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end.c
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end.c
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/*
* Program: pgn-extract: a Portable Game Notation (PGN) extractor.
* Copyright (C) 1994-2005 David Barnes
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 1, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
* David Barnes may be contacted as D.J.Barnes@kent.ac.uk
* http://www.cs.kent.ac.uk/people/staff/djb/
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include "bool.h"
#include "mymalloc.h"
#include "defs.h"
#include "typedef.h"
#include "end.h"
#include "lines.h"
#include "tokens.h"
#include "taglist.h"
#include "lex.h"
/* Define a type to represent classes of occurrance. */
typedef enum { EXACTLY, NUM_OR_MORE, NUM_OR_LESS,
SAME_AS_OPPONENT, NOT_SAME_AS_OPPONENT,
LESS_THAN_OPPONENT, MORE_THAN_OPPONENT,
LESS_EQ_THAN_OPPONENT, MORE_EQ_THAN_OPPONENT
} Occurs;
/* Define a structure to hold details on the occurrances of
* each of the pieces.
*/
typedef struct ending_details{
/* There is not a proper distinction between black and white
* but we still need information on the two sets of pieces
* specified in the input file.
*/
int num_pieces[2][NUM_PIECE_VALUES];
Occurs occurs[2][NUM_PIECE_VALUES];
/* Numbers of general minor pieces. */
int num_minor_pieces[2];
Occurs minor_occurs[2];
/* How long a given relationship must last to be recognised.
* This value is in half moves.
*/
unsigned move_depth;
/* How long a match relationship has been matched.
* This is always reset to zero on failure and incremented on
* success. A full match is only returned when match_depth == move_depth.
*/
unsigned match_depth[2];
struct ending_details *next;
} Ending_details;
/* Keep a list of endings to be found. */
static Ending_details *endings_to_match = NULL;
/* What kind of piece is the character, c, likely to represent?
* NB: This is NOT the same as is_piece() in decode.c
*/
/* Define pseudo-letter for minor pieces, used later. */
#define MINOR_PIECE 'L'
static Piece
is_English_piece(char c)
{ Piece piece = EMPTY;
switch(c){
case 'K': case 'k':
piece = KING;
break;
case 'Q': case 'q':
piece = QUEEN;
break;
case 'R': case 'r':
piece = ROOK;
break;
case 'N': case 'n':
piece = KNIGHT;
break;
case 'B': case 'b':
piece = BISHOP;
break;
case 'P': case 'p':
piece = PAWN;
break;
}
return piece;
}
/* Initialise the count of required pieces prior to reading
* in the data.
*/
static Ending_details *
new_ending_details(void)
{ Ending_details *details = (Ending_details *) MallocOrDie(sizeof(Ending_details));
int c;
Piece piece;
for(piece = PAWN; piece <= KING; piece++){
for(c = 0; c < 2; c++){
details->num_pieces[c][piece] = 0;
details->occurs[c][piece] = EXACTLY;
}
}
/* Fill out some miscellaneous colour based information. */
for(c = 0; c < 2; c++){
/* Only the KING is a requirement for each side. */
details->num_pieces[c][KING] = 1;
details->match_depth[c] = 0;
/* How many general minor pieces to match. */
details->num_minor_pieces[c] = 0;
details->minor_occurs[c] = EXACTLY;
}
/* Assume that the match must always have a depth of at least two for
* two half-move stability.
