Subversion Repositories Games.Chess Giants

Rev

Rev 33 | Details | Compare with Previous | Last modification | View Log | RSS feed

Rev Author Line No. Line
33 pmbaty 1
#include "chess.h"
2
#include "data.h"
108 pmbaty 3
/* last modified 01/06/16 */
33 pmbaty 4
/*
5
 *******************************************************************************
6
 *                                                                             *
7
 *   MakeMove() is responsible for updating the position database whenever a   *
8
 *   piece is moved.  It performs the following operations:  (1) update the    *
9
 *   board structure itself by moving the piece and removing any captured      *
10
 *   piece.  (2) update the hash keys.  (3) update material counts.  (4) then  *
11
 *   update castling status.  (5) and finally update number of moves since     *
12
 *   last reversible move.                                                     *
13
 *                                                                             *
14
 *   There are some special-cases handled here, such as en passant captures    *
15
 *   where the enemy pawn is not on the <target> square, castling which moves  *
16
 *   both the king and rook, and then rook moves/captures which give up the    *
17
 *   castling right to that side when the rook is moved.                       *
18
 *                                                                             *
19
 *   note:  side = 1 if white is to move, 0 otherwise.  enemy is the opposite  *
20
 *   and is 1 if it is not white to move, 0 otherwise.                         *
21
 *                                                                             *
22
 *******************************************************************************
23
 */
108 pmbaty 24
void MakeMove(TREE * RESTRICT tree, int ply, int side, int move) {
33 pmbaty 25
  uint64_t bit_move;
108 pmbaty 26
  int piece, from, to, captured, promote, enemy = Flip(side), cpiece;
33 pmbaty 27
#if defined(DEBUG)
28
  int i;
29
#endif
30
 
