Category : A Collection of Games for DOS and Windows
Archive   : CHESS321.ZIP
Filename : DSP.C

 
Output of file : DSP.C contained in archive : CHESS321.ZIP
/*
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 "gnuchess.h"
#include "defs.h"
#include "chess.h"


static short _based(_segname("_CODE")) Stboard[64] =
{rook, knight, bishop, queen, king, bishop, knight, rook,
pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn,
rook, knight, bishop, queen, king, bishop, knight, rook};

static short _based(_segname("_CODE")) Stcolor[64] =
{white, white, white, white, white, white, white, white,
white, white, white, white, white, white, white, white,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
black, black, black, black, black, black, black, black,
black, black, black, black, black, black, black, black};

int mycntl1, mycntl2;

char mvstr[4][6];
long evrate;
int PositionFlag = 0;

#define pxx " PNBRQK"
#define qxx " pnbrqk"

void TerminateSearch (int), Die (int);

void
Initialize (void)
{
mycntl1 = mycntl2 = 0;
}

void
ExitChess (void)
{

}

void
Die (int Sig)
{
}

void
TerminateSearch (int Sig)
{
flag.timeout = true;
flag.bothsides = false;
}

void
algbr (short int f, short int t, short int flag)

/*
Generate move strings in different formats.
*/

{
int m3p;

if (f != t)
{
/* algebraic notation */
mvstr[0][0] = (char) ('a'+column (f));
mvstr[0][1] = (char) ('1'+row (f));
mvstr[0][2] = (char) ('a'+column (t));
mvstr[0][3] = (char) ('1'+row (t));
mvstr[0][4] = mvstr[3][0] = '\0';
if ((mvstr[1][0] = pxx[board[f]]) == 'P')
{
if (mvstr[0][0] == mvstr[0][2]) /* pawn did not eat */
{
mvstr[2][0] = mvstr[1][0] = mvstr[0][2]; /* to column */
mvstr[2][1] = mvstr[1][1] = mvstr[0][3]; /* to row */
m3p = 2;
}
else
/* pawn ate */
{
mvstr[2][0] = mvstr[1][0] = mvstr[0][0]; /* from column */
mvstr[2][1] = mvstr[1][1] = mvstr[0][2]; /* to column */
mvstr[2][2] = mvstr[0][3];
m3p = 3; /* to row */
}
mvstr[2][m3p] = mvstr[1][2] = '\0';
if (flag & promote)
{
mvstr[0][4] = mvstr[1][2] = mvstr[2][m3p] = qxx[flag & pmask];
mvstr[1][3] = mvstr[2][m3p + 1] = mvstr[0][5] = '\0';
}
}
else
/* not a pawn */
{
mvstr[2][0] = mvstr[1][0];
mvstr[2][1] = mvstr[0][1];
mvstr[2][2] = mvstr[1][1] = mvstr[0][2]; /* to column */
mvstr[2][3] = mvstr[1][2] = mvstr[0][3]; /* to row */
mvstr[2][4] = mvstr[1][3] = '\0';
strcpy (mvstr[3], mvstr[2]);
mvstr[3][1] = mvstr[0][0];
if (flag & cstlmask)
{
if (t > f)
{
strcpy (mvstr[1], "o-o");
strcpy (mvstr[2], "O-O");
}
else
{
strcpy (mvstr[1], "o-o-o");
strcpy (mvstr[2], "O-O-O");
}
}
}
}
else
mvstr[0][0] = mvstr[1][0] = mvstr[2][0] = mvstr[3][0] = '\0';
}

int
VerifyMove (HWND hWnd, char *s, short int iop, short unsigned int *mv)

/*
Compare the string 's' to the list of legal moves available for the
opponent. If a match is found, make the move on the board.
*/

{
static short pnt, tempb, tempc, tempsf, tempst, cnt;
static struct leaf xnode;
struct leaf far *node;

