ae7391b187
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@18830 a1c6a512-1295-4272-9138-f99709370657
2410 lines
67 KiB
C
2410 lines
67 KiB
C
/*
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C source for CHESS.
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Revision: 5-23-88
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Copyright (C) 1986, 1987, 1988 Free Software Foundation, Inc.
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Copyright (c) 1988 John Stanback
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This file is part of CHESS.
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CHESS is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY. No author or distributor
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accepts responsibility to anyone for the consequences of using it
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or for whether it serves any particular purpose or works at all,
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unless he says so in writing. Refer to the CHESS General Public
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License for full details.
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Everyone is granted permission to copy, modify and redistribute
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CHESS, but only under the conditions described in the
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CHESS General Public License. A copy of this license is
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supposed to have been given to you along with CHESS so you
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can know your rights and responsibilities. It should be in a
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file named COPYING. Among other things, the copyright notice
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and this notice must be preserved on all copies.
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*/
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#include "plugin.h"
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#include "gnuchess.h"
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#include "opening.h"
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#include <ctype.h>
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#define ttblsz 4096
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#define ctlP 0x4000
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#define ctlN 0x2800
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#define ctlB 0x1800
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#define ctlR 0x0400
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#define ctlQ 0x0200
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#define ctlK 0x0100
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#define ctlBQ 0x1200
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#define ctlRQ 0x0600
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#define ctlNN 0x2000
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#define pxx " PNBRQK"
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#define qxx " pnbrqk"
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#define rxx "12345678"
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#define cxx "abcdefgh"
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#define check 0x0001
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#define capture 0x0002
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#define draw 0x0004
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#define promote 0x0008
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#define cstlmask 0x0010
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#define epmask 0x0020
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#define exact 0x0040
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#define pwnthrt 0x0080
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#define truescore 0x0001
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#define lowerbound 0x0002
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#define upperbound 0x0004
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#define maxdepth 30
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#define true 1
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#define false 0
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#define absv(x) ((x) < 0 ? -(x) : (x))
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#define taxicab(a,b) (abs(column[a]-column[b]) + abs(row[a]-row[b]))
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/* ---- RockBox datatypes and variables */
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extern const struct plugin_api* rb;
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/* ---- Chess datatypes and variables ---- */
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struct leaf
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{
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short f,t,score,reply;
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unsigned short flags;
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};
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struct BookEntry
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{
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struct BookEntry *next;
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unsigned short *mv;
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};
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struct hashval
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{
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unsigned long bd;
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unsigned short key;
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};
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struct hashentry
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{
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unsigned long hashbd;
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unsigned short mv,flags;
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short score,depth;
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};
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char mvstr1[5],mvstr2[5],mvstr3[6];
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struct leaf Tree[1500],*root;
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short TrPnt[maxdepth],board[64],color[64];
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short row[64],column[64],locn[8][8],Pindex[64],svalue[64];
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short PieceList[2][16],PieceCnt[2],atak[2][64],PawnCnt[2][8];
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short castld[2],kingmoved[2],mtl[2],pmtl[2],emtl[2],hung[2];
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short c1,c2,*atk1,*atk2,*PC1,*PC2,EnemyKing;
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short mate,post,opponent,computer,Sdepth,Awindow,Bwindow,dither;
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bool withbook ;
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long ResponseTime,ExtraTime,Level,et,et0,time0,cputimer,ft;
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long NodeCnt,evrate,ETnodes,EvalNodes,HashCnt;
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short quit,reverse,bothsides,hashflag,InChk,player,force,easy,beep;
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short wking,bking,FROMsquare,TOsquare,timeout,Zscore,zwndw,xwndw,slk;
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short INCscore;
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short HasPawn[2],HasKnight[2],HasBishop[2],HasRook[2],HasQueen[2];
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short ChkFlag[maxdepth],CptrFlag[maxdepth],PawnThreat[maxdepth];
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short Pscore[maxdepth],Tscore[maxdepth],Threat[maxdepth];
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struct GameRec GameList[240];
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short GameCnt,Game50,epsquare,lpost,rcptr,contempt;
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short MaxSearchDepth,Xscore;
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struct TimeControlRec TimeControl;
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short TCflag,TCmoves,TCminutes,OperatorTime;
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short otherside[3]={1,0,2};
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short rank7[3]={6,1,0};
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short map[64]=
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{0,1,2,3,4,5,6,7,
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0x10,0x11,0x12,0x13,0x14,0x15,0x16,0x17,
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0x20,0x21,0x22,0x23,0x24,0x25,0x26,0x27,
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0x30,0x31,0x32,0x33,0x34,0x35,0x36,0x37,
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0x40,0x41,0x42,0x43,0x44,0x45,0x46,0x47,
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0x50,0x51,0x52,0x53,0x54,0x55,0x56,0x57,
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0x60,0x61,0x62,0x63,0x64,0x65,0x66,0x67,
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0x70,0x71,0x72,0x73,0x74,0x75,0x76,0x77};
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short unmap[120]=
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{0,1,2,3,4,5,6,7,-1,-1,-1,-1,-1,-1,-1,-1,
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8,9,10,11,12,13,14,15,-1,-1,-1,-1,-1,-1,-1,-1,
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16,17,18,19,20,21,22,23,-1,-1,-1,-1,-1,-1,-1,-1,
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24,25,26,27,28,29,30,31,-1,-1,-1,-1,-1,-1,-1,-1,
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32,33,34,35,36,37,38,39,-1,-1,-1,-1,-1,-1,-1,-1,
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40,41,42,43,44,45,46,47,-1,-1,-1,-1,-1,-1,-1,-1,
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48,49,50,51,52,53,54,55,-1,-1,-1,-1,-1,-1,-1,-1,
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56,57,58,59,60,61,62,63};
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short Dcode[120]=
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{0,1,1,1,1,1,1,1,0,0,0,0,0,0,0x0E,0x0F,
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0x10,0x11,0x12,0,0,0,0,0,0,0,0,0,0,0,0x0F,0x1F,
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0x10,0x21,0x11,0,0,0,0,0,0,0,0,0,0,0x0F,0,0,
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0x10,0,0,0x11,0,0,0,0,0,0,0,0,0x0F,0,0,0,
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0x10,0,0,0,0x11,0,0,0,0,0,0,0x0F,0,0,0,0,
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0x10,0,0,0,0,0x11,0,0,0,0,0x0F,0,0,0,0,0,
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0x10,0,0,0,0,0,0x11,0,0,0x0F,0,0,0,0,0,0,
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0x10,0,0,0,0,0,0,0x11};
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short Stboard[64]=
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{rook,knight,bishop,queen,king,bishop,knight,rook,
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pawn,pawn,pawn,pawn,pawn,pawn,pawn,pawn,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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pawn,pawn,pawn,pawn,pawn,pawn,pawn,pawn,
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rook,knight,bishop,queen,king,bishop,knight,rook};
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short Stcolor[64]=
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{white,white,white,white,white,white,white,white,
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white,white,white,white,white,white,white,white,
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2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
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black,black,black,black,black,black,black,black,
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black,black,black,black,black,black,black,black};
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short sweep[7]= {false,false,false,true,true,true,false};
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short Dpwn[3]={4,6,0};
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short Dstart[7]={6,4,8,4,0,0,0};
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short Dstop[7]={7,5,15,7,3,7,7};
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short Dir[16]={1,0x10,-1,-0x10,0x0F,0x11,-0x0F,-0x11,
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0x0E,-0x0E,0x12,-0x12,0x1F,-0x1F,0x21,-0x21};
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short Pdir[34]={0,0x38,0,0,0,0,0,0,0,0,0,0,0,0,0x02,0x35,
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0x38,0x35,0x02,0,0,0,0,0,0,0,0,0,0,0,0,0x02,
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0,0x02};
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short pbit[7]={0,0x01,0x02,0x04,0x08,0x10,0x20};
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unsigned short killr0[maxdepth],killr1[maxdepth],killr2[maxdepth];
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unsigned short killr3[maxdepth],PrVar[maxdepth];
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unsigned short PV,hint,Swag0,Swag1,Swag2,Swag3,Swag4;
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unsigned short hashkey;
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unsigned long hashbd;
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struct hashval hashcode[2][7][64];
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struct hashentry ttable[ttblsz];
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struct hashentry *ptbl;
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unsigned char history[8192];
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short Mwpawn[64],Mbpawn[64],Mknight[2][64],Mbishop[2][64];
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short Mking[2][64],Kfield[2][64];
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short value[7]={0,valueP,valueN,valueB,valueR,valueQ,valueK};
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short control[7]={0,ctlP,ctlN,ctlB,ctlR,ctlQ,ctlK};
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short PassedPawn0[8]={0,60,80,120,200,360,600,800};
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short PassedPawn1[8]={0,30,40,60,100,180,300,800};
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short PassedPawn2[8]={0,15,25,35,50,90,140,800};
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short PassedPawn3[8]={0,5,10,15,20,30,140,800};
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short ISOLANI[8] = {-12,-16,-20,-24,-24,-20,-16,-12};
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short BACKWARD[8] = {-6,-10,-15,-21,-28,-28,-28,-28};
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short BMBLTY[14] = {-2,0,2,4,6,8,10,12,13,14,15,16,16,16};
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short RMBLTY[14] = {0,2,4,6,8,10,11,12,13,14,14,14,14,14};
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short Kthreat[16] = {0,-8,-20,-36,-52,-68,-80,-80,-80,-80,-80,-80,
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-80,-80,-80,-80};
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short KNIGHTPOST,KNIGHTSTRONG,BISHOPSTRONG,KATAK,KBNKsq;
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short PEDRNK2B,PWEAKH,PADVNCM,PADVNCI,PAWNSHIELD,PDOUBLED,PBLOK;
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short RHOPN,RHOPNX,KHOPN,KHOPNX,KSFTY;
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short ATAKD,HUNGP,HUNGX,KCASTLD,KMOVD,XRAY,PINVAL;
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short stage,stage2,Zwmtl,Zbmtl,Developed[2],PawnStorm;
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short PawnBonus,BishopBonus,RookBonus;
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short KingOpening[64]=
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{ 0, 0, -4,-10,-10, -4, 0, 0,
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-4, -4, -8,-12,-12, -8, -4, -4,
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-12,-16,-20,-20,-20,-20,-16,-12,
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-16,-20,-24,-24,-24,-24,-20,-16,
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-16,-20,-24,-24,-24,-24,-20,-16,
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-12,-16,-20,-20,-20,-20,-16,-12,
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-4, -4, -8,-12,-12, -8, -4, -4,
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0, 0, -4,-10,-10, -4, 0, 0};
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short KingEnding[64]=
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{ 0, 4, 8,12,12, 8, 4, 0,
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4,16,20,24,24,20,16, 4,
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8,20,28,32,32,28,20, 8,
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12,24,32,36,36,32,24,12,
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12,24,32,36,36,32,24,12,
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8,20,28,32,32,28,20, 8,
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4,16,20,24,24,20,16, 4,
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0, 4, 8,12,12, 8, 4, 0};
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short KBNK[64]=
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{99,90,80,70,60,50,40,40,
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90,80,60,50,40,30,20,40,
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80,60,40,30,20,10,30,50,
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70,50,30,10, 0,20,40,60,
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60,40,20, 0,10,30,50,70,
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50,30,10,20,30,40,60,80,
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40,20,30,40,50,60,80,90,
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40,40,50,60,70,80,90,99};
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short pknight[64]=
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{ 0, 4, 8,10,10, 8, 4, 0,
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4, 8,16,20,20,16, 8, 4,
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8,16,24,28,28,24,16, 8,
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10,20,28,32,32,28,20,10,
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10,20,28,32,32,28,20,10,
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8,16,24,28,28,24,16, 8,
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4, 8,16,20,20,16, 8, 4,
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0, 4, 8,10,10, 8, 4, 0};
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short pbishop[64]=
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{14,14,14,14,14,14,14,14,
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14,22,18,18,18,18,22,14,
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14,18,22,22,22,22,18,14,
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14,18,22,22,22,22,18,14,
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14,18,22,22,22,22,18,14,
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14,18,22,22,22,22,18,14,
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14,22,18,18,18,18,22,14,
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14,14,14,14,14,14,14,14};
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short PawnAdvance[64]=
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{ 0, 0, 0, 0, 0, 0, 0, 0,
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4, 4, 4, 0, 0, 4, 4, 4,
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6, 8, 2,10,10, 2, 8, 6,
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6, 8,12,16,16,12, 8, 6,
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8,12,16,24,24,16,12, 8,
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12,16,24,32,32,24,16,12,
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12,16,24,32,32,24,16,12,
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0, 0, 0, 0, 0, 0, 0, 0};
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/* ............ prototypes ............ */
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void ScorePosition( short side, short *score );
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void ScoreLoneKing( short side, short *score );
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int ScoreKPK( short side, short winner, short loser,
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short king1, short king2, short sq );
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int ScoreKBNK( short winner, short king1, short king2 );
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int SqValue( short sq, short side );
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void KingScan( short sq, short *s );
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void BRscan( short sq, short *s, short *mob );
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int trapped( short sq, short piece );
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void ExaminePosition( void );
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void UpdateWeights( void );
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int distance( short a, short b );
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void BlendBoard( short a[64] , short b[64] , short c[64] );
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void CopyBoard( short a[64] , short b[64] );
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void OpeningBook ( void );
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int search ( short side, short ply, short depth,
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short alpha, short beta,
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unsigned short bstline[], short *rpt,
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void (*callback)(void) );
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int evaluate ( short side, short xside, short ply, short depth,
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short alpha, short beta );
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int ProbeTTable ( short side, short depth,
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short *alpha, short *beta, short *score);
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void PutInTTable ( short side, short score, short depth,
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short alpha, short beta, unsigned short mv );
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void ZeroTTable ( void );
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void MoveList ( short side, short ply );
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void GenMoves ( short ply, short sq, short side, short xside );
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void LinkMove ( short ply, short f, short t, short xside );
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void CaptureList ( short side, short xside, short ply );
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int castle ( short side, short kf, short kt, short iop );
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void EnPassant ( short xside, short f, short t, short iop );
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void MakeMove ( short side, struct leaf *node,
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short *tempb, short *tempc, short *tempsf, short *tempst );
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void UnmakeMove ( short side, struct leaf *node,
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short *tempb, short *tempc, short *tempsf, short *tempst );
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void UpdateHashbd ( short side, short piece, short f, short t );
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void UpdatePieceList ( short side, short sq, short iop );
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void InitializeStats ( void );
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void pick ( short p1, short p2 );
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void repetition ( short *cnt );
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int SqAtakd ( short sq, short side );
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void ataks ( short side, short *a );
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void algbr ( short f, short t, short flag );
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void ElapsedTime( short iop);
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void NewGame(void);
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/* ............ POSITIONAL EVALUATION ROUTINES ............ */
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void ScorePosition(side,score)
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short side,*score;
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/*
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Perform normal static evaluation of board position. A score is
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generated for each piece and these are summed to get a score for each
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side.
