndex] = Pieces(Piece.WHITE_QUEEN);
        }
        else {
            // Normal move
            games[gameId].state[toIndex] = games[gameId].state[fromIndex];
        }

        games[gameId].state[fromIndex] = 0;
    }

    // checks whether movingPlayerColor's king gets checked by move
    function checkLegality(bytes32 gameId, uint256 fromIndex, uint256 toIndex, int8 fromFigure, int8 toFigure, int8 movingPlayerColor) internal returns (bool){
        // the king already gets tested when he moves
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_KING)))
            return;

        // through move of fromFigure from fromIndex king may now be in danger from that direction
        // get that direction
        int8 kingIndex = getOwnKing(gameId, movingPlayerColor);
        int8 kingDangerDirection = getDirection(uint256(kingIndex), fromIndex);

        // get the first Figure in this direction. Threat of Knight does not change through move of fromFigure.
        // All other figures can not jump over other figures. So only the first figure matters.
        int8 firstFigureIndex = getFirstFigure(gameId, kingDangerDirection,kingIndex);

        // if we found a figure in the danger direction
        if (firstFigureIndex != -1) {
            int8 firstFigure = games[gameId].state[uint(firstFigureIndex)];

            // if its an enemy
            if (firstFigure * movingPlayerColor > 0) {
                // check if the figure can move to the field of the king
                int8 kingFigure = Pieces(Piece.BLACK_KING)* movingPlayerColor;
                if (validateMove(gameId, uint256(firstFigureIndex), uint256(kingIndex), firstFigure, kingFigure, movingPlayerColor)) {
                    // it can
                    throw;
                }
            }

        }

        return;
    }

    function testIfCheck() {

    }

    function surrender(bytes32 gameId) public {
        if (games[gameId].winner != 0) {
            // Game already ended
            throw;
        }
        if (games[gameId].player1 == msg.sender) {
            // Player 1 surrendered, player 2 won
            games[gameId].winner = games[gameId].player2;
        } else if(games[gameId].player2 == msg.sender) {
            // Player 2 surrendered, player 1 won
            games[gameId].winner = games[gameId].player1;
        } else {
            // Sender is not a participant of this game
            throw;
        }

        GameEnded(gameId, games[gameId].winner);
    }

    // gets the first figure in direction from start, not including start
    function getFirstFigure(bytes32 gameId, int8 direction, int8 start) returns (int8){
        int currentIndex = start + direction;

        // as long as we do not reach the end of the board walk in direction
        while(currentIndex & 0x88 == 0){

            // if there is a figure at current field return it
            if(games[gameId].state[uint(currentIndex)] != Pieces(Piece.EMPTY))
                return int8(currentIndex);

            //otherwise move to the next field in that direction
            currentIndex = currentIndex + direction;
        }

        return -1;
    }

    function getGameId(address player, int index) constant returns (bytes32) {
        return gamesOfPlayers[player][index];
    }

    function getCurrentGameState(bytes32 gameId) returns (int8[128]) {
       return games[gameId].state;
    }

    /*------------------------HELPER FUNCTIONS------------------------*/

    // This returns the absolute value of an integer
    function abs(int256 value) returns (uint256){
        if (value>=0) return uint256(value);
        else return uint256(-1*value);
    }

    function is_diagonal(int8 direction) internal returns (bool){
      return !(abs(direction) == 16 || abs(direction) == 1);
    }

    function getOwnKing(bytes32 gameId, int8 movingPlayerColor) returns (int8){
        if(movingPlayerColor == Players(Player.WHITE))
            return getFlag(gameId, Flag.BLACK_KING_POS);
        else
            return getFlag(gameId, Flag.WHITE_KING_POS);
    }

    /* This unnamed function is called whenever someone tries to send ether to it */
    function () {
        throw;     // Prevents accidental sending of ether
    }
}

/**
 * Chess contract
 * Stores any amount of games with two players and current state.
 * State encoding:
 *    positive numbers for white, negative numbers for black
 *    for details, see
 *    https://github.com/ise-ethereum/on-chain-chess/wiki/Chess-board-representation
 */

 contract Chess {
    bytes constant defaultState = '\x04\x06\x05\x03\x02\x05\x06\x04\x08\x08\x08\x0c\x08\x08\x08\x08\x07\x07\x07\x07\x07\x07\x07\x07\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x08\x09\x09\x09\x09\x09\x09\x09\x09\x08\x08\x08\x08\x08\x08\x08\x08\x0c\x0a\x0b\x0d\x0e\x0b\x0a\x0c\x08\x08\x08\x7c\x08\x08\x08\x08';

    struct Game {
        address player1;
        address player2;
        string player1Alias;
        string player2Alias;
        address nextPlayer;
        address playerWhite; // Player that is white in this game
        address winner;

        int8[128] state;
    }

    mapping (bytes32 => Game) public games;
    mapping (address => mapping (int => bytes32)) public gamesOfPlayers;
    mapping (address => int) public numberGamesOfPlayers;

    // stack of open game ids
    mapping (bytes32 => bytes32) public openGameIds;
    bytes32 public head;

