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Language: C
License: GPL
Copyright: (c) 1999-2002 Free Software Foundation, Inc.
LOC: 540
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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

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/* GNU Chess 5.0 - init.c - initialization of variables 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
*/

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

#include "common.h"
#include "version.h"
#include "lexpgn.h"

void Initialize (void)
/**************************************************************************
 *
 *  The main initialization driver.
 *
 **************************************************************************/
{
   InitLzArray ();
   InitBitPosArray ();
   InitMoveArray ();
   InitRay ();
   InitFromToRay (); 
   InitRankFileBit ();
   InitPassedPawnMask ();
   InitIsolaniMask ();
   InitSquarePawnMask ();
   InitBitCount ();
   InitRotAtak ();
   InitRandomMasks ();
   InitDistance ();
   InitVars ();
   InitHashCode ();
   InitHashTable ();
   CalcHashKey ();
   InitInput ();
}


void InitFICS (void)
{
   if (flags & XBOARD) {
     printf ("tellics shout Greetings from %s %s. Ready for a game.\n", PROGRAM, VERSION);
     printf ("tellics set 1 %s %s.\n",PROGRAM,VERSION);
   }

}

#define NBITS 16

void InitLzArray (void)
/***************************************************************************
 *
 *  The lzArray is created.  This array is used when the position
 *  of the leading non-zero bit is required.  The convention used
 *  is that the leftmost bit is considered as position 0 and the
 *  rightmost bit position 63.
 *
 ***************************************************************************/
{
   int i, j, s, n;

   s = n = 1;
   for (i = 0; i < NBITS; i++)
   {
      for (j = s; j < s + n; j++)
         lzArray[j] = NBITS - 1 - i;
      s += n;
      n += n;
   }
}


void InitBitPosArray (void)
/***************************************************************************
 *
 *  BitPosArray[i] returns the bitboard whose ith bit is set to 1 
 *  and every other bits 0.  This ought to be faster than doing
 *  shifting all the time (I think).  
 *  Also compute the NotBitPosArray = ~BitPosArray.
 *
 ***************************************************************************/
{
   BitBoard b;
   int i;

   b = (BitBoard) 1;  
   for (i = 63; i >= 0; i--, b <<= 1)
   {
      BitPosArray[i] = b;
      NotBitPosArray[i] = ~b;
   }
}
 


/*  Data used for generating MoveArray  */

static const int dir[8][8] =
{
  { 0, 0, 0, 0, 0, 0, 0, 0 },
  { 9, 11, 0, 0, 0, 0, 0, 0 },
  { -21, -19, -12, -8, 8, 12, 19, 21 },
  { -11, -9, 9, 11, 0, 0, 0, 0 },
  { -10, -1, 1, 10, 0, 0, 0, 0 },
  { -11, -10, -9, -1, 1, 9, 10, 11 },
  { -11, -10, -9, -1, 1, 9, 10, 11 },
  { -9, -11, 0, 0, 0, 0, 0, 0 }
};
static const int ndir[8] = 
{ 0, 2, 8, 4, 4, 8, 8, 2 };

static const int map[120] =
{
  -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  -1,  0,  1,  2,  3,  4,  5,  6,  7, -1,
  -1,  8,  9, 10, 11, 12, 13, 14, 15, -1,
  -1, 16, 17, 18, 19, 20, 21, 22, 23, -1,
  -1, 24, 25, 26, 27, 28, 29, 30, 31, -1,
  -1, 32, 33, 34, 35, 36, 37, 38, 39, -1,
  -1, 40, 41, 42, 43, 44, 45, 46, 47, -1,
  -1, 48, 49, 50, 51, 52, 53, 54, 55, -1,
  -1, 56, 57, 58, 59, 60, 61, 62, 63, -1,
  -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 
};


void InitMoveArray (void)
/***************************************************************************
 * 
 *  Generate the move bitboards.  For e.g. the bitboard for all
 *  the moves of a knight on f3 is given by MoveArray[knight][21].
 *
 ***************************************************************************/
{
   int piece, fsq, tsq, f, t, n;
   BitBoard *b;

