1 /***********************************************************************/
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3 /* A WinBoard engine for large (dropless) Shogi variants by H.G.Muller */
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4 /* The engine is based on incremental updating of an attack map and */
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5 /* mobility scores, since the effort in this only grows proportional */
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6 /* to board edge length, rather than board area. */
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7 /***********************************************************************/
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10 // in GenCapts we do not generate jumps of more than two squares yet
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11 // Chu rules for Lion capture
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12 // promotions by pieces with Lion power stepping in & out the zone in same turn
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13 // promotion on capture
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17 //define PATH level==0 || level==1 && path[0] == 0x55893
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27 # include <windows.h>
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29 # include <sys/time.h>
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30 int GetTickCount() // with thanks to Tord
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32 gettimeofday(&t, NULL);
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33 return t.tv_sec*1000 + t.tv_usec/1000;
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39 #define BSIZE BW*BH*2
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47 #define EDGE (1<<11)
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48 #define TYPE (WHITE|BLACK|EDGE)
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51 #define NPIECES 2000 /* length of piece list */
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53 #define SQLEN 11 /* bits in square number */
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54 #define SQUARE ((1<<SQLEN) - 1) /* mask for square in move */
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55 #define DEFER (1<<2*SQLEN) /* deferral on zone entry */
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56 #define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */
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57 #define SPECIAL 1500 /* start of special moves */
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58 #define STEP(X,Y) (BW*(X)+ (Y))
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59 #define SORTKEY(X) 0
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61 #define UPDATE_MOBILITY(X,Y)
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62 #define ADDMOVE(X,Y)
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65 #define CAN_PROMOTE 0x11
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66 #define DONT_DEFER 0x22
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67 #define CANT_DEFER 0x44
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68 #define LAST_RANK 0x88
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69 #define P_WHITE 0x0F
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70 #define P_BLACK 0xF0
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72 typedef unsigned int Move;
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74 char *MoveToText(Move move, int m); // from WB driver
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75 void pmap (int *m, int col);
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78 char *name, *promoted;
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80 signed char range[8];
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81 int whiteKey, blackKey;
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85 int from, to, piece, victim, new, booty, epSquare, epVictim, ep2Square, ep2Victim, savKeyL, savKeyH;
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88 int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, pvPtr, level, chuFlag=1;
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89 int nodes, startTime, tlim1, tlim2;
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90 Move retMove, moveStack[10000], path[100], pv[1000];
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92 #define X 36 /* slider */
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93 #define J -1 /* jump */
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94 #define N -2 /* Knight */
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95 #define D -3 /* linear double move */
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96 #define T -4 /* linear triple move */
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97 #define L -5 /* true Lion move */
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98 #define F -6 /* Lion + 3-step */
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99 #define S -7 /* Lion + range */
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100 #define H -9 /* hook move */
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102 PieceDesc chuPieces[] = {
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103 {"LN", "", 100, { L,L,L,L,L,L,L,L } }, // lion
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104 {"FK", "", 60, { X,X,X,X,X,X,X,X } }, // free king
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105 {"SE", "", 55, { X,D,X,X,X,X,X,D } }, // soaring eagle
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106 {"HF", "", 50, { D,X,X,X,X,X,X,X } }, // horned falcon
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107 {"FO", "", 40, { X,X,0,X,X,X,0,X } }, // flying ox
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108 {"FB", "", 40, { 0,X,X,X,0,X,X,X } }, // free boar
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109 {"DK", "SE", 40, { X,1,X,1,X,1,X,1 } }, // dragon king
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110 {"DH", "HF", 35, { 1,X,1,X,1,X,1,X } }, // dragon horse
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111 {"WH", "", 35, { X,X,0,0,X,0,0,X } }, // white horse
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112 {"R", "DK", 30, { X,0,X,0,X,0,X,0 } }, // rook
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113 {"FS", "", 30, { X,1,1,1,X,1,1,1 } }, // flying stag
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114 {"WL", "", 25, { X,0,0,X,X,X,0,0 } }, // whale
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115 {"K", "", 28, { 1,1,1,1,1,1,1,1 } }, // king
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116 {"CP", "", 27, { 1,1,1,1,1,1,1,1 } }, // king
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117 {"B", "DH", 25, { 0,X,0,X,0,X,0,X } }, // bishop
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118 {"VM", "FO", 20, { X,0,1,0,X,0,1,0 } }, // vertical mover
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119 {"SM", "FB", 20, { 1,0,X,0,1,0,X,0 } }, // side mover
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120 {"DE", "CP", 20, { 1,1,1,1,0,1,1,1 } }, // drunk elephant
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121 {"BT", "FS", 15, { 0,1,1,1,1,1,1,1 } }, // blind tiger
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122 {"G", "R", 15, { 1,1,1,0,1,0,1,1 } }, // gold
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123 {"FL", "B", 15, { 1,1,0,1,1,1,0,1 } }, // ferocious leopard
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124 {"KN", "LN", 15, { J,1,J,1,J,1,J,1 } }, // kirin
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125 {"PH", "FK", 15, { 1,J,1,J,1,J,1,J } }, // phoenix
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126 {"RV", "WL", 15, { X,0,0,0,X,0,0,0 } }, // reverse chariot
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127 {"L", "WH", 15, { X,0,0,0,0,0,0,0 } }, // lance
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128 {"S", "VM", 10, { 1,1,0,1,0,1,0,1 } }, // silver
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129 {"C", "SM", 10, { 1,1,0,0,1,0,0,1 } }, // copper
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130 {"GB", "DE", 5, { 1,0,0,0,1,0,0,0 } }, // go between
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131 {"P", "G", 4, { 1,0,0,0,0,0,0,0 } }, // pawn
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132 { NULL } // sentinel
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135 PieceDesc daiPieces[] = {
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136 {"FD", "G", 15, { 0,2,0,2,0,2,0,2 } }, // Flying Dragon
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137 {"VO", "G", 20, { 2,0,2,0,2,0,2,0 } }, // Violent Ox
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138 {"EW", "G", 8, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf
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139 {"CS", "G", 7, { 0,1,0,1,0,1,0,1 } }, // Cat Sword
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140 {"AB", "G", 6, { 1,0,1,0,1,0,1,0 } }, // Angry Boar
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141 {"I", "G", 8, { 1,1,0,0,0,0,0,1 } }, // Iron
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142 {"N", "G", 6, { N,0,0,0,0,0,0,N } }, // Knight
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143 {"ST", "G", 5, { 0,1,0,0,0,0,0,1 } }, // Stone
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144 { NULL } // sentinel
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147 PieceDesc ddPieces[] = {
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148 {"LO", "", 1, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin
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149 {"OK", "LO", 1, { 2,1,2,0,2,0,2,1 } }, // Old Kite
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150 {"PS", "HM", 1, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake
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151 {"GE", "", 1, { 3,3,5,5,3,5,5,3 } }, // Great Elephant
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152 {"WB", "LD", 1, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian
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153 {"EA", "LN", 1, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian
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154 {"NO", "FE", 1, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian
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155 {"S)", "WE", 1, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian
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156 {"FE", "", 1, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant
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157 {"WE", "", 1, { 2,2,2,X,2,X,2,2 } }, // White Elephant
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158 {"FT", "", 1, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater
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159 {"FR", "", 1, { 5,X,X,0,5,0,X,X } }, // Free Demon
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160 {"WB", "FT", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo
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161 {"RB", "FR", 1, { X,X,X,X,0,X,X,X } }, // Rushing Bird
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162 {"SB", "", 1, { X,X,2,2,2,2,2,X } }, // Standard Bearer
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163 {"FH", "FK", 1, { 1,2,1,0,1,0,1,2 } }, // Flying Horse
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164 {"NK", "SB", 1, { 1,1,1,1,1,1,1,1 } }, // Neighbor King
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165 {"BM", "MW", 1, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey
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166 {"DO", "", 1, { 2,X,2,X,2,X,2,X } }, // Dove
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167 {"EB", "DO", 1, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger
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168 {"EF", "SD", 1, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox
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169 {"RA", "", 1, { X,0,X,1,X,1,X,0 } }, // Racing Chariot
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170 {"SQ", "", 1, { X,1,X,0,X,0,X,1 } }, // Square Mover
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171 {"PR", "SQ", 1, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag
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172 {"WT", "", 1, { X,1,2,0,X,0,2,X } }, // White Tiger
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173 {"BD", "", 1, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon
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174 {"HD", "", 1, { X,0,0,0,1,0,0,0 } }, // Howling Dog
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175 {"VB", "", 1, { 0,2,1,0,0,0,1,2 } }, // Violent Bear
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176 {"SA", "", 1, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger
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177 {"W", "", 1, { 0,2,0,0,0,0,0,2 } }, // Wood
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178 {"CS", "DH", 7, { 0,1,0,1,0,1,0,1 } }, // cat sword
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179 {"FD", "DK", 15, { 0,2,0,2,0,2,0,2 } }, // flying dragon
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180 {"KN", "GD", 15, { J,1,J,1,J,1,J,1 } }, // kirin
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181 {"PH", "GB", 15, { 1,J,1,J,1,J,1,J } }, // phoenix
