mirror of
https://github.com/sockspls/badfish
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147 lines
4.5 KiB
C++
147 lines
4.5 KiB
C++
/*
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Glaurung, a UCI chess playing engine.
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Copyright (C) 2004-2008 Tord Romstad
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Glaurung 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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Glaurung 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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////
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//// Includes
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////
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#include <cassert>
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#include "move.h"
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#include "piece.h"
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#include "position.h"
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#include "ucioption.h"
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////
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//// Functions
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////
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/// move_from_string() takes a position and a string as input, and attempts to
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/// convert the string to a move, using simple coordinate notation (g1f3,
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/// a7a8q, etc.). In order to correctly parse en passant captures and castling
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/// moves, we need the position. This function is not robust, and expects that
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/// the input move is legal and correctly formatted.
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Move move_from_string(const Position &pos, const std::string &str) {
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Square from, to;
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Piece piece;
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Color us = pos.side_to_move();
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if(str.length() < 4) return MOVE_NONE;
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// Read the from and to squares:
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from = square_from_string(str.substr(0, 2));
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to = square_from_string(str.substr(2, 4));
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// Find the moving piece:
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piece = pos.piece_on(from);
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// If the string has more than 4 characters, try to interpret the 5th
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// character as a promotion:
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if(type_of_piece(piece) == PAWN && str.length() >= 5) {
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switch(str[4]) {
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case 'n': case 'N':
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return make_promotion_move(from, to, KNIGHT);
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case 'b': case 'B':
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return make_promotion_move(from, to, BISHOP);
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case 'r': case 'R':
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return make_promotion_move(from, to, ROOK);
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case 'q': case 'Q':
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return make_promotion_move(from, to, QUEEN);
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}
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}
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if(piece == king_of_color(us)) {
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// Is this a castling move? A king move is assumed to be a castling
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// move if the destination square is occupied by a friendly rook, or
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// if the distance between the source and destination squares is more
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// than 1.
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if(pos.piece_on(to) == rook_of_color(us))
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return make_castle_move(from, to);
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else if(square_distance(from, to) > 1) {
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// This is a castling move, but we have to translate it to the
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// internal "king captures rook" representation.
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SquareDelta delta = (to > from)? DELTA_E : DELTA_W;
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Square s;
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for(s = from + delta;
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pawn_rank(us, s) == RANK_1 && pos.piece_on(s) != rook_of_color(us);
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s += delta);
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if(pawn_rank(us, s) == RANK_1 && pos.piece_on(s) == rook_of_color(us))
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return make_castle_move(from, s);
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}
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}
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else if(piece == pawn_of_color(us)) {
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// En passant move? We assume that a pawn move is an en passant move
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// without further testing if the destination square is epSquare.
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if(to == pos.ep_square())
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return make_ep_move(from, to);
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}
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return make_move(from, to);
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}
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/// move_to_string() converts a move to a string in coordinate notation
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/// (g1f3, a7a8q, etc.). The only special case is castling moves, where we
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/// print in the e1g1 notation in normal chess mode, and in e1h1 notation in
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/// Chess960 mode.
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const std::string move_to_string(Move move) {
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std::string str;
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if(move == MOVE_NONE)
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str = "(none)";
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else if(move == MOVE_NULL)
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str = "0000";
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else {
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if(!Chess960) {
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if(move_from(move) == SQ_E1 && move_is_short_castle(move)) {
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str = "e1g1"; return str;
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}
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else if(move_from(move) == SQ_E1 && move_is_long_castle(move)) {
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str = "e1c1"; return str;
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}
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if(move_from(move) == SQ_E8 && move_is_short_castle(move)) {
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str = "e8g8"; return str;
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}
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else if(move_from(move) == SQ_E8 && move_is_long_castle(move)) {
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str = "e8c8"; return str;
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}
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}
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str = square_to_string(move_from(move)) + square_to_string(move_to(move));
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if(move_promotion(move))
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str += piece_type_to_char(move_promotion(move), false);
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}
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return str;
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}
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/// Overload the << operator, to make it easier to print moves.
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std::ostream &operator << (std::ostream &os, Move m) {
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return os << move_to_string(m);
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}
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/// move_is_ok(), for debugging.
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bool move_is_ok(Move m) {
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return square_is_ok(move_from(m)) && square_is_ok(move_to(m));
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}
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