ABAP Development

The longest ABAP statement on earth OR playing chess with SQL

An alternative would be to use ABAP SQL! What about an SQL statement which can play chess?

Let’s give it a go!

Note: the demo code here was written about 5 years ago and does not use the newest ABAP SQL features. Note also that most tables mentioned here are actually available as demo content in modern SAP NetWeaver systems, see the package SABAP_DEMOS_SQL_CHESS.

Note also: I am a curious programmer, but no chess expert. There might be subtle non-rule conforming errors in the coding below. Please find them and post it in the comments section below.

Because we want to write SQL, everything must be on the database. In the first example we use global temporary tables for some auxiliary data. In modern ABAP SQL you could probably use SERIES_GENERATE_INTEGER and avoid additional tables completely. In the final “monster” statement of this blog post at the end of the article we will use joins with T000 to get a similar result.

The first table simply holds all different kinds of possible positions, like (1,1), (1,2), …, (8,8). We go for the mathematical coordinate like notation here instead of the chess notation (which would be A1, B2). It has two columns X_POS and Y_POS of type integer and is filled like this:

insert demo_chess_pos_t from table @(
      value #( for i = 1 then i + 1 while i <= 8
                 for j = 1 then j + 1 while j <= 8
                ( x_pos = i y_pos = j )
    ) ).

The second table contains all different kind of chessman, like rook, king, etc. The best way is to create an ABAP enumeration type and fill the database table like this:

insert demo_chess_cm_t from table @(
      value #( ( chessman = cl_demo_sql_chess=>c_chessman_king   )
               ( chessman = cl_demo_sql_chess=>c_chessman_queen  )
               ( chessman = cl_demo_sql_chess=>c_chessman_rook   )
               ( chessman = cl_demo_sql_chess=>c_chessman_knight )
               ( chessman = cl_demo_sql_chess=>c_chessman_bishop )
               ( chessman = cl_demo_sql_chess=>c_chessman_pawn   )
    ) ).

The last table simply contains all different kinds of colours, i.e. black and white.

insert demo_chess_col_t from table @( value #(
      ( color = cl_demo_sql_chess=>c_color_white )
      ( color = cl_demo_sql_chess=>c_color_black )
    ) ).

Next we want a table which contains all possible chess moves if only 1 chessman is on the chessboard. This table DEMO_CHESS_MOVES contains the following columns:

COLOR (KEY) Enumeration value  Color (white, black) 
CHESSMAN (KEY)  Enumeration vlaue Chessman (king, rook, …)
FROM_X (KEY)  Integer  Starting position, x value 
FROM_Y (KEY)  Integer  Starting position, y value 
TO_X (KEY)  Integer  Target position, x value 
TO_Y (KEY)  Integer  Target position, y value 
SPECIAL_FLAG  Boolean  Normal move or special move 
COLOR_DEP  Enumeration value  Color of dependent chessman (see below) 
CHESSMAN_DEP  Enumeration value  Dependent chessman (see below) 
FROM_X_DEP  Integer  Starting position, dependent move (see below), x value 
FROM_Y_DEP  Integer  Starting position, dependent move (see below), y value 
TO_X_DEP  Integer  Target position dependent move, x value (see below) 
TO_Y_DEP Integer Target position dependent move, y value (see below)
TRANSFORM_PAWN_FLAG Boolean Is the pawn transformed to, e.g. a queen?

The “SPECIAL_FLAG” contains a space if the move is not special, else it contains ‘E’, ‘P’ or ‘C’. This is the special meaning of the flags:

E Move can only be done if the field is empy (for pawns) 
Castling (in this case the “DEP” fields contain the corresponding move of the king/rook) 
Pawn mode. Means that the move can only be done if the target field is occupied by an enemy chessman OR if en-passant can be made. 

 

Now, it is time to fill the table with all possible chess moves (assuming only one chessman is on the board). We will lift this restriction below, so stay tuned!

This can be done via a simple INSERT statement (which we will call the “baby monster” in the sequel).