*/
details->move_depth = 2;
details->next = NULL;
return details;
}
static const char *
extract_combination(const char *p,Occurs *p_occurs, int *p_number, const char *line)
{ Boolean Ok = TRUE;
Occurs occurs = EXACTLY;
int number = 1;
if(isdigit((int) *p)){
/* Only single digits are allowed. */
number = *p-'0';
p++;
if(isdigit((int) *p)){
fprintf(GlobalState.logfile,"Number > 9 is too big in %s.\n",
line);
while(isdigit((int) *p)){
p++;
}
Ok = FALSE;
}
}
if(Ok){
/* Look for trailing annotations. */
switch(*p){
case '*':
number = 0;
occurs = NUM_OR_MORE;
p++;
break;
case '+':
occurs = NUM_OR_MORE;
p++;
break;
case '-':
occurs = NUM_OR_LESS;
p++;
break;
case '?':
number = 1;
occurs = NUM_OR_LESS;
p++;
break;
case '=':
case '#':
case '<':
case '>':
switch(*p){
case '=':
p++;
occurs = SAME_AS_OPPONENT;
break;
case '#':
p++;
occurs = NOT_SAME_AS_OPPONENT;
break;
case '<':
p++;
if(*p == '='){
occurs = LESS_EQ_THAN_OPPONENT;
p++;
}
else{
occurs = LESS_THAN_OPPONENT;
}
break;
case '>':
p++;
if(*p == '='){
occurs = MORE_EQ_THAN_OPPONENT;
p++;
}
else{
occurs = MORE_THAN_OPPONENT;
}
break;
}
break;
}
}
if(Ok){
*p_occurs = occurs;
*p_number = number;
return p;
}
else{
return NULL;
}
}
/* Extract a single piece set of information from line.
* Return where we have got to as the result.
* colour == WHITE means we are looking at the first set of
* pieces, so some of the notation is illegal (i.e. the relative ops).
*
* The basic syntax for a piece description is:
* piece [number] [occurs]
* For instance:
* P2+ Pawn occurs at least twice or more.
* R= Rook occurs same number of times as opponent. (colour == BLACK)
* P1>= Exactly one pawn more than the opponent. (colour == BLACK)
*/
static const char *
extract_piece_information(const char *line,Ending_details *details,Colour colour)
{ const char *p = line;
Boolean Ok = TRUE;
while(Ok && (*p != '\0') && !isspace((int) *p)){
Piece piece = is_English_piece(*p);
/* By default a piece should occur exactly once. */
Occurs occurs = EXACTLY;
int number = 1;
if(piece != EMPTY){
/* Skip over the piece. */
p++;
p = extract_combination(p,&occurs,&number,line);
if(p != NULL){
if((piece == KING) && (number != 1)){
fprintf(GlobalState.logfile,"A king must occur exactly once.\n");
number = 1;
}
else if((piece == PAWN) && (number > 8)){
fprintf(GlobalState.logfile,
"No more than 8 pawns are allowed.\n");
number = 8;
}
details->num_pieces[colour][piece] = number;
details->occurs[colour][piece] = occurs;
}
else{
Ok = FALSE;
}
}
else if(isalpha((int) *p) && (toupper((int) *p) == MINOR_PIECE)){
p++;
p = extract_combination(p,&occurs,&number,line);
if(p != NULL){
details->num_minor_pieces[colour] = number;
details->minor_occurs[colour] = occurs;
}
else{
Ok = FALSE;
}
}
else{
fprintf(GlobalState.logfile,"Unknown symbol at %s\n", p);
Ok = FALSE;
}
}
if(Ok){
/* Make a sanity check on the use of minor pieces. */
if((details->num_minor_pieces[colour] > 0) ||
(details->minor_occurs[colour] != EXACTLY)){
/* Warn about use of BISHOP and KNIGHT letters. */
if((details->num_pieces[colour][BISHOP] > 0) ||
(details->occurs[colour][BISHOP] != EXACTLY) ||
(details->num_pieces[colour][KNIGHT] > 0) ||
(details->occurs[colour][KNIGHT] != EXACTLY)){
fprintf(GlobalState.logfile,
"Warning: the mixture of minor pieces in %s is not guaranteed to work.\n",
line);
fprintf(GlobalState.logfile,
"In a single set it is advisable to stick to either L or B and/or N.\n");
}
}
return p;
}
else{
return NULL;
}
}
static Boolean
decompose_line(const char *line,Ending_details *details)
{ const char *p = line;
Boolean Ok = TRUE;
/* Skip initial space. */
while(isspace((int) *p)){
p++;
}
/* Look for a move depth. */
if(isdigit((int) *p)){
unsigned depth;
depth = *p-'0';
p++;
while(isdigit((int) *p)){
depth = (depth*10)+(*p-'0');
p++;
}
while(isspace((int) *p)){
p++;
}
details->move_depth = depth;
}
/* Extract two pairs of piece information. */
p = extract_piece_information(p,details,WHITE);
if(p != NULL){
while((*p != '\0') && isspace((int) *p)){
p++;
}
if(*p != '\0'){
p = extract_piece_information(p,details,BLACK);
}
else{
/* No explicit requirements for the other colour. */
Piece piece;
for(piece = PAWN; piece <= KING; piece++){
details->num_pieces[BLACK][piece] = 0;
details->occurs[BLACK][piece] = NUM_OR_MORE;
}
details->num_pieces[BLACK][KING] = 1;
details->occurs[BLACK][KING] = EXACTLY;
}
}
if(p != NULL){
/* Allow trailing text as a comment. */
}
else{
Ok = FALSE;
}
return Ok;
}
/* A new game to be looked for. Indicate that we have not
* started matching any yet.
