--- /dev/null
+/*
+ * FILE: eval.c
+ *
+ * ----------------------------------------------------------------------
+ * Copyright (c) 1993, 1994, 1995 Matthias Mutz
+ * Copyright (c) 1999 Michael Vanier and the Free Software Foundation
+ *
+ * GNU SHOGI is based on GNU CHESS
+ *
+ * Copyright (c) 1988, 1989, 1990 John Stanback
+ * Copyright (c) 1992 Free Software Foundation
+ *
+ * This file is part of GNU SHOGI.
+ *
+ * GNU Shogi 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 1, or (at your option) any
+ * later version.
+ *
+ * GNU Shogi 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 GNU Shogi; see the file COPYING. If not, write to the Free
+ * Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
+ * ----------------------------------------------------------------------
+ *
+ */
+
+#include "gnushogi.h"
+#include "pattern.h"
+
+extern void
+ShowStage(void);
+
+/* Hash table for preventing multiple scoring of the same position */
+
+int EADD = 0; /* number of writes to the cache table */
+int EGET = 0; /* number of hits to the cache table */
+int PUTVAR = false; /* shall the current scoring be cached? */
+
+
+/* Pieces and colors of initial board setup */
+
+const small_short Stboard[NO_SQUARES] =
+{
+ lance, knight, silver, gold, king, gold, silver, knight, lance,
+ 0, bishop, 0, 0, 0, 0, 0, rook, 0,
+ pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn,
+ 0, rook, 0, 0, 0, 0, 0, bishop, 0,
+ lance, knight, silver, gold, king, gold, silver, knight, lance
+};
+
+
+const small_short Stcolor[NO_SQUARES] =
+{
+ black, black, black, black,
+ black, black, black, black, black,
+ neutral, black, neutral, neutral,
+ neutral, neutral, neutral, black, neutral,
+ black, black, black, black,
+ black, black, black, black, black,
+ neutral, neutral, neutral, neutral,
+ neutral, neutral, neutral, neutral, neutral,
+ neutral, neutral, neutral, neutral,
+ neutral, neutral, neutral, neutral, neutral,
+ neutral, neutral, neutral, neutral,
+ neutral, neutral, neutral, neutral, neutral,
+ white, white, white, white,
+ white, white, white, white, white,
+ neutral, white, neutral, neutral,
+ neutral, neutral, neutral, white, neutral,
+ white, white, white, white,
+ white, white, white, white, white
+};
+
+
+/* Actual pieces and colors */
+
+small_short board[NO_SQUARES], color[NO_SQUARES];
+
+
+/* relative piece values at the beginning of main stages */
+
+#define MAIN_STAGES 4
+
+static small_short ispvalue[NO_PIECES][MAIN_STAGES] =
+{
+ { 0, 35, 70, 99 }, /* main stage borders */
+ /* ------------------------------------------ */
+ { 7, 7, 8, 10 }, /* Pawn */
+ { 20, 35, 45, 60 }, /* Lance */
+ { 20, 35, 45, 60 }, /* Knight */
+ { 35, 40, 60, 80 }, /* Silver */
+ { 35, 50, 65, 80 }, /* Gold */
+ { 90, 90, 90, 90 }, /* Bishop */
+ { 95, 95, 95, 95 }, /* Rook */
+ { 15, 25, 40, 65 }, /* promoted Pawn */
+ { 25, 45, 55, 65 }, /* promoted Lance */
+ { 25, 45, 55, 65 }, /* promoted Knight */
+ { 35, 55, 75, 75 }, /* promoted Silver */
+ { 99, 99, 99, 99 }, /* promoted Bishop */
+ { 97, 97, 99, 99 }, /* promoted Rook */
+ { 100, 100, 100, 100 }, /* King */
+};
+
+/* Features and Weights */
+
+#define ATTACKED 0
+#define HUNGP 1
+#define HUNGX 2
+#define CNTRL5TH 3
+#define HOLES 4
+#define PCASTLE 5
+#define PATTACK 6
+#define CTRLK 7
+#define PROTECT 8
+#define HCLSD 9
+#define PINVAL 10
+#define XRAY 11
+#define OPENWRONG 12
+#define SEED 13
+#define LOOSE 14
+#define MOBILITY 15
+#define TARGET 16
+#define KSFTY 17
+#define HOPN 18
+#define PROMD 19
+#define KINGOD 20
+#define PWNDROP 21
+#define DFFDROP 22
+#define FCLATTACK 23
+#define KNGATTACK 24
+#define KNGPROTECT 25
+#define DNGLPC 26
+#define LSATTACK 27
+#define NIHATTACK 28
+#define COHESION 29
+#define OPPDROP 30
+
+
+static small_short weight[NO_FEATURES + 1][MAIN_STAGES + 2] =
+{
+ { 80, 100, 100, 40, 10, 15 }, /* ATTACKED */
+ { 80, 100, 100, 50, 14, 10 }, /* HUNGP */
+ { 80, 100, 100, 50, 18, 12 }, /* HUNGX */
+ { 100, 50, 0, 0, 2, 1 }, /* CNTRL5TH */
+ { 100, 100, 60, 10, 4, 2 }, /* HOLES */
+ { 100, 50, 0, 0, 14, 7 }, /* PCASTLE */
+ { 100, 50, 0, 0, 6, 12 }, /* PATTACK */
+ { 10, 40, 70, 100, 10, 15 }, /* CTRLK */
+ { 100, 80, 50, 40, 2, 1 }, /* PROTECT */
+ { 40, 100, 40, 5, 4, 4 }, /* HCLSD */
+ { 80, 100, 80, 30, 10, 15 }, /* PINVAL */
+ { 80, 100, 60, 15, 6, 10 }, /* XRAY */
+ { 100, 50, 0, 0, 15, 15 }, /* OPENWRONG */
+ { 0, 40, 70, 100, 8, 12 }, /* SEED */
+ { 50, 100, 80, 20, 5, 3 }, /* LOOSE */
+ { 50, 100, 80, 50, 100, 100 }, /* MOBILITY (%) */
+ { 50, 100, 80, 50, 4, 8 }, /* TARGET */
+ { 50, 40, 100, 80, 8, 4 }, /* KSFTY */
+ { 80, 100, 60, 20, 5, 5 }, /* HOPN */
+ { 20, 40, 80, 100, 3, 6 }, /* PROMD */
+ { 20, 40, 80, 100, 4, 1 }, /* KINGOD */
+ { 5, 40, 100, 50, 0, 4 }, /* PWNDROP */
+ { 0, 20, 80, 100, 0, 4 }, /* DFFDROP */
+ { 20, 50, 100, 80, 0, 4 }, /* FCLATTACK */
+ { 0, 20, 80, 100, 0, 8 }, /* KNGATTACK */
+ { 40, 80, 100, 80, 6, 0 }, /* KNGPROTECT */
+ { 50, 100, 60, 10, 0, 8 }, /* DNGPC */
+ { 30, 100, 60, 5, 0, 6 }, /* LSATTACK */
+ { 0, 50, 80, 100, 0, 8 }, /* NIHATTACK */
+ { 50, 100, 80, 60, 8, 0 }, /* COHESION */
+ { 100, 100, 80, 60, 4, 4 }, /* OPPDROP */
+};
+
+
+short ADVNCM[NO_PIECES];
+
+/* distance to enemy king */
+static const short EnemyKingDistanceBonus[10] =
+{ 0, 6, 4, -1, -3, -4, -6, -8, -10, -12 };
+
+/* distance to own king */
+static const short OwnKingDistanceBonus[10] =
+{ 0, 5, 2, 1, 0, -1, -2, -3, -4, -5 };
+
+/* distance to promotion zone */
+static const int PromotionZoneDistanceBonus[NO_ROWS] =
+{ 0, 0, 0, 0, 2, 6, 6, 8, 8 };
+
+#define MAX_BMBLTY 20
+#define MAX_RMBLTY 20
+#define MAX_LMBLTY 8
+
+/* Bishop mobility bonus indexed by # reachable squares */
+static const short BMBLTY[MAX_BMBLTY] =
+{ 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 14, 14, 16, 16, 16, 16 };
+
+/* Rook mobility bonus indexed by # reachable squares */
+static const short RMBLTY[MAX_RMBLTY] =
+{ 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 14, 14, 16, 16, 16, 16 };
+
+/* Lance mobility bonus indexed by # reachable squares */
+static const short LMBLTY[MAX_LMBLTY] =
+{ 0, 0, 0, 0, 4, 6, 8, 10 };
+
+static const short MBLTY[NO_PIECES] =
+{ 0, 2, 1, 10, 5, 5, 1, 1, 5, 5, 5, 5, 1, 1, 4 };
+
+static const short KTHRT[36] =
+{ 0, -8, -20, -36, -52, -68, -80, -80, -80, -80, -80, -80,
+ -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80,
+ -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80 };
+
+static small_short fvalue[2][NO_FEATURES];
+
+long attack[2][NO_SQUARES]; /* threats to squares */
+small_short sseed[NO_SQUARES]; /* square occupied by a seed piece? */
+
+struct signature threats_signature[2] = /* statistics valid for position.. */