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182 {"LN", "FF", 100, { L,L,L,L,L,L,L,L } }, // lion
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183 {"LD", "GE", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog
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184 {"AB", "", 1, { 1,0,1,0,1,0,1,0 } }, // Angry Boar
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185 {"B", "", 1, { 0,X,0,X,0,X,0,X } }, // Bishop
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186 {"C", "", 1, { 1,1,0,0,1,0,0,1 } }, // Copper
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187 {"DH", "", 1, { 1,X,1,X,1,X,1,X } }, // Dragon Horse
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188 {"DK", "", 1, { X,1,X,1,X,1,X,1 } }, // Dragon King
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189 {"FK", "", 1, { } }, //
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190 {"EW", "", 1, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf
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191 {"FL", "", 1, { } }, //
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192 {"", "", 1, { } }, //
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193 {"", "", 1, { } }, //
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194 {"", "", 1, { } }, //
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195 {"", "", 1, { } }, //
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196 { NULL } // sentinel
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199 PieceDesc makaPieces[] = {
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200 {"DV", "", 1, { 0,1,0,1,0,0,1,1 } }, // Deva
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201 {"DS", "", 1, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit
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202 {"T", "", 1, { 0,1,0,0,1,0,0,1 } }, // Tile
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203 {"CS", "", 1, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent
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204 {"RD", "", 1, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon
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205 {"CC", "", 1, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock
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206 {"OM", "", 1, { 0,1,0,1,1,1,0,1 } }, // Old Monkey
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207 {"BB", "", 1, { 0,1,0,1,X,1,0,1 } }, // Blind Bear
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208 {"OR", "", 1, { 0,2,0,0,2,0,0,2 } }, // Old Rat
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209 {"LD", "WS", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog
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210 {"WR", "", 1, { 0,3,1,3,0,3,1,3 } }, // Wrestler
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211 {"GG", "", 1, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods
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212 {"BD", "", 1, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil
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213 {"SD", "", 1, { 5,2,5,2,5,2,5,2 } }, // She-Devil
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214 {"DY", "", 1, { J,0,1,0,J,0,1,0 } }, // Donkey
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215 {"CP", "", 1, { 0,H,0,2,0,2,0,H } }, // Capricorn
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216 {"HM", "", 1, { H,0,H,0,H,0,H,0 } }, // Hook Mover
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217 {"SF", "", 1, { 0,1,X,1,0,1,0,1 } }, // Side Flier
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218 {"LC", "", 1, { X,0,0,X,1,0,0,X } }, // Left Chariot
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219 {"RC", "", 1, { X,X,0,0,1,X,0,0 } }, // Right Chariot
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220 {"FG", "", 1, { X,X,X,0,X,0,X,X } }, // Free Gold
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221 {"FS", "", 1, { X,X,0,X,0,X,0,X } }, // Free Silver
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222 {"FC", "", 1, { X,X,0,0,X,0,0,X } }, // Free Copper
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223 {"FI", "", 1, { X,X,0,0,0,0,0,X } }, // Free Iron
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224 {"FT", "", 1, { 0,X,0,0,X,0,0,X } }, // Free Tile
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225 {"FN", "", 1, { 0,X,0,0,0,0,0,X } }, // Free Stone
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226 {"FTg", "", 1, { 0,X,X,X,X,X,X,X } }, // Free Tiger
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227 {"FLp", "", 1, { X,X,0,X,X,X,0,X } }, // Free Leopard (Free Boar?)
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228 {"FSp", "", 1, { X,0,0,X,X,X,0,0 } }, // Free Serpent (Whale?)
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229 {"FrD", "", 1, { X,0,X,X,X,X,X,0 } }, // Free Dragon
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230 {"FC", "", 1, { 0,X,0,X,0,X,0,X } }, // Free Cat (Bishop?)
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231 {"EM", "", 1, { } }, // Emperor
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232 {"TK", "", 1, { } }, // Teaching King
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233 {"BS", "", 1, { } }, // Budhist Spirit
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234 {"WS", "", 1, { X,X,0,X,1,X,0,X } }, // Wizard Stork
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235 {"MW", "", 1, { 1,X,0,X,X,X,0,X } }, // Mountain Witch
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236 {"FF", "", 1, { } }, // Furious Fiend
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237 {"GD", "", 1, { 2,3,X,3,2,3,X,3 } }, // Great Dragon
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238 {"GB", "", 1, { X,3,2,3,X,3,2,3 } }, // Golden Bird
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239 {"FrW", "", 1, { } }, // Free Wolf
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240 {"FrB", "", 1, { } }, // Free Bear
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241 {"BT", "", 1, { X,0,0,X,0,X,0,0 } }, // Bat
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242 {"", "", 1, { } }, //
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243 { NULL } // sentinel
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246 PieceDesc taiPieces[] = {
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247 {"", "", 1, { } }, // Peacock
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248 {"", "", 1, { } }, // Vermillion Sparrow
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249 {"", "", 1, { } }, // Turtle Snake
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250 {"", "", 1, { } }, // Silver Hare
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251 {"", "", 1, { } }, // Golden Deer
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252 {"", "", 1, { } }, //
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253 {"", "", 1, { } }, //
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254 {"", "", 1, { } }, //
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255 { NULL } // sentinel
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258 PieceDesc taikyokuPieces[] = {
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259 {"", "", 1, { } }, //
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260 { NULL } // sentinel
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263 char chuArray[] = "L:FLCSGK:DEGSC:FLL/:RV.B.:BT:KN:PH:BT.B.:RV/:SM:VMR:DH:DK:LN:FK:DK:DHR:VM:SM/PPPPPPPPPPPP/...:GB....:GB..."
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264 "/............/............/"
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265 "...:gb....:gb.../pppppppppppp/:sm:vmr:dh:dk:fk:ln:dk:dhr:vm:sm/:rv.b.:bt:ph:kn:bt.b.:rv/l:flcsg:dekgsc:fll";
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266 char daiArray[] = "LN:STICSGKGSCI:STNL/:RV.:CS.:FL.:BT:DE:BT.:FL.:CS.:RV/.:VO.:AB.:EW:KN:LN:PH:EW.:AB.:VO./R:FD:SM:VMB:DH:DK:FK:DK:DHB:VM:SM:FDR"
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267 "/PPPPPPPPPPPPPPP/....:GB.....:GB..../.............../.............../.............../....:gb.....:gb..../ppppppppppppppp/"
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268 "r:fd:sm:vmb:dh:dk:fk:dk:dhb:vm:sm:fdr/.:vo.:ab.:ew:ph:ln:kn:ew.:ab.:vo./:rv.:cs.:fl.:bt:de:bt.:fl.:cs.:rv/ln:sticsgkgsci:stnl";
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271 int boardWidth, boardFiles, zoneDepth, boardRanks; // board sizes
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272 char *name; // WinBoard name
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273 char *array; // initial position
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276 VariantDesc variants[] = {
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277 { 24, 12, 12, 4, "chu", chuArray }, // Chu
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278 { 30, 15, 15, 5, "dai", daiArray }, // Dai
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279 { 32, 16, 16, 5, "tenjiku", chuArray }, // Tenjiku
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280 { 34, 17, 17, 0, "dada", chuArray }, // Dai Dai
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281 { 38, 19, 19, 0, "maka", chuArray }, // Maka Dai Dai
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282 { 50, 25, 25, 0, "tai", chuArray }, // Tai
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283 { 40, 36, 36, 0, "kyoku", chuArray } // Taikyoku
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290 Vector direction[] = { // clockwise!
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300 { 2, 1}, // Knight jumps
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310 int epList[96], ep2List[96], toList[96], reverse[96]; // decoding tables for double and triple moves
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311 int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8)
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312 #define kStep (kingStep+1)
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313 #define nStep (knightStep+1)
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315 int attackMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction
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326 int rayMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction
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337 int one[] = { // 1 in the bit fields for the various directions
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346 0100000000 // marks knight jumps
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349 // Main Data structures
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352 // Interleaved lists for black and white, white taking the odd slots
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353 // Pieces in general have two entries: one for the basic, and one for the promoted version
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354 // The unused one gets its position set to the invalid square number ABSENT
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355 // The list is sorted by piece value, most valuable pieces first
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356 // When a piece is captured in the search, both its versions are marked ABSENT
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357 // In the root the list is packed to eliminate all captured pieces
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358 // The list contains a table for how far the piece moves in each direction
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359 // Range encoding: -3 = full Lion, -2 = on-ray Lion, -1 = plain jump, 0 = none, 1 = step, >1 = (limited) range
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361 // A table in board format, containing pairs of consecutive integers for each square (indexed as 2*sqr and 2*sqr+1)
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362 // The first integer contains info on black attacks to the square, the second similarly for white attacks
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363 // Each integer contains eight 3-bit fields, which count the number of attacks on it with moves in a particular direction
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364 // (If there are attacks by range-jumpers, the 3-bit count is increased by 2 over the actual value)
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366 // The board has twice as many files as actually used, in 0x88 fashion
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367 // The used squares hold the piece numbers (for use as index in the piece list)
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368 // Unused squares are set to the invalid piece number EDGE
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369 // There are also 3 guard ranks of EDGE on each side
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371 // Moves are encoded as 11-bit from-square and to-square numbers packed in the low bits of an int
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372 // Special moves (like Lion double moves) are encoded by off-board to-squares above a certain value
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373 // Promotions are indicated by bit 22
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375 // Entries of 16 bytes, holding a 32-bit signature, 16-bit lower- and upper-bound scores,
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376 // 8-bit draft of each of those scores, an age counter that stores the search number of the last access.
