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 // promotions by pieces with Lion power stepping in & out the zone in same turn
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12 // promotion on capture
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14 #define VERSION "0.1beta"
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16 #define PATH level==0 || path[0] == 0xc4028 && (level==1 /*|| path[1] == 0x75967 && (level == 2 || path[2] == 0x3400b && (level == 3))*/)
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26 # include <windows.h>
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28 # include <sys/time.h>
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29 int GetTickCount() // with thanks to Tord
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31 gettimeofday(&t, NULL);
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32 return t.tv_sec*1000 + t.tv_usec/1000;
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39 #define BWMAX (2*BHMAX)
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40 #define BSIZE BWMAX*BHMAX
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43 #define ONE (currentVariant == V_SHO || currentVariant == V_CHESS)
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48 #define EDGE (1<<11)
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49 #define TYPE (WHITE|BLACK|EDGE)
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52 #define NPIECES EDGE+1 /* length of piece list */
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54 #define SQLEN 11 /* bits in square number */
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55 #define SQUARE ((1<<SQLEN) - 1) /* mask for square in move */
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56 #define DEFER (1<<2*SQLEN) /* deferral on zone entry */
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57 #define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */
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58 #define SPECIAL 1400 /* start of special moves */
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59 #define BURN (SPECIAL + 96) /* start of burn encodings */
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60 #define STEP(X,Y) (BW*(X)+ (Y))
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61 #define SORTKEY(X) 0
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63 #define UPDATE_MOBILITY(X,Y)
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64 #define ADDMOVE(X,Y)
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67 #define CAN_PROMOTE 0x11
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68 #define DONT_DEFER 0x22
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69 #define CANT_DEFER 0x44
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70 #define LAST_RANK 0x88
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71 #define P_WHITE 0x0F
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72 #define P_BLACK 0xF0
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74 typedef unsigned int Move;
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76 char *MoveToText(Move move, int m); // from WB driver
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77 void pmap(int *m, int col);
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78 void pboard(int *b);
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79 void pbytes(unsigned char *b);
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82 char *name, *promoted;
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84 signed char range[8];
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86 int whiteKey, blackKey;
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90 int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount, savKeyL, savKeyH;
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94 char *array, *reason;
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95 int bWidth, bHeight, bsize, zone, currentVariant;
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96 int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, retDep, pvPtr, level, cnt50, chuFlag=1, tenFlag, mobilityScore;
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97 int nodes, startTime, tlim1, tlim2, repCnt, comp;
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98 Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[300];
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100 #define X 36 /* slider */
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101 #define R 37 /* jump capture */
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102 #define N -1 /* Knight */
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103 #define J -2 /* jump */
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104 #define D -3 /* linear double move */
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105 #define T -4 /* linear triple move */
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106 #define L -5 /* true Lion move */
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107 #define F -6 /* Lion + 3-step */
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108 #define S -7 /* Lion + range */
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109 #define H -9 /* hook move */
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110 #define C -10 /* capture only */
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111 #define M -11 /* non-capture only */
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113 #define LVAL 100 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */
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114 #define FVAL 500 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */
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116 PieceDesc chuPieces[] = {
\r
117 {"LN", "", LVAL, { L,L,L,L,L,L,L,L } }, // lion
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118 {"FK", "", 60, { X,X,X,X,X,X,X,X } }, // free king
\r
119 {"SE", "", 55, { X,D,X,X,X,X,X,D } }, // soaring eagle
\r
120 {"HF", "", 50, { D,X,X,X,X,X,X,X } }, // horned falcon
\r
121 {"FO", "", 40, { X,X,0,X,X,X,0,X } }, // flying ox
\r
122 {"FB", "", 40, { 0,X,X,X,0,X,X,X } }, // free boar
\r
123 {"DK", "SE", 40, { X,1,X,1,X,1,X,1 } }, // dragon king
\r
124 {"DH", "HF", 35, { 1,X,1,X,1,X,1,X } }, // dragon horse
\r
125 {"WH", "", 35, { X,X,0,0,X,0,0,X } }, // white horse
\r
126 {"R", "DK", 30, { X,0,X,0,X,0,X,0 } }, // rook
\r
127 {"FS", "", 30, { X,1,1,1,X,1,1,1 } }, // flying stag
\r
128 {"WL", "", 25, { X,0,0,X,X,X,0,0 } }, // whale
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129 {"K", "", 28, { 1,1,1,1,1,1,1,1 }, 4 }, // king
\r
130 {"CP", "", 27, { 1,1,1,1,1,1,1,1 }, 4 }, // king
\r
131 {"B", "DH", 25, { 0,X,0,X,0,X,0,X } }, // bishop
\r
132 {"VM", "FO", 20, { X,0,1,0,X,0,1,0 } }, // vertical mover
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133 {"SM", "FB", 20, { 1,0,X,0,1,0,X,0 } }, // side mover
\r
134 {"DE", "CP", 20, { 1,1,1,1,0,1,1,1 } }, // drunk elephant
\r
135 {"BT", "FS", 15, { 0,1,1,1,1,1,1,1 } }, // blind tiger
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136 {"G", "R", 15, { 1,1,1,0,1,0,1,1 } }, // gold
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137 {"FL", "B", 15, { 1,1,0,1,1,1,0,1 } }, // ferocious leopard
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138 {"KN", "LN", 15, { J,1,J,1,J,1,J,1 } }, // kirin
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139 {"PH", "FK", 15, { 1,J,1,J,1,J,1,J } }, // phoenix
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140 {"RV", "WL", 15, { X,0,0,0,X,0,0,0 } }, // reverse chariot
\r
141 {"L", "WH", 15, { X,0,0,0,0,0,0,0 } }, // lance
\r
142 {"S", "VM", 10, { 1,1,0,1,0,1,0,1 } }, // silver
\r
143 {"C", "SM", 10, { 1,1,0,0,1,0,0,1 } }, // copper
\r
144 {"GB", "DE", 5, { 1,0,0,0,1,0,0,0 } }, // go between
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145 {"P", "G", 4, { 1,0,0,0,0,0,0,0 } }, // pawn
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146 { NULL } // sentinel
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149 PieceDesc shoPieces[] = {
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150 {"DK", "", 70, { X,1,X,1,X,1,X,1 } }, // dragon king
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151 {"DH", "", 52, { 1,X,1,X,1,X,1,X } }, // dragon horse
\r
152 {"R", "DK", 50, { X,0,X,0,X,0,X,0 } }, // rook
\r
153 {"B", "DH", 32, { 0,X,0,X,0,X,0,X } }, // bishop
\r
154 {"K", "", 41, { 1,1,1,1,1,1,1,1 } }, // king
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155 {"CP", "", 40, { 1,1,1,1,1,1,1,1 } }, // king
\r
156 {"DE", "CP", 25, { 1,1,1,1,0,1,1,1 } }, // silver
\r
157 {"G", "", 22, { 1,1,1,0,1,0,1,1 } }, // gold
\r
158 {"S", "G", 20, { 1,1,0,1,0,1,0,1 } }, // silver
\r
159 {"L", "G", 15, { X,0,0,0,0,0,0,0 } }, // lance
\r
160 {"N", "G", 11, { N,0,0,0,0,0,0,N } }, // Knight
\r
161 {"P", "G", 8, { 1,0,0,0,0,0,0,0 } }, // pawn
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162 { NULL } // sentinel
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165 PieceDesc daiPieces[] = {
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166 {"FD", "G", 15, { 0,2,0,2,0,2,0,2 } }, // Flying Dragon
\r
167 {"VO", "G", 20, { 2,0,2,0,2,0,2,0 } }, // Violent Ox
\r
168 {"EW", "G", 8, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf
\r
169 {"CS", "G", 7, { 0,1,0,1,0,1,0,1 } }, // Cat Sword
\r
170 {"AB", "G", 6, { 1,0,1,0,1,0,1,0 } }, // Angry Boar
\r
171 {"I", "G", 8, { 1,1,0,0,0,0,0,1 } }, // Iron
\r
172 {"N", "G", 6, { N,0,0,0,0,0,0,N } }, // Knight
\r
173 {"ST", "G", 5, { 0,1,0,0,0,0,0,1 } }, // Stone
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174 { NULL } // sentinel
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177 PieceDesc ddPieces[] = {
\r
178 {"LO", "", 1, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin
\r
179 {"OK", "LO", 1, { 2,1,2,0,2,0,2,1 } }, // Old Kite
\r
180 {"PS", "HM", 1, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake
\r
181 {"GE", "", 1, { 3,3,5,5,3,5,5,3 } }, // Great Elephant
\r
182 {"WS", "LD", 1, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian
\r
183 {"EA", "LN", 1, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian
\r
184 {"NO", "FE", 1, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian
\r
185 {"SO", "WE", 1, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian
\r
186 {"FE", "", 1, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant
\r
187 {"WE", "", 1, { 2,2,2,X,2,X,2,2 } }, // White Elephant
\r
188 {"FT", "", 1, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater
\r
189 {"FR", "", 1, { 5,X,X,0,5,0,X,X } }, // Free Demon
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190 {"WB", "FT", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo
\r
191 {"RB", "FR", 1, { X,X,X,X,0,X,X,X } }, // Rushing Bird
\r
192 {"SB", "", 1, { X,X,2,2,2,2,2,X } }, // Standard Bearer
\r
193 {"FH", "FK", 1, { 1,2,1,0,1,0,1,2 } }, // Flying Horse
\r
194 {"NK", "SB", 1, { 1,1,1,1,1,1,1,1 } }, // Neighbor King
\r
195 {"BM", "MW", 1, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey
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196 {"DO", "", 1, { 2,X,2,X,2,X,2,X } }, // Dove
\r
197 {"EB", "DO", 1, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger
\r
198 {"EF", "SD", 1, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox
\r
199 {"RA", "", 1, { X,0,X,1,X,1,X,0 } }, // Racing Chariot
\r
200 {"SQ", "", 1, { X,1,X,0,X,0,X,1 } }, // Square Mover
\r
201 {"PR", "SQ", 1, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag
\r
202 {"WT", "", 1, { X,1,2,0,X,0,2,X } }, // White Tiger
\r
203 {"BD", "", 1, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon
\r
204 {"HD", "", 1, { X,0,0,0,1,0,0,0 } }, // Howling Dog
\r
205 {"VB", "", 1, { 0,2,1,0,0,0,1,2 } }, // Violent Bear
\r
206 {"SA", "", 1, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger
\r
207 {"W", "", 1, { 0,2,0,0,0,0,0,2 } }, // Wood
\r
208 {"CS", "DH", 7, { 0,1,0,1,0,1,0,1 } }, // cat sword
\r
209 {"FD", "DK", 15, { 0,2,0,2,0,2,0,2 } }, // flying dragon
\r
210 {"KN", "GD", 15, { J,1,J,1,J,1,J,1 } }, // kirin
\r
211 {"PH", "GB", 15, { 1,J,1,J,1,J,1,J } }, // phoenix
\r
212 {"LN", "FF", 100, { L,L,L,L,L,L,L,L } }, // lion
\r
213 {"LD", "GE", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog
\r
214 {"AB", "", 1, { 1,0,1,0,1,0,1,0 } }, // Angry Boar
\r
215 {"B", "", 1, { 0,X,0,X,0,X,0,X } }, // Bishop
\r
216 {"C", "", 1, { 1,1,0,0,1,0,0,1 } }, // Copper
\r
217 {"DH", "", 1, { 1,X,1,X,1,X,1,X } }, // Dragon Horse
\r
218 {"DK", "", 1, { X,1,X,1,X,1,X,1 } }, // Dragon King
\r
219 {"FK", "", 1, { } }, //
\r
220 {"EW", "", 1, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf
\r
221 {"FL", "", 1, { } }, //
\r
222 {"", "", 1, { } }, //
\r
223 {"", "", 1, { } }, //
\r
224 {"", "", 1, { } }, //
\r
225 {"", "", 1, { } }, //
\r
226 { NULL } // sentinel
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229 PieceDesc makaPieces[] = {
\r
230 {"DV", "", 1, { 0,1,0,1,0,0,1,1 } }, // Deva
\r
231 {"DS", "", 1, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit
\r
232 {"T", "", 1, { 0,1,0,0,1,0,0,1 } }, // Tile
\r
233 {"CS", "", 1, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent
\r
234 {"RD", "", 1, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon
\r
235 {"CC", "", 1, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock
\r
236 {"OM", "", 1, { 0,1,0,1,1,1,0,1 } }, // Old Monkey
\r
237 {"BB", "", 1, { 0,1,0,1,X,1,0,1 } }, // Blind Bear
\r
238 {"OR", "", 1, { 0,2,0,0,2,0,0,2 } }, // Old Rat
\r
239 {"LD", "WS", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog
\r
240 {"WR", "", 1, { 0,3,1,3,0,3,1,3 } }, // Wrestler
\r
241 {"GG", "", 1, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods
\r
242 {"BD", "", 1, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil
\r
243 {"SD", "", 1, { 5,2,5,2,5,2,5,2 } }, // She-Devil
\r
244 {"DY", "", 1, { J,0,1,0,J,0,1,0 } }, // Donkey
\r
245 {"CP", "", 1, { 0,H,0,2,0,2,0,H } }, // Capricorn
\r
246 {"HM", "", 1, { H,0,H,0,H,0,H,0 } }, // Hook Mover
\r
247 {"SF", "", 1, { 0,1,X,1,0,1,0,1 } }, // Side Flier
\r
248 {"LC", "", 1, { X,0,0,X,1,0,0,X } }, // Left Chariot
\r
249 {"RC", "", 1, { X,X,0,0,1,X,0,0 } }, // Right Chariot
\r
250 {"FG", "", 1, { X,X,X,0,X,0,X,X } }, // Free Gold
\r
251 {"FS", "", 1, { X,X,0,X,0,X,0,X } }, // Free Silver
\r
252 {"FC", "", 1, { X,X,0,0,X,0,0,X } }, // Free Copper
\r
253 {"FI", "", 1, { X,X,0,0,0,0,0,X } }, // Free Iron
\r
254 {"FT", "", 1, { 0,X,0,0,X,0,0,X } }, // Free Tile
\r
255 {"FN", "", 1, { 0,X,0,0,0,0,0,X } }, // Free Stone
\r
256 {"FTg", "", 1, { 0,X,X,X,X,X,X,X } }, // Free Tiger
\r
257 {"FLp", "", 1, { X,X,0,X,X,X,0,X } }, // Free Leopard (Free Boar?)
