/usr/include/osl/effect_util/pin.h is in libosl-dev 0.6.0-3.1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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*/
#ifndef _PIN_H
#define _PIN_H
#include "osl/state/numEffectState.h"
#include "osl/container/pieceMask.h"
#include <boost/static_assert.hpp>
namespace osl
{
namespace effect_util
{
class PinOrOpen
{
private:
/**
* 駒から8近傍をサーチしていって,その方向の利きがあるか?
*/
template <Player Defense,Direction DIR>
static void findDirectionStep(const NumEffectState& state, Square target,
PieceMask& pins, PieceMask const& onBoard)
{
const Offset offset = DirectionTraits<DIR>::blackOffset();
Square pos=target-offset;
int num;
while(Piece::isEmptyNum(num=state.pieceAt(pos).number()))
pos-=offset;
if(Piece::isEdgeNum(num)) return;
int num1=state.longEffectNumTable()[num][DIR];
if(Piece::isPieceNum(num1) && onBoard.test(num1)){
pins.set(num);
}
}
public:
template<Player Defense>
static PieceMask makeStep(const NumEffectState& state, Square target)
{
PieceMask pins;
PieceMask mask=state.piecesOnBoard(alt(Defense));
findDirectionStep<Defense,UL>(state,target,pins,mask);
findDirectionStep<Defense,U>(state,target,pins,mask);
findDirectionStep<Defense,UR>(state,target,pins,mask);
findDirectionStep<Defense,L>(state,target,pins,mask);
findDirectionStep<Defense,R>(state,target,pins,mask);
findDirectionStep<Defense,DL>(state,target,pins,mask);
findDirectionStep<Defense,D>(state,target,pins,mask);
findDirectionStep<Defense,DR>(state,target,pins,mask);
return pins;
}
static PieceMask makeStep(const NumEffectState& state, Square target,
Player defense)
{
if(defense==BLACK)
return makeStep<BLACK>(state,target);
else
return makeStep<WHITE>(state,target);
}
static PieceMask make(const NumEffectState& state,Player defense)
{
return makeStep(state,state.kingSquare<BLACK>(),defense);
}
};
/**
* 素抜きがあるため動けない駒を求める.
* TODO: 差分計算で高速に更新する
*/
class Pin
{
private:
template <Direction DIR>
static void findDirection(const SimpleState& state, Square target,
Player defense, PieceMask& pins)
{
const Offset diff = Board_Table.getOffset(defense, DIR);
const Piece pin = state.nextPiece(target, diff);
if(!pin.isOnBoardByOwner(defense)) return;
const Piece attack_piece = state.nextPiece(pin.square(), diff);
if(!attack_piece.isOnBoardByOwner(alt(defense))) return;
if (Ptype_Table.getMoveMask(attack_piece.ptype())
& DirectionTraits<DirectionTraits<DIR>::longDir>::mask)
pins.set(pin.number());
}
/**
* targetにはdefenseのKINGがあるという前提
* Pはdefense
* targetにdefenseのlanceがあると働かない.
*/
template<Player P>
static void findLance(const NumEffectState& state, Square target,
PieceMask& pins)
{
assert(target==state.kingSquare<P>());
const Offset diff = DirectionPlayerTraits<U,P>::offset();
Square pos = target+diff;
Piece pin;
while ((pin=state.pieceAt(pos)) == Piece::EMPTY())
pos += diff;
if (! pin.isOnBoardByOwner<P>() )
return;
NumBitmapEffect effect=state.effectSetAt(pos);
mask_t mask=(effect.getMask(1)&mask_t::makeDirect(PtypeFuns<LANCE>::indexMask<<8));
if(mask.any()){
pins.set(pin.number());
}
}
public:
/**
* 8方向計算する方法
* @see make, makeByPiece
*/
static PieceMask makeNaive(const SimpleState& state, Square target,
Player defense);
private:
static bool hasEffectWithOffset(const SimpleState& state,
Piece attack_piece, Piece pin, Offset diff)
{
const Piece attack_piece2 = state.nextPiece(pin.square(), diff);
return attack_piece == attack_piece2;
}
static bool hasEffectWithOffset(const NumEffectState& state,
Piece attack_piece, Piece pin, Offset)
{
return state.hasEffectByPiece(attack_piece, pin.square());
}
static void findOffset(const NumEffectState& state,
Piece attack_piece, Square target,
Player defense, Offset diff, PieceMask& pins)
{
const Piece pin = state.nextPiece(target, diff);
assert(pin.isPiece());
if (pin.owner() != defense)
return;
if (! hasEffectWithOffset(state, attack_piece, pin, diff))
return;
pins.set(pin.number());
}
template <Ptype PTYPE>
static void findPtype(const NumEffectState& state, Square target,
Player attack, Player defense, PieceMask& result)
{
BOOST_STATIC_ASSERT((PTYPE == ROOK) || (PTYPE == BISHOP));
const PtypeO attack_ptypeo = newPtypeO(attack, PTYPE);
for (int i=PtypeTraits<PTYPE>::indexMin;
i < PtypeTraits<PTYPE>::indexLimit; ++i)
{
const Piece attack_piece = state.pieceOf(i);
if (attack_piece.isOnBoardByOwner(attack))
{
const Square attack_position = attack_piece.square();
const Offset32 diff(attack_position, target);
const EffectContent effect
= Ptype_Table.getEffect(attack_ptypeo, diff);
if (!effect.hasBlockableEffect()) // 利きはあるか
continue;
const Offset offset = effect.offset();
#if 0
if (offset.zero()) // 隣にいる場合: pin はない
continue;
#endif
findOffset(state, attack_piece, target, defense,
offset, result);
}
}
}
public:
/**
* 飛車角は駒の位置から判断する計算方法.