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*/
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{
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register short sq,s,i,xside;
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short pscore[3];
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wking = PieceList[white][0]; bking = PieceList[black][0];
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UpdateWeights();
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xside = otherside[side];
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pscore[white] = pscore[black] = 0;
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for (c1 = white; c1 <= black; c1++)
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{
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c2 = otherside[c1];
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if (c1 == white) EnemyKing = bking; else EnemyKing = wking;
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atk1 = atak[c1]; atk2 = atak[c2];
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PC1 = PawnCnt[c1]; PC2 = PawnCnt[c2];
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for (i = 0; i <= PieceCnt[c1]; i++)
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{
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sq = PieceList[c1][i];
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s = SqValue(sq,side);
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pscore[c1] += s;
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svalue[sq] = s;
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}
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}
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if (hung[side] > 1) pscore[side] += HUNGX;
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if (hung[xside] > 1) pscore[xside] += HUNGX;
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*score = mtl[side] - mtl[xside] + pscore[side] - pscore[xside] + 10;
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if (dither) *score += rb->rand() % dither;
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if (*score > 0 && pmtl[side] == 0) {
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if (emtl[side] < valueR) {
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*score = 0;
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} else {
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if (*score < valueR) *score /= 2;
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}
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}
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if (*score < 0 && pmtl[xside] == 0) {
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if (emtl[xside] < valueR) {
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*score = 0;
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} else {
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if (-*score < valueR) *score /= 2;
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}
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}
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if (mtl[xside] == valueK && emtl[side] > valueB) *score += 200;
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if (mtl[side] == valueK && emtl[xside] > valueB) *score -= 200;
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}
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void ScoreLoneKing(side,score)
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short side,*score;
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/*
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Static evaluation when loser has only a king and winner has no pawns
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or no pieces.
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*/
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{
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register short winner,loser,king1,king2,s,i;
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UpdateWeights();
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if (mtl[white] > mtl[black]) winner = white; else winner = black;
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loser = otherside[winner];
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king1 = PieceList[winner][0]; king2 = PieceList[loser][0];
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s = 0;
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if (pmtl[winner] > 0)
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for (i = 1; i <= PieceCnt[winner]; i++)
|
|
s += ScoreKPK(side,winner,loser,king1,king2,PieceList[winner][i]);
|
|
|
|
else if (emtl[winner] == valueB+valueN)
|
|
s = ScoreKBNK(winner,king1,king2);
|
|
|
|
else if (emtl[winner] > valueB)
|
|
s = 500 + emtl[winner] - 2*KingEnding[king2] - 2*distance(king1,king2);
|
|
|
|
if (side == winner) *score = s; else *score = -s;
|
|
}
|
|
|
|
|
|
int ScoreKPK(side,winner,loser,king1,king2,sq)
|
|
short side,winner,loser,king1,king2,sq;
|
|
|
|
/*
|
|
Score King and Pawns versus King endings.
|
|
*/
|
|
|
|
{
|
|
register short s,r;
|
|
|
|
if (PieceCnt[winner] == 1) s = 50; else s = 120;
|
|
if (winner == white)
|
|
{
|
|
if (side == loser) r = row[sq]-1; else r = row[sq];
|
|
if (row[king2] >= r && distance(sq,king2) < 8-r) s += 10*row[sq];
|
|
else s = 500+50*row[sq];
|
|
if (row[sq] < 6) sq += 16; else sq += 8;
|
|
}
|
|
else
|
|
{
|
|
if (side == loser) r = row[sq]+1; else r = row[sq];
|
|
if (row[king2] <= r && distance(sq,king2) < r+1) s += 10*(7-row[sq]);
|
|
else s = 500+50*(7-row[sq]);
|
|
if (row[sq] > 1) sq -= 16; else sq -= 8;
|
|
}
|
|
s += 8*(taxicab(king2,sq) - taxicab(king1,sq));
|
|
return(s);
|
|
}
|
|
|
|
|
|
int ScoreKBNK(winner,king1,king2)
|
|
short winner,king1,king2;
|
|
|
|
/*
|
|
Score King+Bishop+Knight versus King endings.
|
|
This doesn't work all that well but it's better than nothing.
|
|
*/
|
|
|
|
{
|
|
register short s;
|
|
s = emtl[winner] - 300;
|
|
if (KBNKsq == 0) s += KBNK[king2];
|
|
else s += KBNK[locn[row[king2]][7-column[king2]]];
|
|
s -= taxicab(king1,king2);
|
|
s -= distance(PieceList[winner][1],king2);
|
|
s -= distance(PieceList[winner][2],king2);
|
|
return(s);
|
|
}
|
|
|
|
|
|
int SqValue(sq,side)
|
|
short sq,side;
|
|
|
|
/*
|
|
Calculate the positional value for the piece on 'sq'.
|
|
*/
|
|
|
|
{
|
|
register short j,fyle,rank,a1,a2;
|
|
short s,piece,in_square,r,mob,e,c;
|
|
|
|
piece = board[sq];
|
|
a1 = (atk1[sq] & 0x4FFF); a2 = (atk2[sq] & 0x4FFF);
|
|
rank = row[sq]; fyle = column[sq];
|
|
s = 0;
|
|
if (piece == pawn && c1 == white)
|
|
{
|
|
s = Mwpawn[sq];
|
|
if (sq == 11 || sq == 12)
|
|
if (color[sq+8] != neutral) s += PEDRNK2B;
|
|
if ((fyle == 0 || PC1[fyle-1] == 0) &&
|
|
(fyle == 7 || PC1[fyle+1] == 0))
|
|
s += ISOLANI[fyle];
|
|
else if (PC1[fyle] > 1) s += PDOUBLED;
|
|
if (a1 < ctlP && atk1[sq+8] < ctlP)
|
|
{
|
|
s += BACKWARD[a2 & 0xFF];
|
|
if (PC2[fyle] == 0) s += PWEAKH;
|
|
if (color[sq+8] != neutral) s += PBLOK;
|
|
}
|
|
if (PC2[fyle] == 0)
|
|
{
|
|
if (side == black) r = rank-1; else r = rank;
|
|
in_square = (row[bking] >= r && distance(sq,bking) < 8-r);
|
|
if (a2 == 0 || side == white) e = 0; else e = 1;
|
|
for (j = sq+8; j < 64; j += 8)
|
|
if (atk2[j] >= ctlP) { e = 2; break; }
|
|
else if (atk2[j] > 0 || color[j] != neutral) e = 1;
|
|
if (e == 2) s += (stage*PassedPawn3[rank]) / 10;
|
|
else if (in_square || e == 1) s += (stage*PassedPawn2[rank]) / 10;
|
|
else if (emtl[black] > 0) s += (stage*PassedPawn1[rank]) / 10;
|
|
else s += PassedPawn0[rank];
|
|
}
|
|
}
|
|
else if (piece == pawn && c1 == black)
|
|
{
|
|
s = Mbpawn[sq];
|
|
if (sq == 51 || sq == 52)
|
|
if (color[sq-8] != neutral) s += PEDRNK2B;
|
|
if ((fyle == 0 || PC1[fyle-1] == 0) &&
|
|
(fyle == 7 || PC1[fyle+1] == 0))
|
|
s += ISOLANI[fyle];
|
|
else if (PC1[fyle] > 1) s += PDOUBLED;
|
|
if (a1 < ctlP && atk1[sq-8] < ctlP)
|
|
{
|
|
s += BACKWARD[a2 & 0xFF];
|
|
if (PC2[fyle] == 0) s += PWEAKH;
|
|
if (color[sq-8] != neutral) s += PBLOK;
|
|
}
|
|
if (PC2[fyle] == 0)
|
|
{
|
|
if (side == white) r = rank+1; else r = rank;
|
|
in_square = (row[wking] <= r && distance(sq,wking) < r+1);
|
|
if (a2 == 0 || side == black) e = 0; else e = 1;
|
|
for (j = sq-8; j >= 0; j -= 8)
|
|
if (atk2[j] >= ctlP) { e = 2; break; }
|
|
else if (atk2[j] > 0 || color[j] != neutral) e = 1;
|
|
if (e == 2) s += (stage*PassedPawn3[7-rank]) / 10;
|
|
else if (in_square || e == 1) s += (stage*PassedPawn2[7-rank]) / 10;
|
|
else if (emtl[white] > 0) s += (stage*PassedPawn1[7-rank]) / 10;
|
|
else s += PassedPawn0[7-rank];
|
|
}
|
|
}
|
|
else if (piece == knight)
|
|
{
|
|
s = Mknight[c1][sq];
|
|
}
|
|
else if (piece == bishop)
|
|
{
|
|
s = Mbishop[c1][sq];
|
|
BRscan(sq,&s,&mob);
|
|
s += BMBLTY[mob];
|
|
}
|
|
else if (piece == rook)
|
|
{
|
|
s += RookBonus;
|
|
BRscan(sq,&s,&mob);
|
|
s += RMBLTY[mob];
|
|
if (PC1[fyle] == 0) s += RHOPN;
|
|
if (PC2[fyle] == 0) s += RHOPNX;
|
|
if (rank == rank7[c1] && pmtl[c2] > 100) s += 10;
|
|
if (stage > 2) s += 14 - taxicab(sq,EnemyKing);
|
|
}
|
|
else if (piece == queen)
|
|
{
|
|
if (stage > 2) s += 14 - taxicab(sq,EnemyKing);
|
|
if (distance(sq,EnemyKing) < 3) s += 12;
|
|
}
|
|
else if (piece == king)
|
|
{
|
|
s = Mking[c1][sq];
|
|
if (KSFTY > 0)
|
|
if (Developed[c2] || stage > 0) KingScan(sq,&s);
|
|
if (castld[c1]) s += KCASTLD;
|
|
else if (kingmoved[c1]) s += KMOVD;
|
|
|
|
if (PC1[fyle] == 0) s += KHOPN;
|
|
if (PC2[fyle] == 0) s += KHOPNX;
|
|
if (fyle == 1 || fyle == 2 || fyle == 3 || fyle == 7)
|
|
{
|
|
if (PC1[fyle-1] == 0) s += KHOPN;
|
|
if (PC2[fyle-1] == 0) s += KHOPNX;
|
|
}
|
|
if (fyle == 4 || fyle == 5 || fyle == 6 || fyle == 0)
|
|
{
|
|
if (PC1[fyle+1] == 0) s += KHOPN;
|
|
if (PC2[fyle+1] == 0) s += KHOPNX;
|
|
}
|
|
if (fyle == 2)
|
|
{
|
|
if (PC1[0] == 0) s += KHOPN;
|
|
if (PC2[0] == 0) s += KHOPNX;
|
|
}
|
|
if (fyle == 5)
|
|
{
|
|
if (PC1[7] == 0) s += KHOPN;
|
|
if (PC2[7] == 0) s += KHOPNX;
|
|
}
|
|
}
|
|
|
|
if (a2 > 0)
|
|
{
|
|
c = (control[piece] & 0x4FFF);
|
|
if (a1 == 0 || a2 > c+1)
|
|
{
|
|
s += HUNGP;
|
|
++hung[c1];
|
|
if (piece != king && trapped(sq,piece)) ++hung[c1];
|
|
}
|
|
else if (piece != pawn || a2 > a1)
|
|
if (a2 >= c || a1 < ctlP) s += ATAKD;
|
|
}
|
|
return(s);
|
|
}
|
|
|
|
|
|
void KingScan(sq,s)
|
|
short sq,*s;
|
|
|
|
/*
|
|
Assign penalties if king can be threatened by checks, if squares
|
|
near the king are controlled by the enemy (especially the queen),
|
|
or if there are no pawns near the king.