\r
258 {"FSp", "", 1, { X,0,0,X,X,X,0,0 } }, // Free Serpent (Whale?)
\r
259 {"FrD", "", 1, { X,0,X,X,X,X,X,0 } }, // Free Dragon
\r
260 {"FC", "", 1, { 0,X,0,X,0,X,0,X } }, // Free Cat (Bishop?)
\r
261 {"EM", "", 1, { } }, // Emperor
\r
262 {"TK", "", 1, { } }, // Teaching King
\r
263 {"BS", "", 1, { } }, // Budhist Spirit
\r
264 {"WS", "", 1, { X,X,0,X,1,X,0,X } }, // Wizard Stork
\r
265 {"MW", "", 1, { 1,X,0,X,X,X,0,X } }, // Mountain Witch
\r
266 {"FF", "", 1, { } }, // Furious Fiend
\r
267 {"GD", "", 1, { 2,3,X,3,2,3,X,3 } }, // Great Dragon
\r
268 {"GB", "", 1, { X,3,2,3,X,3,2,3 } }, // Golden Bird
\r
269 {"FrW", "", 1, { } }, // Free Wolf
\r
270 {"FrB", "", 1, { } }, // Free Bear
\r
271 {"BT", "", 1, { X,0,0,X,0,X,0,0 } }, // Bat
\r
272 {"", "", 1, { } }, //
\r
273 { NULL } // sentinel
\r
276 PieceDesc taiPieces[] = {
\r
277 {"", "", 1, { } }, // Peacock
\r
278 {"", "", 1, { } }, // Vermillion Sparrow
\r
279 {"", "", 1, { } }, // Turtle Snake
\r
280 {"", "", 1, { } }, // Silver Hare
\r
281 {"", "", 1, { } }, // Golden Deer
\r
282 {"", "", 1, { } }, //
\r
283 {"", "", 1, { } }, //
\r
284 {"", "", 1, { } }, //
\r
285 { NULL } // sentinel
\r
288 PieceDesc tenjikuPieces[] = { // only those not in Chu, or different (because of different promotion)
\r
289 {"FI", "", FVAL, { X,X,0,X,X,X,0,X } }, // Fire Demon
\r
290 {"GG", "", 150, { R,R,R,R,R,R,R,R }, 3 }, // Great General
\r
291 {"VG", "", 140, { 0,R,0,R,0,R,0,R }, 2 }, // Vice General
\r
292 {"RG", "GG",120, { R,0,R,0,R,0,R,0 }, 1 }, // Rook General
\r
293 {"BG", "VG",110, { 0,R,0,R,0,R,0,R }, 1 }, // Bishop General
\r
294 {"SE", "RG", 1, { X,D,X,X,X,X,X,D } }, // Soaring Eagle
\r
295 {"HF", "BG", 1, { D,X,X,X,X,X,X,X } }, // Horned Falcon
\r
296 {"LH", "", 1, { L,S,L,S,L,S,L,S } }, // Lion-Hawk
\r
297 {"LN", "LH", LVAL, { L,L,L,L,L,L,L,L } }, // Lion
\r
298 {"FE", "", 1, { X,X,X,X,X,X,X,X } }, // Free Eagle
\r
299 {"FK", "FE", 60, { X,X,X,X,X,X,X,X } }, // Free King
\r
300 {"HT", "", 1, { X,X,2,X,X,X,2,X } }, // Heavenly Tetrarchs
\r
301 {"CS", "HT", 1, { X,X,2,X,X,X,2,X } }, // Chariot Soldier
\r
302 {"WB", "FI", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo
\r
303 {"VS", "CS", 1, { X,0,2,0,1,0,2,0 } }, // Vertical Soldier
\r
304 {"SS", "WB", 1, { 2,0,X,0,1,0,X,0 } }, // Side Soldier
\r
305 {"I", "VS", 1, { 1,1,0,0,0,0,0,1 } }, // Iron
\r
306 {"N", "SS", 1, { N,0,0,0,0,0,0,N } }, // Knight
\r
307 {"MG", "", 1, { X,0,0,X,0,X,0,0 } }, // Multi-General
\r
308 {"D", "MG", 1, { 1,0,0,1,0,1,0,0 } }, // Dog
\r
309 { NULL } // sentinel
\r
312 PieceDesc taikyokuPieces[] = {
\r
313 {"", "", 1, { } }, //
\r
314 { NULL } // sentinel
\r
317 PieceDesc chessPieces[] = {
\r
318 {"Q", "", 95, { X,X,X,X,X,X,X,X } },
\r
319 {"R", "", 50, { X,0,X,0,X,0,X,0 } },
\r
320 {"B", "", 32, { 0,X,0,X,0,X,0,X } },
\r
321 {"N", "", 30, { N,N,N,N,N,N,N,N } },
\r
322 {"K", "", 28, { 1,1,1,1,1,1,1,1 } },
\r
323 {"P", "Q", 8, { M,C,0,0,0,0,0,C } },
\r
324 { NULL } // sentinel
\r
327 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..."
\r
328 "/............/............/"
\r
329 "...: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";
\r
330 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"
\r
331 "/PPPPPPPPPPPPPPP/....:GB.....:GB..../.............../.............../.............../....:gb.....:gb..../ppppppppppppppp/"
\r
332 "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";
\r
333 char tenArray[] = "LN:FLICSGK:DEGSCI:FLNL/:RV.:CS:CS.:BT:KN:LN:FK:PH:BT.:CS:CS.:RV/:SS:VSB:DH:DK:WB:FI:LH:FE:FI:WB:DK:DHB:VS:SS/"
\r
334 ":SM:VMR:HF:SE:BG:RG:GG:VG:RG:BG:SE:HFR:VM:SM/PPPPPPPPPPPPPPPP/....D......D..../"
\r
335 "................/................/................/................/"
\r
336 "....d......d..../pppppppppppppppp/:sm:vmr:hf:se:bg:rg:vg:gg:rg:bg:se:hfr:vm:sm/"
\r
337 ":ss:vsb:dh:dk:wb:fi:fe:lh:fi:wb:dk:dhb:vs:ss/:rv.:cs:cs.:bt:ph:fk:ln:kn:bt.:cs:cs.:rv/ln:flicsg:dekgsci:flnl";
\r
338 char shoArray[] = "LNSGKGSNL/.B..:DE..R./PPPPPPPPP/........./........./........./ppppppppp/.r..:de..b./lnsgkgsnl";
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339 char chessArray[] = "RNBQKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbqkbnr";
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342 int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes
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343 char *name; // WinBoard name
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344 char *array; // initial position
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347 typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_TENJIKU, V_DADA, V_MAKA, V_TAI, V_KYOKU } Variant;
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349 VariantDesc variants[] = {
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350 { 16, 8, 8, 1, V_CHESS, "normal", chessArray }, // FIDE
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351 { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho
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352 { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu
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353 { 30, 15, 15, 5, V_DAI, "dai", daiArray }, // Dai
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354 { 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray }, // Tenjiku
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355 // { 0, 0, 0, 0, 0 }, // sentinel
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356 { 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai
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357 { 38, 19, 19, 0, V_MAKA, "maka", chuArray }, // Maka Dai Dai
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358 { 50, 25, 25, 0, V_TAI, "tai", chuArray }, // Tai
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359 { 40, 36, 36, 0, V_KYOKU, "kyoku", chuArray } // Taikyoku
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366 Vector direction[] = { // clockwise!
\r
376 { 2, 1}, // Knight jumps
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386 int epList[96], ep2List[96], toList[96], reverse[96]; // decoding tables for double and triple moves
\r
387 int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8)
\r
388 char fireFlags[10]; // flags for Fire-Demon presence (last two are dummies, which stay 0, for compactify)
\r
389 #define kStep (kingStep+1)
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390 #define nStep (knightStep+1)
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392 int attackMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction
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403 int rayMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction
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414 int one[] = { // 1 in the bit fields for the various directions
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423 0100000000 // marks knight jumps
\r
426 // Main Data structures
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429 // Interleaved lists for black and white, white taking the odd slots
\r
430 // Pieces in general have two entries: one for the basic, and one for the promoted version
\r
431 // The unused one gets its position set to the invalid square number ABSENT
\r
432 // The list is sorted by piece value, most valuable pieces first
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433 // When a piece is captured in the search, both its versions are marked ABSENT
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434 // In the root the list is packed to eliminate all captured pieces
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435 // The list contains a table for how far the piece moves in each direction
\r
436 // Range encoding: -3 = full Lion, -2 = on-ray Lion, -1 = plain jump, 0 = none, 1 = step, >1 = (limited) range
\r
438 // A table in board format, containing pairs of consecutive integers for each square (indexed as 2*sqr and 2*sqr+1)
\r
439 // The first integer contains info on black attacks to the square, the second similarly for white attacks
\r
440 // Each integer contains eight 3-bit fields, which count the number of attacks on it with moves in a particular direction
\r
441 // (If there are attacks by range-jumpers, the 3-bit count is increased by 2 over the actual value)
\r
443 // The board has twice as many files as actually used, in 0x88 fashion
\r
444 // The used squares hold the piece numbers (for use as index in the piece list)
\r
445 // Unused squares are set to the invalid piece number EDGE
\r
446 // There are also 3 guard ranks of EDGE on each side
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448 // Moves are encoded as 11-bit from-square and to-square numbers packed in the low bits of an int
\r
449 // Special moves (like Lion double moves) are encoded by off-board to-squares above a certain value
\r
450 // Promotions are indicated by bit 22
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452 // Entries of 16 bytes, holding a 32-bit signature, 16-bit lower- and upper-bound scores,
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453 // 8-bit draft of each of those scores, an age counter that stores the search number of the last access.
