Category : A Collection of Games for DOS and Windows
Archive   : GNUCHS30.ZIP
Filename : GNUCHESS.C

 
Output of file : GNUCHESS.C contained in archive : GNUCHS30.ZIP
/*
C source for GNU CHESS

Revision: 1-1-90

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.
*/


#include
/* extern int fprintf ();
extern int fflush ();
#define SEEK_SET 0
#define SEEK_END 2
#include

/*
ttblsz must be a power of 2.
Setting ttblsz 0 removes the transposition tables.
*/
#ifdef MSDOS
#include
#include
#define ttblsz 2048
#else
#include
#include
#include
#define ttblsz 65536
#define huge
#endif /* MSDOS */

/* */
extern int abs ();
extern int atoi ();
/* */
extern long int time ();
/* */
extern void *memset ();

#include "gnuchess.h"

#define bpawn 7
#define valueP 100
#define valueN 350
#define valueB 355
#define valueR 550
#define valueQ 1100
#define valueK 1200
#define ctlP 0x4000
#define ctlN 0x2800
#define ctlB 0x1800
#define ctlR 0x0400
#define ctlQ 0x0200
#define ctlK 0x0100
#define ctlBQ 0x1200
#define ctlRQ 0x0600
#define ctlNN 0x2000
#define maxdepth 30

#if ttblsz
#define truescore 0x0001
#define lowerbound 0x0002
#define upperbound 0x0004
#define kingcastle 0x0008
#define queencastle 0x0010

struct hashval
{
unsigned long key,bd;
};
struct hashentry
{
unsigned long hashbd;
unsigned short mv;
unsigned char flags, depth; /* char saves some space */
short score;
#ifdef HASHTEST
unsigned char bd[32];
#endif /* HASHTEST */

};

#ifdef HASHFILE
/*
persistent transposition table.
The size must be a power of 2. If you change the size,
be sure to run gnuchess -t before anything else.
*/
#define frehash 6
#define filesz 131072
struct fileentry
{
unsigned char bd[32];
unsigned char f, t, flags, depth, sh, sl;
};
/*
In a networked enviroment gnuchess might be compiled on different
hosts with different random number generators, that is not acceptable
if they are going to share the same transposition table.
*/
unsigned long int next = 1;

unsigned int rand ()
{
next *= 1103515245;
next += 12345;
return ((unsigned int) (next >> 16) & 0xFFFF);
}

void srand (seed)
unsigned int seed;
{
next = seed;
}

#endif /* HASHFILE */

static unsigned long hashkey, hashbd;
static struct hashval hashcode[2][7][64];
static struct hashentry huge ttable[2][ttblsz];
#endif /* ttblsz */

FILE *hashfile;
struct leaf Tree[2000], *root = Tree;
short TrPnt[maxdepth];
short PieceList[2][16], PawnCnt[2][8];
short castld[2], Mvboard[64];
short c1, c2, *atk1, *atk2, *PC1, *PC2, atak[2][64];
short mate, post, opponent, computer, Sdepth, Awindow, Bwindow, dither;
long ResponseTime, ExtraTime, Level, et, et0, time0, ft;
long NodeCnt, ETnodes, EvalNodes, HashCnt, FHashCnt, HashCol;
short quit, reverse, bothsides, hashflag, InChk, player, force, easy, beep;
short timeout, xwndw, rehash;
struct GameRec GameList[500];
short GameCnt, Game50, epsquare, lpost, rcptr, contempt;
short MaxSearchDepth;
struct BookEntry *Book;
struct TimeControlRec TimeControl;
short TCflag, TCmoves, TCminutes, OperatorTime;
const short otherside[3] =
{1, 0, 2};
unsigned short hint, PrVar[maxdepth];

static short Pindex[64], svalue[64];
static short PieceCnt[2];
static short mtl[2], pmtl[2], emtl[2], hung[2];
static short EnemyKing;
static short wking, bking, FROMsquare, TOsquare, Zscore, zwndw, slk;
static short INCscore;
static short HasPawn[2], HasKnight[2], HasBishop[2], HasRook[2], HasQueen[2];
static short ChkFlag[maxdepth], CptrFlag[maxdepth], PawnThreat[maxdepth];
static short Pscore[maxdepth], Tscore[maxdepth];
static const short qrook[3] =
{0, 56, 0};
static const short krook[3] =
{7, 63, 0};
static const short kingP[3] =
{4, 60, 0};
static const short rank7[3] =
{6, 1, 0};
static const short sweep[7] =
{false, false, false, true, true, true, false};
static unsigned short killr0[maxdepth], killr1[maxdepth], killr2[maxdepth];
static unsigned short killr3[maxdepth];
static unsigned short PV, Swag0, Swag1, Swag2, Swag3, Swag4;
static unsigned char history[8192];

static short Mwpawn[64], Mbpawn[64], Mknight[2][64], Mbishop[2][64];
static short Mking[2][64], Kfield[2][64];
static const short value[7] =
{0, valueP, valueN, valueB, valueR, valueQ, valueK};
static const short control[7] =
{0, ctlP, ctlN, ctlB, ctlR, ctlQ, ctlK};
static const short PassedPawn0[8] =
{0, 60, 80, 120, 200, 360, 600, 800};
static const short PassedPawn1[8] =
{0, 30, 40, 60, 100, 180, 300, 800};
static const short PassedPawn2[8] =
{0, 15, 25, 35, 50, 90, 140, 800};
static const short PassedPawn3[8] =
{0, 5, 10, 15, 20, 30, 140, 800};
static const short ISOLANI[8] =
{-12, -16, -20, -24, -24, -20, -16, -12};
static const short BACKWARD[16] =
{-6, -10, -15, -21, -28, -28, -28, -28,
-28, -28, -28, -28, -28, -28, -28, -28};
static const short BMBLTY[14] =
{-2, 0, 2, 4, 6, 8, 10, 12, 13, 14, 15, 16, 16, 16};
static const short RMBLTY[15] =
{0, 2, 4, 6, 8, 10, 11, 12, 13, 14, 14, 14, 14, 14, 14};
static const short KTHRT[36] =
{0, -8, -20, -36, -52, -68, -80, -80, -80, -80, -80, -80,
-80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80,
-80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80};
static short KNIGHTPOST, KNIGHTSTRONG, BISHOPSTRONG, KATAK, KBNKsq;
static short PEDRNK2B, PWEAKH, PADVNCM, PADVNCI, PAWNSHIELD, PDOUBLED, PBLOK;
static short RHOPN, RHOPNX, KHOPN, KHOPNX, KSFTY;
static short ATAKD, HUNGP, HUNGX, KCASTLD, KMOVD, XRAY, PINVAL;
static short stage, stage2, Zwmtl, Zbmtl, Developed[2], PawnStorm;
static short PawnBonus, BishopBonus, RookBonus;
static const short KingOpening[64] =
{0, 0, -4, -10, -10, -4, 0, 0,
-4, -4, -8, -12, -12, -8, -4, -4,
-12, -16, -20, -20, -20, -20, -16, -12,
-16, -20, -24, -24, -24, -24, -20, -16,
-16, -20, -24, -24, -24, -24, -20, -16,
-12, -16, -20, -20, -20, -20, -16, -12,
-4, -4, -8, -12, -12, -8, -4, -4,
0, 0, -4, -10, -10, -4, 0, 0};
static const short KingEnding[64] =
{0, 6, 12, 18, 18, 12, 6, 0,
6, 12, 18, 24, 24, 18, 12, 6,
12, 18, 24, 30, 30, 24, 18, 12,
18, 24, 30, 36, 36, 30, 24, 18,
18, 24, 30, 36, 36, 30, 24, 18,
12, 18, 24, 30, 30, 24, 18, 12,
6, 12, 18, 24, 24, 18, 12, 6,
0, 6, 12, 18, 18, 12, 6, 0};
static const short DyingKing[64] =
{0, 8, 16, 24, 24, 16, 8, 0,
8, 32, 40, 48, 48, 40, 32, 8,
16, 40, 56, 64, 64, 56, 40, 16,
24, 48, 64, 72, 72, 64, 48, 24,
24, 48, 64, 72, 72, 64, 48, 24,
16, 40, 56, 64, 64, 56, 40, 16,
8, 32, 40, 48, 48, 40, 32, 8,
0, 8, 16, 24, 24, 16, 8, 0};
static const short KBNK[64] =
{99, 90, 80, 70, 60, 50, 40, 40,
90, 80, 60, 50, 40, 30, 20, 40,
80, 60, 40, 30, 20, 10, 30, 50,
70, 50, 30, 10, 0, 20, 40, 60,
60, 40, 20, 0, 10, 30, 50, 70,
50, 30, 10, 20, 30, 40, 60, 80,
40, 20, 30, 40, 50, 60, 80, 90,
40, 40, 50, 60, 70, 80, 90, 99};
static const short pknight[64] =
{0, 4, 8, 10, 10, 8, 4, 0,
4, 8, 16, 20, 20, 16, 8, 4,
8, 16, 24, 28, 28, 24, 16, 8,
10, 20, 28, 32, 32, 28, 20, 10,
10, 20, 28, 32, 32, 28, 20, 10,
8, 16, 24, 28, 28, 24, 16, 8,
4, 8, 16, 20, 20, 16, 8, 4,
0, 4, 8, 10, 10, 8, 4, 0};
static const short pbishop[64] =
{14, 14, 14, 14, 14, 14, 14, 14,
14, 22, 18, 18, 18, 18, 22, 14,
14, 18, 22, 22, 22, 22, 18, 14,
14, 18, 22, 22, 22, 22, 18, 14,
14, 18, 22, 22, 22, 22, 18, 14,
14, 18, 22, 22, 22, 22, 18, 14,
14, 22, 18, 18, 18, 18, 22, 14,
14, 14, 14, 14, 14, 14, 14, 14};
static const short PawnAdvance[64] =
{0, 0, 0, 0, 0, 0, 0, 0,
4, 4, 4, 0, 0, 4, 4, 4,
6, 8, 2, 10, 10, 2, 8, 6,
6, 8, 12, 16, 16, 12, 8, 6,
8, 12, 16, 24, 24, 16, 12, 8,
12, 16, 24, 32, 32, 24, 16, 12,
12, 16, 24, 32, 32, 24, 16, 12,
0, 0, 0, 0, 0, 0, 0, 0};