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377 // The hash key is derived as the XOR of the products pieceKey[piece]*squareKey[square].
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379 // the promoBoard contains one byte with flags for each square, to indicate for each side whether the square
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380 // is in the promotion zone (twice), on the last two ranks, or on the last rank
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381 // the promoFlag field in the piece list can select which bits of this are tested, to see if it
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382 // (1) can promote (2) can defer when the to-square is on last rank, last two ranks, or anywhere.
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383 // Pawns normally can't defer anywhere, but if the user defers with them, their promoFlag is set to promote on last rank only
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391 signed char range[8];
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396 } PieceInfo; // piece-list entry
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398 int last[2], royal[2];
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399 PieceInfo p[NPIECES]; // piece list
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410 } HashEntry; // hash-table entry
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412 int squareKey[BSIZE];
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414 int rawBoard[BSIZE + 11*BW + 6];
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415 //int attacks[2*BSIZE]; // attack map
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416 int attackMaps[200*BSIZE], *attacks = attackMaps;
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417 char distance[2*BSIZE]; // distance table
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418 char promoBoard[BSIZE];
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419 signed char PST[2*BSIZE];
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421 #define board (rawBoard + 6*BW + 3)
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422 #define dist (distance + BSIZE)
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425 LookUp (char *name, PieceDesc *list)
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426 { // find piece of given name in list of descriptors
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428 while(list->name && strcmp(name, list->name)) i++, list++;
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429 return (list->name == NULL ? NULL : list);
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434 { // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!)
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436 for(i=stm+2; i<last[stm]; i+=2)
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437 if(p[i].promo > n) p[i].promo -= 2;
\r
438 for(i=n; i<last[stm]; i+=2) {
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440 if(i+2 == royal[stm]) royal[stm] -= 2; // NB: squeezing out the King moves up Crown Prince to royal[stm]
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446 Worse (int a, int b)
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447 { // determine if range a not upward compatible with b
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448 if(a == b) return 0;
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449 if(a >= 0 && b >= 0) return a < b;
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450 if(a >= 0) return 1; // a (limited) range can never do the same as a special move
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452 case J: return b < J; // any special move is better than a plain jump
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453 case D: return b > 2 || b < D;
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454 case T: return b > 3 || b < T;
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455 case L: return b > 2 || b < D;
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456 case F: return b > 3 || b < F || b == T;
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457 case S: return b == H || b == T;
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458 case H: return b < 0;
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459 default: return 1; // a >= 0, so b must be < 0 and can always do something a ranging move cannot do
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465 IsUpwardCompatible (signed char *r, signed char *s)
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468 for(i=0; i<8; i++) {
\r
469 if(Worse(r[i], s[i])) return 0;
\r
475 Forward (signed char *r)
\r
478 for(i=2; i<7; i++) if(r[i]) return 0;
\r
483 Range (signed char *r)
\r
486 for(i=0; i<8; i++) {
\r
488 if(r[i] < 0) d == r[i] >= L ? 2 : 36;
\r
495 Compactify (int stm)
\r
496 { // remove pieces that are permanently gone (captured or promoted) from one side's piece list
\r
498 for(i=stm+2; i<last[stm]; i+=2) { // first pass: unpromoted pieces
\r
499 if((k = p[i].promo) >= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there
\r
500 p[k].promo = -2; // orphan promoted version
\r
504 for(i=stm+2; i<last[stm]; i+=2) { // second pass: promoted pieces
\r
505 if((k = p[i].promo) == -2 && p[i].pos == ABSENT) { // orphaned promoted piece not present
\r
512 AddPiece (int stm, PieceDesc *list)
\r
515 for(i=stm+2; i<=last[stm]; i += 2) {
\r
516 if(p[i].value < 10*list->value || p[i].value == 10*list->value && (p[i].promo < 0)) break;
\r
519 for(j=last[stm]; j>i; j-= 2) p[j] = p[j-2];
\r
520 p[i].value = 10*list->value;
\r
521 for(j=0; j<8; j++) p[i].range[j] = list->range[j^4*(WHITE-stm)];
\r
522 switch(Range(p[i].range)) {
\r
523 case 1: p[i].pst = BH; break;
\r
524 case 2: p[i].pst = BSIZE; break;
\r
525 default: p[i].pst = BSIZE + BH; break;
\r
527 key = (stm == WHITE ? &list->whiteKey : &list->blackKey);
\r
528 if(!*key) *key = ~(myRandom()*myRandom());
\r
529 p[i].pieceKey = *key;
\r
530 p[i].promoFlag = 0;
\r
531 for(j=stm+2; j<= last[stm]; j+=2) {
\r
532 if(p[j].promo >= i) p[j].promo += 2;
\r
534 if(royal[stm] >= i) royal[stm] += 2;
\r
535 if(p[i].value == 280) royal[stm] = i;
\r
540 SetUp(char *array, PieceDesc *list)
\r
542 int i, j, n, m, nr, color;
\r
543 char c, *q, name[3];
\r
544 PieceDesc *p1, *p2;
\r
545 last[WHITE] = 1; last[BLACK] = 0;
\r
547 //printf("next rank: %s\n", array);
\r
548 for(j = BW*i; ; j++) {
\r
549 c = name[0] = *array++;
\r
551 if(c == '.') continue;
\r
552 if(c == '/') break;
\r
553 name[1] = name[2] = 0;
\r
554 if(c == ':') name[0] = *array++, name[1] = *array++;
\r
555 if(name[0] >= 'a') {
\r
557 name[0] += 'A' - 'a';
\r
558 if(name[1]) name[1] += 'A' - 'a';
\r
559 } else color = WHITE;
\r
560 p1 = LookUp(name, list);
\r
561 n = AddPiece(color, p1);
\r
563 if(p1->promoted[0]) {
\r
564 p2 = LookUp(p1->promoted, list);
\r
565 m = AddPiece(color, p2);
\r
568 p[n].promoFlag = IsUpwardCompatible(p2->range, p1->range) * DONT_DEFER + CAN_PROMOTE;
\r
569 if(Forward(p1->range)) p[n].promoFlag |= LAST_RANK; // Pieces that only move forward can't defer on last rank
\r
570 if(!strcmp(p1->name, "N")) p[n].promoFlag |= CANT_DEFER; // Knights can't defer on last 2 ranks
\r
571 p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK;
\r
574 } else p[n].promo = -1; // unpromotable piece
\r
575 //printf("piece = %c%-2s %d(%d) %d/%d\n", color ? 'w' : 'b', name, n, m, last[color], last[!color]);
\r
579 for(i=0; i<BH; i++) for(j=0; j<BH; j++) board[BW*i+j] = EMPTY;
\r
580 for(i=WHITE+2; i<=last[WHITE]; i+=2) board[p[i].pos] = i;
\r
581 for(i=BLACK+2; i<=last[BLACK]; i+=2) board[p[i].pos] = i;
\r
582 stm = WHITE; xstm = BLACK;
\r
587 return rand() ^ rand()>>10 ^ rand() << 10 ^ rand() << 20;
\r
595 for(i= -1; i<9; i++) { // board steps in linear coordinates
\r
596 kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King
\r
597 nStep[i] = STEP(direction[(i&7)+8].x, direction[(i&7)+8].y); // Knight
\r
600 for(i=0; i<8; i++) { // Lion double-move decoding tables
\r
601 for(j=0; j<8; j++) {
\r
602 epList[8*i+j] = kStep[i];
\r
603 toList[8*i+j] = kStep[j] + kStep[i];
\r
604 for(k=0; k<8*i+j; k++)
\r
605 if(epList[k] == toList[8*i+j] && toList[k] == epList[8*i+j])
\r
606 reverse[k] = 8*i+j, reverse[8*i+j] = k;
\r
608 // Lion-Dog triple moves
\r
609 toList[64+i] = 3*kStep[i]; epList[64+i] = kStep[i];
\r