*mv = 0;
if (iop == 2)
{
UnmakeMove (opponent, &xnode, &tempb, &tempc, &tempsf, &tempst);
return (false);
}
cnt = 0;
MoveList (opponent, 2);
pnt = TrPnt[2];
while (pnt < TrPnt[3])
{
node = &Tree[pnt++];
algbr (node->f, node->t, (short) node->flags);
if (strcmp (s, mvstr[0]) == 0 || strcmp (s, mvstr[1]) == 0 ||
strcmp (s, mvstr[2]) == 0 || strcmp (s, mvstr[3]) == 0)
{
cnt++;
xnode = *node;
}
}
if (cnt == 1)
{
MakeMove (opponent, &xnode, &tempb, &tempc, &tempsf, &tempst, &INCscore);
if (SqAtakd (PieceList[opponent][0], computer))
{
UnmakeMove (opponent, &xnode, &tempb, &tempc, &tempsf, &tempst);
SMessageBox (hWnd, IDS_ILLEGALMOVE, IDS_CHESS);
return (false);
}
else
{
if (iop == 1)
return (true);
UpdateDisplay (hWnd, xnode.f, xnode.t, 0, (short) xnode.flags);
if ((board[xnode.t] == pawn)
|| (xnode.flags & capture)
|| (xnode.flags & cstlmask))
{
Game50 = GameCnt;
ZeroRPT ();
}
GameList[GameCnt].depth = GameList[GameCnt].score = 0;
GameList[GameCnt].nodes = 0;
ElapsedTime (1);
GameList[GameCnt].time = (short) et;
TimeControl.clock[opponent] -= et;
--TimeControl.moves[opponent];
*mv = (xnode.f << 8) | xnode.t;
algbr (xnode.f, xnode.t, false);
return (true);
}
}
if (cnt > 1) SMessageBox (hWnd, IDS_AMBIGUOUSMOVE, IDS_CHESS);
return (false);
}

void
ElapsedTime (short int iop)

/*
Determine the time that has passed since the search was started. If
the elapsed time exceeds the target (ResponseTime+ExtraTime) then set
timeout to true which will terminate the search.
*/

{
et = time ((long *) 0) - time0;
if (et < 0)
et = 0;
ETnodes += 50;
if (et > et0 || iop == 1)
{
if (et > ResponseTime + ExtraTime && Sdepth > 1)
flag.timeout = true;
et0 = et;
if (iop == 1)
{
time0 = time ((long *) 0);
et0 = 0;
}
if (et > 0)
/* evrate used to be Nodes / cputime I dont` know why */
evrate = NodeCnt / (et + ft);
else
evrate = 0;
ETnodes = NodeCnt + 50;
UpdateClocks ();
}
}

void
SetTimeControl (void)
{
if (TCflag)
{
TimeControl.moves[white] = TimeControl.moves[black] = TCmoves;
TimeControl.clock[white] = TimeControl.clock[black] = 60 * (long) TCminutes;
}
else
{
TimeControl.moves[white] = TimeControl.moves[black] = 0;
TimeControl.clock[white] = TimeControl.clock[black] = 0;
Level = 60 * (long) TCminutes;
}
et = 0;
ElapsedTime (1);
}

void
GetGame (HWND hWnd, char *fname)
{
FILE *fd;
int c;
short sq;
unsigned short m;

struct GameRec tmp_rec;

if ((fd = fopen (fname, "r")) == NULL)
{
SMessageBox (hWnd, IDS_LOADFAILED, IDS_CHESS);
return;
}

fscanf (fd, "%hd%hd%hd", &computer, &opponent, &Game50);
fscanf (fd, "%hd%hd", &castld[white], &castld[black]);
fscanf (fd, "%hd%hd", &TCflag, &OperatorTime);
fscanf (fd, "%ld%ld%hd%hd",
&TimeControl.clock[white], &TimeControl.clock[black],
&TimeControl.moves[white], &TimeControl.moves[black]);
for (sq = 0; sq < 64; sq++)
{
fscanf (fd, "%hd%hd", &m, &Mvboard[sq]);
board[sq] = (m >> 8);
color[sq] = (m & 0xFF);
if (color[sq] == 0)
color[sq] = neutral;
else
--color[sq];
}
GameCnt = 0;
c = '?';
while (c != EOF)
{
++GameCnt;
c = fscanf (fd, "%hd%hd%hd%ld%hd%hd%hd", &tmp_rec.gmove,
&tmp_rec.score, &tmp_rec.depth,
&tmp_rec.nodes, &tmp_rec.time,
&tmp_rec.piece, &tmp_rec.color);
GameList[GameCnt] = tmp_rec;
if (GameList[GameCnt].color == 0)
GameList[GameCnt].color = neutral;
else
--GameList[GameCnt].color;
}