+{ { -1, -1 }, { -1, -1 } }; /* attack and sseed available */
+
+small_short starget[2][NO_SQUARES]; /* significance as a target for a
+ * side of a square */
+small_short sloose[NO_SQUARES]; /* square occupied by a loose piece? */
+small_short shole[NO_SQUARES]; /* empty square a hole? */
+small_short shung[NO_SQUARES]; /* hung piece? */
+
+struct signature squares_signature = /* statistics valid for position ... */
+{ 0, 0 }; /* starget, sloose, shole, shung available */
+
+short target[2], seed[2], loose[2], hole[2];
+
+short captured[2]; /* number of captured pieces */
+short dcaptured[2]; /* different types of captured pieces */
+
+small_short Kdist[2][NO_SQUARES]; /* distance to king */
+
+short MAXADIST, MAXCDIST; /* maximum half move distance to pattern */
+
+char GameType[2] = { UNKNOWN, UNKNOWN }; /* chosen game type of each side */
+
+
+static short attack_opening_sequence[2]; /* current castle patterns */
+static short castle_opening_sequence[2]; /* current attack formations */
+
+static small_short Mpawn [2][NO_SQUARES];
+static small_short Msilver[2][NO_SQUARES];
+static small_short Mgold [2][NO_SQUARES];
+static small_short Mking [2][NO_SQUARES];
+static small_short Mlance [2][NO_SQUARES];
+static small_short Mknight[2][NO_SQUARES];
+static small_short Mbishop[2][NO_SQUARES];
+static small_short Mrook [2][NO_SQUARES];
+
+static Mpiece_array Mpawn, Mlance, Mknight, Msilver, Mgold,
+ Mbishop, Mrook, Mking;
+
+Mpiece_array *Mpiece[NO_PIECES] =
+{ NULL, &Mpawn, &Mlance, &Mknight, &Msilver, &Mgold, &Mbishop, &Mrook,
+ &Mgold, &Mgold, &Mgold, &Mgold, &Mbishop, &Mrook, &Mking };
+
+
+static short c1, c2;
+static small_short *PC1, *PC2;
+static small_short *fv1;
+static long *atk1, *atk2;
+static long a1, a2;
+
+#define csquare(side, sq) ((side == black) ? sq : (NO_SQUARES_1 - sq))
+#define crow(side, sq) row(csquare(side, sq))
+#define ccolumn(side, sq) column(csquare(side, sq))
+
+
+inline static short
+on_csquare(short side, short piece, short square)
+{
+ short sq;
+ /* FIXME: un-obfuscate this! */
+ return ((board[sq = csquare(side, square)] == piece)
+ && (color[sq] == side));
+}
+
+
+inline static short
+on_column(short side, short piece, short c)
+{
+ short sq;
+
+ for (sq = c; sq < NO_SQUARES; sq += 9)
+ {
+ if (on_csquare(side, piece, sq))
+ return true;
+ }
+
+ return false;
+}
+
+
+#define empty_csquare(side, square) \
+ (board[csquare(side, square)] == no_piece)
+
+inline static short
+on_left_side(short side, short piece)
+{
+ short c;
+
+ for (c = 0; c < 4; c++)
+ {
+ if (on_column(side, piece, c))
+ return true;
+ }
+
+ return false;
+}
+
+
+inline static short
+on_right_side(short side, short piece)
+{
+ short c;
+
+ for (c = 5; c < NO_COLS; c++)
+ {
+ if (on_column(side, piece, c))
+ return true;
+ }
+
+ return false;
+}
+
+
+short pscore[2]; /* piece score for each side */
+
+
+
+
+/*
+ * Fill array attack[side][] with info about attacks to a square. Bits
+ * 16-31 are set if the piece (king .. pawn) attacks the square. Bits 0-15
+ * contain a count of total attacks to the square. Fill array sseed[] with
+ * info about occupation by a seed piece.
+ */
+
+void
+threats(short side)
+{
+ short u, sq;
+ long c;
+ long *a;
+#ifdef SAVE_NEXTPOS
+ short d;
+#else
+ unsigned char *ppos, *pdir;
+#endif
+ short i, kd, piece, xside;
+ small_short *PL;
+
+ if (MatchSignature(threats_signature[side]))
+ {
+ /* data valid for current positional signature */
+ return;
+ }
+
+ a = attack[side];
+ xside = side ^ 1;
+
+ array_zero(a, NO_SQUARES * sizeof(a[0]));
+
+ PL = PieceList[side];
+
+ for (i = PieceCnt[side]; i >= 0; i--)
+ {
+ short ptyp;
+
+ sq = PL[i];
+ piece = board[sq];
+ ptyp = ptype[side][piece];
+ c = control[piece];
+#ifdef SAVE_NEXTPOS
+ u = first_direction(ptyp, &d, sq);
+#else
+ ppos = (*nextpos[ptyp])[sq];
+ pdir = (*nextdir[ptyp])[sq];
+ u = ppos[sq];
+#endif
+
+ do
+ {
+ a[u] = ((a[u] + 1) | c);
+
+ if ((kd = Kdist[xside][u]) < 2)
+ {
+ sseed[sq] += 2 - kd;
+ seed[side]++;
+ }
+
+#ifdef SAVE_NEXTPOS
+ u = ((color[u] == neutral)
+ ? next_position(ptyp, &d, sq, u)
+ : next_direction(ptyp, &d, sq));
+#else
+ u = ((color[u] == neutral) ? ppos[u] : pdir[u]);
+#endif
+ }
+ while (u != sq);
+ }
+
+ /* data valid for current positional signature */
+ CopySignature(threats_signature[side]);
+}
+
+
+
+/*
+ * Compute the board square with nunmap offset "id". If side == white,
+ * offset is negated. inunmap[sq] is the corresponding nunmap index isq.
+ * nunmap[isq + id] computes the board square. If negative, it is outside
+ * the board.
+ */
+
+static void
+add_target(short sq, short side, short id)
+{
+ short isq, tsq, xside;
+ isq = inunmap[sq];
+ tsq = (side == black) ? nunmap[isq + id] : nunmap[isq - id];
+
+ if (tsq >= 0)
+ {
+ target[xside = side^1]++;
+
+ if (attack[side][tsq])
+ starget[xside][tsq]++; /* protected target square */
+ else
+ starget[xside][tsq] += 2; /* unprotected target square */
+ }
+}
+
+
+
+/*
+ * Target squares can be vertically ahead, diagonally ahead
+ * or diagonally behind.
+ */
+
+static void
+CheckTargetPiece(short sq, short side)
+{
+ switch (board[sq])
+ {
+ case pawn: /* vertically ahead if unprotected */
+ if (!attack[side][sq])
+ add_target(sq, side, 11);
+ break;
+
+ case king: /* diagonally and vertically ahead */
+ add_target(sq, side, 10);
+ add_target(sq, side, 11);
+ add_target(sq, side, 12);
+ break;
+
+ case rook: /* diagonally ahead and behind */
+ add_target(sq, side, 10);
+ add_target(sq, side, 12);
+ add_target(sq, side, -10);
+ add_target(sq, side, -12);
+ break;
+
+ case bishop: /* vertically ahead */
+ add_target(sq, side, 11);
+ break;
+
+ case knight: /* vertically ahead if advanced */
+ /* FIXME: gotta love them magic numbers... */
+ if ((sq != 1) && (sq != 7) && (sq != 73) && (sq != 79))
+ add_target(sq, side, 11);
+ break;
+ }
+}
+
+
+
+static short
+ScoreKingOpeningFeatures(void)
+{
+ short s = 0, sq = OwnKing, ds;
+
+ if (GameType[c1] == STATIC_ROOK)
+ {
+ /* Penalty for king on right side or fifth file */
+ short c;
+ c = 4 - ccolumn(c1, sq);
+
+ if ((c < 0) || ((c == 0) && (sq != kingP[c1])))
+ s += (ds = -c - c - fv1[OPENWRONG]);
+ }
+ else if (GameType[c1] == RANGING_ROOK)
+ {
+ /* Penalty for king on left side or fifth file */
+ short c;
+ c = 4 - ccolumn(c1, sq);
+
+ if ((c > 0) || ((c == 0) && (sq != kingP[c1])))
+ {
+ s += (ds = -c - c - fv1[OPENWRONG]);
+ }
+
+ /* Penalty for king moved before rook switch */
+ if (sq != kingP[c1])
+ {
+ if (on_csquare(c1, rook, 16))
+ {
+ s += (ds = -4 * fv1[OPENWRONG]);
+ }
+ }
+ else
+ {
+ /* Penalty for sitting king after rook switch */
+ if (!on_csquare(c1, rook, 16))
+ {
+ s += (ds = -2 * fv1[OPENWRONG]);