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454 // The hash key is derived as the XOR of the products pieceKey[piece]*squareKey[square].
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456 // the promoBoard contains one byte with flags for each square, to indicate for each side whether the square
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457 // is in the promotion zone (twice), on the last two ranks, or on the last rank
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458 // the promoFlag field in the piece list can select which bits of this are tested, to see if it
\r
459 // (1) can promote (2) can defer when the to-square is on last rank, last two ranks, or anywhere.
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460 // 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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468 signed char range[8];
\r
473 } PieceInfo; // piece-list entry
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475 int last[2], royal[2];
\r
476 PieceInfo p[NPIECES]; // piece list
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487 } HashEntry; // hash-table entry
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489 // Some global variables that control your engine's behavior
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493 int resign; // engine-defined option
\r
494 int contemptFactor; // likewise
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496 int squareKey[BSIZE];
\r
498 int rawBoard[BSIZE + 11*BHMAX + 6];
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499 //int attacks[2*BSIZE]; // attack map
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500 int attackMaps[200*BSIZE], *attacks = attackMaps;
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501 char distance[2*BSIZE]; // distance table
\r
502 char promoBoard[BSIZE]; // flags to indicate promotion zones
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503 char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons
\r
504 signed char PST[2*BSIZE];
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506 #define board (rawBoard + 6*BHMAX + 3)
\r
507 #define fireBoard (rawFire + BWMAX + 1)
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508 #define dist (distance + BSIZE)
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511 ListLookUp (char *name, PieceDesc *list)
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512 { // find piece of given name in list of descriptors
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513 while(list->name && strcmp(name, list->name)) list++;
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514 return (list->name == NULL ? NULL : list);
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518 LookUp (char *name, int var)
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519 { // search piece of given name in all lists relevant for given variant
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522 case V_TENJIKU: // Tenjiku
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523 desc = ListLookUp(name, tenjikuPieces);
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524 if(desc) return desc;
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525 return ListLookUp(name, chuPieces);
\r
527 return ListLookUp(name, shoPieces);
\r
529 desc = ListLookUp(name, daiPieces);
\r
530 if(desc) return desc;
\r
532 return ListLookUp(name, chuPieces);
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533 case V_CHESS: // FIDE
\r
534 return ListLookUp(name, chessPieces);
\r
541 { // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!)
\r
543 for(i=stm+2; i<last[stm]; i+=2)
\r
544 if(p[i].promo > n) p[i].promo -= 2;
\r
545 for(i=n; i<last[stm]; i+=2) {
\r
547 if(i+2 == royal[stm]) royal[stm] -= 2; // NB: squeezing out the King moves up Crown Prince to royal[stm]
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548 if(i < 10) fireFlags[i-2] = fireFlags[i];
\r
554 Worse (int a, int b)
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555 { // determine if range a not upward compatible with b
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556 if(a == b) return 0;
\r
557 if(a >= 0 && b >= 0) return a < b;
\r
558 if(a >= 0) return 1; // a (limited) range can never do the same as a special move
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560 case J: return b < J; // any special move is better than a plain jump
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561 case D: return b > 2 || b < D;
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562 case T: return b > 3 || b < T;
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563 case L: return b > 2 || b < D;
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564 case F: return b > 3 || b < F || b == T;
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565 case S: return b == H || b == T;
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566 case H: return b < 0;
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567 default: return 1; // a >= 0, so b must be < 0 and can always do something a ranging move cannot do
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573 IsUpwardCompatible (signed char *r, signed char *s)
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576 for(i=0; i<8; i++) {
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577 if(Worse(r[i], s[i])) return 0;
\r
583 Forward (signed char *r)
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586 for(i=2; i<7; i++) if(r[i]) return 0;
\r
591 Range (signed char *r)
\r
594 for(i=0; i<8; i++) {
\r
596 if(r[i] < 0) d == r[i] >= L ? 2 : 36;
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602 int multis[2], multiMovers[100];
\r
605 StackMultis (int col)
\r
609 for(i=col+2; i<last[col]; i+=2) { // scan piece list for multi-capturers
\r
610 for(j=0; j<8; j++) if(p[i].range[j] < J && p[i].range[j] >= S || p[i].value == 10*FVAL) {
\r
611 multiMovers[multis[col]] = i; // found one: put its piece number in list
\r
619 Compactify (int stm)
\r
620 { // remove pieces that are permanently gone (captured or promoted) from one side's piece list
\r
622 for(i=stm+2; i<last[stm]; i+=2) { // first pass: unpromoted pieces
\r
623 if((k = p[i].promo) >= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there
\r
624 p[k].promo = -2; // orphan promoted version
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628 for(i=stm+2; i<last[stm]; i+=2) { // second pass: promoted pieces
\r
629 if((k = p[i].promo) == -2 && p[i].pos == ABSENT) { // orphaned promoted piece not present
\r
637 AddPiece (int stm, PieceDesc *list)
\r
640 for(i=stm+2; i<=last[stm]; i += 2) {
\r
641 if(p[i].value < 10*list->value || p[i].value == 10*list->value && (p[i].promo < 0)) break;
\r
644 for(j=last[stm]; j>i; j-= 2) p[j] = p[j-2];
\r
645 p[i].value = v = 10*list->value;
\r
646 for(j=0; j<8; j++) p[i].range[j] = list->range[j^4*(WHITE-stm)];
\r
647 switch(Range(p[i].range)) {
\r
648 case 1: p[i].pst = BH; break;
\r
649 case 2: p[i].pst = bsize; break;
\r
650 default: p[i].pst = bsize + BH; break;
\r
652 key = (stm == WHITE ? &list->whiteKey : &list->blackKey);
\r
653 if(!*key) *key = ~(myRandom()*myRandom());
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654 p[i].pieceKey = *key;
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655 p[i].promoFlag = 0;
\r
656 p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;
\r
657 for(j=stm+2; j<= last[stm]; j+=2) {
\r
658 if(p[j].promo >= i) p[j].promo += 2;
\r
660 if(royal[stm] >= i) royal[stm] += 2;
\r
661 if(p[i].value == (currentVariant == V_SHO ? 410 : 280) ) royal[stm] = i;
\r
662 p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy
\r
667 SetUp(char *array, int var)
\r
669 int i, j, n, m, nr, color;
\r
670 char c, *q, name[3];
\r
671 PieceDesc *p1, *p2;
\r
672 last[WHITE] = 1; last[BLACK] = 0;
\r
673 if(var == V_CHESS) // add dummy Crown Princes
\r
674 p[AddPiece(WHITE, LookUp("CP", V_CHU))].pos = p[AddPiece(BLACK, LookUp("CP", V_CHU))].pos = ABSENT;
\r
676 //printf("next rank: %s\n", array);
\r
677 for(j = BW*i; ; j++) {
\r
678 c = name[0] = *array++;
\r
680 if(c == '.') continue;
\r
681 if(c == '/') break;
\r
682 name[1] = name[2] = 0;
\r
683 if(c == ':') name[0] = *array++, name[1] = *array++;
\r
684 if(name[0] >= 'a') {
\r
686 name[0] += 'A' - 'a';
\r
687 if(name[1]) name[1] += 'A' - 'a';
\r
688 } else color = WHITE;
\r
689 p1 = LookUp(name, var);
\r
690 n = AddPiece(color, p1);
\r
692 if(p1->promoted[0]) {
\r
693 p2 = LookUp(p1->promoted, var);
\r
694 m = AddPiece(color, p2);
\r
697 p[n].promoFlag = IsUpwardCompatible(p2->range, p1->range) * DONT_DEFER + CAN_PROMOTE;
\r
698 if(Forward(p1->range)) p[n].promoFlag |= LAST_RANK; // Pieces that only move forward can't defer on last rank
\r
699 if(!strcmp(p1->name, "N")) p[n].promoFlag |= CANT_DEFER; // Knights can't defer on last 2 ranks
\r
700 p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK;
\r
703 } else p[n].promo = -1; // unpromotable piece
\r
704 //printf("piece = %c%-2s %d(%d) %d/%d\n", color ? 'w' : 'b', name, n, m, last[color], last[!color]);
\r
708 for(i=0; i<8; i++) fireFlags[i] = 0;
\r
709 for(i=2, n=1; i<10; i++) if(p[i].value == 10*FVAL) {
\r
710 int x = p[i].pos; // mark all burn zones
\r
711 fireFlags[i-2] = n;
\r
712 if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n;
\r
715 for(i=0; i<BH; i++) for(j=0; j<BH; j++) board[BW*i+j] = EMPTY;
\r
716 for(i=WHITE+2; i<=last[WHITE]; i+=2) board[p[i].pos] = i;
\r
717 for(i=BLACK+2; i<=last[BLACK]; i+=2) board[p[i].pos] = i;
\r
718 StackMultis(WHITE);
\r
719 StackMultis(BLACK);
\r
720 stm = WHITE; xstm = BLACK;
\r
725 return rand() ^ rand()>>10 ^ rand() << 10 ^ rand() << 20;
\r
733 currentVariant = variants[var].varNr;
\r
734 bWidth = variants[var].boardWidth;
\r
735 bHeight = variants[var].boardRanks;
\r
736 zone = variants[var].zoneDepth;
\r
737 array = variants[var].array;
\r
738 bsize = bWidth*bHeight;
\r
739 chuFlag = (currentVariant == V_CHU);
\r
740 tenFlag = (currentVariant == V_TENJIKU);
\r
742 for(i= -1; i<9; i++) { // board steps in linear coordinates
\r
743 kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King
\r
744 nStep[i] = STEP(direction[(i&7)+8].x, direction[(i&7)+8].y); // Knight
\r
747 for(i=0; i<8; i++) { // Lion double-move decoding tables
\r
748 for(j=0; j<8; j++) {
\r
749 epList[8*i+j] = kStep[i];
\r
750 toList[8*i+j] = kStep[j] + kStep[i];
\r
751 for(k=0; k<8*i+j; k++)
\r
752 if(epList[k] == toList[8*i+j] && toList[k] == epList[8*i+j])
\r
753 reverse[k] = 8*i+j, reverse[8*i+j] = k;
\r
755 // Lion-Dog triple moves
\r
756 toList[64+i] = 3*kStep[i]; epList[64+i] = kStep[i];