GameCnt--;
if (TimeControl.clock[white] > 0)
TCflag = true;
computer--;
opponent--;

fclose (fd);

InitializeStats ();
Sdepth = 0;
UpdateDisplay (hWnd, 0, 0, 1, 0);
}

void
SaveGame (HWND hWnd, char *fname)
{
FILE *fd;
short sq, i, c;

if (NULL == (fd = fopen (fname, "w")))
{
ShowMessage (hWnd, "Not saved");
return;
}

fprintf (fd, "%d %d %d\n", computer + 1, opponent + 1, Game50);
fprintf (fd, "%d %d\n", castld[white], castld[black]);
fprintf (fd, "%d %d\n", TCflag, OperatorTime);
fprintf (fd, "%ld %ld %d %d\n",
TimeControl.clock[white], TimeControl.clock[black],
TimeControl.moves[white], TimeControl.moves[black]);
for (sq = 0; sq < 64; sq++)
{
if (color[sq] == neutral)
c = 0;
else
c = color[sq] + 1;
fprintf (fd, "%d %d\n", 256 * board[sq] + c, Mvboard[sq]);
}
for (i = 1; i <= GameCnt; i++)
{
if (GameList[i].color == neutral)
c = 0;
else
c = GameList[i].color + 1;
fprintf (fd, "%d %d %d %ld %d %d %d\n",
GameList[i].gmove, GameList[i].score, GameList[i].depth,
GameList[i].nodes, GameList[i].time,
GameList[i].piece, c);
}
fclose (fd);
}

void
ListGame (HWND hWnd, char *fname)
{
FILE *fd;
short i, f, t;

if ( (fd = fopen (fname, "w")) == NULL) {
ShowMessage (hWnd, "Cannot write chess.lst");
return;
}

fprintf (fd, "\n");
fprintf (fd, " score depth nodes time ");
fprintf (fd, " score depth nodes time\n");
for (i = 1; i <= GameCnt; i++)
{
f = GameList[i].gmove >> 8;
t = (GameList[i].gmove & 0xFF);
algbr (f, t, false);
fprintf (fd, "%5s %5d %2d %7ld %5d", mvstr[0],
GameList[i].score, GameList[i].depth,
GameList[i].nodes, GameList[i].time);

if ((i % 2) == 0)
fprintf (fd, "\n");
else
fprintf (fd, " ");

}
fprintf (fd, "\n\n");
fclose (fd);
}

void
Undo (HWND hWnd)

/*
Undo the most recent half-move.
*/

{
short f, t;
f = GameList[GameCnt].gmove >> 8;
t = GameList[GameCnt].gmove & 0xFF;
if (board[t] == king && distance (t, f) > 1)
(void) castle (GameList[GameCnt].color, f, t, 2);
else
{
/* Check for promotion: */
if ((color[t] == white && row (f) == 6 && row (t) == 7)
|| (color[t] == black && row (f) == 1 && row (t) == 0))
{
int g, from = f;
for (g = GameCnt - 1; g > 0; g--)
if (GameList[g].gmove & 0xFF == from)
from = GameList[g].gmove >> 8;
if ((color[t] == white && row (from) == 1)
|| (color[t] == black && row (from) == 6))
board[t] = pawn;
}
board[f] = board[t];
color[f] = color[t];
board[t] = GameList[GameCnt].piece;
color[t] = GameList[GameCnt].color;
if (color[t] != neutral)
Mvboard[t]--;
Mvboard[f]--;
}
if (TCflag)
++TimeControl.moves[color[f]];
GameCnt--;
computer = otherside[computer];
opponent = otherside[opponent];
flag.mate = false;
Sdepth = 0;
UpdateDisplay (hWnd, 0, 0, 1, 0);
InitializeStats ();
}


  3 Responses to “Category : A Collection of Games for DOS and Windows
Archive   : CHESS321.ZIP
Filename : DSP.C

  1. Very nice! Thank you for this wonderful archive. I wonder why I found it only now. Long live the BBS file archives!

  2. This is so awesome! 😀 I’d be cool if you could download an entire archive of this at once, though.

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