|
|
*/
|
|
|
|
#define ScoreThreat\
|
|
if (color[u] != c2) {\
|
|
if (atk1[u] == 0 || (atk2[u] & 0xFF) > 1) {\
|
|
++cnt;\
|
|
} else {\
|
|
*s -= 3; \
|
|
}\
|
|
}
|
|
|
|
{
|
|
register short m,u,d,i,m0,cnt,ok;
|
|
|
|
cnt = 0;
|
|
m0 = map[sq];
|
|
if (HasBishop[c2] || HasQueen[c2])
|
|
for (i = Dstart[bishop]; i <= Dstop[bishop]; i++)
|
|
{
|
|
d = Dir[i]; m = m0+d;
|
|
while (!(m & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
if (atk2[u] & ctlBQ) ScoreThreat
|
|
if (color[u] != neutral) break;
|
|
m += d;
|
|
}
|
|
}
|
|
if (HasRook[c2] || HasQueen[c2])
|
|
for (i = Dstart[rook]; i <= Dstop[rook]; i++)
|
|
{
|
|
d = Dir[i]; m = m0+d;
|
|
while (!(m & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
if (atk2[u] & ctlRQ) ScoreThreat
|
|
if (color[u] != neutral) break;
|
|
m += d;
|
|
}
|
|
}
|
|
if (HasKnight[c2])
|
|
for (i = Dstart[knight]; i <= Dstop[knight]; i++)
|
|
if (!((m = m0+Dir[i]) & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
if (atk2[u] & ctlNN) ScoreThreat
|
|
}
|
|
*s += (KSFTY*Kthreat[cnt]) / 16;
|
|
|
|
cnt = 0; ok = false;
|
|
m0 = map[sq];
|
|
for (i = Dstart[king]; i <= Dstop[king]; i++)
|
|
if (!((m = m0+Dir[i]) & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
if (board[u] == pawn) ok = true;
|
|
if (atk2[u] > atk1[u])
|
|
{
|
|
++cnt;
|
|
if (atk2[u] & ctlQ)
|
|
if (atk2[u] > ctlQ+1 && atk1[u] < ctlQ) *s -= 4*KSFTY;
|
|
}
|
|
}
|
|
if (!ok) *s -= KSFTY;
|
|
if (cnt > 1) *s -= KSFTY;
|
|
}
|
|
|
|
|
|
void 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 m,u,d,m0,j,piece,pin;
|
|
short *Kf;
|
|
|
|
Kf = Kfield[c1];
|
|
*mob = 0;
|
|
m0 = map[sq]; piece = board[sq];
|
|
for (j = Dstart[piece]; j <= Dstop[piece]; j++)
|
|
{
|
|
pin = -1;
|
|
d = Dir[j]; m = m0+d;
|
|
while (!(m & 0x88))
|
|
{
|
|
u = unmap[m]; *s += Kf[u];
|
|
if (color[u] == neutral)
|
|
{
|
|
(*mob)++;
|
|
m += d;
|
|
}
|
|
else if (pin < 0)
|
|
{
|
|
if (board[u] == pawn || board[u] == king) break;
|
|
pin = u;
|
|
m += d;
|
|
}
|
|
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;
|
|
break;
|
|
}
|
|
else break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int trapped(sq,piece)
|
|
short sq,piece;
|
|
|
|
/*
|
|
See if the attacked piece has unattacked squares to move to.
|
|
*/
|
|
|
|
{
|
|
register short u,m,d,i,m0;
|
|
|
|
m0 = map[sq];
|
|
if (sweep[piece])
|
|
for (i = Dstart[piece]; i <= Dstop[piece]; i++)
|
|
{
|
|
d = Dir[i]; m = m0+d;
|
|
while (!(m & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
if (color[u] == c1) break;
|
|
if (atk2[u] == 0 || board[u] >= piece) return(false);
|
|
if (color[u] == c2) break;
|
|
m += d;
|
|
}
|
|
}
|
|
else if (piece == pawn)
|
|
{
|
|
if (c1 == white) u = sq+8; else u = sq-8;
|
|
if (color[u] == neutral && atk1[u] >= atk2[u])
|
|
return(false);
|
|
if (!((m = m0+Dir[Dpwn[c1]]) & 0x88))
|
|
if (color[unmap[m]] == c2) return(false);
|
|
if (!((m = m0+Dir[Dpwn[c1]+1]) & 0x88))
|
|
if (color[unmap[m]] == c2) return(false);
|
|
}
|
|
else
|
|
{
|
|
for (i = Dstart[piece]; i <= Dstop[piece]; i++)
|
|
if (!((m = m0+Dir[i]) & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
if (color[u] != c1)
|
|
if (atk2[u] == 0 || board[u] >= piece) return(false);
|
|
}
|
|
}
|
|
return(true);
|
|
}
|
|
|
|
|
|
void ExaminePosition()
|
|
|
|
/*
|
|
This is done one time before the search is started. Set up arrays
|
|
Mwpawn, Mbpawn, Mknight, Mbishop, Mking which are used in the
|
|
SqValue() function to determine the positional value of each piece.
|
|
*/
|
|
|
|
{
|
|
register short i,sq;
|
|
short wpadv,bpadv,wstrong,bstrong,z,side,pp,j,val,Pd,fyle,rank;
|
|
|
|
wking = PieceList[white][0]; bking = PieceList[black][0];
|
|
ataks(white,atak[white]); ataks(black,atak[black]);
|
|
Zwmtl = Zbmtl = 0;
|
|
UpdateWeights();
|
|
HasPawn[white] = HasPawn[black] = 0;
|
|
HasKnight[white] = HasKnight[black] = 0;
|
|
HasBishop[white] = HasBishop[black] = 0;
|
|
HasRook[white] = HasRook[black] = 0;
|
|
HasQueen[white] = HasQueen[black] = 0;
|
|
for (side = white; side <= black; side++)
|
|
for (i = 0; i <= PieceCnt[side]; i++)
|
|
switch (board[PieceList[side][i]])
|
|
{
|
|
case pawn : ++HasPawn[side]; break;
|
|
case knight : ++HasKnight[side]; break;
|
|
case bishop : ++HasBishop[side]; break;
|
|
case rook : ++HasRook[side]; break;
|
|
case queen : ++HasQueen[side]; break;
|
|
}
|
|
if (!Developed[white])
|
|
Developed[white] = (board[1] != knight && board[2] != bishop &&
|
|
board[5] != bishop && board[6] != knight);
|
|
if (!Developed[black])
|
|
Developed[black] = (board[57] != knight && board[58] != bishop &&
|
|
board[61] != bishop && board[62] != knight);
|
|
if (!PawnStorm && stage < 5)
|
|
PawnStorm = ((column[wking] < 3 && column[bking] > 4) ||
|
|
(column[wking] > 4 && column[bking] < 3));
|
|
|
|
CopyBoard(pknight,Mknight[white]);
|
|
CopyBoard(pknight,Mknight[black]);
|
|
CopyBoard(pbishop,Mbishop[white]);
|
|
CopyBoard(pbishop,Mbishop[black]);
|
|
BlendBoard(KingOpening,KingEnding,Mking[white]);
|
|
BlendBoard(KingOpening,KingEnding,Mking[black]);
|
|
|
|
for (sq = 0; sq < 64; sq++)
|
|
{
|
|
fyle = column[sq]; rank = row[sq];
|
|
wstrong = bstrong = true;
|
|
for (i = sq; i < 64; i += 8)
|
|
if (atak[black][i] >= ctlP) wstrong = false;
|
|
for (i = sq; i >= 0; i -= 8)
|
|
if (atak[white][i] >= ctlP) bstrong = false;
|
|
wpadv = bpadv = PADVNCM;
|
|
if ((fyle == 0 || PawnCnt[white][fyle-1] == 0) &&
|
|
(fyle == 7 || PawnCnt[white][fyle+1] == 0)) wpadv = PADVNCI;
|
|
if ((fyle == 0 || PawnCnt[black][fyle-1] == 0) &&
|
|
(fyle == 7 || PawnCnt[black][fyle+1] == 0)) bpadv = PADVNCI;
|
|
Mwpawn[sq] = (wpadv*PawnAdvance[sq]) / 10;
|
|
Mbpawn[sq] = (bpadv*PawnAdvance[63-sq]) / 10;
|
|
Mwpawn[sq] += PawnBonus; Mbpawn[sq] += PawnBonus;
|
|
if (castld[white] || kingmoved[white])
|
|
{
|
|
if ((fyle < 3 || fyle > 4) && distance(sq,wking) < 3)
|
|
Mwpawn[sq] += PAWNSHIELD;
|
|
}
|
|
else if (rank < 3 && (fyle < 2 || fyle > 5))
|
|
Mwpawn[sq] += PAWNSHIELD / 2;
|
|
if (castld[black] || kingmoved[black])
|
|
{
|
|
if ((fyle < 3 || fyle > 4) && distance(sq,bking) < 3)
|
|
Mbpawn[sq] += PAWNSHIELD;
|
|
}
|
|
else if (rank > 4 && (fyle < 2 || fyle > 5))
|
|
Mbpawn[sq] += PAWNSHIELD / 2;
|
|
if (PawnStorm)
|
|
{
|
|
if ((column[wking] < 4 && fyle > 4) ||
|
|
(column[wking] > 3 && fyle < 3)) Mwpawn[sq] += 3*rank - 21;
|
|
if ((column[bking] < 4 && fyle > 4) ||
|
|
(column[bking] > 3 && fyle < 3)) Mbpawn[sq] -= 3*rank;
|
|
}
|
|
|
|
Mknight[white][sq] += 5 - distance(sq,bking);
|
|
Mknight[white][sq] += 5 - distance(sq,wking);
|
|
Mknight[black][sq] += 5 - distance(sq,wking);
|
|
Mknight[black][sq] += 5 - distance(sq,bking);
|
|
Mbishop[white][sq] += BishopBonus;
|
|
Mbishop[black][sq] += BishopBonus;
|
|
for (i = 0; i <= PieceCnt[black]; i++)
|
|
if (distance(sq,PieceList[black][i]) < 3)
|
|
Mknight[white][sq] += KNIGHTPOST;
|
|
for (i = 0; i <= PieceCnt[white]; i++)
|
|
if (distance(sq,PieceList[white][i]) < 3)
|
|
Mknight[black][sq] += KNIGHTPOST;
|
|
if (wstrong) Mknight[white][sq] += KNIGHTSTRONG;
|
|
if (bstrong) Mknight[black][sq] += KNIGHTSTRONG;
|
|
if (wstrong) Mbishop[white][sq] += BISHOPSTRONG;
|
|
if (bstrong) Mbishop[black][sq] += BISHOPSTRONG;
|
|
|
|
if (HasBishop[white] == 2) Mbishop[white][sq] += 8;
|
|
if (HasBishop[black] == 2) Mbishop[black][sq] += 8;
|
|
if (HasKnight[white] == 2) Mknight[white][sq] += 5;
|
|
if (HasKnight[black] == 2) Mknight[black][sq] += 5;
|
|
|
|
if (board[sq] == bishop) {
|
|
if (rank % 2 == fyle % 2) {
|
|
KBNKsq = 0;
|
|
} else {
|
|
KBNKsq = 7;
|
|
}
|
|
}
|
|
|
|
Kfield[white][sq] = Kfield[black][sq] = 0;
|
|
if (distance(sq,wking) == 1) Kfield[black][sq] = KATAK;
|
|
if (distance(sq,bking) == 1) Kfield[white][sq] = KATAK;
|
|
|
|
Pd = 0;
|
|
for (i = 0; i < 64; i++)
|
|
if (board[i] == pawn)
|
|
{
|
|
if (color[i] == white)
|
|
{
|
|
pp = true;
|
|
if (row[i] == 6) z = i+8; else z = i+16;
|
|
for (j = i+8; j < 64; j += 8)
|
|
if (atak[black][j] > ctlP || board[j] == pawn) pp = false;
|
|
}
|
|
else
|
|
{
|
|
pp = true;
|
|
if (row[i] == 1) z = i-8; else z = i-16;
|
|
for (j = i-8; j >= 0; j -= 8)
|
|
if (atak[white][j] > ctlP || board[j] == pawn) pp = false;
|
|
}
|
|
if (pp) Pd += 5*taxicab(sq,z); else Pd += taxicab(sq,z);
|
|
}
|
|
if (Pd != 0)
|
|
{
|
|
val = (Pd*stage2) / 10;
|
|
Mking[white][sq] -= val;
|
|
Mking[black][sq] -= val;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void UpdateWeights()
|
|
|
|
/*
|
|
If material balance has changed, determine the values for the
|
|
positional evaluation terms.
