void move_do(board_t * board, int move, undo_t * undo) { int me, opp; int from, to; int piece, pos, capture; int old_flags, new_flags; int delta; int sq; int pawn, rook; ASSERT(board!=NULL); ASSERT(move_is_ok(move)); ASSERT(undo!=NULL); ASSERT(board_is_legal(board)); // initialise undo undo->capture = false; undo->turn = board->turn; undo->flags = board->flags; undo->ep_square = board->ep_square; undo->ply_nb = board->ply_nb; undo->cap_sq = board->cap_sq; undo->opening = board->opening; undo->endgame = board->endgame; undo->key = board->key; undo->pawn_key = board->pawn_key; undo->material_key = board->material_key; // init me = board->turn; opp = COLOUR_OPP(me); from = MOVE_FROM(move); to = MOVE_TO(move); piece = board->square[from]; ASSERT(COLOUR_IS(piece,me)); // update key stack ASSERT(board->sp<StackSize); board->stack[board->sp++] = board->key; // update turn board->turn = opp; board->key ^= RANDOM_64(RandomTurn); // update castling rights old_flags = board->flags; new_flags = old_flags & CastleMask[from] & CastleMask[to]; board->flags = new_flags; board->key ^= Castle64[new_flags^old_flags]; // HACK // update en-passant square if ((sq=board->ep_square) != SquareNone) { board->key ^= RANDOM_64(RandomEnPassant+SQUARE_FILE(sq)-FileA); board->ep_square = SquareNone; } if (PIECE_IS_PAWN(piece)) { delta = to - from; if (delta == +32 || delta == -32) { pawn = PAWN_MAKE(opp); if (board->square[to-1] == pawn || board->square[to+1] == pawn) { board->ep_square = (from + to) / 2; board->key ^= RANDOM_64(RandomEnPassant+SQUARE_FILE(to)-FileA); } } } // update move number (captures are handled later) board->ply_nb++; if (PIECE_IS_PAWN(piece)) board->ply_nb = 0; // conversion // update last square board->cap_sq = SquareNone; // remove the captured piece sq = to; if (MOVE_IS_EN_PASSANT(move)) sq = SQUARE_EP_DUAL(sq); if ((capture=board->square[sq]) != Empty) { ASSERT(COLOUR_IS(capture,opp)); ASSERT(!PIECE_IS_KING(capture)); undo->capture = true; undo->capture_square = sq; undo->capture_piece = capture; undo->capture_pos = board->pos[sq]; square_clear(board,sq,capture,true); board->ply_nb = 0; // conversion board->cap_sq = to; } // move the piece if (MOVE_IS_PROMOTE(move)) { // promote undo->pawn_pos = board->pos[from]; square_clear(board,from,piece,true); piece = move_promote(move); // insert the promote piece in MV order for (pos = board->piece_size[me]; pos > 0 && piece > board->square[board->piece[me][pos-1]]; pos--) // HACK ; square_set(board,to,piece,pos,true); board->cap_sq = to; } else { // normal move square_move(board,from,to,piece,true); } // move the rook in case of castling if (MOVE_IS_CASTLE(move)) { rook = Rook64 | COLOUR_FLAG(me); // HACK if (to == G1) { square_move(board,H1,F1,rook,true); } else if (to == C1) { square_move(board,A1,D1,rook,true); } else if (to == G8) { square_move(board,H8,F8,rook,true); } else if (to == C8) { square_move(board,A8,D8,rook,true); } else { ASSERT(false); } } // debug ASSERT(board_is_ok(board)); }
void move_do(board_t * board, int move) { int me, opp; int from, to; int piece, pos, capture; int old_flags, new_flags; int sq, ep_square; int pawn; ASSERT(board_is_ok(board)); ASSERT(move_is_ok(move)); ASSERT(move_is_pseudo(move,board)); // init me = board->turn; opp = colour_opp(me); from = move_from(move); to = move_to(move); piece = board->square[from]; ASSERT(colour_equal(piece,me)); pos = board->pos[from]; ASSERT(pos>=0); // update turn board->turn = opp; board->key ^= random_64(RandomTurn); // update castling rights old_flags = board_flags(board); if (piece_is_king(piece)) { board->castle[me][SideH] = SquareNone; board->castle[me][SideA] = SquareNone; } if (board->castle[me][SideH] == from) board->castle[me][SideH] = SquareNone; if (board->castle[me][SideA] == from) board->castle[me][SideA] = SquareNone; if (board->castle[opp][SideH] == to) board->castle[opp][SideH] = SquareNone; if (board->castle[opp][SideA] == to) board->castle[opp][SideA] = SquareNone; new_flags = board_flags(board); board->key ^= hash_castle_key(new_flags^old_flags); // HACK // update en-passant square ep_square = sq = board->ep_square; if (sq != SquareNone) { board->key ^= random_64(RandomEnPassant+square_file(sq)); board->ep_square = SquareNone; } if (piece_is_pawn(piece) && abs(to-from) == 32) { pawn = piece_make_pawn(opp); if (board->square[to-1] == pawn || board->square[to+1] == pawn) { board->ep_square = sq = (from + to) / 2; board->key ^= random_64(RandomEnPassant+square_file(sq)); } } // update ply number (captures are handled later) board->ply_nb++; if (piece_is_pawn(piece)) board->ply_nb = 0; // conversion // update move number if (me == Black) board->move_nb++; // castle if (colour_equal(board->square[to],me)) { int rank; int king_from, king_to; int rook_from, rook_to; int rook; rank = colour_is_white(me) ? Rank1 : Rank8; king_from = from; rook_from = to; if (to > from) { // h side king_to = square_make(FileG,rank); rook_to = square_make(FileF,rank); } else { // a side king_to = square_make(FileC,rank); rook_to = square_make(FileD,rank); } // remove the rook pos = board->pos[rook_from]; ASSERT(pos>=0); rook = Rook64 | me; // HACK square_clear(board,rook_from,rook); // move the king square_move(board,king_from,king_to,piece); // put the rook back square_set(board,rook_to,rook,pos); ASSERT(board->key==hash_key(board)); return; } // remove the captured piece if (piece_is_pawn(piece) && to == ep_square) { // en-passant capture sq = square_ep_dual(to); capture = board->square[sq]; ASSERT(capture==piece_make_pawn(opp)); square_clear(board,sq,capture); board->ply_nb = 0; // conversion } else { capture = board->square[to]; if (capture != Empty) { // normal capture ASSERT(colour_equal(capture,opp)); ASSERT(!piece_is_king(capture)); square_clear(board,to,capture); board->ply_nb = 0; // conversion } } // move the piece if (move_is_promote(move)) { // promote square_clear(board,from,piece); piece = move_promote_hack(move) | me; // HACK square_set(board,to,piece,pos); } else { // normal move square_move(board,from,to,piece); } ASSERT(board->key==hash_key(board)); }
void move_undo(board_t * board, int move, const undo_t * undo) { int me; int from, to; int piece, pos; int rook; ASSERT(board!=NULL); ASSERT(move_is_ok(move)); ASSERT(undo!=NULL); // init me = undo->turn; from = MOVE_FROM(move); to = MOVE_TO(move); piece = board->square[to]; ASSERT(COLOUR_IS(piece,me)); // castle if (MOVE_IS_CASTLE(move)) { rook = Rook64 | COLOUR_FLAG(me); // HACK if (to == G1) { square_move(board,F1,H1,rook,false); } else if (to == C1) { square_move(board,D1,A1,rook,false); } else if (to == G8) { square_move(board,F8,H8,rook,false); } else if (to == C8) { square_move(board,D8,A8,rook,false); } else { ASSERT(false); } } // move the piece backward if (MOVE_IS_PROMOTE(move)) { // promote ASSERT(piece==move_promote(move)); square_clear(board,to,piece,false); piece = PAWN_MAKE(me); pos = undo->pawn_pos; square_set(board,from,piece,pos,false); } else { // normal move square_move(board,to,from,piece,false); } // put the captured piece back if (undo->capture) { square_set(board,undo->capture_square,undo->capture_piece,undo->capture_pos,false); } // update board info board->turn = undo->turn; board->flags = undo->flags; board->ep_square = undo->ep_square; board->ply_nb = undo->ply_nb; board->cap_sq = undo->cap_sq; board->opening = undo->opening; board->endgame = undo->endgame; board->key = undo->key; board->pawn_key = undo->pawn_key; board->material_key = undo->material_key; // update key stack ASSERT(board->sp>0); board->sp--; // debug ASSERT(board_is_ok(board)); ASSERT(board_is_legal(board)); }