CPW-Engine board(0x88)
Revision as of 15:31, 18 December 2018 by GerdIsenberg (talk | contribs) (Created page with "'''Home * Engines * CPW-Engine * Board (0x88)''' <pre> #include "stdafx.h" #include "0x88_math.h" #include "transposition.h" sboard b; void clearBoar...")
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"); }