📄 init.c
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i = MAX (sq & 56, sq - len);
j = MIN (sq | 7, sq + len);
while (i <= j)
{
SquarePawnMask[black][sq] |= (BitPosArray[i] | FromToRay[i][i&7]);
i++;
}
}
/* For pawns on 2nd rank, they have same mask as pawns on 3rd rank */
for (sq = A2; sq <= H2; sq++)
SquarePawnMask[white][sq] = SquarePawnMask[white][sq+8];
for (sq = A7; sq <= H7; sq++)
SquarePawnMask[black][sq] = SquarePawnMask[black][sq-8];
}
void InitBitCount (void)
/**************************************************************************
*
* The BitCount array returns the no. of bits present in the 16 bit
* input argument. This is use for counting the number of bits set
* in a BitBoard (e.g. for mobility count).
*
**************************************************************************/
{
int i, j, n;
BitCount[0] = 0;
BitCount[1] = 1;
i = 1;
for (n = 2; n <= 16; n++)
{
i <<= 1;
for (j = i; j <= i + (i-1); j++)
BitCount[j] = 1 + BitCount[j - i];
}
}
void InitRotAtak (void)
/**************************************************************************
*
* The attack tables for a normal chessboard and the rotated chess board
* are calculated here.
*
**************************************************************************/
{
int sq, map, sq1, sq2;
int cmap[8] = { 128, 64, 32, 16, 8, 4, 2, 1 };
int rot1[8] = { A1, A2, A3, A4, A5, A6, A7, A8 };
int rot2[8] = { A1, B2, C3, D4, E5, F6, G7, H8 };
int rot3[8] = { A8, B7, C6, D5, E4, F3, G2, H1 };
for (sq = A1; sq <= H1; sq++)
{
for (map = 0; map < 256; map++)
{
Rook00Atak[sq][map] = 0;
Rook90Atak[rot1[sq]][map] = 0;
Bishop45Atak[rot2[sq]][map] = 0;
Bishop315Atak[rot3[sq]][map] = 0;
sq1 = sq2 = sq;
while (sq1 > 0)
{
if (cmap[--sq1] & map)
break;
}
while (sq2 < 7)
{
if (cmap[++sq2] & map)
break;
}
Rook00Atak[sq][map] =
FromToRay[sq][sq1] | FromToRay[sq][sq2];
Rook90Atak[rot1[sq]][map] =
FromToRay[rot1[sq]][rot1[sq1]] |
FromToRay[rot1[sq]][rot1[sq2]];
Bishop45Atak[rot2[sq]][map] =
FromToRay[rot2[sq]][rot2[sq1]] |
FromToRay[rot2[sq]][rot2[sq2]];
Bishop315Atak[rot3[sq]][map] =
FromToRay[rot3[sq]][rot3[sq1]] |
FromToRay[rot3[sq]][rot3[sq2]];
}
}
for (map = 0; map < 256; map++)
{
for (sq = A2; sq <= H8; sq++)
{
Rook00Atak[sq][map] = Rook00Atak[sq-8][map] >> 8;
}
for (sq1 = B_FILE; sq1 <= H_FILE; sq1++)
{
for (sq2 = 0; sq2 < 64; sq2+=8)
{
sq = sq2 + sq1;
Rook90Atak[sq][map] = Rook90Atak[sq-1][map] >> 1;
}
}
for (sq1 = B1, sq2 = H7; sq1 <= H1; sq1++, sq2-=8)
{
for (sq = sq1; sq <= sq2; sq += 9)
{
Bishop45Atak[sq][map] = Bishop45Atak[sq+8][map] << 8;
}
}
for (sq1 = A2, sq2 = G8; sq1 <= A8; sq1+=8, sq2--)
{
for (sq = sq1; sq <= sq2; sq += 9)
{
Bishop45Atak[sq][map] =
(Bishop45Atak[sq+1][map] & NotBitPosArray[sq1-8]) << 1;
}
}
for (sq1 = H2, sq2 = B8; sq1 <= H8; sq1+=8, sq2++)
{
for (sq = sq1; sq <= sq2; sq += 7)
{
Bishop315Atak[sq][map] = Bishop315Atak[sq-8][map] >> 8;
}
}
for (sq1 = G1, sq2 = A7; sq1 >= A1; sq1--, sq2-=8)
{
for (sq = sq1; sq <= sq2; sq += 7)
{
Bishop315Atak[sq][map] =
(Bishop315Atak[sq+1][map] & NotBitPosArray[sq2+8]) << 1;
}
}
}
}
void InitDistance (void)
/**************************************************************************
*
* There are two arrays dealing with distances. The distance[s1][s2]
* array gives the minimum number of moves a king takes to get from s1
* to s2. The taxicab[s1][s2] array is the taxicab distance. Example:
* distance[a1][b3] = 2; taxicab[a1[b3] = 3;
*