   for (piece = pawn; piece <= bpawn; piece++)
   {
      for (fsq = 0; fsq < 120; fsq++)
      {
         if ((f = map[fsq]) == -1) continue;
         b = &MoveArray[piece][f];
         *b = NULLBITBOARD;
         for (n = 0; n < ndir[piece]; n++)
         {
            tsq = fsq;
            do
            {
               tsq += dir[piece][n];
               if ((t = map[tsq]) != -1)
                  SETBIT (*b, t);
            } while (range[piece] && t != -1);
         }
      }
   }
}


void InitRay (void)
/**************************************************************************
 *
 *  For each square, there are 8 rays.  The first 4 rays are diagonals 
 *  for the bishops and the next 4  are file/rank for the rooks.  
 *  The queen uses all 8 rays.
 *  These rays are used for move generation rather than MoveArray[].
 *  Also initialize the directions[][] array.  directions[f][t] returns
 *  the index into Ray[f] array allow us to find the ray in that direction.
 *
 **************************************************************************/
{
   int piece, fsq, tsq, f, t, n, ray;
   BitBoard *b;

   memset (directions, -1, sizeof (directions));
   for (fsq = 0; fsq < 120; fsq++)
   {
      if ((f = map[fsq]) == -1) continue;
      ray = -1;
      for (piece = bishop; piece <= rook; piece++)
      {
         for (n = 0; n < ndir[piece]; n++)
         {
            b = &Ray[f][++ray];
            *b = NULLBITBOARD;
            tsq = fsq;
            do
            {
               tsq += dir[piece][n];
               if ((t = map[tsq]) != -1)
	       {
                  SETBIT (*b, t);
	          directions[f][t] = ray;
	       }
            } while (t != -1);
         }
      }
   }
}


void InitFromToRay (void)
/***************************************************************************
 *
 *  The FromToRay[b2][f6] gives the diagonal ray from c3 to f6;
 *  It also produces horizontal/vertical rays as well.   If no
 *  ray is possible, then a 0 is returned.
 *
 ***************************************************************************/
{
   int piece, fsq, tsq, f, t, n;
   BitBoard *b;

   memset (FromToRay, 0, sizeof (FromToRay));
   for (piece = bishop; piece <= rook; piece++)
   {
      for (fsq = 0; fsq < 120; fsq++)
      {
         if ((f = map[fsq]) == -1) continue;
         for (n = 0; n < ndir[piece]; n++)
         {
            tsq = fsq;
            t = map[tsq];
            do
            {
               b = &FromToRay[f][t];
               tsq += dir[piece][n];         
               if ((t = map[tsq]) != -1)
               {
                  SETBIT (FromToRay[f][t], t);
                  FromToRay[f][t] |= *b;
               }
            } while (t != -1);
         }
      }
   }
}


void InitRankFileBit (void)
/***************************************************************************
 *
 *  RankBit[2] has all the bits on the 3rd rank 1 and others 0.
 *  FileBit[2] has all the bits on the 3rd file 1 and others 0.
 *
 ***************************************************************************/
{
   BitBoard b;
   int i;

   i = 8;
   b = (BitBoard) 255;
   while (i--)
   {
      RankBit[i] = b;
      b <<= 8;
   }
   
   i = 8;
   b = ULL(0x0101010101010101);
   while (i--)
   {
      FileBit[i] = b;
      b <<= 1;
   }
}


void InitRandomMasks (void)
{
  mask_kr_trapped_w[0]=BitPosArray[H2];
  mask_kr_trapped_w[1]=BitPosArray[H1]|BitPosArray[H2];
  mask_kr_trapped_w[2]=BitPosArray[G1]|BitPosArray[H1]|BitPosArray[H2];
  mask_qr_trapped_w[0]=BitPosArray[A2];
  mask_qr_trapped_w[1]=BitPosArray[A1]|BitPosArray[A2];
  mask_qr_trapped_w[2]=BitPosArray[A1]|BitPosArray[B1]|BitPosArray[A2];
  mask_kr_trapped_b[0]=BitPosArray[H7];
  mask_kr_trapped_b[1]=BitPosArray[H8]|BitPosArray[H7];
  mask_kr_trapped_b[2]=BitPosArray[H8]|BitPosArray[G8]|BitPosArray[H7];
  mask_qr_trapped_b[0]=BitPosArray[A7];
  mask_qr_trapped_b[1]=BitPosArray[A8]|BitPosArray[A7];
  mask_qr_trapped_b[2]=BitPosArray[A8]|BitPosArray[B8]|BitPosArray[A7];
}

void InitPassedPawnMask (void)
/**************************************************************************
 *
 *  The PassedPawnMask variable is used to determine if a pawn is passed.
 *  This mask is basically all 1's from the square in front of the pawn to
 *  the promotion square, also duplicated on both files besides the pawn
 *  file.  Other bits will be set to zero.
 *  E.g. PassedPawnMask[white][b3] = 1's in a4-c4-c8-a8 rect, 0 otherwise.
 *
 **************************************************************************/
{
   unsigned int sq;

   memset (PassedPawnMask, 0, sizeof (PassedPawnMask));