|
|
*/
|
|
|
|
{
|
|
register short tmtl;
|
|
|
|
if (mtl[white] != Zwmtl || mtl[black] != Zbmtl)
|
|
{
|
|
Zwmtl = mtl[white]; Zbmtl = mtl[black];
|
|
emtl[white] = Zwmtl - pmtl[white] - valueK;
|
|
emtl[black] = Zbmtl - pmtl[black] - valueK;
|
|
tmtl = emtl[white] + emtl[black];
|
|
if (tmtl > 6600) stage = 0;
|
|
else if (tmtl < 1400) stage = 10;
|
|
else stage = (6600-tmtl) / 520;
|
|
if (tmtl > 3600) stage2 = 0;
|
|
else if (tmtl < 1400) stage2 = 10;
|
|
else stage2 = (3600-tmtl) / 220;
|
|
|
|
PEDRNK2B = -15; /* centre pawn on 2nd rank & blocked */
|
|
PBLOK = -4; /* blocked backward pawn */
|
|
PDOUBLED = -14; /* doubled pawn */
|
|
PWEAKH = -4; /* weak pawn on half open file */
|
|
PAWNSHIELD = 10-stage; /* pawn near friendly king */
|
|
PADVNCM = 10; /* advanced pawn multiplier */
|
|
PADVNCI = 7; /* muliplier for isolated pawn */
|
|
PawnBonus = stage;
|
|
|
|
KNIGHTPOST = (stage+2)/3; /* knight near enemy pieces */
|
|
KNIGHTSTRONG = (stage+6)/2; /* occupies pawn hole */
|
|
|
|
BISHOPSTRONG = (stage+6)/2; /* occupies pawn hole */
|
|
BishopBonus = 2*stage;
|
|
|
|
RHOPN = 10; /* rook on half open file */
|
|
RHOPNX = 4;
|
|
RookBonus = 6*stage;
|
|
|
|
XRAY = 8; /* Xray attack on piece */
|
|
PINVAL = 10; /* Pin */
|
|
|
|
KHOPN = (3*stage-30) / 2; /* king on half open file */
|
|
KHOPNX = KHOPN / 2;
|
|
KCASTLD = 10 - stage;
|
|
KMOVD = -40 / (stage+1); /* king moved before castling */
|
|
KATAK = (10-stage) / 2; /* B,R attacks near enemy king */
|
|
if (stage < 8) KSFTY = 16-2*stage; else KSFTY = 0;
|
|
|
|
ATAKD = -6; /* defender > attacker */
|
|
HUNGP = -8; /* each hung piece */
|
|
HUNGX = -12; /* extra for >1 hung piece */
|
|
}
|
|
}
|
|
|
|
|
|
int distance(a,b)
|
|
short a,b;
|
|
{
|
|
register short d1,d2;
|
|
|
|
d1 = abs(column[a]-column[b]);
|
|
d2 = abs(row[a]-row[b]);
|
|
if (d1 > d2) return(d1); else return(d2);
|
|
}
|
|
|
|
|
|
void BlendBoard(a,b,c)
|
|
short a[64],b[64],c[64];
|
|
{
|
|
register int sq;
|
|
for (sq = 0; sq < 64; sq++)
|
|
c[sq] = (a[sq]*(10-stage) + b[sq]*stage) / 10;
|
|
}
|
|
|
|
|
|
void CopyBoard(a,b)
|
|
short a[64],b[64];
|
|
{
|
|
register int sq;
|
|
for (sq = 0; sq < 64; sq++)
|
|
b[sq] = a[sq];
|
|
}
|
|
|
|
/* ............ MOVE GENERATION & SEARCH ROUTINES .............. */
|
|
|
|
|
|
int SelectMove( short side, short iop , void (*callback)(void), char* move_buffer)
|
|
|
|
/*
|
|
Select a move by calling function search() at progressively deeper
|
|
ply until time is up or a mate or draw is reached. An alpha-beta
|
|
window of -90 to +90 points is set around the score returned from the
|
|
previous iteration. If Sdepth != 0 then the program has correctly
|
|
predicted the opponents move and the search will start at a depth of
|
|
Sdepth+1 rather than a depth of 1.
|
|
*/
|
|
|
|
{
|
|
static short i,alpha,beta,score,tempb,tempc,tempsf,tempst,xside,rpt;
|
|
|
|
timeout = false;
|
|
xside = otherside[side];
|
|
if (iop != 2) player = side;
|
|
if (TCflag)
|
|
{
|
|
ResponseTime = (TimeControl.clock[side]) /
|
|
(TimeControl.moves[side] + 3) -
|
|
OperatorTime;
|
|
ResponseTime += (ResponseTime*TimeControl.moves[side])/(2*TCmoves+1);
|
|
}
|
|
else ResponseTime = Level;
|
|
if (iop == 2) ResponseTime = 999;
|
|
if (Sdepth > 0 && root->score > Zscore-zwndw) ResponseTime -= ft;
|
|
else if (ResponseTime < 1) ResponseTime = 1;
|
|
ExtraTime = 0;
|
|
ExaminePosition();
|
|
ScorePosition(side,&score);
|
|
Pscore[0] = -score;
|
|
|
|
if (Sdepth == 0)
|
|
{
|
|
ZeroTTable();
|
|
/*SearchStartStuff(side);*/
|
|
for (i = 0; i < 8192; i++) history[i] = 0;
|
|
FROMsquare = TOsquare = -1;
|
|
PV = 0;
|
|
if (iop != 2) hint = 0;
|
|
for (i = 0; i < maxdepth; i++)
|
|
PrVar[i] = killr0[i] = killr1[i] = killr2[i] = killr3[i] = 0;
|
|
|
|
alpha = -9000; beta = 9000;
|
|
rpt = 0;
|
|
TrPnt[1] = 0; root = &Tree[0];
|
|
MoveList(side,1);
|
|
for (i = TrPnt[1]; i < TrPnt[2]; i++) pick(i,TrPnt[2]-1);
|
|
if (withbook) OpeningBook();
|
|
if (withbook) timeout = true;
|
|
NodeCnt = ETnodes = EvalNodes = HashCnt = 0;
|
|
Zscore = 0; zwndw = 20;
|
|
}
|
|
|
|
while (!timeout && Sdepth < MaxSearchDepth)
|
|
{
|
|
Sdepth++;
|
|
/*ShowDepth(' ');*/
|
|
score = search(side,1,Sdepth,alpha,beta,PrVar,&rpt,callback);
|
|
for (i = 1; i <= Sdepth; i++) killr0[i] = PrVar[i];
|
|
if (score < alpha && !timeout)
|
|
{
|
|
/*ShowDepth('-');*/
|
|
ExtraTime = 10*ResponseTime;
|
|
ZeroTTable();
|
|
score = search(side,1,Sdepth,-9000,beta,PrVar,&rpt,callback);
|
|
}
|
|
if (score > beta && !timeout && !(root->flags & exact))
|
|
{
|
|
/*ShowDepth('+');*/
|
|
ExtraTime = 0;
|
|
ZeroTTable();
|
|
score = search(side,1,Sdepth,alpha,9000,PrVar,&rpt,callback);
|
|
}
|
|
score = root->score;
|
|
if (!timeout)
|
|
for (i = TrPnt[1]+1; i < TrPnt[2]; i++) pick(i,TrPnt[2]-1);
|
|
/*ShowResults(score,PrVar,'.');*/
|
|
for (i = 1; i <= Sdepth; i++) killr0[i] = PrVar[i];
|
|
if (score > Zscore-zwndw && score > Tree[1].score+250) ExtraTime = 0;
|
|
else if (score > Zscore-3*zwndw) ExtraTime = ResponseTime;
|
|
else ExtraTime = 3*ResponseTime;
|
|
if (root->flags & exact) timeout = true;
|
|
if (Tree[1].score < -9000) timeout = true;
|
|
if (4*et > 2*ResponseTime + ExtraTime) timeout = true;
|
|
if (!timeout)
|
|
{
|
|
Tscore[0] = score;
|
|
if (Zscore == 0) Zscore = score;
|
|
else Zscore = (Zscore+score)/2;
|
|
}
|
|
zwndw = 20+abs(Zscore/12);
|
|
beta = score + Bwindow;
|
|
if (Zscore < score) alpha = Zscore - Awindow - zwndw;
|
|
else alpha = score - Awindow - zwndw;
|
|
}
|
|
|
|
score = root->score;
|
|
if (rpt >= 2 || score < -12000) root->flags |= draw;
|
|
if (iop == 2) return(0);
|
|
if (!withbook) hint = PrVar[2];
|
|
ElapsedTime(1);
|
|
|
|
if (score > -9999 && rpt <= 2)
|
|
{
|
|
MakeMove(side,root,&tempb,&tempc,&tempsf,&tempst);
|
|
algbr(root->f,root->t,root->flags & cstlmask);
|
|
}
|
|
else mvstr1[0] = '\0';
|
|
/*OutputMove();*/
|
|
|
|
short index;
|
|
for (index=0;index<5;index++){
|
|
move_buffer[index] = mvstr1[index];
|
|
}
|
|
|
|
if (score == -9999 || score == 9998) mate = true;
|
|
if (mate) hint = 0;
|
|
if (root->flags & cstlmask) Game50 = GameCnt;
|
|
else if (board[root->t] == pawn || (root->flags & capture))
|
|
Game50 = GameCnt;
|
|
GameList[GameCnt].score = score;
|
|
GameList[GameCnt].nodes = NodeCnt;
|
|
GameList[GameCnt].time = (short)et;
|
|
GameList[GameCnt].depth = Sdepth;
|
|
if (TCflag)
|
|
{
|
|
TimeControl.clock[side] -= (et + OperatorTime);
|
|
if (--TimeControl.moves[side] == 0) SetTimeControl();
|
|
}
|
|
if ((root->flags & draw) && bothsides) quit = true;
|
|
if (GameCnt > 238) quit = true;
|
|
player = xside;
|
|
Sdepth = 0;
|
|
return(0);
|
|
}
|
|
|
|
|
|
void OpeningBook()
|
|
|
|
/*
|
|
Go thru each of the opening lines of play and check for a match with
|
|
the current game listing. If a match occurs, generate a random number.
