\r
// TODO:\r
// in GenCapts we do not generate jumps of more than two squares yet\r
-// Chu rules for Lion capture\r
// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION 0.0\r
+#define VERSION "0.1beta"\r
\r
//define PATH level==0 || level==1 && path[0] == 0x55893\r
#define PATH 0\r
}\r
#endif\r
\r
-#define BW 24\r
-#define BH 12\r
-#define BSIZE BW*BH*2\r
-#define ZONE 4\r
+#define BW bWidth\r
+#define BH bHeight\r
+#define BHMAX 15\r
+#define BWMAX (2*BHMAX)\r
+#define BSIZE BWMAX*BHMAX\r
+#define ZONE zone\r
\r
#define ONE 0\r
\r
#define EMPTY 0\r
#define EDGE (1<<11)\r
#define TYPE (WHITE|BLACK|EDGE)\r
-#define ABSENT 4095\r
+#define ABSENT 2047\r
#define INF 8000\r
#define NPIECES 2000 /* length of piece list */\r
\r
int from, to, piece, victim, new, booty, epSquare, epVictim, ep2Square, ep2Victim, revMoveCount, savKeyL, savKeyH;\r
} UndoInfo;\r
\r
+int bWidth, bHeight, bsize, zone, currentVariant;\r
int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, pvPtr, level, cnt50, chuFlag=1;\r
int nodes, startTime, tlim1, tlim2;\r
Move retMove, moveStack[10000], path[100], repStack[300], pv[1000];\r
\r
#define X 36 /* slider */\r
-#define J -1 /* jump */\r
-#define N -2 /* Knight */\r
+#define N -1 /* Knight */\r
+#define J -2 /* jump */\r
#define D -3 /* linear double move */\r
#define T -4 /* linear triple move */\r
#define L -5 /* true Lion move */\r
"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
\r
typedef struct {\r
- int boardWidth, boardFiles, zoneDepth, boardRanks; // board sizes\r
+ int boardWidth, boardFiles, boardRanks, zoneDepth; // board sizes\r
char *name; // WinBoard name\r
char *array; // initial position\r
} VariantDesc;\r
char age;\r
} HashEntry; // hash-table entry\r
\r
+ // Some global variables that control your engine's behavior\r
+ int ponder;\r
+ int randomize;\r
+ int postThinking;\r
+ int resign; // engine-defined option\r
+ int contemptFactor; // likewise\r
+\r
int squareKey[BSIZE];\r
\r
-int rawBoard[BSIZE + 11*BW + 6];\r
+int rawBoard[BSIZE + 11*BHMAX + 6];\r
//int attacks[2*BSIZE]; // attack map\r
int attackMaps[200*BSIZE], *attacks = attackMaps;\r
char distance[2*BSIZE]; // distance table\r
char promoBoard[BSIZE];\r
signed char PST[2*BSIZE];\r
\r
-#define board (rawBoard + 6*BW + 3)\r
+#define board (rawBoard + 6*BHMAX + 3)\r
#define dist (distance + BSIZE)\r
\r
PieceDesc *\r
-LookUp (char *name, PieceDesc *list)\r
+ListLookUp (char *name, PieceDesc *list)\r
{ // find piece of given name in list of descriptors\r
int i=0;\r
while(list->name && strcmp(name, list->name)) i++, list++;\r
return (list->name == NULL ? NULL : list);\r
}\r
\r
+PieceDesc *\r
+LookUp (char *name, int var)\r
+{ // search piece of given name in all lists relevant for given variant\r
+ PieceDesc *desc;\r
+ switch(var) {\r
+ case 1: // Dai\r
+ desc = ListLookUp(name, daiPieces);\r
+ if(desc) return desc;\r
+ case 0: // Chu\r
+ return ListLookUp(name, chuPieces);\r
+ }\r
+}\r
+\r
void\r
SqueezeOut (int n)\r
{ // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!)\r