/* .... MOVE GENERATION VARIABLES AND INITIALIZATIONS .... */


#define taxicab(a,b) taxidata[a][b]
short distdata[64][64], taxidata[64][64];

inline void
Initialize_dist ()
{
register short a, b, d, di;

for (a = 0; a < 64; a++)
for (b = 0; b < 64; b++)
{
d = abs (column (a) - column (b));
di = abs (row (a) - row (b));
taxidata[a][b] = d + di;
distdata[a][b] = (d > di ? d : di);
}
}

const short 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};
const short 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};
short board[64], color[64];
static unsigned char nextpos[8][64][64];
static unsigned char nextdir[8][64][64];
/*
ptype is used to separate white and black pawns, like this;
ptyp = ptype[side][piece]
piece can be used directly in nextpos/nextdir when generating moves
for pieces that are not black pawns.
*/
static const short ptype[2][8] =
{
no_piece, pawn, knight, bishop, rook, queen, king, no_piece,
no_piece, bpawn, knight, bishop, rook, queen, king, no_piece};
static const short direc[8][8] =
{
0, 0, 0, 0, 0, 0, 0, 0,
10, 9, 11, 0, 0, 0, 0, 0,
8, -8, 12, -12, 19, -19, 21, -21,
9, 11, -9, -11, 0, 0, 0, 0,
1, 10, -1, -10, 0, 0, 0, 0,
1, 10, -1, -10, 9, 11, -9, -11,
1, 10, -1, -10, 9, 11, -9, -11,
-10, -9, -11, 0, 0, 0, 0, 0};
static const short max_steps[8] =
{0, 2, 1, 7, 7, 7, 1, 2};
static const short nunmap[120] =
{
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, 0, 1, 2, 3, 4, 5, 6, 7, -1,
-1, 8, 9, 10, 11, 12, 13, 14, 15, -1,
-1, 16, 17, 18, 19, 20, 21, 22, 23, -1,
-1, 24, 25, 26, 27, 28, 29, 30, 31, -1,
-1, 32, 33, 34, 35, 36, 37, 38, 39, -1,
-1, 40, 41, 42, 43, 44, 45, 46, 47, -1,
-1, 48, 49, 50, 51, 52, 53, 54, 55, -1,
-1, 56, 57, 58, 59, 60, 61, 62, 63, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1};


/*
This procedure pre-calculates all moves for every piece from every square.
This data is stored in nextpos/nextdir and used later in the move generation
routines.
*/

void
Initialize_moves ()

{
short ptyp, po, p0, d, di, s, delta;
unsigned char *ppos, *pdir;
short dest[8][8];
short steps[8];
short sorted[8];

for (ptyp = 0; ptyp < 8; ptyp++)
for (po = 0; po < 64; po++)
for (p0 = 0; p0 < 64; p0++)
{
nextpos[ptyp][po][p0] = po;
nextdir[ptyp][po][p0] = po;
}
for (ptyp = 1; ptyp < 8; ptyp++)
for (po = 21; po < 99; po++)
if (nunmap[po] >= 0)
{
ppos = nextpos[ptyp][nunmap[po]];
pdir = nextdir[ptyp][nunmap[po]];
/* dest is a function of direction and steps */
for (d = 0; d < 8; d++)
{
dest[d][0] = nunmap[po];
delta = direc[ptyp][d];
if (delta != 0)
{
p0 = po;
for (s = 0; s < max_steps[ptyp]; s++)
{
p0 = p0 + delta;
/*
break if (off board) or
(pawns only move two steps from home square)
*/
if (nunmap[p0] < 0 || (ptyp == pawn || ptyp == bpawn)
&& s > 0 && (d > 0 || Stboard[nunmap[po]] != pawn))
break;
else
dest[d][s] = nunmap[p0];
}
}
else
s = 0;

/*
sort dest in number of steps order
currently no sort is done due to compability with
the move generation order in old gnu chess
*/
steps[d] = s;
for (di = d; s > 0 && di > 0; di--)
if (steps[sorted[di - 1]] == 0) /* should be: < s */
sorted[di] = sorted[di - 1];
else
break;
sorted[di] = d;
}

/*
update nextpos/nextdir,
pawns have two threads (capture and no capture)
*/
p0 = nunmap[po];
if (ptyp == pawn || ptyp == bpawn)
{
for (s = 0; s < steps[0]; s++)
{
ppos[p0] = dest[0][s];
p0 = dest[0][s];
}
p0 = nunmap[po];
for (d = 1; d < 3; d++)
{
pdir[p0] = dest[d][0];
p0 = dest[d][0];
}
}
else
{
pdir[p0] = dest[sorted[0]][0];
for (d = 0; d < 8; d++)
for (s = 0; s < steps[sorted[d]]; s++)
{
ppos[p0] = dest[sorted[d]][s];
p0 = dest[sorted[d]][s];
if (d < 7)
pdir[p0] = dest[sorted[d + 1]][0];
/* else is already initialized */
}
}
}
}

/* hmm.... shouldn`t main be moved to the interface routines */
int
main (argc, argv)
int argc;
char **argv;
{
int ahead = 0;
int hash = 0;
char *xwin = 0;

while (argc > 1 && argv[1][0] == '-')
{
switch (argv[1][1])
{
case 'a':
ahead = 1;
break;
case 'h':
hash = 1;
break;
#if ttblsz
#ifdef HASHFILE
case 't': /* create or test persistent transposition table */
{
if ((hashfile = fopen (HASHFILE, "r+")) == NULL)
hashfile = fopen (HASHFILE , "w+");
if (hashfile != NULL)
{
long i, j;
int nr[maxdepth];
struct fileentry n;

printf("Counting transposition file entries, wait!\n");
for(i = 0; i < maxdepth; i++) nr[i] = 0;
fseek(hashfile, 0L, SEEK_END);
i = ftell(hashfile) / sizeof(struct fileentry);
fseek(hashfile, 0L, SEEK_SET);
for (j = 0; j < i; j++)
{
fread(&n, sizeof(struct fileentry), 1, hashfile);
if (n.depth)
{
nr[n.depth]++;
nr[0]++;
}
}
printf("The file contains %d entries out of max %d\n",
nr[0], i);
for(j = 1; j < maxdepth; j++) printf("%d ",nr[j]);
printf("\n");
if (i < filesz)
{
printf("Filling transposition file, wait!\n");
for(j = 0; j < 32; j++)
n.bd[j] = 0;
n.f = n.t = 0;
n.flags = 0;
n.depth = 0;
n.sh = n.sl = 0;
for (j = i; j < filesz; j++)
fwrite(&n, sizeof(struct fileentry), 1, hashfile);
}
fclose(hashfile);
}
return(0);
break;
}
#endif /* HASHFILE */
#endif /* ttblsz */
case 'x':
xwin = &argv[1][2];
break;
default:
fprintf (stderr, "Usage: gnuchess [-a] [-h] [-x xwndw]\n");
}
argv++;
argc--;
}
Level = 0;
TCflag = false;
OperatorTime = 0;
if (argc == 2)
Level = atoi (argv[1]);
if (argc == 3)
{
TCmoves = atoi (argv[1]);
TCminutes = atoi (argv[2]);
TCflag = true;
}
Initialize ();
Initialize_dist ();
Initialize_moves ();
NewGame ();

if (ahead)
seteasy ();
if (hash)
hashflag = 1;
if (xwin)
xwndw = atoi (xwin);

hashfile = NULL;
#if ttblsz
#ifdef HASHFILE
hashfile = fopen (HASHFILE, "r+");
#endif /* HASHFILE */
#endif /* ttblsz */
while (!(quit))
{
if (bothsides && !mate)
SelectMove (opponent, 1);
else
InputCommand ();
if (!(quit || mate || force))
SelectMove (computer, 1);
}
#if ttblsz
#ifdef HASHFILE
if (hashfile) fclose(hashfile);
#endif /* HASHFILE */
#endif /* ttblsz */

ExitChess ();
return (0);
}

void
NewGame ()