|
|
If this number is the largest generated so far then the next move in
|
|
this line becomes the current "candidate". After all lines are
|
|
checked, the candidate move is put at the top of the Tree[] array and
|
|
will be played by the program. Note that the program does not handle
|
|
book transpositions.
|
|
*/
|
|
|
|
{
|
|
short j,pnt;
|
|
unsigned short m;
|
|
unsigned r,r0;
|
|
int o_c=0 , m_c=0 ;
|
|
|
|
rb->srand ( *rb->current_tick ) ;
|
|
r0 = 0;
|
|
m = 0;
|
|
while ( o_c < MAX_OPENING ) {
|
|
m_c = 0 ;
|
|
for (j = 0; j <= GameCnt; j++) {
|
|
if ( GameList[j].gmove != OBook[o_c][m_c] ) break;
|
|
m_c++;
|
|
}
|
|
/* I added ( m != OBook[o_c][m_c] ) trying to get more random games */
|
|
if ( ( j > GameCnt ) && ( m != OBook[o_c][m_c] ) ) {
|
|
r=rb->rand();
|
|
if ( r > r0 ) {
|
|
r0 = r; m = OBook[o_c][m_c];
|
|
hint = OBook[o_c][m_c+1];
|
|
}
|
|
}
|
|
o_c++;
|
|
}
|
|
|
|
for (pnt = TrPnt[1]; pnt < TrPnt[2]; pnt++)
|
|
if ((Tree[pnt].f<<8) + Tree[pnt].t == m) Tree[pnt].score = 0;
|
|
pick(TrPnt[1],TrPnt[2]-1);
|
|
if (Tree[TrPnt[1]].score < 0) withbook = false;
|
|
}
|
|
|
|
|
|
#define UpdateSearchStatus \
|
|
{\
|
|
if (pnt > TrPnt[1])\
|
|
{\
|
|
d = best-Zscore; e = best-node->score;\
|
|
if (best < alpha) ExtraTime = 10*ResponseTime;\
|
|
else if (d > -zwndw && e > 4*zwndw) ExtraTime = -ResponseTime/3;\
|
|
else if (d > -zwndw) ExtraTime = 0;\
|
|
else if (d > -3*zwndw) ExtraTime = ResponseTime;\
|
|
else if (d > -9*zwndw) ExtraTime = 3*ResponseTime;\
|
|
else ExtraTime = 5*ResponseTime;\
|
|
}\
|
|
}
|
|
|
|
int search( short side, short ply, short depth,
|
|
short alpha, short beta, unsigned short bstline[], short *rpt,
|
|
void (*callback)(void) )
|
|
|
|
/*
|
|
Perform an alpha-beta search to determine the score for the current
|
|
board position. If depth <= 0 only capturing moves, pawn promotions
|
|
and responses to check are generated and searched, otherwise all
|
|
moves are processed. The search depth is modified for check evasions,
|
|
certain re-captures and threats. Extensions may continue for up to 11
|
|
ply beyond the nominal search depth.
|
|
*/
|
|
|
|
#define prune (cf && score+node->score < alpha)
|
|
#define ReCapture (rcptr && score > alpha && score < beta &&\
|
|
ply > 2 && CptrFlag[ply-1] && CptrFlag[ply-2] &&\
|
|
depth == Sdepth-ply+1)
|
|
#define Parry (hung[side] > 1 && ply == Sdepth+1)
|
|
#define MateThreat (ply < Sdepth+4 && ply > 4 &&\
|
|
ChkFlag[ply-2] && ChkFlag[ply-4] &&\
|
|
ChkFlag[ply-2] != ChkFlag[ply-4])
|
|
|
|
{
|
|
register short j,pnt;
|
|
short best,tempb,tempc,tempsf,tempst;
|
|
short xside,pbst,d,e,cf,score,rcnt;
|
|
unsigned short mv,nxtline[maxdepth];
|
|
struct leaf *node,tmp;
|
|
|
|
/* this is the only place we need to yield */
|
|
rb->yield();
|
|
/* and check for user interaction */
|
|
callback();
|
|
|
|
NodeCnt++;
|
|
xside = otherside[side];
|
|
|
|
if (ply <= Sdepth+3) repetition(rpt); else *rpt = 0;
|
|
if (*rpt >= 2) return(0);
|
|
|
|
score = evaluate(side,xside,ply,depth,alpha,beta);
|
|
if (score > 9000) return(score);
|
|
|
|
if (depth > 0)
|
|
{
|
|
if (InChk || PawnThreat[ply-1] || ReCapture) ++depth;
|
|
}
|
|
else
|
|
{
|
|
if (score >= alpha &&
|
|
(InChk || PawnThreat[ply-1] || Parry)) depth = 1;
|
|
else if (score <= beta && MateThreat) depth = 1;
|
|
}
|
|
|
|
PV = 0;
|
|
if (depth > 0 && hashflag && ply > 1)
|
|
{
|
|
ProbeTTable(side,depth,&alpha,&beta,&score);
|
|
bstline[ply] = PV;
|
|
bstline[ply+1] = 0;
|
|
if (beta == -20000) return(score);
|
|
if (alpha > beta) return(alpha);
|
|
}
|
|
|
|
if (Sdepth == 1) d = 7; else d = 11;
|
|
if (ply > Sdepth+d || (depth <= 0 && score > beta)) return(score);
|
|
|
|
if (ply > 1) {
|
|
if (depth > 0) {
|
|
MoveList(side,ply);
|
|
} else {
|
|
CaptureList(side,xside,ply);
|
|
}
|
|
}
|
|
|
|
if (TrPnt[ply] == TrPnt[ply+1]) return(score);
|
|
|
|
cf = (depth < 1 && ply > Sdepth+1 && !ChkFlag[ply-2] && !slk);
|
|
|
|
if (depth > 0) best = -12000; else best = score;
|
|
if (best > alpha) alpha = best;
|
|
|
|
for (pnt = pbst = TrPnt[ply];
|
|
pnt < TrPnt[ply+1] && best <= beta;
|
|
pnt++)
|
|
{
|
|
if (ply > 1) pick(pnt,TrPnt[ply+1]-1);
|
|
node = &Tree[pnt];
|
|
mv = (node->f << 8) + node->t;
|
|
nxtline[ply+1] = 0;
|
|
|
|
if (prune) break;
|
|
if (ply == 1) UpdateSearchStatus;
|
|
|
|
if (!(node->flags & exact))
|
|
{
|
|
MakeMove(side,node,&tempb,&tempc,&tempsf,&tempst);
|
|
CptrFlag[ply] = (node->flags & capture);
|
|
PawnThreat[ply] = (node->flags & pwnthrt);
|
|
Tscore[ply] = node->score;
|
|
node->score = -search(xside,ply+1,depth-1,-beta,-alpha,
|
|
nxtline,&rcnt,callback);
|
|
if (abs(node->score) > 9000) node->flags |= exact;
|
|
else if (rcnt == 1) node->score /= 2;
|
|
if (rcnt >= 2 || GameCnt-Game50 > 99 ||
|
|
(node->score == 9999-ply && !ChkFlag[ply]))
|
|
{
|
|
node->flags |= draw; node->flags |= exact;
|
|
if (side == computer) node->score = contempt;
|
|
else node->score = -contempt;
|
|
}
|
|
UnmakeMove(side,node,&tempb,&tempc,&tempsf,&tempst);
|
|
}
|
|
if (node->score > best && !timeout)
|
|
{
|
|
if (depth > 0)
|
|
if (node->score > alpha && !(node->flags & exact))
|
|
node->score += depth;
|
|
best = node->score; pbst = pnt;
|
|
if (best > alpha) alpha = best;
|
|
for (j = ply+1; nxtline[j] > 0; j++) bstline[j] = nxtline[j];
|
|
bstline[j] = 0;
|
|
bstline[ply] = mv;
|
|
if (ply == 1)
|
|
{
|
|
if (best == alpha)
|
|
{
|
|
tmp = Tree[pnt];
|
|
for (j = pnt-1; j >= 0; j--) Tree[j+1] = Tree[j];
|
|
Tree[0] = tmp;
|
|
pbst = 0;
|
|
}
|
|
/*if (Sdepth > 2)
|
|
if (best > beta) ShowResults(best,bstline,'+');
|
|
else if (best < alpha) ShowResults(best,bstline,'-');
|
|
else ShowResults(best,bstline,'&');*/
|
|
}
|
|
}
|
|
if (NodeCnt > ETnodes) ElapsedTime(0);
|
|
if (timeout) return(-Tscore[ply-1]);
|
|
}
|
|
|
|
node = &Tree[pbst];
|
|
mv = (node->f<<8) + node->t;
|
|
if (hashflag && ply <= Sdepth && *rpt == 0 && best == alpha)
|
|
PutInTTable(side,best,depth,alpha,beta,mv);
|
|
if (depth > 0)
|
|
{
|
|
j = (node->f<<6) + node->t; if (side == black) j |= 0x1000;
|
|
if (history[j] < 150) history[j] += 2*depth;
|
|
if (node->t != (GameList[GameCnt].gmove & 0xFF)) {
|
|
if (best <= beta) {
|
|
killr3[ply] = mv;
|
|
} else {
|
|
if (mv != killr1[ply]) {
|
|
killr2[ply] = killr1[ply];
|
|
killr1[ply] = mv;
|
|
}
|
|
}
|
|
}
|
|
if (best > 9000) killr0[ply] = mv; else killr0[ply] = 0;
|
|
}
|
|
return(best);
|
|
}
|
|
|
|
|
|
int evaluate(side,xside,ply,depth,alpha,beta)
|
|
short side,xside,ply,depth,alpha,beta;
|
|
|
|
/*
|
|
Compute an estimate of the score by adding the positional score from
|
|
the previous ply to the material difference. If this score falls
|
|
inside a window which is 180 points wider than the alpha-beta window
|
|
(or within a 50 point window during quiescence search) call
|
|
ScorePosition() to determine a score, otherwise return the estimated
|
|
score. If one side has only a king and the other either has no pawns
|
|
or no pieces then the function ScoreLoneKing() is called.
|
|
*/
|
|
|
|
{
|
|
register short evflag;
|
|
|
|
Xscore = -Pscore[ply-1] - INCscore + mtl[side] - mtl[xside];
|
|
hung[white] = hung[black] = 0;
|
|
slk = ((mtl[white] == valueK && (pmtl[black] == 0 || emtl[black] == 0)) ||
|
|
(mtl[black] == valueK && (pmtl[white] == 0 || emtl[white] == 0)));
|
|
|
|
if (slk) evflag = false;
|
|
else evflag =
|
|
(ply == 1 || ply < Sdepth ||
|
|
(depth == 0 && Xscore > alpha-xwndw && Xscore < beta+xwndw) ||
|
|
(depth < 0 && Xscore > alpha-25 && Xscore < beta+25));
|
|
|
|
if (evflag)
|
|
{
|
|
EvalNodes++;
|
|
ataks(side,atak[side]);
|
|
if (atak[side][PieceList[xside][0]] > 0) return(10001-ply);
|
|
ataks(xside,atak[xside]);
|
|
InChk = (atak[xside][PieceList[side][0]] > 0);
|
|
ScorePosition(side,&Xscore);
|
|
}
|
|
else
|
|
{
|
|
if (SqAtakd(PieceList[xside][0],side)) return(10001-ply);
|
|
InChk = SqAtakd(PieceList[side][0],xside);
|
|
if (slk) ScoreLoneKing(side,&Xscore);
|
|
}
|
|
|
|
Pscore[ply] = Xscore - mtl[side] + mtl[xside];
|
|
if (InChk) ChkFlag[ply-1] = Pindex[TOsquare];
|
|
else ChkFlag[ply-1] = 0;
|
|
return(Xscore);
|
|
}
|
|
|
|
|
|
int ProbeTTable(side,depth,alpha,beta,score)
|
|
short side,depth,*alpha,*beta,*score;
|
|
|
|
/*
|
|
Look for the current board position in the transposition table.