   /*  Do for white pawns first */
   for (sq = 0; sq < 64; sq++)
   {
      PassedPawnMask[white][sq] = Ray[sq][7];
      if (ROW(sq) != 0)
         PassedPawnMask[white][sq] |= Ray[sq-1][7];
      if (ROW(sq) != 7)
         PassedPawnMask[white][sq] |= Ray[sq+1][7];
   }

   /*  Do for black pawns */
   for (sq = 0; sq < 64; sq++)
   {
      PassedPawnMask[black][sq] = Ray[sq][4];
      if (ROW(sq) != 0)
         PassedPawnMask[black][sq] |= Ray[sq-1][4];
      if (ROW(sq) != 7)
         PassedPawnMask[black][sq] |= Ray[sq+1][4];
   }
}


void InitIsolaniMask (void)
/**************************************************************************
 *
 *  The IsolaniMask variable is used to determine if a pawn is an isolani.
 *  This mask is basically all 1's on files beside the file the pawn is on.
 *  Other bits will be set to zero.
 *  E.g. IsolaniMask[d-file] = 1's in c-file & e-file, 0 otherwise.
 *  IMPORTANT:!!!!
 *  Make sure this routine is called AFTER InitRankFileBit().
 *
 **************************************************************************/
{
   int i;

   IsolaniMask[0] = FileBit[1];
   IsolaniMask[7] = FileBit[6];
   for (i = 1; i <= 6; i++)
      IsolaniMask[i] = FileBit[i-1] | FileBit[i+1];
      
}


void InitSquarePawnMask (void)
/**************************************************************************
 *
 *  The SquarePawnMask is used to determine if a king is in the square of
 *  the passed pawn and is able to prevent it from queening.  
 *  Caveat:  Pawns on 2nd rank have the same mask as pawns on the 3rd rank
 *  as they can advance 2 squares.
 *
 **************************************************************************/
{
   unsigned int sq;
   int len, i, j;

   memset (SquarePawnMask, 0, sizeof (PassedPawnMask));
   for (sq = 0; sq < 64; sq++)
   {
      /*  White mask  */
      len = 7 - RANK (sq);
      i = MAX (sq & 56, sq - len);
      j = MIN (sq | 7, sq + len);
      while (i <= j)
      {
         SquarePawnMask[white][sq] |= (BitPosArray[i] | FromToRay[i][i|56]);
         i++;
      }

      /*  Black mask  */
      len = RANK (sq);
      i = MAX (sq & 56, sq - len);
      j = MIN (sq | 7, sq + len);
      while (i <= j)
      {
         SquarePawnMask[black][sq] |= (BitPosArray[i] | FromToRay[i][i&7]);
         i++;
      }
   }

   /*  For pawns on 2nd rank, they have same mask as pawns on 3rd rank */
   for (sq = A2; sq <= H2; sq++)
      SquarePawnMask[white][sq] = SquarePawnMask[white][sq+8];
   for (sq = A7; sq <= H7; sq++)
      SquarePawnMask[black][sq] = SquarePawnMask[black][sq-8];
}

 
void InitBitCount (void)
/**************************************************************************
 *
 *  The BitCount array returns the no. of bits present in the 16 bit
 *  input argument.  This is use for counting the number of bits set
 *  in a BitBoard (e.g. for mobility count).
 *
 **************************************************************************/
{
   int i, j, n;
 