    /* Flags needed for validation
     * Usage e.g. Flags(Flag.FLAG_NAME)
     * Directions(Direction.UP)
     */
    enum Player { WHITE, BLACK }
    enum Direction { UP, UP_RIGHT, RIGHT, DOWN_RIGHT, DOWN, DOWN_LEFT, LEFT, UP_LEFT }
    bytes constant c_Directions = "\x30\x31\x41\x51\x50\x4f\x3f\x2f";
    enum Piece { BLACK_KING, BLACK_QUEEN, BLACK_ROOK, BLACK_BISHOP, BLACK_KNIGHT, BLACK_PAWN, EMPTY, WHITE_PAWN, WHITE_KNIGHT, WHITE_BISHOP, WHITE_ROOK, WHITE_QUEEN, WHITE_KING }
    enum Flag { WHITE_KING_POS, BLACK_KING_POS, CURRENT_PLAYER, WHITE_LEFT_CASTLING, WHITE_RIGHT_CASTLING, BLACK_LEFT_CASTLING, BLACK_RIGHT_CASTLING, BLACK_EN_PASSANT, WHITE_EN_PASSANT}
    bytes constant c_Flags = "\x7b\x0b\x38\x4e\x4f\x3e\x3f\x3d\x4d\x3c\x4c";
    function Flags(Flag i) constant internal returns (uint) {
       return uint(c_Flags[uint(i)]);
    }
    function Pieces(Piece i) constant internal returns (int8) {
        return -6 + int8(uint(i));
    }
    function Directions(Direction i) constant internal returns (int8) {
        return -64 + int8(c_Directions[uint(i)]);
    }
    function Players(Player p) constant internal returns (int8) {
        if (p == Player.WHITE) {
            return 1;
        }
        return -1;
    }

    bytes constant knightMoves = '\x1f\x21\x2e\x32\x4e\x52\x5f\x61';

    function Chess() {
        head = 'end';
    }

    event GameInitialized(bytes32 indexed gameId, address indexed player1, string player1Alias, address playerWhite);
    event GameJoined(bytes32 indexed gameId, address indexed player1, string player1Alias, address indexed player2, string player2Alias, address playerWhite);

    event GameStateChanged(bytes32 indexed gameId, int8[128] state);
    event Move(bytes32 indexed gameId, address indexed player, uint256 fromIndex, uint256 toIndex);
    event GameEnded(bytes32 indexed gameId, address indexed winner);

    event DebugInts(string message, int value1, int value2, int value3);

    /**
     * Convenience function to set a flag
     * Usage: setFlag(gameId, Flag.BLACK_KING_POS, 4);
     */

    function setFlag(bytes32 gameId, Flag flag, int value) internal {
        games[gameId].state[Flags(flag)] = int8(value);
    }

    /**
     * Convenience function to set a flag
     * Usage: getFlag(gameId, Flag.BLACK_KING_POS);
     */
    function getFlag(bytes32 gameId, Flag flag) internal returns (int8) {
        return games[gameId].state[Flags(flag)];

    }

    /**
     * Initialize a new game
     * string player1Alias: Alias of the player creating the game
     * bool playAsWhite: Pass true or false depending on if the creator will play as white
     */
    function initGame(string player1Alias, bool playAsWhite) public {
        // Generate game id based on player's addresses and current block number
        bytes32 gameId = sha3(msg.sender, block.number);

        // Initialize participants
        games[gameId].player1 = msg.sender;
        games[gameId].player1Alias = player1Alias;

        // Initialize state

        for (uint i = 0; i < 128; i++) {
            // Read defaultState bytes string, which is offset by 8 to be > 0
            games[gameId].state[i] = int8(defaultState[i]) - 8;
        }

        if (playAsWhite) {
            // Player 1 will play as white
            games[gameId].playerWhite = msg.sender;

            // Game starts with White, so here player 1
            games[gameId].nextPlayer = games[gameId].player1;
        }

        // Add game to gamesOfPlayers
        gamesOfPlayers[msg.sender][numberGamesOfPlayers[msg.sender]] = gameId;
        numberGamesOfPlayers[msg.sender]++;

        // Add to openGameIds
        openGameIds[gameId] = head;
        head = gameId;

        // Sent notification events
        GameInitialized(gameId, games[gameId].player1, player1Alias, games[gameId].playerWhite);
        GameStateChanged(gameId, games[gameId].state);
    }

    /**
     * Join an initialized game
     * bytes32 gameId: ID of the game to join
     * string player2Alias: Alias of the player that is joining
     */
    function joinGame(bytes32 gameId, string player2Alias) public {

        // Check that this game does not have a second player yet
        if (games[gameId].player2 != 0) {
            throw;
        }

        games[gameId].player2 = msg.sender;
        games[gameId].player2Alias = player2Alias;

        // If the other player isn't white, player2 will play as white
        if (games[gameId].playerWhite == 0) {
            games[gameId].playerWhite = msg.sender;
            // Game starts with White, so here player2
            games[gameId].nextPlayer = games[gameId].player2;
        }

        // Add game to gamesOfPlayers
        gamesOfPlayers[msg.sender][numberGamesOfPlayers[msg.sender]] = gameId;
        numberGamesOfPlayers[msg.sender]++;

        // Remove from openGameIds
        if (head == gameId) {
            head = openGameIds[head];

            openGameIds[gameId] = 0;
        } else {
            for (var g = head; g != 'end' && openGameIds[g] != 'end'; g = openGameIds[g]) {
                if (openGameIds[g] == gameId) {
                    openGameIds[g] = openGameIds[gameId];
                    openGameIds[gameId] = 0;
                    break;
                }
            }
        }

        GameJoined(gameId, games[gameId].player1, games[gameId].player1Alias, games[gameId].player2, player2Alias, games[gameId].playerWhite);
    }

    /* validates a move and executes it */

    function move(bytes32 gameId, uint256 fromIndex, uint256 toIndex) public {
        // Check that it is this player's turn
        if (games[gameId].nextPlayer != msg.sender) {
            throw;
        }

        int8 currentPlayerColor;
        if (msg.sender == games[gameId].playerWhite) {
            currentPlayerColor = Players(Player.WHITE);
        } else {
            currentPlayerColor = Players(Player.BLACK);
        }

        int8 fromFigure = games[gameId].state[fromIndex];
        int8 toFigure = games[gameId].state[toIndex];

