CPW-Engine board(0x88)
Revision as of 15:39, 18 December 2018 by GerdIsenberg (talk | contribs)
Home * Engines * CPW-Engine * Board (0x88)
#include "stdafx.h" #include "0x88_math.h" #include "transposition.h" sboard b; void clearBoard() { //reset b struct for (int i = 0; i<128; i++) { b.pieces[i] = PIECE_EMPTY; b.color[i] = COLOR_EMPTY; } b.castle = 0; b.ep = -1; b.ply = 0; b.hash = 0; b.phash = 0; b.stm = 0; b.rep_index = 0; // reset perceived values b.PieceMaterial[WHITE] = 0; b.PieceMaterial[BLACK] = 0; b.PawnMaterial[WHITE] = 0; b.PawnMaterial[BLACK] = 0; b.PcsqMg[WHITE] = 0; b.PcsqMg[BLACK] = 0; b.PcsqEg[WHITE] = 0; b.PcsqEg[BLACK] = 0; // reset counters for (int i = 0; i<6; i++) { b.PieceCount[WHITE][i] = 0; b.PieceCount[BLACK][i] = 0; } } /******************************************************************** * fillSq() and clearSq(), beside placing a piece on a given square * * or erasing it, must take care for all the incrementally updated * * stuff: hash keys, piece counters, material and pcsq values, king * * location. * ********************************************************************/ void fillSq(U8 color, U8 piece, S8 sq) { // place a piece on the board b.pieces[sq] = piece; b.color[sq] = color; // update king location if (piece == KING) b.KingLoc[color] = sq; if (piece == PAWN) { // update pawn material b.PawnMaterial[color] += e.PIECE_VALUE[piece]; // update pawn hashkey - please note conversion to a 32-bit integer b.phash ^= zobrist.piecesquare[piece][color][sq]; } else { // update piece material b.PieceMaterial[color] += e.PIECE_VALUE[piece]; } // update piece counter b.PieceCount[color][piece]++; // update piece-square value b.PcsqMg[color] += e.mgPst[piece][color][sq]; b.PcsqEg[color] += e.egPst[piece][color][sq]; // update hash key b.hash ^= zobrist.piecesquare[piece][color][sq]; } void clearSq(S8 sq) { // set intermediate variables, then do the same // as in fillSq(), only backwards U8 color = b.color[sq]; U8 piece = b.pieces[sq]; b.hash ^= zobrist.piecesquare[piece][color][sq]; if (piece == PAWN) { b.PawnMaterial[color] -= e.PIECE_VALUE[piece]; b.phash ^= zobrist.piecesquare[piece][color][sq]; } else b.PieceMaterial[color] -= e.PIECE_VALUE[piece]; b.PcsqMg[color] -= e.mgPst[piece][color][sq]; b.PcsqEg[color] -= e.egPst[piece][color][sq]; b.PieceCount[color][piece]--; b.pieces[sq] = PIECE_EMPTY; b.color[sq] = COLOR_EMPTY; } int board_loadFromFen(char * fen) { clearBoard(); clearHistoryTable(); char * f = fen; char col = 0; char row = 7; do { switch (f[0]) { case 'K': fillSq(WHITE, KING, SET_SQ(row, col)); col++; break; case 'Q': fillSq(WHITE, QUEEN, SET_SQ(row, col)); col++; break; case 'R': fillSq(WHITE, ROOK, SET_SQ(row, col)); col++; break; case 'B': fillSq(WHITE, BISHOP, SET_SQ(row, col)); col++; break; case 'N': fillSq(WHITE, KNIGHT, SET_SQ(row, col)); col++; break; case 'P': fillSq(WHITE, PAWN, SET_SQ(row, col)); col++; break; case 'k': fillSq(BLACK, KING, SET_SQ(row, col)); col++; break; case 'q': fillSq(BLACK, QUEEN, SET_SQ(row, col)); col++; break; case 'r': fillSq(BLACK, ROOK, SET_SQ(row, col)); col++; break; case 'b': fillSq(BLACK, BISHOP, SET_SQ(row, col)); col++; break; case 'n': fillSq(BLACK, KNIGHT, SET_SQ(row, col)); col++; break; case 'p': fillSq(BLACK, PAWN, SET_SQ(row, col)); col++; break; case '/': row--; col = 0; break; case '1': col += 1; break; case '2': col += 2; break; case '3': col += 3; break; case '4': col += 4; break; case '5': col += 5; break; case '6': col += 6; break; case '7': col += 7; break; case '8': col += 8; break; }; f++; } while (f[0] != ' '); f++; if (f[0] == 'w') { b.stm = WHITE; } else { b.stm = BLACK; b.hash ^= zobrist.color; } f += 2; do { switch (f[0]) { case 'K': b.castle |= CASTLE_WK; break; case 'Q': b.castle |= CASTLE_WQ; break; case 'k': b.castle |= CASTLE_BK; break; case 'q': b.castle |= CASTLE_BQ; break; } f++; } while (f[0] != ' '); b.hash ^= zobrist.castling[b.castle]; f++; if (f[0] != '-') { b.ep = convert_a_0x88(f); b.hash ^= zobrist.ep[b.ep]; } do { f++; } while (f[0] != ' '); f++; sscanf(f, "%d", &b.ply); b.rep_index = 0; b.rep_stack[b.rep_index] = b.hash; return 0; } void board_display() { S8 sq; char parray[3][7] = { { 'K','Q','R','B','N','P' }, { 'k','q','r','b','n','p' }, { 0 , 0 , 0 , 0 , 0, 0, '.' } }; printf(" a b c d e f g h\n\n"); for (S8 row = 7; row >= 0; row--) { printf("%d ", row + 1); for (S8 col = 0; col<8; col++) { sq = SET_SQ(row, col); printf(" %c", parray[b.color[sq]][b.pieces[sq]]); } printf(" %d\n", row + 1); } printf("\n a b c d e f g h\n\n"); }