610 toList[72+i] = 3*kStep[i]; epList[72+i] = 2*kStep[i];
\r
611 toList[80+i] = 3*kStep[i]; epList[80+i] = kStep[i]; ep2List[80+i] = 2*kStep[i];
\r
612 toList[88+i] = kStep[i]; epList[88+i] = 2*kStep[i];
\r
615 // fill distance table
\r
616 for(i=0; i<BSIZE; i++) {
\r
620 for(j=1; j<BH; j++)
\r
621 dist[j * kStep[i]] = j;
\r
624 for(i=0; i<BSIZE; i++) squareKey[i] = ~(myRandom()*myRandom());
\r
627 for(i=0; i<BSIZE + 11*BW + 6; i++) rawBoard[i] = EDGE;
\r
630 for(i=0; i<BH; i++) for(j=0; j<BH; j++) {
\r
632 if(i == 0) v |= LAST_RANK & P_BLACK;
\r
633 if(i < 2) v |= CANT_DEFER & P_BLACK;
\r
634 if(i < ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK;
\r
635 if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE;
\r
636 if(i >= BH-2) v |= CANT_DEFER & P_WHITE;
\r
637 if(i == BH-1) v |= LAST_RANK & P_WHITE;
\r
638 promoBoard[BW*i + j] = v;
\r
641 // piece-square tables
\r
642 for(i=0; i<BH; i++) for(j=0; j<BH; j++) {
\r
643 int s = BW*i + j, d = BH*(BH-2) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1);
\r
644 PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 15 : 0) - (j == 0 || j == BH-1 ? 15 : 0);
\r
645 PST[BSIZE+s] = d/6;
\r
646 PST[BSIZE+BH+s] = d/12;
\r
652 AddMove (int i, int x, int y)
\r
654 if(board[y] == EDGE) return 1;
\r
655 if(board[y] == EMPTY) { // non-capt
\r
656 if((flagBoard[x] | flagBoard[y]) & p[i].flags) { // promotion possible
\r
657 moveStack[msp++] = moveStack[nonCapts];
\r
658 moveStack[nonCapts++] |= PROMOTE | p[i].flags << 24;
\r
659 if(!(p[i].flags & ALWAYS_PROMOTE))
\r
660 moveStack[msp++] = x << SQLEN | y; // push deferral as well
\r
661 else moveStack[msp++] = x << SQLEN | y; // normal move
\r
663 } else { // capture
\r
664 if(((board[y] ^ i) & 1) return 1; // own
\r
665 moveStack[msp++] = moveStack[nonCapts];
\r
666 moveStack[nonCapts++] = moveStack[promotions];
\r
667 moveStack[promotions++] = x << SQLEN | y;
\r
668 if((flagBoard[x] | flagBoard[y]) & p[i].flags) { // promotion possible
\r
669 int p = promotions;
\r
670 if(!(p[i].flags & ALWAYS_PROMOTE)) {
\r
671 moveStack[msp++] = moveStack[nonCapts];
\r
672 moveStack[nonCapts++] = moveStack[promotions];
\r
673 moveStack[promotions++] = moveStack[p-1];
\r
675 moveStack[p-1] += PROMOTE | p[i].flags<<24;
\r
677 return 1; // capture ends ray scan
\r
686 NewNonCapture (int x, int y, int promoFlags)
\r
688 if(board[y] != EMPTY) return 1; // edge, capture or own piece
\r
689 //if(flag) printf("# add %c%d%c%d, pf=%d\n", x%BW+'a',x/BW,y%BW+'a',y/BW, promoFlags);
\r
690 if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move
\r
691 moveStack[msp++] = moveStack[nonCapts]; // create space for promotion
\r
692 moveStack[nonCapts++] = x<<SQLEN | y | PROMOTE; // push promotion
\r
693 if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative
\r
694 moveStack[msp++] = x<<SQLEN | y; // push deferral
\r
695 if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone
\r
696 moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move
\r
700 moveStack[msp++] = x<<SQLEN | y; // push normal move
\r
701 //if(flag) printf("msp=%d nc=%d\n", msp, nonCapts);
\r
706 NewCapture (int x, int y, int promoFlags)
\r
708 if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move
\r
709 moveStack[msp++] = x<<SQLEN | y | PROMOTE; // push promotion
\r
710 if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative
\r
711 moveStack[msp++] = x<<SQLEN | y; // push deferral
\r
712 if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone
\r
713 moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move
\r
717 moveStack[msp++] = x<<SQLEN | y; // push normal move
\r
726 promotions = nonCapts = msp;
\r
727 for(i=stm+2; i<=last[stm]; i+=2) {
\r
729 if(x == ABSENT) continue;
\r
730 for(j=0; j<8; j++) {
\r
731 int y, v = kStep[j], r = p[i].range[j];
\r
732 if(r < 0) { // jumping piece, special treatment
\r
733 if(r >= -3) { // in any case, do a jump of 2
\r
734 if(board[x + 2*v] == EMPTY)
\r
736 if(r < -1) { // Lion power, also single step
\r
737 if(board[x + v] == EMPTY)
\r
739 if(r == -3) { // true Lion, also Knight jump
\r
741 if(board[x + v] == EMPTY)
\r
750 if(board[y+=v] == GUARD) break; // off board
\r
751 if((board[y] + i & 1) == 0) break; // same color
\r
758 GenNonCapts (int promoSuppress)
\r
760 int i, j, nullMove = ABSENT;
\r
761 for(i=stm+2; i<=last[stm]; i+=2) {
\r
762 int x = p[i].pos, pFlag = p[i].promoFlag;
\r
763 if(x == ABSENT) continue;
\r
764 if(x == promoSuppress) pFlag = 0;
\r
765 for(j=0; j<8; j++) {
\r
766 int y, v = kStep[j], r = p[i].range[j];
\r
767 if(r < 0) { // jumping piece, special treatment
\r
768 if(r >= S) { // in any case, do a jump of 2
\r
769 NewNonCapture(x, x + 2*v, pFlag);
\r
770 if(r < N) { // Lion power, also single step
\r
771 if(!NewNonCapture(x, x + v, pFlag)) nullMove = x;
\r
772 if(r == L) { // true Lion, also Knight jump
\r
774 NewNonCapture(x, x + v, pFlag);
\r
782 if(NewNonCapture(x, y+=v, pFlag)) break;
\r
789 report (int x, int y, int i)
\r
794 MapOneColor (int start, int last, int *map)
\r
797 for(i=start+2; i<=last; i+=2) {
\r
798 if(p[i].pos == ABSENT) continue;
\r
799 for(j=0; j<8; j++) {
\r
800 int x = p[i].pos, v = kStep[j], r = p[i].range[j];
\r
801 if(r < 0) { // jumping piece, special treatment
\r
802 if(r >= S) { // in any case, do a jump of 2
\r
803 if(board[x + 2*v] != EMPTY && board[x + 2*v] != EDGE)
\r
804 map[2*(x + 2*v) + start] += one[j];
\r
805 if(r < J) { // Lion power, also single step
\r
806 if(board[x + v] != EMPTY && board[x + v] != EDGE)
\r
807 map[2*(x + v) + start] += one[j];
\r
808 if(r == T) { // Lion Dog, also jump of 3
\r
809 if(board[x + 3*v] != EMPTY && board[x + 3*v] != EDGE)
\r
810 map[2*(x + 3*v) + start] += one[j];
\r
812 if(r <= L) { // true Lion, also Knight jump
\r
813 if(r < L) { // Lion plus (limited) range
\r
815 r = (r == S ? 36 : 3);
\r
817 if(board[y+=v] == EDGE) break;
\r
818 if(board[y] != EMPTY) {
\r
819 if(n > 2) map[2*y + start] += one[j]; // outside Lion range
\r
825 if(board[x + v] != EMPTY && board[x + v] != EDGE)
\r
826 map[2*(x + v) + start] += one[8];
\r
833 if(board[x+=v] != EMPTY) {
\r
834 if(board[x] != EDGE) map[2*x + start] += one[j];
\r
843 MapFromScratch (int *map)
\r
846 for(i=0; i<2*BSIZE; i++) map[i] = 0;
\r
847 MapOneColor(0, last[BLACK], map);
\r
848 MapOneColor(1, last[WHITE], map);
\r
852 Connect (int sqr, int piece, int dir)
\r
854 int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+1], piece1, piece2;
\r
855 int d1, d2, r, y, c;
\r
857 if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir]) { // there are incoming attack(s) from 'behind'
\r
859 while(board[x-=step] == EMPTY); // in any case, scan to attacker, to see where / what it is
\r
860 d1 = dist[x-sqr]; piece1 = board[x];
\r
861 attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our attack on it if in-range
\r
862 if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // there are also incoming attack(s) from 'ahead'
\r
865 while(board[y+=step] == EMPTY); // also always scan to that one to see what it is
\r
866 d2 = dist[y-sqr]; piece2 = board[y];
\r
867 attacks[2*y+stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range
\r
868 // we have two pieces now shooting at each other. See how far they get.
\r
869 if(d1 + d2 <= (r1 = p[piece1].range[dir])) { // 1 hits 2
\r
870 attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack
\r
871 UPDATE_MOBILITY(piece1, d2);
\r
872 } else UPDATE_MOBILITY(piece1, r1 - d1); // does not connect, but could still gain mobility
\r
873 if(d1 + d2 <= (r2 = p[piece2].range[dir])) { // 2 hits 1
\r
874 attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack
\r
875 UPDATE_MOBILITY(piece2, d1);
\r
876 } else UPDATE_MOBILITY(piece2, r2 - d2); // does not connect, but could still gain mobility
\r
878 } else { // we were only attacked from behind
\r
880 r = (r2 = p[piece1].range[dir]) - d1;
\r
881 if(r < 0 || c > one[dir+1]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind!
\r
882 // for now, forget jumpers
\r
886 if(board[y+=step] != EMPTY) {
\r
887 d2 = dist[y-sqr]; piece2 = board[y];
\r
888 if(piece2 != EDGE) { // extended move hits a piece
\r
889 attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack
\r
890 attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our own attack on it, if in-range
\r
892 UPDATE_MOBILITY(piece1, d2); // count extra mobility even if we hit edge
\r
895 // we hit nothing with the extended move of the attacker behind us.