\r
757 toList[72+i] = 3*kStep[i]; epList[72+i] = 2*kStep[i];
\r
758 toList[80+i] = 3*kStep[i]; epList[80+i] = kStep[i]; ep2List[80+i] = 2*kStep[i];
\r
759 toList[88+i] = kStep[i]; epList[88+i] = 2*kStep[i];
\r
762 // fill distance table
\r
763 for(i=0; i<2*BSIZE; i++) {
\r
767 for(j=1; j<BH; j++)
\r
768 dist[j * kStep[i]] = j;
\r
769 if(currentVariant == V_TENJIKU)
\r
770 for(i=1-BH; i<BH; i++) for(j=1-BH; j<BH; j++) dist[BW*i+j] = abs(i) > abs(j) ? abs(i) : abs(j);
\r
773 for(i=0; i<bsize; i++) squareKey[i] = ~(myRandom()*myRandom());
\r
776 for(i=0; i<BSIZE + 11*BHMAX + 6; i++) rawBoard[i] = EDGE;
\r
779 for(i=0; i<BH; i++) for(j=0; j<BH; j++) {
\r
781 if(i == 0) v |= LAST_RANK & P_BLACK;
\r
782 if(i < 2) v |= CANT_DEFER & P_BLACK;
\r
783 if(i < ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK; else v &= ~P_BLACK;
\r
784 if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE; else v &= ~P_WHITE;
\r
785 if(i >= BH-2) v |= CANT_DEFER & P_WHITE;
\r
786 if(i == BH-1) v |= LAST_RANK & P_WHITE;
\r
787 promoBoard[BW*i + j] = v;
\r
790 // piece-square tables
\r
791 for(i=0; i<BH; i++) for(j=0; j<BH; j++) {
\r
792 int s = BW*i + j, d = BH*(BH-2) - abs(2*i - BH + 1)*(BH-1) - (2*j - BH + 1)*(2*j - BH + 1);
\r
794 PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 15 : 0) - (j == 0 || j == BH-1 ? 15 : 0);
\r
795 PST[BH*BW+s] = d/6;
\r
796 PST[BH*BW+BH+s] = d/12;
\r
799 p[EDGE].qval = 5; // tenjiku jump-capturer sentinel
\r
805 NewNonCapture (int x, int y, int promoFlags)
\r
807 if(board[y] != EMPTY) return 1; // edge, capture or own piece
\r
808 //if(flag) printf("# add %c%d%c%d, pf=%d\n", x%BW+'a',x/BW,y%BW+'a',y/BW, promoFlags);
\r
809 if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move
\r
810 moveStack[msp++] = moveStack[nonCapts]; // create space for promotion
\r
811 moveStack[nonCapts++] = x<<SQLEN | y | PROMOTE; // push promotion
\r
812 if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative
\r
813 moveStack[msp++] = x<<SQLEN | y; // push deferral
\r
814 if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone
\r
815 moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move
\r
819 moveStack[msp++] = x<<SQLEN | y; // push normal move
\r
820 //if(flag) printf("msp=%d nc=%d\n", msp, nonCapts);
\r
825 NewCapture (int x, int y, int promoFlags)
\r
827 if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move
\r
828 moveStack[msp++] = x<<SQLEN | y | PROMOTE; // push promotion
\r
829 if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative
\r
830 moveStack[msp++] = x<<SQLEN | y; // push deferral
\r
831 if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone
\r
832 moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move
\r
836 moveStack[msp++] = x<<SQLEN | y; // push normal move
\r
840 char map[49]; // 7x7 map for area movers
\r
841 char mapStep[] = { 7, 8, 1, -6, -7, -8, -1, 6 };
\r
842 char rowMask[] = { 0100, 0140, 0160, 070, 034, 016, 07, 03, 01 };
\r
846 AreaStep (int from, int x, int flags, int n, int d)
\r
849 for(i=0; i<8; i++) {
\r
850 int to = x + kStep[i], m = n + mapStep[i];
\r
851 if(board[to] == EDGE) continue; // off board
\r
852 if(map[m] >= d) continue; // already done
\r
853 if(!map[m]) moveStack[msp++] = from<<SQLEN | to;
\r
855 if(d > 1 && board[to] == EMPTY) AreaStep(from, to, flags, m, d-1);
\r
860 AreaMoves (int from, int piece, int range)
\r
863 for(i=0; i<49; i++) map[i] = 0;
\r
864 map[3*7+7] = range;
\r
865 AreaStep(from, from, p[piece].promoFlag, 3*7+3, range);
\r
870 { // make bitmap of squares in FI (7x7) neighborhood where opponents can be captured or burned
\r
871 int r=x>>5, f=x&15, top=8, bottom=0, b=0, t=8, left=0, right=8; // 9x9 area; assumes 32x16 board
\r
872 if(r < 4) bottom = 4 - r, rows[b=bottom-1] = 0; else
\r
873 if(r > 11) top = 19 - r, rows[t=top+1] = 0; // adjust area to board edges
\r
874 if(f < 4) left = 4 - f; else if(f > 11) right = 19 - f;
\r
875 for(r=bottom; r<=top; r++) {
\r
876 int mask = 0, y = x + 16*r;
\r
877 for(f=left; f <= right; f++) {
\r
878 if(board[y + f - (4*16+4)] != EMPTY && (board[y + f - (4*16+4)] & TYPE) == xstm)
\r
879 mask |= rowMask[f]; // on-rank attacks
\r
883 for(r=b; r<=t-2; r++) rows[r] |= rows[r+1] | rows[r+2]; // smear vertically
\r
887 GenNonCapts (int promoSuppress)
\r
889 int i, j, nullMove = ABSENT;
\r
890 for(i=stm+2; i<=last[stm]; i+=2) {
\r
891 int x = p[i].pos, pFlag = p[i].promoFlag;
\r
892 if(x == ABSENT) continue;
\r
893 if(x == promoSuppress && chuFlag) pFlag = 0;
\r
894 for(j=0; j<8; j++) {
\r
895 int y, v = kStep[j], r = p[i].range[j];
\r
896 if(r < 0) { // jumping piece, special treatment
\r
897 if(r == N) { // pure Knightm do off-ray jump
\r
898 NewNonCapture(x, x + nStep[j], pFlag);
\r
900 if(r >= S) { // in any case, do a jump of 2
\r
901 int occup = NewNonCapture(x, x + 2*v, pFlag);
\r
902 if(r < J) { // Lion power, also single step
\r
903 if(!NewNonCapture(x, x + v, pFlag)) nullMove = x; else occup = 1;
\r
904 if(r <= L) { // true Lion, also Knight jump
\r
905 if(!occup & r < L) for(y=x+2*v; !NewNonCapture(x, y+=v, pFlag) && r == S; ); // BS and FF moves
\r
907 NewNonCapture(x, x + v, pFlag);
\r
911 if(r == M) { // FIDE Pawn; check double-move
\r
912 if(!NewNonCapture(x, x+v, pFlag) && promoBoard[x-v])
\r
913 NewNonCapture(x, x+2*v+DEFER, pFlag); // use promoSuppress flag as e.p. flag
\r
919 if(NewNonCapture(x, y+=v, pFlag)) break;
\r
926 report (int x, int y, int i)
\r
931 MapOneColor (int start, int last, int *map)
\r
933 int i, j, k, totMob = 0;
\r
934 for(i=start+2; i<=last; i+=2) {
\r
936 if(p[i].pos == ABSENT) continue;
\r
937 for(j=0; j<8; j++) {
\r
938 int x = p[i].pos, v = kStep[j], r = p[i].range[j];
\r
939 if(r < 0) { // jumping piece, special treatment
\r
942 if(board[x] != EMPTY && board[x] != EDGE)
\r
943 map[2*x + start] += one[8];
\r
945 if(r >= S) { // in any case, do a jump of 2
\r
946 if(board[x + 2*v] != EMPTY && board[x + 2*v] != EDGE)
\r
947 map[2*(x + 2*v) + start] += one[j], mob += (board[x + 2*v] ^ start) & 1;
\r
948 if(r < J) { // Lion power, also single step
\r
949 if(board[x + v] != EMPTY && board[x + v] != EDGE)
\r
950 map[2*(x + v) + start] += one[j];
\r
951 if(r == T) { // Lion Dog, also jump of 3
\r
952 if(board[x + 3*v] != EMPTY && board[x + 3*v] != EDGE)
\r
953 map[2*(x + 3*v) + start] += one[j];
\r
955 if(r <= L) { // true Lion, also Knight jump
\r
956 if(r < L) { // Lion plus (limited) range
\r
958 r = (r == S ? 36 : 3);
\r
960 if(board[y+=v] == EDGE) break;
\r
961 if(board[y] != EMPTY) {
\r
962 if(n > 2) map[2*y + start] += one[j]; // outside Lion range
\r
968 if(board[x + v] != EMPTY && board[x + v] != EDGE)
\r
969 map[2*(x + v) + start] += one[8];
\r
973 if(r == C) { // FIDE Pawn diagonal
\r
974 if(board[x + v] != EMPTY && board[x + v] != EDGE)
\r
975 map[2*(x + v) + start] += one[j];
\r
980 if(board[x+=v] != EMPTY) {
\r
981 mob += dist[x-v-p[i].pos];
\r
982 if(board[x] != EDGE) map[2*x + start] += one[j], mob += (board[x] ^ start) & 1;
\r
984 if(p[i].range[j] > X) { // jump capturer
\r
986 if(p[board[x]].qval < c) {
\r
987 x += v; // go behind directly captured piece, if jumpable
\r
988 while(p[board[x]].qval < c) { // kludge alert: EDGE has qval = 5, blocking everything
\r
989 if(board[x] != EMPTY) {
\r
990 // int n = map[2*x + start] & attackMask[j];
\r
991 // map[2*x + start] += (n < 3*one[j] ? 3*one[j] : one[j]); // first jumper gets 2 extra (to ease incremental update)
\r
992 map[2*x + start] += one[j]; // for now use true count
\r
1003 totMob += mob * p[i].mobWeight;
\r
1005 if(!level) printf("# mobility %d = %d\n", start, totMob);
\r
1010 MapFromScratch (int *map)
\r
1013 for(i=0; i<2*bsize; i++) map[i] = 0;
\r
1014 mobilityScore = MapOneColor(1, last[WHITE], map);
\r
1015 mobilityScore -= MapOneColor(0, last[BLACK], map);
\r
1019 Connect (int sqr, int piece, int dir)
\r
1020 { // scan to both sides along ray to elongate attacks from there, and remove our own attacks on there, if needed
\r
1021 int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+4], r3, r4, piece1, piece2;
\r
1022 int d1, d2, r, y, c;
\r
1024 if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir]) { // there are incoming attack(s) from 'behind'
\r
1026 while(board[x-=step] == EMPTY); // in any case, scan to attacker, to see where / what it is
\r
1027 d1 = dist[x-sqr]; piece1 = board[x];
\r
1028 attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our attack on it if in-range
\r
1029 if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // there are also incoming attack(s) from 'ahead'
\r
1032 while(board[y+=step] == EMPTY); // also always scan to that one to see what it is
\r
1033 d2 = dist[y-sqr]; piece2 = board[y];
\r
1034 attacks[2*y+stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range
\r
1035 // we have two pieces now shooting at each other. See how far they get.
\r
1036 if(d1 + d2 <= (r3 = p[piece1].range[dir])) { // 1 hits 2
\r
1037 attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack
\r
1038 UPDATE_MOBILITY(piece1, d2);
\r
1039 } else UPDATE_MOBILITY(piece1, r3 - d1); // does not connect, but could still gain mobility
\r
1040 if(d1 + d2 <= (r4 = p[piece2].range[dir+4])) { // 2 hits 1
\r
1041 attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack
\r
1042 UPDATE_MOBILITY(piece2, d1);
\r
1043 } else UPDATE_MOBILITY(piece2, r4 - d2); // does not connect, but could still gain mobility
\r
1044 // if r1 or r2<0, moves typically jump, and thus cannot be unblocked. Exceptions are FF and BS distant moves.
\r
1045 // test for d1+d2 > 2 && rN == F && d== 3 or rN == S
\r
1046 if(d1 <= 2) { // could be jump interactions
\r
1048 if(r2 <= J) attacks[2*x + stm] -= one[dir+4];
\r
1049 if(r1 <= J) attacks[2*y + stm] -= one[dir];
\r
1050 } else { // d1 == 1
\r
1051 if(r2 < J) attacks[2*x + stm] -= one[dir+4];
\r
1052 if(r1 < J) attacks[2*y + stm] -= one[dir];
\r
1053 if(board[x-step] != EMPTY && board[x-step] != EDGE)
\r
1054 attacks[2*(x-step) + stm] -= one[dir+4];
\r
1058 } else { // we were only attacked from behind
\r
1060 r = (r2 = p[piece1].range[dir]) - d1;
\r
1061 if(r < 0 || c > one[dir+4]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind!
\r
1062 // for now, forget jumpers
\r
1066 if(board[y+=step] != EMPTY) {
\r
1067 d2 = dist[y-sqr]; piece2 = board[y];
\r
1068 if(piece2 != EDGE) { // extended move hits a piece
\r
1069 attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack
\r
1070 attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our own attack on it, if in-range
\r
1072 UPDATE_MOBILITY(piece1, d2); // count extra mobility even if we hit edge
\r
1075 // we hit nothing with the extended move of the attacker behind us.