insert demo_chess_moves from (
  select
  from demo_chess_col_t as color
    cross join demo_chess_cm_t as chessman
    cross join demo_chess_pos_t as source
    inner join demo_chess_pos_t as target on
    case chessman
      when @c_chessman_king then
        case when 
              " normal king movement
           ( abs( source~x_pos - target~x_pos ) <= 1 and 
             abs( source~y_pos - target~y_pos ) <= 1 and not
             ( source~x_pos = target~x_pos and 
                      source~y_pos = target~y_pos ) ) or
              " castling
        ( color = @c_color_white and source~x_pos = 5 
          and source~y_pos = 1 and target~x_pos = 7 and target~y_pos = 1 ) or
        ( color = @c_color_white and source~x_pos = 5
          and source~y_pos = 1 and target~x_pos = 3 and target~y_pos = 1 ) or
        ( color = @c_color_black and source~x_pos = 5  
          and source~y_pos = 8 and target~x_pos = 7 and target~y_pos = 1 ) or
        ( color = @c_color_black and source~x_pos = 5
          and source~y_pos = 8 and target~x_pos = 3 and target~y_pos = 1 )
        then 1 else 0 end
      when @c_chessman_queen then
        case when ( abs( target~y_pos - source~y_pos ) 
                          = abs( target~x_pos - source~x_pos ) or
                    target~x_pos = source~x_pos or
                    target~y_pos = source~y_pos ) and not
                    ( source~x_pos = target~x_pos and 
                         source~y_pos = target~y_pos )
        then 1 else 0 end
      when @c_chessman_rook then
          case when ( target~x_pos = source~x_pos or
                      target~y_pos = source~y_pos ) and not
                    ( source~x_pos = target~x_pos and 
                      source~y_pos = target~y_pos )
          then 1 else 0 end
      when @c_chessman_knight then
          case when ( abs( target~x_pos - source~x_pos ) = 1 and
                      abs( target~y_pos - source~y_pos ) = 2 ) or
                    ( abs( target~x_pos - source~x_pos ) = 2 and
                      abs( target~y_pos - source~y_pos ) = 1 )
          then 1 else 2 end
      when @c_chessman_bishop then
          case when abs( target~y_pos - source~y_pos ) = 
                         abs( target~x_pos - source~x_pos ) and not
                  ( source~x_pos = target~x_pos and 
                       source~y_pos = target~y_pos )
          then 1 else 0 end
      when @c_chessman_pawn then
          case when 
            " white pawn move 1 field
          ( color = @c_color_white and 
              target~y_pos = source~y_pos + 1 and
              abs( target~x_pos - source~x_pos ) <= 1 and
              source~y_pos > 1
            ) or
            " white pawn move 2 fields
            ( color = @c_color_white and 
              target~y_pos = 4 and
              source~y_pos = 2 and
              target~x_pos = source~x_pos ) or
            " black pawn move 1 field
            ( color = @c_color_black and 
              target~y_pos = source~y_pos - 1 and
              abs( target~x_pos - source~x_pos ) <= 1 and
              source~y_pos < 8 ) or
            " black pawn move 2 fields
            ( color = @c_color_black and 
              target~y_pos = 5 and
              source~y_pos = 7 and
              target~x_pos = source~x_pos )
        then 1 else 0 end
    end = 1
  fields color, chessman, source~x_pos, source~y_pos, target~x_pos, target~y_pos,
    coalesce(
      case chessman
        when @c_chessman_king then 
          " castling 
          case when 
            ( color = @c_color_white and source~x_pos = 5             
              and source~y_pos = 1 and target~x_pos = 7 and target~y_pos = 1 ) or
            ( color = @c_color_white and source~x_pos = 5
              and source~y_pos = 1 and target~x_pos = 3 and target~y_pos = 1 ) or
            ( color = @c_color_black and source~x_pos = 5             
              and source~y_pos = 8 and target~x_pos = 7 and target~y_pos = 1 ) or
            ( color = @c_color_black and source~x_pos = 5
              and source~y_pos = 8 and target~x_pos = 3 and target~y_pos = 1 )
          then @c_special_flag_castling
          end
        when @c_chessman_pawn then 
          " special rule for pawns => they may only move diagonal
          case when abs( target~x_pos - source~x_pos ) = 1 
            then @c_special_flag_pawn
            else @c_special_flag_empty
          end 
      end
    , @c_special_flag_none ),
    coalesce(
      case chessman
        when @c_chessman_king then 
          case when abs( target~x_pos - source~x_pos ) > 1
               then color
               end
        when @c_chessman_pawn then
          " en passant => color
          case when abs( target~x_pos - source~x_pos ) = 1 and (  
                    color = @c_color_white and
                    source~y_pos = 5 and
                    target~y_pos = 6 )
                then @c_color_black
                when abs( target~x_pos - source~x_pos ) = 1 and (
                  color = @c_color_black and
                  source~y_pos = 4 and
                  target~y_pos = 3 )
                then @c_color_white
          end
        end
        , @c_color_invalid ),
    coalesce(
      case chessman
        when @c_chessman_king then 
          case when abs( target~x_pos - source~x_pos ) > 1
          then @c_chessman_rook
          end
        when @c_chessman_pawn then
          case when abs( target~x_pos - source~x_pos ) = 1 and (  
                  color = @c_color_white and
                  source~y_pos = 5 and
                  target~y_pos = 6 )
              then @c_chessman_pawn
              when abs( target~x_pos - source~x_pos ) = 1 and (
                color = @c_color_black and
                source~y_pos = 4 and
                target~y_pos = 3 )
              then @c_chessman_pawn
          end
        end
        , @c_chessman_invalid ),
    coalesce(
      case chessman
        when @c_chessman_king then
          case when ( color = @c_color_white and source~x_pos = 5 and 
                      source~y_pos = 1 and 
                      target~x_pos = 7 and target~y_pos = 1 )
                  then cast( 8 as int1 )
                when ( color = @c_color_white and source~x_pos = 5
                      and source~y_pos = 1 and target~x_pos = 3 and 
                         target~y_pos = 1 )
                  then cast( 1 as int1 )
                when ( color = @c_color_black and source~x_pos = 5   
                      and source~y_pos = 8 and target~x_pos = 7 
                         and target~y_pos = 1 )
                  then cast( 8 as int1 )
                when ( color = @c_color_black and source~x_pos = 5
                      and source~y_pos = 8 and target~x_pos = 3 
                         and target~y_pos = 1 )
                  then cast( 1 as int1 )
          end
        when @c_chessman_pawn then
          case when abs( target~x_pos - source~x_pos ) = 1 and (  
                    color = @c_color_white and
                    source~y_pos = 5 and
                    target~y_pos = 6 )
                then target~x_pos
                when abs( target~x_pos - source~x_pos ) = 1 and (
                  color = @c_color_black and
                  source~y_pos = 4 and
                  target~y_pos = 3 )
                then target~x_pos
          end
        end
        , @c_position_invalid ),
    coalesce(
      case chessman
        when @c_chessman_king then
          case when 
            ( color = @c_color_white and source~x_pos = 5             
              and source~y_pos = 1 and target~x_pos = 7 and 
                  target~y_pos = 1 )
              then cast( 1 as int1 )
              when ( color = @c_color_white and source~x_pos = 5
                and source~y_pos = 1 and target~x_pos = 3 and 
                       target~y_pos = 1 )
              then cast( 1 as int1 )
              when ( color = @c_color_black and source~x_pos = 5             
                  and source~y_pos = 8 and target~x_pos = 7 and
                        target~y_pos = 1 )
              then cast( 8 as int1 )
              when ( color = @c_color_black and source~x_pos = 5
                  and source~y_pos = 8 and target~x_pos = 3 and 
                     target~y_pos = 1 )
              then cast( 8 as int1 )
          end
        when @c_chessman_pawn then
          case when abs( target~x_pos - source~x_pos ) = 1 and (  
                    color = @c_color_white and
                    source~y_pos = 5 and
                    target~y_pos = 6 )
                then cast( 7 as int1 )
                when abs( target~x_pos - source~x_pos ) = 1 and (
                  color = @c_color_black and
                  source~y_pos = 4 and
                  target~y_pos = 3 )
                then cast( 2 as int1 )
          end
        end
        , @c_position_invalid ),
    coalesce(
      case chessman
        when @c_chessman_king then
          case when ( color = @c_color_white and source~x_pos = 5   
                     " castling
                      and source~y_pos = 1 and target~x_pos = 7 and 
                            target~y_pos = 1 )
                  then cast( 6 as int1 )
                when ( color = @c_color_white and source~x_pos = 5
                      and source~y_pos = 1 and target~x_pos = 3 and 
                         target~y_pos = 1 )
                  then cast( 4 as int1 )
                when ( color = @c_color_black and source~x_pos = 5 
                      " castling
                      and source~y_pos = 8 and target~x_pos = 7 and 
                        target~y_pos = 1 )
                  then cast( 6 as int1 )
                when ( color = @c_color_black and source~x_pos = 5
                      and source~y_pos = 8 and target~x_pos = 3 and 
                         target~y_pos = 1 )
                  then cast( 4 as int1 )
          end
        when @c_chessman_pawn then
          case when abs( target~x_pos - source~x_pos ) = 1 and (  
                 " en passant/castling => x_to_dep
                    color = @c_color_white and
                    source~y_pos = 5 and
                    target~y_pos = 6 )
                then target~x_pos
                when abs( target~x_pos - source~x_pos ) = 1 and (
                  color = @c_color_black and
                  source~y_pos = 4 and
                  target~y_pos = 3 )
                then target~x_pos
          end
        end
        , @c_position_invalid ),
    coalesce(
      case chessman
        when @c_chessman_king then
          case when ( color = @c_color_white and source~x_pos = 5      
                          " castling
                      and source~y_pos = 1 and target~x_pos = 7 and 
                             target~y_pos = 1 )
                  then cast( 1 as int1 )
                when ( color = @c_color_white and source~x_pos = 5
                      and source~y_pos = 1 and target~x_pos = 3 and 
                           target~y_pos = 1 )
                  then cast( 1 as int1 )
                when ( color = @c_color_black and source~x_pos = 5      
                      " castling
                      and source~y_pos = 8 and target~x_pos = 7 and 
                         target~y_pos = 1 )
                  then cast( 8 as int1 )
                when ( color = @c_color_black and source~x_pos = 5
                      and source~y_pos = 8 and target~x_pos = 3 and 
                          target~y_pos = 1 )
                  then cast( 8 as int1 )
          end
        when @c_chessman_pawn then
          case when abs( target~x_pos - source~x_pos ) = 1 and (  
            " en passant/castling => y_to_dep
                    color = @c_color_white and
                    source~y_pos = 5 and
                    target~y_pos = 6 )
                then cast( 5 as int1 )
                when abs( target~x_pos - source~x_pos ) = 1 and (
                  color = @c_color_black and
                  source~y_pos = 4 and
                  target~y_pos = 3 )
                then cast( 4 as int1 )
          end
        end
        , @c_position_invalid ),
    case chessman
      when @c_chessman_pawn then
        case when ( target~y_pos = 1 and color = @c_color_black ) or
                  ( target~y_pos = 8 and color = @c_color_white )
              then @abap_true
              else @abap_false
        end
      else @abap_false
    end
).

This table is a huge step forward. We now have the possibility to generate all chess moves if only one chessman is on the board.

In a normal game, we typically have many chessman on the board. To generate all possible positions in a real chess game we need some other database tables which contains an actual chess game position.

We thus create two further tables, DEMO_CHESS_GAME and DEMO_CHESS_POS. The first is the header table which contains some metadata about a chess game. The other is the table with the
actual positions.

Here is the table DEMO_CHESS_GAME:

Field name Datatype  Usage 
CLIENT (KEY)  CLIENT Client
GAMEUUID (KEY)  CHAR(32)  UUID of the game 
MOVECNT  INTEGER  Number of half-turn 
COLOR  Enumeration type  Color of player which should move next 
CASTLING_WHITE_LONG  Boolean  Did white already did a long castling? 
CASTLING_WHITE_SHORT  Boolean  Did white already did a short castling? 
CASTLING_BLACK_LONG  Boolean  Did black already did a long castling? 
CASTLING_BLACK_SHORT  Boolean  Did black already did a short castling? 


We now need the database table DEMO_CHESS_POS with the actual game position:

Field name Datatype  Usage 
CLIENT (KEY) CLIENT Client
GAMEUUID (KEY) CHAR(32)  UUID of the game
MOVECNT (KEY) Integer Number of half-turn
CHESSMAN (KEY) Enumeration value Kind of chessman (rook, king, …)
COLOR (KEY) Enumeration value Color of chessman
X (KEY) Integer X-position (i.e. x coordinate)
Y (KEY) Integer Y-position (i.e. y coordinate)
BEFORE_X Integer Previous X-position
BEFORE_Y Integer Previous Y-position


Now, given the above two tables filled with an actual game position you can write a turn-generator which, given an actual game position in DEMO_CHESS_GAME and DEMO_CHESS_POS, can generate all valid possible moves in just a single SQL statement. Alternatively we can check whether a given move is correct.

There are two possible ways to do that:

  1. By writing a cascading hierarchy of CDS views. This has been done and the corresponding view is named DEMO_CHESS_V_ALLOWED in package SABAP_DEMOS_SQL_CHESS. This view hierarchy heavily uses the DEMO_CHESS_MOVES table which we filled above using the gigantic INSERT statement. Please also look at the corresponding class CL_DEMO_SQL_CHESS, which contains the complete SQL game engine using these views.
  2. Write a single ABAP SQL WITH statement which combines the coding from the above INSERT statement with additional logic to check chess moves if more than one chessman is on the board. This WITH statement is just a single ABAP statement and does not use the table DEMO_CHESS_MOVES anymore, as it contains this table as a common table expression (CTE) in a (small) subpart.

As replicating a CDS view hierarchy inside a blog post is rather difficult, let’s go for the second option in this blog post. We will also go for the option to check whether a given move is correct. This is not less difficult as the generation of all possible chess moves which are valid in a given chess possition.

