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moves.c
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/*-
* Copyright (c) 2016--2017 Robert Clausecker. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
#define _XOPEN_SOURCE 700
#include <assert.h>
#include <strings.h> /* ffs() */
#include "dobutsu.h"
/*
* This table is used by moves_for() to lookup the moves for all pieces.
* The first dimension is the piece number shifted right by one, the
* second dimension is the square the piece is on. Moves for roosters
* are encoded in a separate table. No bits are set for pieces in hand.
*/
#define MOVETAB_ENTRY(X0, X1, X2, X3, X4, X5, X6, X7, X8, X9, X10, X11) \
{ X0, X1, X2, X3, X4, X5, X6, X7, \
X8, X9, X10, X11, 0, 0, 0, 0, \
X0 << GOTE_PIECE, X1 << GOTE_PIECE, X2 << GOTE_PIECE, X3 << GOTE_PIECE, \
X4 << GOTE_PIECE, X5 << GOTE_PIECE, X6 << GOTE_PIECE, X7 << GOTE_PIECE, \
X8 << GOTE_PIECE, X9 << GOTE_PIECE, X10 << GOTE_PIECE, X11 << GOTE_PIECE, \
0, 0, 0, 0 }
static const board movetab[PIECE_COUNT/2][32] = {
[CHCK_S/2] = {
00010, 00020, 00040, 00100, 00200, 00400, 01000, 02000,
04000, 00000, 00000, 00000, 0, 0, 0, 0,
00000 << GOTE_PIECE, 00000 << GOTE_PIECE, 00000 << GOTE_PIECE, 00001 << GOTE_PIECE,
00002 << GOTE_PIECE, 00004 << GOTE_PIECE, 00010 << GOTE_PIECE, 00020 << GOTE_PIECE,
00040 << GOTE_PIECE, 00100 << GOTE_PIECE, 00200 << GOTE_PIECE, 00400 << GOTE_PIECE,
0, 0, 0, 0
},
[GIRA_S/2] = MOVETAB_ENTRY(00012, 00025, 00042, 00121, 00252, 00424,
01210, 02520, 04240, 02100, 05200, 02400),
[ELPH_S/2] = MOVETAB_ENTRY(00020, 00050, 00020, 00202, 00505, 00202,
02020, 05050, 02020, 00200, 00500, 00200),
[LION_S/2] = MOVETAB_ENTRY(00032, 00075, 00062, 00323, 00757, 00626,
03230, 07570, 06260, 02300, 05700, 02600)
};
/*
* A chick promotes to a rooster. These are the moves for such a piece.
* This table is used by unmoves.c, too.
*/
const board roostertab[32] = {
00032, 00075, 00062, 00321, 00752, 00624, 03210, 07520,
06240, 02100, 05200, 02400, 0, 0, 0, 0,
00012 << GOTE_PIECE, 00025 << GOTE_PIECE, 00042 << GOTE_PIECE, 00123 << GOTE_PIECE,
00257 << GOTE_PIECE, 00426 << GOTE_PIECE, 01230 << GOTE_PIECE, 02570 << GOTE_PIECE,
04260 << GOTE_PIECE, 02300 << GOTE_PIECE, 05700 << GOTE_PIECE, 02600 << GOTE_PIECE,
0, 0, 0, 0
};
/*
* Compute a bitmap of all attacked squares. Colours are swapped such
* that fields attacked by Gote are marked for Sente and vice versa.
*/
static board
attack_map(const struct position *p)
{
board b;
b = is_promoted(CHCK_S, p) ? roostertab[p->pieces[CHCK_S]] : movetab[CHCK_S / 2][p->pieces[CHCK_S]];
b |= is_promoted(CHCK_G, p) ? roostertab[p->pieces[CHCK_G]] : movetab[CHCK_G / 2][p->pieces[CHCK_G]];
b |= movetab[GIRA_S / 2][p->pieces[GIRA_S]];
b |= movetab[GIRA_G / 2][p->pieces[GIRA_G]];
b |= movetab[ELPH_S / 2][p->pieces[ELPH_S]];
b |= movetab[ELPH_G / 2][p->pieces[ELPH_G]];
b |= movetab[LION_S / 2][p->pieces[LION_S]];
b |= movetab[LION_G / 2][p->pieces[LION_G]];
return (swap_colors(b));
}
/*
* Compute the possible moves for piece pc in p. Both moving into
* check and not moving out of check comprises a legal move.
