www.pudn.com > Chess-2.1.zip > attacks.c
/*
Sjeng - a chess variants playing program
Copyright (C) 2000 Gian-Carlo Pascutto
This program 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 of the License, or
(at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
File: attacks.c
Purpose: calculate attack information
*/
#include "sjeng.h"
#include "extvars.h"
int calc_attackers (int square, int color) {
/* this function calculates attack information for a square */
static const int rook_o[4] = {12, -12, 1, -1};
static const int bishop_o[4] = {11, -11, 13, -13};
static const int knight_o[8] = {10, -10, 14, -14, 23, -23, 25, -25};
int a_sq, i;
int attackers = 0;
if (board[square] == frame) return 0;
/* white attacker: */
if (color%2) {
/* rook-style moves: */
for (i = 0; i < 4; i++) {
a_sq = square + rook_o[i];
/* the king can attack from one square away: */
if (board[a_sq] == wking)
{
attackers++;
break;
}
else
{
/* otherwise, check for sliding pieces: */
while (board[a_sq] != frame) {
if (board[a_sq] == wrook || board[a_sq] == wqueen)
{
attackers++;
break;
}
else if (board[a_sq] != npiece) break;
a_sq += rook_o [i];
}
}
}
/* bishop-style moves: */
for (i = 0; i < 4; i++) {
a_sq = square + bishop_o[i];
/* check for pawn attacks: */
if (board[a_sq] == wpawn && i%2)
{
attackers++;
break;
}
/* the king can attack from one square away: */
else if (board[a_sq] == wking)
{
attackers++;
break;
}
else
{
while (board[a_sq] != frame) {
if (board[a_sq] == wbishop || board[a_sq] == wqueen)
{
attackers++;
break;
}
else if (board[a_sq] != npiece) break;
a_sq += bishop_o [i];
}
}
}
/* knight-style moves: */
for (i = 0; i < 8; i++) {
a_sq = square + knight_o[i];
if (board[a_sq] == wknight)
attackers++;
}
/* if we haven't hit a white attacker by now, there are none: */
}
/* black attacker: */
else {
/* rook-style moves: */
for (i = 0; i < 4; i++) {
a_sq = square + rook_o[i];
/* the king can attack from one square away: */
if (board[a_sq] == bking)
{
attackers++;
break;
}
/* otherwise, check for sliding pieces: */
else {
while (board[a_sq] != frame) {
if (board[a_sq] == brook || board[a_sq] == bqueen)
{
attackers++;
break;
};
if (board[a_sq] != npiece) break;
a_sq += rook_o [i];
}
}
}
/* bishop-style moves: */
for (i = 0; i < 4; i++) {
a_sq = square + bishop_o[i];
/* check for pawn attacks: */
if (board[a_sq] == bpawn && !(i%2))
{
attackers++;
break;
}
/* the king can attack from one square away: */
else if (board[a_sq] == bking)
{
attackers++;
break;
}
else {
while (board[a_sq] != frame) {
if (board[a_sq] == bbishop || board[a_sq] == bqueen)
{
attackers++;
break;
}
else if (board[a_sq] != npiece) break;
a_sq += bishop_o [i];
}
}
}
/* knight-style moves: */
for (i = 0; i < 8; i++) {
a_sq = square + knight_o[i];
if (board[a_sq] == bknight)
attackers++;
}
/* if we haven't hit a black attacker by now, there are none: */
}
return attackers;
}
#if 0
bool is_attacked (int square, int color)
{
int a, j, dir, i, l;
for (a = 1, j = 1; (a <= piece_count); j++)
{
i = pieces[j];
if (!i)
continue;
else
a++;
if ((color&1) != (board[i]&1)) continue;
if (color & 1)
{
switch (board[i])
{
case (wpawn):
if ((i+13) == square || (i+11) == square) return TRUE;
break;
case (wknight):
if ((i - 25) == square || (i-23) == square || (i-14) == square
|| (i-10) == square || (i+10) == square || (i+14) == square
|| (i+23) == square || (i+25) == square) return TRUE;
break;
case (wbishop):
dir = abs(i - square);
if ((dir % 13) == 0)
{
dir = (i - square > 0) ? 13 : -13;
for (l = square+dir;(board[l] == npiece) && (l != i);l += dir);
if (i == l) return TRUE;
}
else if ((dir % 11) == 0)
{
dir = (i - square > 0) ? 11 : -11;
for (l = square+dir;(board[l] == npiece) && (l != i);l += dir);
if (i == l) return TRUE;
}
break;
case (wrook):
