/usr/include/osl/checkmate/immediateCheckmate.tcc is in libosl-dev 0.4.2-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 | /* immediateCheckmate.tcc
*/
#ifndef OSL_CHECKMATE_IMMEDIATE_CHECKMATE_TCC
#define OSL_CHECKMATE_IMMEDIATE_CHECKMATE_TCC
#include "osl/checkmate/immediateCheckmate.h"
#include "osl/checkmate/immediateCheckmateTable.h"
#include "osl/move_classifier/kingOpenMove.h"
#include "osl/effect_util/effectUtil.h"
#include "osl/effect_util/additionalEffect.h"
#include "osl/directionTraits.h"
#include "osl/pieceTable.h"
#include "osl/misc/bitOp.h"
#include "osl/misc/mask.h"
namespace osl
{
namespace checkmate
{
namespace detail {
using osl::misc::BitOp;
template<Player P>
bool blockingVerticalAttack(NumEffectState const& state,Square pos)
{
PieceMask effect=state.effectSetAt(pos)&
state.effectSetAt(pos+DirectionPlayerTraits<U,P>::offset());
mask_t mask=effect.getMask(1); // longは常に1
mask&=(state.piecesOnBoard(P).getMask(1)<<8);
if((mask&mask_t::makeDirect(PtypeFuns<LANCE>::indexMask<<8)).none()){
mask&=mask_t::makeDirect(PtypeFuns<ROOK>::indexMask<<8);
while(mask.any()){
int num=mask.takeOneBit()+NumBitmapEffect::longToNumOffset;
Square from=state.pieceOf(num).square();
assert(from.isOnBoard());
if(from.isU<P>(pos)) goto found;
}
return false;
found:;
}
const Offset offset=DirectionPlayerTraits<U,P>::offset();
pos+=offset;
const Player altP=PlayerTraits<P>::opponent;
for(int i=0;i<3;i++,pos+=offset){
Piece p=state.pieceAt(pos);
if(p.canMoveOn<altP>()){ // 自分の駒か空白
if(state.countEffect(P,pos)==1) return true;
if(!p.isEmpty()) return false;
}
else return false;
}
return false;
}
template<Player P>
bool
#ifdef __GNUC__
__attribute__ ((pure))
#endif
blockingDiagonalAttack(NumEffectState const& state,Square pos,Square target,
King8Info canMoveMask)
{
const Player altP=PlayerTraits<P>::opponent;
Square to=target-DirectionPlayerTraits<U,P>::offset();
// Uに相手の駒がある
if((canMoveMask.uint64Value()&(0x10000<<U))==0) return false;
PieceMask effect=state.effectSetAt(to)&state.effectSetAt(pos);
mask_t mask=effect.getMask(1); // longは常に1
mask&=(state.piecesOnBoard(P).getMask(1)<<8);
mask&=mask_t::makeDirect(PtypeFuns<BISHOP>::indexMask<<8);
while(mask.any()){
int num=mask.takeOneBit()+NumBitmapEffect::longToNumOffset;
Square from=state.pieceOf(num).square();
assert(from.isOnBoard());
Offset offset=Board_Table.getShort8OffsetUnsafe(to,from);
if(to+offset != pos) continue;
if(state.countEffect(P,to)==1) return true;
// Uがspaceだと絡んでくる
if(!state.pieceAt(to).isEmpty()) return false;
Square pos1=to-offset;
// BISHOPの利き一つで止めていた
Piece p=state.pieceAt(pos1);
if(p.canMoveOn<altP>() &&
state.countEffect(P,pos1)==1){
return true;
}
}
return false;
}
template<Player P,bool canDrop,bool setBestMove>
bool hasKnightCheckmate(NumEffectState const& state,
Square target,
Square pos,
King8Info canMoveMask,
Move& bestMove, mask_t mask1)
{
if(!pos.isOnBoard()) return false;
const Player altP=PlayerTraits<P>::opponent;
Piece p=state.pieceAt(pos);
if(p.canMoveOn<P>() &&
!state.hasEffectByNotPinned(altP,pos)
){
mask_t mask=state.effectSetAt(pos).getMask<KNIGHT>()&mask1;
if(mask.any()){
if(blockingVerticalAttack<P>(state,pos) ||
blockingDiagonalAttack<P>(state,pos,target,canMoveMask)) return false;
if(setBestMove){
int num=mask.takeOneBit()+(PtypeFuns<KNIGHT>::indexNum<<5);
Piece p1=state.pieceOf(num);
Square from=p1.square();
bestMove=Move(from,pos,KNIGHT,p.ptype(),false,P);
}
return true;
}
else if(canDrop && p.isEmpty()){