\r
896 UPDATE_MOBILITY(piece1, r2 - d1);
\r
897 r = r1 - r2; // extra squares covered by mover
\r
899 if(board[y+=step] != EMPTY) {
\r
900 d2 = dist[y-sqr]; piece2 = board[y];
\r
901 if(piece2 != EDGE) { // extended move hits a piece
\r
902 attacks[2*y + stm] -= one[dir]; // count attack
\r
908 } else // no incoming attack from behind
\r
909 if(c = (attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // but incoming attack(s) from 'ahead'
\r
911 y = sqr; while(board[y+=step]); // locate attacker
\r
912 d2 = dist[y-sqr]; piece2 = board[y];
\r
913 attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range
\r
914 r = (r1 = p[piece1].range[dir]) - d2;
\r
915 if(r < 0 || c > one[dir]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind!
\r
916 // for now, forget jumpers
\r
920 if(board[x-=step] != EMPTY) {
\r
921 d1 = dist[x-sqr]; piece1 = board[x];
\r
922 if(piece1 != EDGE) { // extended move hits a piece
\r
923 attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack
\r
924 attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our own attack on it, if in-range
\r
926 UPDATE_MOBILITY(piece2, d1); // count extra mobility even if we hit edge
\r
929 // we hit nothing with the extended move of the attacker behind us.
\r
930 UPDATE_MOBILITY(piece2, r2 - d1);
\r
931 r = r2 - r1; // extra squares covered by mover
\r
933 if(board[x-=step] != EMPTY) {
\r
934 d1 = dist[x-sqr]; piece1 = board[x];
\r
935 if(piece1 != EDGE) { // extended move hits a piece
\r
936 attacks[2*x + stm] -= one[dir+4]; // count attack
\r
941 } else { // no incoming attacks from either side. Only delete attacks of mover on others
\r
945 if(board[x+=step] != EMPTY) { // piece found that we attacked
\r
946 attacks[2*x + stm] -= one[dir]; // decrement attacks along that direction
\r
952 if(board[x-=step] != EMPTY) { // piece found that we attacked
\r
953 attacks[2*x + stm] -= one[dir+4]; // decrement attacks along opposite direction
\r
961 Disconnect (int sqr, int dir)
\r
963 int x = sqr, step = kStep[dir], piece1, piece2, y;
\r
964 while( board[x+=step] == EMPTY );
\r
965 if(board[x] != EDGE) { // x has hit a piece
\r
967 y = sqr; while( board[y-=step] == EMPTY );
\r
968 if(board[y] != EDGE) { // both ends of the ray hit a piece
\r
974 x = sqr; while( board[x-=step] == EMPTY );
\r
975 if(board[x] == EDGE) return; // ray empty on both sides
\r
977 // we only get here if one side hits a
\r
983 { // determines attacks on square and blocking when a piece lands on an empty square
\r
985 for(i=0; i<4; i++) {
\r
986 Disconnect(sqr, i);
\r
991 Evacuate (int sqr, int piece)
\r
992 { // determines change in attacks on neighbors due to unblocking and mover when the mentioned piece vacates the given square
\r
994 for(i=0; i<4; i++) Connect(sqr, piece, i);
\r
998 MakeMove(Move m, UndoInfo *u)
\r
1000 int deferred = ABSENT;
\r
1001 // first execute move on board
\r
1002 u->from = m>>SQLEN & SQUARE;
\r
1003 u->to = m & SQUARE;
\r
1004 u->piece = board[u->from];
\r
1005 board[u->from] = EMPTY;
\r
1007 u->savKeyL = hashKeyL;
\r
1008 u->savKeyH = hashKeyH;
\r
1010 if(m & (PROMOTE | DEFER)) {
\r
1013 u->new = u->piece;
\r
1015 p[u->piece].pos = ABSENT;
\r
1016 u->new = p[u->piece].promo;
\r
1017 u->booty = p[u->new].value - p[u->piece].value;
\r
1019 } else u->new = u->piece;
\r
1021 u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];
\r
1023 if(u->to >= SPECIAL) { // two-step Lion move
\r
1024 // take care of first e.p. victim
\r
1025 u->epSquare = u->from + epList[u->to - SPECIAL]; // decode
\r
1026 u->epVictim = board[u->epSquare]; // remember for takeback
\r
1027 board[u->epSquare] = EMPTY; // and remove
\r
1028 p[u->epVictim].pos = ABSENT;
\r
1029 // now take care of (optional) second e.p. victim
\r
1030 u->ep2Square = u->from + ep2List[u->to - SPECIAL]; // This is the (already evacuated) from-square when there is none!
\r
1031 u->ep2Victim = board[u->ep2Square]; // remember
\r
1032 board[u->ep2Square] = EMPTY; // and remove
\r
1033 p[u->ep2Victim].pos = ABSENT;
\r
1034 // decode the true to-square, and correct difEval and hash key for the e.p. captures
\r
1035 u->to = u->from + toList[u->to - SPECIAL];
\r
1036 u->booty += p[u->ep2Victim].value + PST[p[u->ep2Victim].pst + u->ep2Square];
\r
1037 u->booty += p[u->epVictim].value + PST[p[u->epVictim].pst + u->epSquare];
\r
1038 hashKeyL ^= p[u->epVictim].pieceKey * squareKey[u->epSquare];
\r
1039 hashKeyH ^= p[u->epVictim].pieceKey * squareKey[u->epSquare+BH];
\r
1040 hashKeyL ^= p[u->ep2Victim].pieceKey * squareKey[u->ep2Square];
\r
1041 hashKeyH ^= p[u->ep2Victim].pieceKey * squareKey[u->ep2Square+BH];
\r
1042 if(p[u->piece].value != 1000 && p[u->epVictim].value == 1000) deferred |= PROMOTE; // flag non-Lion x Lion
\r
1043 } else u->epVictim = EMPTY;
\r
1045 u->victim = board[u->to];
\r
1046 p[u->victim].pos = ABSENT;
\r
1047 u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];
\r
1048 // if(p[u->victim].value == 1000 && p[u->piece].value != 1000) deferred |= PROMOTE; // flag non-Lion x Lion
\r
1050 p[u->new].pos = u->to;
\r
1051 board[u->to] = u->new;
\r
1053 hashKeyL ^= p[u->new].pieceKey * squareKey[u->to]
\r
1054 ^ p[u->piece].pieceKey * squareKey[u->from]
\r
1055 ^ p[u->victim].pieceKey * squareKey[u->to];
\r
1056 hashKeyH ^= p[u->new].pieceKey * squareKey[u->to+BH]
\r
1057 ^ p[u->piece].pieceKey * squareKey[u->from+BH]
\r
1058 ^ p[u->victim].pieceKey * squareKey[u->to+BH];
\r
1064 UnMake(UndoInfo *u)
\r
1066 if(u->epVictim) { // put Lion victim of first leg back
\r
1067 p[u->ep2Victim].pos = u->ep2Square;
\r
1068 board[u->ep2Square] = u->ep2Victim;
\r
1069 p[u->epVictim].pos = u->epSquare;
\r
1070 board[u->epSquare] = u->epVictim;
\r
1073 p[u->victim].pos = u->to;
\r
1074 board[u->to] = u->victim; // can be EMPTY
\r
1076 p[u->new].pos = ABSENT;
\r
1077 p[u->piece].pos = u->from; // this can be the same as above
\r
1078 board[u->from] = u->piece;
\r
1080 hashKeyL = u->savKeyL;
\r
1081 hashKeyH = u->savKeyH;
\r
1085 GenCapts(int sqr, int victimValue)
\r
1086 { // generate all moves that capture the piece on the given square
\r
1087 int i, range, att = attacks[2*sqr + stm];
\r
1088 //printf("GenCapts(%d,%d)\n",sqr,victimValue);
\r
1089 for(i=0; i<8; i++) { // try all rays
\r
1091 if(att & attackMask[i]) { // attacked by move in this direction
\r
1092 v = -kStep[i]; x = sqr;
\r
1093 while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop'
\r
1094 //printf("stop @ %c%d (dir %d)\n",x%BW+'a',x/BW,i);
\r
1095 if((board[x] & TYPE) == stm) { // stop is ours
\r
1096 int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];
\r
1097 //printf("attacker %d, range %d, dist %d\n", attacker, r, d);
\r
1098 if(r >= d || r < L && (d > 3 && r == S || d == 3 && r >= S)) { // it has a plain move in our direction that hits us
\r
1099 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1101 if(!(att & attackMask[i])) continue;
\r
1102 } else if(r < 0) goto lions; // test for special-move attacks by thiis stop
\r
1104 // we get here when the first stop on the ray is an opponent, or a normal mover which did not range fare enough
\r
1105 while(board[x+=v] == EMPTY); // next stop
\r
1107 if((board[x] & TYPE) == stm) { // second stop is ours
\r
1108 int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];
\r
1109 if(r < 0) { // stop has non-standard moves
\r
1110 switch(p[attacker].range[i]) { // figure out what he can do (including multi-captures, which causes the complexity)
\r
1111 case F: // Lion power + 3-step (as in FF)
\r
1112 case S: // Lion power + ranging (as in BS)
\r
1115 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1117 // now the multi-captures of designated victim together with lower-valued piece
\r
1118 if(d == 2) { // primary victim on second ring; look for victims to take in passing
\r
1119 if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr])
\r
1120 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1121 if((i&1) == 0) { // orthogonal: two extra bent paths
\r
1123 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1124 NewCapture(x, SPECIAL + 8*(i-1&7) + (i+1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1126 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1127 NewCapture(x, SPECIAL + 8*(i+1&7) + (i-1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1129 } else { // primary victim on first ring
\r
1131 for(j=0; j<8; j++) { // we can go on in 8 directions after we captured it in passing
\r
1133 if(sqr + v == x || board[sqr+v] == EMPTY) // hit & run; make sure we include igui (attacker is still at x!)