\r
1076 UPDATE_MOBILITY(piece1, r2 - d1);
\r
1077 r = r1 - r2 + d1; // extra squares covered by mover
\r
1079 if(board[y+=step] != EMPTY) {
\r
1080 d2 = dist[y-sqr]; piece2 = board[y];
\r
1081 if(piece2 != EDGE) { // extended move hits a piece
\r
1082 attacks[2*y + stm] -= one[dir]; // count attack
\r
1087 // if r2<0 we should again test for F and S moves
\r
1089 } else // no incoming attack from behind
\r
1090 if(c = (attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // but incoming attack(s) from 'ahead'
\r
1092 y = sqr; while(board[y+=step]); // locate attacker
\r
1093 d2 = dist[y-sqr]; piece2 = board[y];
\r
1094 attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range
\r
1095 r = (r1 = p[piece1].range[dir]) - d2;
\r
1096 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
1097 // for now, forget jumpers
\r
1101 if(board[x-=step] != EMPTY) {
\r
1102 d1 = dist[x-sqr]; piece1 = board[x];
\r
1103 if(piece1 != EDGE) { // extended move hits a piece
\r
1104 attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack
\r
1105 attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our own attack on it, if in-range
\r
1107 UPDATE_MOBILITY(piece2, d1); // count extra mobility even if we hit edge
\r
1110 // we hit nothing with the extended move of the attacker behind us.
\r
1111 UPDATE_MOBILITY(piece2, r2 - d1);
\r
1112 r = r2 - r1 + d2; // extra squares covered by mover
\r
1114 if(board[x-=step] != EMPTY) {
\r
1115 d1 = dist[x-sqr]; piece1 = board[x];
\r
1116 if(piece1 != EDGE) { // extended move hits a piece
\r
1117 attacks[2*x + stm] -= one[dir+4]; // count attack
\r
1122 } else { // no incoming attacks from either side. Only delete attacks of mover on others
\r
1126 if(board[x+=step] != EMPTY) { // piece found that we attacked
\r
1127 attacks[2*x + stm] -= one[dir]; // decrement attacks along that direction
\r
1133 if(board[x-=step] != EMPTY) { // piece found that we attacked
\r
1134 attacks[2*x + stm] -= one[dir+4]; // decrement attacks along opposite direction
\r
1142 Hit (int r, int d)
\r
1143 { // test if move with range r reaches over (un-obstructed) distance d
\r
1144 if(r < 0) switch(r) {
\r
1145 case J: return (d == 2);
\r
1147 case L: return (d <= 2);
\r
1149 case F: return (d <= 3);
\r
1151 default: return 0;
\r
1152 } else return (d <= r);
\r
1153 return 0; // not reached
\r
1157 Disconnect (int sqr, int piece, int dir)
\r
1159 int x = sqr, step = kStep[dir], piece1, piece2, d1, d2, r1, r2, y;
\r
1160 while( board[x+=step] == EMPTY );
\r
1161 piece1 = board[x];
\r
1162 if(piece1 != EDGE) { // x has hit a piece
\r
1164 r1 = p[piece1].range[dir+4];
\r
1165 y = sqr; while( board[y-=step] == EMPTY );
\r
1166 piece2 = board[y];
\r
1167 if(piece2 != EDGE) { // both ends of the ray hit a piece
\r
1169 r2 = p[piece2].range[dir];
\r
1170 if(r1 >= d1) { // piece1 hits us
\r
1171 attacks[2*sqr + (piece1 & WHITE)] += one[dir+4];
\r
1172 if(r1 >= d1 + d2) // was hitting piece2 before, now blocked
\r
1173 attacks[2*y + (piece1 & WHITE)] -= one[dir+4];
\r
1175 if(r2 >= d2) { // piece2 hits us
\r
1176 attacks[2*sqr + (piece2 & WHITE)] += one[dir];
\r
1177 if(r2 >= d1 + d2) // was hitting piece1 before, now blocked
\r
1178 attacks[2*x + (piece2 & WHITE)] -= one[dir];
\r
1180 if( Hit(p[piece].range[dir], d1) )
\r
1181 attacks[2*sqr + stm] += one[dir];
\r
1182 if( Hit(p[piece].range[dir+4], d2) )
\r
1183 attacks[2*sqr + stm] += one[dir+4];
\r
1187 x = sqr; while( board[x-=step] == EMPTY );
\r
1188 piece1 = board[x];
\r
1189 if(piece1 == EDGE) return; // ray empty on both sides
\r
1191 r1 = p[piece1].range[dir];
\r
1194 // we only get here if one side looks to the board edge
\r
1195 if(r1 >= d1) // piece1 hits us
\r
1196 attacks[2*sqr + (piece1 & WHITE)] += one[dir^4];
\r
1197 if( Hit(p[piece].range[dir], d1) )
\r
1198 attacks[2*sqr + stm] += one[dir];
\r
1203 { // determines attacks on square and blocking when a piece lands on an empty square
\r
1205 for(i=0; i<4; i++) {
\r
1206 Disconnect(sqr, board[sqr], i);
\r
1211 Evacuate (int sqr, int piece)
\r
1212 { // determines change in attacks on neighbors due to unblocking and mover when the mentioned piece vacates the given square
\r
1214 for(i=0; i<4; i++) Connect(sqr, piece, i);
\r
1218 MakeMove(Move m, UndoInfo *u)
\r
1220 int deferred = ABSENT;
\r
1221 // first execute move on board
\r
1222 u->from = m>>SQLEN & SQUARE;
\r
1223 u->to = m & SQUARE;
\r
1224 u->piece = board[u->from];
\r
1225 board[u->from] = EMPTY;
\r
1227 u->revMoveCount = cnt50++;
\r
1228 u->savKeyL = hashKeyL;
\r
1229 u->savKeyH = hashKeyH;
\r
1230 u->epVictim[0] = EMPTY;
\r
1232 if(p[u->piece].promoFlag & LAST_RANK) cnt50 = 0; // forward piece: move is irreversible
\r
1233 // TODO: put in some test for forward moves of non-backward pieces?
\r
1235 if(p[u->piece].value == 10*FVAL) { // move with Fire Demon
\r
1236 int i, f=~fireFlags[u->piece-2];
\r
1237 for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] &= f; // clear old burn zone
\r
1240 if(m & (PROMOTE | DEFER)) {
\r
1241 if(m & DEFER) { // essential deferral: inform caller, but nothing special
\r
1243 u->new = u->piece;
\r
1245 p[u->piece].pos = ABSENT;
\r
1246 u->new = p[u->piece].promo;
\r
1247 u->booty = p[u->new].value - p[u->piece].value;
\r
1248 cnt50 = 0; // promotion irreversible
\r
1250 } else u->new = u->piece;
\r
1252 if(u->to >= SPECIAL) { // two-step Lion move
\r
1253 // take care of first e.p. victim
\r
1254 u->epSquare = u->from + epList[u->to - SPECIAL]; // decode
\r
1255 u->epVictim[0] = board[u->epSquare]; // remember for takeback
\r
1256 board[u->epSquare] = EMPTY; // and remove
\r
1257 p[u->epVictim[0]].pos = ABSENT;
\r
1258 // now take care of (optional) second e.p. victim
\r
1259 u->ep2Square = u->from + ep2List[u->to - SPECIAL]; // This is the (already evacuated) from-square when there is none!
\r
1260 u->epVictim[1] = board[u->ep2Square]; // remember
\r
1261 board[u->ep2Square] = EMPTY; // and remove
\r
1262 p[u->epVictim[1]].pos = ABSENT;
\r
1263 // decode the true to-square, and correct difEval and hash key for the e.p. captures
\r
1264 u->to = u->from + toList[u->to - SPECIAL];
\r
1265 u->booty += p[u->epVictim[1]].value + PST[p[u->epVictim[1]].pst + u->ep2Square];
\r
1266 u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare];
\r
1267 hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare];
\r
1268 hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH];
\r
1269 hashKeyL ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square];
\r
1270 hashKeyH ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square+BH];
\r
1271 if(p[u->piece].value != 10*LVAL && p[u->epVictim[0]].value == 10*LVAL) deferred |= PROMOTE; // flag non-Lion x Lion
\r
1272 cnt50 = 0; // double capture irreversible
\r
1275 if(u->fireMask & fireBoard[u->to]) { // we moved next to enemy Fire Demon (must be done after SPECIAL, to decode to-sqr)
\r
1276 p[u->piece].pos = ABSENT; // this is suicide: implement as promotion to EMPTY
\r
1278 u->booty -= p[u->piece].value;
\r
1281 if(p[u->piece].value == 10*FVAL) { // move with Fire Demon that survives: burn
\r
1282 int i, f=fireFlags[u->piece-2];
\r
1283 for(i=0; i<8; i++) {
\r
1284 int x = u->to + kStep[i], burnVictim = board[x];
\r
1285 fireBoard[x] |= f; // mark new burn zone
\r
1286 u->epVictim[i+1] = burnVictim; // remember all neighbors, just in case
\r
1287 if(burnVictim != EMPTY && (burnVictim & TYPE) == xstm) { // opponent => actual burn
\r
1288 board[x] = EMPTY; // remove it
\r
1289 p[burnVictim].pos = ABSENT;
\r
1290 u->booty += p[burnVictim].value + PST[p[burnVictim].pst + x];
\r
1291 hashKeyL ^= p[burnVictim].pieceKey * squareKey[x];
\r
1292 hashKeyH ^= p[burnVictim].pieceKey * squareKey[x + BH];
\r
1293 cnt50 = 0; // actually burning something makes the move irreversible
\r
1296 u->epVictim[0] = EDGE; // kludge to flag to UnMake this is special move
\r
1299 u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];
\r
1301 u->victim = board[u->to];
\r
1302 p[u->victim].pos = ABSENT;
\r
1303 u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];
\r
1304 if(u->victim != EMPTY) cnt50 = 0; // capture irreversible
\r
1306 p[u->new].pos = u->to;
\r
1307 board[u->to] = u->new;
\r
1309 hashKeyL ^= p[u->new].pieceKey * squareKey[u->to]
\r
1310 ^ p[u->piece].pieceKey * squareKey[u->from]
\r
1311 ^ p[u->victim].pieceKey * squareKey[u->to];
\r
1312 hashKeyH ^= p[u->new].pieceKey * squareKey[u->to+BH]
\r
1313 ^ p[u->piece].pieceKey * squareKey[u->from+BH]
\r
1314 ^ p[u->victim].pieceKey * squareKey[u->to+BH];
\r
1320 UnMake(UndoInfo *u)
\r
1322 if(u->epVictim[0]) { // move with side effects
\r
1323 if(u->epVictim[0] == EDGE) { // fire-demon burn
\r
1324 int i, f=~fireFlags[u->piece-2];
\r
1325 for(i=0; i<8; i++) {
\r
1326 int x = u->to + kStep[i];
\r
1327 fireBoard[x] &= f;
\r
1328 board[x] = u->epVictim[i+1];
\r
1329 p[board[x]].pos = x; // even EDGE should have dummy entry in piece list
\r
1331 } else { // put Lion victim of first leg back
\r
1332 p[u->epVictim[1]].pos = u->ep2Square;
\r
1333 board[u->ep2Square] = u->epVictim[1];
\r
1334 p[u->epVictim[0]].pos = u->epSquare;
\r
1335 board[u->epSquare] = u->epVictim[0];
\r
1339 if(p[u->piece].value == 10*FVAL) {
\r
1340 int i, f=fireFlags[u->piece-2];
\r
1341 for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] |= f; // restore old burn zone
\r
1344 p[u->victim].pos = u->to;
\r
1345 board[u->to] = u->victim; // can be EMPTY
\r
1347 p[u->new].pos = ABSENT;
\r
1348 p[u->piece].pos = u->from; // this can be the same as above
\r
1349 board[u->from] = u->piece;
\r
1351 cnt50 = u->revMoveCount;
\r
1352 hashKeyL = u->savKeyL;
\r
1353 hashKeyH = u->savKeyH;
\r
1357 GenCapts(int sqr, int victimValue)
\r
1358 { // generate all moves that capture the piece on the given square
\r
1359 int i, range, att = attacks[2*sqr + stm];
\r
1360 //printf("GenCapts(%c%d,%d) %08x\n",sqr%BW+'a',sqr/BW,victimValue,att);
\r
1361 if(!att) return; // no attackers at all!