   BitCount[0] = 0;
   BitCount[1] = 1; 
   i = 1;
   for (n = 2; n <= 16; n++)
   {
      i <<= 1;
      for (j = i; j <= i + (i-1); j++)  
         BitCount[j] = 1 + BitCount[j - i]; 
   }
} 


void InitRotAtak (void)
/**************************************************************************
 *
 *  The attack tables for a normal chessboard and the rotated chess board
 *  are calculated here.
 *
 **************************************************************************/
{
   int sq, map, sq1, sq2;
   int cmap[8] = { 128, 64, 32, 16, 8, 4, 2, 1 };
   int rot1[8] = { A1, A2, A3, A4, A5, A6, A7, A8 };
   int rot2[8] = { A1, B2, C3, D4, E5, F6, G7, H8 };
   int rot3[8] = { A8, B7, C6, D5, E4, F3, G2, H1 };
   
   for (sq = A1; sq <= H1; sq++)
   {
      for (map = 0; map < 256; map++)
      {
	 Rook00Atak[sq][map] = 0;
	 Rook90Atak[rot1[sq]][map] = 0;
	 Bishop45Atak[rot2[sq]][map] = 0;
	 Bishop315Atak[rot3[sq]][map] = 0;
	    sq1 = sq2 = sq;
	    while (sq1 > 0)
	    {
	       if (cmap[--sq1] & map)
	          break;
	    }
	    while (sq2 < 7)
	    {
	       if (cmap[++sq2] & map)
	          break;
	    }
	    Rook00Atak[sq][map] = 
		FromToRay[sq][sq1] | FromToRay[sq][sq2];
	    Rook90Atak[rot1[sq]][map] =
		FromToRay[rot1[sq]][rot1[sq1]] | 
		FromToRay[rot1[sq]][rot1[sq2]];
	    Bishop45Atak[rot2[sq]][map] =
		FromToRay[rot2[sq]][rot2[sq1]] |
		FromToRay[rot2[sq]][rot2[sq2]];
	    Bishop315Atak[rot3[sq]][map] =
		FromToRay[rot3[sq]][rot3[sq1]] |
		FromToRay[rot3[sq]][rot3[sq2]];
      }
   } 

   for (map = 0; map < 256; map++)
   {
      for (sq = A2; sq <= H8; sq++)
      {
	 Rook00Atak[sq][map] = Rook00Atak[sq-8][map] >> 8;
      }

      for (sq1 = B_FILE; sq1 <= H_FILE; sq1++)
      {
	 for (sq2 = 0; sq2 < 64; sq2+=8)
	 {
	    sq = sq2 + sq1;
	    Rook90Atak[sq][map] = Rook90Atak[sq-1][map] >> 1;
	 }
      }

      for (sq1 = B1, sq2 = H7; sq1 <= H1; sq1++, sq2-=8)
      {
         for (sq = sq1; sq <= sq2; sq += 9)
	 {
	    Bishop45Atak[sq][map] = Bishop45Atak[sq+8][map] << 8;
	 }
      }
      for (sq1 = A2, sq2 = G8; sq1 <= A8; sq1+=8, sq2--)
      {
         for (sq = sq1; sq <= sq2; sq += 9)
	 {
	    Bishop45Atak[sq][map] = 
		(Bishop45Atak[sq+1][map] & NotBitPosArray[sq1-8]) << 1;
	 }
      }

      for (sq1 = H2, sq2 = B8; sq1 <= H8; sq1+=8, sq2++)
      {
         for (sq = sq1; sq <= sq2; sq += 7)
	 {
	    Bishop315Atak[sq][map] = Bishop315Atak[sq-8][map] >> 8;
	 }
      }
      for (sq1 = G1, sq2 = A7; sq1 >= A1; sq1--, sq2-=8)
      {
         for (sq = sq1; sq <= sq2; sq += 7)
	 {
	    Bishop315Atak[sq][map] = 
		(Bishop315Atak[sq+1][map] & NotBitPosArray[sq2+8]) << 1;
	 }
      }
   }
}


void InitDistance (void)
/**************************************************************************
 *
 *  There are two arrays dealing with distances.  The distance[s1][s2]
 *  array gives the minimum number of moves a king takes to get from s1
 *  to s2.  The taxicab[s1][s2] array is the taxicab distance.  Example:
 *  distance[a1][b3] = 2;  taxicab[a1[b3] = 3;
 *
 *************************************************************************/
{
   int f, t, j;
   int d1, d2;

   for (f = 0; f < 64; f++)
     for (t = 0; t < 8; t++)
       DistMap[f][t] = ULL(0);