\r
1134 NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag);
\r
1135 else if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr]) { // double capture
\r
1136 NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag); // other victim after primary
\r
1137 if(dist[sqr+v-x] == 1) // other victim also on first ring; reverse order is possible
\r
1138 NewCapture(x, SPECIAL + reverse[8*i + j] + victimValue, p[attacker].promoFlag);
\r
1143 case D: // linear Lion move (as in HF, SE)
\r
1145 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1147 if(d == 2) { // check if we can take intermediate with it
\r
1148 if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr])
\r
1149 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p.
\r
1150 } else { // d=1; can move on to second, or move back for igui
\r
1151 NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui
\r
1152 if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])
\r
1153 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run
\r
1156 case J: // plain jump (as in KY, PH)
\r
1158 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1162 //printf("mask[%d] = %o\n", i, att);
\r
1163 if((att & attackMask[i]) == 0) continue; // no other attackers, so done with this direction
\r
1165 // now we get to the hairy part: there are other attackers than the stop, apparently jumping over it
\r
1168 // off-ray attacks
\r
1169 if(att & 0700000000) { // Knight attack
\r
1170 for(i=0; i<8; i++) { // scan all knight jumps to locate source
\r
1171 int x = sqr - nStep[i], attacker = board[x];
\r
1172 if(attacker == EMPTY || (attacker & TYPE) != stm) continue;
\r
1173 if(p[attacker].range[i] <= N && p[attacker].range[i] >= S) { // has Knight jump in our direction
\r
1174 NewCapture(x, sqr + victimValue, p[attacker].promoFlag); // plain jump (as in N)
\r
1175 if(p[attacker].range[i] < N) { // Lion power; generate double captures over two possible intermediates
\r
1176 int v = kStep[i]; // leftish path
\r
1177 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1178 NewCapture(x, SPECIAL + 8*i + (i+1&7) + victimValue, p[attacker].promoFlag);
\r
1179 v = kStep[i+1]; // rightish path
\r
1180 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1181 NewCapture(x, SPECIAL + 8*(i+1&7) + i + victimValue, p[attacker].promoFlag);
\r
1195 Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress)
\r
1197 int i, j, k, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, replyDep, nextVictim, to, defer, dubious, bestMoveNr;
\r
1199 int score, bestScore, curEval, iterAlpha;
\r
1200 Move move, nullMove;
\r
1202 if(PATH) printf("search(%d) %d-%d eval=%d, stm=%d\n",depth,alpha,beta,difEval,stm),fflush(stdout);
\r
1203 xstm = stm ^ WHITE;
\r
1204 //printf("map made\n");fflush(stdout);
\r
1206 k = p[king=royal[xstm]].pos;
\r
1207 if( k != ABSENT) {
\r
1208 if(attacks[2*k + stm]) {
\r
1209 if( p[king + 2].pos == ABSENT ) return INF; // we have an attack on his only King
\r
1211 } else { // he has no king! Test for attacks on Crown Prince
\r
1212 k = p[king + 2].pos;
\r
1213 if(attacks[2*k + stm]) return INF; // we have attack on Crown Prince
\r
1215 //printf("King safe\n");fflush(stdout);
\r
1216 // EVALUATION & WINDOW SHIFT
\r
1217 curEval = difEval + Evaluate();
\r
1218 alpha -= (alpha < curEval);
\r
1219 beta -= (beta <= curEval);
\r
1222 pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent
\r
1224 firstMove = curMove = sorted = msp += 20; // leave 20 empty slots in front of move list
\r
1225 phase = 0; iterDep=1; replyDep = (depth < 1 ? depth : 1) - 1;
\r
1227 if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout);
\r
1228 iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0;
\r
1229 for(curMove = firstMove; ; curMove++) { // loop over moves
\r
1230 if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout);
\r
1232 if(curMove >= msp) { // we ran out of moves; generate some new
\r
1234 case 0: // null move
\r
1236 bestScore = curEval;
\r
1237 if(bestScore >= beta || depth < -1) goto cutoff;
\r
1240 if(curEval >= beta) {
\r
1242 score = -Search(-beta, -iterAlpha, difEval, depth-3, promoSuppress & SQUARE, ABSENT);
\r
1244 if(score >= beta) { msp = oldMSP; return score + (score < curEval); }
\r
1248 case 1: // hash move
\r
1250 case 2: // capture-gen init
\r
1251 nextVictim = xstm;
\r
1253 case 3: // generate captures
\r
1254 while(nextVictim < last[xstm]) { // more victims exist
\r
1255 int group, to = p[nextVictim += 2].pos; // take next
\r
1256 if(to == ABSENT) continue; // ignore if absent
\r
1257 if(!attacks[2*to + stm]) continue; // skip if not attacked
\r
1258 group = p[nextVictim].value; // remember value of this found victim
\r
1260 while(nextVictim < last[xstm] && p[nextVictim+2].value == group) { // more victims of same value exist
\r
1261 to = p[nextVictim += 2].pos; // take next
\r
1262 if(to == ABSENT) continue; // ignore if absent
\r
1263 if(!attacks[2*to + stm]) continue; // skip if not attacked
\r
1266 //printf("captures on %d generated, msp=%d\n", nextVictim, msp);
\r
1269 phase = 4; // out of victims: all captures generated
\r
1270 case 4: // dubious captures
\r
1272 while( dubious < framePtr + 250 ) // add dubious captures back to move stack
\r
1273 moveStack[msp++] = moveStack[dubious++];
\r
1274 if(curMove != msp) break;
\r
1277 case 5: // killers
\r
1278 if(depth <= 0) goto cutoff;
\r
1280 case 6: // non-captures
\r
1282 nullMove = GenNonCapts(oldPromo);
\r
1284 sorted = msp; // do not sort noncapts
\r
1286 case 7: // bad captures
\r
1287 case 8: // PV null move
\r
1293 // MOVE EXTRACTION
\r
1295 if(flag & depth >= 0) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);
\r
1296 if(curMove < sorted) {
\r
1297 move = moveStack[sorted=j=curMove];
\r
1298 for(i=curMove+1; i<msp; i++)
\r
1299 if(moveStack[i] > move) move = moveStack[j=i]; // search move with highest priority
\r
1300 moveStack[j] = moveStack[curMove]; moveStack[curMove] = move; // swap highest-priority move to front of remaining
\r
1301 if(move == 0) { msp = curMove--; continue; } // all remaining moves must be 0; clip off move list
\r
1303 move = moveStack[curMove];
\r
1304 if(move == 0) continue; // skip invalidated move
\r
1306 if(flag & depth >= 0) printf("%2d:%d found %d/%d\n", depth, iterDep, curMove, msp);
\r
1309 defer = MakeMove(moveStack[curMove], &tb);
\r
1310 path[level++] = moveStack[curMove];
\r
1311 attacks += 2*BSIZE;