31
/*
32
 ************************************************************
33
 *                                                          *
34
 *  First, some basic information is updated for all moves  *
35
 *  before we do the piece-specific stuff.  We need to save *
36
 *  the current position and both hash signatures, and add  *
37
 *  the current position to the repetition-list for the     *
38
 *  side on move, before the move is actually made on the   *
39
 *  board.  We also update the 50 move rule counter which   *
40
 *  will be reset if a capture or pawn move is made here.   *
41
 *                                                          *
42
 *  If the en passant flag was set the previous ply, we     *
43
 *  have already used it to generate moves at this ply and  *
44
 *  we need to clear it before continuing.  If it is set,   *
45
 *  we also need to update the hash signature since the EP  *
46
 *  opportunity no longer exists after making any move at   *
47
 *  this ply (one ply deeper than when a pawn was advanced  *
48
 *  two squares).                                           *
49
 *                                                          *
50
 ************************************************************
51
 */
52
#if defined(DEBUG)
53
  ValidatePosition(tree, ply, move, "MakeMove(1)");
54
#endif
55
  tree->status[ply + 1] = tree->status[ply];
56
  tree->save_hash_key[ply] = HashKey;
57
  tree->save_pawn_hash_key[ply] = PawnHashKey;
58
  if (EnPassant(ply + 1)) {
59
    HashEP(EnPassant(ply + 1));
60
    EnPassant(ply + 1) = 0;
61
  }
62
  Reversible(ply + 1)++;
63
/*
64
 ************************************************************
65
 *                                                          *
66
 *  Now do the things that are common to all pieces, such   *
67
 *  as updating the bitboards and hash signature.           *
68
 *                                                          *
69
 ************************************************************
70
 */
71
  piece = Piece(move);
72
  from = From(move);
73
  to = To(move);
74
  captured = Captured(move);
75
  promote = Promote(move);
76
  bit_move = SetMask(from) | SetMask(to);
77
  cpiece = PcOnSq(to);
78
  ClearSet(bit_move, Pieces(side, piece));
79
  ClearSet(bit_move, Occupied(side));
80
  Hash(side, piece, from);
81
  Hash(side, piece, to);
82
  PcOnSq(from) = 0;
83
  PcOnSq(to) = pieces[side][piece];
84
/*
85
 ************************************************************
86
 *                                                          *
87
 *  Now do the piece-specific things by jumping to the      *
88
 *  appropriate routine.                                    *
89
 *                                                          *
90
 ************************************************************
91
 */
92
  switch (piece) {
93
    case pawn:
94
      HashP(side, from);
95
      HashP(side, to);
96
      Reversible(ply + 1) = 0;
97
      if (captured == 1 && !cpiece) {
98
        Clear(to + epsq[side], Pawns(enemy));
99
        Clear(to + epsq[side], Occupied(enemy));
100
        Hash(enemy, pawn, to + epsq[side]);
101
        HashP(enemy, to + epsq[side]);
102
        PcOnSq(to + epsq[side]) = 0;
103
        Material -= PieceValues(enemy, pawn);
104
        TotalPieces(enemy, pawn)--;
105
        TotalAllPieces--;
106
        captured = 0;
107
      }
108
      if (promote) {
109
        TotalPieces(side, pawn)--;
110
        Material -= PieceValues(side, pawn);
111
        Clear(to, Pawns(side));
112
        Hash(side, pawn, to);
113
        HashP(side, to);
114
        Hash(side, promote, to);
115
        PcOnSq(to) = pieces[side][promote];
116
        TotalPieces(side, occupied) += p_vals[promote];
117
        TotalPieces(side, promote)++;
118
        Material += PieceValues(side, promote);
119
        Set(to, Pieces(side, promote));
120
      } else if ((Abs(to - from) == 16) && (mask_eptest[to] & Pawns(enemy))) {
121
        EnPassant(ply + 1) = to + epsq[side];
122
        HashEP(to + epsq[side]);
123
      }
124
      break;
125
    case knight:
126
    case bishop:
127
    case queen:
128
      break;
129
    case rook:
130
      if (Castle(ply + 1, side) > 0) {
131
        if ((from == rook_A[side]) && (Castle(ply + 1, side) & 2)) {
132
          Castle(ply + 1, side) &= 1;
133
          HashCastle(1, side);
134
        } else if ((from == rook_H[side]) && (Castle(ply + 1, side) & 1)) {
135
          Castle(ply + 1, side) &= 2;
136
          HashCastle(0, side);
137
        }
138
      }
139
      break;
140
    case king:
141
      KingSQ(side) = to;
142
      if (Castle(ply + 1, side) > 0) {
143
        if (Castle(ply + 1, side) & 2)
144
          HashCastle(1, side);
145
        if (Castle(ply + 1, side) & 1)
146
          HashCastle(0, side);
147
        if (Abs(to - from) == 2) {
148
          Castle(ply + 1, side) = -1;
149
          piece = rook;
150
          if (to == rook_G[side]) {
151
            from = rook_H[side];
152
            to = rook_F[side];
153
          } else {
154
            from = rook_A[side];
155
            to = rook_D[side];
156
          }
157
          bit_move = SetMask(from) | SetMask(to);
158
          ClearSet(bit_move, Rooks(side));
159
          ClearSet(bit_move, Occupied(side));
160
          Hash(side, rook, from);
161
          Hash(side, rook, to);
162
          PcOnSq(from) = 0;
163
          PcOnSq(to) = pieces[side][rook];
164
        } else
165
          Castle(ply + 1, side) = 0;
166
      }
167
      break;
168
  }
169
/*
170
 ************************************************************
171
 *                                                          *
172
 *  If this is a capture move, we also have to update the   *
173
 *  information that must change when a piece is removed    *
174
 *  from the board.                                         *
175
 *                                                          *
176
 ************************************************************
177
 */
178
  if (captured) {
179
    Reversible(ply + 1) = 0;
180
    TotalAllPieces--;
181
    if (promote)
182
      piece = promote;
183
    Hash(enemy, captured, to);
184
    Clear(to, Pieces(enemy, captured));
185
    Clear(to, Occupied(enemy));
186
    Material -= PieceValues(enemy, captured);
187
    TotalPieces(enemy, captured)--;
188
    if (captured != pawn)
189
      TotalPieces(enemy, occupied) -= p_vals[captured];
190
    switch (captured) {
191
      case pawn:
192
        HashP(enemy, to);
193
        break;
194
      case knight:
195
      case bishop:
108 pmbaty 196
      case queen:
33 pmbaty 197
        break;
198
      case rook:
199
        if (Castle(ply + 1, enemy) > 0) {
200
          if ((to == rook_A[enemy]) && (Castle(ply + 1, enemy) & 2)) {
201
            Castle(ply + 1, enemy) &= 1;
202
            HashCastle(1, enemy);
203
          } else if ((to == rook_H[enemy]) && (Castle(ply + 1, enemy) & 1)) {
204
            Castle(ply + 1, enemy) &= 2;
205
            HashCastle(0, enemy);
206
          }
207
        }
208
        break;
209
      case king:
210
#if defined(DEBUG)
108 pmbaty 211
        Print(2048, "captured a king (Make)\n");
33 pmbaty 212
        for (i = 1; i <= ply; i++)
108 pmbaty 213
          Print(2048,
214
              "ply=%2d, phase=%d, piece=%2d,from=%2d,to=%2d,captured=%2d\n",
215
              i, tree->phase[i], Piece(tree->curmv[i]), From(tree->curmv[i]),
216
              To(tree->curmv[i]), Captured(tree->curmv[i]));
217
        Print(2048, "ply=%2d, piece=%2d,from=%2d,to=%2d,captured=%2d\n", i,
33 pmbaty 218
            piece, from, to, captured);
219
        if (log_file)
220
          DisplayChessBoard(log_file, tree->position);
221
#endif
222
        break;
223
    }
224
  }
225
#if defined(DEBUG)
226
  ValidatePosition(tree, ply + 1, move, "MakeMove(2)");
227
#endif
228
  return;
229
}
230
 
