pieceGroup = p_enc / 12;
p_enc = p_enc % 12;
Zobrist = RandomPiece[64*p_enc + (squareNr & 63)];
- switch(pieceGroup) {
+ if(pieceGroup & 4) Zobrist *= 987654321;
+ switch(pieceGroup & 3) {
case 1: // pieces 5-10 (FEACWM)
Zobrist = (Zobrist << 16) ^ (Zobrist >> 48);
break;
Zobrist = (Zobrist << 48) ^ (Zobrist >> 16);
break;
}
- if(squareNr >= 64) Zobrist = (Zobrist << 8) ^ (Zobrist >> 56);
+ if(squareNr & 64) Zobrist = (Zobrist << 8) ^ (Zobrist >> 56);
+ if(squareNr & 128) Zobrist = (Zobrist << 4) ^ (Zobrist >> 60);
// holdings have separate (additive) key, to encode presence of multiple pieces on same square
if(f == BOARD_LEFT-2) holdingsKey += Zobrist * boards[moveNr][r][f+1]; else
if(f == BOARD_RGHT+1) holdingsKey += Zobrist * boards[moveNr][r][f-1]; else
move_s[2] = tf + 'a';
move_s[3] = tr + '1' - (BOARD_HEIGHT > 9);
+ if(IS_SHOGI(gameInfo.variant) && p) {
+ if(p == 2) p = 10; // Lion moves, for boards so big that 10 is out of range
+ else if(p != 7) p = 8; // use '+' for all others that do not explicitly defer
+ }
+
// kludge: encode drops as special promotion code
if(gameInfo.holdingsSize && p == 9) {
move_s[0] = f + '@'; // from square encodes piece type
move_s[1] = '@'; // drop symbol
p = 0;
+ } else if(p == 10) { // decode Lion move
+
+ p = 0;
}
// add promotion piece, if any
MovesToText(int count, entry_t *entries)
{
int i, totalWeight = 0;
- char algMove[6];
+ char algMove[12];
char *p = (char*) malloc(40*count+1);
for(i=0; i<count; i++) totalWeight += entries[i].weight;
*p = 0;
int from = fromX - BOARD_LEFT + fromY * width;
for(i=0; promote_pieces[i]; i++) if(promote_pieces[i] == promoChar) break;
if(!promote_pieces[i]) i = 0;
+ else if(i == 9 && gameInfo.variant == VariantChu) i = 1; // on 12x12 only 3 promotion codes available, so use 1 to indicate promotion
if(fromY == DROP_RANK) i = 9, from = ToUpper(PieceToChar(fromX)) - '@';
return to + (i * width * BOARD_HEIGHT + from) * width * BOARD_HEIGHT;
}
}
if(appData.debugMode) fprintf(debugFP, "add game to book (%d-%d)\n", backwardMostMove, forwardMostMove);
-
for(i=backwardMostMove; i<forwardMostMove && i < 2*appData.bookDepth; i++)
AddToBook(i, WhiteOnMove(i) ? result : 2-result); // flip result when black moves
}