if(blockingVerticalAttack<P>(state,pos) ||
blockingDiagonalAttack<P>(state,pos,target,canMoveMask)) return false;
if(setBestMove)
bestMove=Move(pos,KNIGHT,P);
return true;
}
}
return false;
}
// KNIGHT
// KNIGHTのdropは利きを遮ることはない
template<Player P,bool setBestMove>
bool hasCheckmateMoveKnight(NumEffectState const& state, Square target,
King8Info canMoveMask,Move& bestMove)
{
// 8近傍に移動できる時は桂馬の一手詰めはない
if((canMoveMask.uint64Value()&0xff00)!=0) return false;
mask_t mask=mask_t::makeDirect(PtypeFuns<KNIGHT>::indexMask);
mask&=state.piecesOnBoard(P).getMask<KNIGHT>();
mask&= ~state.promotedPieces().getMask<KNIGHT>();
mask&= ~state.pinOrOpen(P).getMask<KNIGHT>();
if(state.hasPieceOnStand<KNIGHT>(P)){
Square pos=target-DirectionPlayerTraits<UUR,P>::offset();
if(hasKnightCheckmate<P,true,setBestMove>(state,target,pos,canMoveMask,bestMove,mask))
return true;
pos=target-DirectionPlayerTraits<UUL,P>::offset();
return hasKnightCheckmate<P,true,setBestMove>(state,target,pos,canMoveMask,bestMove,mask);
}
else{
Square pos=target-DirectionPlayerTraits<UUR,P>::offset();
if(hasKnightCheckmate<P,false,setBestMove>(state,target,pos,canMoveMask,bestMove,mask))
return true;
pos=target-DirectionPlayerTraits<UUL,P>::offset();
return hasKnightCheckmate<P,false,setBestMove>(state,target,pos,canMoveMask,bestMove,mask);
}
return false;
}
template<Player P,bool setBestMove>
bool slowCheckDrop(NumEffectState const& state,Square target,
Ptype ptype,King8Info canMoveMask,Move& bestMove)
{
unsigned int dropMask=(canMoveMask.uint64Value()&0xff)
&Immediate_Checkmate_Table.ptypeDropMask(ptype,canMoveMask);
// dropMaskが0ならここに来ない
assert(dropMask!=0);
while(dropMask!=0){
int i=BitOp::takeOneBit(dropMask);
Direction d=static_cast<Direction>(i);
unsigned int blockingMask=Immediate_Checkmate_Table.blockingMask(ptype,d) &
(canMoveMask.uint64Value()>>16);
Square drop=target-Board_Table.getOffset<P>(d);
if(blockingMask!=0){
NumBitmapEffect effect=state.effectSetAt(drop);
mask_t longEffect=effect.getMask(1)&NumBitmapEffect::longEffectMask();
longEffect&=(state.piecesOnBoard(P).getMask(1)<<8);
if(longEffect.any()){
do{
int j=BitOp::takeOneBit(blockingMask);
Direction d1=static_cast<Direction>(j);
Square pos=target-Board_Table.getOffset<P>(d1);
NumBitmapEffect effect1=state.effectSetAt(pos);
if(effect1.countEffect(P)>1) continue;
mask_t longEffect1=effect1.getMask(1)&longEffect;
if(!longEffect1.any()) continue;
//
int num=longEffect1.takeOneBit()+NumBitmapEffect::longToNumOffset;
if(Board_Table.isBetween(drop,state.pieceOf(num).square(),pos))
goto tryNext;
}while(blockingMask!=0);
}
}
// blockingMaskの点がすべてOKならOK
if(setBestMove)
bestMove=Move(drop,ptype,P);
return true;
tryNext:;
}
return false;
}
} // detail
} // checkmate
} // osl
// not KNIGHT
template<osl::Player P,bool setBestMove>
bool osl::checkmate::ImmediateCheckmate::
hasCheckmateDrop(NumEffectState const& state, Square target,
King8Info canMoveMask,Move& bestMove)
{
typedef misc::GeneralMask<unsigned short> mask_t;
mask_t dropPtypeMask=mask_t::makeDirect(Immediate_Checkmate_Table.dropPtypeMask(canMoveMask));
while(dropPtypeMask.any()){
Ptype ptype=static_cast<Ptype>(dropPtypeMask.takeOneBit()+PTYPE_BASIC_MIN);
if(state.hasPieceOnStand(P,ptype) &&
detail::slowCheckDrop<P,setBestMove>(state,target,ptype,canMoveMask,
bestMove))
return true;
}
return false;
}
template<osl::Player P,bool setBestMove>
bool osl::checkmate::ImmediateCheckmate::
slowHasCheckmateMoveDirPiece(NumEffectState const& state, Square target,