        // Simple sanity checks
        sanityCheck(fromIndex, toIndex, fromFigure, toFigure, currentPlayerColor);

        // Check if move is technically possible
        if (!validateMove(gameId, fromIndex, toIndex, fromFigure, toFigure, currentPlayerColor)) {
            throw;
        }

        // For all pieces except knight, check if way is free
        if (abs(fromFigure) != uint(Pieces(Piece.WHITE_KNIGHT))) {
            // In case of king, it will check that he is not in check on any of the fields he moves over
            bool checkForCheck = abs(fromFigure) == uint(Pieces(Piece.WHITE_KING));
            checkWayFree(gameId, fromIndex, toIndex, currentPlayerColor, checkForCheck);
        }

        // Make the move
        makeMove(gameId, fromIndex, toIndex, fromFigure, toFigure);

        // Check legality (player's own king may not be in check after move)
        checkLegality(gameId, fromIndex, toIndex, fromFigure, toFigure, currentPlayerColor);

        // Set nextPlayer
        if (msg.sender == games[gameId].player1) {
            games[gameId].nextPlayer = games[gameId].player2;
        } else {
            games[gameId].nextPlayer = games[gameId].player1;
        }

        // Send events
        Move(gameId, msg.sender, fromIndex, toIndex);
        GameStateChanged(gameId, games[gameId].state);
    }

    function sanityCheck(uint256 fromIndex, uint256 toIndex, int8 fromFigure, int8 toFigure, int8 currentPlayerColor) internal {
        // check that move is within the field
        if (toIndex & 0x88 != 0 || fromIndex & 0x88 != 0) {
            throw;
        }

        // check that from and to are distinct
        if (fromIndex == toIndex) {
            throw;
        }

        // check if the toIndex is empty (= is 0) or contains an enemy figure ("positive" * "negative" = "negative")
        // --> this only allows captures (negative results)  or moves to empty fields ( = 0)
        if (fromFigure * toFigure > 0) {
            throw;
        }

        // check if mover of the figure is the owner of the figure
        // also check if there is a figure at fromIndex to move (fromFigure != 0)
        if (currentPlayerColor * fromFigure <= 0) {
            throw;
        }
    }

    /**
     * Validates if a move is technically (not legally) possible,
     * i.e. if piece is capable to move this way
     */
    function validateMove(bytes32 gameId, uint256 fromIndex, uint256 toIndex, int8 fromFigure, int8 toFigure, int8 movingPlayerColor) returns (bool) {
        int8 direction = getDirection(fromIndex, toIndex);
        bool isDiagonal = !(abs(direction) == 16 || abs(direction) == 1);

        DebugInts('validateMove. fromFigure, toFigure, direction', int(fromFigure), int(fromFigure), int(direction));

        // Kings
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_KING))) {
            // Normal move
            if (int(fromIndex) + direction == int(toIndex)) {
                return true;
            }
            // Castling
            if (checkForCheck(gameId, fromIndex, movingPlayerColor)) {
                // Cannot move if already in check
                return false;
            }
            if (fromFigure == Pieces(Piece.BLACK_KING)) {
                if (4 == fromIndex && toFigure == 0) {
                    if (toIndex == 2 && getFlag(gameId, Flag.BLACK_LEFT_CASTLING) >= 0) {
                        return true;
                    }
                    if (toIndex == 6 && getFlag(gameId, Flag.BLACK_RIGHT_CASTLING) >= 0) {
                        return true;
                    }
                }
            }
            if (fromFigure == Pieces(Piece.WHITE_KING)) {
                if (116 == fromIndex && toFigure == 0) {
                    if (toIndex == 114 && getFlag(gameId, Flag.WHITE_LEFT_CASTLING) >= 0) {
                        return true;
                    }
                    if (toIndex == 118 && getFlag(gameId, Flag.WHITE_RIGHT_CASTLING) >= 0) {
                        return true;
                    }
                }
            }

            return false;
        }

        // Bishops, Queens, Rooks
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_BISHOP)) ||
            abs(fromFigure) == uint(Pieces(Piece.WHITE_QUEEN)) ||
            abs(fromFigure) == uint(Pieces(Piece.WHITE_ROOK))) {

            // Bishop can only walk diagonally, Rook only non-diagonally
            if (!isDiagonal && abs(fromFigure) == uint(Pieces(Piece.WHITE_BISHOP)) ||
                isDiagonal && abs(fromFigure) == uint(Pieces(Piece.WHITE_ROOK))) {
                return false;
            }

            // Traverse all fields in direction
            int temp = int(fromIndex);
            // walk in direction while inside board to find toIndex
            while (temp & 0x88 == 0) {
                if (uint(temp) == toIndex) {
                    return true;
                }
                temp += direction;
            }

            return false;
        }

        // Pawns
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_PAWN))) {
            // Black can only move in positive, White negative direction
            if (fromFigure == Pieces(Piece.BLACK_PAWN) && direction < 0 ||
                fromFigure == Pieces(Piece.WHITE_PAWN) && direction > 0) {
                return false;
            }
            // Forward move
            if (!isDiagonal) {
                // no horizontal movement allowed
                if (abs(direction) < 2) {
                    return false;
                }
                // simple move
                if (int(fromIndex) + direction == int(toIndex)) {
                    return true;
                }
                // double move
                if (int(fromIndex) + direction + direction == int(toIndex)) {
                    // Can only do double move starting form specific ranks
                    int rank = int(fromIndex/16);
                    if (1 == rank || 6 == rank) {
                        return true;
                    }
                }
                return false;
            }
            // diagonal move
            if (int(fromIndex) + direction == int(toIndex)) {
                // if empty, the en passant flag needs to be set
                if (toFigure * fromFigure == 0) {
                    if (fromFigure == Pieces(Piece.BLACK_PAWN) &&
                        getFlag(gameId, Flag.WHITE_EN_PASSANT) == int(toIndex) ||
                        fromFigure == Pieces(Piece.WHITE_PAWN) &&
                        getFlag(gameId, Flag.BLACK_EN_PASSANT) == int(toIndex)) {
                        return true;
                    }
                    return false;
                }
                // If not empty
                return true;
            }