for(j=0; j<8; j++) p[i].range[j] = list->range[j^4*(WHITE-stm)];\r
switch(Range(p[i].range)) {\r
case 1: p[i].pst = BH; break;\r
- case 2: p[i].pst = BSIZE; break;\r
- default: p[i].pst = BSIZE + BH; break;\r
+ case 2: p[i].pst = bsize; break;\r
+ default: p[i].pst = bsize + BH; break;\r
}\r
key = (stm == WHITE ? &list->whiteKey : &list->blackKey);\r
if(!*key) *key = ~(myRandom()*myRandom());\r
}\r
\r
void\r
-SetUp(char *array, PieceDesc *list)\r
+SetUp(char *array, int var)\r
{\r
int i, j, n, m, nr, color;\r
char c, *q, name[3];\r
name[0] += 'A' - 'a';\r
if(name[1]) name[1] += 'A' - 'a';\r
} else color = WHITE;\r
- p1 = LookUp(name, list);\r
+ p1 = LookUp(name, var);\r
n = AddPiece(color, p1);\r
p[n].pos = j;\r
if(p1->promoted[0]) {\r
- p2 = LookUp(p1->promoted, list);\r
+ p2 = LookUp(p1->promoted, var);\r
m = AddPiece(color, p2);\r
if(m <= n) n += 2;\r
p[n].promo = m;\r
}\r
\r
void\r
-Init()\r
+Init (int var)\r
{\r
int i, j, k;\r
\r
+ currentVariant = var;\r
+ bWidth = variants[var].boardWidth;\r
+ bHeight = variants[var].boardRanks;\r
+ zone = variants[var].zoneDepth;\r
+ bsize = bWidth*bHeight;\r
+ chuFlag = (var == 0);\r
+\r
for(i= -1; i<9; i++) { // board steps in linear coordinates\r
kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King\r
nStep[i] = STEP(direction[(i&7)+8].x, direction[(i&7)+8].y); // Knight\r
}\r
\r
// fill distance table\r
- for(i=0; i<BSIZE; i++) {\r
+ for(i=0; i<2*BSIZE; i++) {\r
distance[i] = 0;\r
}\r
for(i=0; i<8; i++)\r
dist[j * kStep[i]] = j;\r
\r
// hash key tables\r
- for(i=0; i<BSIZE; i++) squareKey[i] = ~(myRandom()*myRandom());\r
+ for(i=0; i<bsize; i++) squareKey[i] = ~(myRandom()*myRandom());\r
\r
// board edge\r
- for(i=0; i<BSIZE + 11*BW + 6; i++) rawBoard[i] = EDGE;\r
+ for(i=0; i<BSIZE + 11*BHMAX + 6; i++) rawBoard[i] = EDGE;\r
\r
// promotion zones\r
for(i=0; i<BH; i++) for(j=0; j<BH; j++) {\r
for(i=0; i<BH; i++) for(j=0; j<BH; j++) {\r
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
PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 15 : 0) - (j == 0 || j == BH-1 ? 15 : 0);\r
- PST[BSIZE+s] = d/6;\r
- PST[BSIZE+BH+s] = d/12;\r
+ PST[BH*BW+s] = d/6;\r
+ PST[BH*BW+BH+s] = d/12;\r
} \r
}\r
\r
-#if 0\r
-inline int\r
-AddMove (int i, int x, int y)\r
-{\r
- if(board[y] == EDGE) return 1;\r
- if(board[y] == EMPTY) { // non-capt\r
- if((flagBoard[x] | flagBoard[y]) & p[i].flags) { // promotion possible\r
- moveStack[msp++] = moveStack[nonCapts];\r
- moveStack[nonCapts++] |= PROMOTE | p[i].flags << 24;\r
- if(!(p[i].flags & ALWAYS_PROMOTE))\r
- moveStack[msp++] = x << SQLEN | y; // push deferral as well\r
- else moveStack[msp++] = x << SQLEN | y; // normal move\r
- }\r
- } else { // capture\r
- if(((board[y] ^ i) & 1) return 1; // own\r
- moveStack[msp++] = moveStack[nonCapts];\r
- moveStack[nonCapts++] = moveStack[promotions];\r
- moveStack[promotions++] = x << SQLEN | y;\r
- if((flagBoard[x] | flagBoard[y]) & p[i].flags) { // promotion possible\r
- int p = promotions;\r