\r
1362 for(i=0; i<8; i++) { // try all rays
\r
1363 int x, v, jumper, jcapt=0;
\r
1364 if(att & attackMask[i]) { // attacked by move in this direction
\r
1365 v = -kStep[i]; x = sqr;
\r
1366 while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop'
\r
1367 //printf("stop @ %c%d (dir %d)\n",x%BW+'a',x/BW,i);
\r
1368 if((board[x] & TYPE) == stm) { // stop is ours
\r
1369 int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];
\r
1370 //printf("attacker %d, range %d, dist %d\n", attacker, r, d);
\r
1371 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
1372 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1374 if(!(att & attackMask[i])) continue; // no more; next direction
\r
1375 jcapt = p[board[x]].qval; // jump-capturer hierarchy
\r
1376 while(board[x+=v] == EMPTY);// one attack accounted for, but more to come, so skip to next stop
\r
1379 // we get here when we are on a piece that dous not attack us through a (limited) ranging move,
\r
1380 // it can be our own or an enemy with not (enough) range, or which is blocked
\r
1382 //printf("scan %x-%x (%d) dir=%d d=%d r=%d att=%o jcapt=%d qval=%d\n", sqr, x, board[x], i, dist[x-sqr], p[board[x]].range[i], att, jcapt, p[board[x]].qval);
\r
1383 if((board[x] & TYPE) == stm) { // stop is ours
\r
1384 int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];
\r
1385 if(jcapt < p[attacker].qval) { // it is a range jumper that jumps over the barrier
\r
1386 if(p[attacker].range[i] > 1) { // assumes all jump-captures are infinite range
\r
1387 NewCapture(x, sqr, p[attacker].promoFlag);
\r
1390 //if(board[x] == EDGE) { printf("edge hit %x-%x dir=%d att=%o\n", sqr, x, i, att); continue; }
\r
1392 if(r < 0) { // stop has non-standard moves
\r
1393 switch(p[attacker].range[i]) { // figure out what he can do (including multi-captures, which causes the complexity)
\r
1394 case F: // Lion power + 3-step (as in FF)
\r
1395 case S: // Lion power + ranging (as in BS)
\r
1398 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1400 // now the multi-captures of designated victim together with lower-valued piece
\r
1401 if(d == 2) { // primary victim on second ring; look for victims to take in passing
\r
1402 if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr])
\r
1403 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1404 if((i&1) == 0) { // orthogonal: two extra bent paths
\r
1406 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1407 NewCapture(x, SPECIAL + 8*(i-1&7) + (i+1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1409 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1410 NewCapture(x, SPECIAL + 8*(i+1&7) + (i-1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1412 } else { // primary victim on first ring
\r
1414 for(j=0; j<8; j++) { // we can go on in 8 directions after we captured it in passing
\r
1416 if(sqr + v == x || board[sqr+v] == EMPTY) // hit & run; make sure we include igui (attacker is still at x!)
\r
1417 NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag);
\r
1418 else if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr]) { // double capture
\r
1419 NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag); // other victim after primary
\r
1420 if(dist[sqr+v-x] == 1) // other victim also on first ring; reverse order is possible
\r
1421 NewCapture(x, SPECIAL + reverse[8*i + j] + victimValue, p[attacker].promoFlag);
\r
1426 case D: // linear Lion move (as in HF, SE)
\r
1428 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1430 if(d == 2) { // check if we can take intermediate with it
\r
1431 if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr])
\r
1432 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p.
\r
1433 } else { // d=1; can move on to second, or move back for igui
\r
1434 NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui
\r
1435 if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])
\r
1436 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run
\r
1439 case J: // plain jump (as in KY, PH)
\r
1441 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1444 case C: // FIDE Pawn
\r
1446 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1450 //printf("mask[%d] = %o\n", i, att);
\r
1451 if((att & attackMask[i]) == 0) break;
\r
1453 // more attacks to come; san for next stop
\r
1454 if(jcapt < p[board[x]].qval) jcapt = p[board[x]].qval; // raise barrier for range jumpers further upstream
\r
1455 while(board[x+=v] == EMPTY); // this should never run off-board, if the attack map is not corrupted
\r
1459 // off-ray attacks
\r
1460 if(att & 0700000000) { // Knight attack
\r
1461 for(i=0; i<8; i++) { // scan all knight jumps to locate source
\r
1462 int x = sqr - nStep[i], attacker = board[x];
\r
1463 if(attacker == EMPTY || (attacker & TYPE) != stm) continue;
\r
1464 if(p[attacker].range[i] <= L && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction
\r
1465 NewCapture(x, sqr + victimValue, p[attacker].promoFlag); // plain jump (as in N)
\r
1466 if(p[attacker].range[i] < N) { // Lion power; generate double captures over two possible intermediates
\r
1467 int v = kStep[i]; // leftish path
\r
1468 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1469 NewCapture(x, SPECIAL + 8*i + (i+1&7) + victimValue, p[attacker].promoFlag);
\r
1470 v = kStep[i+1]; // rightish path
\r
1471 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1472 NewCapture(x, SPECIAL + 8*(i+1&7) + i + victimValue, p[attacker].promoFlag);
\r
1482 return (stm ? mobilityScore : -mobilityScore);
\r
1486 FireSet (UndoInfo *tb)
\r
1487 { // set fireFlags acording to remaining presene of Fire Demons
\r
1489 for(i=stm+2; p[i].value == 10*FVAL; i++) // Fire Demons are always leading pieces in list
\r
1490 if(p[i].pos != ABSENT) tb->fireMask |= fireFlags[i-2];
\r
1496 Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress)
\r
1498 int i, j, k, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, replyDep, nextVictim, to, defer, dubious, bestMoveNr;
\r
1501 int score, bestScore, curEval, iterAlpha;
\r
1502 Move move, nullMove;
\r
1504 if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval=%d, stm=%d\n",depth,alpha,beta,difEval,stm),fflush(stdout);
\r
1505 xstm = stm ^ WHITE;
\r
1506 //printf("map made\n");fflush(stdout);
\r
1508 k = p[king=royal[xstm]].pos;
\r
1509 if( k != ABSENT) {
\r
1510 if(attacks[2*k + stm]) {
\r
1511 if( p[king + 2].pos == ABSENT ) return INF; // we have an attack on his only King
\r
1513 } else { // he has no king! Test for attacks on Crown Prince
\r
1514 k = p[king + 2].pos;
\r
1515 if(attacks[2*k + stm]) return INF; // we have attack on Crown Prince
\r
1517 //printf("King safe\n");fflush(stdout);
\r
1518 // EVALUATION & WINDOW SHIFT
\r
1519 curEval = difEval + Evaluate();
\r
1520 alpha -= (alpha < curEval);
\r
1521 beta -= (beta <= curEval);
\r
1524 pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent
\r
1526 firstMove = curMove = sorted = msp += 20; // leave 20 empty slots in front of move list
\r
1527 tb.fireMask = phase = 0; iterDep=1; replyDep = (depth < 1 ? depth : 1) - 1;
\r
1529 if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout);
\r
1530 iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; resDep = 60;
\r
1531 for(curMove = firstMove; ; curMove++) { // loop over moves
\r
1532 if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout);
\r
1534 if(curMove >= msp) { // we ran out of moves; generate some new
\r
1536 case 0: // null move
\r
1538 bestScore = curEval; resDep = QSdepth;
\r
1539 if(bestScore >= beta || depth < -1) goto cutoff;
\r
1542 if(curEval >= beta) {
\r
1544 score = -Search(-beta, -iterAlpha, difEval, depth-3, promoSuppress & SQUARE, ABSENT);
\r
1546 if(score >= beta) { msp = oldMSP; retDep += 3; return score + (score < curEval); }
\r
1549 if(tenFlag) FireSet(&tb); // in tenjiku we must identify opposing Fire Demons to perform any moves
\r
1550 //if(PATH) printf("mask=%x\n",tb.fireMask),pbytes(fireBoard);
\r
1552 case 1: // hash move
\r
1554 case 2: // capture-gen init
\r
1555 nextVictim = xstm;
\r
1557 case 3: // generate captures
\r
1558 if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp);
\r
1559 while(nextVictim < last[xstm]) { // more victims exist
\r
1560 int group, to = p[nextVictim += 2].pos; // take next
\r
1561 if(to == ABSENT) continue; // ignore if absent
\r
1562 if(!attacks[2*to + stm]) continue; // skip if not attacked
\r
1563 group = p[nextVictim].value; // remember value of this found victim
\r
1564 if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) { resDep = QSdepth + 1; goto cutoff; }
\r
1565 if(PATH) printf("%d:%2d:%2d group=%d, to=%c%d\n",level,depth,iterDep,group,to%BW+'a',to/BW+ONE);
\r
1567 if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);
\r
1568 while(nextVictim < last[xstm] && p[nextVictim+2].value == group) { // more victims of same value exist
\r
1569 to = p[nextVictim += 2].pos; // take next
\r
1570 if(to == ABSENT) continue; // ignore if absent
\r
1571 if(!attacks[2*to + stm]) continue; // skip if not attacked
\r
1572 if(PATH) printf("%d:%2d:%2d p=%d, to=%c%d\n",level,depth,iterDep,nextVictim,to%BW+'a',to/BW+ONE);
\r
1574 if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);
\r
1576 //printf("captures on %d generated, msp=%d\n", nextVictim, msp);
\r
1579 // if(currentVariant == V_CHESS && promoSuppress != ABSENT) { // e.p.
\r
1580 // int n = board[promoSuppress-1];
\r
1581 // if( n != EMPTY && (n&TYPE) == xstm && p[n].value == 8 )
\r
1583 phase = 4; // out of victims: all captures generated
\r
1584 case 4: // dubious captures
\r
1586 while( dubious < framePtr + 250 ) // add dubious captures back to move stack
\r
1587 moveStack[msp++] = moveStack[dubious++];
\r
1588 if(curMove != msp) break;
\r
1591 case 5: // killers
\r
1592 if(depth <= QSdepth) { resDep = QSdepth; goto cutoff; }
\r
1594 case 6: // non-captures
\r
1596 nullMove = GenNonCapts(oldPromo);
\r
1598 sorted = msp; // do not sort noncapts
\r
1600 case 7: // bad captures
\r
1601 case 8: // PV null move
\r
1603 if(nullMove != ABSENT) {
\r
1604 moveStack[msp++] = nullMove + (nullMove << SQLEN) | DEFER; // kludge: setting DEFER guarantees != 0, and has no effect
\r
1606 //printf("# %d. sqr = %08x null = %08x\n", msp, nullMove, moveStack[msp-1]);
\r
1612 // MOVE EXTRACTION
\r
1614 if(flag & depth >= 0) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);
\r
1615 if(curMove < sorted) {
\r
1616 move = moveStack[sorted=j=curMove];
\r
1617 for(i=curMove+1; i<msp; i++)
\r
1618 if(moveStack[i] > move) move = moveStack[j=i]; // search move with highest priority
\r
1619 moveStack[j] = moveStack[curMove]; moveStack[curMove] = move; // swap highest-priority move to front of remaining
\r
1620 if(move == 0) { msp = curMove--; continue; } // all remaining moves must be 0; clip off move list
\r
1622 move = moveStack[curMove];
\r
1623 if(move == 0) continue; // skip invalidated move
\r
1625 if(flag & depth >= 0) printf("%2d:%d found %d/%d %08x %s\n", depth, iterDep, curMove, msp, moveStack[curMove], MoveToText(moveStack[curMove], 0));
\r
1629 defer = MakeMove(move, &tb);
\r
1631 if(flag & depth >= 0) printf("%2d:%d made %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));
\r
1632 for(i=2; i<=cnt50; i+=2) if(repStack[level-i+200] == hashKeyH) {
\r
1633 moveStack[curMove] = 0; // erase forbidden move
\r
1634 if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move
\r
1635 score = -INF; moveStack[curMove] = 0; goto repetition;
\r
1637 repStack[level+200] = hashKeyH;
\r
1639 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
1640 path[level++] = move;
\r
1641 attacks += 2*bsize;