\r
1312 MapFromScratch(attacks); // for as long as incremental update does not work.
\r
1313 if(PATH) pmap(attacks, stm);
\r
1314 if(chuFlag && p[tb.victim].value == 1000) { // verify legality of Lion capture in Chu Shogi
\r
1316 if(p[tb.piece].value == 1000) { // Ln x Ln: can make Ln 'vulnarable' (if distant and not through intemediate > GB)
\r
1317 if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim].value <= 50)
\r
1318 score = -INF; // our Lion is indeed made vulnerable and can be recaptured
\r
1319 } else { // other x Ln
\r
1320 if(promoSuppress & PROMOTE) score = -INF; // non-Lion captures Lion after opponent did same
\r
1321 defer |= PROMOTE; // if we started, flag he cannot do it in reply
\r
1323 if(score == -INF) { moveStack[curMove] = 0; goto abortMove; }
\r
1326 score = -Search(-beta, -iterAlpha, -difEval - tb.booty, replyDep, promoSuppress & ~PROMOTE, defer);
\r
1333 attacks -= 2*BSIZE;
\r
1336 xstm = stm; stm ^= WHITE;
\r
1338 if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore);
\r
1339 // ALPHA-BETA STUFF
\r
1340 if(score > bestScore) {
\r
1341 bestScore = score; bestMoveNr = curMove;
\r
1342 if(score > iterAlpha) {
\r
1343 iterAlpha = score;
\r
1344 if(curMove < firstMove + 5) { // if not too much work, sort move to front
\r
1346 for(i=curMove; i>firstMove; i--) {
\r
1347 moveStack[i] = moveStack[i-1];
\r
1349 moveStack[firstMove] = move;
\r
1350 } else { // late move appended in front of list, and leaves hole in list
\r
1351 moveStack[--firstMove] = move;
\r
1352 moveStack[curMove] = 0;
\r
1354 bestMoveNr = firstMove;
\r
1355 if(score >= beta) { // beta cutoff
\r
1360 for(pvPtr = myPV+1; pv[pvPtr++] = pv[i++]; ); // copy daughter PV
\r
1361 pv[myPV] = move; // behind our move (pvPtr left at end of copy)
\r
1369 if(!level) { // root node
\r
1370 if(GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish
\r
1372 replyDep = iterDep;
\r
1373 } while(++iterDep <= depth); // next depth
\r
1375 retFirst = firstMove;
\r
1376 msp = oldMSP; // pop move list
\r
1377 pvPtr = myPV; // pop PV
\r
1378 retMove = bestMoveNr ? moveStack[bestMoveNr] : 0;
\r
1379 if(flag && depth >= 0) printf("return %d: %d %d\n", depth, bestScore, curEval);
\r
1380 return bestScore + (bestScore < curEval);
\r
1387 for(i=0; i<182; i++) {
\r
1388 printf("%3d. %3d %3d %4d %02x ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255);
\r
1389 for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);
\r
1392 printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]);
\r
1399 for(i=BH+2; i>-4; i--) {
\r
1401 for(j=-3; j<BH+3; j++) printf("%4d", b[BW*i+j]);
\r
1407 pbytes (unsigned char *b)
\r
1410 for(i=BH-1; i>=0; i--) {
\r
1411 for(j=0; j<BH; j++) printf("%3x", b[BW*i+j]);
\r
1417 pmap (int *m, int col)
\r
1420 for(i=BH-1; i>=0; i--) {
\r
1422 for(j=0; j<BH; j++) printf("%10o", m[2*(BW*i+j)+col]);
\r
1428 pmoves(int start, int end)
\r
1431 printf("# move stack from %d to %d\n", start, end);
\r
1432 for(i=start; i<end; i++) {
\r
1434 f = m>>SQLEN & SQUARE;
\r
1436 printf("# %3d. %08x %3d-%3d %s\n", i, m, f, t, MoveToText(m, 0));
\r
1440 /********************************************************/
\r
1441 /* Example of a WinBoard-protocol driver, by H.G.Muller */
\r
1442 /********************************************************/
\r
1444 #include <stdio.h>
\r
1446 // four different constants, with values for WHITE and BLACK that suit your engine
\r
1450 // some value that cannot occur as a valid move
\r
1453 // some parameter of your engine
\r
1454 #define MAXMOVES 500 /* maximum game length */
\r
1455 #define MAXPLY 60 /* maximum search depth */
\r
1461 #define DEFAULT_FEN ""
\r
1463 typedef Move MOVE;
\r
1465 int moveNr; // part of game state; incremented by MakeMove
\r
1466 MOVE gameMove[MAXMOVES]; // holds the game history
\r
1468 // Some routines your engine should have to do the various essential things
\r
1469 int MakeMove2(int stm, MOVE move); // performs move, and returns new side to move
\r
1470 void UnMake2(MOVE move); // unmakes the move;
\r
1471 int Setup2(char *fen); // sets up the position from the given FEN, and returns the new side to move
\r
1472 void SetMemorySize(int n); // if n is different from last time, resize all tables to make memory usage below n MB
\r
1473 char *MoveToText(MOVE move, int m); // converts the move from your internal format to text like e2e2, e1g1, a7a8q.
\r
1474 MOVE ParseMove(char *moveText); // converts a long-algebraic text move to your internal move format
\r
1475 int SearchBestMove(int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove);
\r
1476 void PonderUntilInput(int stm); // Search current position for stm, deepening forever until there is input.
\r
1478 UndoInfo undoInfo;
\r
1479 int sup0, sup1, sup2; // promo suppression squares
\r
1480 int lastLift, lastPut;
\r
1483 MakeMove2 (int stm, MOVE move)
\r
1485 sup0 = sup1; sup1 = sup2;
\r
1486 sup2 = MakeMove(move, &undoInfo);
\r
1487 rootEval = -rootEval - undoInfo.booty;
\r
1488 return stm ^ WHITE;
\r
1492 UnMake2 (MOVE move)
\r
1494 rootEval = -rootEval - undoInfo.booty;
\r
1495 UnMake(&undoInfo);
\r
1496 sup2 = sup1; sup1 = sup0;
\r
1500 Setup2 (char *fen)
\r
1502 SetUp(chuArray, chuPieces);
\r
1503 sup0 = sup1 = sup2 = ABSENT;
\r
1504 rootEval = hashKeyH = hashKeyL = 0;
\r
1509 SetMemorySize (int n)
\r
1514 MoveToText (MOVE move, int multiLine)
\r
1516 static char buf[50];
\r
1517 int f = move>>SQLEN & SQUARE, g = f, t = move & SQUARE;
\r
1519 if(t >= SPECIAL) { // kludgy! Print as side effect non-standard WB command to remove victims from double-capture (breaks hint command!)
\r
1520 int e = f + epList[t - SPECIAL];
\r
1521 // printf("take %c%d\n", e%BW+'a', e/BW+ONE);
\r
1522 sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;
\r
1523 if(multiLine) printf("move %s\n", buf), buf[0] = '\0';
\r
1524 if(ep2List[t - SPECIAL]) {
\r
1525 e = g + ep2List[t - SPECIAL];
\r
1526 // printf("take %c%d\n", e%BW+'a', e/BW+ONE);
\r
1527 sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;
\r
1528 if(multiLine) printf("move %s\n", buf), buf[0] = '\0';
\r
1530 t = g + toList[t - SPECIAL];
\r
1532 sprintf(buf+strlen(buf), "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, move & PROMOTE ? "+" : "");
\r
1537 ReadSquare (char *p, int *sqr)
\r
1541 r = atoi(p + 1) - ONE;
\r
1543 return 2 + (r > 9);
\r
1547 ParseMove (char *moveText)
\r
1549 int i, j, f, t, t2, e, ret, deferred=0;
\r
1550 moveText += ReadSquare(moveText, &f);
\r
1551 moveText += ReadSquare(moveText, &t); t2 = t;
\r
1552 if(*moveText == ',') {
\r
1554 moveText += ReadSquare(moveText, &e);
\r
1555 if(e != t) return INVALID; // must continue with same piece
\r
1557 moveText += ReadSquare(moveText, &t);
\r
1558 for(i=0; i<8; i++) if(f + kStep[i] == e) break;
\r
1559 if(i >= 8) return INVALID; // this rejects Lion Dog 2+1 and 2-1 moves!
\r
1560 for(j=0; j<8; j++) if(e + kStep[j] == t) break;
\r
1561 if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves!
