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move_do.c
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// move_do.c
// includes
#include <stdlib.h>
#include "board.h"
#include "colour.h"
#include "hash.h"
#include "move.h"
#include "move_do.h"
#include "move_legal.h"
#include "piece.h"
#include "random.h"
#include "util.h"
// prototypes
static void square_clear (board_t * board, int square, int piece);
static void square_set (board_t * board, int square, int piece, int pos);
static void square_move (board_t * board, int from, int to, int piece);
// functions
// move_do()
void move_do(board_t * board, int move) {
int me, opp;
int from, to;
int piece, pos, capture;
int old_flags, new_flags;
int sq, ep_square;
int pawn;
ASSERT(board_is_ok(board));
ASSERT(move_is_ok(move));
ASSERT(move_is_pseudo(move,board));
// init
me = board->turn;
opp = colour_opp(me);
from = move_from(move);
to = move_to(move);
piece = board->square[from];
ASSERT(colour_equal(piece,me));
pos = board->pos[from];
ASSERT(pos>=0);
// update turn
board->turn = opp;
board->key ^= random_64(RandomTurn);
// update castling rights
old_flags = board_flags(board);
if (piece_is_king(piece)) {
board->castle[me][SideH] = SquareNone;
board->castle[me][SideA] = SquareNone;
}
if (board->castle[me][SideH] == from) board->castle[me][SideH] = SquareNone;
if (board->castle[me][SideA] == from) board->castle[me][SideA] = SquareNone;
if (board->castle[opp][SideH] == to) board->castle[opp][SideH] = SquareNone;
if (board->castle[opp][SideA] == to) board->castle[opp][SideA] = SquareNone;
new_flags = board_flags(board);
board->key ^= hash_castle_key(new_flags^old_flags); // HACK
// update en-passant square
ep_square = sq = board->ep_square;
if (sq != SquareNone) {
board->key ^= random_64(RandomEnPassant+square_file(sq));
board->ep_square = SquareNone;
}
if (piece_is_pawn(piece) && abs(to-from) == 32) {
pawn = piece_make_pawn(opp);
if (board->square[to-1] == pawn || board->square[to+1] == pawn) {
board->ep_square = sq = (from + to) / 2;
board->key ^= random_64(RandomEnPassant+square_file(sq));
}
}
// update ply number (captures are handled later)
board->ply_nb++;
if (piece_is_pawn(piece)) board->ply_nb = 0; // conversion
// update move number
if (me == Black) board->move_nb++;
// castle
if (colour_equal(board->square[to],me)) {
int rank;
int king_from, king_to;
int rook_from, rook_to;
int rook;
rank = colour_is_white(me) ? Rank1 : Rank8;
king_from = from;
rook_from = to;
if (to > from) { // h side
king_to = square_make(FileG,rank);
rook_to = square_make(FileF,rank);
} else { // a side
king_to = square_make(FileC,rank);
rook_to = square_make(FileD,rank);
}
// remove the rook
pos = board->pos[rook_from];
ASSERT(pos>=0);
rook = Rook64 | me; // HACK
square_clear(board,rook_from,rook);
// move the king
square_move(board,king_from,king_to,piece);
// put the rook back
square_set(board,rook_to,rook,pos);
ASSERT(board->key==hash_key(board));
return;
}
// remove the captured piece
if (piece_is_pawn(piece) && to == ep_square) {
// en-passant capture
sq = square_ep_dual(to);
capture = board->square[sq];
ASSERT(capture==piece_make_pawn(opp));
square_clear(board,sq,capture);
board->ply_nb = 0; // conversion
} else {
capture = board->square[to];
if (capture != Empty) {
// normal capture
ASSERT(colour_equal(capture,opp));
ASSERT(!piece_is_king(capture));
square_clear(board,to,capture);
board->ply_nb = 0; // conversion
}
}
// move the piece
if (move_is_promote(move)) {
// promote
square_clear(board,from,piece);
piece = move_promote_hack(move) | me; // HACK
square_set(board,to,piece,pos);
} else {
// normal move
square_move(board,from,to,piece);
}
ASSERT(board->key==hash_key(board));
}
// square_clear()
static void square_clear(board_t * board, int square, int piece) {
int pos, piece_12, colour;
int sq, size;
ASSERT(board!=NULL);
ASSERT(square_is_ok(square));
ASSERT(piece_is_ok(piece));
// init
pos = board->pos[square];
ASSERT(pos>=0);
colour = piece_colour(piece);
piece_12 = piece_to_12(piece);
// square
ASSERT(board->square[square]==piece);
board->square[square] = Empty;
ASSERT(board->pos[square]==pos);
board->pos[square] = -1; // not needed
// piece list
ASSERT(board->list_size[colour]>=2);
size = --board->list_size[colour];
ASSERT(pos<=size);
if (pos != size) {
sq = board->list[colour][size];
ASSERT(square_is_ok(sq));
ASSERT(sq!=square);
ASSERT(board->pos[sq]==size);
board->pos[sq] = pos;
ASSERT(board->list[colour][pos]==square);
board->list[colour][pos] = sq;
}
board->list[colour][size] = SquareNone;
// material
ASSERT(board->number[piece_12]>=1);
board->number[piece_12]--;
// hash key
board->key ^= random_64(RandomPiece+piece_12*64+square_to_64(square));
}
// square_set()
static void square_set(board_t * board, int square, int piece, int pos) {
int piece_12, colour;
int sq, size;
ASSERT(board!=NULL);
ASSERT(square_is_ok(square));
ASSERT(piece_is_ok(piece));
ASSERT(pos>=0);
// init
colour = piece_colour(piece);
piece_12 = piece_to_12(piece);
// square
ASSERT(board->square[square]==Empty);
board->square[square] = piece;
ASSERT(board->pos[square]==-1);
board->pos[square] = pos;
// piece list
size = board->list_size[colour]++;
ASSERT(board->list[colour][size]==SquareNone);
ASSERT(pos<=size);
if (pos != size) {
sq = board->list[colour][pos];
ASSERT(square_is_ok(sq));
ASSERT(sq!=square);
ASSERT(board->pos[sq]==pos);
board->pos[sq] = size;
ASSERT(board->list[colour][size]==SquareNone);
board->list[colour][size] = sq;
}
board->list[colour][pos] = square;
// material
ASSERT(board->number[piece_12]<=8);
board->number[piece_12]++;
// hash key
board->key ^= random_64(RandomPiece+piece_12*64+square_to_64(square));
}
// square_move()
static void square_move(board_t * board, int from, int to, int piece) {
int colour, pos;
int piece_index;
ASSERT(board!=NULL);
ASSERT(square_is_ok(from));
ASSERT(square_is_ok(to));
ASSERT(piece_is_ok(piece));
// init
colour = piece_colour(piece);
pos = board->pos[from];
ASSERT(pos>=0);
// from
ASSERT(board->square[from]==piece);
board->square[from] = Empty;
ASSERT(board->pos[from]==pos);
board->pos[from] = -1; // not needed
// to
ASSERT(board->square[to]==Empty);
board->square[to] = piece;
ASSERT(board->pos[to]==-1);
board->pos[to] = pos;
// piece list
ASSERT(board->list[colour][pos]==from);
board->list[colour][pos] = to;
// hash key
piece_index = RandomPiece + piece_to_12(piece) * 64;
board->key ^= random_64(piece_index+square_to_64(from))
^ random_64(piece_index+square_to_64(to));
}
// end of move_do.cpp