|
|
*/
|
|
|
|
{
|
|
short hindx;
|
|
if (side == white) hashkey |= 1; else hashkey &= 0xFFFE;
|
|
hindx = (hashkey & (ttblsz-1));
|
|
ptbl = (ttable + hindx);
|
|
if (ptbl->depth >= depth && ptbl->hashbd == hashbd)
|
|
{
|
|
HashCnt++;
|
|
PV = ptbl->mv;
|
|
if (ptbl->flags & truescore)
|
|
{
|
|
*score = ptbl->score;
|
|
*beta = -20000;
|
|
return(true);
|
|
}
|
|
/*
|
|
else if (ptbl->flags & upperbound)
|
|
{
|
|
if (ptbl->score < *beta) *beta = ptbl->score+1;
|
|
}
|
|
*/
|
|
else if (ptbl->flags & lowerbound)
|
|
{
|
|
if (ptbl->score > *alpha) *alpha = ptbl->score-1;
|
|
}
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
void PutInTTable(side,score,depth,alpha,beta,mv)
|
|
short side,score,depth,alpha,beta;
|
|
unsigned short mv;
|
|
|
|
/*
|
|
Store the current board position in the transposition table.
|
|
*/
|
|
|
|
{
|
|
short hindx;
|
|
if (side == white) hashkey |= 1; else hashkey &= 0xFFFE;
|
|
hindx = (hashkey & (ttblsz-1));
|
|
ptbl = (ttable + hindx);
|
|
ptbl->hashbd = hashbd;
|
|
ptbl->depth = depth;
|
|
ptbl->score = score;
|
|
ptbl->mv = mv;
|
|
ptbl->flags = 0;
|
|
if (score < alpha) ptbl->flags |= upperbound;
|
|
else if (score > beta) ptbl->flags |= lowerbound;
|
|
else ptbl->flags |= truescore;
|
|
}
|
|
|
|
|
|
void ZeroTTable()
|
|
{
|
|
int i;
|
|
if (hashflag)
|
|
for (i = 0; i < ttblsz; i++)
|
|
{
|
|
ptbl = (ttable + i);
|
|
ptbl->depth = 0;
|
|
}
|
|
}
|
|
|
|
|
|
void MoveList(side,ply)
|
|
short side,ply;
|
|
|
|
/*
|
|
Fill the array Tree[] with all available moves for side to play. Array
|
|
TrPnt[ply] contains the index into Tree[] of the first move at a ply.
|
|
*/
|
|
|
|
{
|
|
register short i,xside,f;
|
|
|
|
xside = otherside[side];
|
|
if (PV == 0) Swag0 = killr0[ply]; else Swag0 = PV;
|
|
Swag1 = killr1[ply]; Swag2 = killr2[ply];
|
|
Swag3 = killr3[ply]; Swag4 = 0;
|
|
if (ply > 2) Swag4 = killr1[ply-2];
|
|
TrPnt[ply+1] = TrPnt[ply];
|
|
Dstart[pawn] = Dpwn[side]; Dstop[pawn] = Dstart[pawn] + 1;
|
|
for (i = PieceCnt[side]; i >= 0; i--)
|
|
GenMoves(ply,PieceList[side][i],side,xside);
|
|
if (kingmoved[side] == 0 && !castld[side])
|
|
{
|
|
f = PieceList[side][0];
|
|
if (castle(side,f,f+2,0))
|
|
{
|
|
LinkMove(ply,f,f+2,xside);
|
|
Tree[TrPnt[ply+1]-1].flags |= cstlmask;
|
|
}
|
|
if (castle(side,f,f-2,0))
|
|
{
|
|
LinkMove(ply,f,f-2,xside);
|
|
Tree[TrPnt[ply+1]-1].flags |= cstlmask;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void GenMoves(ply,sq,side,xside)
|
|
short ply,sq,side,xside;
|
|
|
|
/*
|
|
Generate moves for a piece. The from square is mapped onto a special
|
|
board and offsets (taken from array Dir[]) are added to the mapped
|
|
location. The newly generated square is tested to see if it falls off
|
|
the board by ANDing the square with 88 HEX. Legal moves are linked
|
|
into the tree.
|
|
*/
|
|
|
|
{
|
|
register short m,u,d,i,m0,piece;
|
|
|
|
piece = board[sq]; m0 = map[sq];
|
|
if (sweep[piece])
|
|
for (i = Dstart[piece]; i <= Dstop[piece]; i++)
|
|
{
|
|
d = Dir[i]; m = m0+d;
|
|
while (!(m & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
if (color[u] == neutral)
|
|
{
|
|
LinkMove(ply,sq,u,xside);
|
|
m += d;
|
|
}
|
|
else if (color[u] == xside)
|
|
{
|
|
LinkMove(ply,sq,u,xside);
|
|
break;
|
|
}
|
|
else break;
|
|
}
|
|
}
|
|
else if (piece == pawn)
|
|
{
|
|
if (side == white && color[sq+8] == neutral)
|
|
{
|
|
LinkMove(ply,sq,sq+8,xside);
|
|
if (row[sq] == 1)
|
|
if (color[sq+16] == neutral)
|
|
LinkMove(ply,sq,sq+16,xside);
|
|
}
|
|
else if (side == black && color[sq-8] == neutral)
|
|
{
|
|
LinkMove(ply,sq,sq-8,xside);
|
|
if (row[sq] == 6)
|
|
if (color[sq-16] == neutral)
|
|
LinkMove(ply,sq,sq-16,xside);
|
|
}
|
|
for (i = Dstart[piece]; i <= Dstop[piece]; i++)
|
|
if (!((m = m0+Dir[i]) & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
if (color[u] == xside || u == epsquare)
|
|
LinkMove(ply,sq,u,xside);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = Dstart[piece]; i <= Dstop[piece]; i++)
|
|
if (!((m = m0+Dir[i]) & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
if (color[u] != side) LinkMove(ply,sq,u,xside);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void LinkMove(ply,f,t,xside)
|
|
short ply,f,t,xside;
|
|
|
|
/*
|
|
Add a move to the tree. Assign a bonus to order the moves
|
|
as follows:
|
|
1. Principle variation
|
|
2. Capture of last moved piece
|
|
3. Other captures (major pieces first)
|
|
4. Killer moves
|
|
5. "history" killers
|
|
*/
|
|
|
|
{
|
|
register short s,z;
|
|
register unsigned short mv;
|
|
struct leaf *node;
|
|
|
|
node = &Tree[TrPnt[ply+1]];
|
|
++TrPnt[ply+1];
|
|
node->flags = 0;
|
|
node->f = f; node->t = t;
|
|
mv = (f<<8) + t;
|
|
s = 0;
|
|
if (mv == Swag0) s = 2000;
|
|
else if (mv == Swag1) s = 60;
|
|
else if (mv == Swag2) s = 50;
|
|
else if (mv == Swag3) s = 40;
|
|
else if (mv == Swag4) s = 30;
|
|
if (color[t] != neutral)
|
|
{
|
|
node->flags |= capture;
|
|
if (t == TOsquare) s += 500;
|
|
s += value[board[t]] - board[f];
|
|
}
|
|
if (board[f] == pawn) {
|
|
if (row[t] == 0 || row[t] == 7) {
|
|
node->flags |= promote;
|
|
s += 800;
|
|
} else {
|
|
if (row[t] == 1 || row[t] == 6) {
|
|
node->flags |= pwnthrt;
|
|
s += 600;
|
|
} else {
|
|
if (t == epsquare) node->flags |= epmask;
|
|
}
|
|
}
|
|
}
|
|
z = (f<<6) + t; if (xside == white) z |= 0x1000;
|
|
s += history[z];
|
|
node->score = s - 20000;
|
|
}
|
|
|
|
|
|
void CaptureList(side,xside,ply)
|
|
short side,xside,ply;
|
|
|
|
/*
|
|
Generate captures and Pawn promotions only.
|
|
*/
|
|
|
|
#define LinkCapture \
|
|
{\
|
|
node->f = sq; node->t = u;\
|
|
node->flags = capture;\
|
|
node->score = value[board[u]] + svalue[board[u]] - piece;\
|
|
if (piece == pawn && (u < 8 || u > 55))\
|
|
{\
|
|
node->flags |= promote;\
|
|
node->score = valueQ;\
|
|
}\
|
|
++node;\
|
|
++TrPnt[ply+1];\
|
|
}
|
|
|
|
{
|
|
register short m,u,d,sq,m0;
|
|
short i,j,j1,j2,r7,d0,piece,*PL;
|
|
struct leaf *node;
|
|
|
|
TrPnt[ply+1] = TrPnt[ply];
|
|
node = &Tree[TrPnt[ply]];
|
|
Dstart[pawn] = Dpwn[side]; Dstop[pawn] = Dstart[pawn] + 1;
|
|
if (side == white)
|
|
{
|
|
r7 = 6; d0 = 8;
|
|
}
|
|
else
|
|
{
|
|
r7 = 1; d0 = -8;
|
|
}
|
|
PL = PieceList[side];
|
|
for (i = 0; i <= PieceCnt[side]; i++)
|
|
{
|
|
sq = PL[i];
|
|
m0 = map[sq]; piece = board[sq];
|
|
j1 = Dstart[piece]; j2 = Dstop[piece];
|
|
if (sweep[piece])
|
|
for (j = j1; j <= j2; j++)
|
|
{
|
|
d = Dir[j]; m = m0+d;
|
|
while (!(m & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
if (color[u] == neutral) m += d;
|
|
else
|
|
{
|
|
if (color[u] == xside) LinkCapture;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (j = j1; j <= j2; j++)
|
|
if (!((m = m0+Dir[j]) & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
if (color[u] == xside) LinkCapture;
|
|
}
|
|
if (piece == pawn && row[sq] == r7)
|
|
{
|
|
u = sq+d0;
|
|
if (color[u] == neutral) LinkCapture;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int castle(side,kf,kt,iop)
|
|
short side,kf,kt,iop;
|
|
|
|
/*
|
|
Make or Unmake a castling move.
|
|
*/
|
|
|
|
{
|
|
register short rf,rt,d,t0,xside;
|
|
|
|
xside = otherside[side];
|
|
if (kt > kf)
|
|
{
|
|
rf = kf+3; rt = kt-1; d = 1;
|
|
}
|
|
else
|
|
{
|
|
rf = kf-4; rt = kt+1; d = -1;
|
|
}
|
|
if (iop == 0)
|
|
{
|
|
if (board[kf] != king || board[rf] != rook || color[rf] != side)
|
|
return(false);
|
|
if (color[kt] != neutral || color[rt] != neutral) return(false);
|
|
if (d == -1 && color[kt+d] != neutral) return(false);
|
|
if (SqAtakd(kf,xside)) return(false);
|
|
if (SqAtakd(kt,xside)) return(false);
|
|
if (SqAtakd(kf+d,xside)) return(false);
|
|
}
|
|
else
|
|
{
|
|
if (iop == 1) castld[side] = true; else castld[side] = false;
|
|
if (iop == 2)
|
|
{
|
|
t0 = kt; kt = kf; kf = t0;
|
|
t0 = rt; rt = rf; rf = t0;
|
|
}
|
|
board[kt] = king; color[kt] = side; Pindex[kt] = 0;
|
|
board[kf] = no_piece; color[kf] = neutral;
|
|
board[rt] = rook; color[rt] = side; Pindex[rt] = Pindex[rf];
|
|
board[rf] = no_piece; color[rf] = neutral;
|
|
PieceList[side][Pindex[kt]] = kt;
|
|
PieceList[side][Pindex[rt]] = rt;
|
|
if (hashflag)
|
|
{
|
|
UpdateHashbd(side,king,kf,kt);
|
|
UpdateHashbd(side,rook,rf,rt);
|
|
}
|
|
}
|
|
return(true);
|
|
}
|
|
|
|
|
|
void EnPassant(xside,f,t,iop)
|
|
short xside,f,t,iop;
|
|
|
|
/*
|
|
Make or unmake an en passant move.
