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CBoard.cc
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CBoard.cc
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#include <assert.h>
#include "CBoard.h"
// Create nice colours in the console output
#define TTY_YELLOW "[33m"
#define TTY_BLUE "[34m"
#define TTY_NORM "[0m"
/***************************************************************
* operator <<
* This displays the current board configuration on the stream.
***************************************************************/
std::ostream& operator <<(std::ostream &os, const CBoard &rhs)
{
static const char pieces[] = "kqrbnp.PNBRQK";
for (int row=8; row>=1; --row)
{
os << TTY_NORM << row << " ";
for (int col=1; col<=8; ++col)
{
int number = (row+1)*10+col;
int piece = rhs.m_board[number];
if (piece != IV)
{
if (piece < 0)
os << TTY_BLUE;
else if (piece > 0)
os << TTY_YELLOW;
else
os << TTY_NORM;
os << pieces[piece+6] << " ";
}
}
os << std::endl;
}
os << TTY_NORM;
os << " a b c d e f g h" << std::endl;
switch (rhs.m_side_to_move)
{
case 1 : os << "White to move" << std::endl; break;
case -1 : os << "Black to move" << std::endl; break;
}
os << std::endl;
os << "Material : " << rhs.m_material << std::endl;
if (rhs.isKingInCheck())
{
os << "You are in check!" << std::endl;
}
return os;
} // end of std::ostream& operator <<(std::ostream &os, const CBoard &rhs)
/***************************************************************
* newGame
* This resets the board configuration to the initial game setup
***************************************************************/
void CBoard::newGame()
{
e_piece initial[120] = {
IV, IV, IV, IV, IV, IV, IV, IV, IV, IV,
IV, IV, IV, IV, IV, IV, IV, IV, IV, IV,
IV, WR, WN, WB, WQ, WK, WB, WN, WR, IV,
IV, WP, WP, WP, WP, WP, WP, WP, WP, IV,
IV, EM, EM, EM, EM, EM, EM, EM, EM, IV,
IV, EM, EM, EM, EM, EM, EM, EM, EM, IV,
IV, EM, EM, EM, EM, EM, EM, EM, EM, IV,
IV, EM, EM, EM, EM, EM, EM, EM, EM, IV,
IV, BP, BP, BP, BP, BP, BP, BP, BP, IV,
IV, BR, BN, BB, BQ, BK, BB, BN, BR, IV,
IV, IV, IV, IV, IV, IV, IV, IV, IV, IV,
IV, IV, IV, IV, IV, IV, IV, IV, IV, IV} ;
m_board.reserve(120);
for (int i=0; i<120; ++i)
{
m_board[i] = initial[i];
}
m_side_to_move = 1;
m_material = 0;
} // end of newGame
/***************************************************************
* isSquareThreatened
* Returns true if OTHER side to move threatens this square
***************************************************************/
bool CBoard::isSquareThreatened(const CSquare& sq) const
{
if (m_side_to_move > 0)
{
// Check for pawns
if (m_board[sq + NW] == BP || m_board[sq + NE] == BP)
return true;
// Check for knigts
{
int dirs[8] = {NNW, NNE, NWW, NEE, SSW, SSE, SWW, SEE};
for (int k=0; k<8; ++k)
{
int dir = dirs[k];
if (m_board[sq + dir] == BN)
return true;
}
}
// Check for diagonal (bishop and queen)
{
int dirs[4] = {NW, NE, SW, SE};
for (int k=0; k<4; ++k)
{
int dir = dirs[k];
int sq2 = sq;
while (1)
{
sq2 += dir;
if (m_board[sq2] == BB || m_board[sq2] == BQ)
return true;
if (m_board[sq2] != EM)
break;
}
}
}
// Check for horizontal/vertical (rook and queen)
{
int dirs[4] = {N, S, W, E};
for (int k=0; k<4; ++k)
{
int dir = dirs[k];
int sq2 = sq;
while (1)
{
sq2 += dir;
if (m_board[sq2] == BR || m_board[sq2] == BQ)
return true;
if (m_board[sq2] != EM)
break;
}
}
}
// Check for king
{
int dirs[8] = {NW, NE, SW, SE, N, S, W, E};
for (int k=0; k<8; ++k)
{
int dir = dirs[k];
if (m_board[sq + dir] == BK)
return true;
}
}
}
else
{
// Check for pawns
if (m_board[sq + SW] == WP || m_board[sq + SE] == WP)
return true;
// Check for knigts
{
int dirs[8] = {NNW, NNE, NWW, NEE, SSW, SSE, SWW, SEE};
for (int k=0; k<8; ++k)
{
int dir = dirs[k];
if (m_board[sq + dir] == WN)
return true;
}
}
// Check for diagonal (bishop and queen)