/*
Reset the board and other variables to start a new game.
*/

{
short l, c, p;

stage = stage2 = -1; /* the game is not yet started */
mate = quit = reverse = bothsides = post = false;
hashflag = force = PawnStorm = false;
beep = rcptr = easy = true;
NodeCnt = et0 = epsquare = lpost = 0;
dither = 0;
Awindow = 90;
Bwindow = 90;
xwndw = 90;
MaxSearchDepth = 29;
contempt = 0;
GameCnt = -1;
Game50 = 0;
Zwmtl = Zbmtl = 0;
Developed[white] = Developed[black] = false;
castld[white] = castld[black] = false;
PawnThreat[0] = CptrFlag[0] = false;
Pscore[0] = 12000;
Tscore[0] = 12000;
opponent = white;
computer = black;
for (l = 0; l < 2000; l++)
Tree[l].f = Tree[l].t = 0;
#if ttblsz
rehash = 6;
ZeroTTable ();
srand ((unsigned int) 1);
for (c = white; c <= black; c++)
for (p = pawn; p <= king; p++)
for (l = 0; l < 64; l++)
{
hashcode[c][p][l].key = (((unsigned long) rand ()));
hashcode[c][p][l].key += (((unsigned long) rand ()) << 16);
hashcode[c][p][l].bd = (((unsigned long) rand ()));
hashcode[c][p][l].bd += (((unsigned long) rand ()) << 16);
if (sizeof(long) > 4)
{
hashcode[c][p][l].key += (((unsigned long) rand ()) << 32);
hashcode[c][p][l].key += (((unsigned long) rand ()) << 48);
hashcode[c][p][l].bd += (((unsigned long) rand ()) << 32);
hashcode[c][p][l].bd += (((unsigned long) rand ()) << 48);
}
}
#endif /* ttblsz */
for (l = 0; l < 64; l++)
{
board[l] = Stboard[l];
color[l] = Stcolor[l];
Mvboard[l] = 0;
}
ClrScreen ();
if (TCflag)
SetTimeControl ();
else if (Level == 0)
SelectLevel ();
UpdateDisplay (0, 0, 1, 0);
InitializeStats ();
time0 = time ((long *) 0);
ElapsedTime (1);
GetOpenings ();
}


/* ............ MOVE GENERATION & SEARCH ROUTINES .............. */

inline void
pick (p1, p2)
short int p1;
short int p2;

/*
Find the best move in the tree between indexes p1 and p2. Swap the best
move into the p1 element.
*/

{
register short p, s;
short p0, s0;
struct leaf temp;

s0 = Tree[p1].score;
p0 = p1;
for (p = p1 + 1; p <= p2; p++)
if ((s = Tree[p].score) > s0)
{
s0 = s;
p0 = p;
}
if (p0 != p1)
{
temp = Tree[p1];
Tree[p1] = Tree[p0];
Tree[p0] = temp;
}
}

void
SelectMove (side, iop)
short int side;
short int iop;


/*
Select a move by calling function search() at progressively deeper ply
until time is up or a mate or draw is reached. An alpha-beta window of -90
to +90 points is set around the score returned from the previous
iteration. If Sdepth != 0 then the program has correctly predicted the
opponents move and the search will start at a depth of Sdepth+1 rather
than a depth of 1.
*/

{
static short i, alpha, beta, score, tempb, tempc, tempsf, tempst, xside, rpt;

timeout = false;
xside = otherside[side];
if (iop != 2)
player = side;
if (TCflag)
{
if ((TimeControl.moves[side] + 3) != 0)
ResponseTime = (TimeControl.clock[side]) /
(TimeControl.moves[side] + 3) -
OperatorTime;
else
ResponseTime = 0;
ResponseTime += (ResponseTime * TimeControl.moves[side]) / (2 * TCmoves + 1);
}
else
ResponseTime = Level;
if (iop == 2)
ResponseTime = 99999;
if (Sdepth > 0 && root->score > Zscore - zwndw)
ResponseTime -= ft;
else if (ResponseTime < 1)
ResponseTime = 1;
ExtraTime = 0;
ExaminePosition ();
ScorePosition (side, &score);
/* Pscore[0] = -score; */
ShowSidetomove ();

if (Sdepth == 0)
{
#if ttblsz
/* ZeroTTable (); */
#endif /* ttblsz */
SearchStartStuff (side);
#ifdef NOMEMSET
for (i = 0; i < 8192; i++)
history[i] = 0;
#else
memset ((char *) history, 0, sizeof (history));
#endif /* NOMEMSET */
FROMsquare = TOsquare = -1;
PV = 0;
if (iop != 2)
hint = 0;
for (i = 0; i < maxdepth; i++)
PrVar[i] = killr0[i] = killr1[i] = killr2[i] = killr3[i] = 0;
alpha = score - 90;
beta = score + 90;
rpt = 0;
TrPnt[1] = 0;
root = &Tree[0];
MoveList (side, 1);
for (i = TrPnt[1]; i < TrPnt[2]; i++)
pick (i, TrPnt[2] - 1);
if (Book != NULL)
OpeningBook ();
if (Book != NULL)
timeout = true;
NodeCnt = ETnodes = EvalNodes = HashCnt = FHashCnt = HashCol = 0;
Zscore = 0;
zwndw = 20;
}
while (!timeout && Sdepth < MaxSearchDepth)
{
Sdepth++;
ShowDepth (' ');
score = search (side, 1, Sdepth, alpha, beta, PrVar, &rpt);
for (i = 1; i <= Sdepth; i++)
killr0[i] = PrVar[i];
if (score < alpha)
{
ShowDepth ('-');
ExtraTime = 10 * ResponseTime;
/* ZeroTTable (); */
score = search (side, 1, Sdepth, -9000, score, PrVar, &rpt);
}
if (score > beta && !(root->flags & exact))
{
ShowDepth ('+');
ExtraTime = 0;
/* ZeroTTable (); */
score = search (side, 1, Sdepth, score, 9000, PrVar, &rpt);
}
score = root->score;
if (!timeout)
for (i = TrPnt[1] + 1; i < TrPnt[2]; i++)
pick (i, TrPnt[2] - 1);
ShowResults (score, PrVar, '.');
for (i = 1; i <= Sdepth; i++)
killr0[i] = PrVar[i];
if (score > Zscore - zwndw && score > Tree[1].score + 250)
ExtraTime = 0;
else if (score > Zscore - 3 * zwndw)
ExtraTime = ResponseTime;
else
ExtraTime = 3 * ResponseTime;
if (root->flags & exact)
timeout = true;
if (Tree[1].score < -9000)
timeout = true;
if (4 * et > 2 * ResponseTime + ExtraTime)
timeout = true;
if (!timeout)
{
Tscore[0] = score;
if (Zscore == 0)
Zscore = score;
else
Zscore = (Zscore + score) / 2;
}
zwndw = 20 + abs (Zscore / 12);
beta = score + Bwindow;
if (Zscore < score)
alpha = Zscore - Awindow - zwndw;
else
alpha = score - Awindow - zwndw;
}

score = root->score;
if (rpt >= 2 || score < -12000)
root->flags |= draw;
if (iop == 2)
return;
if (Book == NULL)
hint = PrVar[2];
ElapsedTime (1);

if (score > -9999 && rpt <= 2)
{
MakeMove (side, root, &tempb, &tempc, &tempsf, &tempst);
algbr (root->f, root->t, (short) root->flags);
}
else
algbr (0, 0, 0);
OutputMove ();
if (score == -9999 || score == 9998)
mate = true;
if (mate)
hint = 0;
if (root->flags & cstlmask)
Game50 = GameCnt;
else if (board[root->t] == pawn || (root->flags & capture))
Game50 = GameCnt;
GameList[GameCnt].score = score;
GameList[GameCnt].nodes = NodeCnt;
GameList[GameCnt].time = (short) et;
GameList[GameCnt].depth = Sdepth;
if (TCflag)
{
TimeControl.clock[side] -= (et + OperatorTime);
if (--TimeControl.moves[side] == 0)
SetTimeControl ();
}
if ((root->flags & draw) && bothsides)
mate = true;
if (GameCnt > 498)
mate = true; /* out of move store, you loose */
player = xside;
Sdepth = 0;
fflush (stdin);
return;
}

void
OpeningBook ()

/*
Go thru each of the opening lines of play and check for a match with the
current game listing. If a match occurs, generate a random number. If this
number is the largest generated so far then the next move in this line
becomes the current "candidate". After all lines are checked, the
candidate move is put at the top of the Tree[] array and will be played by
the program. Note that the program does not handle book transpositions.
*/

{
short j, pnt;
unsigned short m, *mp;
unsigned r, r0;
struct BookEntry *p;

srand ((unsigned int) time0);
r0 = m = 0;
p = Book;
while (p != NULL)
{
mp = p->mv;
for (j = 0; j <= GameCnt; j++)
if (GameList[j].gmove != *(mp++))
break;
if (j > GameCnt)
if ((r = rand ()) > r0)
{
r0 = r;
m = *mp;
hint = *(++mp);
}
p = p->next;
}

for (pnt = TrPnt[1]; pnt < TrPnt[2]; pnt++)
if (((Tree[pnt].f << 8) | Tree[pnt].t) == m)
Tree[pnt].score = 0;
pick (TrPnt[1], TrPnt[2] - 1);
if (Tree[TrPnt[1]].score < 0)
Book = NULL;
}


inline void
repetition (cnt)
short int *cnt;

/*
Check for draw by threefold repetition.
*/

{
register short i, c, f, t;
short b[64];
unsigned short m;