|
|
*/
|
|
|
|
{
|
|
register short l;
|
|
if (t > f) l = t-8; else l = t+8;
|
|
if (iop == 1)
|
|
{
|
|
board[l] = no_piece; color[l] = neutral;
|
|
}
|
|
else
|
|
{
|
|
board[l] = pawn; color[l] = xside;
|
|
}
|
|
InitializeStats();
|
|
}
|
|
|
|
|
|
void MakeMove(side,node,tempb,tempc,tempsf,tempst)
|
|
short side,*tempc,*tempb,*tempsf,*tempst;
|
|
struct leaf *node;
|
|
|
|
/*
|
|
Update Arrays board[], color[], and Pindex[] to reflect the new board
|
|
position obtained after making the move pointed to by node. Also
|
|
update miscellaneous stuff that changes when a move is made.
|
|
*/
|
|
|
|
{
|
|
register short f,t,xside,ct,cf;
|
|
|
|
xside = otherside[side];
|
|
f = node->f; t = node->t; epsquare = -1;
|
|
FROMsquare = f; TOsquare = t;
|
|
INCscore = 0;
|
|
GameList[++GameCnt].gmove = (f<<8) + t;
|
|
if (node->flags & cstlmask)
|
|
{
|
|
GameList[GameCnt].piece = no_piece;
|
|
GameList[GameCnt].color = side;
|
|
castle(side,f,t,1);
|
|
}
|
|
else
|
|
{
|
|
*tempc = color[t]; *tempb = board[t];
|
|
*tempsf = svalue[f]; *tempst = svalue[t];
|
|
GameList[GameCnt].piece = *tempb;
|
|
GameList[GameCnt].color = *tempc;
|
|
if (*tempc != neutral)
|
|
{
|
|
UpdatePieceList(*tempc,t,1);
|
|
if (*tempb == pawn) --PawnCnt[*tempc][column[t]];
|
|
if (board[f] == pawn)
|
|
{
|
|
--PawnCnt[side][column[f]];
|
|
++PawnCnt[side][column[t]];
|
|
cf = column[f]; ct = column[t];
|
|
if (PawnCnt[side][ct] > 1+PawnCnt[side][cf])
|
|
INCscore -= 15;
|
|
else if (PawnCnt[side][ct] < 1+PawnCnt[side][cf])
|
|
INCscore += 15;
|
|
else if (ct == 0 || ct == 7 || PawnCnt[side][ct+ct-cf] == 0)
|
|
INCscore -= 15;
|
|
}
|
|
mtl[xside] -= value[*tempb];
|
|
if (*tempb == pawn) pmtl[xside] -= valueP;
|
|
if (hashflag) UpdateHashbd(xside,*tempb,-1,t);
|
|
INCscore += *tempst;
|
|
}
|
|
color[t] = color[f]; board[t] = board[f]; svalue[t] = svalue[f];
|
|
Pindex[t] = Pindex[f]; PieceList[side][Pindex[t]] = t;
|
|
color[f] = neutral; board[f] = no_piece;
|
|
if (board[t] == pawn) {
|
|
if (t-f == 16) {
|
|
epsquare = f+8;
|
|
} else {
|
|
if (f-t == 16) epsquare = f-8;
|
|
}
|
|
}
|
|
if (node->flags & promote)
|
|
{
|
|
board[t] = queen;
|
|
--PawnCnt[side][column[t]];
|
|
mtl[side] += valueQ - valueP;
|
|
pmtl[side] -= valueP;
|
|
HasQueen[side] = true;
|
|
if (hashflag)
|
|
{
|
|
UpdateHashbd(side,pawn,f,-1);
|
|
UpdateHashbd(side,queen,f,-1);
|
|
}
|
|
INCscore -= *tempsf;
|
|
}
|
|
if (board[t] == king) ++kingmoved[side];
|
|
if (node->flags & epmask) EnPassant(xside,f,t,1);
|
|
else if (hashflag) UpdateHashbd(side,board[t],f,t);
|
|
}
|
|
}
|
|
|
|
|
|
void UnmakeMove(side,node,tempb,tempc,tempsf,tempst)
|
|
short side,*tempc,*tempb,*tempsf,*tempst;
|
|
struct leaf *node;
|
|
|
|
/*
|
|
Take back a move.
|
|
*/
|
|
|
|
{
|
|
register short f,t,xside;
|
|
|
|
xside = otherside[side];
|
|
f = node->f; t = node->t; epsquare = -1;
|
|
GameCnt--;
|
|
if (node->flags & cstlmask) castle(side,f,t,2);
|
|
else
|
|
{
|
|
color[f] = color[t]; board[f] = board[t]; svalue[f] = *tempsf;
|
|
Pindex[f] = Pindex[t]; PieceList[side][Pindex[f]] = f;
|
|
color[t] = *tempc; board[t] = *tempb; svalue[t] = *tempst;
|
|
if (node->flags & promote)
|
|
{
|
|
board[f] = pawn;
|
|
++PawnCnt[side][column[t]];
|
|
mtl[side] += valueP - valueQ;
|
|
pmtl[side] += valueP;
|
|
if (hashflag)
|
|
{
|
|
UpdateHashbd(side,queen,-1,t);
|
|
UpdateHashbd(side,pawn,-1,t);
|
|
}
|
|
}
|
|
if (*tempc != neutral)
|
|
{
|
|
UpdatePieceList(*tempc,t,2);
|
|
if (*tempb == pawn) ++PawnCnt[*tempc][column[t]];
|
|
if (board[f] == pawn)
|
|
{
|
|
--PawnCnt[side][column[t]];
|
|
++PawnCnt[side][column[f]];
|
|
}
|
|
mtl[xside] += value[*tempb];
|
|
if (*tempb == pawn) pmtl[xside] += valueP;
|
|
if (hashflag) UpdateHashbd(xside,*tempb,-1,t);
|
|
}
|
|
if (board[f] == king) --kingmoved[side];
|
|
if (node->flags & epmask) EnPassant(xside,f,t,2);
|
|
else if (hashflag) UpdateHashbd(side,board[f],f,t);
|
|
}
|
|
}
|
|
|
|
|
|
void UpdateHashbd(side,piece,f,t)
|
|
short side,piece,f,t;
|
|
|
|
/*
|
|
hashbd contains a 32 bit "signature" of the board position. hashkey
|
|
contains a 16 bit code used to address the hash table. When a move is
|
|
made, XOR'ing the hashcode of moved piece on the from and to squares
|
|
with the hashbd and hashkey values keeps things current.
|
|
*/
|
|
|
|
{
|
|
if (f >= 0)
|
|
{
|
|
hashbd ^= hashcode[side][piece][f].bd;
|
|
hashkey ^= hashcode[side][piece][f].key;
|
|
}
|
|
if (t >= 0)
|
|
{
|
|
hashbd ^= hashcode[side][piece][t].bd;
|
|
hashkey ^= hashcode[side][piece][t].key;
|
|
}
|
|
}
|
|
|
|
|
|
void UpdatePieceList(side,sq,iop)
|
|
short side,sq,iop;
|
|
|
|
/*
|
|
Update the PieceList and Pindex arrays when a piece is captured or
|
|
when a capture is unmade.
|
|
*/
|
|
|
|
{
|
|
register short i;
|
|
if (iop == 1)
|
|
{
|
|
PieceCnt[side]--;
|
|
for (i = Pindex[sq]; i <= PieceCnt[side]; i++)
|
|
{
|
|
PieceList[side][i] = PieceList[side][i+1];
|
|
Pindex[PieceList[side][i]] = i;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PieceCnt[side]++;
|
|
PieceList[side][PieceCnt[side]] = sq;
|
|
Pindex[sq] = PieceCnt[side];
|
|
}
|
|
}
|
|
|
|
|
|
void InitializeStats()
|
|
|
|
/*
|
|
Scan thru the board seeing what's on each square. If a piece is found,
|
|
update the variables PieceCnt, PawnCnt, Pindex and PieceList. Also
|
|
determine the material for each side and set the hashkey and hashbd
|
|
variables to represent the current board position. Array
|
|
PieceList[side][indx] contains the location of all the pieces of
|
|
either side. Array Pindex[sq] contains the indx into PieceList for a
|
|
given square.
|
|
*/
|
|
|
|
{
|
|
register short i,sq;
|
|
epsquare = -1;
|
|
for (i = 0; i < 8; i++)
|
|
PawnCnt[white][i] = PawnCnt[black][i] = 0;
|
|
mtl[white] = mtl[black] = pmtl[white] = pmtl[black] = 0;
|
|
PieceCnt[white] = PieceCnt[black] = 0;
|
|
hashbd = hashkey = 0;
|
|
for (sq = 0; sq < 64; sq++)
|
|
if (color[sq] != neutral)
|
|
{
|
|
mtl[color[sq]] += value[board[sq]];
|
|
if (board[sq] == pawn)
|
|
{
|
|
pmtl[color[sq]] += valueP;
|
|
++PawnCnt[color[sq]][column[sq]];
|
|
}
|
|
if (board[sq] == king) Pindex[sq] = 0;
|
|
else Pindex[sq] = ++PieceCnt[color[sq]];
|
|
PieceList[color[sq]][Pindex[sq]] = sq;
|
|
hashbd ^= hashcode[color[sq]][board[sq]][sq].bd;
|
|
hashkey ^= hashcode[color[sq]][board[sq]][sq].key;
|
|
}
|
|
}
|
|
|
|
|
|
void pick(p1,p2)
|
|
short p1,p2;
|
|
|
|
/*
|
|
Find the best move in the tree between indexes p1 and p2. Swap the
|
|
best move into the p1 element.
|
|
*/
|
|
|
|
{
|
|
register short p,s,p0,s0;
|
|
struct leaf temp;
|
|
|
|
s0 = Tree[p1].score; p0 = p1;
|
|
for (p = p1+1; p <= p2; p++)
|
|
if ((s = Tree[p].score) > s0)
|
|
{
|
|
s0 = s; p0 = p;
|
|
}
|
|
if (p0 != p1)
|
|
{
|
|
temp = Tree[p1]; Tree[p1] = Tree[p0]; Tree[p0] = temp;
|
|
}
|
|
}
|
|
|
|
|
|
void repetition(cnt)
|
|
short *cnt;
|
|
|
|
/*
|
|
Check for draw by threefold repetition.
|
|
*/
|
|
|
|
{
|
|
register short i,c,f,t;
|
|
short b[64];
|
|
unsigned short m;
|
|
*cnt = c = 0;
|
|
if (GameCnt > Game50+3)
|
|
{
|
|
for (i = 0; i < 64; b[i++] = 0);
|
|
for (i = GameCnt; i > Game50; i--)
|
|
{
|
|
m = GameList[i].gmove; f = m>>8; t = m & 0xFF;
|
|
if (++b[f] == 0) c--; else c++;
|
|
if (--b[t] == 0) c--; else c++;
|
|
if (c == 0) (*cnt)++;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int SqAtakd(sq,side)
|
|
short sq,side;
|
|
|
|
/*
|
|
See if any piece with color 'side' ataks sq. First check for pawns
|
|
or king, then try other pieces. Array Dcode is used to check for
|
|
knight attacks or R,B,Q co-linearity.
