/* C source for Winsock Chess Revision 1994-03-15 Modified by Donald Munro for use as a 2 player chess game over a WINSOCK layer on a TCP (or other WinSock supporting) network. Source code and make files for MS Visual C/C++ V1.00/1.50. February/March 1994 All GNU copyright and distribution conditions as described below and in the file COPYING also apply to WinSock Chess. This module is adapted from GNU Chess. C source for GNU CHESS Revision: 1990-09-30 Modified by Daryl Baker for use in MS WINDOWS environment Copyright (C) 1986, 1987, 1988, 1989, 1990 Free Software Foundation, Inc. Copyright (c) 1988, 1989, 1990 John Stanback This file is part of CHESS. CHESS is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY. No author or distributor accepts responsibility to anyone for the consequences of using it or for whether it serves any particular purpose or works at all, unless he says so in writing. Refer to the CHESS General Public License for full details. Everyone is granted permission to copy, modify and redistribute CHESS, but only under the conditions described in the CHESS General Public License. A copy of this license is supposed to have been given to you along with CHESS so you can know your rights and responsibilities. It should be in a file named COPYING. Among other things, the copyright notice and this notice must be preserved on all copies. */ #define NOATOM #define NOCLIPBOARD #define NOCREATESTRUCT #define NOFONT #define NOREGION #define NOSOUND #define NOWH #define NOWINOFFSETS #define NOCOMM #define NOKANJI #include #include #include #include #include #include #include "gnuchess.h" #include "defs.h" /* hashbd contains a 32 bit "signature" of the board position. hashkey contains a 16 bit code used to address the hash table. When a move is made, XOR'ing the hashcode of moved piece on the from and to squares with the hashbd and hashkey values keeps things current. */ #define UpdateHashbd(side, piece, f, t) \ {\ if ((f) >= 0)\ {\ hashbd ^= (hashcode+(side)*7*64+(piece)*64+f)->bd;\ hashkey ^= (hashcode+(side)*7*64+(piece)*64+f)->key;\ }\ if ((t) >= 0)\ {\ hashbd ^= (hashcode+(side)*7*64+(piece)*64+t)->bd;\ hashkey ^= (hashcode+(side)*7*64+(piece)*64+t)->key;\ }\ } #if ttblsz extern unsigned long hashkey, hashbd; /*extern struct hashval hashcode[2][7][64];*/ /*extern struct hashentry huge ttable[2][ttblsz];*/ extern struct hashval far *hashcode; extern struct hashentry far *ttable; #endif /* ttblsz */ /*extern unsigned char history[8192];*/ extern unsigned char far * history; extern short rpthash[2][256]; /*extern unsigned char nextpos[8][64][64];*/ /*extern unsigned char nextdir[8][64][64];*/ extern unsigned char far *nextpos; extern unsigned char far *nextdir; extern short FROMsquare, TOsquare, Zscore, zwndw; extern unsigned short PV, Swag0, Swag1, Swag2, Swag3, Swag4; extern unsigned short killr0[maxdepth], killr1[maxdepth]; extern unsigned short killr2[maxdepth], killr3[maxdepth]; extern short Pscore[maxdepth], Tscore[maxdepth]; extern unsigned long hashkey, hashbd; extern short ChkFlag[maxdepth], CptrFlag[maxdepth], PawnThreat[maxdepth]; extern short mtl[2], pmtl[2], emtl[2], hung[2]; extern short player, xwndw, rehash; extern short PieceCnt[2]; extern long NodeCnt, ETnodes, EvalNodes, HashCnt, FHashCnt, HashCol; extern short HasKnight[2], HasBishop[2], HasRook[2], HasQueen[2]; extern short Pindex[64]; static short _based(_segname("_CODE")) rank7[3] = {6, 1, 0}; static short _based(_segname("_CODE")) kingP[3] = {4, 60, 0}; static short _based(_segname("_CODE")) value[7] = {0, valueP, valueN, valueB, valueR, valueQ, valueK}; static short _based(_segname("_CODE")) sweep[8] = {false, false, false, true, true, true, false, false}; static short _based(_segname("_CODE")) ptype[2][8] = { no_piece, pawn, knight, bishop, rook, queen, king, no_piece, no_piece, bpawn, knight, bishop, rook, queen, king, no_piece}; static short _based(_segname("_CODE")) control[7] = {0, ctlP, ctlN, ctlB, ctlR, ctlQ, ctlK}; void ZeroRPT (void) { register int side, i; for (side = white; side <= black; side++) for (i = 0; i < 256; i++) rpthash[side][i] = 0; } int castle (short int side, short int kf, short int kt, short int iop) /* Make or Unmake a castling move. */ { short rf, rt, t0, xside; xside = otherside[side]; if (kt > kf) { rf = kf + 3; rt = kt - 1; } else { rf = kf - 4; rt = kt + 1; } if (iop == 0) { if (kf != kingP[side] || board[kf] != king || board[rf] != rook || Mvboard[kf] != 0 || Mvboard[rf] != 0 || color[kt] != neutral || color[rt] != neutral || color[kt - 1] != neutral || SqAtakd (kf, xside) || SqAtakd (kt, xside) || SqAtakd (rt, xside)) return (false); } else { if (iop == 1) { castld[side] = true; Mvboard[kf]++; Mvboard[rf]++; } else { castld[side] = false; Mvboard[kf]--; Mvboard[rf]--; t0 = kt; kt = kf; kf = t0; t0 = rt; rt = rf; rf = t0; } board[kt] = king; color[kt] = side; Pindex[kt] = 0; board[kf] = no_piece; color[kf] = neutral; board[rt] = rook; color[rt] = side; Pindex[rt] = Pindex[rf]; board[rf] = no_piece; color[rf] = neutral; PieceList[side][Pindex[kt]] = kt; PieceList[side][Pindex[rt]] = rt; #if ttblsz UpdateHashbd (side, king, kf, kt); UpdateHashbd (side, rook, rf, rt); #endif /* ttblsz */ } return (true); } static inline void EnPassant (short int xside, short int f, short int t, short int iop) /* Make or unmake an en passant move. */ { register short l; if (t > f) l = t - 8; else l = t + 8; if (iop == 1) { board[l] = no_piece; color[l] = neutral; } else { board[l] = pawn; color[l] = xside; } InitializeStats (); } static inline void UpdatePieceList (short int side, short int sq, short int iop) /* Update the PieceList and Pindex arrays when a piece is captured or when a capture is unmade. */ { register short i; if (iop == 1) { PieceCnt[side]--; for (i = Pindex[sq]; i <= PieceCnt[side]; i++) { PieceList[side][i] = PieceList[side][i + 1]; Pindex[PieceList[side][i]] = i; } } else { PieceCnt[side]++; PieceList[side][PieceCnt[side]] = sq; Pindex[sq] = PieceCnt[side]; } } void ZeroTTable (void) { register int side, i; if (flag.hash) for (side = white; side <= black; side++) for (i = 0; i < ttblsz; i++) /* ttable[side][i].depth = 0; */ (ttable+side*2+i)->depth = 0; } #define Link(from,to,flag,s) \ {\ node->f = from; node->t = to;\ node->reply = 0;\ node->flags = flag;\ node->score = s;\ ++node;\ ++TrPnt[ply+1];\ } static inline void LinkMove (short int ply, short int f, short int t, short int flag, short int xside) /* Add a move to the tree. Assign a bonus to order the moves as follows: 1. Principle variation 2. Capture of last moved piece 3. Other captures (major pieces first) 4. Killer moves 5. "history" killers */ { register short s, z; unsigned short mv; struct leaf far *node; node = &Tree[TrPnt[ply + 1]]; mv = (f << 8) | t; s = 0; if (mv == Swag0) s = 2000; else if (mv == Swag1) s = 60; else if (mv == Swag2) s = 50; else if (mv == Swag3) s = 40; else if (mv == Swag4) s = 30; z = (f << 6) | t; if (xside == white) z |= 0x1000; /* s += history[z]; */ s += *(history+z); if (color[t] != neutral) { if (t == TOsquare) s += 500; s += value[board[t]] - board[f]; } if (board[f] == pawn) if (row (t) == 0 || row (t) == 7) { flag |= promote; s += 800; Link (f, t, flag | queen, s - 20000); s -= 200; Link (f, t, flag | knight, s - 20000); s -= 50; Link (f, t, flag | rook, s - 20000); flag |= bishop; s -= 50; } else if (row (t) == 1 || row (t) == 6) { flag |= pwnthrt; s += 600; } Link (f, t, flag, s - 20000); } static inline void GenMoves (short int ply, short int sq, short int side, short int xside) /* Generate moves for a piece. The moves are taken from the precalulated array nextpos/nextdir. If the board is free, next move is choosen from nextpos else from nextdir. */ { register short u, piece; unsigned char far *ppos, far *pdir; piece = board[sq]; ppos = nextpos+ptype[side][piece]*64*64+sq*64; pdir = nextdir+ptype[side][piece]*64*64+sq*64; if (piece == pawn) { u = ppos[sq]; /* follow no captures thread */ if (color[u] == neutral) { LinkMove (ply, sq, u, 0, xside); u = ppos[u]; if (color[u] == neutral) LinkMove (ply, sq, u, 0, xside); } u = pdir[sq]; /* follow captures thread */ if (color[u] == xside) LinkMove (ply, sq, u, capture, xside); else if (u == epsquare) LinkMove (ply, sq, u, capture | epmask, xside); u = pdir[u]; if (color[u] == xside) LinkMove (ply, sq, u, capture, xside); else if (u == epsquare) LinkMove (ply, sq, u, capture | epmask, xside); } else { u = ppos[sq]; do { if (color[u] == neutral) { LinkMove (ply, sq, u, 0, xside); u = ppos[u]; } else { if (color[u] == xside) LinkMove (ply, sq, u, capture, xside); u = pdir[u]; } } while (u != sq); } } void MoveList (short int side, short ply) /* Fill the array Tree[] with all available moves for side to play. Array TrPnt[ply] contains the index into Tree[] of the first move at a ply. */ { short i, xside, f; //ply = 2; xside = otherside[side]; TrPnt[ply + 1] = TrPnt[ply]; if (PV == 0) Swag0 = killr0[ply]; else Swag0 = PV; Swag1 = killr1[ply]; Swag2 = killr2[ply]; Swag3 = killr3[ply]; if (ply > 2) Swag4 = killr1[ply - 2]; else Swag4 = 0; for (i = PieceCnt[side]; i >= 0; i--) GenMoves (ply, PieceList[side][i], side, xside); if (!castld[side]) { f = PieceList[side][0]; if (castle (side, f, f + 2, 0)) { LinkMove (ply, f, f + 2, cstlmask, xside); } if (castle (side, f, f - 2, 0)) { LinkMove (ply, f, f - 2, cstlmask, xside); } } } void MakeMove (short int side, struct leaf far * node, short int *tempb, short int *tempc, short int *tempsf, short int *tempst, short int *INCscore) /* Update Arrays board[], color[], and Pindex[] to reflect the new board position obtained after making the move pointed to by node. Also update miscellaneous stuff that changes when a move is made. */ { short f, t, xside, ct, cf; xside = otherside[side]; GameCnt++; f = node->f; t = node->t; epsquare = -1; FROMsquare = f; TOsquare = t; *INCscore = 0; GameList[GameCnt].gmove = (f << 8) | t; if (node->flags & cstlmask) { GameList[GameCnt].piece = no_piece; GameList[GameCnt].color = side; (void) castle (side, f, t, 1); } else { if (!(node->flags & capture) && (board[f] != pawn)) rpthash[side][hashkey & 0xFF]++; *tempc = color[t]; *tempb = board[t]; *tempsf = svalue[f]; *tempst = svalue[t]; GameList[GameCnt].piece = *tempb; GameList[GameCnt].color = *tempc; if (*tempc != neutral) { UpdatePieceList (*tempc, t, 1); if (*tempb == pawn) --PawnCnt[*tempc][column (t)]; if (board[f] == pawn) { --PawnCnt[side][column (f)]; ++PawnCnt[side][column (t)]; cf = column (f); ct = column (t); if (PawnCnt[side][ct] > 1 + PawnCnt[side][cf]) *INCscore -= 15; else if (PawnCnt[side][ct] < 1 + PawnCnt[side][cf]) *INCscore += 15; else if (ct == 0 || ct == 7 || PawnCnt[side][ct + ct - cf] == 0) *INCscore -= 15; } mtl[xside] -= value[*tempb]; if (*tempb == pawn) pmtl[xside] -= valueP; #if ttblsz UpdateHashbd (xside, *tempb, -1, t); #endif /* ttblsz */ *INCscore += *tempst; Mvboard[t]++; } color[t] = color[f]; board[t] = board[f]; svalue[t] = svalue[f]; Pindex[t] = Pindex[f]; PieceList[side][Pindex[t]] = t; color[f] = neutral; board[f] = no_piece; if (board[t] == pawn) if (t - f == 16) epsquare = f + 8; else if (f - t == 16) epsquare = f - 8; if (node->flags & promote) { board[t] = node->flags & pmask; if (board[t] == queen) HasQueen[side]++; else if (board[t] == rook) HasRook[side]++; else if (board[t] == bishop) HasBishop[side]++; else if (board[t] == knight) HasKnight[side]++; --PawnCnt[side][column (t)]; mtl[side] += value[board[t]] - valueP; pmtl[side] -= valueP; #if ttblsz UpdateHashbd (side, pawn, f, -1); UpdateHashbd (side, board[t], f, -1); #endif /* ttblsz */ *INCscore -= *tempsf; } if (node->flags & epmask) EnPassant (xside, f, t, 1); else #if ttblsz UpdateHashbd (side, board[t], f, t); #else /* NOOP */; #endif /* ttblsz */ Mvboard[f]++; } } void UnmakeMove (short int side, struct leaf far * node, short int *tempb, short int *tempc, short int *tempsf, short int *tempst) /* Take back a move. */ { short f, t, xside; xside = otherside[side]; f = node->f; t = node->t; epsquare = -1; GameCnt--; if (node->flags & cstlmask) (void) castle (side, f, t, 2); else { color[f] = color[t]; board[f] = board[t]; svalue[f] = *tempsf; Pindex[f] = Pindex[t]; PieceList[side][Pindex[f]] = f; color[t] = *tempc; board[t] = *tempb; svalue[t] = *tempst; if (node->flags & promote) { board[f] = pawn; ++PawnCnt[side][column (t)]; mtl[side] += valueP - value[node->flags & pmask]; pmtl[side] += valueP; #if ttblsz UpdateHashbd (side, (short) node->flags & pmask, -1, t); UpdateHashbd (side, pawn, -1, t); #endif /* ttblsz */ } if (*tempc != neutral) { UpdatePieceList (*tempc, t, 2); if (*tempb == pawn) ++PawnCnt[*tempc][column (t)]; if (board[f] == pawn) { --PawnCnt[side][column (t)]; ++PawnCnt[side][column (f)]; } mtl[xside] += value[*tempb]; if (*tempb == pawn) pmtl[xside] += valueP; #if ttblsz UpdateHashbd (xside, *tempb, -1, t); #endif /* ttblsz */ Mvboard[t]--; } if (node->flags & epmask) EnPassant (xside, f, t, 2); else #if ttblsz UpdateHashbd (side, board[f], f, t); #else /* NOOP */; #endif /* ttblsz */ Mvboard[f]--; if (!(node->flags & capture) && (board[f] != pawn)) rpthash[side][hashkey & 0xFF]--; } } void InitializeStats (void) /* Scan thru the board seeing what's on each square. If a piece is found, update the variables PieceCnt, PawnCnt, Pindex and PieceList. Also determine the material for each side and set the hashkey and hashbd variables to represent the current board position. Array PieceList[side][indx] contains the location of all the pieces of either side. Array Pindex[sq] contains the indx into PieceList for a given square. */ { short i, sq; epsquare = -1; for (i = 0; i < 8; i++) PawnCnt[white][i] = PawnCnt[black][i] = 0; mtl[white] = mtl[black] = pmtl[white] = pmtl[black] = 0; PieceCnt[white] = PieceCnt[black] = 0; #if ttblsz hashbd = hashkey = 0; #endif /* ttblsz */ for (sq = 0; sq < 64; sq++) if (color[sq] != neutral) { mtl[color[sq]] += value[board[sq]]; if (board[sq] == pawn) { pmtl[color[sq]] += valueP; ++PawnCnt[color[sq]][column (sq)]; } if (board[sq] == king) Pindex[sq] = 0; else Pindex[sq] = ++PieceCnt[color[sq]]; PieceList[color[sq]][Pindex[sq]] = sq; #if ttblsz hashbd ^= (hashcode+color[sq]*7*64+board[sq]*64+sq)->bd; hashkey ^= (hashcode+color[sq]*7*64+board[sq]*64+sq)->key; #endif /* ttblsz */ } } int SqAtakd (short int sq, short int side) /* See if any piece with color 'side' ataks sq. First check pawns then Queen, Bishop, Rook and King and last Knight. */ { register short u; unsigned char far *ppos, far *pdir; short xside; xside = otherside[side]; pdir = nextdir+ptype[xside][pawn]*64*64+sq*64; u = pdir[sq]; /* follow captures thread */ if (u != sq) { if (board[u] == pawn && color[u] == side) return (true); u = pdir[u]; if (u != sq && board[u] == pawn && color[u] == side) return (true); } /* king capture */ if (distance (sq, PieceList[side][0]) == 1) return (true); /* try a queen bishop capture */ ppos = nextpos+bishop*64*64+sq*64; pdir = nextdir+bishop*64*64+sq*64; u = ppos[sq]; do { if (color[u] == neutral) u = ppos[u]; else { if (color[u] == side && (board[u] == queen || board[u] == bishop)) return (true); u = pdir[u]; } } while (u != sq); /* try a queen rook capture */ ppos = nextpos+rook*64*64+sq*64; pdir = nextdir+rook*64*64+sq*64; u = ppos[sq]; do { if (color[u] == neutral) u = ppos[u]; else { if (color[u] == side && (board[u] == queen || board[u] == rook)) return (true); u = pdir[u]; } } while (u != sq); /* try a knight capture */ pdir = nextdir+knight*64*64+sq*64; u = pdir[sq]; do { if (color[u] == side && board[u] == knight) return (true); u = pdir[u]; } while (u != sq); return (false); }