if (file(i) == file(square))
{
dir = (i - square > 0) ? 12 : -12;
for (l = square+dir;(board[l] == npiece) && (l != i); l += dir);
if (i == l) return TRUE;
}
else if (rank(i) == rank(square))
{
dir = (i - square > 0) ? 1 : -1;
for (l = square+dir;(board[l] == npiece) && (l != i); l += dir);
if (i == l) return TRUE;
}
break;
case (wqueen):
dir = abs(i - square);
if ((dir % 13) == 0)
{
dir = (i - square > 0) ? 13 : -13;
for (l = square+dir;(board[l] == npiece) && (l != i);l += dir);
if (i == l) return TRUE;
}
else if ((dir % 11) == 0)
{
dir = (i - square > 0) ? 11 : -11;
for (l = square+dir;(board[l] == npiece) && (l != i);l += dir);
if (i == l) return TRUE;
}
else if (file(i) == file(square))
{
dir = (i - square > 0) ? 12 : -12;
for (l = square+dir;(board[l] == npiece) && (l != i); l += dir);
if (i == j) return TRUE;
}
else if (rank(i) == rank(square))
{
dir = (i - square > 0) ? 1 : -1;
for (l = square+dir;(board[l] == npiece) && (l != i); l += dir);
if (i == l) return TRUE;
}
break;
case (wking):
if ( (abs(rank(i) - rank(square)) <= 1)
&& (abs(file(i) - file(square)) <= 1))
return TRUE;
break;
}
}
else
{
switch(board[i])
{
case (bpawn):
if ((i-13) == square || (i-11) == square) return TRUE;
break;
case (bknight):
if ((i - 25) == square || (i-23) == square || (i-14) == square
|| (i-10) == square || (i+10) == square || (i+14) == square
|| (i+23) == square || (i+25) == square) return TRUE;
break;
case (bbishop):
dir = abs(i - square);
if ((dir % 13) == 0)
{
dir = (i - square > 0) ? 13 : -13;
for (l = square+dir;(board[l] == npiece) && (l != i);l += dir);
if (i == l) return TRUE;
}
else if ((dir % 11) == 0)
{
dir = (i - square > 0) ? 11 : -11;
for (l = square+dir;(board[l] == npiece) && (l != i);l += dir);
if (i == l) return TRUE;
}
break;
case (brook):
if (file(i) == file(square))
{
dir = (i - square > 0) ? 12 : -12;
for (l = square+dir;(board[l] == npiece) && (l != i); l += dir);
if (i == l) return TRUE;
}
else if (rank(i) == rank(square))
{
dir = (i - square > 0) ? 1 : -1;
for (l = square+dir;(board[l] == npiece) && (l != i); l += dir);
if (i == l) return TRUE;
}
break;
case (bqueen):
dir = abs(i - square);
if ((dir % 13) == 0)
{
dir = (i - square > 0) ? 13 : -13;
for (l = square+dir;(board[l] == npiece) && (l != i);l += dir);
if (i == l) return TRUE;
}
else if ((dir % 11) == 0)
{
dir = (i - square > 0) ? 11 : -11;
for (l = square+dir;(board[l] == npiece) && (l != i);l += dir);
if (i == l) return TRUE;
}
else if (file(i) == file(square))
{
dir = (i - square > 0) ? 12 : -12;
for (l = square+dir;(board[l] == npiece) && (l != i); l += dir);
if (i == l) return TRUE;
}
else if (rank(i) == rank(square))
{
dir = (i - square > 0) ? 1 : -1;
for (l = square+dir;(board[l] == npiece) && (l != i); l += dir);
if (i == l) return TRUE;
}
break;
case (bking):
if ( (abs(rank(i) - rank(square)) <= 1)
&& (abs(file(i) - file(square)) <= 1))
return TRUE;
break;
}
}
}
return FALSE;
}
#endif
bool is_attacked (int square, int color) {
/* this function will return TRUE if square "square" is attacked by a piece
of color "color", and return FALSE otherwise */
static const int rook_o[4] = {12, -12, 1, -1};
static const int bishop_o[4] = {11, -11, 13, -13};
static const int knight_o[8] = {10, -10, 14, -14, 23, -23, 25, -25};
register int ndir, a_sq;
register int basq, i;
/* white attacker: */
if (color&1) {
/* bishop-style moves: */
for (i = 0; i < 4; i++) {
ndir = bishop_o[i];
a_sq = square+ndir;
basq = board[a_sq];
/* check for pawn attacks: */
if (basq == wpawn && (i&1)) return TRUE;
/* the king can attack from one square away: */
if (basq == wking) return TRUE;
while (basq != frame) {
if (basq == wbishop || basq == wqueen) return TRUE;
if (basq != npiece) break;
a_sq += ndir;
basq = board[a_sq];