We thus make the following assumptions:

  • You have the complete game positions filled into the table DEMO_CHESS_GAME and DEMO_CHESS_MOVE
  • You have variables UUID, MOVECNT, COLOR, CHESSMAN, FROM_X, FROM_Y, TO_X, TO_Y which contain a game UUID, move number and the chessman you want to move from (FROM_X, FROM_Y) to (TO_X, TO_Y)

We want to achieve the following query:

  • An empty result, if the move is not valid
  • The complete content of the table DEMO_CHESS_POS for the next move, if the move has been valid

So you could now INSERT the result (if non empty) into DEMO_CHESS_POS, update the MOVCNT in the table DEMO_CHESS_GAME and continue for the next move.

The solution is this stunning 1100 lines of shear beauty (the “monster”). Note we will use subsequent JOINs with T000 to circumvent the usage of GTTs and SERIES_GENERATE_INTEGER.

with 
 +dummy as ( select 1 as one from t000 where mandt = @sy-mandt ),
 +numbers( num ) as ( 
    select 1 from +dummy union all
    select 2 from +dummy union all
    select 3 from +dummy union all
    select 4 from +dummy union all
    select 5 from +dummy union all
    select 6 from +dummy union all
    select 7 from +dummy union all
    select 8 from +dummy ),
 +coordinates( x_pos, y_pos ) as ( select t1~num, t2~num from +numbers as t1 
                                     cross join +numbers as t2 ),
 +chessmen( chessman ) as ( 
   select @cl_demo_sql_chess=>c_chessman_king from +dummy union all
    select @cl_demo_sql_chess=>c_chessman_queen from +dummy union all
    select @cl_demo_sql_chess=>c_chessman_rook from +dummy union all
    select @cl_demo_sql_chess=>c_chessman_knight from +dummy union all
    select @cl_demo_sql_chess=>c_chessman_bishop from +dummy union all
    select @cl_demo_sql_chess=>c_chessman_pawn from +dummy ),
 +colors( color ) as 
    ( select @cl_demo_sql_chess=>c_color_white from +dummy union all
      select @cl_demo_sql_chess=>c_color_black from +dummy ),
 +moves( color, chessman, from_x, from_y, to_x, to_y, special_flag, color_dep, 
		 chessman_dep, from_x_dep, from_y_dep, to_x_dep, to_y_dep, 
		 transform_pawn_flag ) as 
  ( select from +colors as colors
     cross join +chessmen as chessman
     cross join +coordinates as source
     inner join +coordinates as target on
     case chessman
       when @cl_demo_sql_chess=>c_chessman_king then
          case when ( abs( source~x_pos - target~x_pos ) <= 1 and                                
                 abs( source~y_pos - target~y_pos ) <= 1 and not
                 ( source~x_pos = target~x_pos and
     				 source~y_pos = target~y_pos ) ) or
               ( color = @cl_demo_sql_chess=>c_color_white and 
			        source~x_pos = 5            
                 and source~y_pos = 1 and target~x_pos = 7 and
     				 target~y_pos = 1 ) or
               ( color = @cl_demo_sql_chess=>c_color_white and 
			         source~x_pos = 5
                 and source~y_pos = 1 and target~x_pos = 3 and 
				    target~y_pos = 1 ) or
               ( color = @cl_demo_sql_chess=>c_color_black and 
			       source~x_pos = 5             
                 and source~y_pos = 8 and target~x_pos = 7 and 
				    target~y_pos = 1 ) or
               ( color = @cl_demo_sql_chess=>c_color_black and 
			       source~x_pos = 5
                 and source~y_pos = 8 and target~x_pos = 3 and 
				    target~y_pos = 1 )
          then 1 else 0 end
       when @cl_demo_sql_chess=>c_chessman_queen then
          case when ( abs( target~y_pos - source~y_pos ) = 
		       abs( target~x_pos - source~x_pos ) or
                      target~x_pos = source~x_pos or
                      target~y_pos = source~y_pos ) and not
                    ( source~x_pos = target~x_pos and
						source~y_pos = target~y_pos )
          then 1 else 0 end
       when @cl_demo_sql_chess=>c_chessman_rook then
          case when ( target~x_pos = source~x_pos or
                      target~y_pos = source~y_pos ) and not
                    ( source~x_pos = target~x_pos and 
					    source~y_pos = target~y_pos )
          then 1 else 0 end
       when @cl_demo_sql_chess=>c_chessman_knight then
          case when ( abs( target~x_pos - source~x_pos ) = 1 and
                      abs( target~y_pos - source~y_pos ) = 2 ) or
                    ( abs( target~x_pos - source~x_pos ) = 2 and
                      abs( target~y_pos - source~y_pos ) = 1 )
          then 1 else 2 end
       when @cl_demo_sql_chess=>c_chessman_bishop then
          case when abs( target~y_pos - source~y_pos ) 
		               = abs( target~x_pos - source~x_pos ) and not
                       ( source~x_pos = target~x_pos and 
					      source~y_pos = target~y_pos )
              then 1 else 0 end
           when @cl_demo_sql_chess=>c_chessman_pawn then
              case when ( color = @cl_demo_sql_chess=>c_color_white and 
                          target~y_pos = source~y_pos + 1 and
                          abs( target~x_pos - source~x_pos ) <= 1 and
                          source~y_pos > 1
                        ) or
                        ( color = @cl_demo_sql_chess=>c_color_white and 
                          target~y_pos = 4 and
                          source~y_pos = 2 and
                          target~x_pos = source~x_pos ) or
                        ( color = @cl_demo_sql_chess=>c_color_black and 
                          target~y_pos = source~y_pos - 1 and
                          abs( target~x_pos - source~x_pos ) <= 1 and
                          source~y_pos < 8 ) or
                        ( color = @cl_demo_sql_chess=>c_color_black and 
                          target~y_pos = 5 and
                          source~y_pos = 7 and
                          target~x_pos = source~x_pos )
              then 1 else 0 end
         end = 1
    fields color, chessman, source~x_pos, source~y_pos, target~x_pos, 
	  target~y_pos,
      coalesce(
        case chessman
          when @cl_demo_sql_chess=>c_chessman_king then case when ( color = 
		        @cl_demo_sql_chess=>c_color_white and source~x_pos = 5             
                and source~y_pos = 1 and target~x_pos = 7 and target~y_pos = 1 ) or
               ( color = @cl_demo_sql_chess=>c_color_white and source~x_pos = 5
                and source~y_pos = 1 and target~x_pos = 3 and target~y_pos = 1 ) or
               ( color = @cl_demo_sql_chess=>c_color_black and source~x_pos = 5            
                and source~y_pos = 8 and target~x_pos = 7 and target~y_pos = 1 ) or
               ( color = @cl_demo_sql_chess=>c_color_black and source~x_pos = 5
                 and source~y_pos = 8 and target~x_pos = 3 and target~y_pos = 1 )
            then @cl_demo_sql_chess=>c_special_flag_castling
            end
          when @cl_demo_sql_chess=>c_chessman_pawn then 
		   case when abs( target~x_pos - source~x_pos ) = 1 
                 then @cl_demo_sql_chess=>c_special_flag_pawn
                 else @cl_demo_sql_chess=>c_special_flag_empty
            end 
        end
      , @cl_demo_sql_chess=>c_special_flag_none ),
         coalesce(
           case chessman
             when @cl_demo_sql_chess=>c_chessman_king 
			 then case when abs( target~x_pos - source~x_pos ) > 1
                       then color
                       end
             when @cl_demo_sql_chess=>c_chessman_pawn then
               case when abs( target~x_pos - source~x_pos ) = 1 and ( 
                         color = @cl_demo_sql_chess=>c_color_white and
                         source~y_pos = 5 and
                         target~y_pos = 6 )
                    then @cl_demo_sql_chess=>c_color_black
                    when abs( target~x_pos - source~x_pos ) = 1 and (
                      color = @cl_demo_sql_chess=>c_color_black and
                      source~y_pos = 4 and
                      target~y_pos = 3 )
                    then @cl_demo_sql_chess=>c_color_white
               end
            end
            , @cl_demo_sql_chess=>c_color_invalid ),
         coalesce(
           case chessman
             when @cl_demo_sql_chess=>c_chessman_king then 
			     case when abs( target~x_pos - source~x_pos ) > 1
                      then @cl_demo_sql_chess=>c_chessman_rook
                      end
             when @cl_demo_sql_chess=>c_chessman_pawn then
               case when abs( target~x_pos - source~x_pos ) = 1 and ( 
                         color = @cl_demo_sql_chess=>c_color_white and
                         source~y_pos = 5 and
                         target~y_pos = 6 )
                    then @cl_demo_sql_chess=>c_chessman_pawn
                    when abs( target~x_pos - source~x_pos ) = 1 and (
                      color = @cl_demo_sql_chess=>c_color_black and
                      source~y_pos = 4 and
                      target~y_pos = 3 )
                    then @cl_demo_sql_chess=>c_chessman_pawn
               end
            end
            , @cl_demo_sql_chess=>c_chessman_invalid ),
   coalesce(
     case chessman
       when @cl_demo_sql_chess=>c_chessman_king then
         case when ( color = @cl_demo_sql_chess=>c_color_white and source~x_pos = 5           
               and source~y_pos = 1 and target~x_pos = 7 and target~y_pos = 1 )
          then cast( 8 as int1 )
        when ( color = @cl_demo_sql_chess=>c_color_white and source~x_pos = 5
               and source~y_pos = 1 and target~x_pos = 3 and target~y_pos = 1 )
          then cast( 1 as int1 )
        when ( color = @cl_demo_sql_chess=>c_color_black and source~x_pos = 5            
               and source~y_pos = 8 and target~x_pos = 7 and target~y_pos = 1 )
           then cast( 8 as int1 )
        when ( color = @cl_demo_sql_chess=>c_color_black and source~x_pos = 5
               and source~y_pos = 8 and target~x_pos = 3 and target~y_pos = 1 )
           then cast( 1 as int1 )
        end
      when @cl_demo_sql_chess=>c_chessman_pawn then
        case when abs( target~x_pos - source~x_pos ) = 1 and (  
                  color = @cl_demo_sql_chess=>c_color_white and
                  source~y_pos = 5 and
                  target~y_pos = 6 )
             then target~x_pos
             when abs( target~x_pos - source~x_pos ) = 1 and (
               color = @cl_demo_sql_chess=>c_color_black and
               source~y_pos = 4 and
               target~y_pos = 3 )
             then target~x_pos
        end
            end
            , @cl_demo_sql_chess=>c_position_invalid ),
         coalesce(
           case chessman
             when @cl_demo_sql_chess=>c_chessman_king then
               case when ( color = @cl_demo_sql_chess=>c_color_white 
			                  and source~x_pos = 5     
                           and source~y_pos = 1 and target~x_pos = 7 
						         and target~y_pos = 1 )
                      then cast( 1 as int1 )
                    when ( color = @cl_demo_sql_chess=>c_color_white and 
					              source~x_pos = 5
                           and source~y_pos = 1 and target~x_pos = 3 and 
						     target~y_pos = 1 )
                      then cast( 1 as int1 )
                    when ( color = @cl_demo_sql_chess=>c_color_black and
            					source~x_pos = 5          
                           and source~y_pos = 8 and target~x_pos = 7 and
    						   target~y_pos = 1 )
                       then cast( 8 as int1 )