|
|
*/
|
|
|
|
{
|
|
register short m,d,m0,m1,i,loc,piece,*PL;
|
|
|
|
m1 = map[sq];
|
|
if (side == white) m = m1-0x0F; else m = m1+0x0F;
|
|
if (!(m & 0x88))
|
|
if (board[unmap[m]] == pawn && color[unmap[m]] == side) return(true);
|
|
if (side == white) m = m1-0x11; else m = m1+0x11;
|
|
if (!(m & 0x88))
|
|
if (board[unmap[m]] == pawn && color[unmap[m]] == side) return(true);
|
|
if (distance(sq,PieceList[side][0]) == 1) return(true);
|
|
|
|
PL = PieceList[side];
|
|
for (i = 1; i <= PieceCnt[side]; i++)
|
|
{
|
|
loc = PL[i]; piece = board[loc];
|
|
if (piece == pawn) continue;
|
|
m0 = map[loc]; d = Dcode[abs(m1-m0)];
|
|
if (d == 0 || (Pdir[d] & pbit[piece]) == 0) continue;
|
|
if (piece == knight) return(true);
|
|
else
|
|
{
|
|
if (m1 < m0) d = -d;
|
|
for (m = m0+d; m != m1; m += d)
|
|
if (color[unmap[m]] != neutral) break;
|
|
if (m == m1) return(true);
|
|
}
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
void ataks(side,a)
|
|
short side,*a;
|
|
|
|
/*
|
|
Fill array atak[][] with info about ataks to a square. Bits 8-15
|
|
are set if the piece (king..pawn) ataks the square. Bits 0-7
|
|
contain a count of total ataks to the square.
|
|
*/
|
|
|
|
{
|
|
register short u,m,d,c,m0;
|
|
short j,j1,j2,piece,i,sq,*PL;
|
|
|
|
for (u = 0; u < 64; a[u++] = 0);
|
|
Dstart[pawn] = Dpwn[side]; Dstop[pawn] = Dstart[pawn] + 1;
|
|
PL = PieceList[side];
|
|
for (i = 0; i <= PieceCnt[side]; i++)
|
|
{
|
|
sq = PL[i];
|
|
m0 = map[sq];
|
|
piece = board[sq];
|
|
c = control[piece]; j1 = Dstart[piece]; j2 = Dstop[piece];
|
|
if (sweep[piece])
|
|
for (j = j1; j <= j2; j++)
|
|
{
|
|
d = Dir[j]; m = m0+d;
|
|
while (!(m & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
a[u] = ++a[u] | c;
|
|
if (color[u] == neutral) m += d;
|
|
else break;
|
|
}
|
|
}
|
|
else
|
|
for (j = j1; j <= j2; j++)
|
|
if (!((m = m0+Dir[j]) & 0x88))
|
|
{
|
|
u = unmap[m];
|
|
a[u] = ++a[u] | c;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void ElapsedTime(iop)
|
|
|
|
/*
|
|
Determine the time that has passed since the search was started. If
|
|
the elapsed time exceeds the target (ResponseTime+ExtraTime) then set
|
|
timeout to true which will terminate the search.
|
|
*/
|
|
|
|
short iop;
|
|
{
|
|
/*et = time((long *)0) - time0;*/
|
|
et = *(rb->current_tick) / HZ - time0;
|
|
if (et < 0) et = 0;
|
|
ETnodes += 50;
|
|
if (et > et0 || iop == 1)
|
|
{
|
|
if (et > ResponseTime+ExtraTime && Sdepth > 1) timeout = true;
|
|
et0 = et;
|
|
if (iop == 1)
|
|
{
|
|
/*time0 = time((long *)0);*/
|
|
time0 = *(rb->current_tick) / HZ ;
|
|
et0 = 0;
|
|
}
|
|
/*(void) times(&tmbuf2);
|
|
cputimer = 100*(tmbuf2.tms_utime - tmbuf1.tms_utime) / HZ;
|
|
if (cputimer > 0) evrate = (100*NodeCnt)/(cputimer+100*ft);
|
|
else evrate = 0;*/
|
|
ETnodes = NodeCnt + 50;
|
|
/*UpdateClocks();*/
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void SetTimeControl( void )
|
|
{
|
|
if (TCflag)
|
|
{
|
|
TimeControl.moves[white] = TimeControl.moves[black] = TCmoves;
|
|
TimeControl.clock[white] = TimeControl.clock[black] = 60*(long)TCminutes;
|
|
}
|
|
else
|
|
{
|
|
TimeControl.moves[white] = TimeControl.moves[black] = 0;
|
|
TimeControl.clock[white] = TimeControl.clock[black] = 0;
|
|
Level = 60*(long)TCminutes;
|
|
}
|
|
et = 0;
|
|
ElapsedTime(1);
|
|
}
|
|
|
|
|
|
|
|
/* ............ INTERFACE ROUTINES ........................... */
|
|
|
|
/*static void VoidFunction ( void ) {
|
|
while (!(quit))
|
|
{
|
|
if (bothsides && !mate) SelectMove(opponent,1); else InputCommand();
|
|
if (!(quit || mate || force)) SelectMove(computer,1);
|
|
}
|
|
ExitChess();
|
|
}*/
|
|
|
|
int VerifyMove(short player, char s[],short iop,unsigned short *mv, char *move_buffer)
|
|
|
|
/*
|
|
Compare the string 's' to the list of legal moves available for the
|
|
player. If a match is found, make the move on the board. This was originally
|
|
fixed for the opponent, but allowing the player to be specified will make
|
|
possible to use GnuChess as a human vs human game verifier. It also allows
|
|
the PGN functions to verify checkmates.
|
|
*/
|
|
|
|
{
|
|
static short pnt,tempb,tempc,tempsf,tempst,cnt;
|
|
static struct leaf xnode;
|
|
struct leaf *node;
|
|
short opponent_player = (player == white)?black:white;
|
|
|
|
*mv = 0;
|
|
if (iop == 2)
|
|
{
|
|
UnmakeMove(player,&xnode,&tempb,&tempc,&tempsf,&tempst);
|
|
return(false);
|
|
}
|
|
cnt = 0;
|
|
MoveList(player,2);
|
|
pnt = TrPnt[2];
|
|
while (pnt < TrPnt[3])
|
|
{
|
|
node = &Tree[pnt++];
|
|
algbr(node->f,node->t,node->flags & cstlmask);
|
|
if (rb->strcmp(s,mvstr1) == 0 || rb->strcmp(s,mvstr2) == 0 ||
|
|
rb->strcmp(s,mvstr3) == 0)
|
|
{
|
|
cnt++; xnode = *node;
|
|
}
|
|
}
|
|
if (cnt == 1)
|
|
{
|
|
MakeMove(player,&xnode,&tempb,&tempc,&tempsf,&tempst);
|
|
if (SqAtakd(PieceList[player][0],opponent_player))
|
|
{
|
|
UnmakeMove(player,&xnode,&tempb,&tempc,&tempsf,&tempst);
|
|
/*ShowMessage("Illegal Move!!");*/
|
|
return(false);
|
|
}
|
|
else
|
|
{
|
|
if (iop == 1) return(true);
|
|
/*if (xnode.flags & epmask) UpdateDisplay(0,0,1,0);
|
|
else UpdateDisplay(xnode.f,xnode.t,0,xnode.flags & cstlmask);*/
|
|
if (xnode.flags & cstlmask) Game50 = GameCnt;
|
|
else if (board[xnode.t] == pawn || (xnode.flags & capture))
|
|
Game50 = GameCnt;
|
|
GameList[GameCnt].depth = GameList[GameCnt].score = 0;
|
|
GameList[GameCnt].nodes = 0;
|
|
ElapsedTime(1);
|
|
GameList[GameCnt].time = (short)et;
|
|
TimeControl.clock[player] -= et;
|
|
--TimeControl.moves[player];
|
|
*mv = (xnode.f << 8) + xnode.t;
|
|
algbr(xnode.f,xnode.t,false);
|
|
|
|
short index;
|
|
for (index=0;index<5;index++){
|
|
move_buffer[index] = mvstr1[index];
|
|
}
|
|
if (SqAtakd(PieceList[opponent_player][0],player)){
|
|
move_buffer[4] = '+';
|
|
move_buffer[5] = '\0';
|
|
}
|
|
|
|
return(true);
|
|
}
|
|
}
|
|
/*if (cnt > 1) ShowMessage("Ambiguous Move!");*/
|
|
return(false);
|
|
}
|
|
|
|
|
|
/* ---- Reset the board and other variables to start a new game. ---- */
|
|
void NewGame() {
|
|
short l,r,c,p;
|
|
|
|
mate = quit = reverse = bothsides = post = false;
|
|
hashflag = force = PawnStorm = false;
|
|
easy = beep = rcptr = true;
|
|
lpost = NodeCnt = epsquare = et0 = 0;
|
|
dither = 0;
|
|
Awindow = 90;
|
|
Bwindow = 90;
|
|
xwndw = 90;
|
|
MaxSearchDepth = 29;
|
|
contempt = 0;
|
|
GameCnt = -1; Game50 = 0;
|
|
Zwmtl = Zbmtl = 0;
|
|
Developed[white] = Developed[black] = false;
|
|
castld[white] = castld[black] = false;
|
|
kingmoved[white] = kingmoved[black] = 0;
|
|
PawnThreat[0] = CptrFlag[0] = Threat[0] = false;
|
|
Pscore[0] = 12000; Tscore[0] = 12000;
|
|
opponent = white; computer = black;
|
|
for (r = 0; r < 8; r++)
|
|
for (c = 0; c < 8; c++)
|
|
{
|
|
l = 8*r+c; locn[r][c] = l;
|
|
row[l] = r; column[l] = c;
|
|
board[l] = Stboard[l]; color[l] = Stcolor[l];
|
|
}
|
|
for (c = white; c <= black; c++)
|
|
for (p = pawn; p <= king; p++)
|
|
for (l = 0; l < 64; l++)
|
|
{
|
|
hashcode[c][p][l].key = (unsigned short)rb->rand();
|
|
hashcode[c][p][l].bd = ((unsigned long)rb->rand() << 16) +
|
|
(unsigned long)rb->rand();
|
|
}
|
|
if (TCflag) SetTimeControl();
|
|
/*else if (Level == 0) SelectLevel();*/
|
|
/*UpdateDisplay(0,0,1,0);*/
|
|
InitializeStats();
|
|
/*time0 = time((long *)0);*/
|
|
time0 = *(rb->current_tick) / HZ ;
|
|
ElapsedTime(1);
|
|
withbook = true;
|
|
}
|
|
|
|
/* ---- Initialize variables and reset board ---- */
|
|
void GNUChess_Initialize ( void ) {
|
|
/*ttable = (struct hashentry *)malloc(ttblsz *
|
|
(unsigned long)sizeof(struct hashentry));*/
|
|
/* no malloc, statically allocated */
|
|
Level = 1;
|
|
OperatorTime = 0;
|
|
TCmoves = 60;
|
|
TCminutes = 5;
|
|
TCflag = true;
|
|
NewGame();
|
|
MaxSearchDepth = 29 ;
|
|
}
|
|
|
|
void algbr(f,t,flag)
|
|
short f,t,flag;
|
|
{
|
|
mvstr1[0] = cxx[column[f]]; mvstr1[1] = rxx[row[f]];
|
|
mvstr1[2] = cxx[column[t]]; mvstr1[3] = rxx[row[t]];
|
|
mvstr2[0] = qxx[board[f]];
|
|
mvstr2[1] = mvstr1[2]; mvstr2[2] = mvstr1[3];
|
|
mvstr1[4] = '\0'; mvstr2[3] = '\0';
|
|
if (flag) {
|
|
if (t > f) {
|
|
rb->strcpy(mvstr2,"o-o");
|
|
} else {
|
|
rb->strcpy(mvstr2,"o-o-o");
|
|
}
|
|
}
|
|
|
|
if (board[f] == pawn) mvstr3[0] = mvstr1[0];
|
|
else mvstr3[0] = qxx[board[f]];
|
|
if (color[t] != neutral)
|
|
{
|
|
mvstr3[1] = ':';
|
|
mvstr3[2] = mvstr1[2];
|
|
mvstr3[3] = mvstr1[3];
|
|
mvstr3[4] = '\0';
|
|
}
|
|
else if (board[f] == pawn)
|
|
{
|
|
mvstr3[1] = mvstr1[3];
|
|
mvstr3[2] = '\0';
|
|
}
|
|
else
|
|
{
|
|
mvstr3[1] = mvstr1[0];
|
|
mvstr3[2] = mvstr1[1];
|
|
mvstr3[3] = mvstr1[2];
|
|
mvstr3[4] = mvstr1[3];
|
|
mvstr3[5] = '\0';
|
|
}
|
|
}
|