+ }
+ }
+
+ /* Penalty for defending general moved
+ * before king switch to right side */
+ if (ccolumn(c1, sq) < 6)
+ {
+ if (Mvboard[csquare(c1, 5)] || Mvboard[csquare(c1, 6)])
+ {
+ s += (ds = -2 * fv1[OPENWRONG]);
+ }
+ }
+ }
+
+ return s;
+}
+
+
+
+
+inline static void
+ExamineSquares(void)
+{
+ short sq, side, piece, n;
+
+ if (MatchSignature(squares_signature))
+ {
+ /* data valid for current positional signature */
+ return;
+ }
+
+ array_zero(shole, sizeof(shole));
+ array_zero(sloose, sizeof(sloose));
+ array_zero(starget, sizeof(starget));
+
+ hole[0] = hole[1] = loose[0] = loose[1]
+ = target[0] = target[1] = 0;
+
+ for (sq = 0; sq < NO_SQUARES; sq++)
+ {
+ if ((side = color[sq]) == neutral)
+ {
+ if (InWhiteCamp(sq))
+ {
+ if (!attack[white][sq])
+ {
+ shole[sq] = 1;
+ hole[white]++;
+ }
+ }
+ else if (InBlackCamp(sq))
+ {
+ if (!attack[black][sq])
+ {
+ shole[sq] = 1;
+ hole[black]++;
+ }
+ }
+ }
+ else
+ {
+ /* occupied by "side" piece */
+ if (!attack[side][sq])
+ {
+ sloose[sq] = 1;
+ loose[side]++;
+ }
+
+ CheckTargetPiece(sq, side);
+ }
+ }
+
+ for (side = black; side <= white; side++)
+ {
+ captured[side] = dcaptured[side] = 0;
+
+ for (piece = pawn; piece <= rook; piece++)
+ {
+ if ((n = Captured[side][piece]) != 0)
+ {
+ if (piece != pawn)
+ captured[side] += n;
+
+ dcaptured[side]++;
+ }
+ }
+ }
+
+ /* Data valid for current positional signature */
+ CopySignature(squares_signature);
+}
+
+
+
+/* ............ POSITIONAL EVALUATION ROUTINES ............ */
+
+/*
+ * Inputs are:
+ * mtl[side] - value of all material
+ * hung[side] - count of hung pieces
+ * Tscore[ply] - search tree score for ply ply
+ * Pscore[ply] - positional score for ply ply
+ * INCscore - bonus score or penalty for certain moves
+ * Sdepth - search goal depth
+ * xwndw - evaluation window about alpha/beta
+ * EWNDW - second evaluation window about alpha/beta
+ * ChkFlag[ply] - checking piece at level ply or 0 if no check
+ * TesujiFlag[ply] - 1 if tesuji move at level ply or 0 if no tesuji
+ * PC1[column] - # of my pawns in this column
+ * PC2[column] - # of opponents pawns in column
+ * PieceCnt[side] - just what it says
+ */
+
+
+
+
+/*
+ * Compute an estimate of the score by adding the positional score from the
+ * previous ply to the material difference. If this score falls inside a
+ * window which is 180 points wider than the alpha-beta window (or within a
+ * 50 point window during quiescence search) call ScorePosition() to
+ * determine a score, otherwise return the estimated score. "side" is the
+ * side which has to move.
+ */
+
+int
+evaluate(short side,
+ short ply,
+ short alpha,
+ short beta,
+ short INCscore,
+ short *InChk, /* output Check flag */
+ short *blockable) /* king threat blockable */
+{
+ short xside;
+ short s;
+
+ xside = side ^ 1;
+ s = -Pscore[ply - 1] + mtl[side] - mtl[xside] /* - INCscore */;
+ hung[black] = hung[white] = 0;
+
+ /* should we use the estimete or score the position */
+ if ((ply == 1)
+ || (ply == Sdepth)
+ || (ply > Sdepth && s >= (alpha - 30) && s <= (beta + 30))
+#ifdef CACHE
+ || (use_etable && CheckEETable(side))
+#endif
+ )
+ {
+ short sq;
+
+ /* score the position */
+ array_zero(sseed, sizeof(sseed));
+
+ seed[0] = seed[1] = 0;
+ threats(side);
+
+ if (Anyattack(side, sq = PieceList[xside][0]) && (board[sq] == king))
+ {
+ *InChk = (board[sq = PieceList[side][0]] == king)
+ ? SqAttacked(sq, xside, blockable)
+ : false;
+
+ return ((SCORE_LIMIT + 1001) - ply);
+ }
+
+ threats(xside);
+ *InChk = (board[sq = PieceList[side][0]] == king)
+ ? Anyattack(xside, sq)
+ : false;
+ *blockable = true;
+ EvalNodes++;
+
+ if (ply > 4)
+ PUTVAR = true;
+
+ ExamineSquares();
+ s = ScorePosition(side);
+ PUTVAR = false;
+ }
+ else
+ {
+ /* use the estimate but look at check */
+ short sq;
+
+ *InChk = (board[sq = PieceList[side][0]] == king)
+ ? SqAttacked(sq, xside, blockable)
+ : false;
+
+ if ((board[sq = PieceList[xside][0]] == king)
+ && SqAttacked(sq, side, blockable))
+ {
+ return ((SCORE_LIMIT + 1001) - ply);
+ }
+ }
+
+ Pscore[ply] = s - mtl[side] + mtl[xside];
+ ChkFlag[ply - 1] = ((*InChk) ? Pindex[TOsquare] : 0);
+
+ return s;
+}
+
+
+
+static short
+value_of_weakest_attacker(long a2)
+{
+ short piece;
+ short min_value, v;
+ min_value = SCORE_LIMIT;
+
+ for (piece = pawn; piece <= king; piece++)
+ {
+ if (control[piece] & a2)
+ {
+ if (min_value > (v = (*value)[stage][piece]))
+ min_value = v;
+ }
+ }
+
+ return min_value;
+}
+
+
+
+
+/*
+ * Find (promoted) Bishop, (promoted) Rook, and Lance mobility, x-ray
+ * attacks, and pins. Let BRL be the bishop, rook, or lance. Let P be the
+ * first piece (not a king or a pawn) in a direction and let Q be the
+ * second piece in the same direction. If Q is an unprotected opponent's
+ * piece with bigger relative value than BRL, there is a pin if P is an
+ * opponent's piece and there is an x-ray attack if P belongs to this side.
+ * Increment the hung[] array if a pin is found.
+ */
+
+inline int
+BRLscan(short sq, short *mob)
+{
+#ifdef SAVE_NEXTPOS
+ short d, dd;
+#else
+ unsigned char *ppos, *pdir;
+#endif
+
+ short s, mobx;
+ short u, xu, pin, ptyp, csq = column(sq);
+ short piece, upiece, xupiece, rvalue, ds;
+ small_short *Kd = Kdist[c2];
+
+ mobx = s = 0;
+ piece = board[sq];
+
+ rvalue = (*value)[stage][piece];
+ ptyp = ptype[c1][upiece = unpromoted[piece]];
+ rvalue = (*value)[stage][upiece];
+
+#ifdef SAVE_NEXTPOS
+ u = first_direction(ptyp, &d, sq);
+#else
+ ppos = (*nextpos[ptyp])[sq];
+ pdir = (*nextdir[ptyp])[sq];
+ u = ppos[sq];
+#endif
+
+ pin = -1; /* start new direction */
+
+ do
+ {
+ if (Kd[u] < 2)
+ {
+ s += (ds = fv1[CTRLK] * (2 - Kd[u]));
+ }
+
+ if ((ds = starget[c1][u]) != 0)
+ {
+ /* threatening a target square */
+ if ((pin < 0) /* direct threat */
+ || (color[pin] == c2)) /* pin threat */
+ {
+ s += (ds *= fv1[TARGET]);
+ }
+ }
+
+ if ((ds = shole[u]) != 0)
+ {
+ /* attacking or protecting a hole */
+ s += (ds = fv1[HOLES]);
+ }
+ else if (InPromotionZone(c1, u))
+ {
+ /* attacking a square in promotion zone */
+ s += (ds = fv1[HOLES] / 2);
+ }
+
+ if (color[u] == neutral)
+ {
+#ifdef SAVE_NEXTPOS
+ dd = d;
+ xu = next_position(ptyp, &d, sq, u);
+
+ if (xu == next_direction(ptyp, &dd, sq))
+ pin = -1; /* oops new direction */
+#else
+
+ if ((xu = ppos[u]) == pdir[u])
+ pin = -1; /* oops new direction */
+#endif
+ u = xu;
+ mobx++;
+ }
+ else
+ {
+ /* there is a piece in current direction */
+ if (pin < 0)
+ {
+ /* it's the first piece in the current direction */
+ if (color[u] == c1)
+ {
+ /* own intercepting piece in x-ray attack */
+ if (upiece == lance)
+ {
+ /* lance x-ray */
+ if (board[u] == pawn)
+ {
+ s += (ds = 2*fv1[PROTECT]);