                    when ( color = @cl_demo_sql_chess=>c_color_black and 
					         source~x_pos = 5
                           and source~y_pos = 8 and target~x_pos = 3 and 
						     target~y_pos = 1 )
                       then cast( 8 as int1 )
              end
             when @cl_demo_sql_chess=>c_chessman_pawn then
               case when abs( target~x_pos - source~x_pos ) = 1 and ( 
                         color = @cl_demo_sql_chess=>c_color_white and
                         source~y_pos = 5 and
                         target~y_pos = 6 )
                    then cast( 7 as int1 )
                    when abs( target~x_pos - source~x_pos ) = 1 and (
                      color = @cl_demo_sql_chess=>c_color_black and
                      source~y_pos = 4 and
                      target~y_pos = 3 )
                    then cast( 2 as int1 )
               end
            end
            , @cl_demo_sql_chess=>c_position_invalid ),
         coalesce(
           case chessman
             when @cl_demo_sql_chess=>c_chessman_king then
               case when ( color = @cl_demo_sql_chess=>c_color_white and
                 			   source~x_pos = 5         
                           and source~y_pos = 1 and target~x_pos = 7 and 
						      target~y_pos = 1 )
                      then cast( 6 as int1 )
                    when ( color = @cl_demo_sql_chess=>c_color_white and 
					        source~x_pos = 5
                           and source~y_pos = 1 and target~x_pos = 3 and 
						      target~y_pos = 1 )
                      then cast( 4 as int1 )
                    when ( color = @cl_demo_sql_chess=>c_color_black and 
					     source~x_pos = 5   
                           and source~y_pos = 8 and target~x_pos = 7 and 
						      target~y_pos = 1 )
                       then cast( 6 as int1 )
                    when ( color = @cl_demo_sql_chess=>c_color_black and 
					         source~x_pos = 5
                           and source~y_pos = 8 and target~x_pos = 3 and 
						      target~y_pos = 1 )
                       then cast( 4 as int1 )
              end
             when @cl_demo_sql_chess=>c_chessman_pawn then
               case when abs( target~x_pos - source~x_pos ) = 1 and ( 
                         color = @cl_demo_sql_chess=>c_color_white and
                         source~y_pos = 5 and
                         target~y_pos = 6 )
                    then target~x_pos
                    when abs( target~x_pos - source~x_pos ) = 1 and (
                      color = @cl_demo_sql_chess=>c_color_black and
                      source~y_pos = 4 and
                      target~y_pos = 3 )
                    then target~x_pos
               end
            end
            , @cl_demo_sql_chess=>c_position_invalid ),
         coalesce(
           case chessman
             when @cl_demo_sql_chess=>c_chessman_king then
               case when ( color = @cl_demo_sql_chess=>c_color_white and 
			                source~x_pos = 5   
                           and source~y_pos = 1 and target~x_pos = 7 and 
						       target~y_pos = 1 )
                      then cast( 1 as int1 )
                    when ( color = @cl_demo_sql_chess=>c_color_white and 
					       source~x_pos = 5
                           and source~y_pos = 1 and target~x_pos = 3 and 
						   target~y_pos = 1 )
                      then cast( 1 as int1 )
                    when ( color = @cl_demo_sql_chess=>c_color_black and 
					       source~x_pos = 5    
                           and source~y_pos = 8 and target~x_pos = 7 and 
						   target~y_pos = 1 )
                       then cast( 8 as int1 )
                    when ( color = @cl_demo_sql_chess=>c_color_black and 
					       source~x_pos = 5
                           and source~y_pos = 8 and target~x_pos = 3 and 
						   target~y_pos = 1 )
                       then cast( 8 as int1 )
              end
             when @cl_demo_sql_chess=>c_chessman_pawn then
               case when abs( target~x_pos - source~x_pos ) = 1 and ( 
                         color = @cl_demo_sql_chess=>c_color_white and
                         source~y_pos = 5 and
                         target~y_pos = 6 )
                    then cast( 5 as int1 )
                    when abs( target~x_pos - source~x_pos ) = 1 and (
                      color = @cl_demo_sql_chess=>c_color_black and
                      source~y_pos = 4 and
                      target~y_pos = 3 )
                    then cast( 4 as int1 )
               end
            end
            , @cl_demo_sql_chess=>c_position_invalid ),
         case chessman
           when @cl_demo_sql_chess=>c_chessman_pawn then
             case when ( target~y_pos = 1 and 
			               color = @cl_demo_sql_chess=>c_color_black ) or
                       ( target~y_pos = 8 and 
					       color = @cl_demo_sql_chess=>c_color_white )
                  then @abap_true
                  else @abap_false
             end
           else @abap_false
         end
     ),
    +positions as ( select from demo_chess_pos
       fields gameuuid, movecnt, chessman, 
	         color, x, y, before_x, before_y,
              case when before_x = x and before_y = y then @abap_false
                   when before_x < 1 or before_x > 8 then @abap_false
                   when before_y < 1 or before_y > 8 then @abap_false
                   else @abap_true end as moved_flag ),
    +stage1 as ( select from (            demo_chess_game as game
       inner join +positions as source on game~gameuuid = source~gameuuid )
       inner join +moves as moves on source~color    = moves~color    and
                                       source~chessman = moves~chessman and
                                       source~x        = moves~from_x   and
                                       source~y        = moves~from_y
       left outer join +positions as target_field
     	  on target_field~gameuuid = source~gameuuid and
              target_field~movecnt = source~movecnt and
              target_field~x = moves~to_x and
              target_field~y = moves~to_y
       left outer join +positions as last_move    
		    on last_move~gameuuid   = source~gameuuid and
              last_move~movecnt    = source~movecnt   and
              last_move~moved_flag = @abap_true
   fields source~gameuuid, source~movecnt, source~color, source~chessman, 
	   source~x as from_x,
     source~y as from_y, moves~to_x, moves~to_y, 
	  moves~special_flag, moves~color_dep,
     moves~chessman_dep, moves~from_x_dep, moves~from_y_dep, 
	  moves~to_x_dep, moves~to_y_dep,
     moves~transform_pawn_flag,
     case when game~castling_black_long = @abap_true then @abap_true
          when source~color = @cl_demo_sql_chess=>c_color_black and
               source~chessman = @cl_demo_sql_chess=>c_chessman_king then @abap_true
          when source~color = @cl_demo_sql_chess=>c_color_black and
               source~chessman = @cl_demo_sql_chess=>c_chessman_rook and
               source~x  = 1 and
               source~y  = 8 then @abap_true
          end as castling_black_long,
     case when game~castling_black_short = @abap_true then @abap_true
          when source~color = @cl_demo_sql_chess=>c_color_black and
               source~chessman = @cl_demo_sql_chess=>c_chessman_king then @abap_true
          when source~color = @cl_demo_sql_chess=>c_color_black and
               source~chessman = @cl_demo_sql_chess=>c_chessman_rook and
               source~x  = 8 and
               source~y  = 8 then @abap_true end as castling_black_short,
     case when game~castling_white_long = @abap_true then @abap_true
        when source~color = @cl_demo_sql_chess=>c_color_white and
             source~chessman = @cl_demo_sql_chess=>c_chessman_king then @abap_true
        when source~color = @cl_demo_sql_chess=>c_color_white and
             source~chessman = @cl_demo_sql_chess=>c_chessman_rook and
             source~x  = 1 and source~y  = 1 then @abap_true end as castling_white_long,
        case when game~castling_white_short = @abap_true then @abap_true
           when source~color = @cl_demo_sql_chess=>c_color_white and
                source~chessman = @cl_demo_sql_chess=>c_chessman_king then @abap_true
           when source~color = @cl_demo_sql_chess=>c_color_white and
                source~chessman = @cl_demo_sql_chess=>c_chessman_rook and
                source~x  = 8 and
                source~y  = 1 then @abap_true end as castling_white_short,
                last_move~chessman as last_chessman,
                   last_move~color as last_color,
                   last_move~before_x as last_from_x,
                   last_move~before_y as last_from_y,
                   last_move~x as last_to_x,
                   last_move~y as last_to_y
             where source~color = game~color and
                  ( target_field~color is null or 
				      target_field~color <> source~color ) and
                  ( moves~special_flag = @abap_false or
                    moves~special_flag = 'P' or
                    moves~special_flag = 'E' ) and
                  (
                    moves~special_flag <> 'P' or
                    target_field~color is not null                     or
                    (
                      last_move~chessman = moves~chessman_dep and
                      last_move~color    = moves~color_dep    and
                      last_move~before_x = moves~from_x_dep   and
                      last_move~before_y = moves~from_y_dep   and
                      last_move~x        = moves~to_x_dep     and
                      last_move~y        = moves~to_y_dep
                    )
                  )
                  and
                (
                  moves~special_flag <> 'E' or
                  target_field~color is null
                )
    ),
    +stage2 as ( select from +stage1 as moves
                inner join +positions as position 
	 		   on position~gameuuid = moves~gameuuid and
                     position~movecnt  = moves~movecnt
     fields moves~gameuuid, moves~movecnt, moves~color, moves~chessman,
       moves~from_x, moves~from_y, moves~to_x, moves~to_y,
       position~color as other_color, position~x as other_x,
       position~y as other_y, moves~special_flag,
       moves~color_dep, moves~chessman_dep, moves~from_x_dep,
       moves~from_y_dep, moves~to_x_dep, moves~to_y_dep,
       moves~transform_pawn_flag,
       ( moves~to_x - moves~from_x ) * ( position~y - moves~from_y ) as first_slope,
       ( position~x - moves~from_x ) * ( moves~to_y - moves~from_y ) as second_slope,
       case when moves~from_x < position~x then -1
            when moves~from_x = position~x then  0
            else                                 1
       end as cmp_1x,
       case when moves~to_x  < position~x then -1
            when moves~to_x = position~x  then  0
            else                                1
       end as cmp_2x,
       case when moves~from_y < position~y then -1
            when moves~from_y = position~y then  0
            else                                 1
       end as cmp_1y,
       case when moves~to_y  < position~y then -1
            when moves~to_y = position~y  then  0
            else                                1 end as cmp_2y
       where not ( position~chessman = moves~chessman and
