Difference between revisions of "CPW-Engine algebraic"
GerdIsenberg (talk | contribs) (Created page with "'''Home * Engines * CPW-Engine * Algebraic''' =Description= When communicating with the GUI, the Engine is supposed to use the Algebraic Chess No...") |
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<pre> | <pre> | ||
int convert_0x88_a(int sq, char * a) { | int convert_0x88_a(int sq, char * a) { | ||
− | + | a[0] = COL(sq) + 'a'; | |
− | + | a[1] = ROW(sq) + '1'; | |
− | + | a[2] = 0; | |
− | + | return 0; | |
} | } | ||
</pre> | </pre> | ||
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<pre> | <pre> | ||
int convert_a_0x88(char * a) { | int convert_a_0x88(char * a) { | ||
− | + | int sq = 0; | |
− | + | sq = a[0] - 'a'; | |
− | + | sq += (a[1] - '1') * 16; | |
− | + | return sq; | |
− | |||
} | } | ||
</pre> | </pre> | ||
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int algebraic_moves(char * a) { | int algebraic_moves(char * a) { | ||
− | + | smoves m; | |
− | + | while ((a[0] >= 'a') && (a[0] <= 'h')) { | |
− | + | m.from = convert_a_0x88(a); | |
− | + | m.to = convert_a_0x88(a + 2); | |
− | + | m.piece_from = b.pieces[m.from]; | |
− | + | m.piece_to = b.pieces[m.from]; | |
− | + | m.piece_cap = b.pieces[m.to]; | |
− | + | m.flags = 0; | |
− | + | m.castle = 0; | |
− | + | m.ep = 0; | |
− | + | m.ply = 0; | |
− | + | m.score = 0; | |
− | + | switch (a[4]) { | |
− | + | case 'q': m.piece_to = PIECE_QUEEN; a++; break; | |
− | + | case 'r': m.piece_to = PIECE_ROOK; a++; break; | |
− | + | case 'b': m.piece_to = PIECE_BISHOP; a++; break; | |
− | + | case 'n': m.piece_to = PIECE_KNIGHT; a++; break; | |
− | + | } | |
− | + | //castling | |
− | + | if ((m.piece_from == PIECE_KING) && | |
− | + | ((m.from == E1 && (m.to == G1 || m.to == C1)) || | |
− | + | (m.from == E8 && (m.to == G8 || m.to == C8)))) { | |
− | + | m.flags = MFLAG_CASTLE; | |
− | + | } | |
− | + | /*ep | |
− | + | if the moving-piece is a Pawn, the square it moves to is empty and | |
− | + | it was a diagonal move it has to be an en-passant capture. | |
− | + | */ | |
− | + | if ((m.piece_from == PIECE_PAWN) && | |
− | + | (m.piece_cap == PIECE_EMPTY) && | |
− | + | ((abs(m.from - m.to) == 15) || (abs(m.from - m.to) == 17))) { | |
− | + | m.flags = MFLAG_EPCAPTURE; | |
− | + | } | |
− | + | move_make(m); | |
+ | a += 4; | ||
− | + | while (a[0] == ' ') a++; | |
− | + | } | |
− | |||
− | |||
− | |||
− | + | return 0; | |
} | } | ||
</pre> | </pre> | ||
'''[[CPW-Engine|Up one Level]]''' | '''[[CPW-Engine|Up one Level]]''' |
Latest revision as of 15:42, 18 December 2018
Home * Engines * CPW-Engine * Algebraic
Contents
Description
When communicating with the GUI, the Engine is supposed to use the algebraic game notation. The code on this page is used to translate the positions in the engine native form to the GUI friendly representation and back again.
The algebraic game notation first has 2 characters representing the square the piece comes from (eg.: "e2"). Then 2 characters to indicate the square the piece moves to (eg.: "e4"). And finally, in case of a promotion, the piece the pawn is promoted to ( q | r | b | n ). So a possible starting move for white could be "e2e4". And a possible promotion move could be "a7a8n".
Code
int convert_0x88_a(sq, a)
int convert_0x88_a(int sq, char * a) { a[0] = COL(sq) + 'a'; a[1] = ROW(sq) + '1'; a[2] = 0; return 0; }
int convert_a_0x88(a)
int convert_a_0x88(char * a) { int sq = 0; sq = a[0] - 'a'; sq += (a[1] - '1') * 16; return sq; }
int algebraic_moves(a)
int algebraic_moves(char * a) { smoves m; while ((a[0] >= 'a') && (a[0] <= 'h')) { m.from = convert_a_0x88(a); m.to = convert_a_0x88(a + 2); m.piece_from = b.pieces[m.from]; m.piece_to = b.pieces[m.from]; m.piece_cap = b.pieces[m.to]; m.flags = 0; m.castle = 0; m.ep = 0; m.ply = 0; m.score = 0; switch (a[4]) { case 'q': m.piece_to = PIECE_QUEEN; a++; break; case 'r': m.piece_to = PIECE_ROOK; a++; break; case 'b': m.piece_to = PIECE_BISHOP; a++; break; case 'n': m.piece_to = PIECE_KNIGHT; a++; break; } //castling if ((m.piece_from == PIECE_KING) && ((m.from == E1 && (m.to == G1 || m.to == C1)) || (m.from == E8 && (m.to == G8 || m.to == C8)))) { m.flags = MFLAG_CASTLE; } /*ep if the moving-piece is a Pawn, the square it moves to is empty and it was a diagonal move it has to be an en-passant capture. */ if ((m.piece_from == PIECE_PAWN) && (m.piece_cap == PIECE_EMPTY) && ((abs(m.from - m.to) == 15) || (abs(m.from - m.to) == 17))) { m.flags = MFLAG_EPCAPTURE; } move_make(m); a += 4; while (a[0] == ' ') a++; } return 0; }