+ }
+ else if (in_opening_stage)
+ {
+ s += (ds = -2*fv1[PROTECT]);
+ }
+ }
+ else
+ {
+ /* bishop or rook x-ray */
+ if ((upiece == bishop) && (board[u] == pawn)
+ && (GameType[c1] == STATIC_ROOK))
+ {
+ s += (ds = -2*fv1[HCLSD]);
+ }
+ else if ((upiece == rook) && (board[u] == lance)
+ && (GameType[c1] == STATIC_ROOK)
+ && (column(u) == csq))
+ {
+ s += (ds = fv1[XRAY]);
+ }
+ }
+ }
+ else
+ {
+ /* enemy's intercepting piece in pin attack */
+ if (upiece == lance)
+ {
+ /* lance pin attack */
+ if (board[u] == pawn)
+ {
+ s += (ds = -2*fv1[PROTECT]);
+ }
+ else if (in_opening_stage)
+ {
+ s += (ds = 2 * fv1[PROTECT]);
+ }
+ }
+ else
+ {
+ /* bishop or rook pin attack */
+ if (board[u] == pawn)
+ {
+ s += (ds = -fv1[HCLSD]);
+ }
+ }
+ }
+
+#ifdef SAVE_NEXTPOS
+ dd = d;
+ xu = next_position(ptyp, &d, sq, u);
+
+ if (xu != next_direction(ptyp, &dd, sq))
+ pin = u; /* not on the edge and on to find a pin */
+#else
+ if ((xu = ppos[u]) != pdir[u])
+ pin = u; /* not on the edge and on to find a pin */
+#endif
+ u = xu;
+ }
+ else
+ {
+ /* it's the second piece in the current direction */
+
+ if (color[u] == c1)
+ {
+ /* second piece is an own piece */
+ if ((upiece == bishop) && (board[u] == pawn)
+ && (GameType[c1] == STATIC_ROOK))
+ {
+ s += (ds = -fv1[HCLSD]);
+ }
+ }
+ else
+ {
+ /* second piece is an enemy piece */
+ if (upiece == bishop && board[u] == pawn)
+ {
+ s += (ds = -fv1[HCLSD]/2);
+ }
+
+ if (((*value)[stage][xupiece = unpromoted[board[u]]]
+ > rvalue)
+ || (atk2[u] == 0))
+ {
+ if (color[pin] == c2)
+ {
+ if ((xupiece == king) && (in_endgame_stage))
+ {
+ s += (ds = 2 * fv1[PINVAL]);
+ }
+ else
+ {
+ s += (ds = fv1[PINVAL]);
+ }
+
+ if ((atk2[pin] == 0)
+ || (atk1[pin] > control[board[pin]] + 1))
+ {
+ hung[c2]++;
+ shung[u]++;
+ }
+ }
+ else
+ {
+ if (upiece == lance)
+ {
+ s += (ds = fv1[XRAY] / 2);
+ }
+ else
+ {
+ s += (ds = fv1[XRAY]);
+ }
+ }
+ }
+ }
+
+ pin = -1; /* new direction */
+
+#ifdef SAVE_NEXTPOS
+ u = next_direction(ptyp, &d, sq);
+#else
+ u = pdir[u];
+#endif
+ }
+ }
+ }
+ while (u != sq);
+
+ *mob = mobx;
+
+ return s;
+}
+
+
+#define ctlSG (ctlS | ctlG | ctlPp | ctlLp | ctlNp | ctlSp)
+
+
+
+/*
+ * Assign penalties if king can be threatened by checks, if squares near
+ * the king are controlled by the enemy (especially by promoted pieces), or
+ * if there are no own generals near the king.
+ *
+ * The following must be true:
+ * board[sq] == king, c1 == color[sq], c2 == otherside[c1]
+ */
+
+#define SCORETHREAT \
+{ \
+ if (color[u] != c2) \
+ { \
+ if ((atk1[u] == 0) || ((atk2[u] & CNT_MASK) > 1)) \
+ { \
+ ++cnt; \
+ } \
+ else \
+ { \
+ s += (ds = -fv1[CTRLK]); \
+ } \
+ } \
+}
+
+
+
+
+inline short
+KingScan(short sq)
+{
+ short cnt;
+
+#ifdef SAVE_NEXTPOS
+ short d;
+#else
+ unsigned char *ppos, *pdir;
+#endif
+
+ short s;
+ short u, ptyp;
+ short ok, ds;
+
+ /* Penalties, if a king can be threatened by checks. */
+
+ s = 0;
+ cnt = 0;
+
+ {
+ short p;
+
+ for (p = pawn; p < king; p++)
+ {
+ if (HasPiece[c2][p] || Captured[c2][p])
+ {
+ short ptyp;
+
+ /* if a c1 piece can reach u from sq,
+ * then a c2 piece can reach sq from u.
+ * That means, each u is a square, from which a
+ * piece of type p and color c2 threats square sq.
+ */
+ ptyp = ptype[c1][p];
+
+#ifdef SAVE_NEXTPOS
+ u = first_direction(ptyp, &d, sq);
+#else
+ ppos = (*nextpos[ptyp])[sq];
+ pdir = (*nextdir[ptyp])[sq];
+ u = ppos[sq];
+#endif
+
+ do
+ {
+ /* If a p piece can reach (controls or can drop to)
+ * square u, then score threat.
+ */
+
+ if (atk2[u] & control[p])
+ SCORETHREAT
+ else if ((Captured[c2][p] && color[u]) == neutral)
+ SCORETHREAT
+
+#ifdef SAVE_NEXTPOS
+ u = ((color[u] == neutral)
+ ? next_position(ptyp, &d, sq, u)
+ : next_direction(ptyp, &d, sq));
+#else
+ u = ((color[u] == neutral) ? ppos[u] : pdir[u]);
+#endif
+ }
+ while (u != sq);
+ }
+ }
+ }
+
+ s += (ds = fv1[KSFTY] * KTHRT[cnt] / 16);
+
+ /* Penalties, if squares near king are controlled by enemy. */
+
+ cnt = 0;
+ ok = false;
+ ptyp = ptype[c1][king];
+
+#ifdef SAVE_NEXTPOS
+ u = first_direction(ptyp, &d, sq);
+#else
+ pdir = (*nextpos[ptyp])[sq];
+ u = pdir[sq];
+#endif
+
+ do
+ {
+ if (!ok && color[u] == c1)
+ {
+ short ptype_piece = ptype[black][board[u]];
+
+ if ((ptype_piece == ptype_silver) || (ptype_piece == ptype_gold))
+ ok = true;
+ }
+
+ if (atk2[u] > atk1[u])
+ {
+ ++cnt;
+
+ if (atk2[u] & ctlSG)
+ {
+ s += (ds = -fv1[KSFTY] / 2);
+ }
+ }
+
+#ifdef SAVE_NEXTPOS
+ u = next_direction(ptyp, &d, sq);
+#else
+ u = pdir[u];
+#endif
+ }
+ while (u != sq);
+
+ if (!ok || (cnt > 1))
+ {
+ if (cnt > 1)
+ s += (ds = -fv1[KSFTY]/2);
+ else
+ s += (ds = -fv1[KSFTY]);
+ }
+
+ return s;
+}
+
+
+static short checked_trapped;
+
+
+/*
+ * See if the attacked piece has unattacked squares to move to. The following
+ * must be true: c1 == color[sq] c2 == otherside[c1]
+ */
+
+inline int
+trapped(short sq)
+{
+ short u, ptyp;
+#ifdef SAVE_NEXTPOS
+ short d;
+#else
+ unsigned char *ppos, *pdir;
+#endif
+ short piece;
+ short rvalue;
+
+ piece = board[sq];
+ rvalue = (*value)[stage][piece];
+ ptyp = ptype[c1][piece];
+
+#ifdef SAVE_NEXTPOS
+ u = first_direction(ptyp, &d, sq);
+#else
+ ppos = (*nextpos[ptyp])[sq];
+ pdir = (*nextdir[ptyp])[sq];
+ u = ppos[sq];
+#endif
+
+ do
+ {
+ if (color[u] != c1)
+ {
+ if ((atk2[u] == 0) || ((*value)[stage][board[u]] >= rvalue))
+ return false;
+ }
+
+#ifdef SAVE_NEXTPOS
+ u = ((color[u] == neutral)
+ ? next_position(ptyp, &d, sq, u)
+ : next_direction(ptyp, &d, sq));
+#else
+ u = ((color[u] == neutral) ? ppos[u] : pdir[u]);
+#endif
+ }
+ while (u != sq);
+
+ checked_trapped = true;
+
+ return true;
+}
+
+
+
+static int
+AttackedPieceValue(short sq, short side)
+{
+ short s, ds;
+
+ s = 0;
+
+ ds += (ds = -fv1[HUNGP]);
+ hung[c1]++;
+ shung[sq]++;
+
+ if (trapped(sq))
+ {
+ hung[c1] += 2;
+ shung[sq] += 2;
+ }
+
+ return s;
+}
+
+
+
+static inline int
+OpenFileValue(short sq, short hopn, short hopnx)
+{
+ short s = 0, fyle;
+
+ if (PC1[fyle = column(sq)] == 0)
+ {
+ s += hopn;
+ }
+
+ if (PC2[fyle] == 0)
+ {
+ s += hopnx;
+ }
+
+ return s;
+}
+
+
+
+
+/* Distance bonus */
+
+#define PromotionZoneDistanceValue(sq, dd) \
+if ((ds = fv1[PROMD])) \
+{ \
+ s += (ds = ds * PromotionZoneDistanceBonus[crow(c1, sq)] * dd); \
+}
+
+#define OwnKingDistanceValue(sq, dd, maxd) \
+if ((ds = fv1[KINGOD]) && ((ad = Kdist[c1][sq]) <= maxd)) \
+{ \
+ s += (ds = ds * OwnKingDistanceBonus[ad] * dd); \
+}
+
+#define EnemyKingDistanceValue(sq, dd, maxd) \
+if ((ds = fv1[KINGOD]) && ((ad = Kdist[c2][sq]) <= maxd)) \
+{ \
+ s += (ds = ds * EnemyKingDistanceBonus[ad] * dd); \
+}
+
+
+
+
+
+/*
+ * Calculate the positional value for a pawn on 'sq'.