* @see make, makeNaive
*/
static PieceMask makeByPiece(const NumEffectState& state, Square target,
Player defense);
/**
* 飛車角は駒の位置から判断, KINGに特化
* @see make, makeNaive
*/
static PieceMask makeByPieceKing(const NumEffectState& state, Square target,
Player defense);
/**
* 駒から8近傍をサーチしていって,その方向の利きがあるか?
*/
template <Player Defense,Direction DIR>
static void findDirectionStep(const NumEffectState& state, Square target,
PieceMask& pins)
{
const Offset offset = DirectionTraits<DIR>::blackOffset();
Square pos=target-offset;
int num;
while(Piece::isEmptyNum(num=state.pieceAt(pos).number()))
pos-=offset;
if(Piece::isEdgeNum(num)) return;
if(Defense==BLACK){
if(!state.pieceAt(pos).pieceIsBlack()) return;
}
else{
if(state.pieceAt(pos).pieceIsBlack()) return;
}
int num1=state.longEffectNumTable()[num][DIR];
if(!Piece::isPieceNum(num1)) return;
if(Defense==BLACK){
if(!state.pieceOf(num1).pieceIsBlack())
pins.set(num);
}
else{
if(state.pieceOf(num1).pieceIsBlack())
pins.set(num);
}
}
template<Player Defense>
static PieceMask makeStep(const NumEffectState& state, Square target)
{
PieceMask pins;
findDirectionStep<Defense,UL>(state,target,pins);
findDirectionStep<Defense,U>(state,target,pins);
findDirectionStep<Defense,UR>(state,target,pins);
findDirectionStep<Defense,L>(state,target,pins);
findDirectionStep<Defense,R>(state,target,pins);
findDirectionStep<Defense,DL>(state,target,pins);
findDirectionStep<Defense,D>(state,target,pins);
findDirectionStep<Defense,DR>(state,target,pins);
return pins;
}
static PieceMask makeStep(const NumEffectState& state, Square target,
Player defense)
{
if(defense==BLACK)
return makeStep<BLACK>(state,target);
else
return makeStep<WHITE>(state,target);
}
template<Player Defense>
static PieceMask makeStep1(const NumEffectState& state, Square target)
{
PieceMask pins=PinOrOpen::makeStep<Defense>(state,target);;
pins &= state.piecesOnBoard(Defense);
return pins;
}
static PieceMask makeStep1(const NumEffectState& state, Square target,
Player defense)
{
if(defense==BLACK)
return makeStep1<BLACK>(state,target);
else
return makeStep1<WHITE>(state,target);
}
/**
* pin されている駒を計算する
* @param target 守るマス
* @param defense pin されている駒の所有者
* @see makeByPiece, makeNaive
*/
static PieceMask make(const NumEffectState& state, Square target,
Player defense)
{
return makeByPiece(state, target, defense);
}
/**
* defense の王を守るために pin されている駒を計算する
*/
static PieceMask make(const NumEffectState& state, Player defense)
{
return makeByPiece(state, defense);
}
static PieceMask makeNaive(const SimpleState& state, Player defense)
{
return makeNaive(state, state.kingSquare(defense), defense);
}
static PieceMask makeByPiece(const NumEffectState& state, Player defense)
{
return makeByPieceKing(state, state.kingSquare(defense), defense);
}
/**
* defense の王について pin されている駒を計算する
*/
static int count(const NumEffectState& state, Player defense)
{
const PieceMask pins = make(state, defense);
return pins.countBit();
}
static int count(const NumEffectState& state, Square target,
Player defense)
{
const PieceMask pins = make(state, target, defense);
return pins.countBit();
}
};
} // namespace effect_util
} // namespace osl
#endif /* _PIN_H */
// ;;; Local Variables:
// ;;; mode:c++
// ;;; c-basic-offset:2
// ;;; End:
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