   for (f = 0; f < 64; f++)
      for (t = f; t < 64; t++)
      {
         d1 = (t & 0x07) - (f & 0x07);
         if (d1 < 0) d1 = -d1;
         d2 = (t >> 3) - (f >> 3);
         if (d2 < 0) d2 = -d2;
         distance[f][t] = MAX (d1, d2);
         distance[t][f] = MAX (d1, d2);
         taxicab[f][t] = d1 + d2;
         taxicab[t][f] = d1 + d2;
      }

   for (f = 0; f < 64; f++)
     for (t = 0; t < 64; t++)
	 DistMap[f][distance[t][f]] |= BitPosArray[t];

   for (f = 0; f < 64; f++)
     for (t = 0; t < 8; t++)
       for (j = 0; j < t; j++)
	 DistMap[f][t] |= DistMap[f][j];
}


void InitVars (void)
/***************************************************************************
 *
 *  Initialize various variables, especially for new game.
 *
 ***************************************************************************/
{
   int i;

   /* Initialize board */
   memset (&board, 0, sizeof (board));
   for (i = 8; i < 16; i++)
      SETBIT (board.b[white][pawn], i);
   SETBIT (board.b[white][rook], 0);
   SETBIT (board.b[white][knight], 1);
   SETBIT (board.b[white][bishop], 2);
   SETBIT (board.b[white][queen], 3);
   SETBIT (board.b[white][king], 4);
   SETBIT (board.b[white][bishop], 5);
   SETBIT (board.b[white][knight], 6);
   SETBIT (board.b[white][rook], 7);
   for (i = 48; i < 56; i++)
      SETBIT (board.b[black][pawn], i);
   SETBIT (board.b[black][rook], 56);
   SETBIT (board.b[black][knight], 57);
   SETBIT (board.b[black][bishop], 58);
   SETBIT (board.b[black][queen], 59);
   SETBIT (board.b[black][king], 60);
   SETBIT (board.b[black][bishop], 61);
   SETBIT (board.b[black][knight], 62);
   SETBIT (board.b[black][rook], 63);

   SETBIT (stonewall[white], D4); /* SMC */
   SETBIT (stonewall[white], E3); /* SMC */
   SETBIT (stonewall[white], F4); /* SMC */

   SETBIT (stonewall[black], D5); /* SMC */
   SETBIT (stonewall[black], E6); /* SMC */
   SETBIT (stonewall[black], F5); /* SMC */

   rings[0] = ULL(0x0000001818000000);
   rings[1] = ULL(0x00003C24243C0000);
   rings[2] = ULL(0x007E424242427E00);
   rings[3] = ULL(0xFF818181818181FF);

   boxes[0] = ULL(0x00003C3C3C3C0000); /* rings[0] | rings[1] */
   boxes[1] = ULL(0x007E7E7E7E7E7E00); /* rings[0] | rings[1] | rings[2] */

   boardhalf[white] = RankBit[0]|RankBit[1]|RankBit[2]|RankBit[3];
   boardhalf[black] = RankBit[4]|RankBit[5]|RankBit[6]|RankBit[7];
   boardside[ks] = FileBit[4]|FileBit[5]|FileBit[6]|FileBit[7];
   boardside[qs] = FileBit[0]|FileBit[1]|FileBit[2]|FileBit[3];

   board.flag |= (WCASTLE | BCASTLE);
   RealSide = board.side = white;
   board.ep = -1;
   board.king[white] = E1;
   board.king[black] = E8;
   RealGameCnt = GameCnt = -1;
   Game50 = 0;
   computer = black;
   CalcHashKey ();
   Game[0].hashkey = HashKey;
   board.pmaterial[white] = board.pmaterial[black] =
      2*ValueR + 2*ValueN + 2*ValueB + ValueQ;
   board.material[white] = board.material[black] =
      board.pmaterial[white] + 8*ValueP;

   /* Initialize pgn values */
   initial_comments = NULL;
   /* Reset values; doing this again will cause a trivial memory leak
    * when reloading PGN files as games, but it's not worth fixing. */
   pgn_event = pgn_site =
   pgn_date = pgn_round = pgn_white = pgn_black =
   pgn_whiteELO = pgn_blackELO = pgn_result =
   pgn_othertags = NULL; 


