/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ //// //// Includes //// #include #include #include "move.h" #include "piece.h" #include "position.h" //// //// Functions //// /// move_from_uci() takes a position and a string as input, and attempts to /// convert the string to a move, using simple coordinate notation (g1f3, /// a7a8q, etc.). In order to correctly parse en passant captures and castling /// moves, we need the position. This function is not robust, and expects that /// the input move is legal and correctly formatted. Move move_from_uci(const Position& pos, const std::string& str) { Square from, to; Piece piece; Color us = pos.side_to_move(); if (str.length() < 4) return MOVE_NONE; // Read the from and to squares from = make_square(file_from_char(str[0]), rank_from_char(str[1])); to = make_square(file_from_char(str[2]), rank_from_char(str[3])); // Find the moving piece piece = pos.piece_on(from); // If the string has more than 4 characters, try to interpret the 5th // character as a promotion. if (str.length() > 4 && piece == piece_of_color_and_type(us, PAWN)) { switch (tolower(str[4])) { case 'n': return make_promotion_move(from, to, KNIGHT); case 'b': return make_promotion_move(from, to, BISHOP); case 'r': return make_promotion_move(from, to, ROOK); case 'q': return make_promotion_move(from, to, QUEEN); } } // En passant move? We assume that a pawn move is an en passant move // if the destination square is epSquare. if (to == pos.ep_square() && piece == piece_of_color_and_type(us, PAWN)) return make_ep_move(from, to); // Is this a castling move? A king move is assumed to be a castling move // if the destination square is occupied by a friendly rook, or if the // distance between the source and destination squares is more than 1. if (piece == piece_of_color_and_type(us, KING)) { if (pos.piece_on(to) == piece_of_color_and_type(us, ROOK)) return make_castle_move(from, to); if (square_distance(from, to) > 1) { // This is a castling move, but we have to translate it to the // internal "king captures rook" representation. SquareDelta delta = (to > from ? DELTA_E : DELTA_W); Square s = from; do s += delta; while ( pos.piece_on(s) != piece_of_color_and_type(us, ROOK) && relative_rank(us, s) == RANK_1); return relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE; } } return make_move(from, to); } /// move_to_uci() converts a move to a string in coordinate notation /// (g1f3, a7a8q, etc.). The only special case is castling moves, where we /// print in the e1g1 notation in normal chess mode, and in e1h1 notation in /// Chess960 mode. const std::string move_to_uci(Move move, bool chess960) { std::string str; Square from = move_from(move); Square to = move_to(move); if (move == MOVE_NONE) str = "(none)"; else if (move == MOVE_NULL) str = "0000"; else { if (move_is_short_castle(move) && !chess960) return (from == SQ_E1 ? "e1g1" : "e8g8"); if (move_is_long_castle(move) && !chess960) return (from == SQ_E1 ? "e1c1" : "e8c8"); str = square_to_string(from) + square_to_string(to); if (move_is_promotion(move)) str += char(tolower(piece_type_to_char(move_promotion_piece(move)))); } return str; } /// Overload the << operator, to make it easier to print moves. std::ostream& operator << (std::ostream& os, Move m) { bool chess960 = (os.iword(0) != 0); // See set960() return os << move_to_uci(m, chess960); } /// move_is_ok(), for debugging. bool move_is_ok(Move m) { return square_is_ok(move_from(m)) && square_is_ok(move_to(m)); }