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download util.c
Language: C
License: GPL
Copyright: (c) 1999-2002 Free Software Foundation, Inc.
LOC: 117
Project Info
GNU Chess(chess)
Server: Savannah GNU
Type: cvs
...NU\c\chess\chess\chess\src\
   atak.c
   book.c
   book.h
   cmd.c
   common.h
   config.h.in
   debug.c
   epd.c
   eval.c
   eval.h
   genmove.c
   getopt.c
   getopt.h
   getopt1.c
   hash.c
   hung.c
   init.c
   inlines.h
   input.c
   iterate.c
   lexpgn.h
   main.c
   Makefile.am
   move.c
   null.c
   output.c
   pgn.c
   players.c
   ponder.c
   quiesce.c
   random.c
   repeat.c
   search.c
   solve.c
   sort.c
   stamp-h.in
   swap.c
   test.c
   ttable.c
   util.c
   version.h

/* GNU Chess 5.0 - util.c - utility routine code
   Copyright (c) 1999-2002 Free Software Foundation, Inc.

   GNU Chess is based on the two research programs 
   Cobalt by Chua Kong-Sian and Gazebo by Stuart Cracraft.

   GNU Chess 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 2, or (at your option)
   any later version.

   GNU Chess 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 GNU Chess; see the file COPYING.  If not, write to
   the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
   Boston, MA 02111-1307, USA.

   Contact Info: 
     bug-gnu-chess@gnu.org
     cracraft@ai.mit.edu, cracraft@stanfordalumni.org, cracraft@earthlink.net
*/
/*
 * Endianness checks are now unnecessary
 */

#include <stdio.h>
#include <string.h>
#include <signal.h>

#include "common.h"

/*
 * We actually do not have this configuration variable yet,
 * should be manually added when inlining is not possible.
 * If inlining is possible, these functions have now moved
 * to util.h which must be included by all callers of
 * leadz() and nbits().
 */

#ifdef NO_INLINE

unsigned char leadz (BitBoard b)
/**************************************************************************
 *
 *  Returns the leading bit in a bitboard.  Leftmost bit is 0 and
 *  rightmost bit is 63.  Thanks to Robert Hyatt for this algorithm.
 *
 ***************************************************************************/
{
  if (b >> 48) return lzArray[b >> 48];
  if (b >> 32) return lzArray[b >> 32] + 16;
  if (b >> 16) return lzArray[b >> 16] + 32;
  return lzArray[b] + 48;
}

unsigned char nbits (BitBoard b)
/***************************************************************************
 *
 *  Count the number of bits in b.
 *
 ***************************************************************************/
{
  return BitCount[b>>48] + BitCount[(b>>32) & 0xffff]
    + BitCount[(b>>16) & 0xffff] + BitCount[b & 0xffff];
}

#endif /* NO_INLINE */

void UpdateFriends (void)
/***************************************************************************
 *
 *  Update friend and enemy bitboard.
 *
 ***************************************************************************/
{
   register BitBoard *w, *b;

   w = board.b[white];
   b = board.b[black];
   board.friends[white] = 
      w[pawn] | w[knight] | w[bishop] | w[rook] | w[queen] | w[king];
   board.friends[black] = 
      b[pawn] | b[knight] | b[bishop] | b[rook] | b[queen] | b[king];
   board.blocker = board.friends[white] | board.friends[black];
}
   

void UpdateCBoard (void)
/**************************************************************************
 *
 *  Updates cboard[].  cboard[i] returns the piece on square i.
 *
 **************************************************************************/
{
   BitBoard b;
   int piece, sq;

   memset (cboard, 0, sizeof (cboard));
   for (piece = pawn; piece <= king; piece++)
   {
      b = board.b[white][piece] | board.b[black][piece];
      while (b)
      {
         sq = leadz (b);
         CLEARBIT (b, sq);
         cboard[sq] = piece;
      }
   }
}


static const int OrigCboard[64] = 
{ rook,  knight, bishop, queen, king,  bishop, knight, rook,
  pawn,  pawn,   pawn,   pawn,  pawn,  pawn,   pawn,   pawn,
  empty, empty,  empty,  empty, empty, empty,  empty,  empty,
  empty, empty,  empty,  empty, empty, empty,  empty,  empty,
  empty, empty,  empty,  empty, empty, empty,  empty,  empty,
  empty, empty,  empty,  empty, empty, empty,  empty,  empty,
  pawn,  pawn,   pawn,   pawn,  pawn,  pawn,   pawn,   pawn,
  rook,  knight, bishop, queen, king,  bishop, knight, rook };

void UpdateMvboard (void)
/**************************************************************************
 *
 *  Updates Mvboard[].  Mvboard[i] returns the number of times the piece
 *  on square i have moved.  When loading from EPD, if a piece is not on
 *  its original square, set it to 1, otherwise set to 0.
 *
 **************************************************************************/
{
   int sq;
 
   for (sq = 0; sq < 64; sq++)
   {
      if (cboard[sq] == empty || cboard[sq] == OrigCboard[sq])
         Mvboard[sq] = 0;
      else
         Mvboard[sq] = 1;
   } 
}


void EndSearch (int sig __attribute__ ((unused)) )
/***************************************************************************
 *
 *  User has pressed Ctrl-C.  Just set flags TIMEOUT to be true.
 *
 ***************************************************************************/
{
   SET (flags, TIMEOUT);
   signal (SIGINT, EndSearch);
}


short ValidateBoard (void)
/***************************************************************************
 *
 *  Check the board to make sure that its valid.  Some things to check are
 *  a.  Both sides have only 1 king.
 *  b.  Side not on the move must not be in check.
 *  c.  If en passant square is set, check it is possible.
 *  d.  Check if castling status are all correct.
 *
 ***************************************************************************/
{
   int side, xside, sq;

   if (nbits (board.b[white][king]) != 1) 
      return (false);
   if (nbits (board.b[black][king]) != 1) 
      return (false);

   side = board.side;  
   xside = 1^side;
   if (SqAtakd (board.king[xside], side))
      return (false);

   if (board.ep > -1)
   {
      sq = board.ep + (xside == white ? 8 : -8);
      if (!(BitPosArray[sq] & board.b[xside][pawn]))
	 return (false);
   }

   if (board.flag & WKINGCASTLE)
   {
      if (!(BitPosArray[E1] & board.b[white][king]))
	 return (false);
      if (!(BitPosArray[H1] & board.b[white][rook]))
	 return (false);
   }
   if (board.flag & WQUEENCASTLE)
   {
      if (!(BitPosArray[E1] & board.b[white][king]))
	 return (false);
      if (!(BitPosArray[A1] & board.b[white][rook]))
	 return (false);
   }
   if (board.flag & BKINGCASTLE)
   {
      if (!(BitPosArray[E8] & board.b[black][king]))
	 return (false);
      if (!(BitPosArray[H8] & board.b[black][rook]))
	 return (false);
   }
   if (board.flag & BQUEENCASTLE)
   {
      if (!(BitPosArray[E8] & board.b[black][king]))
	 return (false);
      if (!(BitPosArray[A8] & board.b[black][rook]))
	 return (false);
   }

   return (true);
}