   UpdateFriends ();
   UpdateCBoard ();
   UpdateMvboard ();

   for (i = A1; i <= H8; i++)
   {
      if (cboard[i])
      {
         SETBIT (board.blockerr90, r90[i]);
         SETBIT (board.blockerr45, r45[i]);
         SETBIT (board.blockerr315, r315[i]);
      }
   }

   /* TreePtr[0] is practically unused.  TreePtr[1] points to the
    * base of the tree.
    */
   TreePtr[0] = TreePtr[1] = Tree;

   /* Initialize some of the game flags */
   SET (flags, USEHASH);
   SET (flags, USENULL);
   SearchTime = 5;
   SearchDepth = 0;
   board.castled[white] = board.castled[black] = false;
   phase = PHASE;

/*  Calculate the ttable hashmask & pawntable hashmask */
   if ( HashSize == 0 )
     CalcHashSize(HashSize);
     
   signal (SIGINT, EndSearch);

   nmovesfrombook = 0;
}


void InitHashCode (void)
/***************************************************************************
 *
 *  The hash code for the various pieces standing on the various squares
 *  are initialized here.  When a particular piece is move from square A
 *  to square B, the current hashkey is XORed against the hash code for
 *  the A square and B square to give the new hashkey.
 *
 ***************************************************************************/
{
   int color, piece, sq;

   for (color = white; color <= black; color++)
   {
      for (piece = pawn; piece <= king; piece++)
      {
	 for (sq = 0; sq < 64; sq++)
	 {
	    hashcode[color][piece][sq] = Rand64 ();
	 }
      }
   }
   for (sq = 0; sq < 64; sq++)
      ephash[sq] = Rand64 ();
   WKCastlehash = Rand64 ();
   WQCastlehash = Rand64 ();
   BKCastlehash = Rand64 ();
   BQCastlehash = Rand64 ();
   Sidehash = Rand64 ();
}


void InitHashTable (void)
/****************************************************************************
  *
  *  Allocate memory for our transposition tables.  By default, the
  *  transposition table will have 16K entries; 8K for each color.
  *  Add code to allocated memory for pawn table as well.
  *
  ****************************************************************************/
{
    unsigned int size;
    unsigned int allocating = 1;
    /* One can not use realloc() here, it screws up error handling */
    do {
      free(HashTab[0]);
      free(HashTab[1]);
      HashTab[0] = malloc (HashSize * sizeof (HashSlot));
      HashTab[1] = malloc (HashSize * sizeof (HashSlot));
      if (HashTab[0] == NULL || HashTab[1] == NULL) {
         printf ("Not enough memory for transposition table, trying again.\n");
         if (HashSize == HASHSLOTS) {
           fprintf(stderr, "Memory exhausted, goodbye, my friend.\n");
           exit(EXIT_FAILURE);
         }
         CalcHashSize(HashSize>>1);
      }
      else
         allocating = 0;
    } while (allocating);
    size = (HashSize * 2 * sizeof (HashSlot)) >> 10;
    if (!(flags & XBOARD)) {
      printf ("Transposition table:  Entries=%dK Size=%dK\n",
              HashSize>>10, size);
    }
    /*
     * Here realloc() is O.K., though not very useful, because PAWNSLOTS
     * is constant anyway.
     */
    PawnTab[0] = (PawnSlot *) realloc (PawnTab[0], PAWNSLOTS * sizeof 
(PawnSlot));
    PawnTab[1] = (PawnSlot *) realloc (PawnTab[1], PAWNSLOTS * sizeof 
(PawnSlot));
    if (PawnTab[0] == NULL || PawnTab[1] == NULL) {
       printf ("Not enough memory for pawn table, goodbye.\n");
       exit(EXIT_FAILURE);
    } else {
       size = (PAWNSLOTS * 2 * sizeof (PawnSlot)) >> 10;
       if (!(flags & XBOARD))
         printf ("Pawn hash table: Entries=%dK Size=%dK\n",
                 PAWNSLOTS >> 10, size);
    }
}


void NewPosition (void)
/****************************************************************************
 *
 *  Reset some flags for a new game/position.
 *
 ****************************************************************************/
{
   CLEAR (flags, ENDED);
   Game50 = 0;
   RealGameCnt = GameCnt = -1;
   Game[0].hashkey = HashKey;
   TTClear ();
   PTClear ();
   nmovesfrombook = 0;
   ExchCnt[white] = ExchCnt[black] = 0;
}