*************************************************************************/
{
int f, t, j;
int d1, d2;
for (f = 0; f < 64; f++)
for (t = 0; t < 8; t++)
DistMap[f][t] = ULL(0);
for (f = 0; f < 64; f++)
for (t = f; t < 64; t++)
{
d1 = (t & 0x07) - (f & 0x07);
if (d1 < 0) d1 = -d1;
d2 = (t >> 3) - (f >> 3);
if (d2 < 0) d2 = -d2;
distance[f][t] = MAX (d1, d2);
distance[t][f] = MAX (d1, d2);
taxicab[f][t] = d1 + d2;
taxicab[t][f] = d1 + d2;
}
for (f = 0; f < 64; f++)
for (t = 0; t < 64; t++)
DistMap[f][distance[t][f]] |= BitPosArray[t];
for (f = 0; f < 64; f++)
for (t = 0; t < 8; t++)
for (j = 0; j < t; j++)
DistMap[f][t] |= DistMap[f][j];
}
void InitVars (void)
/***************************************************************************
*
* Initialize various variables, especially for new game.
*
***************************************************************************/
{
int i;
/* Initialize board */
memset (&board, 0, sizeof (board));
for (i = 8; i < 16; i++)
SETBIT (board.b[white][pawn], i);
SETBIT (board.b[white][rook], 0);
SETBIT (board.b[white][knight], 1);
SETBIT (board.b[white][bishop], 2);
SETBIT (board.b[white][queen], 3);
SETBIT (board.b[white][king], 4);
SETBIT (board.b[white][bishop], 5);
SETBIT (board.b[white][knight], 6);
SETBIT (board.b[white][rook], 7);
for (i = 48; i < 56; i++)
SETBIT (board.b[black][pawn], i);
SETBIT (board.b[black][rook], 56);
SETBIT (board.b[black][knight], 57);
SETBIT (board.b[black][bishop], 58);
SETBIT (board.b[black][queen], 59);
SETBIT (board.b[black][king], 60);
SETBIT (board.b[black][bishop], 61);
SETBIT (board.b[black][knight], 62);
SETBIT (board.b[black][rook], 63);
SETBIT (stonewall[white], D4); /* SMC */
SETBIT (stonewall[white], E3); /* SMC */
SETBIT (stonewall[white], F4); /* SMC */
SETBIT (stonewall[black], D5); /* SMC */
SETBIT (stonewall[black], E6); /* SMC */
SETBIT (stonewall[black], F5); /* SMC */
rings[0] = ULL(0x0000001818000000);
rings[1] = ULL(0x00003C24243C0000);
rings[2] = ULL(0x007E424242427E00);
rings[3] = ULL(0xFF818181818181FF);
boxes[0] = ULL(0x00003C3C3C3C0000); /* rings[0] | rings[1] */
boxes[1] = ULL(0x007E7E7E7E7E7E00); /* rings[0] | rings[1] | rings[2] */
boardhalf[white] = RankBit[0]|RankBit[1]|RankBit[2]|RankBit[3];
boardhalf[black] = RankBit[4]|RankBit[5]|RankBit[6]|RankBit[7];
boardside[ks] = FileBit[4]|FileBit[5]|FileBit[6]|FileBit[7];
boardside[qs] = FileBit[0]|FileBit[1]|FileBit[2]|FileBit[3];
board.flag |= (WCASTLE | BCASTLE);
RealSide = board.side = white;
board.ep = -1;
board.king[white] = E1;
board.king[black] = E8;
RealGameCnt = GameCnt = -1;
Game50 = 0;
computer = black;
CalcHashKey ();
Game[0].hashkey = HashKey;
board.pmaterial[white] = board.pmaterial[black] =
2*ValueR + 2*ValueN + 2*ValueB + ValueQ;
board.material[white] = board.material[black] =
board.pmaterial[white] + 8*ValueP;
/* Initialize pgn values */
initial_comments = NULL;
/* Reset values; doing this again will cause a trivial memory leak
* when reloading PGN files as games, but it's not worth fixing. */
pgn_event = pgn_site =
pgn_date = pgn_round = pgn_white = pgn_black =
pgn_whiteELO = pgn_blackELO = pgn_result =
pgn_othertags = NULL;
UpdateFriends ();
UpdateCBoard ();
UpdateMvboard ();
for (i = A1; i <= H8; i++)
{
if (cboard[i])
{
SETBIT (board.blockerr90, r90[i]);
SETBIT (board.blockerr45, r45[i]);
SETBIT (board.blockerr315, r315[i]);
}
}
/* TreePtr[0] is practically unused. TreePtr[1] points to the
* base of the tree.