*/
static void
reset_match_depths(Ending_details *endings)
{
for(; endings != NULL; endings = endings->next){
endings->match_depth[WHITE] = 0;
endings->match_depth[BLACK] = 0;
}
}
/* Try to find a match for the given number of piece details. */
static Boolean
piece_match(int num_available,int num_to_find, int num_opponents, Occurs occurs)
{ Boolean match = FALSE;
switch(occurs){
case EXACTLY:
match = num_available == num_to_find;
break;
case NUM_OR_MORE:
match = num_available >= num_to_find;
break;
case NUM_OR_LESS:
match = num_available <= num_to_find;
break;
case SAME_AS_OPPONENT:
match = num_available == num_opponents;
break;
case NOT_SAME_AS_OPPONENT:
match = num_available != num_opponents;
break;
case LESS_THAN_OPPONENT:
match = (num_available+num_to_find) <= num_opponents;
break;
case MORE_THAN_OPPONENT:
match = (num_available-num_to_find) >= num_opponents;
break;
case LESS_EQ_THAN_OPPONENT:
/* This means exactly num_to_find less than the
* opponent.
*/
match = (num_available+num_to_find) == num_opponents;
break;
case MORE_EQ_THAN_OPPONENT:
/* This means exactly num_to_find greater than the
* opponent.
*/
match = (num_available-num_to_find) == num_opponents;
break;
default:
fprintf(GlobalState.logfile,
"Inconsistent state %d in piece_match.\n",occurs);
match = FALSE;
}
return match;
}
/* Try to find a match against one player's pieces in the piece_set_colour
* set of details_to_find.
*/
static Boolean
piece_set_match(Ending_details *details_to_find,
int num_pieces[2][NUM_PIECE_VALUES],
Colour game_colour, Colour piece_set_colour)
{ Boolean match = TRUE;
Piece piece;
/* Determine whether we failed on a match for minor pieces or not. */
Boolean minor_failure = FALSE;
/* No need to check KING. */
for(piece = PAWN; (piece < KING) && match; piece++){
int num_available = num_pieces[game_colour][piece];
int num_opponents = num_pieces[OPPOSITE_COLOUR(game_colour)][piece];
int num_to_find = details_to_find->num_pieces[piece_set_colour][piece];
Occurs occurs = details_to_find->occurs[piece_set_colour][piece];
match = piece_match(num_available,num_to_find,num_opponents,occurs);
if(!match){
if((piece == KNIGHT) || (piece == BISHOP)){
minor_failure = TRUE;
/* Carry on trying to match. */
match = TRUE;
}
else{
minor_failure = FALSE;
}
}
}
if(match){
/* Ensure that the minor pieces match if there is a minor pieces
* requirement.
*/
int num_to_find = details_to_find->num_minor_pieces[piece_set_colour];
Occurs occurs = details_to_find->minor_occurs[piece_set_colour];
if((num_to_find > 0) || (occurs != EXACTLY)){
int num_available =
num_pieces[game_colour][BISHOP]+
num_pieces[game_colour][KNIGHT];
int num_opponents = num_pieces[OPPOSITE_COLOUR(game_colour)][BISHOP]+
num_pieces[OPPOSITE_COLOUR(game_colour)][KNIGHT];
match = piece_match(num_available,num_to_find,num_opponents,occurs);
}
else if(minor_failure){
/* We actually failed with proper matching of individual minor
* pieces, and no minor match fixup is possible.
*/
match = FALSE;
}
else{
/* Match stands. */
}
}
return match;
}
/* Look for an ending match between current_details and
* details_to_find. Only return TRUE if we have both a match
* and match_depth >= move_depth in details_to_find.
