//// Functions
////
+/// move_to_uci() converts a move to a string in coordinate notation
+/// (g1f3, a7a8q, etc.). The only special case is castling moves, where we
+/// print in the e1g1 notation in normal chess mode, and in e1h1 notation in
+/// Chess960 mode.
+
+const std::string move_to_uci(Move m, bool chess960) {
+
+ std::string str;
+ Square from = move_from(m);
+ Square to = move_to(m);
+
+ if (m == MOVE_NONE)
+ return "(none)";
+
+ if (m == MOVE_NULL)
+ return "0000";
+
+ if (move_is_short_castle(m) && !chess960)
+ return from == SQ_E1 ? "e1g1" : "e8g8";
+
+ if (move_is_long_castle(m) && !chess960)
+ return from == SQ_E1 ? "e1c1" : "e8c8";
+
+ str = square_to_string(from) + square_to_string(to);
+
+ if (move_is_promotion(m))
+ str += char(tolower(piece_type_to_char(move_promotion_piece(m))));
+
+ return str;
+}
+
+/// move_from_uci() takes a position and a string as input, and attempts to
+/// convert the string to a move, using simple coordinate notation (g1f3,
+/// a7a8q, etc.). This function is not robust, and expects that the input
+/// move is legal and correctly formatted.
+
+Move move_from_uci(const Position& pos, const std::string& str) {
+
+ Square from, to;
+ Piece piece;
+ Color us = pos.side_to_move();
+
+ if (str.length() < 4)
+ return MOVE_NONE;
+
+ // Read the from and to squares
+ from = make_square(file_from_char(str[0]), rank_from_char(str[1]));
+ to = make_square(file_from_char(str[2]), rank_from_char(str[3]));
+
+ // Find the moving piece
+ piece = pos.piece_on(from);
+
+ // If the string has more than 4 characters, try to interpret the 5th
+ // character as a promotion.
+ if (str.length() > 4 && piece == piece_of_color_and_type(us, PAWN))
+ {
+ switch (tolower(str[4])) {
+ case 'n':
+ return make_promotion_move(from, to, KNIGHT);
+ case 'b':
+ return make_promotion_move(from, to, BISHOP);
+ case 'r':
+ return make_promotion_move(from, to, ROOK);
+ case 'q':
+ return make_promotion_move(from, to, QUEEN);
+ }
+ }
+
+ // En passant move? We assume that a pawn move is an en passant move
+ // if the destination square is epSquare.
+ if (to == pos.ep_square() && piece == piece_of_color_and_type(us, PAWN))
+ return make_ep_move(from, to);
+
+ // Is this a castling move? A king move is assumed to be a castling move
+ // if the destination square is occupied by a friendly rook, or if the
+ // distance between the source and destination squares is more than 1.
+ if (piece == piece_of_color_and_type(us, KING))
+ {
+ if (pos.piece_on(to) == piece_of_color_and_type(us, ROOK))
+ return make_castle_move(from, to);
+
+ if (square_distance(from, to) > 1)
+ {
+ // This is a castling move, but we have to translate it to the
+ // internal "king captures rook" representation.
+ SquareDelta delta = (to > from ? DELTA_E : DELTA_W);
+ Square s = from;
+
+ do s += delta;
+ while ( pos.piece_on(s) != piece_of_color_and_type(us, ROOK)
+ && relative_rank(us, s) == RANK_1);
+
+ return relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE;
+ }
+ }
+
+ return make_move(from, to);
+}
+
+
/// move_to_san() takes a position and a move as input, where it is assumed
/// that the move is a legal move from the position. The return value is
/// a string containing the move in short algebraic notation.
//// Prototypes
////
+extern const std::string move_to_uci(Move m, bool chess960);
+extern Move move_from_uci(const Position& pos, const std::string& str);
extern const std::string move_to_san(Position& pos, Move m);
extern Move move_from_san(const Position& pos, const std::string& str);
extern const std::string line_to_san(const Position& pos, Move line[], int startColumn, bool breakLines);
// Overload operator << for moves to make it easier to print moves in
// coordinate notation compatible with UCI protocol.