                   position~color    = moves~color    and
                   position~x        = moves~from_x   and
                      position~y        = moves~from_y  )
    ),
    +stage3 as ( select from +stage2 as source
     fields source~gameuuid, source~movecnt, source~color, 
	        source~chessman, source~from_x,
            source~from_y, source~to_x, source~to_y, 
			source~other_color, source~other_x,
            source~other_y, source~special_flag, 
			source~color_dep, source~chessman_dep,
            source~from_x_dep, source~from_y_dep, 
			source~to_x_dep, source~to_y_dep, 
			source~transform_pawn_flag,
            source~first_slope,  source~second_slope,
            abs( source~cmp_1x + source~cmp_2x ) as first_distance,
            abs( source~cmp_1y + source~cmp_2y ) as second_distance ),
    +stage4 as ( select from +stage3 as source
      fields source~gameuuid, source~movecnt, source~color, source~chessman,
             source~from_x, source~from_y, source~to_x, source~to_y
      where  source~chessman <> @cl_demo_sql_chess=>c_chessman_knight and
             source~first_slope = source~second_slope and
             source~first_distance  <= 1 and
             source~second_distance <= 1 and not
       (
          source~color <> source~other_color and
          source~to_x  = source~other_x      and
          source~to_y  = source~other_y
       )
    ),
    +stage5 as ( select from +stage1 as allowed left 
	             outer join +stage4 as forbidden
                 on  allowed~gameuuid = forbidden~gameuuid and
                     allowed~movecnt  = forbidden~movecnt  and
                     allowed~color    = forbidden~color    and
                     allowed~chessman = forbidden~chessman and
                     allowed~from_x   = forbidden~from_x   and
                     allowed~from_y   = forbidden~from_y   and
                     allowed~to_x     = forbidden~to_x     and
                     allowed~to_y     = forbidden~to_y
            fields allowed~*
             where forbidden~gameuuid is null
    ),
    +cstl_bl as ( select from demo_chess_game as game
                         left outer join +positions as a8
                            on game~gameuuid = a8~gameuuid and
                               game~movecnt  = a8~movecnt  and
                               a8~x          = 1           and
                               a8~y          = 8
                            left outer join +positions as b8
                            on game~gameuuid = b8~gameuuid and
                               game~movecnt  = b8~movecnt  and
                               b8~x          = 2           and
                               b8~y          = 8
                            left outer join +positions as c8
                            on game~gameuuid = c8~gameuuid and
                               game~movecnt  = c8~movecnt  and
                               c8~x          = 3           and
                               c8~y          = 8
                            left outer join +positions as d8
                            on game~gameuuid = d8~gameuuid and
                               game~movecnt  = d8~movecnt  and
                               d8~x          = 4           and
                               d8~y          = 8
                            left outer join +positions as e8
                            on game~gameuuid = e8~gameuuid and
                            game~movecnt  = e8~movecnt  and
                            e8~x          = 5           and
                            e8~y          = 8
                 fields game~gameuuid, game~movecnt, 
				        @cl_demo_sql_chess=>c_color_black as color,
                        @cl_demo_sql_chess=>c_chessman_king as chessman,
						5 as from_x, 8 as from_y,
                        3 as to_x, 8 as to_y, 'C' as special_flag, 
						@cl_demo_sql_chess=>c_color_black as color_dep,
                        @cl_demo_sql_chess=>c_chessman_rook as chessman_dep, 
						1 as from_x_dep, 
						8 as from_y_dep,
                        4 as to_x_dep, 8 as to_y_dep,
						@abap_false as transform_pawn_flag,
                        @abap_true as castling_black_long,
						@abap_true as castling_black_short,
                        game~castling_white_long, game~castling_white_short
                 where game~castling_black_long = @abap_false and
                       e8~color = @cl_demo_sql_chess=>c_color_black and
                       e8~chessman = @cl_demo_sql_chess=>c_chessman_king and
                       b8~color is null and
                       c8~color is null and
                       d8~color is null and
                       a8~color = @cl_demo_sql_chess=>c_color_black and
                       a8~chessman = @cl_demo_sql_chess=>c_chessman_rook
    ),
    +cstl_bs as ( select from demo_chess_game as game
                         left outer join +positions as e8
                         on game~gameuuid = e8~gameuuid and
                            game~movecnt  = e8~movecnt  and
                            e8~x          = 5           and
                            e8~y          = 8
                         left outer join +positions as f8
                         on game~gameuuid = f8~gameuuid and
                            game~movecnt  = f8~movecnt  and
                            f8~x          = 6           and
                            f8~y          = 8
                         left outer join +positions as g8
                         on game~gameuuid = g8~gameuuid and
                            game~movecnt  = g8~movecnt  and
                            g8~x          = 7           and
                            g8~y          = 8
                       left outer join +positions as h8
                         on game~gameuuid = h8~gameuuid and
                            game~movecnt  = h8~movecnt  and
                            h8~x          = 8           and
                            h8~y          = 8
                  fields game~gameuuid, game~movecnt, 
				         @cl_demo_sql_chess=>c_color_black as color,
                         @cl_demo_sql_chess=>c_chessman_king as chessman, 
						 5 as from_x, 8 as from_y,
                         7 as to_x, 8 as to_y, 'C' as special_flag, 
						 @cl_demo_sql_chess=>c_color_black as color_dep,
                         @cl_demo_sql_chess=>c_chessman_rook as chessman_dep, 
						 8 as from_x_dep, 
						 8 as from_y_dep,
                         6 as to_x_dep, 8 as to_y_dep, 
						 @abap_false as transform_pawn_flag,
                         @abap_true as castling_black_long, 
						 @abap_true as castling_black_short,
                         game~castling_white_long, game~castling_white_short
                 where game~castling_black_short = @abap_false and
                       e8~color = @cl_demo_sql_chess=>c_color_black and
                       e8~chessman = @cl_demo_sql_chess=>c_chessman_king and
                       f8~color is null and
                       g8~color is null and
                       h8~color = @cl_demo_sql_chess=>c_color_black and
                       h8~chessman = @cl_demo_sql_chess=>c_chessman_rook
    ),
    +cstl_wl as ( select from demo_chess_game as game
                         left outer join +positions as a1
                         on game~gameuuid = a1~gameuuid and
                            game~movecnt  = a1~movecnt  and
                            a1~x          = 1           and
                            a1~y          = 1
                            left outer join +positions as b1
                              on game~gameuuid = b1~gameuuid and
                                 game~movecnt  = b1~movecnt  and
                                 b1~x          = 2           and
                                 b1~y          = 1
                            left outer join +positions as c1
                              on game~gameuuid = c1~gameuuid and
                                 game~movecnt  = c1~movecnt  and
                                 c1~x          = 3           and
                                 c1~y          = 1
                            left outer join +positions as d1
                              on game~gameuuid = d1~gameuuid and
                                 game~movecnt  = d1~movecnt  and
                                 d1~x          = 4           and
                                 d1~y          = 1
                            left outer join +positions as e1
                              on game~gameuuid = e1~gameuuid and
                                 game~movecnt  = e1~movecnt  and
                                 e1~x          = 5           and
                                 e1~y          = 1
       fields game~gameuuid, game~movecnt, 
		       @cl_demo_sql_chess=>c_color_white as color,
              @cl_demo_sql_chess=>c_chessman_king as chessman, 
			  5 as from_x, 1 as from_y,
              3 as to_x, 1 as to_y, 'C' as special_flag,
              @cl_demo_sql_chess=>c_color_white as color_dep,
              @cl_demo_sql_chess=>c_chessman_rook as chessman_dep,
              1 as from_x_dep, 1 as from_y_dep, 4 as to_x_dep, 1 as to_y_dep,
              @abap_false as transform_pawn_flag, game~castling_black_long,
              game~castling_black_short,
              @abap_true as castling_white_long,
              @abap_true as castling_white_short
      where game~castling_white_long = @abap_false and
                         e1~color = @cl_demo_sql_chess=>c_color_white and
                         e1~chessman = @cl_demo_sql_chess=>c_chessman_king and
                         b1~color is null and
                         c1~color is null and
                         d1~color is null and
                         a1~color = @cl_demo_sql_chess=>c_color_white and
                         a1~chessman = @cl_demo_sql_chess=>c_chessman_rook
     ),
    +cstl_ws as ( select from demo_chess_game as game
        left outer join demo_chess_v_pos_cds as e1
        on game~gameuuid = e1~gameuuid and
           game~movecnt  = e1~movecnt  and
           e1~x          = 5           and
           e1~y          = 1
       left outer join demo_chess_v_pos_cds as f1
       on game~gameuuid = f1~gameuuid and
          game~movecnt  = f1~movecnt  and
          f1~x          = 6           and
          f1~y          = 1
      left outer join demo_chess_v_pos_cds as g1
        on game~gameuuid = g1~gameuuid and
           game~movecnt  = g1~movecnt  and
           g1~x          = 7           and
           g1~y          = 1
      left outer join demo_chess_v_pos_cds as h1
        on game~gameuuid = h1~gameuuid and
           game~movecnt  = h1~movecnt  and
           h1~x          = 8           and
           h1~y          = 1
   fields game~gameuuid, game~movecnt, @cl_demo_sql_chess=>c_color_white as color,
          @cl_demo_sql_chess=>c_chessman_king as chessman, 5 as from_x, 1 as from_y,
          7 as to_x, 1 as to_y, 'C' as special_flag,
          @cl_demo_sql_chess=>c_color_white  as color_dep,
          @cl_demo_sql_chess=>c_chessman_rook as chessman_dep,
          8 as from_x_dep, 1 as from_y_dep, 6 as to_x_dep, 1 as to_y_dep,
          @abap_false as transform_pawn_flag, game~castling_black_long, 
	game~castling_black_short,