*/
extern board
moves_for(unsigned pc, const struct position *p)
{
board dst;
if (piece_in(HAND, p->pieces[pc])) {
/* was: dst = gote_owns(p->pieces[pc]) ? BOARD_G : BOARD_S; */
dst = BOARD_S << (p->pieces[pc] - IN_HAND);
dst &= ~swap_colors(p->map);
} else
dst = is_promoted(pc, p) ? roostertab[p->pieces[pc]] : movetab[pc / 2][p->pieces[pc]];
/* remove invalid destination squares */
dst &= ~p->map;
return dst;
}
/*
* Returns 1 if Sente is in check, that is, if Gote could take the
* Sente lion if it was Gote's move. In addition, this function also
* returns 1 if Gote could ascend if it was Gote's move. If neither
* applies, 0 is returned.
*/
extern int
sente_in_check(const struct position *p)
{
board b = attack_map(p);
/* in check? */
if (piece_in(b, p->pieces[LION_S]))
return (1);
/* can ascend? */
if (moves_for(LION_G, p) & PROMZ_G & ~attack_map(p))
return (1);
return (0);
}
/*
* Returns 1 if Gote is in check, that is, if Sente could take the
* Gote lion if it was Sente's move. In addition, this function also
* returns 1 if Sente could ascend if it was Sente's move. If neither
* applies, 0 is returned.
*/
extern int
gote_in_check(const struct position *p)
{
board b = attack_map(p);
/* in check? */
if (piece_in(b, p->pieces[LION_G]))
return (1);
/* can ascend? */
if (moves_for(LION_S, p) & PROMZ_S & ~attack_map(p))
return (1);
return (0);
}
/*
* Generate all moves for pc and add them to moves.
*/
static struct move *
generate_moves_for_piece(struct move *moves, const struct position *p, size_t pc)
{
size_t i;
board dest_squares = moves_for(pc, p);
/* iterate over all set bits */
while (dest_squares != 0) {
i = ffs(dest_squares) - 1;
*moves++ = (struct move){ .piece = pc, .to = i };
dest_squares &= ~(1U << i);
}
return (moves);
}
/*
* Generate all moves for the player who has the right to move. Return
* the number of moves generated. If both pieces of one kind are in
* hand, only attempt to drop one of them.
*/
extern size_t
generate_moves(struct move moves[MAX_MOVES], const struct position *p)
{
struct move *om = moves;
size_t mc = 0, i;
for (i = 0; i < PIECE_COUNT; i += 2) {
if (gote_moves(p) == gote_owns(p->pieces[i]))
moves = generate_moves_for_piece(moves, p, i);
/* only drop one piece of each kind if both are in hand */
if (p->pieces[i] != p->pieces[i + 1] &&
gote_moves(p) == gote_owns(p->pieces[i + 1]))
moves = generate_moves_for_piece(moves, p, i + 1);
}
mc = (size_t)(moves - om);
assert (mc <= MAX_MOVES);
return (mc);
}
/*
* Play move m on position p. No sanity checks are performed. This
* function returns 1 if the move played ended the game by taking the
* opponent's lion or by ascending.
*/
extern int
play_move(struct position *p, const struct move *m)
{
unsigned status = p->status;
int ret = 0, i;
board oldmap = p->map;
/* update occupation map to board state after move */
p->map &= ~(1 << p->pieces[m->piece]);
p->map &= ~(1 << (m->to ^ GOTE_PIECE));
p->map |= 1 << m->to;
p->map &= BOARD;
/* do promotion and ascension */
if (!piece_in(HAND, p->pieces[m->piece])
&& piece_in(PROMZ_G | PROMZ_S, m->to)) {
status |= 1 << m->piece;
/* did an ascension happen? Check if lion is in danger. */
if (status & (1 << LION_S | 1 << LION_G))
ret = !piece_in(attack_map(p), m->to);
}
p->pieces[m->piece] = m->to;
/* clear promotion bits for pieces that can't be promoted */
status &= POS_FLAGS;
/* do capture */
if (piece_in(oldmap, m->to ^ GOTE_PIECE)) {
for (i = 0; i < PIECE_COUNT; i++)
if (p->pieces[i] == (m->to ^ GOTE_PIECE))
break;
/* since we checked, there should be a piece to be captured */
assert(i < PIECE_COUNT);
/* move captured piece to hand and flip ownership */
p->pieces[i] = (p->pieces[i] & GOTE_PIECE) ^ (IN_HAND | GOTE_PIECE);
/* unpromote captured piece */
status &= ~(1 << i);
/* check for captured king */
if (i == LION_S || i == LION_G)
ret = 1;
}
p->status = status ^ GOTE_MOVES;
return (ret);
}