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358 lines
8.3 KiB
C
358 lines
8.3 KiB
C
/* move generator hes@log-sv.se 890318
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Modified: 890606 NEWMOVE Levels 1-6 for easier debugging */
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#include "move.h"
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#include "gnuchess.h"
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short distdata[64][64];
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short taxidata[64][64];
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void Initialize_dist() {
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register short a,b,d,di;
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/* init taxi and dist data */
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for(a=0;a<64;a++)
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for(b=0;b<64;b++) {
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d = abs(column[a]-column[b]);
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di = abs(row[a]-row[b]);
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taxidata[a][b] = d + di;
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distdata[a][b] = (d > di ? d : di);
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};
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}
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#if (NEWMOVE > 1)
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struct sqdata posdata[3][8][64][64];
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static short direc[8][8] = {
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0, 0, 0, 0, 0, 0, 0, 0, /* no_piece = 0 */
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-10,-11, -9, 0, 0, 0, 0, 0, /* wpawn = 1 */
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-21,-19,-12, -8, 21, 19, 12, 8, /* knight = 2 */
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-11, -9, 11, 9, 0, 0, 0, 0, /* bishop = 3 */
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-10, -1, 10, 1, 0, 0, 0, 0, /* rook = 4 */
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-11, -9,-10, -1, 11, 9, 10, 1, /* queen = 5 */
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-11, -9,-10, -1, 11, 9, 10, 1, /* king = 6 */
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0, 0, 0, 0, 0, 0, 0, 0};/* no_piece = 7 */
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static short dc[3] = {-1,1,0};
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static short max_steps [8] = {0,2,1,7,7,7,1,0};
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static short unmap[120] = {
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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-1, 0, 1, 2, 3, 4, 5, 6, 7,-1,
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-1, 8, 9,10,11,12,13,14,15,-1,
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-1,16,17,18,19,20,21,22,23,-1,
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-1,24,25,26,27,28,29,30,31,-1,
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-1,32,33,34,35,36,37,38,39,-1,
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-1,40,41,42,43,44,45,46,47,-1,
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-1,48,49,50,51,52,53,54,55,-1,
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-1,56,57,58,59,60,61,62,63,-1,
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
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-1,-1,-1,-1,-1,-1,-1,-1,-1,-1};
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void Initialize_moves() {
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short c,ptyp,po,p0,d,di,s;
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struct sqdata *p;
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short dest[8][8];
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short steps[8];
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short sorted[8];
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/* init posdata */
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for(c=0;c<3;c++)
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for(ptyp=0;ptyp<8;ptyp++)
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for(po=0;po<64;po++)
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for(p0=0;p0<64;p0++) {
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posdata[c][ptyp][po][p0].nextpos = po;
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posdata[c][ptyp][po][p0].nextdir = po;
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};
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/* dest is a function of dir and step */
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for(c=0;c<2;c++)
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for(ptyp=1;ptyp<7;ptyp++)
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for(po=21;po<99;po++)
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if (unmap[po] >= 0) {
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p = posdata[c][ptyp][unmap[po]];
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for(d=0;d<8;d++) {
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dest[d][0] = unmap[po];
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if (dc[c]*direc[ptyp][d] != 0) {
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p0=po;
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for(s=0;s<max_steps[ptyp];s++) {
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p0 = p0 + dc[c]*direc[ptyp][d];
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/* break if (off board) or
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(pawns move two steps from home square) */
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if (unmap[p0] < 0 ||
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(ptyp == pawn && s>0 && (d>0 || Stboard[unmap[po]] != ptyp)))
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break;
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else
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dest[d][s] = unmap[p0];
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}
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}
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else s=0;
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/* sort dest in number of steps order */
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steps[d] = s;
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for(di=d;di>0;di--)
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if (steps[sorted[di-1]] < s)
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sorted[di] = sorted[di-1];
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else
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break;
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sorted[di] = d;
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}
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/* update posdata, pawns have two threads (capture and no capture) */
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p0=unmap[po];
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if (ptyp == pawn) {
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for(s=0;s<steps[0];s++) {
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p[p0].nextpos = dest[0][s];
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p0 = dest[0][s];
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}
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p0=unmap[po];
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for(d=1;d<3;d++) {
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p[p0].nextdir = dest[d][0];
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p0 = dest[d][0];
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}
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}
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else {
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p[p0].nextdir = dest[sorted[0]][0];
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for(d=0;d<8;d++)
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for(s=0;s<steps[sorted[d]];s++) {
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p[p0].nextpos = dest[sorted[d]][s];
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p0 = dest[sorted[d]][s];
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if (d < 7)
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p[p0].nextdir = dest[sorted[d+1]][0];
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/* else is already initialised */
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}
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}
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#ifdef DEBUG
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printf("Ptyp:%d Position:%d\n{",ptyp,unmap[po]);
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for(p0=0;p0<63;p0++) printf("%d,",p[p0].nextpos);
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printf("%d};\n",p[63].nextpos);
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for(p0=0;p0<63;p0++) printf("%d,",p[p0].nextdir);
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printf("%d};\n",p[63].nextdir);
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#endif DEBUG
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}
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}
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#endif
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#if (NEWMOVE > 2)
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int SqAtakd(sq,side)
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short sq,side;
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/*
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See if any piece with color 'side' ataks sq. First check pawns
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Then Queen, Bishop, Rook and King and last Knight.