108 pmbaty 231
/* last modified 01/06/16 */
33 pmbaty 232
/*
233
 *******************************************************************************
234
 *                                                                             *
235
 *   MakeMoveRoot() is used to make a move at the root of the game tree,       *
236
 *   before any searching is done.  It uses MakeMove() to execute the move,    *
237
 *   but then copies the resulting position back to position[0], the actual    *
238
 *   board position.  It handles the special-case of the draw-by-repetition    *
239
 *   rule by clearing the repetition list when a non-reversible move is made,  *
240
 *   since no repetitions are possible once such a move is played.             *
241
 *                                                                             *
242
 *******************************************************************************
243
 */
108 pmbaty 244
void MakeMoveRoot(TREE * RESTRICT tree, int side, int move) {
33 pmbaty 245
  int player;
246
 
247
/*
248
 ************************************************************
249
 *                                                          *
250
 *  First, make the move and then reset the repetition      *
251
 *  index if the 50 move rule counter was reset to zero.    *
252
 *                                                          *
253
 ************************************************************
254
 */
108 pmbaty 255
  MakeMove(tree, 0, side, move);
33 pmbaty 256
  if (Reversible(1) == 0)
108 pmbaty 257
    rep_index = -1;
258
  tree->rep_list[++rep_index] = HashKey;
33 pmbaty 259
/*
260
 ************************************************************
261
 *                                                          *
262
 *  One odd action is to note if the castle status is       *
263
 *  currently negative, which indicates that that side      *
264
 *  castled during the previous search.  We simply set the  *
265
 *  castle status for that side to zero and we are done.    *
266
 *                                                          *
267
 *  We then copy this back to ply=0 status (which is the    *
268
 *  permanent game-board ply).                              *
269
 *                                                          *
270
 ************************************************************
271
 */
272
  for (player = black; player <= white; player++)
273
    Castle(1, player) = Max(0, Castle(1, player));
274
  tree->status[0] = tree->status[1];
275
}