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- /* 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;s<max_steps[ptyp];s++) {
- p0 = p0 + dc[c]*direc[ptyp][d];
- /* break if (off board) or
- (pawns move two steps from home square) */
- if (unmap[p0] < 0 ||
- (ptyp == pawn && s>0 && (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<steps[0];s++) {
- p[p0].nextpos = dest[0][s];
- p0 = dest[0][s];
- }
- p0=unmap[po];
- for(d=1;d<3;d++) {
- p[p0].nextdir = dest[d][0];
- p0 = dest[d][0];
- }
- }
- else {
- p[p0].nextdir = dest[sorted[0]][0];
- for(d=0;d<8;d++)
- for(s=0;s<steps[sorted[d]];s++) {
- p[p0].nextpos = dest[sorted[d]][s];
- p0 = dest[sorted[d]][s];
- if (d < 7)
- p[p0].nextdir = dest[sorted[d+1]][0];
- /* else is already initialised */
- }
- }
- #ifdef DEBUG
- printf("Ptyp:%d Position:%d\n{",ptyp,unmap[po]);
- for(p0=0;p0<63;p0++) printf("%d,",p[p0].nextpos);
- printf("%d};\n",p[63].nextpos);
- for(p0=0;p0<63;p0++) printf("%d,",p[p0].nextdir);
- printf("%d};\n",p[63].nextdir);
- #endif DEBUG
- }
- }
- #endif
-
-
- #if (NEWMOVE > 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
-