/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008 Marco Costalba
+ Copyright (C) 2008-2009 Marco Costalba
Stockfish 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 3 of the License, or
(at your option) any later version.
-
+
Stockfish 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, see <http://www.gnu.org/licenses/>.
*/
#include "move.h"
#include "piece.h"
#include "position.h"
-#include "ucioption.h"
////
/// move_from_string() 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
+/// 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_string(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;
+ if (str.length() < 4)
+ return MOVE_NONE;
- // Read the from and to squares:
+ // Read the from and to squares
from = square_from_string(str.substr(0, 2));
to = square_from_string(str.substr(2, 4));
- // Find the moving piece:
+ // 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() >= 5) {
- switch(str[4]) {
- case 'n': case 'N':
- return make_promotion_move(from, to, KNIGHT);
- case 'b': case 'B':
- return make_promotion_move(from, to, BISHOP);
- case 'r': case 'R':
- return make_promotion_move(from, to, ROOK);
- case 'q': case 'Q':
- return make_promotion_move(from, to, QUEEN);
+ // character as a promotion
+ if (type_of_piece(piece) == PAWN && str.length() > 4)
+ {
+ 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);
}
}
- if(piece == king_of_color(us)) {
- // 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) == rook_of_color(us))
- return make_castle_move(from, to);
- else 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;
- for(s = from + delta;
- relative_rank(us, s) == RANK_1 && pos.piece_on(s) != rook_of_color(us);
- s += delta);
- if(relative_rank(us, s) == RANK_1 && pos.piece_on(s) == rook_of_color(us))
- return make_castle_move(from, s);
- }
+ 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)
+ {
+ // 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;
+
+ return (relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE);
+ }
}
- else if(piece == pawn_of_color(us)) {
- // 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);
+ 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);
}
/// Chess960 mode.
const std::string move_to_string(Move move) {
- std::string str;
- if(move == MOVE_NONE)
- str = "(none)";
- else if(move == MOVE_NULL)
- str = "0000";
- else {
- if(!Chess960) {
- if(move_from(move) == SQ_E1 && move_is_short_castle(move)) {
- str = "e1g1"; return str;
- }
- else if(move_from(move) == SQ_E1 && move_is_long_castle(move)) {
- str = "e1c1"; return str;
- }
- if(move_from(move) == SQ_E8 && move_is_short_castle(move)) {
- str = "e8g8"; return str;
- }
- else if(move_from(move) == SQ_E8 && move_is_long_castle(move)) {
- str = "e8c8"; return str;
+ std::string str;
+ Square from = move_from(move);
+ Square to = move_to(move);
+
+ if (move == MOVE_NONE)
+ str = "(none)";
+ else if (move == MOVE_NULL)
+ str = "0000";
+ else
+ {
+ if (!Chess960)
+ {
+ if (move_is_short_castle(move))
+ return (from == SQ_E1 ? "e1g1" : "e8g8");
+
+ if (move_is_long_castle(move))
+ return (from == SQ_E1 ? "e1c1" : "e8c8");
}
- }
- str = square_to_string(move_from(move)) + square_to_string(move_to(move));
- if(move_promotion(move))
- str += piece_type_to_char(move_promotion(move), false);
+ str = square_to_string(from) + square_to_string(to);
+ if (move_is_promotion(move))
+ str += piece_type_to_char(move_promotion_piece(move), false);
}
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);
}
/// move_is_ok(), for debugging.
bool move_is_ok(Move m) {
+
return square_is_ok(move_from(m)) && square_is_ok(move_to(m));
}