          @abap_true as castling_white_long,
          @abap_true as castling_white_short
   where game~castling_white_short = @abap_false and
         e1~color = @cl_demo_sql_chess=>c_color_white and
         e1~chessman = @cl_demo_sql_chess=>c_chessman_king and
         f1~color is null and
         g1~color is null and
         h1~color = @cl_demo_sql_chess=>c_color_white and
         h1~chessman = @cl_demo_sql_chess=>c_chessman_rook
    ),
    +stage6 as ( select from +stage5 as allowed
        fields allowed~gameuuid, allowed~movecnt, allowed~color, allowed~chessman,
               allowed~from_x, allowed~from_y, allowed~to_x, allowed~to_y,
               allowed~special_flag,
               case when allowed~color_dep <> '-'
                    then allowed~color_dep end as color_dep,
               case when chessman_dep <> '-'
                    then chessman_dep end as chessman_dep,
               allowed~from_x_dep, allowed~from_y_dep, allowed~to_x_dep, 
		 allowed~to_y_dep,
               allowed~transform_pawn_flag, allowed~castling_black_long, 
		 allowed~castling_black_short,
               allowed~castling_white_long, allowed~castling_white_short, 
		 @abap_false as is_castling_black_long,
               @abap_false as is_castling_black_short, 
		 @abap_false as is_castling_white_long,
               @abap_false as is_castling_white_short
        union select from +cstl_bl fields 
	   gameuuid, movecnt, color, chessman,
          from_x, from_y, to_x, to_y, special_flag,
          color_dep, chessman_dep, from_x_dep, from_y_dep,
          to_x_dep, to_y_dep, transform_pawn_flag, castling_black_long,
          castling_black_short, castling_white_long,
          castling_white_short,
          @abap_true as is_castling_black_long,
          @abap_false as is_castling_black_short,
          @abap_false as is_castling_white_long,
          @abap_false as is_castling_white_short
        union select from +cstl_bs fields 
	   gameuuid, movecnt, color, chessman,
          from_x, from_y, to_x, to_y, special_flag,
          color_dep, chessman_dep, from_x_dep, from_y_dep,
          to_x_dep, to_y_dep, transform_pawn_flag, castling_black_long,
          castling_black_short, castling_white_long,
          castling_white_short,
          @abap_false as is_castling_black_long,
          @abap_true as is_castling_black_short,
          @abap_false as is_castling_white_long,
          @abap_false as is_castling_white_short
        union select from +cstl_wl fields 
	   gameuuid, movecnt, color, chessman,
          from_x, from_y, to_x, to_y, special_flag,
          color_dep, chessman_dep, from_x_dep, from_y_dep,
          to_x_dep, to_y_dep, transform_pawn_flag, castling_black_long,
          castling_black_short, castling_white_long,
          castling_white_short,
          @abap_false as is_castling_black_long,
          @abap_false as is_castling_black_short,
          @abap_true as is_castling_white_long,
          @abap_false as is_castling_white_short
       union select from +cstl_ws fields 
	  gameuuid, movecnt, color, chessman,
         from_x, from_y, to_x, to_y, special_flag,
         color_dep, chessman_dep, from_x_dep, from_y_dep,
         to_x_dep, to_y_dep, transform_pawn_flag, castling_black_long,
         castling_black_short, castling_white_long,
         castling_white_short,
         @abap_false as is_castling_black_long,
         @abap_false as is_castling_black_short,
         @abap_false as is_castling_white_long,
         @abap_true as is_castling_white_short
    ),
    +stage7 as ( select from +stage6 as moves
     inner join +positions as pos
     on moves~gameuuid = pos~gameuuid and
        moves~movecnt  = pos~movecnt
     fields moves~gameuuid, moves~movecnt, moves~color as move_color, 
	       moves~chessman as move_chessman,
            moves~from_x as move_from_x, moves~from_y as move_from_y, 
			moves~to_x as move_to_x,
            moves~to_y as move_to_y,
            case when moves~transform_pawn_flag = @abap_true and
                      moves~chessman = pos~chessman and
                      moves~color    = pos~color    and
                      moves~from_x   = pos~x        and
                      moves~from_y   = pos~y
                 then 'Q'
            else pos~chessman end as chessman,
            pos~color,
            case when moves~chessman = pos~chessman and
                      moves~color    = pos~color    and
                      moves~from_x   = pos~x        and
                      moves~from_y   = pos~y
                 then moves~to_x
                 when moves~special_flag = 'C' and
                      moves~chessman_dep = pos~chessman and
                      moves~color_dep    = pos~color    and
                      moves~from_x_dep   = pos~x        and
                      moves~from_y_dep   = pos~y
                 then moves~to_x_dep
                 else pos~x end as x,
            case when moves~chessman = pos~chessman and
                      moves~color    = pos~color    and
                      moves~from_x   = pos~x        and
                      moves~from_y   = pos~y
                 then moves~to_y
                 when moves~special_flag = 'C' and
                      moves~chessman_dep = pos~chessman and
                      moves~color_dep    = pos~color    and
                      moves~from_x_dep   = pos~x        and
                      moves~from_y_dep   = pos~y
                 then moves~to_y_dep
                 else pos~y end as y,
             pos~x as before_x,
             pos~y as before_y,
             case when moves~chessman = pos~chessman and
                       moves~color    = pos~color    and
                       moves~from_x   = pos~x        and
                       moves~from_y   = pos~y
                  then @abap_true
                  when moves~special_flag = 'C' and
                       moves~chessman_dep = pos~chessman and
                       moves~color_dep    = pos~color    and
                       moves~from_x_dep   = pos~x        and
                       moves~from_y_dep   = pos~y
                  then @abap_true
                  else @abap_false end as moved_flag,
             moves~castling_black_long,
             moves~castling_black_short,
             moves~castling_white_long,
             moves~castling_white_short,
             moves~is_castling_black_long,
             moves~is_castling_black_short,
             moves~is_castling_white_long,
             moves~is_castling_white_short
     where ( not
              ( pos~x = moves~to_x and pos~y = moves~to_y ) ) and ( not
              ( moves~special_flag = 'P' and
                moves~color_dep    = pos~color and
                moves~chessman_dep = pos~chessman and
                moves~to_x_dep     = pos~x and
                moves~to_y_dep     = pos~y ) )
    ),
    +stage8 as ( select from demo_chess_game as game inner join +stage7 as source 
	              on game~gameuuid = source~gameuuid
       inner join +stage7 as kings_pos 
		  on kings_pos~gameuuid = source~gameuuid and
            kings_pos~movecnt       = source~movecnt   and
            kings_pos~move_color    = source~move_color and
            kings_pos~move_chessman = source~move_chessman and
            kings_pos~move_from_x   = source~move_from_x and
            kings_pos~move_from_y   = source~move_from_y and
            kings_pos~move_to_x     = source~move_to_x and
            kings_pos~move_to_y     = source~move_to_y and
            kings_pos~color         = source~move_color and
            kings_pos~chessman      = @cl_demo_sql_chess=>c_chessman_king
       inner join +moves as moves on 
		     source~color    = moves~color    and
            source~chessman = moves~chessman and
            source~x        = moves~from_x   and
            source~y        = moves~from_y
       left outer join +stage7 as target_field on 
		     target_field~gameuuid      = source~gameuuid and
            target_field~movecnt       = source~movecnt and
            target_field~move_color    = source~move_color and
            target_field~move_chessman = source~move_chessman and
            target_field~move_from_x   = source~move_from_x and
            target_field~move_from_y   = source~move_from_y and
            target_field~move_to_x     = source~move_to_x and
            target_field~move_to_y     = source~move_to_y and
            target_field~x             = moves~to_x and
            target_field~y             = moves~to_y
       left outer join +stage7 as last_move 
		  on last_move~gameuuid      = source~gameuuid and
            last_move~movecnt       = source~movecnt   and
            last_move~move_color    = source~move_color and
            last_move~move_chessman = source~move_chessman and
            last_move~move_from_x   = source~move_from_x and
            last_move~move_from_y   = source~move_from_y and
            last_move~move_to_x     = source~move_to_x and
            last_move~move_to_y     = source~move_to_y and
            last_move~moved_flag    = @abap_true
    fields source~gameuuid, source~movecnt, source~move_color, 
	       source~move_chessman, source~move_from_x,
         source~move_from_y, source~move_to_x, source~move_to_y, 
	   source~color, source~chessman,
         source~x as from_x, source~y as from_y, moves~to_x, 
	   moves~to_y, moves~special_flag,
         moves~color_dep, moves~chessman_dep, moves~from_x_dep,
	   moves~from_y_dep, moves~to_x_dep,
         moves~to_y_dep, moves~transform_pawn_flag,
         case when source~castling_black_long = @abap_true then @abap_true
              when source~color = @cl_demo_sql_chess=>c_color_black and
                   source~chessman = @cl_demo_sql_chess=>c_chessman_king 
		      then @abap_true
              when source~color = @cl_demo_sql_chess=>c_color_black and
                   source~chessman = @cl_demo_sql_chess=>c_chessman_rook and
                   source~x  = 1 and
                source~y  = 8 
		     then @abap_true
           else @abap_false end as castling_black_long,
    case when source~castling_black_short = @abap_true then @abap_true
         when source~color = @cl_demo_sql_chess=>c_color_black and
              source~chessman = @cl_demo_sql_chess=>c_chessman_king then @abap_true
         when source~color = @cl_demo_sql_chess=>c_color_black and
              source~chessman = @cl_demo_sql_chess=>c_chessman_rook and
              source~x  = 8 and
              source~y  = 8 then @abap_true
         else @abap_false
    end as castling_black_short,
    case when source~castling_white_long = @abap_true then @abap_true
         when source~color = @cl_demo_sql_chess=>c_color_white and
              source~chessman = @cl_demo_sql_chess=>c_chessman_king then @abap_true
         when source~color = @cl_demo_sql_chess=>c_color_white and
          source~chessman = @cl_demo_sql_chess=>c_chessman_rook and
       source~x  = 1 and
                   source~y  = 1 then @abap_true
              else @abap_false end as castling_white_long,
         case when source~castling_white_short = @abap_true then @abap_true
              when source~color = @cl_demo_sql_chess=>c_color_white and
                   source~chessman = @cl_demo_sql_chess=>c_chessman_king then @abap_true
              when source~color = @cl_demo_sql_chess=>c_color_white and