+ */
+
+static inline int
+PawnValue(short sq, short side)
+{
+ short s = 0;
+ short ds;
+ short ccol = ccolumn(c1, sq);
+
+ PromotionZoneDistanceValue(sq, 3);
+
+ /* pawn mobility */
+ if (color[(c1 == black) ? (sq + 9) : (sq - 9)] == neutral)
+ {
+ s += (ds = MBLTY[pawn]);
+ }
+
+ if ((a1 & ((ctlR | ctlRp) | ctlL)))
+ {
+ s += (ds = fv1[ATTACKED]);
+ }
+
+ if (in_opening_stage)
+ {
+ if (crow(c1, sq) == 2) /* pawn on 3d rank */
+ {
+ if (board[(c1 == black) ? (sq + 27) : (sq - 27)] == pawn)
+ {
+ /* opposing pawn has been moved (even column == (sq & 1)) */
+
+ short m;
+
+ switch (ccol)
+ {
+ case 0:
+ case 8:
+ m = (side == c1) ? 3 : 5;
+ break;
+
+ case 4:
+ m = (side == c1) ? 2 : 3;
+ break;
+
+ default:
+ m = (side == c1) ? 1 : 2;
+ break;
+ }
+
+ s += (ds = -m * MBLTY[pawn]);
+ }
+ }
+
+ if ((GameType[c1] == STATIC_ROOK) && (sq == csquare(c1, 43)))
+ {
+ if ((atk2[csquare(c1, 52)] & CNT_MASK) < 2)
+ {
+ s += (ds = fv1[ATTACKED]);
+ }
+ }
+
+ if ((GameType[c2] == STATIC_ROOK) && (ccol == 1))
+ {
+ if (sq == csquare(c1, 28))
+ {
+ s += (ds = -fv1[ATTACKED]);
+ }
+
+ if (((atk1[csquare(c1, 19)] & CNT_MASK) < 2)
+ && ((atk1[csquare(c1, 28)] & CNT_MASK) < 2))
+ {
+ s += (ds = -2 * fv1[ATTACKED]);
+ }
+ }
+ }
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a lance on 'sq'.
+ */
+
+static inline int
+LanceValue(short sq, short side)
+{
+ short s = 0, ds, ad;
+
+ OwnKingDistanceValue(sq, 1, 2);
+
+ OpenFileValue(sq, -fv1[HOPN], fv1[HOPN]);
+
+ if (!checked_trapped && (crow(c1, sq) > 2))
+ {
+ if (in_opening_stage || trapped(sq))
+ {
+ s += (ds = -3 * fv1[ATTACKED]);
+ }
+ else
+ {
+ s += (ds = -2 * fv1[ATTACKED]);
+ }
+ }
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a knight on 'sq'.
+ */
+
+static inline int
+KnightValue(short sq, short side)
+{
+ short s = 0, ad;
+ short ds, checked_trapped = false;
+ short c = column(sq);
+
+ PromotionZoneDistanceValue(sq, 1);
+ OwnKingDistanceValue(sq, 1, 2);
+
+ if (!checked_trapped && (crow(c1, sq) > 2))
+ {
+ if (trapped(sq))
+ {
+ s += (ds = -4 * fv1[ATTACKED]);
+ }
+ else
+ {
+ s += (ds = -3 * fv1[ATTACKED]);
+ }
+ }
+
+ if ((c == 0) || (c == 8))
+ {
+ s += (ds = -fv1[ATTACKED]);
+ }
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a silver on 'sq'.
+ */
+
+static inline int
+SilverValue(short sq, short side)
+{
+ short s= 0, ds, ad;
+
+ OwnKingDistanceValue(sq, 2, 3);
+
+ if ((Kdist[c1][sq] < 3)
+ && (atk1[sq] & (control[gold] | control[silver])))
+ {
+ s += (ds = fv1[COHESION]);
+ }
+
+ if (in_opening_stage)
+ {
+ if (GameType[c1] == STATIC_ROOK)
+ {
+ if (csquare(c1, sq) == 12)
+ {
+ short csq;
+
+ if ((board[csq = csquare(c1, 20)] == bishop)
+ && (color[csq] == c1))
+ {
+ s += (ds = -2 * fv1[OPENWRONG]);
+ }
+ }
+ }
+ }
+ else
+ {
+ EnemyKingDistanceValue(sq, 2, 3);
+ }
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a gold on 'sq'.
+ */
+
+static inline int
+GoldValue(short sq, short side)
+{
+ short s = 0, ds, ad;
+
+ OwnKingDistanceValue(sq, 2, 3);
+
+ if ((Kdist[c1][sq] < 3)
+ && (atk1[sq] & (control[gold] | control[silver])))
+ {
+ s += (ds = fv1[COHESION]);
+ }
+
+ if (in_opening_stage)
+ {
+ if ((GameType[c1] == STATIC_ROOK) && (GameType[c2] != STATIC_ROOK))
+ {
+ if (Mvboard[csquare(c1, 3)])
+ {
+ s += (ds = -2 * fv1[OPENWRONG]);
+ }
+ }
+ }
+ else
+ {
+ EnemyKingDistanceValue(sq, 2, 3);
+ }
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a bishop on 'sq'.
+ */
+
+static inline int
+BishopValue(short sq, short side)
+{
+ short s = 0, ds, ad;
+
+ if (in_opening_stage)
+ {
+ if (GameType[c1] == RANGING_ROOK)
+ {
+ /* Bishops diagonal should not be open */
+ if (!on_csquare(c1, pawn, 30))
+ {
+ s += (ds = -fv1[OPENWRONG]);
+ }
+ }
+ else if (GameType[c2] == RANGING_ROOK)
+ {
+ /* Bishops diagonal should be open */
+ if ((csquare(c1, sq) == 10)
+ && (!empty_csquare(c1, 20) || !empty_csquare(c1, 30)))
+ {
+ s += (ds = -fv1[OPENWRONG]);
+ }
+ else if ((csquare(c1, sq) == 20) && !empty_csquare(c1, 30))
+ {
+ s += (ds = -fv1[OPENWRONG]);
+ }
+ }
+ }
+ else
+ {
+ EnemyKingDistanceValue(sq, 1, 3);
+ }
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a rook on 'sq'.
+ */
+
+static inline int
+RookValue(short sq, short side)
+{
+ short s = 0, ds, ad;
+
+ OpenFileValue(sq, 2 * fv1[HOPN], 4*fv1[HOPN]);
+
+ if (in_opening_stage)
+ {
+ short WRONG = fv1[OPENWRONG], OPOK = WRONG / 3;
+
+ if (GameType[c1] == STATIC_ROOK)
+ {
+ short c = ccolumn(c1, sq);
+
+ /* Bonus for rook on 8th file */
+ if (c == 7)
+ {
+ s += (ds = OPOK);
+ }
+
+ /*
+ * Bonus for rook on right side,
+ * penalty for rook on left side
+ */
+
+ c = 4 - c;
+ ds = 0;
+
+ if (c < 0)
+ {
+ s += (ds = c + c + OPOK);
+ }
+ else if (c >= 0)
+ {
+ s += (ds = -c - c - WRONG);
+ }
+ }
+ else if (GameType[c1] == RANGING_ROOK)
+ {
+ /* Bonus for rook on left side and
+ * bishops diagonal closed, penalty otherwise. */
+
+ short c;
+ c = 4 - ccolumn(c1, sq);
+ ds = 0;
+
+ if (c >= 0)
+ {
+ /* Bishops diagonal should not be open. */
+ if (on_csquare(c1, pawn, 30))
+ s += (ds = OPOK);
+ else
+ s += (ds = -c - c - WRONG);
+ }
+ else if (c < 0)
+ {
+ s += (ds = -c - c - WRONG);
+
+ /* Penalty for king not on initial square. */
+ if (!on_csquare(side, king, 4))
+ {
+ s += -4 * WRONG;
+ ds += -4 * WRONG;
+ }
+ }
+ }
+ }
+ else
+ {
+ EnemyKingDistanceValue(sq, 1, 3);
+ }
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a promoted pawn on 'sq'.
+ */
+
+static inline int
+PPawnValue(short sq, short side)
+{
+ short s = 0, ds, ad;
+
+ EnemyKingDistanceValue(sq, 3, 10);
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a promoted lance on 'sq'.
+ */
+
+static inline int
+PLanceValue(short sq, short side)
+{
+ short s = 0, ds, ad;
+
+ EnemyKingDistanceValue(sq, 3, 10);
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a promoted knight on 'sq'.
+ */
+
+static inline int
+PKnightValue(short sq, short side)
+{
+ short s = 0, ds, ad;
+
+ EnemyKingDistanceValue(sq, 3, 10);
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a promoted silver on 'sq'.