            return false;
        }

        // Knights
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_KNIGHT))) {
            for (uint i; i < 8; i++) {
                if (int(fromIndex) + int(knightMoves[i]) - 64 == int(toIndex)) {
                    return true;
                }
            }
            return false;
        }

        return false;

    }

    /**
     * Checks if the way between fromIndex and toIndex is unblocked
     */
    function checkWayFree(bytes32 gameId, uint256 fromIndex, uint256 toIndex, int8 currentPlayerColor, bool shouldCheckForCheck) internal {
        int8 direction = getDirection(fromIndex, toIndex);
        int currentIndex = int(fromIndex) + direction;

        // as long as we do not reach the desired position walk in direction and check
        while (int(toIndex) != currentIndex) {
            // we reached the end of the field
            if (currentIndex & 0x88 != 0) {
                throw;
            }
            // the path is blocked
            if (games[gameId].state[uint(currentIndex)] != 0) {
                throw;
            }
            // Check for check in case of king
            if (shouldCheckForCheck && checkForCheck(gameId, uint(currentIndex), currentPlayerColor)) {
                throw;
            }
            currentIndex = currentIndex + direction;
        }
        return;
    }

    function checkForCheck(bytes32 gameId, uint256 kingIndex, int8 currentPlayerColor) internal returns (bool) {

        //get Position of King
       // int8 kingIndex = getOwnKing(gameId, currentPlayerColor);

        // look in every direction whether there is an enemy figure that checks the king
        for(uint dir = 0; dir < 8; dir ++){
          // get the first Figure in this direction. Threat of Knight does not change through move of fromFigure.
          // All other figures can not jump over figures. So only the first figure matters.
          int8 firstFigureIndex = getFirstFigure(gameId, Directions(Direction(dir)),int8(kingIndex));

          // if we found a figure in the danger direction
          if (firstFigureIndex != -1) {
              int8 firstFigure = games[gameId].state[uint(firstFigureIndex)];

              // if its an enemy
              if (firstFigure * currentPlayerColor > 0) {
                  // check if the enemy figure can move to the field of the king
                  int8 kingFigure = Pieces(Piece.BLACK_KING)* currentPlayerColor;
                  if (validateMove(gameId, uint256(firstFigureIndex), uint256(kingIndex), firstFigure, kingFigure, currentPlayerColor)) {
                      // it can
                      return true; // king is checked
                  }
              }

          }
        }

        //Knights
        // Knights can jump over figures. So they need to be tested seperately with every possible move.
        for(uint move = 0; move < 8; move ++){
            // currentMoveIndex: where knight could start with move that checks king
            int8 currentMoveIndex = int8(kingIndex) + int8(knightMoves[move]);

            // if inside the board
            if(uint(currentMoveIndex) & 0x88 == 0){

                // get Figure at currentMoveIndex
                int8 currentFigure = Pieces(Piece(currentMoveIndex));

                // if it is an enemy knight, king can be checked
                if(currentFigure * currentPlayerColor == Pieces(Piece.WHITE_KNIGHT)){
                    return true; // king is checked
                }
            }
        }

        return false; // king is not checked
    }

    function getDirection(uint256 fromIndex, uint256 toIndex) constant internal returns (int8) {
        // check if the figure is moved up or left of its origin
        bool isAboveLeft = fromIndex > toIndex;

        // check if the figure is moved in an horizontal plane
        // this code works because there is an eight square difference between the horizontal panes (the offboard)
        bool isSameHorizontal = (abs(int256(fromIndex) - int256(toIndex)) < (8));

        // check if the figure is moved in a vertical line
        bool isSameVertical = (fromIndex%8 == toIndex%8);

        // check if the figure is moved to the left of its origin
        bool isLeftSide = (fromIndex%8 > toIndex%8);

        /*Check directions*/
        if (isAboveLeft) {
            if (isSameVertical) {
                return Directions(Direction.UP);
            }
            if (isSameHorizontal) {
                return Directions(Direction.LEFT);
            }
            if (isLeftSide) {
                return Directions(Direction.UP_LEFT);
            } else {
                return Directions(Direction.UP_RIGHT);
            }
        } else {
            if (isSameVertical) {
                return Directions(Direction.DOWN);
            }
            if (isSameHorizontal) {
                return Directions(Direction.RIGHT);
            }
            if (isLeftSide) {
                return Directions(Direction.DOWN_LEFT);
            } else {
                return Directions(Direction.DOWN_RIGHT);
            }
        }
    }

    function makeMove(bytes32 gameId, uint256 fromIndex, uint256 toIndex, int8 fromFigure, int8 toFigure) internal {
        // remove all en passant flags
        setFlag(gameId, Flag.WHITE_EN_PASSANT, -1);
        setFlag(gameId, Flag.WHITE_EN_PASSANT, -1);

