static int mvv_lva(int move, const board_t * board) { int piece, capture, promote; int value; ASSERT(move_is_ok(move)); ASSERT(board!=NULL); ASSERT(move_is_tactical(move,board)); if (MOVE_IS_EN_PASSANT(move)) { // en-passant capture value = 5; // PxP } else if ((capture = board->square[MOVE_TO(move)]) != Empty) { // normal capture piece = board->square[MOVE_FROM(move)]; value = PIECE_ORDER(capture) * 6 - PIECE_ORDER(piece) + 5; ASSERT(value>=0&&value<30); } else { // promote ASSERT(MOVE_IS_PROMOTE(move)); promote = move_promote(move); value = PIECE_ORDER(promote) - 5; ASSERT(value>=-4&&value<0); } ASSERT(value>=-4&&value<+30); return value; }
int see_move(int move, const board_t * board) { int att, def; int from, to; alists_t alists[1]; int value, piece_value; int piece, capture; alist_t * alist; int pos; ASSERT(move_is_ok(move)); ASSERT(board!=NULL); // init from = MOVE_FROM(move); to = MOVE_TO(move); // move the piece piece_value = 0; piece = board->square[from]; ASSERT(piece_is_ok(piece)); att = PIECE_COLOUR(piece); def = COLOUR_OPP(att); // promote if (MOVE_IS_PROMOTE(move)) { ASSERT(PIECE_IS_PAWN(piece)); piece = move_promote(move); ASSERT(piece_is_ok(piece)); ASSERT(COLOUR_IS(piece,att)); } piece_value += VALUE_PIECE(piece); // clear attacker lists ALIST_CLEAR(alists->alist[Black]); ALIST_CLEAR(alists->alist[White]); // find hidden attackers alists_hidden(alists,board,from,to); // capture the piece value = 0; capture = board->square[to]; if (capture != Empty) { ASSERT(piece_is_ok(capture)); ASSERT(COLOUR_IS(capture,def)); value += VALUE_PIECE(capture); } // promote if (MOVE_IS_PROMOTE(move)) { value += VALUE_PIECE(piece) - ValuePawn; } // en-passant if (MOVE_IS_EN_PASSANT(move)) { ASSERT(value==0); ASSERT(PIECE_IS_PAWN(board->square[SQUARE_EP_DUAL(to)])); value += ValuePawn; alists_hidden(alists,board,SQUARE_EP_DUAL(to),to); } // build defender list alist = alists->alist[def]; alist_build(alist,board,to,def); if (alist->size == 0) return value; // no defender => stop SEE // build attacker list alist = alists->alist[att]; alist_build(alist,board,to,att); // remove the moved piece (if it's an attacker) for (pos = 0; pos < alist->size && alist->square[pos] != from; pos++) ; if (pos < alist->size) alist_remove(alist,pos); // SEE search value -= see_rec(alists,board,def,to,piece_value); return value; }
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)); }
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)); }
bool move_to_san(int move, const board_t * board, char string[], int size) { int from, to, piece; char tmp_string[256]; ASSERT(move_is_ok(move)); ASSERT(board_is_ok(board)); ASSERT(string!=NULL); ASSERT(size>=8); ASSERT(move_is_legal(move,board)); if (size < 8) return false; // init from = move_from(move); to = move_to(move); string[0] = '\0'; // castle if (move_is_castle(move,board)) { if (to > from) { strcat(string,"O-O"); } else { strcat(string,"O-O-O"); } goto check; } // from piece = board->square[from]; if (piece_is_pawn(piece)) { // pawn if (move_is_capture(move,board)) { sprintf(tmp_string,"%c",file_to_char(square_file(from))); strcat(string,tmp_string); } } else { // piece sprintf(tmp_string,"%c",toupper(piece_to_char(piece))); strcat(string,tmp_string); // ambiguity switch (ambiguity(move,board)) { case AMBIGUITY_NONE: break; case AMBIGUITY_FILE: sprintf(tmp_string,"%c",file_to_char(square_file(from))); strcat(string,tmp_string); break; case AMBIGUITY_RANK: sprintf(tmp_string,"%c",rank_to_char(square_rank(from))); strcat(string,tmp_string); break; case AMBIGUITY_SQUARE: if (!square_to_string(from,tmp_string,256)) return false; strcat(string,tmp_string); break; default: ASSERT(false); break; } } // capture if (move_is_capture(move,board)) strcat(string,"x"); // to if (!square_to_string(to,tmp_string,256)) return false; strcat(string,tmp_string); // promote if (move_is_promote(move)) { sprintf(tmp_string,"=%c",toupper(piece_to_char(move_promote(move,board)))); strcat(string,tmp_string); } // check check: if (move_is_mate(move,board)) { strcat(string,"#"); } else if (move_is_check(move,board)) { strcat(string,"+"); } return true; }