{
int dirs[4] = {NW, NE, SW, SE};
for (int k=0; k<4; ++k)
{
int dir = dirs[k];
int sq2 = sq;
while (1)
{
sq2 += dir;
if (m_board[sq2] == WB || m_board[sq2] == WQ)
return true;
if (m_board[sq2] != EM)
break;
}
}
}
// Check for horizontal/vertical (rook and queen)
{
int dirs[4] = {N, S, W, E};
for (int k=0; k<4; ++k)
{
int dir = dirs[k];
int sq2 = sq;
while (1)
{
sq2 += dir;
if (m_board[sq2] == WR || m_board[sq2] == WQ)
return true;
if (m_board[sq2] != EM)
break;
}
}
}
// Check for king
{
int dirs[8] = {NW, NE, SW, SE, N, S, W, E};
for (int k=0; k<8; ++k)
{
int dir = dirs[k];
if (m_board[sq + dir] == WK)
return true;
}
}
}
return false;
} // end of isSquareThreatened
/***************************************************************
* find_legal_moves
* This generates a complete list of all pseudo-legal moves.
* A pseudo-legal move does not consider, whether the king will
* be in check. This is handled else-where.
***************************************************************/
void CBoard::find_legal_moves(CMoveList &moves) const
{
moves.clear();
if (m_side_to_move > 0)
for (int i=A1; i<=H8; ++i)
{
int8_t piece = m_board[i];
int j;
switch (piece)
{
case WP : // White pawn
j = i + 10; // One square forward
if (m_board[j] == EM)
{
if (i > 80) // Check for promotion
{
{
CMove move(piece, i, j, EM, WQ);
moves.push_back(move);
}
{
CMove move(piece, i, j, EM, WR);
moves.push_back(move);
}
{
CMove move(piece, i, j, EM, WB);
moves.push_back(move);
}
{
CMove move(piece, i, j, EM, WN);
moves.push_back(move);
}
}
else // regular pawn move
{
CMove move(piece, i, j, EM);
moves.push_back(move);
}
j = i + 20; // Two squares forward
if (m_board[j] == EM)
{
if (i < 40) // Only from second rank
{
CMove move(piece, i, j, EM);
moves.push_back(move);
}
}
}
j = i + 9; // Diagonal capture
if ((m_board[j] != IV && m_board[j] < 0))
{
if (i > 80) // Check for promotion
{
{
CMove move(piece, i, j, m_board[j], WQ);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], WR);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], WB);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], WN);
moves.push_back(move);
}
}
else
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
}
}
j = i + 11; // Diagonal capture
if ((m_board[j] != IV && m_board[j] < 0))
{
if (i > 80) // Check for promotion
{
{
CMove move(piece, i, j, m_board[j], WQ);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], WR);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], WB);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], WN);
moves.push_back(move);
}
}
else
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
}
}
break;
case WN : // White knight
{
int dirs[8] = {NNW, NNE, NWW, NEE, SSW, SSE, SWW, SEE};
for (int k=0; k<8; ++k)
{
int dir = dirs[k];
j = i+dir;
if (m_board[j] != IV)
if (m_board[j] <= 0)
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
}
}
}
break;
case WB : // White bishop
{
int dirs[4] = {NE, NW, SE, SW};
for (int k=0; k<4; ++k)
{
int dir = dirs[k];
j = i;
while (1)
{
j += dir;
if (m_board[j] == IV) break;
if (m_board[j] <= 0)
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
if (m_board[j] < 0)
break;
}
else
break;
}
}
}
break;
case WR : // White rook
{
int dirs[4] = {N, E, S, W};
for (int k=0; k<4; ++k)
{
int dir = dirs[k];
j = i;
while (1)
{
j += dir;
if (m_board[j] == IV) break;
if (m_board[j] <= 0)
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
if (m_board[j] < 0)
break;
}
else
break;
}
}
}
break;
case WQ : // White queen
{
int dirs[8] = {NE, NW, SE, SW, N, E, S, W};
for (int k=0; k<8; ++k)
{
int dir = dirs[k];
j = i;
while (1)
{
j += dir;
if (m_board[j] == IV) break;
if (m_board[j] <= 0)
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
if (m_board[j] < 0)
break;
}
else
break;
}
}
}