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*/
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{
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register short u;
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register struct sqdata *p;
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p = posdata[1-side][pawn][sq];
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u = p[sq].nextdir; /* follow captures thread */
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while (u != sq) {
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if (board[u] == pawn && color[u] == side) return(true);
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u = p[u].nextdir;
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}
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/* king capture */
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if (distance(sq,PieceList[side][0]) == 1) return(true);
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/* try a queen bishop capture */
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p = posdata[side][bishop][sq];
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u = p[sq].nextpos;
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while (u != sq) {
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if (color[u] == neutral) {
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u = p[u].nextpos;
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}
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else {
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if (color[u] == side &&
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(board[u] == queen || board[u] == bishop))
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return(true);
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u = p[u].nextdir;
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}
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}
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/* try a queen rook capture */
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p = posdata[side][rook][sq];
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u = p[sq].nextpos;
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while (u != sq) {
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if (color[u] == neutral) {
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u = p[u].nextpos;
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}
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else {
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if (color[u] == side &&
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(board[u] == queen || board[u] == rook))
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return(true);
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u = p[u].nextdir;
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}
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}
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/* try a knight capture */
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p = posdata[side][knight][sq];
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u = p[sq].nextpos;
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while (u != sq) {
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if (color[u] == neutral) {
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u = p[u].nextpos;
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}
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else {
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if (color[u] == side && board[u] == knight) return(true);
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u = p[u].nextdir;
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}
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}
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return(false);
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}
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#endif
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#if (NEWMOVE > 3)
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BRscan(sq,s,mob)
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short sq,*s,*mob;
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/*
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Find Bishop and Rook mobility, XRAY attacks, and pins. Increment the
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hung[] array if a pin is found.
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*/
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{
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register short u,piece,pin;
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register struct sqdata *p;
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short *Kf;
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Kf = Kfield[c1];
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*mob = 0;
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piece = board[sq];
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p = posdata[color[sq]][piece][sq];
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u = p[sq].nextpos;
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pin = -1; /* start new direction */
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while (u != sq) {
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*s += Kf[u];
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if (color[u] == neutral) {
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(*mob)++;
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if (p[u].nextpos == p[u].nextdir) pin = -1; /* oops new direction */
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u = p[u].nextpos;
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}
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else if (pin < 0) {
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if (board[u] == pawn || board[u] == king)
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u = p[u].nextdir;
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else {
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if (p[u].nextpos != p[u].nextdir)
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pin = u; /* not on the edge and on to find a pin */
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u = p[u].nextpos;
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}
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}
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else if (color[u] == c2 && (board[u] > piece || atk2[u] == 0))
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{
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if (color[pin] == c2)
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{
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*s += PINVAL;
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if (atk2[pin] == 0 ||
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atk1[pin] > control[board[pin]]+1)
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++hung[c2];
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}
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else *s += XRAY;
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pin = -1; /* new direction */
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u = p[u].nextdir;
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}
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else {
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pin = -1; /* new direction */
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u = p[u].nextdir;
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}
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}
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}
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#endif
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#if (NEWMOVE >= 5)
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CaptureList(side,xside,ply)
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short side,xside,ply;
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{
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register short u,sq;
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register struct sqdata *p;
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short i,piece,*PL;
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struct leaf *node;
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TrPnt[ply+1] = TrPnt[ply];
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node = &Tree[TrPnt[ply]];
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PL = PieceList[side];
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for (i = 0; i <= PieceCnt[side]; i++)
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{
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sq = PL[i];
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piece = board[sq];
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p = posdata[side][piece][sq];
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if (piece == pawn) {
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u = p[sq].nextdir; /* follow captures thread */
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while (u != sq) {
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if (color[u] == xside) {
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node->f = sq; node->t = u;
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node->flags = capture;
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if (u < 8 || u > 55)
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{
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node->flags |= promote;
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node->score = valueQ;
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}
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else
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node->score = value[board[u]] + svalue[board[u]] - piece;
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++node;
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++TrPnt[ply+1];
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}
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u = p[u].nextdir;
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}
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}
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else {
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u = p[sq].nextpos;
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while (u != sq) {
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if (color[u] == neutral)
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u = p[u].nextpos;
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else {
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if (color[u] == xside) {
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node->f = sq; node->t = u;
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node->flags = capture;
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node->score = value[board[u]] + svalue[board[u]] - piece;
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++node;
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++TrPnt[ply+1];
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}
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u = p[u].nextdir;
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}
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}
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}
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}
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}
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#endif
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#if (NEWMOVE > 5)
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GenMoves(ply,sq,side,xside)
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short ply,sq,side,xside;
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/*
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Generate moves for a piece. The moves are taken from the
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precalulated array posdata. If the board is free, next move
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is choosen from nextpos else from nextdir.
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*/
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{
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register short u,piece;
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register struct sqdata *p;
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piece = board[sq];
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p = posdata[side][piece][sq];
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if (piece == pawn) {
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u = p[sq].nextdir; /* follow captures thread */
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while (u != sq) {
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if (color[u] == xside) LinkMove(ply,sq,u,xside);
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u = p[u].nextdir;
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}
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u = p[sq].nextpos; /* and follow no captures thread */
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while (u != sq) {
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if (color[u] == neutral && (u != sq+16 || color[u-8] == neutral)
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&& (u != sq-16 || color[u+8] == neutral)) {
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LinkMove(ply,sq,u,xside);
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}
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u = p[u].nextpos;
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}
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}
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else {
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u = p[sq].nextpos;
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while (u != sq) {
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if (color[u] == neutral) {
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LinkMove(ply,sq,u,xside);
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u = p[u].nextpos;
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}
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else {
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if (color[u] == xside) LinkMove(ply,sq,u,xside);
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u = p[u].nextdir;
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}
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}
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}
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}
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#endif
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