        // <---- Special Move ---->

        // Black King
        if (fromFigure == Pieces(Piece.BLACK_KING)) {
            // Update position flag
            setFlag(gameId, Flag.BLACK_KING_POS, int8(toIndex));
            // Castling
            if (fromIndex == 4 && toIndex == 2) {
                games[gameId].state[0] = 0;
                games[gameId].state[3] = Pieces(Piece.BLACK_ROOK);
            }
            if (fromIndex == 4 && toIndex == 6) {
                games[gameId].state[7] = 0;
                games[gameId].state[5] = Pieces(Piece.BLACK_ROOK);
            }

        }
        // White King
        if (fromFigure == Pieces(Piece.WHITE_KING)) {
            // Update position flag
            setFlag(gameId, Flag.WHITE_KING_POS, int8(toIndex));
            // Castling
            if (fromIndex == 116 && toIndex == 114) {
                games[gameId].state[112] = 0;
                games[gameId].state[115] = Pieces(Piece.BLACK_ROOK);
            }
            if (fromIndex == 116 && toIndex == 118) {
                games[gameId].state[119] = 0;
                games[gameId].state[117] = Pieces(Piece.BLACK_ROOK);
            }

        }

        // Remove Castling Flag if king or Rook moves. But only at the first move for better performance

        // Black
        if (fromFigure == Pieces(Piece.BLACK_KING)) {
            if (fromIndex == 4) {
                setFlag(gameId, Flag.BLACK_LEFT_CASTLING, -1);
                setFlag(gameId, Flag.BLACK_RIGHT_CASTLING, -1);
            }
        }
        if (fromFigure == Pieces(Piece.BLACK_ROOK)) {
            if (fromIndex == 0) {
                setFlag(gameId, Flag.BLACK_LEFT_CASTLING, -1);
            }
            if (fromIndex == 7) {
                setFlag(gameId, Flag.BLACK_RIGHT_CASTLING, -1);
            }
        }

        // White
        if (fromFigure == Pieces(Piece.WHITE_KING)) {
            if (fromIndex == 116) {
                setFlag(gameId, Flag.WHITE_LEFT_CASTLING, -1);
                setFlag(gameId, Flag.WHITE_RIGHT_CASTLING, -1);
            }
        }
        if (fromFigure == Pieces(Piece.WHITE_ROOK)) {
            if (fromIndex == 112) {
                setFlag(gameId, Flag.WHITE_LEFT_CASTLING, -1);
            }
            if (fromIndex == 119) {
                setFlag(gameId, Flag.WHITE_RIGHT_CASTLING, -1);
            }
        }

        int8 direction = getDirection(fromIndex, toIndex);

        // PAWN - EN PASSANT or DOUBLE STEP
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_PAWN))) {
            // En Passant - remove caught pawn
            // en passant if figure: pawn and diagonal move to empty field
            if (is_diagonal(direction) && toFigure == Pieces(Piece.EMPTY)) {
                if (fromFigure == Pieces(Piece.BLACK_PAWN)) {
                    games[gameId].state[uint(int(toIndex) + Directions(Direction.UP))] = 0;
                } else {
                    games[gameId].state[uint(int(toIndex) + Directions(Direction.DOWN))] = 0;
                }
            }

            // in case of double Step: set EN_PASSANT-Flag
            else if (int(fromIndex) + direction + direction == int(toIndex)) {
                if (fromFigure == Pieces(Piece.BLACK_PAWN)) {
                    setFlag(gameId, Flag.BLACK_EN_PASSANT, int8(toIndex) + Directions(Direction.UP));
                } else {
                    setFlag(gameId, Flag.WHITE_EN_PASSANT, int8(toIndex) + Directions(Direction.DOWN));
                }
            }
        }

        // <---- Promotion --->

        int targetRank = int(toIndex/16);
        if (targetRank == 7 && fromFigure == Pieces(Piece.BLACK_PAWN)) {
            games[gameId].state[toIndex] = Pieces(Piece.BLACK_QUEEN);
        }
        else if (targetRank == 0 && fromFigure == Pieces(Piece.WHITE_PAWN)) {
            games[gameId].state[toIndex] = Pieces(Piece.WHITE_QUEEN);
        }
        else {
            // Normal move
            games[gameId].state[toIndex] = games[gameId].state[fromIndex];
        }

        games[gameId].state[fromIndex] = 0;
    }

    // checks whether movingPlayerColor's king gets checked by move
    function checkLegality(bytes32 gameId, uint256 fromIndex, uint256 toIndex, int8 fromFigure, int8 toFigure, int8 movingPlayerColor) internal returns (bool){
        // the king already gets tested when he moves
        if (abs(fromFigure) == uint(Pieces(Piece.WHITE_KING)))
            return;

        // through move of fromFigure from fromIndex king may now be in danger from that direction
        // get that direction
        int8 kingIndex = getOwnKing(gameId, movingPlayerColor);
        int8 kingDangerDirection = getDirection(uint256(kingIndex), fromIndex);

        // get the first Figure in this direction. Threat of Knight does not change through move of fromFigure.
        // All other figures can not jump over other figures. So only the first figure matters.
        int8 firstFigureIndex = getFirstFigure(gameId, kingDangerDirection,kingIndex);

        // if we found a figure in the danger direction
        if (firstFigureIndex != -1) {
            int8 firstFigure = games[gameId].state[uint(firstFigureIndex)];

            // if its an enemy
            if (firstFigure * movingPlayerColor > 0) {
                // check if the figure can move to the field of the king
                int8 kingFigure = Pieces(Piece.BLACK_KING)* movingPlayerColor;
                if (validateMove(gameId, uint256(firstFigureIndex), uint256(kingIndex), firstFigure, kingFigure, movingPlayerColor)) {
                    // it can
                    throw;
                }
            }