break;
case WK : // White king
{
int dirs[8] = {NE, NW, SE, SW, N, E, S, W};
for (int k=0; k<8; ++k)
{
int dir = dirs[k];
j = i+dir;
if (m_board[j] != IV)
if (m_board[j] <= 0)
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
}
}
}
break;
default : // Invalid, wrong color, or empty
continue;
}
}
else
for (int i=A1; i<=H8; ++i)
{
int8_t piece = m_board[i];
int j;
switch (piece)
{
case BP : // Black pawn
j = i - 10; // One squre forward
if (m_board[j] == EM)
{
if (i < 40) // Check for promotion
{
{
CMove move(piece, i, j, EM, BQ);
moves.push_back(move);
}
{
CMove move(piece, i, j, EM, BR);
moves.push_back(move);
}
{
CMove move(piece, i, j, EM, BB);
moves.push_back(move);
}
{
CMove move(piece, i, j, EM, BN);
moves.push_back(move);
}
}
else // Regular pawn move
{
CMove move(piece, i, j, EM);
moves.push_back(move);
}
j = i - 20; // Two squares forward
if (m_board[j] == EM)
{
if (i > 80) // Only from seventh rank
{
CMove move(piece, i, j, EM);
moves.push_back(move);
}
}
}
j = i - 9; // Diagonal capture
if ((m_board[j] != IV && m_board[j] > 0))
{
if (i < 40) // Check for promotion
{
{
CMove move(piece, i, j, m_board[j], BQ);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], BR);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], BB);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], BN);
moves.push_back(move);
}
}
else
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
}
}
j = i - 11; // Diagonal capture
if ((m_board[j] != IV && m_board[j] > 0))
{
if (i < 40) // Check for promotion
{
{
CMove move(piece, i, j, m_board[j], BQ);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], BR);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], BB);
moves.push_back(move);
}
{
CMove move(piece, i, j, m_board[j], BN);
moves.push_back(move);
}
}
else
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
}
}
break;
case BN : // Black knight
{
int dirs[8] = {NNW, NNE, NWW, NEE, SSW, SSE, SWW, SEE};
for (int k=0; k<8; ++k)
{
int dir = dirs[k];
j = i+dir;
if (m_board[j] != IV)
if (m_board[j] >= 0)
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
}
}
}
break;
case BB : // Black bishop
{
int dirs[4] = {NE, NW, SE, SW};
for (int k=0; k<4; ++k)
{
int dir = dirs[k];
j = i;
while (1)
{
j += dir;
if (m_board[j] == IV) break;
if (m_board[j] >= 0)
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
if (m_board[j] > 0)
break;
}
else
break;
}
}
}
break;
case BR : // Black rook
{
int dirs[4] = {N, E, S, W};
for (int k=0; k<4; ++k)
{
int dir = dirs[k];
j = i;
while (1)
{
j += dir;
if (m_board[j] == IV) break;
if (m_board[j] >= 0)
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
if (m_board[j] > 0)
break;
}
else
break;
}
}
}
break;
case BQ : // Black queen
{
int dirs[8] = {NE, NW, SE, SW, N, E, S, W};
for (int k=0; k<8; ++k)
{
int dir = dirs[k];
j = i;
while (1)
{
j += dir;
if (m_board[j] == IV) break;
if (m_board[j] >= 0)
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
if (m_board[j] > 0)
break;
}
else
break;
}
}
}
break;
case BK : // Black king
{
int dirs[8] = {NE, NW, SE, SW, N, E, S, W};
for (int k=0; k<8; ++k)
{
int dir = dirs[k];
j = i+dir;
if (m_board[j] != IV)
if (m_board[j] >= 0)
{
CMove move(piece, i, j, m_board[j]);
moves.push_back(move);
}
}
}
break;
default : // Invalid, wrong color, or empty
continue;
}
}
} // end of void CBoard::find_legal_moves(CMoveList &moves) const;
/***************************************************************
* make_move
* This updates the board according to the move
***************************************************************/
void CBoard::make_move(const CMove &move)
{
switch (move.m_captured)
{
case WP : case BP : m_material += 1; break;
case WN : case BN : m_material += 3; break;
case WB : case BB : m_material += 3; break;
case WR : case BR : m_material += 5; break;