*cnt = c = 0;
if (GameCnt > Game50 + 3)
{
#ifdef NOMEMSET
for (i = 0; i < 64; b[i++] = 0) ;
#else
memset ((char *) b, 0, sizeof (b));
#endif /* NOMEMSET */
for (i = GameCnt; i > Game50; i--)
{
m = GameList[i].gmove;
f = m >> 8;
t = m & 0xFF;
if (++b[f] == 0)
c--;
else
c++;
if (--b[t] == 0)
c--;
else
c++;
if (c == 0)
(*cnt)++;
}
}
}

int
search (side, ply, depth, alpha, beta, bstline, rpt)
short int side;
short int ply;
short int depth;
short int alpha;
short int beta;
short unsigned int *bstline;
short int *rpt;

/*
Perform an alpha-beta search to determine the score for the current board
position. If depth <= 0 only capturing moves, pawn promotions and
responses to check are generated and searched, otherwise all moves are
processed. The search depth is modified for check evasions, certain
re-captures and threats. Extensions may continue for up to 11 ply beyond
the nominal search depth.
*/

#define UpdateSearchStatus \
{\
if (post) ShowCurrentMove(pnt,node->f,node->t);\
if (pnt > TrPnt[1])\
{\
d = best-Zscore; e = best-node->score;\
if (best < alpha) ExtraTime = 10*ResponseTime;\
else if (d > -zwndw && e > 4*zwndw) ExtraTime = -ResponseTime/3;\
else if (d > -zwndw) ExtraTime = 0;\
else if (d > -3*zwndw) ExtraTime = ResponseTime;\
else if (d > -9*zwndw) ExtraTime = 3*ResponseTime;\
else ExtraTime = 5*ResponseTime;\
}\
}
#define prune (cf && score+node->score < alpha)
#define ReCapture (rcptr && score > alpha && score < beta &&\
ply > 2 && CptrFlag[ply-1] && CptrFlag[ply-2])
/* && depth == Sdepth-ply+1 */
#define Parry (hung[side] > 1 && ply == Sdepth+1)
#define MateThreat (ply < Sdepth+4 && ply > 4 &&\
ChkFlag[ply-2] && ChkFlag[ply-4] &&\
ChkFlag[ply-2] != ChkFlag[ply-4])

{
register short j, pnt;
short best, tempb, tempc, tempsf, tempst;
short xside, pbst, d, e, cf, score, rcnt;
unsigned short mv, nxtline[maxdepth];
struct leaf *node, tmp;

NodeCnt++;
xside = otherside[side];

/* could this be removed ? */
if (depth < 0)
depth = 0;

if (ply <= Sdepth + 3)
repetition (rpt);
else
*rpt = 0;
/* Detect repetitions a bit earlier. SMC. 12/89 */
if (*rpt == 1 && ply > 1)
return (0);
/* if (*rpt >= 2) return(0); */

score = evaluate (side, xside, ply, alpha, beta);
if (score > 9000)
{
bstline[ply] = 0;
return (score);
}
if (depth > 0)
{
/* Allow opponent a chance to check again */
if (InChk)
depth = (depth < 2) ? 2 : depth;
else if (PawnThreat[ply - 1] || ReCapture)
++depth;
}
else
{
if (score >= alpha &&
(InChk || PawnThreat[ply - 1] || Parry))
depth = 1;
else if (score <= beta && MateThreat)
depth = 1;
}

#if ttblsz
if (depth > 0 && hashflag && ply > 1)
{
if (ProbeTTable (side, depth, &alpha, &beta, &score) == false)
#ifdef HASHFILE
if ((depth > 4) && hashfile)
ProbeFTable (side, depth, &alpha, &beta, &score);
#else
/* do nothing */;
#endif /* HASHFILE */
bstline[ply] = PV;
bstline[ply + 1] = 0;
if (beta == -20000)
return (score);
if (alpha > beta)
return (alpha);
}
#endif /* ttblsz */
if (Sdepth == 1)
d = 7;
else
d = 11;
if (ply > Sdepth + d || (depth < 1 && score > beta))
/* score >= beta ?? */
return (score);

if (ply > 1)
if (depth > 0)
MoveList (side, ply);
else
CaptureList (side, xside, ply);

if (TrPnt[ply] == TrPnt[ply + 1])
return (score);

cf = (depth < 1 && ply > Sdepth + 1 && !ChkFlag[ply - 2] && !slk);

if (depth > 0)
best = -12000;
else
best = score;
if (best > alpha)
alpha = best;

for (pnt = pbst = TrPnt[ply];
pnt < TrPnt[ply + 1] && best <= beta; /* best < beta ?? */
pnt++)
{
if (ply > 1)
pick (pnt, TrPnt[ply + 1] - 1);
node = &Tree[pnt];
mv = (node->f << 8) | node->t;
nxtline[ply + 1] = 0;

if (prune)
break;
if (ply == 1)
UpdateSearchStatus;

if (!(node->flags & exact))
{
MakeMove (side, node, &tempb, &tempc, &tempsf, &tempst);
CptrFlag[ply] = (node->flags & capture);
PawnThreat[ply] = (node->flags & pwnthrt);
Tscore[ply] = node->score;
PV = node->reply;
node->score = -search (xside, ply + 1, depth - 1, -beta, -alpha,
nxtline, &rcnt);
if (abs (node->score) > 9000)
node->flags |= exact;
else if (rcnt == 1)
node->score /= 2;
if (rcnt >= 2 || GameCnt - Game50 > 99 ||
(node->score == 9999 - ply && !ChkFlag[ply]))
{
node->flags |= draw;
node->flags |= exact;
if (side == computer)
node->score = contempt;
else
node->score = -contempt;
}
node->reply = nxtline[ply + 1];
UnmakeMove (side, node, &tempb, &tempc, &tempsf, &tempst);
}
if (node->score > best && !timeout)
{
if (depth > 0)
if (node->score > alpha && !(node->flags & exact))
node->score += depth;
best = node->score;
pbst = pnt;
if (best > alpha)
alpha = best;
for (j = ply + 1; nxtline[j] > 0; j++)
bstline[j] = nxtline[j];
bstline[j] = 0;
bstline[ply] = mv;
if (ply == 1)
{
if (best > root->score)
{
tmp = Tree[pnt];
for (j = pnt - 1; j >= 0; j--)
Tree[j + 1] = Tree[j];
Tree[0] = tmp;
pbst = 0;
}
if (Sdepth > 4)
if (best > beta)
ShowResults (best, bstline, '+');
else if (best < alpha)
ShowResults (best, bstline, '-');
else
ShowResults (best, bstline, '&');
}
}
if (NodeCnt > ETnodes)
ElapsedTime (0);
if (timeout)
return (-Tscore[ply - 1]);
}

node = &Tree[pbst];
mv = (node->f << 8) | node->t;
#if ttblsz
if (hashflag && ply <= Sdepth && *rpt == 0 && best == alpha)
{
PutInTTable (side, best, depth, alpha, beta, mv);
#ifdef HASHFILE
if ((depth > 4) && hashfile)
PutInFTable (side, best, depth, alpha, beta, node->f, node->t);
#endif /* HASHFILE */
}
#endif /* ttblsz */
if (depth > 0)
{
j = (node->f << 6) | node->t;
if (side == black)
j |= 0x1000;
if (history[j] < 150)
history[j] += 2 * depth;
if (node->t != (GameList[GameCnt].gmove & 0xFF))
if (best <= beta)
killr3[ply] = mv;
else if (mv != killr1[ply])
{
killr2[ply] = killr1[ply];
killr1[ply] = mv;
}
if (best > 9000)
killr0[ply] = mv;
else
killr0[ply] = 0;
}
return (best);
}

#if ttblsz
#define CB(i) ((color[2 * (i)] ? 0x80 : 0)\
| (board[2 * (i)] << 4)\
| (color[2 * (i) + 1] ? 0x8 : 0)\
| (board[2 * (i) + 1]))

int
ProbeTTable (side, depth, alpha, beta, score)
short int side;
short int depth;
short int *alpha;
short int *beta;
short int *score;

/*
Look for the current board position in the transposition table.
*/

{
register struct hashentry *ptbl;
register unsigned short i;

ptbl = &ttable[side][hashkey & (ttblsz - 1)];

/* rehash max rehash times */
for (i = 1; ptbl->hashbd != hashbd && i <= rehash; i++)
ptbl = &ttable[side][(hashkey + i) & (ttblsz - 1)];
if (ptbl->depth >= depth && ptbl->hashbd == hashbd)
{
HashCnt++;
#ifdef HASHTEST
for (i = 0; i < 32; i++)
{
if (ptbl->bd[i] != CB(i))
{
HashCol++;
printf ("%c", 7);
break;
}
}
#endif /* HASHTEST */

PV = ptbl->mv;
if (ptbl->flags & truescore)
{
*score = ptbl->score;
*beta = -20000;
}
#if 0 /* commented out, why? */
else if (ptbl->flags & upperbound)
{
if (ptbl->score < *beta) *beta = ptbl->score+1;
}
#endif
else if (ptbl->flags & lowerbound)
{
if (ptbl->score > *alpha)
*alpha = ptbl->score - 1;
}
return(true);
}
return(false);
}

void
PutInTTable (side, score, depth, alpha, beta, mv)
short int side;
short int score;
short int depth;
short int alpha;
short int beta;
short unsigned int mv;