+ */
+
+static inline int
+PSilverValue(short sq, short side)
+{
+ short s = 0, ds, ad;
+
+ EnemyKingDistanceValue(sq, 3, 10);
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a promoted bishop on 'sq'.
+ */
+
+static inline int
+PBishopValue(short sq, short side)
+{
+ short s = 0, ds, ad;
+
+ EnemyKingDistanceValue(sq, 3, 4);
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a promoted rook on 'sq'.
+ */
+
+static inline int
+PRookValue(short sq, short side)
+{
+ short s = 0, ds, ad;
+
+ EnemyKingDistanceValue(sq, 3, 4);
+
+ OpenFileValue(sq, 3 * fv1[HOPN], 2 * fv1[HOPN]);
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a king on 'sq'.
+ */
+
+static inline int
+KingValue(short sq, short side)
+{
+ short s = 0, ds;
+
+ if (fv1[KSFTY] != 0)
+ s += KingScan(sq);
+
+ if (in_opening_stage)
+ {
+ if ((GameType[c1] != UNKNOWN) && (ccolumn(c1, sq) == 4))
+ {
+ s += (ds = -fv1[OPENWRONG] / 3);
+ }
+ else if ((GameType[c1] == STATIC_ROOK) && on_right_side(c1, sq))
+ {
+ s += (ds = -fv1[OPENWRONG] / 2);
+ }
+ else if ((GameType[c1] == RANGING_ROOK) && on_left_side(c1, sq))
+ {
+ s += (ds = -fv1[OPENWRONG] / 2);
+ }
+ }
+
+ /* CHECKME: is this correct? */
+ if ((ds = fv1[HOPN]))
+ {
+ s += OpenFileValue(sq, -2 * ds, -4 * ds);
+ }
+
+ return s;
+}
+
+
+
+/*
+ * Calculate the positional value for a piece on 'sq'.
+ */
+
+static inline int
+PieceValue(short sq, short side)
+{
+ short s, piece, ds;
+ short mob;
+
+ piece = board[sq];
+
+ if (piece == no_piece)
+ return 0;
+
+ s = (*Mpiece[piece])[c1][sq];
+
+ checked_trapped = false;
+
+ if (sweep[piece])
+ {
+ /* pin/x-ray attack and mobility for sweeping pieces */
+ s += (ds = BRLscan(sq, &mob));
+
+ if ((piece == bishop) || (piece == pbishop))
+ s += (ds = BMBLTY[mob] * fv1[MOBILITY] / 100);
+ else if ((piece == rook) || (piece == prook))
+ s += (ds = RMBLTY[mob] * fv1[MOBILITY] / 100);
+ else
+ s += (ds = LMBLTY[mob] * fv1[MOBILITY] / 100);
+ }
+ else
+ {
+ /* mobility for non-sweeping pieces */
+ }
+
+ a2 = atk2[sq];
+ a1 = atk1[sq];
+
+ if (a2 > 0)
+ {
+ /* opponent attacks piece */
+ if (a1 == 0)
+ {
+ /* undefended piece */
+ s += AttackedPieceValue(sq, side);
+ }
+ else
+ {
+ /* defended piece */
+ short attack_value = value_of_weakest_attacker(a2);
+ short piece_value = (*value)[stage][piece];
+
+ if (attack_value < piece_value)
+ {
+ /* attacked by a weaker piece */
+ s += AttackedPieceValue(sq, side) / 2;
+ }
+ else if (abs(attack_value - piece_value) < 10)
+ {
+ /* opponent has the option to exchange equal pieces */
+ s += (ds = -fv1[ATTACKED]);
+ }
+ }
+ }
+
+ if (piece != king)
+ {
+
+ if (a1 > 0)
+ {
+ /* piece is defended */
+ s += (ds = (a1 & CNT_MASK) * fv1[PROTECT]);
+ }
+
+ if (sseed[sq])
+ {
+ s += (ds = fv1[SEED]);
+ }
+
+ if (sloose[sq])
+ {
+ s += (ds = -fv1[LOOSE]);
+ }
+
+ if (starget[c1][sq])
+ {
+ if (sweep[piece])
+ {
+ s -= (ds = -fv1[ATTACKED]/2);
+ }
+ else if (piece == pawn)
+ {
+ s += (ds = fv1[ATTACKED]);
+ }
+ }
+
+ if (starget[c2][sq])
+ {
+ if (piece != pawn)
+ {
+ s -= (ds = -fv1[ATTACKED] / 3);
+ }
+ else
+ {
+ s += (ds = fv1[ATTACKED]);
+ }
+ }
+
+ if (Kdist[c1][sq] == 1)
+ {
+ s += (ds = fv1[KSFTY]);
+ }
+ }
+
+ switch (piece)
+ {
+ case pawn:
+ s += PawnValue(sq, side);
+ break;
+
+ case lance:
+ s += LanceValue(sq, side);
+ break;
+
+ case knight:
+ s += KnightValue(sq, side);
+ break;
+
+ case silver:
+ s += SilverValue(sq, side);
+ break;
+
+ case gold:
+ s += GoldValue(sq, side);
+ break;
+
+ case bishop:
+ s += BishopValue(sq, side);
+ break;
+
+ case rook:
+ s += RookValue(sq, side);
+ break;
+
+ case king:
+ s += KingValue(sq, side);
+ break;
+
+ case ppawn:
+ s += PPawnValue(sq, side);
+ break;
+
+ case plance:
+ s += PLanceValue(sq, side);
+ break;
+
+ case pknight:
+ s += PKnightValue(sq, side);
+ break;
+
+ case psilver:
+ s += PSilverValue(sq, side);
+ break;
+
+ case pbishop:
+ s += PBishopValue(sq, side);
+ break;
+
+ case prook:
+ s += PRookValue(sq, side);
+ break;
+ }
+
+ return s;
+}
+
+
+
+/*
+ * Score distance to pattern regarding the game type which side plays.
+ */
+
+short
+ScorePatternDistance(short c1)
+{
+ short ds, s = 0;
+ small_short *fv1 = fvalue[c1];
+ short os = 0;
+
+ if ((MAXCDIST > 0) && (fv1[PCASTLE] != 0)
+ && ((os = castle_opening_sequence[c1]) >= 0))
+ {
+ ds = board_to_pattern_distance(c1, os, MAXCDIST, GameCnt);
+
+ if (ds != 0)
+ {
+ s += (ds *= fv1[PCASTLE]);
+ }
+ }
+
+ if ((MAXADIST > 0) && (fv1[PATTACK] != 0)
+ && ((os = attack_opening_sequence[c1]) >= 0))
+ {
+ ds = board_to_pattern_distance(c1, os, MAXADIST, GameCnt);
+
+ if (ds != 0)
+ {
+ s += (ds *= fv1[PATTACK]);
+ }
+ }
+
+ return s;
+}
+
+
+
+
+/*
+ * Determine castle and attack pattern which should be reached next.
+ * Only patterns are considered, which have not been reached yet.
+ */
+
+static void
+UpdatePatterns(short side, short GameCnt)
+{
+ char s[12];
+ short xside = side ^ 1;
+ short os;
+ short j, k, n = 0;
+
+ strcpy(s, "CASTLE_?_?");
+ s[7] = GameType[side];
+ s[9] = GameType[xside];
+ castle_opening_sequence[side] = os
+ = locate_opening_sequence(side, s, GameCnt);
+
+ if (flag.post && (os != END_OF_SEQUENCES))
+ {
+ for (j = 0; j < MAX_SEQUENCE; j++)
+ {
+ for (k = OpeningSequence[os].first_pattern[j];
+ k != END_OF_PATTERNS;
+ k = Pattern[k].next_pattern)
+ {
+ if (Pattern[k].distance[side] >= 0)
+ n++;
+ }
+ }
+ }
+
+ if (os != END_OF_SEQUENCES)
+ update_advance_bonus(side, os);
+
+ strcpy(s, "ATTACK_?_?");
+ s[7] = GameType[side];
+ s[9] = GameType[xside];
+ attack_opening_sequence[side] = os
+ = locate_opening_sequence(side, s, GameCnt);
+
+ if (flag.post && (os != END_OF_SEQUENCES))
+ {
+ for (j = 0; j < MAX_SEQUENCE; j++)
+ {
+ for (k = OpeningSequence[os].first_pattern[j];
+ k != END_OF_PATTERNS;
+ k = Pattern[k].next_pattern)
+ {
+ if (Pattern[k].distance[side] >= 0)
+ n++;
+ }
+ }
+ }
+
+ if (flag.post)
+ ShowPatternCount(side, n);
+
+ if (os != END_OF_SEQUENCES)
+ update_advance_bonus(side, os);
+}
+
+
+
+static void
+ScoreCaptures(void)
+{
+ short ds, col, n, m, piece;
+
+ if ((n = Captured[c1][pawn]))
+ {
+ ds = m = 0;
+
+ for (col = 0; col < NO_COLS; col++)
+ {
+ if (!PC1[col])
+ {
+ m++;
+ ds += fv1[PWNDROP];
+ }
+ }
+
+ /* FIXME! another great obfuscated line... */
+ pscore[c1] += (ds *= ((n > 2) ? 3 : n));
+ }
+
+ if ((m = seed[c1]))
+ {
+ for (piece = lance, n = 0; piece <= rook; piece++)
+ {
+ if (Captured[c1][piece])
+ n++;
+ }
+
+ pscore[c1] += (ds = m * fv1[DFFDROP]);
+ }
+
+ for (piece = pawn, n = 0; piece <= rook; piece++)
+ {
+ if (Captured[c1][piece])
+ {
+ switch (piece)
+ {
+ case bishop:
+ ds = BMBLTY[MAX_BMBLTY - 1];
+ break;
+
+ case rook:
+ ds = RMBLTY[MAX_RMBLTY - 1];
+ break;
+
+ case lance:
+ ds = LMBLTY[MAX_LMBLTY - 1];
+ break;
+
+ default:
+ ds = MBLTY[piece];
+ }
+
+ pscore[c1] += ds;
+
+ if (!Captured[c2][piece])
+ n += relative_value[piece];
+ }
+ }
+
+ if (n)
+ {
+ pscore[c1] += (ds = -n * fv1[OPPDROP] / 2);
+ }
+}
+
+
+
+
+
+/*
+ * Perform normal static evaluation of board position. A score is generated
+ * for each piece and these are summed to get a score for each side.
