mirror of
https://github.com/sockspls/badfish
synced 2025-04-29 16:23:09 +00:00

We don't need that ! We can infere from starting fen string if we are in a Chess960 game or not. And note that this is a per-position property, not an application wide one. A nice trick is to use a custom manipulator (that is an enum actually) to keep using the handy operator<<() on the move when sending to std::cout, yes, I have indulged a bit here ;-) Signed-off-by: Marco Costalba <mcostalba@gmail.com>
151 lines
4.6 KiB
C++
151 lines
4.6 KiB
C++
/*
|
|
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 <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
|
|
////
|
|
//// Includes
|
|
////
|
|
|
|
#include <cassert>
|
|
|
|
#include "move.h"
|
|
#include "piece.h"
|
|
#include "position.h"
|
|
|
|
|
|
////
|
|
//// Functions
|
|
////
|
|
|
|
/// move_from_string() 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_string(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 = square_from_string(str.substr(0, 2));
|
|
to = square_from_string(str.substr(2, 4));
|
|
|
|
// 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 (type_of_piece(piece) == PAWN && str.length() > 4)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
if (piece == piece_of_color_and_type(us, KING))
|
|
{
|
|
// 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 (pos.piece_on(to) == piece_of_color_and_type(us, ROOK))
|
|
return make_castle_move(from, to);
|
|
|
|
else 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 + delta;
|
|
while (relative_rank(us, s) == RANK_1 && pos.piece_on(s) != piece_of_color_and_type(us, ROOK))
|
|
s += delta;
|
|
|
|
return (relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE);
|
|
}
|
|
}
|
|
else if (piece == piece_of_color_and_type(us, PAWN))
|
|
{
|
|
// En passant move? We assume that a pawn move is an en passant move
|
|
// without further testing if the destination square is epSquare.
|
|
if (to == pos.ep_square())
|
|
return make_ep_move(from, to);
|
|
}
|
|
return make_move(from, to);
|
|
}
|
|
|
|
|
|
/// move_to_string() 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_string(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 += piece_type_to_char(move_promotion_piece(move), false);
|
|
}
|
|
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_string(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));
|
|
}
|