/*
Store the current board position in the transposition table.
*/

{
register struct hashentry *ptbl;
register unsigned short i;

ptbl = &ttable[side][hashkey & (ttblsz - 1)];

/* rehash max rehash times */
for (i = 1; depth < ptbl->depth && ptbl->hashbd != hashbd && i <= rehash; i++)
ptbl = &ttable[side][(hashkey + i) & (ttblsz - 1)];
if (depth > ptbl->depth || ptbl->hashbd != hashbd)
{
ptbl->hashbd = hashbd;
ptbl->depth = depth;
ptbl->score = score;
ptbl->mv = mv;
ptbl->flags = 0;
if (score < alpha)
ptbl->flags |= upperbound;
else if (score > beta)
ptbl->flags |= lowerbound;
else
ptbl->flags |= truescore;
#ifdef HASHTEST
for (i = 0; i < 32; i++)
{
ptbl->bd[i] = CB(i);
}
#endif /* HASHTEST */
}
}

void
ZeroTTable ()
{
register int side, i;

if (hashflag)
for (side = 0; side < 2; side++)
for (i = 0; i < ttblsz; i++)
ttable[side][i].depth = 0;
}

#ifdef HASHFILE
int
ProbeFTable(side, depth, alpha, beta, score)
short int side;
short int depth;
short int *alpha;
short int *beta;
short int *score;

/*
Look for the current board position in the persistent transposition table.
*/

{
register unsigned short i, j;
register unsigned long hashix;
short s;
struct fileentry new, t;

if (side == white)
hashix = hashkey & 0xFFFFFFFE & (filesz - 1);
else
hashix = hashkey | 1 & (filesz - 1);

for (i = 0; i < 32; i++)
new.bd[i] = CB(i);
new.flags = 0;
if ((Mvboard[kingP[side]] == 0) && (Mvboard[qrook[side]] == 0))
new.flags |= queencastle;
if ((Mvboard[kingP[side]] == 0) && (Mvboard[krook[side]] == 0))
new.flags |= kingcastle;

for (i = 0; i < frehash; i++)
{
fseek(hashfile,
sizeof(struct fileentry) * ((hashix + 2 * i) & (filesz - 1)),
SEEK_SET);
fread(&t, sizeof(struct fileentry), 1, hashfile);
for (j = 0; j < 32; j++)
if (t.bd[j] != new.bd[j])
break;
if ((t.depth >= depth) && (j >= 32)
&& (new.flags == (t.flags & (kingcastle | queencastle))))
{
FHashCnt++;
PV = (t.f << 8) | t.t;
s = (t.sh << 8) | t.sl;
if (t.flags & truescore)
{
*score = s;
*beta = -20000;
}
else if (t.flags & lowerbound)
{
if (s > *alpha)
*alpha = s - 1;
}
return(true);
}
}
return(false);
}

void
PutInFTable (side, score, depth, alpha, beta, f, t)
short int side;
short int score;
short int depth;
short int alpha;
short int beta;
short unsigned int f;
short unsigned int t;

/*
Store the current board position in the persistent transposition table.
*/

{
register unsigned short i;
register unsigned long hashix;
struct fileentry new, tmp;

if (side == white)
hashix = hashkey & 0xFFFFFFFE & (filesz - 1);
else
hashix = hashkey | 1 & (filesz - 1);

for (i = 0; i < 32; i++)
new.bd[i] = CB(i);
new.f = f;
new.t = t;
new.flags = 0;
if (score < alpha)
new.flags |= upperbound;
else if (score > beta)
new.flags |= lowerbound;
else
new.flags |= truescore;
if ((Mvboard[kingP[side]] == 0) && (Mvboard[qrook[side]] == 0))
new.flags |= queencastle;
if ((Mvboard[kingP[side]] == 0) && (Mvboard[krook[side]] == 0))
new.flags |= kingcastle;
new.depth = depth;
new.sh = score >> 8;
new.sl = score & 0xFF;

for (i = 0; i < frehash; i++)
{
fseek(hashfile,
sizeof(struct fileentry) * ((hashix + 2 * i) & (filesz - 1)),
SEEK_SET);
fread(&tmp, sizeof(struct fileentry), 1, hashfile);
if (tmp.depth <= depth)
{
fseek(hashfile,
sizeof(struct fileentry) * ((hashix + 2 * i) & (filesz - 1)),
SEEK_SET);
fwrite(&new, sizeof(struct fileentry), 1, hashfile);
break;
}
}
}
#endif /* HASHFILE */
#endif /* ttblsz */

#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];\
}

inline void
LinkMove (ply, f, t, flag, xside)
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;
register unsigned short mv;
register struct leaf *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];
if (color[t] != neutral)
{
flag |= capture;
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;
}
else if (t == epsquare)
flag |= epmask;
Link (f, t, flag, s - 20000);
}


inline void
GenMoves (ply, sq, side, xside)
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;
register unsigned char *ppos, *pdir;

piece = board[sq];
ppos = nextpos[ptype[side][piece]][sq];
pdir = nextdir[ptype[side][piece]][sq];
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 || u == epsquare)
LinkMove (ply, sq, u, capture, xside);
u = pdir[u];
if (color[u] == xside || u == epsquare)
LinkMove (ply, sq, u, capture, 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 (side, ply)
short int side;
short int 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.
*/

{
register short i, xside, f;

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];
Swag4 = 0;
if (ply > 2)
Swag4 = killr1[ply - 2];
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
CaptureList (side, xside, ply)
short int side;
short int xside;
short int ply;

/*
Fill the array Tree[] with all available cature and promote moves for
side to play. Array TrPnt[ply] contains the index into Tree[]
of the first move at a ply.
*/

{
register short u, sq;
register unsigned char *ppos, *pdir;
short i, piece, *PL, r7;
struct leaf *node;

TrPnt[ply + 1] = TrPnt[ply];
node = &Tree[TrPnt[ply]];
r7 = rank7[side];
PL = PieceList[side];
for (i = 0; i <= PieceCnt[side]; i++)
{
sq = PL[i];
piece = board[sq];
if (sweep[piece])
{
ppos = nextpos[piece][sq];
pdir = nextdir[piece][sq];
u = ppos[sq];
do
{
if (color[u] == neutral)
u = ppos[u];
else
{
if (color[u] == xside)
Link (sq, u, capture,
value[board[u]] + svalue[board[u]] - piece);
u = pdir[u];
}
} while (u != sq);
}
else
{
pdir = nextdir[ptype[side][piece]][sq];
if (piece == pawn && row (sq) == r7)
{
u = pdir[sq];
if (color[u] == xside)
Link (sq, u, capture | promote | queen, valueQ);
u = pdir[u];
if (color[u] == xside)
Link (sq, u, capture | promote | queen, valueQ);
ppos = nextpos[ptype[side][piece]][sq];
u = ppos[sq]; /* also generate non capture promote */
if (color[u] == neutral)
Link (sq, u, promote | queen, valueQ);
}
else
{
u = pdir[sq];
do
{
if (color[u] == xside)
Link (sq, u, capture,
value[board[u]] + svalue[board[u]] - piece);
u = pdir[u];
} while (u != sq);
}
}
}
}


int
castle (side, kf, kt, iop)
short int side;
short int kf;
short int kt;
short int iop;

/* Make or Unmake a castling move. */

{
register 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
if (hashflag)
{
UpdateHashbd (side, king, kf, kt);
UpdateHashbd (side, rook, rf, rt);
}
#endif /* ttblsz */
}
return (true);
}


inline void
EnPassant (xside, f, t, iop)
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 ();
}


inline void
UpdatePieceList (side, sq, iop)
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
MakeMove (side, node, tempb, tempc, tempsf, tempst)
short int side;
struct leaf *node;
short int *tempb;
short int *tempc;
short int *tempsf;
short int *tempst;

/*
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.
*/

{
register short f, t, xside, ct, cf;

xside = otherside[side];
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
{
*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
if (hashflag)
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
if (hashflag)
{
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
if (hashflag)
UpdateHashbd (side, board[t], f, t);
#endif /* ttblsz */
Mvboard[f]++;
}
}

void
UnmakeMove (side, node, tempb, tempc, tempsf, tempst)
short int side;
struct leaf *node;
short int *tempb;
short int *tempc;
short int *tempsf;
short int *tempst;

/*
Take back a move.
*/

{
register 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
if (hashflag)
{
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
if (hashflag)
UpdateHashbd (xside, *tempb, -1, t);
#endif /* ttblsz */
Mvboard[t]--;
}
if (node->flags & epmask)
EnPassant (xside, f, t, 2);
else
#if ttblsz
if (hashflag)
UpdateHashbd (side, board[f], f, t);
#endif /* ttblsz */
Mvboard[f]--;
}
}


#if ttblsz
void
UpdateHashbd (side, piece, f, t)
short int side;
short int piece;
short int f;
short int t;

/*
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.
*/

{
if (f >= 0)
{
hashbd ^= hashcode[side][piece][f].bd;
hashkey ^= hashcode[side][piece][f].key;
}
if (t >= 0)
{
hashbd ^= hashcode[side][piece][t].bd;
hashkey ^= hashcode[side][piece][t].key;
}
}

#endif /* ttblsz */

void
InitializeStats ()