+ */
+
+short
+ScorePosition(short side)
+{
+ short score;
+ short sq, i, xside;
+ short s;
+ short ds;
+
+ xside = side ^ 1;
+
+ UpdateWeights(side);
+
+ hung[black] = hung[white] = pscore[black] = pscore[white] = 0;
+
+ array_zero(shung, sizeof(shung));
+
+#ifdef CACHE
+ if (!(use_etable && ProbeEETable(side, &s)))
+ {
+#endif
+ for (c1 = black; c1 <= white; c1++)
+ {
+ c2 = c1 ^ 1;
+
+ /* atk1 is array of attacks on squares by my side */
+ atk1 = attack[c1];
+
+ /* atk2 is array of attacks on squares by other side */
+ atk2 = attack[c2];
+
+ /* same for PC1 and PC2 */
+ PC1 = PawnCnt[c1];
+ PC2 = PawnCnt[c2];
+
+ /* same for fv1 and fv2 */
+ fv1 = fvalue[c1];
+
+ for (i = PieceCnt[c1]; i >= 0; i--)
+ {
+ sq = PieceList[c1][i];
+
+#if defined SAVE_SVALUE
+ pscore[c1] += PieceValue(sq, side);
+#else
+ pscore[c1] += (svalue[sq] = PieceValue(sq, side));
+#endif
+ }
+
+ ScoreCaptures();
+ }
+
+ for (c1 = black, c2 = white; c1 <= white; c1++, c2--)
+ {
+ short n;
+
+ fv1 = fvalue[c1];
+
+ /* Score fifth rank */
+ for (sq = 36, n = 0; sq <= 44; sq++)
+ {
+ if ((color[sq] == c1) || (attack[c1][sq] != 0))
+ n++;
+ }
+
+ if (n != 0)
+ {
+ pscore[c1] += (ds = n * fv1[CNTRL5TH]);
+ }
+
+ /* Score holes */
+ for (sq = ((c1 == black) ? 0 : 54), n = 0;
+ sq <= ((c1 == black) ? 26 : 80);
+ sq++)
+ {
+ if (board[sq] == no_piece && attack[c1][sq] == 0)
+ n++;
+ }
+
+ if (n != 0)
+ {
+ pscore[c1] += (ds = -n * fv1[HOLES]);
+ }
+
+ if (hung[c1] > 1)
+ {
+ pscore[c1] += (ds = -fv1[HUNGX]);
+ }
+
+ /* Score opening features and
+ * castle/attack pattern distances */
+
+ if (in_opening_stage)
+ {
+ pscore[c1] += (ds = ScoreKingOpeningFeatures());
+ pscore[c1] += (ds = ScorePatternDistance(c1));
+ }
+ }
+
+ score = mtl[side] - mtl[xside]
+ + pscore[side] - pscore[xside] + 10;
+
+#ifdef CACHE
+ if (use_etable && PUTVAR)
+ PutInEETable(side, score);
+#endif
+
+ return score;
+#ifdef CACHE /* CHECKME: this looks bad */
+ }
+
+ return s;
+#endif
+}
+
+
+
+/*
+ * Try to determine the game type of "side".
+ */
+
+inline static void
+GuessGameType(short side_to_move)
+{
+ short side, gt;
+ short StaticRook[2] = { 0, 0 };
+ short RangingRook[2] = { 0, 0 };
+
+ for (side = black; side <= white; side++)
+ {
+ /* computer should not change its mind */
+
+ extern int bookflag;
+
+ gt = GameType[side];
+
+ if (!bookflag && (side == side_to_move))
+ {
+ if (gt == STATIC_ROOK)
+ StaticRook[side] += 4;
+ else if (gt == RANGING_ROOK)
+ RangingRook[side] += 4;
+ }
+
+ /* static rook conditions */
+
+ if (on_column(side, rook, 7))
+ StaticRook[side] += 3;
+
+ if (on_csquare(side, pawn, 34))
+ StaticRook[side] += 6;
+ else if (on_csquare(side, pawn, 43))
+ StaticRook[side] += 4;
+ else if (!on_column(side, pawn, 7))
+ StaticRook[side] += 5;
+
+ if (empty_csquare(side, 5) || empty_csquare(side, 6))
+ StaticRook[side] += 2;
+
+ if (on_left_side(side, king))
+ StaticRook[side] += 2;
+
+ /* ranging rook conditions */
+
+ if (on_left_side(side, rook))
+ RangingRook[side] += 5;
+ else if (!on_column(side, rook, 7))
+ RangingRook[side] += 3;
+
+ if (on_csquare(side, pawn, 25))
+ RangingRook[side] += 1;
+
+ if (on_csquare(side, pawn, 30))
+ RangingRook[side] += 1;
+ else
+ RangingRook[side] -= 2;
+
+ if (!on_right_side(side, rook))
+ RangingRook[side] += 4;
+
+ if (on_right_side(side, king))
+ RangingRook[side] += 4;
+
+ if (on_csquare(side, bishop, 20))
+ {
+ if (on_csquare(side, silver, 11)
+ || on_csquare(side, silver, 12)
+ || on_csquare(side, silver, 21))
+ {
+ RangingRook[side] += 3;
+ }
+ }
+
+ if ((StaticRook[side] > 5) || (RangingRook[side] > 5))
+ {
+ GameType[side] = (StaticRook[side] > RangingRook[side])
+ ? STATIC_ROOK : RANGING_ROOK;
+ }
+ else
+ {
+ GameType[side] = UNKNOWN;
+ }
+ }
+
+ if ((GameType[black] == UNKNOWN) || (GameType[white] == UNKNOWN))
+ {
+ for (side = black; side <= white; side++)
+ {
+ if ((side == computer) && (GameType[side] == UNKNOWN))
+ {
+ /*
+ * Game type is UNKNOWN.
+ * Make a decision what type of game to play.
+ * To make computer games more interesting, make a
+ * random decision.
+ */
+
+ if (!on_csquare(side, pawn, 25))
+ {
+ /* Play static rook if rook pawn has been pushed! */
+ GameType[side] = STATIC_ROOK;
+ }
+ else
+ {
+ unsigned int random = urand() % 100;
+ short d = StaticRook[side] - RangingRook[side];
+
+ switch (GameType[side ^ 1])
+ {
+ case STATIC_ROOK:
+ if (random < 35 + d)
+ GameType[side] = STATIC_ROOK;
+ else if (random < 95)
+ GameType[side] = RANGING_ROOK;
+ break;
+
+ case RANGING_ROOK:
+ if (random < 75 + d)
+ GameType[side] = STATIC_ROOK;
+ else if (random < 95)
+ GameType[side] = RANGING_ROOK;
+ break;
+
+ default:
+ if (random < 33 + d)
+ GameType[side] = STATIC_ROOK;
+ else if (random < 66)
+ GameType[side] = RANGING_ROOK;
+ }
+ }
+ }
+ }
+ }
+}
+
+
+
+
+static void
+DetermineGameType(short side_to_move)
+{
+ short side;
+
+ GuessGameType(side_to_move);
+
+ array_zero(Mpawn, sizeof(Mpawn));
+ array_zero(Mlance, sizeof(Mlance));
+ array_zero(Mknight, sizeof(Mknight));
+ array_zero(Msilver, sizeof(Msilver));
+ array_zero(Mgold, sizeof(Mgold));
+ array_zero(Mbishop, sizeof(Mbishop));
+ array_zero(Mrook, sizeof(Mrook));
+ array_zero(Mking, sizeof(Mking));
+
+ if (in_opening_stage)
+ {
+ for (side = black; side <= white; side++)
+ UpdatePatterns(side, GameCnt);
+ }
+ else
+ {
+ ShowPatternCount(black, -1);
+ ShowPatternCount(white, -1);
+ }
+}
+
+
+
+/*
+ * This is done one time before the search is started. Set up arrays
+ * Mwpawn, Mbpawn, Mknight, Mbishop, Mking which are used in the SqValue()
+ * function to determine the positional value of each piece.