case WQ : case BQ : m_material += 9; break;
default : break;
}
switch (move.m_promoted)
{
case WN : case BN : m_material += 3-1; break;
case WB : case BB : m_material += 3-1; break;
case WR : case BR : m_material += 5-1; break;
case WQ : case BQ : m_material += 9-1; break;
default : break;
}
m_board[move.m_to] = m_board[move.m_from];
if (move.m_promoted != EM)
m_board[move.m_to] = move.m_promoted;
m_board[move.m_from] = EM;
m_side_to_move = -m_side_to_move;
m_material = -m_material;
} // end of void CBoard::make_move(const CMove &move)
/***************************************************************
* undo_move
* This reverses the effect of make_move
***************************************************************/
void CBoard::undo_move(const CMove &move)
{
m_material = -m_material;
switch (move.m_captured)
{
case WP : case BP : m_material -= 1; break;
case WN : case BN : m_material -= 3; break;
case WB : case BB : m_material -= 3; break;
case WR : case BR : m_material -= 5; break;
case WQ : case BQ : m_material -= 9; break;
default : break;
}
switch (move.m_promoted)
{
case WN : case BN : m_material -= 3-1; break;
case WB : case BB : m_material -= 3-1; break;
case WR : case BR : m_material -= 5-1; break;
case WQ : case BQ : m_material -= 9-1; break;
default : break;
}
m_board[move.m_from] = move.m_piece;
m_board[move.m_to] = move.m_captured;
m_side_to_move = -m_side_to_move;
} // end of void CBoard::undo_move(const CMove &move)
/***************************************************************
* IsMoveValid
* This returns true, if the move is legal.
***************************************************************/
bool CBoard::IsMoveValid(CMove &move) const
{
CMoveList moves;
find_legal_moves(moves);
for (unsigned int i=0; i<moves.size(); ++i)
{
if (moves[i] == move)
{
move.m_piece = m_board[move.m_from];
move.m_captured = m_board[move.m_to];
return true;
}
}
return false;
} // end of bool CBoard::IsMoveValid(CMove &move)
/***************************************************************
* get_value
*
* It returns an integer value showing how good the position
* is for the side to move.
*
* This is a very simple evaluation function. Only two factors are
* considered:
* 1. The material balance:
* * Pawn 100
* * Knight 300
* * Bishop 300
* * Rook 500
* * Queen 900
* 2. The difference in number of legal moves of both players.
*
* The latter tends to favor positions, where the computer
* has many legal moves. This implies centralization and development.
***************************************************************/
int CBoard::get_value()
{
CMoveList moves;
find_legal_moves(moves);
int my_moves = moves.size();
swap_sides();
find_legal_moves(moves);
int his_moves = moves.size();
swap_sides();
return (my_moves-his_moves) + 100*m_material;
} // end of int CBoard::get_value()
/***************************************************************
* Returns true if player to move is in check.
***************************************************************/
bool CBoard::isKingInCheck() const
{
e_piece king;
CSquare kingSquare = 0;
if (m_side_to_move == 1)
king = WK;
else
king = BK;
// Look for our king
for (int i=A1; i<=H8; ++i)
{
if (m_board[i] == king)
{
kingSquare = i;
break;
}
}
assert (kingSquare != 0); // The king MUST be somewhere
return isSquareThreatened(kingSquare);
} // end of isKingInCheck
/***************************************************************
* Returns true if player NOT to move is in check.
***************************************************************/
bool CBoard::isOtherKingInCheck() const
{
((CBoard *)this)->m_side_to_move = -m_side_to_move;
bool retval = isKingInCheck();
((CBoard *)this)->m_side_to_move = -m_side_to_move;
return retval;
} // end of isOtherKingInCheck