/* GNU Chess 5.0 - util.c - utility routine code Copyright (c) 1999-2002 Free Software Foundation, Inc. GNU Chess is based on the two research programs Cobalt by Chua Kong-Sian and Gazebo by Stuart Cracraft. GNU Chess is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. GNU Chess is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GNU Chess; see the file COPYING. If not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Contact Info: bug-gnu-chess@gnu.org cracraft@ai.mit.edu, cracraft@stanfordalumni.org, cracraft@earthlink.net */ /* * Endianness checks are now unnecessary */ #include #include #include #include #include "common.h" /* * We actually do not have this configuration variable yet, * should be manually added when inlining is not possible. * If inlining is possible, these functions have now moved * to util.h which must be included by all callers of * leadz() and nbits(). */ #ifdef NO_INLINE unsigned char leadz (BitBoard b) /************************************************************************** * * Returns the leading bit in a bitboard. Leftmost bit is 0 and * rightmost bit is 63. Thanks to Robert Hyatt for this algorithm. * ***************************************************************************/ { if (b >> 48) return lzArray[b >> 48]; if (b >> 32) return lzArray[b >> 32] + 16; if (b >> 16) return lzArray[b >> 16] + 32; return lzArray[b] + 48; } unsigned char nbits (BitBoard b) /*************************************************************************** * * Count the number of bits in b. * ***************************************************************************/ { return BitCount[b>>48] + BitCount[(b>>32) & 0xffff] + BitCount[(b>>16) & 0xffff] + BitCount[b & 0xffff]; } #endif /* NO_INLINE */ void UpdateFriends (void) /*************************************************************************** * * Update friend and enemy bitboard. * ***************************************************************************/ { register BitBoard *w, *b; w = board.b[white]; b = board.b[black]; board.friends[white] = w[pawn] | w[knight] | w[bishop] | w[rook] | w[queen] | w[king]; board.friends[black] = b[pawn] | b[knight] | b[bishop] | b[rook] | b[queen] | b[king]; board.blocker = board.friends[white] | board.friends[black]; } void UpdateCBoard (void) /************************************************************************** * * Updates cboard[]. cboard[i] returns the piece on square i. * **************************************************************************/ { BitBoard b; int piece, sq; memset (cboard, 0, sizeof (cboard)); for (piece = pawn; piece <= king; piece++) { b = board.b[white][piece] | board.b[black][piece]; while (b) { sq = leadz (b); CLEARBIT (b, sq); cboard[sq] = piece; } } } static const int OrigCboard[64] = { rook, knight, bishop, queen, king, bishop, knight, rook, pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, empty, pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn, rook, knight, bishop, queen, king, bishop, knight, rook }; void UpdateMvboard (void) /************************************************************************** * * Updates Mvboard[]. Mvboard[i] returns the number of times the piece * on square i have moved. When loading from EPD, if a piece is not on * its original square, set it to 1, otherwise set to 0. * **************************************************************************/ { int sq; for (sq = 0; sq < 64; sq++) { if (cboard[sq] == empty || cboard[sq] == OrigCboard[sq]) Mvboard[sq] = 0; else Mvboard[sq] = 1; } } void EndSearch (int sig __attribute__ ((unused)) ) /*************************************************************************** * * User has pressed Ctrl-C. Just set flags TIMEOUT to be true. * ***************************************************************************/ { SET (flags, TIMEOUT); signal (SIGINT, EndSearch); } short ValidateBoard (void) /*************************************************************************** * * Check the board to make sure that its valid. Some things to check are * a. Both sides have only 1 king. * b. Side not on the move must not be in check. * c. If en passant square is set, check it is possible. * d. Check if castling status are all correct. * ***************************************************************************/ { int side, xside, sq; if (nbits (board.b[white][king]) != 1) return (false); if (nbits (board.b[black][king]) != 1) return (false); side = board.side; xside = 1^side; if (SqAtakd (board.king[xside], side)) return (false); if (board.ep > -1) { sq = board.ep + (xside == white ? 8 : -8); if (!(BitPosArray[sq] & board.b[xside][pawn])) return (false); } if (board.flag & WKINGCASTLE) { if (!(BitPosArray[E1] & board.b[white][king])) return (false); if (!(BitPosArray[H1] & board.b[white][rook])) return (false); } if (board.flag & WQUEENCASTLE) { if (!(BitPosArray[E1] & board.b[white][king])) return (false); if (!(BitPosArray[A1] & board.b[white][rook])) return (false); } if (board.flag & BKINGCASTLE) { if (!(BitPosArray[E8] & board.b[black][king])) return (false); if (!(BitPosArray[H8] & board.b[black][rook])) return (false); } if (board.flag & BQUEENCASTLE) { if (!(BitPosArray[E8] & board.b[black][king])) return (false); if (!(BitPosArray[A8] & board.b[black][rook])) return (false); } return (true); }