*/
static Boolean
ending_match(Ending_details *details_to_find, int num_pieces[2][NUM_PIECE_VALUES],
Boolean white_first)
{ Boolean match = TRUE;
/* Select which way round to try the match. */
Colour game_colour = white_first? WHITE : BLACK;
Colour piece_set_colour = WHITE;
match = piece_set_match(details_to_find,num_pieces,game_colour,
piece_set_colour);
if(match){
game_colour = OPPOSITE_COLOUR(game_colour);
piece_set_colour = OPPOSITE_COLOUR(piece_set_colour);
match = piece_set_match(details_to_find,num_pieces,game_colour,
piece_set_colour);
/* Reset colour to its original value. */
game_colour = OPPOSITE_COLOUR(game_colour);
}
if(match){
details_to_find->match_depth[game_colour]++;
if(details_to_find->match_depth[game_colour] < details_to_find->move_depth){
/* Not a full match yet. */
match = FALSE;
}
}
else{
/* Reset the match counter. */
details_to_find->match_depth[game_colour] = 0;
}
return match;
}
static Boolean
look_for_ending(Move *moves,Ending_details *details_to_find)
{ Boolean game_ok = TRUE;
Boolean game_matches = FALSE;
Move *next_move = moves;
Colour colour = WHITE;
/* The initial game position has the full set of piece details. */
int num_pieces[2][NUM_PIECE_VALUES] = {
/* Dummies for OFF and EMPTY at the start. */
/* P N B R Q K */
{0,0,8,2,2,2,1,1},
{0,0,8,2,2,2,1,1}
};
unsigned move_number = 1;
/* Ensure that all previous match indications are cleared. */
reset_match_depths(endings_to_match);
/* Keep going while the game is ok, and we have some more
* moves and we haven't exceeded the search depth without finding
* a match.
*/
while(game_ok && (next_move != NULL) && !game_matches){
/* Try before applying each move.
* Note, that we wish to try both ways around because we might
* have WT,BT WF,BT ... If we don't try BLACK on WHITE success
* then we might miss a match.
*/
game_matches = ending_match(details_to_find,num_pieces,WHITE) |
ending_match(details_to_find,num_pieces,BLACK);
if(!game_matches){
if(*(next_move->move) != '\0'){
/* Remove any captured pieces. */
if(next_move->captured_piece != EMPTY){
num_pieces[OPPOSITE_COLOUR(colour)][next_move->captured_piece]--;
}
if(next_move->promoted_piece != EMPTY){
num_pieces[OPPOSITE_COLOUR(colour)][next_move->promoted_piece]++;
/* Remove the promoting pawn. */
num_pieces[OPPOSITE_COLOUR(colour)][PAWN]--;
}
colour = OPPOSITE_COLOUR(colour);
next_move = next_move->next;
if(colour == WHITE){
move_number++;
}
}
else{
/* An empty move. */
fprintf(GlobalState.logfile,
"Internal error: Empty move in look_for_ending.\n");
game_ok = FALSE;
}
}
}
if(!game_ok){
game_matches = FALSE;
}
return game_matches;
}
Boolean
check_for_ending(Move *moves)
{ /* Match if there are no endings to match. */
Boolean matches = (endings_to_match == NULL)? TRUE : FALSE;
Ending_details *details;
for(details = endings_to_match; !matches && (details != NULL);
details = details->next){
matches = look_for_ending(moves,details);
}
return matches;
}
Boolean
process_ending_line(const char *line)
{ Boolean Ok = TRUE;
if(non_blank_line(line)){
Ending_details *details = new_ending_details();
if(decompose_line(line,details)){
/* Add it on to the list. */
details->next = endings_to_match;
endings_to_match = details;
}
else{
Ok = FALSE;
}
}
return Ok;
}
Boolean
build_endings(const char *infile)
{ FILE *fp = fopen(infile,"r");
Boolean Ok = TRUE;
if(fp == NULL){
fprintf(GlobalState.logfile,"Cannot open %s for reading.\n",infile);
exit(1);
}
else{
char *line;
while((line = read_line(fp)) != NULL){
Ok &= process_ending_line(line);
(void) free(line);
}
(void) fclose(fp);
}
return Ok;
}