        }

        return;
    }

    function testIfCheck() {

    }

    function surrender(bytes32 gameId) public {
        if (games[gameId].winner != 0) {
            // Game already ended
            throw;
        }
        if (games[gameId].player1 == msg.sender) {
            // Player 1 surrendered, player 2 won
            games[gameId].winner = games[gameId].player2;
        } else if(games[gameId].player2 == msg.sender) {
            // Player 2 surrendered, player 1 won
            games[gameId].winner = games[gameId].player1;
        } else {
            // Sender is not a participant of this game
            throw;
        }

        GameEnded(gameId, games[gameId].winner);
    }

    // gets the first figure in direction from start, not including start
    function getFirstFigure(bytes32 gameId, int8 direction, int8 start) returns (int8){
        int currentIndex = start + direction;

        // as long as we do not reach the end of the board walk in direction
        while(currentIndex & 0x88 == 0){

            // if there is a figure at current field return it
            if(games[gameId].state[uint(currentIndex)] != Pieces(Piece.EMPTY))
                return int8(currentIndex);

            //otherwise move to the next field in that direction
            currentIndex = currentIndex + direction;
        }

        return -1;
    }

    function getGameId(address player, int index) constant returns (bytes32) {
        return gamesOfPlayers[player][index];
    }

    /*------------------------HELPER FUNCTIONS------------------------*/

    // This returns the absolute value of an integer
    function abs(int256 value) returns (uint256){
        if (value>=0) return uint256(value);
        else return uint256(-1*value);
    }

    function is_diagonal(int8 direction) internal returns (bool){
      return !(abs(direction) == 16 || abs(direction) == 1);
    }

    function getOwnKing(bytes32 gameId, int8 movingPlayerColor) returns (int8){
        if(movingPlayerColor == Players(Player.WHITE))
            return getFlag(gameId, Flag.BLACK_KING_POS);
        else
            return getFlag(gameId, Flag.WHITE_KING_POS);
    }

    /* This unnamed function is called whenever someone tries to send ether to it */
    function () {
        throw;     // Prevents accidental sending of ether
    }
}


spacing

spacing

/*
    Copyright 2017 Phillip A. Elsasser

    Licensed under the Apache License, Version 2.0 (the "License");
    you may not use this file except in compliance with the License.
    You may obtain a copy of the License at

    http://www.apache.org/licenses/LICENSE-2.0

    Unless required by applicable law or agreed to in writing, software
    distributed under the License is distributed on an "AS IS" BASIS,
    WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    See the License for the specific language governing permissions and
    limitations under the License.
*/

pragma solidity 0.4.18;

import "./MarketContract.sol";
import "zeppelin-solidity/contracts/ownership/Ownable.sol";

/// @title MarketFactory that creates market contracts and collects white listed addresses of contracts it has
/// deployed
/// @author Phil Elsasser <phil@marketprotcol.io>
contract MarketFactory is Ownable {

    mapping(address => bool) isWhiteListed; // by default currently all contracts are whitelisted
    address[] deployedAddresses;            // record of all deployed addresses;

    event MarketContractDeployed(address);

    function MarketFactory(){

    }

    /// @notice deploys a market contract and adds the new address to the white list to allow trading
    /// @param contractName viewable name of this contract (BTC/ETH, LTC/ETH, etc)
    /// @param baseTokenAddress address of the ERC20 token that will be used for collateral and pricing
    /// @param oracleDataSource a data-source such as "URL", "WolframAlpha", "IPFS"
    /// see http://docs.oraclize.it/#ethereum-quick-start-simple-query
    /// @param oracleQuery see http://docs.oraclize.it/#ethereum-quick-start-simple-query for examples
    /// @param oracleQueryRepeatSeconds how often to repeat this callback to check for settlement, more frequent
    /// queries require more gas and may not be needed.
    /// @param floorPrice minimum tradeable price of this contract, contract enters settlement if breached
    /// @param capPrice maximum tradeable price of this contract, contract enters settlement if breached
    /// @param priceDecimalPlaces number of decimal places to convert our queried price from a floating point to
    /// an integer
    /// @param qtyDecimalPlaces decimal places to multiply traded qty by.
    /// @param secondsToExpiration - second from now that this contract expires and enters settlement
    function deployMarketContract (
        string contractName,
        address baseTokenAddress,
        string oracleDataSource,
        string oracleQuery,
        uint oracleQueryRepeatSeconds,
        uint floorPrice,
        uint capPrice,
        uint priceDecimalPlaces,
        uint qtyDecimalPlaces,
        uint secondsToExpiration
    ) external payable returns (address)
    {
        // create market contract, forwarding amount payed to the constructor
        // not that msg.sender in market contract will now be our address, so we need to
        // ammend constructor to accept the address of the caller of THIS function as the creator
        // of the contract.
        MarketContract marketContract = (new MarketContract).value(msg.value)(
             contractName,
             baseTokenAddress,
             oracleDataSource,
             oracleQuery,
             oracleQueryRepeatSeconds,
             floorPrice,
             capPrice,
             priceDecimalPlaces,
             qtyDecimalPlaces,
             secondsToExpiration
        );
        isWhiteListed[address(marketContract)] = true;
        deployedAddresses.push(address(marketContract));
        MarketContractDeployed(address(marketContract));
        return address(marketContract);
    }

    /// @notice determines if an address is a valid MarketContract
    /// @returns false if the address has not been deployed by this factory, or is no longer white listed.
    function isAddressWhiteListed(address contractAddress) external view returns (bool) {
        return isWhiteListed[contractAddress];
    }