                   source~chessman = @cl_demo_sql_chess=>c_chessman_rook and
                   source~x  = 8 and
                   source~y  = 1 then @abap_true
              else @abap_false end as castling_white_short,
              last_move~chessman as last_chessman,
              last_move~color as last_color,
              last_move~before_x as last_from_x,
              last_move~before_y as last_from_y,
              last_move~x as last_to_x,
              last_move~y as last_to_y
    where
      ( ( source~color = @cl_demo_sql_chess=>c_color_black and 
	          game~color = @cl_demo_sql_chess=>c_color_white ) or
      ( source~color = @cl_demo_sql_chess=>c_color_white and 
	      game~color = @cl_demo_sql_chess=>c_color_black ) ) and
      ( target_field~color is null or target_field~color <> source~color ) and
      ( moves~special_flag = @abap_false or
        moves~special_flag = 'P' or
        moves~special_flag = 'E' ) and
      (
        moves~special_flag <> 'P' or
        target_field~color is not null or
        (
          last_move~chessman = moves~chessman_dep and
          last_move~color    = moves~color_dep    and
          last_move~before_x = moves~from_x_dep   and
          last_move~before_y = moves~from_y_dep   and
          last_move~x        = moves~to_x_dep     and
          last_move~y        = moves~to_y_dep
        )
      )
      and
    (
      moves~special_flag <> 'E' or
      target_field~color is null
    ) and
       ( ( moves~to_x     = kings_pos~x    and
            moves~to_y     = kings_pos~y ) or
          ( source~is_castling_black_long = @abap_true and
        moves~to_y = 8 and
        ( moves~to_x = 4 or moves~to_x = 5 )
      ) or
      ( source~is_castling_white_long = @abap_true and
            moves~to_y = 1 and
            ( moves~to_x = 4 or moves~to_x = 5 )
          ) or
          ( source~is_castling_black_short = @abap_true and
            moves~to_y = 8 and
            ( moves~to_x = 5 or moves~to_x = 6 )
          ) or
          ( source~is_castling_white_short = @abap_true and
            moves~to_y = 1 and
            ( moves~to_x = 5 or moves~to_x = 6 )
          )
        )
      ),
   +stage9 as (  select from +stage8 as moves
       inner join +stage7 as position 
	    on position~gameuuid = moves~gameuuid and
            position~movecnt  = moves~movecnt  and
            position~move_color = moves~move_color and
            position~move_chessman = moves~move_chessman and
            position~move_from_x = moves~move_from_x and
            position~move_from_y = moves~move_from_y and
            position~move_to_x = moves~move_to_x and
            position~move_to_y = moves~move_to_y
  fields moves~gameuuid, moves~movecnt, moves~move_color, 
       moves~move_chessman, 
	   moves~move_from_x,
       moves~move_from_y, moves~move_to_x, moves~move_to_y, 
	 moves~color, moves~chessman,
       moves~from_x, moves~from_y, moves~to_x, moves~to_y, 
	 position~color as other_color,
       position~x as other_x, position~y as other_y, 
	 moves~special_flag, moves~color_dep,
       moves~chessman_dep, moves~from_x_dep, moves~from_y_dep, 
	 moves~to_x_dep, moves~to_y_dep,
       moves~transform_pawn_flag,
       ( moves~to_x - moves~from_x ) * ( position~y - moves~from_y ) 
	      as first_slope,
       ( position~x - moves~from_x ) * ( moves~to_y - moves~from_y ) 
	     as second_slope,
       case when moves~from_x < position~x then -1
            when moves~from_x = position~x then  0
            else                                 1
       end as cmp_1x,
       case when moves~to_x  < position~x then -1
            when moves~to_x = position~x  then  0
            else                                1
       end as cmp_2x,
       case when moves~from_y < position~y then -1
            when moves~from_y = position~y then  0
            else                                 1
       end as cmp_1y,
       case when moves~to_y  < position~y then -1
            when moves~to_y = position~y  then  0
            else                                1
       end as cmp_2y
     where not ( position~chessman = moves~chessman and
                 position~color    = moves~color    and
                 position~x        = moves~from_x   and
                 position~y        = moves~from_y
               )
    ),
    +stage10 as (  select from +stage9 as source
          fields gameuuid, movecnt, move_color, move_chessman, 
		         move_from_x, move_from_y, move_to_x,
                 move_to_y, color, chessman, from_x, from_y, to_x, to_y, 
				 other_color, other_x,
                 other_y, special_flag, color_dep, chessman_dep, 
				 from_x_dep, from_y_dep, to_x_dep,
                 to_y_dep, transform_pawn_flag, first_slope, second_slope,
                  abs( cmp_1x + cmp_2x ) as first_distance,
                  abs( cmp_1y + cmp_2y ) as second_distance
    ),
    +stage11 as (  select from +stage10 as source
                  fields gameuuid, movecnt, move_color, move_chessman, 
				         move_from_x, move_from_y, move_to_x,
                         move_to_y, color, chessman, from_x, from_y, to_x, to_y
           where chessman <> @cl_demo_sql_chess=>c_chessman_knight and
                 first_slope = source~second_slope and
                 first_distance  <= 1 and
                 second_distance <= 1 and not
                 (
                    color <> source~other_color and
                    to_x  = source~other_x      and
                    to_y  = source~other_y
                 )
    ),
    +stage12 as ( select from +stage8 as allowed
                  left outer join +stage11 as forbidden
                  on  allowed~gameuuid = forbidden~gameuuid and
                      allowed~movecnt  = forbidden~movecnt  and
                      allowed~move_color = forbidden~move_color and
                      allowed~move_chessman = forbidden~move_chessman and
                      allowed~move_from_x = forbidden~move_from_x and
                      allowed~move_from_y = forbidden~move_from_y and
                      allowed~move_to_x = forbidden~move_to_x and
                      allowed~move_to_y = forbidden~move_to_y and
                      allowed~color    = forbidden~color    and
                      allowed~chessman = forbidden~chessman and
                      allowed~from_x   = forbidden~from_x   and
                      allowed~from_y   = forbidden~from_y   and
                      allowed~to_x     = forbidden~to_x     and
                      allowed~to_y     = forbidden~to_y
                fields allowed~*
         where forbidden~gameuuid is null
    ),
    +stage13 as ( select from +stage6 as allowed
                  left outer join +stage12 as forbidden
                  on  allowed~gameuuid = forbidden~gameuuid and
                      allowed~movecnt  = forbidden~movecnt  and
                      allowed~color = forbidden~move_color and
                      allowed~chessman = forbidden~move_chessman and
                      allowed~from_x = forbidden~move_from_x and
                      allowed~from_y = forbidden~move_from_y and
                      allowed~to_x = forbidden~move_to_x and
                      allowed~to_y = forbidden~move_to_y
                  fields allowed~*
                  where forbidden~gameuuid is null
    ),
    +next as ( select from +stage13 as moves
      inner join +positions as pos
      on moves~gameuuid = pos~gameuuid and
         moves~movecnt  = pos~movecnt
      fields moves~gameuuid,
             moves~movecnt,
             moves~color as move_color,
             moves~chessman as move_chessman,
             moves~from_x as move_from_x,
             moves~from_y as move_from_y,
             moves~to_x as move_to_x,
             moves~to_y as move_to_y,
             case when moves~transform_pawn_flag = 'X' and
                       moves~chessman = pos~chessman and
                       moves~color    = pos~color    and
                       moves~from_x   = pos~x        and
                       moves~from_y   = pos~y
             then @cl_demo_sql_chess=>c_chessman_queen
             else pos~chessman end as chessman,
             pos~color,
             case when moves~chessman = pos~chessman and
                       moves~color    = pos~color    and
                       moves~from_x   = pos~x        and
                       moves~from_y   = pos~y
             then moves~to_x
             when moves~special_flag = 'C' and
                  moves~chessman_dep = pos~chessman and
                  moves~color_dep    = pos~color    and
                  moves~from_x_dep   = pos~x        and
                  moves~from_y_dep   = pos~y
             then moves~to_x_dep
             else pos~x end as x,
             case when moves~chessman = pos~chessman and
                  moves~color    = pos~color    and
                  moves~from_x   = pos~x        and
                  moves~from_y   = pos~y
             then moves~to_y
             when moves~special_flag = 'C' and
                  moves~chessman_dep = pos~chessman and
                  moves~color_dep    = pos~color    and
                  moves~from_x_dep   = pos~x        and
                  moves~from_y_dep   = pos~y
             then moves~to_y_dep
             else pos~y end as y,
             pos~x as before_x,
             pos~y as before_y,
             case when moves~chessman = pos~chessman and
                       moves~color    = pos~color    and
                       moves~from_x   = pos~x        and
                       moves~from_y   = pos~y
                  then 'X'
                  when moves~special_flag = 'C' and
                       moves~chessman_dep = pos~chessman and
                       moves~color_dep    = pos~color    and
                       moves~from_x_dep   = pos~x        and
                       moves~from_y_dep   = pos~y
                  then 'X'
                  else ' ' end as moved_flag,
             moves~castling_black_long,
             moves~castling_black_short,
             moves~castling_white_long,
             moves~castling_white_short,
             moves~is_castling_black_long,
             moves~is_castling_black_short,
             moves~is_castling_white_long,
             moves~is_castling_white_short
       where ( not " capture chessman:
         ( pos~x = moves~to_x and
             pos~y = moves~to_y ) ) and ( not
            " en passant:
            ( moves~special_flag = 'P' and
             moves~color_dep    = pos~color and
             moves~chessman_dep = pos~chessman and
             moves~to_x_dep     = pos~x and
             moves~to_y_dep     = pos~y ) )
    )
    select from +next
           fields gameuuid, movecnt + 1 as movecnt, chessman, color,
                  x, y, before_x, before_y, castling_black_long,
                  castling_black_short, castling_white_long,
                  castling_white_short
           where gameuuid = @uuid and
                 movecnt = @movecnt and
                 move_color = @color and
                 move_chessman = @chessman and
                 move_from_x = @from_x and
                 move_from_y = @from_y and
                 move_to_x = @to_x and
                 move_to_y = @to_y
    into table @data(move_table).