\r
1642 MapFromScratch(attacks); // for as long as incremental update does not work.
\r
1643 //if(flag & depth >= 0) printf("%2d:%d mapped %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));
\r
1644 //if(PATH) pmap(attacks, stm);
\r
1645 if(chuFlag && p[tb.victim].value == 10*LVAL) {// verify legality of Lion capture in Chu Shogi
\r
1647 if(p[tb.piece].value == 10*LVAL) { // Ln x Ln: can make Ln 'vulnerable' (if distant and not through intemediate > GB)
\r
1648 if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim[0]].value <= 50)
\r
1649 score = -INF; // our Lion is indeed made vulnerable and can be recaptured
\r
1650 } else { // other x Ln
\r
1651 if(promoSuppress & PROMOTE) score = -INF; // non-Lion captures Lion after opponent did same
\r
1652 defer |= PROMOTE; // if we started, flag he cannot do it in reply
\r
1654 if(score == -INF) { moveStack[curMove] = 0; goto abortMove; } // zap illegal moves
\r
1657 score = -Search(-beta, -iterAlpha, -difEval - tb.booty, replyDep, promoSuppress & ~PROMOTE, defer);
\r
1662 attacks -= 2*bsize;
\r
1666 xstm = stm; stm ^= WHITE;
\r
1668 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
1670 // ALPHA-BETA STUFF
\r
1671 if(score > bestScore) {
\r
1672 bestScore = score; bestMoveNr = curMove;
\r
1673 if(score > iterAlpha) {
\r
1674 iterAlpha = score;
\r
1675 if(curMove < firstMove + 5) { // if not too much work, sort move to front
\r
1677 for(i=curMove; i>firstMove; i--) {
\r
1678 moveStack[i] = moveStack[i-1];
\r
1680 moveStack[firstMove] = move;
\r
1681 } else { // late move appended in front of list, and leaves hole in list
\r
1682 moveStack[--firstMove] = move;
\r
1683 moveStack[curMove] = 0;
\r
1685 bestMoveNr = firstMove;
\r
1686 if(score >= beta) { // beta cutoff
\r
1692 for(pvPtr = myPV+1; pv[pvPtr++] = pv[i++]; ); // copy daughter PV
\r
1693 pv[myPV] = move; // behind our move (pvPtr left at end of copy)
\r
1698 if(retDep < resDep) resDep = retDep;
\r
1702 if(!level) { // root node
\r
1703 if(postThinking > 0) {
\r
1704 int i; // WB thinking output
\r
1705 printf("%d %d %d %d", iterDep, bestScore, (GetTickCount() - startTime)/10, nodes);
\r
1706 for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0));
\r
1707 printf("\n"); fflush(stdout);
\r
1709 if(GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish
\r
1711 replyDep = iterDep;
\r
1712 } while(++iterDep <= depth); // next depth
\r
1714 retFirst = firstMove;
\r
1715 msp = oldMSP; // pop move list
\r
1716 pvPtr = myPV; // pop PV
\r
1717 retMove = bestMoveNr ? moveStack[bestMoveNr] : 0;
\r
1718 retDep = resDep + 1;
\r
1719 if(PATH) printf("return %d: %d %d\n", depth, bestScore, curEval);
\r
1720 return bestScore + (bestScore < curEval);
\r
1727 for(i=0; i<182; i++) {
\r
1728 printf("%3d. %3d %3d %4d %02x %d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].qval);
\r
1729 for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);
\r
1730 if(i<2 || i>11) printf("\n"); else printf(" %02x\n", fireFlags[i-2]&255);
\r
1732 printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]);
\r
1739 for(i=BH+2; i>-4; i--) {
\r
1741 for(j=-3; j<BH+3; j++) printf("%4d", b[BW*i+j]);
\r
1747 pbytes (unsigned char *b)
\r
1750 for(i=BH-1; i>=0; i--) {
\r
1751 for(j=0; j<BH; j++) printf("%3x", b[BW*i+j]);
\r
1757 pmap (int *m, int col)
\r
1760 for(i=BH-1; i>=0; i--) {
\r
1762 for(j=0; j<BH; j++) printf("%10o", m[2*(BW*i+j)+col]);
\r
1768 pmoves(int start, int end)
\r
1771 printf("# move stack from %d to %d\n", start, end);
\r
1772 for(i=start; i<end; i++) {
\r
1774 f = m>>SQLEN & SQUARE;
\r
1776 printf("# %3d. %08x %3d-%3d %s\n", i, m, f, t, MoveToText(m, 0));
\r
1780 /********************************************************/
\r
1781 /* Example of a WinBoard-protocol driver, by H.G.Muller */
\r
1782 /********************************************************/
\r
1784 #include <stdio.h>
\r
1786 // four different constants, with values for WHITE and BLACK that suit your engine
\r
1790 // some value that cannot occur as a valid move
\r
1793 // some parameter of your engine
\r
1794 #define MAXMOVES 500 /* maximum game length */
\r
1795 #define MAXPLY 60 /* maximum search depth */
\r
1800 #define DEFAULT_FEN ""
\r
1802 typedef Move MOVE;
\r
1804 int moveNr; // part of game state; incremented by MakeMove
\r
1805 MOVE gameMove[MAXMOVES]; // holds the game history
\r
1807 // Some routines your engine should have to do the various essential things
\r
1808 int MakeMove2(int stm, MOVE move); // performs move, and returns new side to move
\r
1809 void UnMake2(MOVE move); // unmakes the move;
\r
1810 int Setup2(char *fen); // sets up the position from the given FEN, and returns the new side to move
\r
1811 void SetMemorySize(int n); // if n is different from last time, resize all tables to make memory usage below n MB
\r
1812 char *MoveToText(MOVE move, int m); // converts the move from your internal format to text like e2e2, e1g1, a7a8q.
\r
1813 MOVE ParseMove(char *moveText); // converts a long-algebraic text move to your internal move format
\r
1814 int SearchBestMove(int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove);
\r
1815 void PonderUntilInput(int stm); // Search current position for stm, deepening forever until there is input.
\r
1817 UndoInfo undoInfo;
\r
1818 int sup0, sup1, sup2; // promo suppression squares
\r
1819 int lastLift, lastPut;
\r
1822 MakeMove2 (int stm, MOVE move)
\r
1825 FireSet(&undoInfo);
\r
1826 sup0 = sup1; sup1 = sup2;
\r
1827 sup2 = MakeMove(move, &undoInfo);
\r
1828 if(chuFlag && p[undoInfo.victim].value == 10*LVAL && p[undoInfo.piece].value != 10*LVAL) sup2 |= PROMOTE;
\r
1829 rootEval = -rootEval - undoInfo.booty;
\r
1830 for(i=0; i<200; i++) repStack[i] = repStack[i+1];
\r
1831 repStack[199] = hashKeyH;
\r
1832 printf("# makemove %08x %c%d %c%d\n", move, sup1%BW+'a', sup1/BW, sup2%BW+'a', sup2/BW);
\r
1833 return stm ^ WHITE;
\r
1837 UnMake2 (MOVE move)
\r
1840 rootEval = -rootEval - undoInfo.booty;
\r
1841 UnMake(&undoInfo);
\r
1842 for(i=200; i>0; i--) repStack[i] = repStack[i-1];
\r
1843 sup2 = sup1; sup1 = sup0;
\r
1847 Setup2 (char *fen)
\r
1849 SetUp(array, currentVariant);
\r
1850 sup0 = sup1 = sup2 = ABSENT;
\r
1851 rootEval = cnt50 = hashKeyH = hashKeyL = 0;
\r
1856 SetMemorySize (int n)
\r
1861 MoveToText (MOVE move, int multiLine)
\r
1863 static char buf[50];
\r
1864 int f = move>>SQLEN & SQUARE, g = f, t = move & SQUARE;
\r
1865 if(f == t) { sprintf(buf, "@@@@"); return buf; } // null-move notation in WB protocol
\r
1867 if(t >= SPECIAL) { // kludgy! Print as side effect non-standard WB command to remove victims from double-capture (breaks hint command!)
\r
1868 int e = f + epList[t - SPECIAL];
\r
1869 // printf("take %c%d\n", e%BW+'a', e/BW+ONE);
\r
1870 sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;
\r
1871 if(multiLine) printf("move %s\n", buf), buf[0] = '\0';
\r
1872 if(ep2List[t - SPECIAL]) {
\r
1873 e = g + ep2List[t - SPECIAL];
\r
1874 // printf("take %c%d\n", e%BW+'a', e/BW+ONE);
\r
1875 sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;
\r
1876 if(multiLine) printf("move %s\n", buf), buf[0] = '\0';
\r
1878 t = g + toList[t - SPECIAL];
\r
1880 sprintf(buf+strlen(buf), "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, move & PROMOTE ? "+" : "");
\r
1885 ReadSquare (char *p, int *sqr)
\r
1889 r = atoi(p + 1) - ONE;
\r
1891 return 2 + (r + ONE > 9);
\r
1895 ParseMove (char *moveText)
\r
1897 int i, j, f, t, t2, e, ret, deferred=0;
\r
1898 char c = moveText[0];
\r
1899 moveText += ReadSquare(moveText, &f);
\r
1900 moveText += ReadSquare(moveText, &t); t2 = t;
\r
1901 if(*moveText == ',') {
\r
1903 moveText += ReadSquare(moveText, &e);
\r
1904 if(e != t) return INVALID; // must continue with same piece
\r
1906 moveText += ReadSquare(moveText, &t);
\r
1907 for(i=0; i<8; i++) if(f + kStep[i] == e) break;
\r
1908 if(i >= 8) return INVALID; // this rejects Lion Dog 2+1 and 2-1 moves!
\r
1909 for(j=0; j<8; j++) if(e + kStep[j] == t) break;
\r
1910 if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves!