+ std::ostream& operator<<(std::ostream& os, Move m) {
- std::ostream& operator<<(std::ostream& os, Move m);
+ bool chess960 = (os.iword(0) != 0); // See set960()
+ return os << move_to_uci(m, chess960);
+ }
/// Adjustments
}
}
- // Overload operator << to make it easier to print moves in coordinate notation
- // (g1f3, a7a8q, etc.). The only special case is castling moves, where we
- // print in the e1g1 notation in normal chess mode, and in e1h1 notation in
- // Chess960 mode.
-
- std::ostream& operator<<(std::ostream& os, Move m) {
-
- Square from = move_from(m);
- Square to = move_to(m);
- bool chess960 = (os.iword(0) != 0); // See set960()
-
- if (m == MOVE_NONE)
- return os << "(none)";
-
- if (m == MOVE_NULL)
- return os << "0000";
-
- if (move_is_short_castle(m) && !chess960)
- return os << (from == SQ_E1 ? "e1g1" : "e8g8");
-
- if (move_is_long_castle(m) && !chess960)
- return os << (from == SQ_E1 ? "e1c1" : "e8c8");
-
- os << square_to_string(from) << square_to_string(to);
-
- if (move_is_promotion(m))
- os << char(tolower(piece_type_to_char(move_promotion_piece(m))));
-
- return os;
- }
-
} // namespace
void set_position(Position& pos, UCIParser& up);
bool go(Position& pos, UCIParser& up);
void perft(Position& pos, UCIParser& up);
- Move parse_uci_move(const Position& pos, const std::string &str);
}
namespace {
- // parse_uci_move() takes a position and a string as input, and attempts to
- // convert the string to a move, using simple coordinate notation (g1f3,
- // a7a8q, etc.). In order to correctly parse en passant captures and castling
- // moves, we need the position. This function is not robust, and expects that
- // the input move is legal and correctly formatted.
-
- Move parse_uci_move(const Position& pos, const std::string& str) {
-
- Square from, to;
- Piece piece;
- Color us = pos.side_to_move();
-
- if (str.length() < 4)
- return MOVE_NONE;
-
- // Read the from and to squares
- from = make_square(file_from_char(str[0]), rank_from_char(str[1]));
- to = make_square(file_from_char(str[2]), rank_from_char(str[3]));
-
- // Find the moving piece
- piece = pos.piece_on(from);
-
- // If the string has more than 4 characters, try to interpret the 5th
- // character as a promotion.
- if (str.length() > 4 && piece == piece_of_color_and_type(us, PAWN))
- {
- switch (tolower(str[4])) {
- case 'n':
- return make_promotion_move(from, to, KNIGHT);
- case 'b':
- return make_promotion_move(from, to, BISHOP);
- case 'r':
- return make_promotion_move(from, to, ROOK);
- case 'q':
- return make_promotion_move(from, to, QUEEN);
- }
- }
-
- // En passant move? We assume that a pawn move is an en passant move
- // if the destination square is epSquare.
- if (to == pos.ep_square() && piece == piece_of_color_and_type(us, PAWN))
- return make_ep_move(from, to);
-
- // Is this a castling move? A king move is assumed to be a castling move
- // if the destination square is occupied by a friendly rook, or if the
- // distance between the source and destination squares is more than 1.
- if (piece == piece_of_color_and_type(us, KING))
- {
- if (pos.piece_on(to) == piece_of_color_and_type(us, ROOK))
- return make_castle_move(from, to);
-
- if (square_distance(from, to) > 1)
- {
- // This is a castling move, but we have to translate it to the
- // internal "king captures rook" representation.
- SquareDelta delta = (to > from ? DELTA_E : DELTA_W);
- Square s = from;
-
- do s += delta;
- while ( pos.piece_on(s) != piece_of_color_and_type(us, ROOK)
- && relative_rank(us, s) == RANK_1);
-
- return relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE;
- }
- }
-
- return make_move(from, to);
- }
-
// set_position() is called when Stockfish receives the "position" UCI
// command. The input parameter is a UCIParser. It is assumed
// that this parser has consumed the first token of the UCI command
StateInfo st;
while (up >> token)
{
- move = parse_uci_move(pos, token);
+ move = move_from_uci(pos, token);
pos.do_setup_move(move, st);
}
// Our StateInfo st is about going out of scope so copy
{
int numOfMoves = 0;
while (up >> token)
- searchMoves[numOfMoves++] = parse_uci_move(pos, token);
+ searchMoves[numOfMoves++] = move_from_uci(pos, token);
searchMoves[numOfMoves] = MOVE_NONE;
}