Please see the class CL_DEMO_SQL_CHESS where this is exercised with the CDS view version.

As one of the authors of the ABAP SQL compiler I was actually very happy to see our compiler correctly compile this “monster” statement.

So how is this large WITH statement used? Here is a simple example using a complicated chess position:

data positions type table of demo_chess_pos with empty key.

data(uuid) = cl_system_uuid=>create_uuid_c32_static( ).

positions = value #(
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_rook   x = 1 y = 1 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_bishop x = 3 y = 1 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_queen  x = 4 y = 1 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_rook   x = 6 y = 1 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_king   x = 7 y = 1 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_pawn   x = 1 y = 2 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_pawn   x = 2 y = 2 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_pawn   x = 3 y = 2 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_pawn   x = 6 y = 2 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_pawn   x = 7 y = 2 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_pawn   x = 8 y = 2 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_pawn   x = 4 y = 4 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_knight   x = 5 y = 5 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white
    chessman = cl_demo_sql_chess=>c_chessman_knight   x = 2 y = 5 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_rook x = 1 y = 8 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_queen x = 4 y = 8 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_king x = 5 y = 8 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_bishop x = 6 y = 8 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_rook x = 8 y = 8 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_pawn x = 1 y = 7 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_pawn x = 2 y = 7 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_pawn x = 6 y = 7 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_pawn x = 7 y = 7 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_pawn x = 8 y = 7 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_knight x = 3 y = 6 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_knight x = 6 y = 6 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_pawn x = 4 y = 5 )
  ( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_black
    chessman = cl_demo_sql_chess=>c_chessman_pawn x = 5 y = 4 )
).

insert into demo_chess_game values @(
  value #( gameuuid = uuid movecnt = 0 color = cl_demo_sql_chess=>c_color_white )
).

insert demo_chess_pos from table @positions.

data(movecnt) = 0.
data(chessman) = cl_demo_sql_chess=>c_chessman_knight.
data(color) = cl_demo_sql_chess=>c_color_white.
data(from_x) = 5.
data(from_y) = 5.
data(to_x) = 3.
data(to_y) = 6.

<---- WITH STATEMENT COMES HERE

Note: it is very easy to write a similar WITH statement which generates all possible moves instead.

What is very surprising: on a SAP HANA database this WITH statement runs quite fast. In my system it is subsecond.

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