\r
1911 t2 = SPECIAL + 8*i + j;
\r
1913 ret = f<<SQLEN | t2;
\r
1914 if(*moveText == '+') ret |= PROMOTE;
\r
1915 printf("# suppress = %c%d\n", sup1%BW+'a', sup1/BW);
\r
1916 MapFromScratch(attacks);
\r
1917 postThinking--; repCnt = 0;
\r
1918 Search(-INF-1, INF+1, 0, 1, sup1 & ~PROMOTE, sup2);
\r
1920 for(i=retFirst; i<retMSP; i++) {
\r
1921 if(moveStack[i] == INVALID) continue;
\r
1922 if(c == '@' && (moveStack[i] & SQUARE) == (moveStack[i] >> SQLEN & SQUARE)) break; // any null move matches @@@@
\r
1923 if((moveStack[i] & (PROMOTE | DEFER-1)) == ret) break;
\r
1924 if((moveStack[i] & DEFER-1) == ret) deferred = i; // promoted version of entered non-promotion is legal
\r
1926 if(i>=retMSP) { // no exact match
\r
1927 if(deferred) { // but maybe non-sensical deferral
\r
1928 int flags = p[board[f]].promoFlag;
\r
1929 printf("# deferral of %d\n", deferred);
\r
1930 i = deferred; // in any case we take that move
\r
1931 if(!(flags & promoBoard[t] & (CANT_DEFER | LAST_RANK))) { // but change it into a deferral if that is allowed
\r
1932 moveStack[i] &= ~PROMOTE;
\r
1933 if(p[board[f]].value == 40) p[board[f]].promoFlag &= LAST_RANK; else
\r
1934 if(!(flags & promoBoard[f])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral
\r
1938 for(i=retFirst; i<retMSP; i++) printf("# %d. %08x %08x %s\n", i-50, moveStack[i], ret, MoveToText(moveStack[i], 0));
\r
1940 for(i=0; i<repCnt; i++) {if((repeatMove[i] & 0xFFFFFF) == ret) {
\r
1941 reason = "Repeats earlier position";
\r
1944 printf("# %d. %08x %08x %s\n", i, repeatMove[i], ret, MoveToText(repeatMove[i], 0));
\r
1948 return (i >= retMSP ? INVALID : moveStack[i]);
\r
1952 Highlight(char *coords)
\r
1954 int i, j, n, sqr, cnt=0;
\r
1955 char b[BSIZE], buf[2000], *q;
\r
1956 for(i=0; i<bsize; i++) b[i] = 0;
\r
1957 ReadSquare(coords, &sqr);
\r
1958 MapFromScratch(attacks);
\r
1959 //pmap(attacks, WHITE);
\r
1960 //pmap(attacks, BLACK);
\r
1962 postThinking--; repCnt = 0;
\r
1963 Search(-INF-1, INF+1, 0, 1, sup1 & ~PROMOTE, sup2);
\r
1966 for(i=retFirst; i<retMSP; i++) {
\r
1967 if(sqr == (moveStack[i]>>SQLEN & SQUARE)) {
\r
1968 int t = moveStack[i] & SQUARE;
\r
1969 if(t >= SPECIAL) continue;
\r
1970 b[t] = (board[t] == EMPTY ? 'Y' : 'R'); cnt++;
\r
1973 if(!cnt) { // no moves from given square
\r
1974 if(sqr != lastPut) return; // refrain from sending empty FEN
\r
1975 // we lifted a piece for second leg of move
\r
1976 for(i=retFirst; i<retMSP; i++) {
\r
1977 if(lastLift == (moveStack[i]>>SQLEN & SQUARE)) {
\r
1978 int e, t = moveStack[i] & SQUARE;
\r
1979 if(t < SPECIAL) continue; // only special moves
\r
1980 e = lastLift + epList[t - SPECIAL]; // decode
\r
1981 t = lastLift + toList[t - SPECIAL];
\r
1982 if(e != sqr) continue;
\r
1983 b[t] = (board[t] == EMPTY ? 'Y' : 'R'); cnt++;
\r
1987 } else lastLift = sqr; // remember
\r
1990 for(i=BH-1; i>=0; i--) {
\r
1991 for(j=0; j<BH; j++) {
\r
1993 if(b[n]) *q++ = b[n]; else {
\r
1994 if(q > buf && q[-1] <= '9' && q[-1] >= '0') {
\r
1997 if(q > buf+1 && q[-2] <= '9' && q[-2] >= '0') q[-2]++; else q[-1] = '1', *q++ = '0';
\r
1999 } else *q++ = '1';
\r
2005 printf("highlight %s\n", buf);
\r
2009 SearchBestMove (int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove)
\r
2011 int score, targetTime, movesLeft = 50;
\r
2012 if(mps) movesLeft = mps - (moveNr>>1)%mps;
\r
2013 targetTime = timeLeft*10 / (movesLeft + 2) + 1000 * inc;
\r
2014 if(timePerMove > 0) targetTime = timeLeft * 5;
\r
2015 startTime = GetTickCount();
\r
2016 tlim1 = 0.2*targetTime;
\r
2017 tlim2 = 1.9*targetTime;
\r
2019 MapFromScratch(attacks);
\r
2020 retMove = INVALID; repCnt = 0;
\r
2021 score = Search(-INF-1, INF+1, rootEval, 20, sup1, sup2);
\r
2023 *ponderMove = INVALID;
\r
2028 PonderUntilInput (int stm)
\r
2032 int TakeBack(int n)
\r
2033 { // reset the game and then replay it to the desired point
\r
2035 stm = Setup2(NULL);
\r
2036 printf("# setup done");fflush(stdout);
\r
2037 last = moveNr - n; if(last < 0) last = 0;
\r
2038 for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove2(stm, gameMove[moveNr]),printf("make %2d: %x\n", moveNr, gameMove[moveNr]);
\r
2042 void PrintResult(int stm, int score)
\r
2045 if(reason) sprintf(tail, " {%s}", reason); else *tail = 0;
\r
2046 if(score == 0) printf("1/2-1/2%s\n", tail);
\r
2047 if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0%s\n", tail);
\r
2048 else printf("0-1%s\n", tail);
\r
2053 int engineSide=NONE; // side played by engine
\r
2054 int timeLeft; // timeleft on engine's clock
\r
2055 int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search
\r
2056 int maxDepth; // used by search
\r
2057 MOVE move, ponderMove;
\r
2059 char inBuf[8000], command[80];
\r
2061 Init(V_CHU); // Chu
\r
2063 while(1) { // infinite loop
\r
2065 fflush(stdout); // make sure everything is printed before we do something that might take time
\r
2067 if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move
\r
2069 score = SearchBestMove(stm, timeLeft, mps, timeControl, inc, timePerMove, &move, &ponderMove);
\r
2071 if(move == INVALID) { // game apparently ended
\r
2072 int kcapt = 0, xstm = stm ^ WHITE, king, k = p[king=royal[xstm]].pos;
\r
2073 if( k != ABSENT) { // test if King capture possible
\r
2074 if(attacks[2*k + stm]) {
\r
2075 if( p[king + 2].pos == ABSENT ) kcapt = 1; // we have an attack on his only King
\r
2077 } else { // he has no king! Test for attacks on Crown Prince
\r
2078 k = p[king + 2].pos;
\r
2079 if(attacks[2*k + stm]) kcapt = 1; // we have attack on Crown Prince
\r
2081 if(kcapt) { // print King capture before claiming
\r
2083 printf("move %s\n", MoveToText(moveStack[msp-1], 1));
\r
2084 reason = "king capture";
\r
2085 } else reason = "resign";
\r
2086 engineSide = NONE; // so stop playing
\r
2087 PrintResult(stm, score);
\r
2089 stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move
\r
2090 gameMove[moveNr++] = move; // remember game
\r
2091 printf("move %s\n", MoveToText(move, 1));
\r
2095 fflush(stdout); // make sure everything is printed before we do something that might take time
\r
2097 // now it is not our turn (anymore)
\r
2098 if(engineSide == ANALYZE) { // in analysis, we always ponder the position
\r
2099 PonderUntilInput(stm);
\r
2101 if(engineSide != NONE && ponder == ON && moveNr != 0) { // ponder while waiting for input
\r
2102 if(ponderMove == INVALID) { // if we have no move to ponder on, ponder the position
\r
2103 PonderUntilInput(stm);
\r
2105 int newStm = MakeMove2(stm, ponderMove);
\r
2106 PonderUntilInput(newStm);
\r
2107 UnMake2(ponderMove);
\r
2112 // wait for input, and read it until we have collected a complete line
\r
2113 for(i = 0; (inBuf[i] = getchar()) != '\n'; i++);
\r
2116 pmoves(retFirst, retMSP);
\r
2118 // extract the first word
\r
2119 sscanf(inBuf, "%s", command);
\r
2120 printf("in: %s\n", command);
\r
2122 // recognize the command,and execute it
\r
2123 if(!strcmp(command, "quit")) { break; } // breaks out of infinite loop
\r
2124 if(!strcmp(command, "force")) { engineSide = NONE; continue; }
\r
2125 if(!strcmp(command, "analyze")) { engineSide = ANALYZE; continue; }
\r
2126 if(!strcmp(command, "exit")) { engineSide = NONE; continue; }
\r
2127 if(!strcmp(command, "otim")) { goto noPonder; } // do not start pondering after receiving time commands, as move will follow immediately
\r
2128 if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); goto noPonder; }
\r
2129 if(!strcmp(command, "level")) {
\r
2131 sscanf(inBuf, "level %d %d %d", &mps, &min, &inc) == 3 || // if this does not work, it must be min:sec format
\r
2132 sscanf(inBuf, "level %d %d:%d %d", &mps, &min, &sec, &inc);
\r
2133 timeControl = 60*min + sec; timePerMove = -1;
\r
2136 if(!strcmp(command, "protover")){
\r
2137 printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n");
\r
2138 printf("feature variants=\"normal,chu,dai,tenjiku,12x12+0_fairy,9x9+0_shogi\"\n");
\r
2139 printf("feature myname=\"HaChu " VERSION "\" highlight=1\n");
\r
2140 printf("feature option=\"Resign -check 0\"\n"); // example of an engine-defined option
\r
2141 printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one
\r
2142 printf("feature done=1\n");
\r
2145 if(!strcmp(command, "option")) { // setting of engine-define option; find out which
\r
2146 if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue;
\r
2147 if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;
\r
2150 if(!strcmp(command, "variant")) {
\r
2151 for(i=0; i<5; i++) {
\r
2152 sscanf(inBuf+8, "%s", command);
\r
2153 if(!strcmp(variants[i].name, command)) {
\r
2154 printf("var %d\n",i);
\r
2155 Init(i); stm = Setup2(NULL); break;
\r
2160 if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; }
\r
2161 if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; }
\r
2162 if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; }
\r
2163 if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); continue; }
\r
2164 // if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); continue; }
\r
2165 if(!strcmp(command, "new")) {
\r
2166 engineSide = BLACK; Init(V_CHESS); stm = Setup2(DEFAULT_FEN); maxDepth = MAXPLY; randomize = OFF; comp = 0;
\r
2169 if(!strcmp(command, "setboard")){ engineSide = NONE; stm = Setup2(inBuf+9); continue; }
\r
2170 if(!strcmp(command, "easy")) { ponder = OFF; continue; }
\r
2171 if(!strcmp(command, "hard")) { ponder = ON; continue; }
\r
2172 if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; }
\r
2173 if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; }
\r
2174 if(!strcmp(command, "go")) { engineSide = stm; continue; }
\r
2175 if(!strcmp(command, "post")) { postThinking = ON; continue; }
\r
2176 if(!strcmp(command, "nopost")) { postThinking = OFF;continue; }
\r
2177 if(!strcmp(command, "random")) { randomize = ON; continue; }
\r
2178 if(!strcmp(command, "hint")) { if(ponderMove != INVALID) printf("Hint: %s\n", MoveToText(ponderMove, 0)); continue; }
\r
2179 if(!strcmp(command, "lift")) { Highlight(inBuf+5); continue; }
\r
2180 if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; }
\r
2181 if(!strcmp(command, "book")) { continue; }
\r
2182 // non-standard commands
\r
2183 if(!strcmp(command, "p")) { pboard(board); continue; }
\r
2184 if(!strcmp(command, "f")) { pbytes(fireBoard); continue; }
\r
2185 if(!strcmp(command, "w")) { MapOneColor(WHITE, last[WHITE], attacks); pmap(attacks, WHITE); continue; }
\r
2186 if(!strcmp(command, "b")) { MapOneColor(BLACK, last[BLACK], attacks); pmap(attacks, BLACK); continue; }
\r
2187 if(!strcmp(command, "l")) { pplist(); continue; }
\r
2188 // ignored commands:
\r
2189 if(!strcmp(command, "xboard")) { continue; }
\r
2190 if(!strcmp(command, "computer")){ comp = 1; continue; }
\r
2191 if(!strcmp(command, "name")) { continue; }
\r
2192 if(!strcmp(command, "ics")) { continue; }
\r
2193 if(!strcmp(command, "accepted")){ continue; }
\r
2194 if(!strcmp(command, "rejected")){ continue; }
\r
2195 if(!strcmp(command, "result")) { continue; }
\r
2196 if(!strcmp(command, "hover")) { continue; }
\r
2197 if(!strcmp(command, "")) { continue; }
\r
2198 if(!strcmp(command, "usermove")){
\r
2199 int move = ParseMove(inBuf+9);
\r
2200 if(move == INVALID) {
\r
2201 if(reason) printf("Illegal move {%s}\n", reason); else printf("%s\n", reason="Illegal move");
\r
2202 if(comp) PrintResult(stm, -INF); // against computer: claim
\r
2204 stm = MakeMove2(stm, move);
\r
2205 ponderMove = INVALID;
\r
2206 gameMove[moveNr++] = move; // remember game
\r
2210 printf("Error: unknown command\n");
\r