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📄 attack.h

📁 超强国际象棋引擎
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// attack.h

#ifndef ATTACK_H

#define ATTACK_H

// includes

#include "board.h"
#include "distance.h"

// macros

#define IS_IN_CHECK(board,color)         (is_attacked((board),KING_POS((board),(color)),COLOUR_OPP((color))))

#define DELTA_INC_LINE(delta)             (delta_inc_line[119+(delta)])
#define DELTA_INC_ALL(delta)              (delta_inc_all[119+(delta)])
#define DELTA_MASK(delta)                 (delta_mask[119+(delta)])

#define INC_MASK(inc)                     (inc_mask[17+(inc)])

#define PIECE_ATTACK(board,piece,from,to) (PSEUDO_ATTACK((piece),(to)-(from))&&line_is_empty((board),(from),(to)))
#define PSEUDO_ATTACK(piece,delta)        (((piece)&DELTA_MASK(delta))!=0)
#define SLIDER_ATTACK(piece,inc)          (((piece)&INC_MASK(inc))!=0)

#define ATTACK_IN_CHECK(attack)           ((attack)->dn!=0)

// types

struct attack_t
    {
    int dn;
    int ds[2 + 1];
    int di[2 + 1];
    };

// variables

extern int delta_inc_line[239];

extern int delta_inc_all[239];

extern int delta_mask[239];

extern int inc_mask[35];

// functions

extern void attack_init();

extern bool is_attacked(const board_t *board, int to, int color);

extern bool line_is_empty(const board_t *board, int from, int to);

extern bool is_pinned(const board_t *board, int square, int color);

extern bool attack_is_ok(const attack_t *attack);
extern void attack_set(attack_t *attack, const board_t *board);

extern bool piece_attack_king(const board_t *board, int piece, int from, int king);

#endif // !defined ATTACK_H

// end of attack.h

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