*/
TreePtr[0] = TreePtr[1] = Tree;
/* Initialize some of the game flags */
SET (flags, USEHASH);
SET (flags, USENULL);
SearchTime = 5;
SearchDepth = 0;
board.castled[white] = board.castled[black] = false;
phase = PHASE;
/* Calculate the ttable hashmask & pawntable hashmask */
if ( HashSize == 0 )
CalcHashSize(HashSize);
// JKJ - this UAEs :-(
// signal (SIGINT, EndSearch);
nmovesfrombook = 0;
}
void InitHashCode (void)
/***************************************************************************
*
* The hash code for the various pieces standing on the various squares
* are initialized here. When a particular piece is move from square A
* to square B, the current hashkey is XORed against the hash code for
* the A square and B square to give the new hashkey.
*
***************************************************************************/
{
int color, piece, sq;
for (color = white; color <= black; color++)
{
for (piece = pawn; piece <= king; piece++)
{
for (sq = 0; sq < 64; sq++)
{
hashcode[color][piece][sq] = Rand64 ();
}
}
}
for (sq = 0; sq < 64; sq++)
ephash[sq] = Rand64 ();
WKCastlehash = Rand64 ();
WQCastlehash = Rand64 ();
BKCastlehash = Rand64 ();
BQCastlehash = Rand64 ();
Sidehash = Rand64 ();
}
void InitHashTable (void)
/****************************************************************************
*
* Allocate memory for our transposition tables. By default, the
* transposition table will have 16K entries; 8K for each color.
* Add code to allocated memory for pawn table as well.
*
****************************************************************************/
{
unsigned int size;
unsigned int allocating = 1;
/* One can not use realloc() here, it screws up error handling */
do {
free(HashTab[0]);
free(HashTab[1]);
HashTab[0] = malloc (HashSize * sizeof (HashSlot));
HashTab[1] = malloc (HashSize * sizeof (HashSlot));
if (HashTab[0] == NULL || HashTab[1] == NULL) {
printf ("Not enough memory for transposition table, trying again.\n");
if (HashSize == HASHSLOTS) {
fprintf(stderr, "Memory exhausted, goodbye, my friend.\n");
exit(EXIT_FAILURE);
}
CalcHashSize(HashSize>>1);
}
else
allocating = 0;
} while (allocating);
size = (HashSize * 2 * sizeof (HashSlot)) >> 10;
if (!(flags & XBOARD)) {
printf ("Transposition table: Entries=%dK Size=%dK\n",
HashSize>>10, size);
}
/*
* Here realloc() is O.K., though not very useful, because PAWNSLOTS
* is constant anyway.
*/
PawnTab[0] = (PawnSlot *) realloc (PawnTab[0], PAWNSLOTS * sizeof
(PawnSlot));
PawnTab[1] = (PawnSlot *) realloc (PawnTab[1], PAWNSLOTS * sizeof
(PawnSlot));
if (PawnTab[0] == NULL || PawnTab[1] == NULL) {
printf ("Not enough memory for pawn table, goodbye.\n");
exit(EXIT_FAILURE);
} else {
size = (PAWNSLOTS * 2 * sizeof (PawnSlot)) >> 10;
if (!(flags & XBOARD))
printf ("Pawn hash table: Entries=%dK Size=%dK\n",
PAWNSLOTS >> 10, size);
}
}
void NewPosition (void)
/****************************************************************************
*
* Reset some flags for a new game/position.
*
****************************************************************************/
{
CLEAR (flags, ENDED);
Game50 = 0;
RealGameCnt = GameCnt = -1;
Game[0].hashkey = HashKey;
TTClear ();
PTClear ();
nmovesfrombook = 0;
ExchCnt[white] = ExchCnt[black] = 0;
}
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