/*
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.
*/

{
register 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]][board[sq]][sq].bd;
hashkey ^= hashcode[color[sq]][board[sq]][sq].key;
#endif /* ttblsz */
}
}


int
SqAtakd (sq, side)
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;
register unsigned char *ppos, *pdir;
short xside;

xside = otherside[side];
pdir = nextdir[ptype[xside][pawn]][sq];
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][sq];
pdir = nextdir[bishop][sq];
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][sq];
pdir = nextdir[rook][sq];
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 */
ppos = nextpos[knight][sq];
pdir = nextdir[knight][sq];
u = ppos[sq];
do
{
if (color[u] == side && board[u] == knight)
return (true);
u = pdir[u];
} while (u != sq);
return (false);
}

inline void
ataks (side, a)
short int side;
short int *a;

/*
Fill array atak[][] with info about ataks to a square. Bits 8-15 are set
if the piece (king..pawn) ataks the square. Bits 0-7 contain a count of
total ataks to the square.
*/

{
register short u, c, sq;
register unsigned char *ppos, *pdir;
short i, piece, *PL;

#ifdef NOMEMSET
for (u = 64; u; a[--u] = 0) ;
#else
memset ((char *) a, 0, 64 * sizeof (a[0]));
#endif /* NOMEMSET */
PL = PieceList[side];
for (i = PieceCnt[side]; i >= 0; i--)
{
sq = PL[i];
piece = board[sq];
c = control[piece];
if (sweep[piece])
{
ppos = nextpos[piece][sq];
pdir = nextdir[piece][sq];
u = ppos[sq];
do
{
a[u] = ++a[u] | c;
u = (color[u] == neutral) ? ppos[u] : pdir[u];
} while (u != sq);
}
else
{

pdir = nextdir[ptype[side][piece]][sq];
u = pdir[sq]; /* follow captures thread for pawns */
do
{
a[u] = ++a[u] | c;
u = pdir[u];
} while (u != sq);
}
}
}


/* ............ POSITIONAL EVALUATION ROUTINES ............ */

int
evaluate (side, xside, ply, alpha, beta)
short int side;
short int xside;
short int ply;
short int alpha;
short int beta;

/*
Compute an estimate of the score by adding the positional score from the
previous ply to the material difference. If this score falls inside a
window which is 180 points wider than the alpha-beta window (or within a
50 point window during quiescence search) call ScorePosition() to
determine a score, otherwise return the estimated score. If one side has
only a king and the other either has no pawns or no pieces then the
function ScoreLoneKing() is called.
*/

{
register short evflag;
short s;

s = -Pscore[ply - 1] + mtl[side] - mtl[xside] - INCscore;
hung[white] = hung[black] = 0;
slk = ((mtl[white] == valueK && (pmtl[black] == 0 || emtl[black] == 0)) ||
(mtl[black] == valueK && (pmtl[white] == 0 || emtl[white] == 0)));

if (slk)
evflag = false;
else
evflag =
(ply == 1 || ply < Sdepth ||
((ply == Sdepth + 1 || ply == Sdepth + 2) &&
(s > alpha - xwndw && s < beta + xwndw)) ||
(ply > Sdepth + 2 && s >= alpha - 25 && s <= beta + 25));

if (evflag)
{
EvalNodes++;
ataks (side, atak[side]);
if (atak[side][PieceList[xside][0]] > 0)
return (10001 - ply);
ataks (xside, atak[xside]);
InChk = (atak[xside][PieceList[side][0]] > 0);
ScorePosition (side, &s);
}
else
{
if (SqAtakd (PieceList[xside][0], side))
return (10001 - ply);
InChk = SqAtakd (PieceList[side][0], xside);
if (slk)
ScoreLoneKing (side, &s);
}

Pscore[ply] = s - mtl[side] + mtl[xside];
if (InChk)
ChkFlag[ply - 1] = Pindex[TOsquare];
else
ChkFlag[ply - 1] = 0;
return (s);
}

void
ScorePosition (side, score)
short int side;
short int *score;

/*
Perform normal static evaluation of board position. A score is generated
for each piece and these are summed to get a score for each side.
*/

{
register short sq, s, i, xside;
short pscore[3];

wking = PieceList[white][0];
bking = PieceList[black][0];
UpdateWeights ();
xside = otherside[side];
pscore[white] = pscore[black] = 0;

for (c1 = white; c1 <= black; c1++)
{
c2 = otherside[c1];
if (c1 == white)
EnemyKing = bking;
else
EnemyKing = wking;
atk1 = atak[c1];
atk2 = atak[c2];
PC1 = PawnCnt[c1];
PC2 = PawnCnt[c2];
for (i = 0; i <= PieceCnt[c1]; i++)
{
sq = PieceList[c1][i];
s = SqValue (sq, side);
pscore[c1] += s;
svalue[sq] = s;
}
}
if (hung[side] > 1)
pscore[side] += HUNGX;
if (hung[xside] > 1)
pscore[xside] += HUNGX;

*score = mtl[side] - mtl[xside] + pscore[side] - pscore[xside] + 10;
if (dither)
*score += rand () % dither;

if (*score > 0 && pmtl[side] == 0)
if (emtl[side] < valueR)
*score = 0;
else if (*score < valueR)
*score /= 2;
if (*score < 0 && pmtl[xside] == 0)
if (emtl[xside] < valueR)
*score = 0;
else if (-*score < valueR)
*score /= 2;

if (mtl[xside] == valueK && emtl[side] > valueB)
*score += 200;
if (mtl[side] == valueK && emtl[xside] > valueB)
*score -= 200;
}

void
ScoreLoneKing (side, score)
short int side;
short int *score;

/*
Static evaluation when loser has only a king and winner has no pawns or no
pieces.
*/

{
register short winner, loser, king1, king2, s, i;

UpdateWeights ();
if (mtl[white] > mtl[black])
winner = white;
else
winner = black;
loser = otherside[winner];
king1 = PieceList[winner][0];
king2 = PieceList[loser][0];

s = 0;

if (pmtl[winner] > 0)
for (i = 1; i <= PieceCnt[winner]; i++)
s += ScoreKPK (side, winner, loser, king1, king2, PieceList[winner][i]);

else if (emtl[winner] == valueB + valueN)
s = ScoreKBNK (winner, king1, king2);

else if (emtl[winner] > valueB)
s = 500 + emtl[winner] - DyingKing[king2] - 2 * distance (king1, king2);

if (side == winner)
*score = s;
else
*score = -s;
}


int
ScoreKPK (side, winner, loser, king1, king2, sq)
short int side;
short int winner;
short int loser;
short int king1;
short int king2;
short int sq;

/*
Score King and Pawns versus King endings.
*/

{
register short s, r;

if (PieceCnt[winner] == 1)
s = 50;
else
s = 120;
if (winner == white)
{
if (side == loser)
r = row (sq) - 1;
else
r = row (sq);
if (row (king2) >= r && distance (sq, king2) < 8 - r)
s += 10 * row (sq);
else
s = 500 + 50 * row (sq);
if (row (sq) < 6)
sq += 16;
else
sq += 8;
}
else
{
if (side == loser)
r = row (sq) + 1;
else
r = row (sq);
if (row (king2) <= r && distance (sq, king2) < r + 1)
s += 10 * (7 - row (sq));
else
s = 500 + 50 * (7 - row (sq));
if (row (sq) > 1)
sq -= 16;
else
sq -= 8;
}
s += 8 * (taxicab (king2, sq) - taxicab (king1, sq));
return (s);
}


int
ScoreKBNK (winner, king1, king2)
short int winner;
short int king1;
short int king2;


/*
Score King+Bishop+Knight versus King endings.
This doesn't work all that well but it's better than nothing.
*/

{
register short s;

s = emtl[winner] - 300;
if (KBNKsq == 0)
s += KBNK[king2];
else
s += KBNK[locn (row (king2), 7 - column (king2))];
s -= taxicab (king1, king2);
s -= distance (PieceList[winner][1], king2);
s -= distance (PieceList[winner][2], king2);
return (s);
}


inline void
BRscan (sq, s, mob)
short int sq;
short int *s;
short int *mob;

/*
Find Bishop and Rook mobility, XRAY attacks, and pins. Increment the
hung[] array if a pin is found.
*/
{
register short u, piece, pin;
register unsigned char *ppos, *pdir;
short *Kf;

Kf = Kfield[c1];
*mob = 0;
piece = board[sq];
ppos = nextpos[piece][sq];
pdir = nextdir[piece][sq];
u = ppos[sq];
pin = -1; /* start new direction */
do
{
*s += Kf[u];
if (color[u] == neutral)
{
(*mob)++;
if (ppos[u] == pdir[u])
pin = -1; /* oops new direction */
u = ppos[u];
}
else if (pin < 0)
{
if (board[u] == pawn || board[u] == king)
u = pdir[u];
else
{
if (ppos[u] != pdir[u])
pin = u; /* not on the edge and on to find a pin */
u = ppos[u];
}
}
else
{
if (color[u] == c2 && (board[u] > piece || atk2[u] == 0))
{
if (color[pin] == c2)
{
*s += PINVAL;
if (atk2[pin] == 0 ||
atk1[pin] > control[board[pin]] + 1)
++hung[c2];
}
else
*s += XRAY;
}
pin = -1; /* new direction */
u = pdir[u];
}
} while (u != sq);
}

int
SqValue (sq, side)
short int sq;
short int side;