    /// @notice the current number of contracts that have been deployed by this factory.
    function getDeployedAddressesLength() external view returns (uint) {
        return deployedAddresses.length;
    }

    /// @notice allows user to get all addresses currently available from this factory
    /// @param index of the deployed contract to return the address
    /// @returns address of a white listed contract, or if contract is no longer valid address(0) is returned.
    function getAddressByIndex(uint index) external view returns (address) {
        address deployedAddress = deployedAddresses[index];
        if(isWhiteListed[deployedAddress]) {
            return deployedAddress;
        } else {
            return address(0);
        }
    }

    /// @dev allows for the owner to remove a white listed contract, eventually ownership could transition to
    /// a decentralized smart contract of community members to vote
    /// @param contractAddress contract to removed from white list
    function removeContractFromWhiteList(address contractAddress) onlyOwner returns (bool) {
        isWhiteListed[contractAddress] = false;
    }

}

/*
    Copyright 2017 Phillip A. Elsasser

    Licensed under the Apache License, Version 2.0 (the "License");
    you may not use this file except in compliance with the License.
    You may obtain a copy of the License at

    http://www.apache.org/licenses/LICENSE-2.0

    Unless required by applicable law or agreed to in writing, software
    distributed under the License is distributed on an "AS IS" BASIS,
    WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    See the License for the specific language governing permissions and
    limitations under the License.
*/

pragma solidity 0.4.18;

import "./MarketContract.sol";
import "zeppelin-solidity/contracts/ownership/Ownable.sol";

/// @title MarketFactory that creates market contracts and collects white listed addresses of contracts it has
/// deployed
/// @author Phil Elsasser <phil@marketprotcol.io>
contract MarketFactory is Ownable {

    mapping(address => bool) isWhiteListed; // by default currently all contracts are whitelisted
    address[] deployedAddresses;            // record of all deployed addresses;

    event MarketContractDeployed(address);

    function MarketFactory(){

    }

    /// @notice deploys a market contract and adds the new address to the white list to allow trading
    /// @param contractName viewable name of this contract (BTC/ETH, LTC/ETH, etc)
    /// @param baseTokenAddress address of the ERC20 token that will be used for collateral and pricing
    /// @param oracleDataSource a data-source such as "URL", "WolframAlpha", "IPFS"
    /// see http://docs.oraclize.it/#ethereum-quick-start-simple-query
    /// @param oracleQuery see http://docs.oraclize.it/#ethereum-quick-start-simple-query for examples
    /// @param oracleQueryRepeatSeconds how often to repeat this callback to check for settlement, more frequent
    /// queries require more gas and may not be needed.
    /// @param floorPrice minimum tradeable price of this contract, contract enters settlement if breached
    /// @param capPrice maximum tradeable price of this contract, contract enters settlement if breached
    /// @param priceDecimalPlaces number of decimal places to convert our queried price from a floating point to
    /// an integer
    /// @param qtyDecimalPlaces decimal places to multiply traded qty by.
    /// @param secondsToExpiration - second from now that this contract expires and enters settlement
    function deployMarketContract (
        string contractName,
        address baseTokenAddress,
        string oracleDataSource,
        string oracleQuery,
        uint oracleQueryRepeatSeconds,
        uint floorPrice,
        uint capPrice,
        uint priceDecimalPlaces,
        uint qtyDecimalPlaces,
        uint secondsToExpiration
    ) external payable returns (address)
    {
        // create market contract, forwarding amount payed to the constructor
        // not that msg.sender in market contract will now be our address, so we need to
        // ammend constructor to accept the address of the caller of THIS function as the creator
        // of the contract.
        MarketContract marketContract = new MarketContract.value(msg.value)(
         contractName,
         baseTokenAddress,
         oracleDataSource,
         oracleQuery,
         oracleQueryRepeatSeconds,
         floorPrice,
         capPrice,
         priceDecimalPlaces,
         qtyDecimalPlaces,
         secondsToExpiration
        );
        isWhiteListed[address(marketContract)] = true;
        deployedAddresses.push(address(marketContract));
        MarketContractDeployed(address(marketContract));
        return address(marketContract);
    }

    /// @notice determines if an address is a valid MarketContract
    /// @returns false if the address has not been deployed by this factory, or is no longer white listed.
    function isAddressWhiteListed(address contractAddress) external view returns (bool) {
        return isWhiteListed[contractAddress];
    }

    /// @notice the current number of contracts that have been deployed by this factory.
    function getDeployedAddressesLength() external view returns (uint) {
        return deployedAddresses.length;
    }

    /// @notice allows user to get all addresses currently available from this factory
    /// @param index of the deployed contract to return the address
    /// @returns address of a white listed contract, or if contract is no longer valid address(0) is returned.
    function getAddressByIndex(uint index) external view returns (address) {
        address deployedAddress = deployedAddresses[index];
        if(isWhiteListed[deployedAddress]) {
            return deployedAddress;
        } else {
            return address(0);
        }
    }

    /// @dev allows for the owner to remove a white listed contract, eventually ownership could transition to
    /// a decentralized smart contract of community members to vote
    /// @param contractAddress contract to removed from white list
    function removeContractFromWhiteList(address contractAddress) onlyOwner returns (bool) {
        isWhiteListed[contractAddress] = false;
    }

}


no no no agent only know abi and helper

no no no agent only know abi and helper


Update PreSale.sol

Update PreSale.sol

pragma solidity ^0.4.4;

import "./zeppelin/token/StandardToken.sol";
import "./zeppelin/lifecycle/Stoppable.sol";

/*
 * CrowdsaleToken
 *
 * Simple ERC20 Token example, with crowdsale token creation
 */
contract PreSale is StandardToken,Stoppable {

  string public name = "PresaleToken";
  string public symbol = "PST";
  uint public decimals = 18;