\r
1562 t2 = SPECIAL + 8*i + j;
\r
1564 ret = f<<SQLEN | t2;
\r
1565 if(*moveText == '+') ret |= PROMOTE;
\r
1566 MapFromScratch(attacks);
\r
1567 Search(-INF-1, INF+1, 0, 1, sup1, sup2);
\r
1568 for(i=retFirst; i<retMSP; i++) {
\r
1569 if((moveStack[i] & (PROMOTE | DEFER-1)) == ret) break;
\r
1570 if((moveStack[i] & DEFER-1) == ret) deferred = i; // promoted version of entered non-promotion is legal
\r
1572 if(i>=retMSP) { // no exact match
\r
1573 if(deferred) { // but maybe non-sensical deferral
\r
1574 int flags = p[board[f]].promoFlag;
\r
1575 printf("# deferral of %d\n", deferred);
\r
1576 i = deferred; // in any case we take that move
\r
1577 if(!(flags & promoBoard[t] & (CANT_DEFER | LAST_RANK))) { // but change it into a deferral if that is allowed
\r
1578 moveStack[i] &= ~PROMOTE;
\r
1579 if(p[board[f]].value == 40) p[board[f]].promoFlag &= LAST_RANK; else
\r
1580 if(!(flags & promoBoard[f])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral
\r
1584 for(i=retFirst; i<retMSP; i++) printf("# %d. %08x %08x %s\n", i-20, moveStack[i], ret, MoveToText(moveStack[i], 0));
\r
1586 return (i >= retMSP ? INVALID : moveStack[i]);
\r
1590 Highlight(char *coords)
\r
1592 int i, j, n, sqr, cnt=0;
\r
1593 char b[BSIZE], buf[2000], *q;
\r
1594 for(i=0; i<BSIZE; i++) b[i] = 0;
\r
1595 ReadSquare(coords, &sqr);
\r
1596 MapFromScratch(attacks);
\r
1598 Search(-INF-1, INF+1, 0, 1, sup1, sup2);
\r
1600 for(i=retFirst; i<retMSP; i++) {
\r
1601 if(sqr == (moveStack[i]>>SQLEN & SQUARE)) {
\r
1602 int t = moveStack[i] & SQUARE;
\r
1603 if(t >= SPECIAL) continue;
\r
1604 b[t] = (board[t] == EMPTY ? 'Y' : 'R'); cnt++;
\r
1607 if(!cnt) { // no moves from given square
\r
1608 if(sqr != lastPut) return; // refrain from sending empty FEN
\r
1609 // we lifted a piece for second leg of move
\r
1610 for(i=retFirst; i<retMSP; i++) {
\r
1611 if(lastLift == (moveStack[i]>>SQLEN & SQUARE)) {
\r
1612 int e, t = moveStack[i] & SQUARE;
\r
1613 if(t < SPECIAL) continue; // only special moves
\r
1614 e = lastLift + epList[t - SPECIAL]; // decode
\r
1615 t = lastLift + toList[t - SPECIAL];
\r
1616 if(e != sqr) continue;
\r
1617 b[t] = (board[t] == EMPTY ? 'Y' : 'R'); cnt++;
\r
1621 } else lastLift = sqr; // remember
\r
1624 for(i=BH-1; i>=0; i--) {
\r
1625 for(j=0; j<BH; j++) {
\r
1627 if(b[n]) *q++ = b[n]; else {
\r
1628 if(q > buf && q[-1] <= '9' && q[-1] >= '0') {
\r
1631 if(q > buf+1 && q[-2] <= '9' && q[-2] >= '0') q[-2]++; else q[-1] = '1', *q++ = '0';
\r
1633 } else *q++ = '1';
\r
1639 printf("highlight %s\n", buf);
\r
1643 SearchBestMove (int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove)
\r
1645 int score, targetTime, movesLeft = 50;
\r
1646 if(mps) movesLeft = mps - (moveNr>>1)%mps;
\r
1647 targetTime = timeLeft*10 / (movesLeft + 1) + 1000 * inc;
\r
1648 if(timePerMove > 0) targetTime = timeLeft * 5;
\r
1649 startTime = GetTickCount();
\r
1650 tlim1 = 0.3*targetTime;
\r
1651 tlim2 = 1.9*targetTime;
\r
1653 MapFromScratch(attacks);
\r
1654 score = Search(-INF-1, INF+1, rootEval, 20, sup1, sup2);
\r
1656 *ponderMove = INVALID;
\r
1661 PonderUntilInput (int stm)
\r
1665 // Some global variables that control your engine's behavior
\r
1669 int resign; // engine-defined option
\r
1670 int contemptFactor; // likewise
\r
1672 int TakeBack(int n)
\r
1673 { // reset the game and then replay it to the desired point
\r
1675 stm = Setup2(NULL);
\r
1676 printf("# setup done");fflush(stdout);
\r
1677 last = moveNr - n; if(last < 0) last = 0;
\r
1678 for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove2(stm, gameMove[moveNr]),printf("make %2d: %x\n", moveNr, gameMove[moveNr]);
\r
1682 void PrintResult(int stm, int score)
\r
1684 if(score == 0) printf("1/2-1/2\n");
\r
1685 if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0\n");
\r
1686 else printf("0-1\n");
\r
1691 int engineSide=NONE; // side played by engine
\r
1692 int timeLeft; // timeleft on engine's clock
\r
1693 int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search
\r
1694 int maxDepth; // used by search
\r
1695 MOVE move, ponderMove;
\r
1697 char inBuf[8000], command[80];
\r
1700 SetUp(chuArray, chuPieces);
\r
1703 // pbytes(promoBoard);
\r
1704 // Search(-INF, INF, 0, 1, ABSENT, ABSENT);
\r
1705 // pmoves(20, retMSP);
\r
1706 //MapFromScratch(attacks);
\r
1707 // MapOneColor(1, last[WHITE], attacks);
\r
1709 while(1) { // infinite loop
\r
1711 fflush(stdout); // make sure everything is printed before we do something that might take time
\r
1713 if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move
\r
1715 score = SearchBestMove(stm, timeLeft, mps, timeControl, inc, timePerMove, &move, &ponderMove);
\r
1717 if(move == INVALID) { // game apparently ended
\r
1718 engineSide = NONE; // so stop playing
\r
1719 PrintResult(stm, score);
\r
1721 stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move
\r
1722 gameMove[moveNr++] = move; // remember game
\r
1723 printf("move %s\n", MoveToText(move, 1));
\r
1727 fflush(stdout); // make sure everything is printed before we do something that might take time
\r
1729 // now it is not our turn (anymore)
\r
1730 if(engineSide == ANALYZE) { // in analysis, we always ponder the position
\r
1731 PonderUntilInput(stm);
\r
1733 if(engineSide != NONE && ponder == ON && moveNr != 0) { // ponder while waiting for input
\r
1734 if(ponderMove == INVALID) { // if we have no move to ponder on, ponder the position
\r
1735 PonderUntilInput(stm);
\r
1737 int newStm = MakeMove2(stm, ponderMove);
\r
1738 PonderUntilInput(newStm);
\r
1739 UnMake2(ponderMove);
\r
1744 // wait for input, and read it until we have collected a complete line
\r
1745 for(i = 0; (inBuf[i] = getchar()) != '\n'; i++);
\r
1748 pmoves(retFirst, retMSP);
\r
1750 // extract the first word
\r
1751 sscanf(inBuf, "%s", command);
\r
1752 printf("in: %s\n", command);
\r
1754 // recognize the command,and execute it
\r
1755 if(!strcmp(command, "quit")) { break; } // breaks out of infinite loop
\r
1756 if(!strcmp(command, "force")) { engineSide = NONE; continue; }
\r
1757 if(!strcmp(command, "analyze")) { engineSide = ANALYZE; continue; }
\r
1758 if(!strcmp(command, "exit")) { engineSide = NONE; continue; }
\r
1759 if(!strcmp(command, "otim")) { goto noPonder; } // do not start pondering after receiving time commands, as move will follow immediately
\r
1760 if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); goto noPonder; }
\r
1761 if(!strcmp(command, "level")) {
\r
1763 sscanf(inBuf, "level %d %d %d", &mps, &min, &inc) == 3 || // if this does not work, it must be min:sec format
\r
1764 sscanf(inBuf, "level %d %d:%d %d", &mps, &min, &sec, &inc);
\r
1765 timeControl = 60*min + sec; timePerMove = -1;
\r
1768 if(!strcmp(command, "protover")){
\r
1769 printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n");
\r
1770 printf("feature variants=\"chu,12x12+0_fairy\"\n");
\r
1771 printf("feature highlight=1\n");
\r
1772 printf("feature option=\"Resign -check 0\"\n"); // example of an engine-defined option
\r
1773 printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one
\r
1774 printf("feature done=1\n");
\r
1777 if(!strcmp(command, "option")) { // setting of engine-define option; find out which
\r
1778 if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue;
\r
1779 if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;
\r
1782 if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; }
\r
1783 if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; }
\r
1784 if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; }
\r
1785 if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); continue; }
\r
1786 // if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); continue; }
\r
1787 if(!strcmp(command, "new")) { engineSide = BLACK; stm = Setup2(DEFAULT_FEN); maxDepth = MAXPLY; randomize = OFF; continue; }
\r
1788 if(!strcmp(command, "setboard")){ engineSide = NONE; stm = Setup2(inBuf+9); continue; }
\r
1789 if(!strcmp(command, "easy")) { ponder = OFF; continue; }
\r
1790 if(!strcmp(command, "hard")) { ponder = ON; continue; }
\r
1791 if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; }
\r
1792 if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; }
\r
1793 if(!strcmp(command, "go")) { engineSide = stm; continue; }
\r
1794 if(!strcmp(command, "post")) { postThinking = ON; continue; }
\r
1795 if(!strcmp(command, "nopost")) { postThinking = OFF;continue; }
\r
1796 if(!strcmp(command, "random")) { randomize = ON; continue; }
\r
1797 if(!strcmp(command, "hint")) { if(ponderMove != INVALID) printf("Hint: %s\n", MoveToText(ponderMove, 0)); continue; }
\r
1798 if(!strcmp(command, "lift")) { Highlight(inBuf+5); continue; }
\r
1799 if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; }
\r
1800 if(!strcmp(command, "book")) { continue; }
\r
1801 if(!strcmp(command, "variant")) { continue; }
\r
1802 // non-standard commands
\r
1803 if(!strcmp(command, "p")) { pboard(board); continue; }
\r
1804 if(!strcmp(command, "w")) { pmap(attacks, WHITE); continue; }
\r
1805 if(!strcmp(command, "b")) { pmap(attacks, BLACK); continue; }
\r
1806 // ignored commands:
\r
1807 if(!strcmp(command, "xboard")) { continue; }
\r
1808 if(!strcmp(command, "computer")){ continue; }
\r
1809 if(!strcmp(command, "name")) { continue; }
\r
1810 if(!strcmp(command, "ics")) { continue; }
\r
1811 if(!strcmp(command, "accepted")){ continue; }
\r
1812 if(!strcmp(command, "rejected")){ continue; }
\r
1813 if(!strcmp(command, "hover")) { continue; }
\r
1814 if(!strcmp(command, "")) { continue; }
\r
1815 if(!strcmp(command, "usermove")){
\r
1816 int move = ParseMove(inBuf+9);
\r
1817 if(move == INVALID) printf("Illegal move\n");
\r
1819 stm = MakeMove2(stm, move);
\r
1820 ponderMove = INVALID;
\r
1821 gameMove[moveNr++] = move; // remember game
\r
1825 printf("Error: unknown command\n");
\r