/*
Calculate the positional value for the piece on 'sq'.
*/

{
register short j, fyle, rank;
short s, piece, a1, a2, in_square, r, mob, e, c;

piece = board[sq];
a1 = (atk1[sq] & 0x4FFF);
a2 = (atk2[sq] & 0x4FFF);
rank = row (sq);
fyle = column (sq);
s = 0;
if (piece == pawn && c1 == white)
{
s = Mwpawn[sq];
if (sq == 11 || sq == 12)
if (color[sq + 8] != neutral)
s += PEDRNK2B;
if ((fyle == 0 || PC1[fyle - 1] == 0) &&
(fyle == 7 || PC1[fyle + 1] == 0))
s += ISOLANI[fyle];
else if (PC1[fyle] > 1)
s += PDOUBLED;
if (a1 < ctlP && atk1[sq + 8] < ctlP)
{
s += BACKWARD[a2 & 0xFF];
if (PC2[fyle] == 0)
s += PWEAKH;
if (color[sq + 8] != neutral)
s += PBLOK;
}
if (PC2[fyle] == 0)
{
if (side == black)
r = rank - 1;
else
r = rank;
in_square = (row (bking) >= r && distance (sq, bking) < 8 - r);
if (a2 == 0 || side == white)
e = 0;
else
e = 1;
for (j = sq + 8; j < 64; j += 8)
if (atk2[j] >= ctlP)
{
e = 2;
break;
}
else if (atk2[j] > 0 || color[j] != neutral)
e = 1;
if (e == 2)
s += (stage * PassedPawn3[rank]) / 10;
else if (in_square || e == 1)
s += (stage * PassedPawn2[rank]) / 10;
else if (emtl[black] > 0)
s += (stage * PassedPawn1[rank]) / 10;
else
s += PassedPawn0[rank];
}
}
else if (piece == pawn && c1 == black)
{
s = Mbpawn[sq];
if (sq == 51 || sq == 52)
if (color[sq - 8] != neutral)
s += PEDRNK2B;
if ((fyle == 0 || PC1[fyle - 1] == 0) &&
(fyle == 7 || PC1[fyle + 1] == 0))
s += ISOLANI[fyle];
else if (PC1[fyle] > 1)
s += PDOUBLED;
if (a1 < ctlP && atk1[sq - 8] < ctlP)
{
s += BACKWARD[a2 & 0xFF];
if (PC2[fyle] == 0)

s += PWEAKH;
if (color[sq - 8] != neutral)
s += PBLOK;
}
if (PC2[fyle] == 0)
{
if (side == white)
r = rank + 1;
else
r = rank;
in_square = (row (wking) <= r && distance (sq, wking) < r + 1);
if (a2 == 0 || side == black)
e = 0;
else
e = 1;
for (j = sq - 8; j >= 0; j -= 8)
if (atk2[j] >= ctlP)
{
e = 2;
break;
}
else if (atk2[j] > 0 || color[j] != neutral)
e = 1;
if (e == 2)
s += (stage * PassedPawn3[7 - rank]) / 10;
else if (in_square || e == 1)
s += (stage * PassedPawn2[7 - rank]) / 10;
else if (emtl[white] > 0)
s += (stage * PassedPawn1[7 - rank]) / 10;
else
s += PassedPawn0[7 - rank];
}
}
else if (piece == knight)
{
s = Mknight[c1][sq];
}
else if (piece == bishop)
{
s = Mbishop[c1][sq];
BRscan (sq, &s, &mob);
s += BMBLTY[mob];
}
else if (piece == rook)
{
s += RookBonus;
BRscan (sq, &s, &mob);
s += RMBLTY[mob];
if (PC1[fyle] == 0)
s += RHOPN;
if (PC2[fyle] == 0)
s += RHOPNX;
if (rank == rank7[c1] && pmtl[c2] > 100)
s += 10;
if (stage > 2)
s += 14 - taxicab (sq, EnemyKing);
}
else if (piece == queen)
{
if (stage > 2)
s += 14 - taxicab (sq, EnemyKing);
if (distance (sq, EnemyKing) < 3)
s += 12;
}
else if (piece == king)
{
s = Mking[c1][sq];
if (KSFTY > 0)
if (Developed[c2] || stage > 0)
KingScan (sq, &s);
if (castld[c1])
s += KCASTLD;
else if (Mvboard[kingP[c1]])
s += KMOVD;

if (PC1[fyle] == 0)
s += KHOPN;
if (PC2[fyle] == 0)
s += KHOPNX;
if (fyle == 1 || fyle == 2 || fyle == 3 || fyle == 7)
{
if (PC1[fyle - 1] == 0)
s += KHOPN;
if (PC2[fyle - 1] == 0)
s += KHOPNX;
}
if (fyle == 4 || fyle == 5 || fyle == 6 || fyle == 0)
{
if (PC1[fyle + 1] == 0)
s += KHOPN;
if (PC2[fyle + 1] == 0)
s += KHOPNX;
}
if (fyle == 2)
{
if (PC1[0] == 0)
s += KHOPN;
if (PC2[0] == 0)
s += KHOPNX;
}
if (fyle == 5)
{
if (PC1[7] == 0)
s += KHOPN;
if (PC2[7] == 0)
s += KHOPNX;
}
}
if (a2 > 0)
{
c = (control[piece] & 0x4FFF);
if (a1 == 0 || a2 > c + 1)
{
s += HUNGP;
++hung[c1];
if (piece != king && trapped (sq, piece))
++hung[c1];
}
else if (piece != pawn || a2 > a1)
if (a2 >= c || a1 < ctlP)
s += ATAKD;
}
return (s);
}

void
KingScan (sq, s)
short int sq;
short int *s;

/*
Assign penalties if king can be threatened by checks, if squares
near the king are controlled by the enemy (especially the queen),
or if there are no pawns near the king.
The following must be true:
board[sq] == king
c1 == color[sq]
c2 == otherside[c1]
*/

#define ScoreThreat \
if (color[u] != c2)\
if (atk1[u] == 0 || (atk2[u] & 0xFF) > 1) ++cnt;\
else *s -= 3

{
register short u;
register unsigned char *ppos, *pdir;
register short cnt, ok;

cnt = 0;
if (HasBishop[c2] || HasQueen[c2])
{
ppos = nextpos[bishop][sq];
pdir = nextdir[bishop][sq];
u = ppos[sq];
do
{
if (atk2[u] & ctlBQ)
ScoreThreat;
u = (color[u] == neutral) ? ppos[u] : pdir[u];
} while (u != sq);
}
if (HasRook[c2] || HasQueen[c2])
{
ppos = nextpos[rook][sq];
pdir = nextdir[rook][sq];
u = ppos[sq];
do
{
if (atk2[u] & ctlRQ)
ScoreThreat;
u = (color[u] == neutral) ? ppos[u] : pdir[u];
} while (u != sq);
}
if (HasKnight[c2])
{
pdir = nextdir[knight][sq];
u = pdir[sq];
do
{
if (atk2[u] & ctlNN)
ScoreThreat;
u = pdir[u];
} while (u != sq);
}
*s += (KSFTY * KTHRT[cnt]) / 16;

cnt = 0;
ok = false;
pdir = nextpos[king][sq];
u = pdir[sq];
do
{
if (board[u] == pawn)
ok = true;
if (atk2[u] > atk1[u])
{
++cnt;
if (atk2[u] & ctlQ)
if (atk2[u] > ctlQ + 1 && atk1[u] < ctlQ)
*s -= 4 * KSFTY;
}
u = pdir[u];
} while (u != sq);
if (!ok)
*s -= KSFTY;
if (cnt > 1)
*s -= KSFTY;
}


int
trapped (sq, piece)
short int sq;
short int piece;

/*
See if the attacked piece has unattacked squares to move to.
The following must be true:
piece == board[sq]
c1 == color[sq]
c2 == otherside[c1]
*/

{
register short u;
register unsigned char *ppos, *pdir;

ppos = nextpos[ptype[c1][piece]][sq];
pdir = nextdir[ptype[c1][piece]][sq];
if (piece == pawn)
{
u = ppos[sq]; /* follow no captures thread */
if (color[u] == neutral)
{
if (atk1[u] >= atk2[u])
return (false);
if (atk2[u] < ctlP)
{
u = ppos[u];
if (color[u] == neutral && atk1[u] >= atk2[u])
return (false);
}
}
u = pdir[sq]; /* follow captures thread */
if (color[u] == c2)
return (false);
u = pdir[u];
if (color[u] == c2)
return (false);
}
else
{
u = ppos[sq];
do
{
if (color[u] != c1)
if (atk2[u] == 0 || board[u] >= piece)
return (false);
u = (color[u] == neutral) ? ppos[u] : pdir[u];
} while (u != sq);
}
return (true);
}


inline void
BlendBoard (a, b, c)
const short int *a;
const short int *b;
short int *c;
{
register int sq;

for (sq = 0; sq < 64; sq++)
c[sq] = (a[sq] * (10 - stage) + b[sq] * stage) / 10;
}


inline void
CopyBoard (a, b)
const short int *a;
short int *b;
{
register int sq;

for (sq = 0; sq < 64; sq++)
b[sq] = a[sq];
}

void
ExaminePosition ()

