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196 lines
5.2 KiB
C++
196 lines
5.2 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#if !defined(MOVE_H_INCLUDED)
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#define MOVE_H_INCLUDED
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#include <string>
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#include "misc.h"
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#include "types.h"
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// Maximum number of allowed moves per position
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const int MAX_MOVES = 256;
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/// A move needs 16 bits to be stored
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///
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/// bit 0- 5: destination square (from 0 to 63)
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/// bit 6-11: origin square (from 0 to 63)
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/// bit 12-13: promotion piece type - 2 (from KNIGHT-2 to QUEEN-2)
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/// bit 14-15: special move flag: promotion (1), en passant (2), castle (3)
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///
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/// Special cases are MOVE_NONE and MOVE_NULL. We can sneak these in
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/// because in any normal move destination square is always different
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/// from origin square while MOVE_NONE and MOVE_NULL have the same
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/// origin and destination square, 0 and 1 respectively.
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enum Move {
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MOVE_NONE = 0,
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MOVE_NULL = 65
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};
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struct MoveStack {
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Move move;
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int score;
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};
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inline bool operator<(const MoveStack& f, const MoveStack& s) { return f.score < s.score; }
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// An helper insertion sort implementation, works with pointers and iterators
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template<typename T, typename K>
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inline void insertion_sort(K firstMove, K lastMove)
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{
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T value;
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K cur, p, d;
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if (firstMove != lastMove)
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for (cur = firstMove + 1; cur != lastMove; cur++)
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{
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p = d = cur;
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value = *p--;
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if (*p < value)
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{
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do *d = *p;
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while (--d != firstMove && *--p < value);
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*d = value;
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}
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}
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}
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// Our dedicated sort in range [firstMove, lastMove), first splits
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// positive scores from ramining then order seaprately the two sets.
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template<typename T>
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inline void sort_moves(T* firstMove, T* lastMove, T** lastPositive)
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{
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T tmp;
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T *p, *d;
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d = lastMove;
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p = firstMove - 1;
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d->score = -1; // right guard
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// Split positives vs non-positives
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do {
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while ((++p)->score > 0) {}
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if (p != d)
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{
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while (--d != p && d->score <= 0) {}
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tmp = *p;
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*p = *d;
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*d = tmp;
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}
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} while (p != d);
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// Sort just positive scored moves, remaining only when we get there
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insertion_sort<T, T*>(firstMove, p);
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*lastPositive = p;
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}
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// Picks up the best move in range [curMove, lastMove), one per cycle.
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// It is faster then sorting all the moves in advance when moves are few,
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// as normally are the possible captures. Note that is not a stable alghoritm.
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template<typename T>
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inline T pick_best(T* curMove, T* lastMove)
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{
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T bestMove, tmp;
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bestMove = *curMove;
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while (++curMove != lastMove)
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{
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if (bestMove < *curMove)
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{
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tmp = *curMove;
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*curMove = bestMove;
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bestMove = tmp;
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}
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}
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return bestMove;
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}
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inline Square move_from(Move m) {
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return Square((int(m) >> 6) & 0x3F);
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}
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inline Square move_to(Move m) {
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return Square(m & 0x3F);
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}
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inline bool move_is_special(Move m) {
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return m & (3 << 14);
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}
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inline bool move_is_promotion(Move m) {
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return (m & (3 << 14)) == (1 << 14);
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}
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inline int move_is_ep(Move m) {
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return (m & (3 << 14)) == (2 << 14);
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}
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inline int move_is_castle(Move m) {
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return (m & (3 << 14)) == (3 << 14);
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}
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inline bool move_is_short_castle(Move m) {
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return move_is_castle(m) && (move_to(m) > move_from(m));
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}
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inline bool move_is_long_castle(Move m) {
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return move_is_castle(m) && (move_to(m) < move_from(m));
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}
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inline PieceType move_promotion_piece(Move m) {
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return move_is_promotion(m) ? PieceType(((int(m) >> 12) & 3) + 2) : PIECE_TYPE_NONE;
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}
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inline Move make_move(Square from, Square to) {
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return Move(int(to) | (int(from) << 6));
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}
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inline Move make_promotion_move(Square from, Square to, PieceType promotion) {
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return Move(int(to) | (int(from) << 6) | ((int(promotion) - 2) << 12) | (1 << 14));
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}
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inline Move make_ep_move(Square from, Square to) {
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return Move(int(to) | (int(from) << 6) | (2 << 14));
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}
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inline Move make_castle_move(Square from, Square to) {
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return Move(int(to) | (int(from) << 6) | (3 << 14));
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}
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inline bool move_is_ok(Move m) {
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return move_from(m) != move_to(m); // Catches also MOVE_NONE
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}
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class Position;
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extern const std::string move_to_uci(Move m, bool chess960);
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extern Move move_from_uci(const Position& pos, const std::string& str);
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extern const std::string move_to_san(Position& pos, Move m);
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extern const std::string pretty_pv(Position& pos, int depth, Value score, int time, Move pv[]);
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#endif // !defined(MOVE_H_INCLUDED)
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