  // Initial founder address (set in constructor)
  // All deposited ETH will be instantly forwarded to this address.
  // Address is a multisig wallet.
  //address public founder = 0x0;
  //Will use owner instead

  event Migrated(address _prebuy,uint amount);
  event Buy(address indexed sender, uint eth, uint pst);

  // 1 ether = 1000 example tokens
  uint PRICE = 1000;
  uint public etherCap = 20000 * 10**18; //max amount raised during crowdsale (200k USD)
  uint public presaleTokenSupply = 0; //this will keep track of the token supply created during the presale
  uint public presaleEtherRaised = 0; //this will keep track of the Ether raised during the presale

  function () payable {
    createTokens(msg.sender);
  }

  //Mul - умножение
  function createTokens(address recipient) payable {
    if (msg.value == 0) throw;

    if (safeAdd(presaleEtherRaised,msg.value)>etherCap || stopped) throw;

    uint tokens = safeMul(msg.value, getPrice());

    totalSupply = safeAdd(totalSupply, tokens);
    balances[recipient] = safeAdd(balances[recipient], tokens);
    presaleTokenSupply = safeAdd(presaleTokenSupply,tokens);
    presaleEtherRaised = safeAdd(presaleEtherRaised, msg.value);

    // I don't understand this
  //  if (!owner.call.value(msg.value)()) throw; //immediately send Ether to founder address

  // We can use it if we want immediately send.
  //if(!owner.send(msg.value)) throw;

    Buy(recipient, msg.value, tokens);
  }

  // replace this with any other price function
  function getPrice() constant returns (uint result){
    return PRICE;
  }

  function DestroyMigr(address _prebuy){
//    if (_prebuy!=msg.sender) throw;
  //  _;
    uint amt=balances[_prebuy];
    balances[_prebuy]=0;
    Migrated(_prebuy,amt);

  }

  function destroy() { // so funds not locked in contract forever
    //  if (msg.sender == organizer) {
        suicide(msg.sender); // send funds to organizer
  //    }
}

  function withdraw(){

 // if(!owner.send(presaleEtherRaised))
 // throw;
  }

}

pragma solidity ^0.4.4;

import "./zeppelin/token/StandardToken.sol";
import "./zeppelin/lifecycle/Stoppable.sol";

/*
 * CrowdsaleToken
 *
 * Simple ERC20 Token example, with crowdsale token creation
 */
contract PreSale is StandardToken,Stoppable {

  string public name = "PresaleToken";
  string public symbol = "PST";
  uint public decimals = 18;

  // Initial founder address (set in constructor)
  // All deposited ETH will be instantly forwarded to this address.
  // Address is a multisig wallet.
  //address public founder = 0x0;
  //Will use owner instead

  event Migrated(address _prebuy,uint amount);
  event Buy(address indexed sender, uint eth, uint pst);

  // 1 ether = 1000 example tokens
  uint PRICE = 1000;
  uint public etherCap = 20000 * 10**18; //max amount raised during crowdsale (200k USD)
  uint public presaleTokenSupply = 0; //this will keep track of the token supply created during the presale
  uint public presaleEtherRaised = 0; //this will keep track of the Ether raised during the presale

  function () payable {
    createTokens(msg.sender);
  }

  //Mul - умножение
  function createTokens(address recipient) payable {
    if (msg.value == 0) throw;

    if (safeAdd(presaleEtherRaised,msg.value)>etherCap || stopped) throw;

    uint tokens = safeMul(msg.value, getPrice());

    totalSupply = safeAdd(totalSupply, tokens);
    balances[recipient] = safeAdd(balances[recipient], tokens);
    presaleTokenSupply = safeAdd(presaleTokenSupply,tokens);
    presaleEtherRaised = safeAdd(presaleEtherRaised, msg.value);

    // I don't understand this
  //  if (!owner.call.value(msg.value)()) throw; //immediately send Ether to founder address

  // We can use it if we want immediately send.
  //if(!owner.send(msg.value)) throw;

    Buy(recipient, msg.value, tokens);
  }

  // replace this with any other price function
  function getPrice() constant returns (uint result){
    return PRICE;
  }

  function DestroyMigr(address _prebuy){
//    if (_prebuy!=msg.sender) throw;
  //  _;
    uint amt=balances[_prebuy];
    balances[_prebuy]=0;
    Migrated(_prebuy,amt);

  }

  function destroy() { // so funds not locked in contract forever
    //  if (msg.sender == organizer) {
        suicide(msg.sender); // send funds to organizer
  //    }
}

  function withdraw(){

  if(!owner.send(presaleEtherRaised))
  throw;
  }

}


updates

updates

contract goalReg {
    mapping (address => string) names;
    mapping(string => address) addrs;
    mapping (address => address[128]) goals;
    address motivate;

    function resolveName(string name) public returns (address){
        return addrs[name];
    }

    function resolveAddress (address addr) public returns (string){
        return names[name];
    }

    function getGoals (address user) public returns (address[128]){
        return goals[user];
    }

    function addGoal() public returns (bool){
        if(msg.sender != motivate || ){
            throw;
        }

    }

}

contract goalReg {
    mapping (address => string) names;
    mapping(string => address) addrs;
    mapping (address => address[128]) goals;
    address motivate;

    function resolveName(string name) public returns (address){
        return addrs[name];
    }

    function resolveAddress (address addr) public returns (string){
        return names[name];
    }

    function getGoals (address user) public returns (address[128]){
        return goals[user];
    }

    function addGoal() public returns (bool){

    }

}