King8Info canMoveMask,Direction d,Square pos,Piece p,Ptype ptype,Move& bestMove){
const Player altP=PlayerTraits<P>::opponent;
// ptypeがPROOKの時は,更なるチェックが必要
if(ptype==PROOK){
int dx=target.x()-pos.x();
int dy=target.y()-pos.y();
if(abs(dx)==1 && abs(dy)==1){
{
Square pos1=pos+Offset(dx,0);
Piece p1=state.pieceAt(pos1);
if(!p1.isEmpty()){
{
// * -OU *
// (A)(B)(D)
// * (C) *
// (E) * *
// +RY (C) -> (A), (E) -> (A)
// -?? - (B)
// (D) - 竜以外の利きなし
Square pos2=pos+Offset(2*dx,0);
if(state.pieceAt(pos2).template canMoveOn<altP>()){
NumBitmapEffect effect2=state.effectSetAt(pos2);
if(effect2.countEffect(P)==0 ||
(effect2.countEffect(P)==1 &&
effect2.test(p.number())))
return false;
}
}
{
// * -OU *
// (A)(B) *
// * (C) *
// +RY (C) -> (A)
// -?? - (B)竜でpinされているが実はAへの利き持つ
if(p.square()==target-Offset(0,2*dy) &&
state.hasEffectByPiece(p1,pos))
return false;
}
}
}
{
Square pos1=pos+Offset(0,dy);
Piece p1=state.pieceAt(pos1);
if(!p1.isEmpty()){
Square pos2=pos+Offset(0,2*dy);
{
if(state.pieceAt(pos2).template canMoveOn<altP>()){
NumBitmapEffect effect2=state.effectSetAt(pos2);
if(effect2.countEffect(P)==0 ||
(effect2.countEffect(P)==1 &&
effect2.test(p.number())))
return false;
}
{
// (C)(B)-OU
// * (A) *
// +RY (C) -> (A)
// -?? - (B)竜でpinされているが実はAへの利き持つ
if(p.square()==target-Offset(2*dx,0) &&
state.hasEffectByPiece(p1,pos))
return false;
}
}
}
}
}
}
// 元々2つの利きがあったマスが,
// block & 自分の利きの除去で利きがなくなることはあるか?
// -> ある.
// +KA * *
// * (A) +KI
// * -OU (B)
// * * *
// で金がAに移動して王手をかけると,Bの利きが2から0になる.
mask_t mask=mask_t::makeDirect((canMoveMask.uint64Value()>>16)&Immediate_Checkmate_Table.noEffectMask(ptype,d));
if(mask.any()){
int num=p.number();
NumBitmapEffect effect2=state.effectSetAt(pos);
effect2.reset(num+8);
mask_t longEffect2=effect2.getMask(1)&NumBitmapEffect::longEffectMask();
longEffect2&=(state.piecesOnBoard(P).getMask(1)<<8);
do {
Direction d1=static_cast<Direction>(mask.takeOneBit());
Square pos1=target-Board_Table.getOffset<P>(d1);
NumBitmapEffect effect1=state.effectSetAt(pos1);
int count=effect1.countEffect(P);
// 自分の利きの除去
if(effect1.test(num)) count--;
if(count==0) return false;
// blockしている利きの除去
mask_t longEffect1=effect1.getMask(1)&longEffect2;
while(longEffect1.any()){
int num1=longEffect1.takeOneBit()+NumBitmapEffect::longToNumOffset;
if(Board_Table.isBetween(pos,state.pieceOf(num1).square(),pos1))
count--;
if(count==0) return false;
}
} while (mask.any());
}
// 自殺手でないことのチェックを入れる
if(move_classifier::KingOpenMove<P>::isMember(state,ptype,p.square(),pos)) return false;
if(setBestMove){
bestMove=Move(p.square(),pos,ptype,
state.pieceAt(pos).ptype(),
ptype!=p.ptype(),P);
}
return true;
}
template<osl::Player P,bool setBestMove>
bool osl::checkmate::ImmediateCheckmate::
hasCheckmateMoveDirPiece(NumEffectState const& state, Square target,
King8Info canMoveMask,Direction d,Square pos,Piece p,Move& bestMove){
Square from=p.square();
Ptype ptype=p.ptype();
// 相手の利きが伸びてしまって移動後も利きがついてくる可能性
{
const Player altP=PlayerTraits<P>::opponent;
Direction d1=Board_Table.getShort8Unsafe<P>(from,pos);
if(d1!=DIRECTION_INVALID_VALUE){ // not knight move
int num=state.longEffectNumTable()[p.number()][P==BLACK ? d1 : inverse(d1)];
if(num != EMPTY_NUM && state.pieceOf(num).isOnBoardByOwner<altP>())
return false;
}
}
if(canPromote(ptype) &&
(from.canPromote<P>() || pos.canPromote<P>())){
Ptype pptype=promote(ptype);
if((((canMoveMask.uint64Value()>>8)|0x100)&
Immediate_Checkmate_Table.noEffectMask(pptype,d))==0){
