////
#include <cassert>
+#include <cctype>
#include "move.h"
#include "piece.h"
//// Functions
////
-/// move_from_string() takes a position and a string as input, and attempts to
+/// 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.). 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 move_from_string(const Position& pos, const std::string& str) {
+Move move_from_uci(const Position& pos, const std::string& str) {
Square from, to;
Piece piece;
return MOVE_NONE;
// Read the from and to squares
- from = square_from_string(str.substr(0, 2));
- to = square_from_string(str.substr(2, 4));
+ 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 (type_of_piece(piece) == PAWN && str.length() > 4)
+ // 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, 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))
{
- // 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 (pos.piece_on(to) == piece_of_color_and_type(us, ROOK))
return make_castle_move(from, to);
- else if (square_distance(from, to) > 1)
+ 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 + delta;
- while (relative_rank(us, s) == RANK_1 && pos.piece_on(s) != piece_of_color_and_type(us, ROOK))
- s += delta;
+ 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 relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE;
}
}
- else if (piece == piece_of_color_and_type(us, PAWN))
- {
- // En passant move? We assume that a pawn move is an en passant move
- // without further testing if the destination square is epSquare.
- if (to == pos.ep_square())
- return make_ep_move(from, to);
- }
+
return make_move(from, to);
}
-/// move_to_string() converts a move to a string in coordinate notation
-/// (g1f3, a7a8q, etc.). The only special case is castling moves, where we
+/// 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_string(Move move) {
+const std::string move_to_uci(Move move, bool chess960) {
std::string str;
Square from = move_from(move);
str = "0000";
else
{
- if (!Chess960)
- {
- if (move_is_short_castle(move))
- return (from == SQ_E1 ? "e1g1" : "e8g8");
+ if (move_is_short_castle(move) && !chess960)
+ return (from == SQ_E1 ? "e1g1" : "e8g8");
+
+ if (move_is_long_castle(move) && !chess960)
+ return (from == SQ_E1 ? "e1c1" : "e8c8");
- if (move_is_long_castle(move))
- return (from == SQ_E1 ? "e1c1" : "e8c8");
- }
str = square_to_string(from) + square_to_string(to);
if (move_is_promotion(move))
- str += piece_type_to_char(move_promotion_piece(move), false);
+ str += char(tolower(piece_type_to_char(move_promotion_piece(move))));
}
return str;
}
/// Overload the << operator, to make it easier to print moves.
-std::ostream &operator << (std::ostream& os, Move m) {
+std::ostream& operator << (std::ostream& os, Move m) {
- return os << move_to_string(m);
+ bool chess960 = (os.iword(0) != 0); // See set960()
+ return os << move_to_uci(m, chess960);
}