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domove.c
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/*
This file is part of Boo's Chess Engine
Copyright 2000 by Christopher Bowron
*/
#include <stdlib.h>
#include "bce.h"
#include "colors.h"
int ply;
move gamestack[MAXMOVES];
undo undostack[MAXMOVES];
hashtype positions[MAXMOVES];
/* clear flags that last only one ply */
inline void clear_flags()
{
board->flags = (board->flags & ~(enp|dbl|cas|promo_flag));
}
void domove(move m)
{
square start, end;
chesspiece p, captured;
int v;
start = FR(m);
end = TO(m);
p = getpiece__(start);
v = VALUE(p);
captured = getpiece__(end);
g_captured_pieces[captured]++;
undostack[ply].m = m;
undostack[ply].captured = captured;
undostack[ply].moved = p;
undostack[ply].flags = board->flags;
gamestack[ply] = m;
positions[ply] = board->hash;
board -> hash ^= 1;
/* clear flags that last only one ply */
clear_flags();
setpiece__(end, p);
if (start!=end)
setpiece__(start, empty);
updatematerial__(end, captured, 0);
updatemoved(start,end,p);
// turn off castling rights on a rook move or rook capture
// must loop thru both colors because it could be a rook move
// or a rook capture
int i, j;
for (i=0;i<2;i++)
{
for (j=0;j<2;j++)
{
int rs = g_castling_info[i][j].rook_start;
if ((end==rs)||(start==rs))
{
board->flags &= ~(g_castling_info[i][j].bittest);
}
}
}
if (v == pawn)
{
int ef = F(end);
int er = R(end);
int sf = F(start);
int sr = R(start);
switch (er)
{
// check for double pushes
case RANK4:
case RANK5:
if (abs(er-sr)==2)
board->flags |= dbl;
break;
// check for en passants
case RANK6:
case RANK3:
if ((sf!=ef)&&!captured)
{
board->flags |= enp;
updatematerial(ef, sr, p^1, 0);
setpiece(ef, sr, empty);
}
break;
// check for promotions
case RANK1:
case RANK8:
{
int color = chesspiececolor(p);
int piece_value = PR(m);
chesspiece promo = makepiece(color, piece_value);
setpiece__(end, promo);
updatematerial__(end,p,0);
updatematerial__(end,promo,1);
board->flags |= promo_flag;
}
break;
}
}
else if (v == king)
{
int c = COLOR(p);
if (is_castle(m))
{
int our_rook = PIECE(c,rook);
for (j=0;j<2;j++)
{
if (start == g_castling_info[c][j].king_start &&
end == g_castling_info[c][j].king_end)
{
board->flags |= cas;
board->flags |= g_castling_info[c][j].done_bit;
square s = g_castling_info[c][j].rook_start;
square e = g_castling_info[c][j].rook_end;
// place rook on new square
setpiece__(e,our_rook);
// remove rook from old square as long as
// its not where we just place the king
if (s!=end)
setpiece__(s,0);
updatemoved(s,e,our_rook);
}
}
}
board->kings[c] = end;
board->flags &= (c==WHITE) ? ~(wkc|wqc) : ~(bkc|bqc);
}
ply++;
switch_sides();
}
void undomove()
{
move m;
chesspiece p;
chesspiece captured;
square start, end;
int v;
ply--;
m = undostack[ply].m;
p = undostack[ply].moved;
v = VALUE(p);
captured = undostack[ply].captured;
g_captured_pieces[captured]--;
start = FR(m);
end = TO(m);
if (board->flags & promo_flag)
{
/* remove promo */
updatematerial__(end, getpiece__(end),0);
/* restore pawn */
updatematerial__(end, p, 1);
}
else if (board->flags & enp)
{
int ef = F(end);
int sr = R(start);
// restore the pawn that was captured
setpiece(ef, sr, p^1);
updatematerial(ef, sr, p^1, 1);
}
else if (v == king)
{
int c = COLOR(p);
board->kings[c] = start;
if (is_castle(m))
{
int j;
int our_rook = PIECE(c,rook);
for (j=0;j<2;j++)
{
int ks = g_castling_info[c][j].king_start;
int ke = g_castling_info[c][j].king_end;
if ((start == ks)&&(end == ke))
{
square s = g_castling_info[c][j].rook_start;
square e = g_castling_info[c][j].rook_end;
setpiece__(s, our_rook);
setpiece__(e, 0);
updatematerial__(s, our_rook, 1);
updatematerial__(e, our_rook, 0);
}
}
}
}
/*
else if (p == BKING)
{
board->kings[BLACK] = start;
if (is_castle(m))
{
int j;
for (j=0;j<2;j++)
{
int ks = g_castling_info[BLACK][j].king_start;
int ke = g_castling_info[BLACK][j].king_end;
if ((start == ks)&&(end == ke))
{
square s = g_castling_info[BLACK][j].rook_start;
square e = g_castling_info[BLACK][j].rook_end;
setpiece__(s, BROOK);
setpiece__(e, 0);
updatematerial__(s, BROOK, 1);
updatematerial__(e, BROOK, 0);
}
}
}
}
*/
setpiece__(start, p);
if (start!=end)
setpiece__(end, captured);
updatematerial__(end, captured, 1);
updatemoved(end, start, p);
board->flags = undostack[ply].flags;
board->hash = positions[ply];
}
void updatematerial__(int i, chesspiece p, int add)
{
if (p)
{
int v, c, value, sq;
v = VALUE(p);
c = COLOR(p);
value = default_weights[v];
sq = squarevalue__(i,p);
board->hash ^= randoms[p][i];
if (add)
{
board->pieces[p]++;
board->material[c] += value;
board->position[c] += sq;
if (v==pawn)
{
board->pawns[c][F(i)+1] += 1;
}
else
{
board->piececount[c]++;
}
}
else
{
board->pieces[p]--;
board->material[c] -= value;
board->position[c] -= sq;
if (v==pawn)
{
board->pawns[c][F(i)+1] -= 1;
}
else
{
board->piececount[c]--;
}
}
}
}
void updatematerial(int f, int r, chesspiece p, int add)
{
updatematerial__(SQ(f,r),p,add);
}
void updatemoved(square start, square end, chesspiece p)
{
updatematerial__(start, p, 0);
updatematerial__(end, p, 1);
}