if(slowHasCheckmateMoveDirPiece<P,setBestMove>(state,target,canMoveMask,d,pos,p,pptype,bestMove)) return true;
}
if (ptype==PAWN || /*basic because canpromote*/isMajorBasic(ptype))
return false;
}
if((((canMoveMask.uint64Value()>>8)|0x100)&
Immediate_Checkmate_Table.noEffectMask(ptype,d))==0){
if(slowHasCheckmateMoveDirPiece<P,setBestMove>(state,target,canMoveMask,d,pos,p,ptype,bestMove)) return true;
}
return false;
}
template<osl::Player P,bool setBestMove>
bool osl::checkmate::ImmediateCheckmate::
hasCheckmateMoveDir(NumEffectState const& state, Square target,
King8Info canMoveMask,Direction d,Move& bestMove){
Square pos=target-Board_Table.getOffset<P>(d);
if(state.countEffect(P,pos)<2 &&
!effect_util::AdditionalEffect::hasEffect(state,pos,P)) return false;
PieceMask pieceMask=state.piecesOnBoard(P)&state.effectSetAt(pos);
assert(pos.isOnBoard());
// 玉で王手をかけない
pieceMask.reset(KingTraits<P>::index);
for(int i=0;i<=PieceMask::numToIndex(40);i++){
mask_t mask=pieceMask.getMask(i);
while (mask.any()){
const int num=mask.takeOneBit()+i*32;
if(hasCheckmateMoveDirPiece<P,setBestMove>(state,target,canMoveMask,d,pos,state.pieceOf(num),bestMove)) return true;
}
}
return false;
}
// not KNIGHT
template<osl::Player P,bool setBestMove>
bool osl::checkmate::ImmediateCheckmate::
hasCheckmateMove(NumEffectState const& state, Square target,
King8Info canMoveMask,Move& bestMove)
{
assert(! state.inCheck());
typedef misc::GeneralMask<unsigned int> mask_t;
mask_t mask2=mask_t::makeDirect((canMoveMask.uint64Value()>>24)&0xff);
while(mask2.any()){
Direction d=static_cast<Direction>(mask2.takeOneBit());
if(hasCheckmateMoveDir<P,setBestMove>(state,target,canMoveMask,d,bestMove)) return true;
}
return false;
}
template<osl::Player P>
bool osl::checkmate::ImmediateCheckmate::
hasCheckmateMove(NumEffectState const& state, King8Info canMoveMask)
{
const Player altP=PlayerTraits<P>::opponent;
const Square target=state.kingSquare(altP);
assert(target.isOnBoard());
// 相手からの王手がかかっていない
Move dummy;
if(hasCheckmateMove<P,false>(state,target,canMoveMask,dummy)) return true;
if(detail::hasCheckmateMoveKnight<P,false>(state,target,canMoveMask,dummy)) return true;
return hasCheckmateDrop<P,false>(state,target,canMoveMask,dummy);
}
template<osl::Player P>
bool osl::checkmate::ImmediateCheckmate::
hasCheckmateMove(NumEffectState const& state)
{
const Player altP=PlayerTraits<P>::opponent;
#ifndef NDEBUG
const Square target=state.kingSquare(altP);
#endif
assert(target.isOnBoard());
King8Info canMoveMask(state.Iking8Info(altP));
return hasCheckmateMove<P>(state, canMoveMask);
}
template<osl::Player P>
bool osl::checkmate::ImmediateCheckmate::
hasCheckmateMove(NumEffectState const& state, King8Info canMoveMask,
Square target, Move& bestMove)
{
assert(! state.inCheck());
assert(target.isOnBoard());
if(hasCheckmateMove<P,true>(state,target,canMoveMask,bestMove)) return true;
if(detail::hasCheckmateMoveKnight<P,true>(state,target,canMoveMask,bestMove)) return true;
return hasCheckmateDrop<P,true>(state,target,canMoveMask,bestMove);
}
template<osl::Player P>
bool osl::checkmate::ImmediateCheckmate::
hasCheckmateMove(NumEffectState const& state,Move& bestMove)
{
const Player altP=PlayerTraits<P>::opponent;
const Square target=state.kingSquare(altP);
King8Info canMoveMask(state.Iking8Info(altP));
return hasCheckmateMove<P>(state, canMoveMask, target, bestMove);
}
#endif /* OSL_CHECKMATE_IMMEDIATE_CHECKMATE_TCC */
// ;;; Local Variables:
// ;;; mode:c++
// ;;; c-basic-offset:2
// ;;; End:
|