/* move generator hes@log-sv.se 890318 Modified: 890606 NEWMOVE Levels 1-6 for easier debugging */ #include "move.h" #include "gnuchess.h" short distdata[64][64]; short taxidata[64][64]; void Initialize_dist() { register short a,b,d,di; /* init taxi and dist data */ for(a=0;a<64;a++) for(b=0;b<64;b++) { d = abs(column[a]-column[b]); di = abs(row[a]-row[b]); taxidata[a][b] = d + di; distdata[a][b] = (d > di ? d : di); }; } #if (NEWMOVE > 1) struct sqdata posdata[3][8][64][64]; static short direc[8][8] = { 0, 0, 0, 0, 0, 0, 0, 0, /* no_piece = 0 */ -10,-11, -9, 0, 0, 0, 0, 0, /* wpawn = 1 */ -21,-19,-12, -8, 21, 19, 12, 8, /* knight = 2 */ -11, -9, 11, 9, 0, 0, 0, 0, /* bishop = 3 */ -10, -1, 10, 1, 0, 0, 0, 0, /* rook = 4 */ -11, -9,-10, -1, 11, 9, 10, 1, /* queen = 5 */ -11, -9,-10, -1, 11, 9, 10, 1, /* king = 6 */ 0, 0, 0, 0, 0, 0, 0, 0};/* no_piece = 7 */ static short dc[3] = {-1,1,0}; static short max_steps [8] = {0,2,1,7,7,7,1,0}; static short unmap[120] = { -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, -1, 0, 1, 2, 3, 4, 5, 6, 7,-1, -1, 8, 9,10,11,12,13,14,15,-1, -1,16,17,18,19,20,21,22,23,-1, -1,24,25,26,27,28,29,30,31,-1, -1,32,33,34,35,36,37,38,39,-1, -1,40,41,42,43,44,45,46,47,-1, -1,48,49,50,51,52,53,54,55,-1, -1,56,57,58,59,60,61,62,63,-1, -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, -1,-1,-1,-1,-1,-1,-1,-1,-1,-1}; void Initialize_moves() { short c,ptyp,po,p0,d,di,s; struct sqdata *p; short dest[8][8]; short steps[8]; short sorted[8]; /* init posdata */ for(c=0;c<3;c++) for(ptyp=0;ptyp<8;ptyp++) for(po=0;po<64;po++) for(p0=0;p0<64;p0++) { posdata[c][ptyp][po][p0].nextpos = po; posdata[c][ptyp][po][p0].nextdir = po; }; /* dest is a function of dir and step */ for(c=0;c<2;c++) for(ptyp=1;ptyp<7;ptyp++) for(po=21;po<99;po++) if (unmap[po] >= 0) { p = posdata[c][ptyp][unmap[po]]; for(d=0;d<8;d++) { dest[d][0] = unmap[po]; if (dc[c]*direc[ptyp][d] != 0) { p0=po; for(s=0;s0 && (d>0 || Stboard[unmap[po]] != ptyp))) break; else dest[d][s] = unmap[p0]; } } else s=0; /* sort dest in number of steps order */ steps[d] = s; for(di=d;di>0;di--) if (steps[sorted[di-1]] < s) sorted[di] = sorted[di-1]; else break; sorted[di] = d; } /* update posdata, pawns have two threads (capture and no capture) */ p0=unmap[po]; if (ptyp == pawn) { for(s=0;s 2) int SqAtakd(sq,side) short sq,side; /* See if any piece with color 'side' ataks sq. First check pawns Then Queen, Bishop, Rook and King and last Knight. */ { register short u; register struct sqdata *p; p = posdata[1-side][pawn][sq]; u = p[sq].nextdir; /* follow captures thread */ while (u != sq) { if (board[u] == pawn && color[u] == side) return(true); u = p[u].nextdir; } /* king capture */ if (distance(sq,PieceList[side][0]) == 1) return(true); /* try a queen bishop capture */ p = posdata[side][bishop][sq]; u = p[sq].nextpos; while (u != sq) { if (color[u] == neutral) { u = p[u].nextpos; } else { if (color[u] == side && (board[u] == queen || board[u] == bishop)) return(true); u = p[u].nextdir; } } /* try a queen rook capture */ p = posdata[side][rook][sq]; u = p[sq].nextpos; while (u != sq) { if (color[u] == neutral) { u = p[u].nextpos; } else { if (color[u] == side && (board[u] == queen || board[u] == rook)) return(true); u = p[u].nextdir; } } /* try a knight capture */ p = posdata[side][knight][sq]; u = p[sq].nextpos; while (u != sq) { if (color[u] == neutral) { u = p[u].nextpos; } else { if (color[u] == side && board[u] == knight) return(true); u = p[u].nextdir; } } return(false); } #endif #if (NEWMOVE > 3) BRscan(sq,s,mob) short sq,*s,*mob; /* Find Bishop and Rook mobility, XRAY attacks, and pins. Increment the hung[] array if a pin is found. */ { register short u,piece,pin; register struct sqdata *p; short *Kf; Kf = Kfield[c1]; *mob = 0; piece = board[sq]; p = posdata[color[sq]][piece][sq]; u = p[sq].nextpos; pin = -1; /* start new direction */ while (u != sq) { *s += Kf[u]; if (color[u] == neutral) { (*mob)++; if (p[u].nextpos == p[u].nextdir) pin = -1; /* oops new direction */ u = p[u].nextpos; } else if (pin < 0) { if (board[u] == pawn || board[u] == king) u = p[u].nextdir; else { if (p[u].nextpos != p[u].nextdir) pin = u; /* not on the edge and on to find a pin */ u = p[u].nextpos; } } else if (color[u] == c2 && (board[u] > piece || atk2[u] == 0)) { if (color[pin] == c2) { *s += PINVAL; if (atk2[pin] == 0 || atk1[pin] > control[board[pin]]+1) ++hung[c2]; } else *s += XRAY; pin = -1; /* new direction */ u = p[u].nextdir; } else { pin = -1; /* new direction */ u = p[u].nextdir; } } } #endif #if (NEWMOVE >= 5) CaptureList(side,xside,ply) short side,xside,ply; { register short u,sq; register struct sqdata *p; short i,piece,*PL; struct leaf *node; TrPnt[ply+1] = TrPnt[ply]; node = &Tree[TrPnt[ply]]; PL = PieceList[side]; for (i = 0; i <= PieceCnt[side]; i++) { sq = PL[i]; piece = board[sq]; p = posdata[side][piece][sq]; if (piece == pawn) { u = p[sq].nextdir; /* follow captures thread */ while (u != sq) { if (color[u] == xside) { node->f = sq; node->t = u; node->flags = capture; if (u < 8 || u > 55) { node->flags |= promote; node->score = valueQ; } else node->score = value[board[u]] + svalue[board[u]] - piece; ++node; ++TrPnt[ply+1]; } u = p[u].nextdir; } } else { u = p[sq].nextpos; while (u != sq) { if (color[u] == neutral) u = p[u].nextpos; else { if (color[u] == xside) { node->f = sq; node->t = u; node->flags = capture; node->score = value[board[u]] + svalue[board[u]] - piece; ++node; ++TrPnt[ply+1]; } u = p[u].nextdir; } } } } } #endif #if (NEWMOVE > 5) GenMoves(ply,sq,side,xside) short ply,sq,side,xside; /* Generate moves for a piece. The moves are taken from the precalulated array posdata. If the board is free, next move is choosen from nextpos else from nextdir. */ { register short u,piece; register struct sqdata *p; piece = board[sq]; p = posdata[side][piece][sq]; if (piece == pawn) { u = p[sq].nextdir; /* follow captures thread */ while (u != sq) { if (color[u] == xside) LinkMove(ply,sq,u,xside); u = p[u].nextdir; } u = p[sq].nextpos; /* and follow no captures thread */ while (u != sq) { if (color[u] == neutral && (u != sq+16 || color[u-8] == neutral) && (u != sq-16 || color[u+8] == neutral)) { LinkMove(ply,sq,u,xside); } u = p[u].nextpos; } } else { u = p[sq].nextpos; while (u != sq) { if (color[u] == neutral) { LinkMove(ply,sq,u,xside); u = p[u].nextpos; } else { if (color[u] == xside) LinkMove(ply,sq,u,xside); u = p[u].nextdir; } } } } #endif