}
}
/* knight-style moves: */
for (i = 0; i < 8; i++) {
if (board[square + knight_o[i]] == wknight) return TRUE;
}
/* rook-style moves: */
for (i = 0; i < 4; i++) {
ndir = rook_o[i];
a_sq = square + ndir;
basq = board[a_sq];
/* the king can attack from one square away: */
if (basq == wking) return TRUE;
/* otherwise, check for sliding pieces: */
while (basq != frame) {
if (basq == wrook || basq == wqueen) return TRUE;
if (basq != npiece) break;
a_sq += ndir;
basq = board[a_sq];
}
}
/* if we haven't hit a white attacker by now, there are none: */
return FALSE;
}
/* black attacker: */
else {
/* bishop-style moves: */
for (i = 0; i < 4; i++) {
ndir = bishop_o[i];
a_sq = square + ndir;
basq = board[a_sq];
/* check for pawn attacks: */
if (basq == bpawn && !(i&1)) return TRUE;
/* the king can attack from one square away: */
if (basq == bking) return TRUE;
while (basq != frame) {
if (basq == bbishop || basq == bqueen) return TRUE;
if (basq != npiece) break;
a_sq += ndir;
basq = board[a_sq];
}
}
/* knight-style moves: */
for (i = 0; i < 8; i++) {
if (board[square + knight_o[i]] == bknight) return TRUE;
}
/* rook-style moves: */
for (i = 0; i < 4; i++) {
ndir = rook_o[i];
a_sq = square + rook_o[i];
basq = board[a_sq];
/* the king can attack from one square away: */
if (basq == bking) return TRUE;
/* otherwise, check for sliding pieces: */
while (basq != frame) {
if (basq == brook || basq == bqueen) return TRUE;
if (basq != npiece) break;
a_sq += ndir;
basq = board[a_sq];
}
}
/* if we haven't hit a black attacker by now, there are none: */
return FALSE;
}
}
bool nk_attacked (int square, int color) {
/* this function will return TRUE if square "square" is attacked by a piece
of color "color", and return FALSE otherwise */
static const int rook_o[4] = {12, -12, 1, -1};
static const int bishop_o[4] = {11, -11, 13, -13};
static const int knight_o[8] = {10, -10, 14, -14, 23, -23, 25, -25};
register int ndir, a_sq;
register int basq, i;
/* white attacker: */
if (color&1) {
/* bishop-style moves: */
for (i = 0; i < 4; i++) {
ndir = bishop_o[i];
a_sq = square+ndir;
basq = board[a_sq];
/* check for pawn attacks: */
if (basq == wpawn && (i&1)) return TRUE;
/* the king can attack from one square away: */
while (basq != frame) {
if (basq == wbishop || basq == wqueen) return TRUE;
if (basq != npiece) break;
a_sq += ndir;
basq = board[a_sq];
}
}
/* knight-style moves: */
for (i = 0; i < 8; i++) {
if (board[square + knight_o[i]] == wknight) return TRUE;
}
/* rook-style moves: */
for (i = 0; i < 4; i++) {
ndir = rook_o[i];
a_sq = square + ndir;
basq = board[a_sq];
/* otherwise, check for sliding pieces: */
while (basq != frame) {
if (basq == wrook || basq == wqueen) return TRUE;
if (basq != npiece) break;
a_sq += ndir;
basq = board[a_sq];
}
}
/* if we haven't hit a white attacker by now, there are none: */
return FALSE;
}
/* black attacker: */
else {
/* bishop-style moves: */
for (i = 0; i < 4; i++) {
ndir = bishop_o[i];
a_sq = square + ndir;
basq = board[a_sq];
/* check for pawn attacks: */
if (basq == bpawn && !(i&1)) return TRUE;
/* the king can attack from one square away: */
while (basq != frame) {
if (basq == bbishop || basq == bqueen) return TRUE;
if (basq != npiece) break;
a_sq += ndir;
basq = board[a_sq];
}
}
/* knight-style moves: */
for (i = 0; i < 8; i++) {
if (board[square + knight_o[i]] == bknight) return TRUE;
}
/* rook-style moves: */
for (i = 0; i < 4; i++) {
ndir = rook_o[i];
a_sq = square + rook_o[i];
basq = board[a_sq];
/* otherwise, check for sliding pieces: */
while (basq != frame) {
if (basq == brook || basq == bqueen) return TRUE;
if (basq != npiece) break;
a_sq += ndir;
basq = board[a_sq];
}
}
/* if we haven't hit a black attacker by now, there are none: */
return FALSE;
}
}