/*
This is done one time before the search is started. Set up arrays
Mwpawn, Mbpawn, Mknight, Mbishop, Mking which are used in the
SqValue() function to determine the positional value of each piece.
*/

{
register short i, sq;
short wpadv, bpadv, wstrong, bstrong, z, side, pp, j, k, val, Pd, fyle, rank;

wking = PieceList[white][0];
bking = PieceList[black][0];
ataks (white, atak[white]);
ataks (black, atak[black]);
Zwmtl = Zbmtl = 0;
UpdateWeights ();
HasPawn[white] = HasPawn[black] = 0;
HasKnight[white] = HasKnight[black] = 0;
HasBishop[white] = HasBishop[black] = 0;
HasRook[white] = HasRook[black] = 0;
HasQueen[white] = HasQueen[black] = 0;
for (side = white; side <= black; side++)
for (i = 0; i <= PieceCnt[side]; i++)
switch (board[PieceList[side][i]])
{
case pawn:
++HasPawn[side];
break;
case knight:
++HasKnight[side];
break;
case bishop:
++HasBishop[side];
break;
case rook:
++HasRook[side];
break;
case queen:
++HasQueen[side];
break;
}
if (!Developed[white])
Developed[white] = (board[1] != knight && board[2] != bishop &&
board[5] != bishop && board[6] != knight);
if (!Developed[black])
Developed[black] = (board[57] != knight && board[58] != bishop &&
board[61] != bishop && board[62] != knight);
if (!PawnStorm && stage < 5)
PawnStorm = ((column (wking) < 3 && column (bking) > 4) ||
(column (wking) > 4 && column (bking) < 3));

CopyBoard (pknight, Mknight[white]);
CopyBoard (pknight, Mknight[black]);
CopyBoard (pbishop, Mbishop[white]);
CopyBoard (pbishop, Mbishop[black]);
BlendBoard (KingOpening, KingEnding, Mking[white]);
BlendBoard (KingOpening, KingEnding, Mking[black]);

for (sq = 0; sq < 64; sq++)
{
fyle = column (sq);
rank = row (sq);
wstrong = bstrong = true;
for (i = sq; i < 64; i += 8)
if (atak[black][i] >= ctlP)
{
wstrong = false;
break;
}
for (i = sq; i >= 0; i -= 8)
if (atak[white][i] >= ctlP)
{
bstrong = false;
break;
}
wpadv = bpadv = PADVNCM;
if ((fyle == 0 || PawnCnt[white][fyle - 1] == 0) &&
(fyle == 7 || PawnCnt[white][fyle + 1] == 0))
wpadv = PADVNCI;
if ((fyle == 0 || PawnCnt[black][fyle - 1] == 0) &&
(fyle == 7 || PawnCnt[black][fyle + 1] == 0))
bpadv = PADVNCI;
Mwpawn[sq] = (wpadv * PawnAdvance[sq]) / 10;
Mbpawn[sq] = (bpadv * PawnAdvance[63 - sq]) / 10;
Mwpawn[sq] += PawnBonus;
Mbpawn[sq] += PawnBonus;
if (Mvboard[kingP[white]])
{
if ((fyle < 3 || fyle > 4) && distance (sq, wking) < 3)
Mwpawn[sq] += PAWNSHIELD;
}
else if (rank < 3 && (fyle < 2 || fyle > 5))
Mwpawn[sq] += PAWNSHIELD / 2;
if (Mvboard[kingP[black]])
{
if ((fyle < 3 || fyle > 4) && distance (sq, bking) < 3)
Mbpawn[sq] += PAWNSHIELD;
}
else if (rank > 4 && (fyle < 2 || fyle > 5))
Mbpawn[sq] += PAWNSHIELD / 2;
if (PawnStorm)
{
if ((column (wking) < 4 && fyle > 4) ||
(column (wking) > 3 && fyle < 3))
Mwpawn[sq] += 3 * rank - 21;
if ((column (bking) < 4 && fyle > 4) ||
(column (bking) > 3 && fyle < 3))
Mbpawn[sq] -= 3 * rank;
}
Mknight[white][sq] += 5 - distance (sq, bking);
Mknight[white][sq] += 5 - distance (sq, wking);
Mknight[black][sq] += 5 - distance (sq, wking);
Mknight[black][sq] += 5 - distance (sq, bking);
Mbishop[white][sq] += BishopBonus;
Mbishop[black][sq] += BishopBonus;
for (i = 0; i <= PieceCnt[black]; i++)
if (distance (sq, PieceList[black][i]) < 3)
Mknight[white][sq] += KNIGHTPOST;
for (i = 0; i <= PieceCnt[white]; i++)
if (distance (sq, PieceList[white][i]) < 3)
Mknight[black][sq] += KNIGHTPOST;
if (wstrong)
Mknight[white][sq] += KNIGHTSTRONG;
if (bstrong)
Mknight[black][sq] += KNIGHTSTRONG;
if (wstrong)
Mbishop[white][sq] += BISHOPSTRONG;
if (bstrong)
Mbishop[black][sq] += BISHOPSTRONG;

if (HasBishop[white] == 2)
Mbishop[white][sq] += 8;
if (HasBishop[black] == 2)
Mbishop[black][sq] += 8;
if (HasKnight[white] == 2)
Mknight[white][sq] += 5;
if (HasKnight[black] == 2)
Mknight[black][sq] += 5;

if (board[sq] == bishop)
if (rank % 2 == fyle % 2)
KBNKsq = 0;
else
KBNKsq = 7;

Kfield[white][sq] = Kfield[black][sq] = 0;
if (distance (sq, wking) == 1)
Kfield[black][sq] = KATAK;
if (distance (sq, bking) == 1)
Kfield[white][sq] = KATAK;

Pd = 0;
for (k = 0; k <= PieceCnt[white]; k++)
{
i = PieceList[white][k];
if (board[i] == pawn)
{
pp = true;
if (row (i) == 6)
z = i + 8;
else
z = i + 16;
for (j = i + 8; j < 64; j += 8)
if (atak[black][j] > ctlP || board[j] == pawn)
{
pp = false;
break;
}
if (pp)
Pd += 5 * taxicab (sq, z);
else
Pd += taxicab (sq, z);
}
}
for (k = 0; k <= PieceCnt[black]; k++)
{
i = PieceList[black][k];
if (board[i] == pawn)
{
pp = true;
if (row (i) == 1)
z = i - 8;
else
z = i - 16;
for (j = i - 8; j >= 0; j -= 8)
if (atak[white][j] > ctlP || board[j] == pawn)
{
pp = false;
break;
}
if (pp)
Pd += 5 * taxicab (sq, z);
else
Pd += taxicab (sq, z);
}
}
if (Pd != 0)
{
val = (Pd * stage2) / 10;
Mking[white][sq] -= val;
Mking[black][sq] -= val;
}
}
}

void
UpdateWeights ()

/*
If material balance has changed, determine the values for the positional
evaluation terms.
*/

{
register short tmtl, s1;

if (mtl[white] != Zwmtl || mtl[black] != Zbmtl)
{
Zwmtl = mtl[white];
Zbmtl = mtl[black];
emtl[white] = Zwmtl - pmtl[white] - valueK;
emtl[black] = Zbmtl - pmtl[black] - valueK;
tmtl = emtl[white] + emtl[black];
s1 = (tmtl > 6600) ? 0 : ((tmtl < 1400) ? 10 : (6600 - tmtl) / 520);
if (s1 != stage)
{
stage = s1;
stage2 = (tmtl > 3600) ? 0 : ((tmtl < 1400) ? 10 : (3600 - tmtl) / 220);
PEDRNK2B = -15; /* centre pawn on 2nd rank & blocked */
PBLOK = -4; /* blocked backward pawn */
PDOUBLED = -14; /* doubled pawn */
PWEAKH = -4; /* weak pawn on half open file */
PAWNSHIELD = 10 - stage; /* pawn near friendly king */
PADVNCM = 10; /* advanced pawn multiplier */
PADVNCI = 7; /* muliplier for isolated pawn */
PawnBonus = stage;

KNIGHTPOST = (stage + 2) / 3; /* knight near enemy pieces */
KNIGHTSTRONG = (stage + 6) / 2; /* occupies pawn hole */

BISHOPSTRONG = (stage + 6) / 2; /* occupies pawn hole */
BishopBonus = 2 * stage;

RHOPN = 10; /* rook on half open file */
RHOPNX = 4;
RookBonus = 6 * stage;

XRAY = 8; /* Xray attack on piece */
PINVAL = 10; /* Pin */

KHOPN = (3 * stage - 30) / 2; /* king on half open file */
KHOPNX = KHOPN / 2;
KCASTLD = 10 - stage;
KMOVD = -40 / (stage + 1); /* king moved before castling */
KATAK = (10 - stage) / 2; /* B,R attacks near enemy king */
if (stage < 8)
KSFTY = 16 - 2 * stage;
else
KSFTY = 0;

ATAKD = -6; /* defender > attacker */
HUNGP = -8; /* each hung piece */
HUNGX = -12; /* extra for >1 hung piece */
}
}
}


  3 Responses to “Category : A Collection of Games for DOS and Windows
Archive   : GNUCHS30.ZIP
Filename : GNUCHESS.C

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