+ */
+
+void
+ExaminePosition(short side)
+{
+ short c1, piece, sq, i, bsq, wsq;
+
+ /* Build enemy king distance tables. */
+
+ for (sq = 0, bsq = BlackKing, wsq = WhiteKing; sq < NO_SQUARES; sq++)
+ {
+ Kdist[black][sq] = distance(sq, bsq);
+ Kdist[white][sq] = distance(sq, wsq);
+ }
+
+ threats(black);
+ threats(white);
+
+ ExamineSquares();
+
+ DetermineGameType(side);
+ DetermineStage(side);
+
+ UpdateWeights(side);
+
+ array_zero(HasPiece, sizeof(HasPiece));
+
+ for (c1 = black; c1 <= white; c1++)
+ {
+ for (i = PieceCnt[c1]; i >= 0; i--)
+ {
+ ++HasPiece[c1][piece = board[sq = PieceList[c1][i]]];
+ }
+ }
+}
+
+
+
+void
+DetermineStage(short side)
+{
+ short xside = side ^ 1, ds, db1, c1, c2, feature;
+
+ /* Determine initial stage */
+
+ balance[side] = balance[xside] = 50;
+
+ if ((GameType[side] == STATIC_ROOK)
+ && (GameType[xside] == STATIC_ROOK))
+ {
+ if (GameCnt < 40)
+ stage = 0;
+ else if (GameCnt < 60)
+ stage = 15;
+ else if (GameCnt < 80)
+ stage = 25;
+ else
+ stage = 30;
+ }
+ else if ((GameType[side] == RANGING_ROOK)
+ || (GameType[xside] == RANGING_ROOK))
+ {
+ if (GameCnt < 30)
+ stage = 0;
+ else if (GameCnt < 50)
+ stage = 15;
+ else if (GameCnt < 70)
+ stage = 25;
+ else
+ stage = 30;
+ }
+ else
+ {
+ if (GameCnt < 35)
+ stage = 0;
+ else if (GameCnt < 55)
+ stage = 15;
+ else if (GameCnt < 75)
+ stage = 25;
+ else
+ stage = 30;
+ }
+
+ /* Update stage depending on board features and attack balance value */
+
+ if (abs(ds = (mtl[side] - mtl[xside]))
+ > (db1 = (*value)[stage][lance]))
+ {
+ db1 = abs(4 * ds / db1);
+
+ if (ds < 0)
+ balance[side] += db1;
+ else if (ds > 0)
+ balance[xside] += db1;
+
+ stage += (ds = db1);
+ }
+
+ for (c1 = black, c2 = white; c1 <= white; c1++, c2--)
+ {
+ if ((ds = seed[c1]) > 2)
+ {
+ balance[c1] += (db1 = ds * 2);
+ balance[c2] -= db1;
+
+ if (stage < 30)
+ stage = 30;
+
+ stage += ds;
+ }
+
+ if ((db1 = hung[c1]) > 2)
+ {
+ balance[c1] -= (db1 *= 2);
+ balance[c2] += db1;
+ }
+
+ if ((db1 = loose[c1]) > 4)
+ {
+ balance[c1] -= (db1 /= 2);
+ balance[c2] += db1;
+ stage += (ds = 1);
+ }
+
+ if ((ds = hole[c1]))
+ {
+ balance[c1] -= (db1 = ds);
+ balance[c2] += db1;
+ stage += (ds /= 2);
+ }
+
+ if ((db1 = target[c1]) > 3)
+ {
+ balance[c1] += (db1 /= 3);
+ balance[c2] -= db1;
+ stage += (ds = db1 / 4);
+ }
+
+ stage += (ds = captured[c1] / 2);
+
+ if ((db1 = captured[c1]) > 4)
+ {
+ balance[c1] += (db1 /= 2);
+ stage += (ds = 3);
+ }
+
+ if ((db1 = dcaptured[c1]) > 3)
+ {
+ balance[c1] += db1;
+ stage += (ds = 3);
+ }
+
+ if (balance[c1] > 99)
+ balance[c1] = 99;
+ else if (balance[c1] < 0)
+ balance[c1] = 0;
+ }
+
+ if (stage > 99)
+ stage = 99;
+ else if (stage < 0)
+ stage = 0;
+
+ if (flag.post)
+ ShowStage();
+
+ /* Determine stage dependant weights */
+
+ ADVNCM[pawn] = 1; /* advanced pawn bonus increment */
+ ADVNCM[lance] = 1;
+ ADVNCM[knight] = 1;
+ ADVNCM[silver] = 1; /* advanced silver bonus increment */
+ ADVNCM[gold] = 1; /* advanced gold bonus increment */
+ ADVNCM[bishop] = 1;
+ ADVNCM[rook] = 1;
+ ADVNCM[king] = 1; /* advanced king bonus increment */
+
+ MAXCDIST = (stage < 33) ? (33 - stage) / 4 : 0;
+ MAXADIST = (stage < 30) ? (30 - stage) / 4 : 0;
+
+ for (c1 = black; c1 <= white; c1++)
+ {
+ for (feature = 0; feature < NO_FEATURES; feature++)
+ {
+ fvalue[c1][feature] =
+ ((((*fscore)[stage][feature][0] * (99 - balance[c1])) + 50)
+ / 100)
+ + ((((*fscore)[stage][feature][1] * balance[c1]) + 50)
+ / 100);
+ }
+ }
+}
+
+
+
+void
+UpdateWeights(short stage)
+{
+}
+
+
+
+/*
+ * Compute stage dependent relative material values assuming
+ * linearity between the main stages:
+ *
+ * minstage < stage < maxstage =>
+ * stage - minstage value - minvalue
+ * ------------------- = -------------------
+ * maxstage - minstage maxvalue - minvalue
+ */
+
+
+static short
+linear_piece_value(short piece, short stage, short i, short j)
+{
+ short minvalue, maxvalue, minstage, maxstage;
+
+ minstage = ispvalue[0][i];
+ maxstage = ispvalue[0][j];
+ minvalue = ispvalue[piece][i];
+ maxvalue = ispvalue[piece][j];
+
+ /* FIXME: set a variable then return it, puh-leeze! */
+ return ((stage - minstage) * (maxvalue - minvalue)
+ / (maxstage - minstage)) + minvalue;
+}
+
+
+
+static short
+linear_feature_value(short feature, short stage, short i, short j)
+{
+ short minvalue, maxvalue, minstage, maxstage;
+
+ minstage = ispvalue[0][i];
+ maxstage = ispvalue[0][j];
+ minvalue = weight[feature][i];
+ maxvalue = weight[feature][j];
+
+ /* FIXME: set a variable then return it, puh-leeze! */
+ return ((stage - minstage) * (maxvalue - minvalue)
+ / (maxstage - minstage)) + minvalue;
+}
+
+
+/*
+ * matweight = percentage_of_max_value * max_value(stage) / 100
+ * max_value(0) = MAX_VALUE; max_value(100) = MIN_VALUE
+ * => max_value(stage) = a * stage + b; b = MAX_VALUE,
+ * a = (MIN_VALUE - MAX_VALUE)/100
+ */
+
+#define MIN_VALUE 300
+#define MAX_VALUE 1000
+
+#define max_value(stage) \
+((long)(MIN_VALUE - MAX_VALUE) * stage + (long)100 * MAX_VALUE)
+#define matweight(value, stage) \
+((long)max_value(stage) * value / 10000)
+
+
+
+void
+Initialize_eval(void)
+{
+ short stage, piece, feature, i;
+
+ for (stage = 0; stage < NO_STAGES; stage++)
+ {
+ for (i = 0; i < MAIN_STAGES; i++)
+ {
+ if (stage == ispvalue[0][i])
+ {
+ for (piece = 0; piece < NO_PIECES; piece++)
+ {
+ (*value)[stage][piece] =
+ matweight(ispvalue[piece][i], stage);
+ }
+
+ for (feature = 0; feature < NO_FEATURES; feature++)
+ {
+ (*fscore)[stage][feature][0] =
+ (weight[feature][i]
+ * weight[feature][MAIN_STAGES] + 50) / 100;
+
+ (*fscore)[stage][feature][1] =
+ (weight[feature][i]
+ * weight[feature][MAIN_STAGES + 1] + 50) / 100;
+ }
+
+ break;
+ }
+
+ if (stage < ispvalue[0][i + 1])
+ {
+ for (piece = 0; piece < NO_PIECES; piece++)
+ {
+ (*value)[stage][piece] =
+ matweight(
+ linear_piece_value(piece, stage, i, i + 1),
+ stage);
+ }
+
+ for (feature = 0; feature < NO_FEATURES; feature++)
+ {
+ (*fscore)[stage][feature][0] =
+ (linear_feature_value(feature, stage, i, i + 1)
+ * weight[feature][MAIN_STAGES] + 50) / 100;
+
+ (*fscore)[stage][feature][1] =
+ (linear_feature_value(feature, stage, i, i + 1)
+ * weight[feature][MAIN_STAGES + 1] + 50) / 100;
+ }
+
+ break;
+ }
+ }
+ }
+}
+