- if(!(p[i].flags & ALWAYS_PROMOTE)) {\r
- moveStack[msp++] = moveStack[nonCapts];\r
- moveStack[nonCapts++] = moveStack[promotions];\r
- moveStack[promotions++] = moveStack[p-1];\r
- }\r
- moveStack[p-1] += PROMOTE | p[i].flags<<24;\r
- }\r
- return 1; // capture ends ray scan\r
- }\r
- return 0;\r
-}\r
-#endif\r
-\r
int flag;\r
\r
inline int\r
return 0;\r
}\r
\r
-#if 0\r
-void\r
-GenAllMoves ()\r
-{\r
- int i, j, k;\r
- promotions = nonCapts = msp;\r
- for(i=stm+2; i<=last[stm]; i+=2) {\r
- int x = p[i].pos;\r
- if(x == ABSENT) continue;\r
- for(j=0; j<8; j++) {\r
- int y, v = kStep[j], r = p[i].range[j];\r
- if(r < 0) { // jumping piece, special treatment\r
- if(r >= -3) { // in any case, do a jump of 2\r
- if(board[x + 2*v] == EMPTY)\r
- ADDMOVE(x, x+2*v);\r
- if(r < -1) { // Lion power, also single step\r
- if(board[x + v] == EMPTY)\r
- ADDMOVE(x, x+v);\r
- if(r == -3) { // true Lion, also Knight jump\r
- v = nStep[j];\r
- if(board[x + v] == EMPTY)\r
- ADDMOVE(x, x+v);\r
- }\r
- }\r
- }\r
- continue;\r
- }\r
- y = x;\r
- while(r-- > 0) {\r
- if(board[y+=v] == GUARD) break; // off board\r
- if((board[y] + i & 1) == 0) break; // same color\r
- }\r
- }\r
-}\r
-#endif\r
-\r
int\r
GenNonCapts (int promoSuppress)\r
{\r
for(i=stm+2; i<=last[stm]; i+=2) {\r
int x = p[i].pos, pFlag = p[i].promoFlag;\r
if(x == ABSENT) continue;\r
- if(x == promoSuppress) pFlag = 0;\r
+ if(x == promoSuppress && chuFlag) pFlag = 0;\r
for(j=0; j<8; j++) {\r
int y, v = kStep[j], r = p[i].range[j];\r
if(r < 0) { // jumping piece, special treatment\r
+ if(r == N) { // pure Knightm do off-ray jump\r
+ NewNonCapture(x, x + nStep[j], pFlag);\r
+ } else\r
if(r >= S) { // in any case, do a jump of 2\r
NewNonCapture(x, x + 2*v, pFlag);\r
- if(r < N) { // Lion power, also single step\r
+ if(r < J) { // Lion power, also single step\r
if(!NewNonCapture(x, x + v, pFlag)) nullMove = x;\r
if(r == L) { // true Lion, also Knight jump\r
v = nStep[j];\r
for(j=0; j<8; j++) {\r
int x = p[i].pos, v = kStep[j], r = p[i].range[j];\r
if(r < 0) { // jumping piece, special treatment\r
+ if(r == N) {\r
+ x += nStep[j];\r
+ if(board[x] != EMPTY && board[x] != EDGE)\r
+ map[2*x + start] += one[8];\r
+ } else\r
if(r >= S) { // in any case, do a jump of 2\r
if(board[x + 2*v] != EMPTY && board[x + 2*v] != EDGE)\r
map[2*(x + 2*v) + start] += one[j];\r
MapFromScratch (int *map)\r
{\r
int i;\r
- for(i=0; i<2*BSIZE; i++) map[i] = 0;\r
+ for(i=0; i<2*bsize; i++) map[i] = 0;\r
MapOneColor(0, last[BLACK], map);\r
MapOneColor(1, last[WHITE], map);\r
}\r
\r
void\r
Connect (int sqr, int piece, int dir)\r
-{\r
- int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+1], piece1, piece2;\r
+{ // scan to both sides along ray to elongate attacks from there, and remove our own attacks on there, if needed\r
+ int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+4], piece1, piece2;\r
int d1, d2, r, y, c;\r
\r
if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir]) { // there are incoming attack(s) from 'behind'\r
attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack\r
UPDATE_MOBILITY(piece1, d2);\r
} else UPDATE_MOBILITY(piece1, r1 - d1); // does not connect, but could still gain mobility\r
- if(d1 + d2 <= (r2 = p[piece2].range[dir])) { // 2 hits 1\r
+ if(d1 + d2 <= (r2 = p[piece2].range[dir+4])) { // 2 hits 1\r
attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack\r
UPDATE_MOBILITY(piece2, d1);\r
} else UPDATE_MOBILITY(piece2, r2 - d2); // does not connect, but could still gain mobility\r
+ // if r1 or r2<0, moves typically jump, and thus cannot be unblocked. Exceptions are FF and BS distant moves.\r
+ // test for d1+d2 > 2 && rN == F && d== 3 or rN == S\r
\r
} else { // we were only attacked from behind\r
\r
r = (r2 = p[piece1].range[dir]) - d1;\r
- 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
+ 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
// for now, forget jumpers\r
}\r
y = sqr; \r
}\r
// we hit nothing with the extended move of the attacker behind us.\r
UPDATE_MOBILITY(piece1, r2 - d1);\r
- r = r1 - r2; // extra squares covered by mover\r
+ r = r1 - r2 + d1; // extra squares covered by mover\r
while(r-- > 0)\r
if(board[y+=step] != EMPTY) {\r
d2 = dist[y-sqr]; piece2 = board[y];\r
return;\r
}\r
}\r
+ // if r2<0 we should again test for F and S moves\r
\r
} else // no incoming attack from behind\r
if(c = (attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // but incoming attack(s) from 'ahead'\r
}\r
// we hit nothing with the extended move of the attacker behind us.\r
UPDATE_MOBILITY(piece2, r2 - d1);\r
- r = r2 - r1; // extra squares covered by mover\r
+ r = r2 - r1 + d2; // extra squares covered by mover\r
while(r-- > 0)\r
if(board[x-=step] != EMPTY) {\r
d1 = dist[x-sqr]; piece1 = board[x];\r
}\r
}\r
\r
+inline int\r
+Hit (int r, int d)\r
+{ // test if move with range r reaches over (un-obstructed) distance d\r
+ if(r < 0) switch(r) {\r
+ case J: return (d == 2);\r
+ case D:\r
+ case L: return (d <= 2);\r
+ case T:\r
+ case F: return (d <= 3);\r
+ case S: return 1;\r
+ default: return 0;\r
+ } else return (d <= r);\r
+ return 0; // not reached\r
+}\r
+\r
void\r
-Disconnect (int sqr, int dir)\r
+Disconnect (int sqr, int piece, int dir)\r
{\r
- int x = sqr, step = kStep[dir], piece1, piece2, y;\r
+ int x = sqr, step = kStep[dir], piece1, piece2, d1, d2, r1, r2, y;\r
while( board[x+=step] == EMPTY );\r
- if(board[x] != EDGE) { // x has hit a piece\r
- piece1 = board[x];\r
+ piece1 = board[x];\r
+ if(piece1 != EDGE) { // x has hit a piece\r
+ d1 = dist[x-sqr];\r
+ r1 = p[piece1].range[dir+4];\r
y = sqr; while( board[y-=step] == EMPTY );\r
- if(board[y] != EDGE) { // both ends of the ray hit a piece\r
- piece2 = board[y];\r
- \r
+ piece2 = board[y];\r
+ if(piece2 != EDGE) { // both ends of the ray hit a piece\r
+ d2 = dist[y-sqr];\r
+ r2 = p[piece2].range[dir];\r
+ if(r1 >= d1) { // piece1 hits us\r
+ attacks[2*sqr + (piece1 & WHITE)] += one[dir+4];\r
+ if(r1 >= d1 + d2) // was hitting piece2 before, now blocked\r
+ attacks[2*y + (piece1 & WHITE)] -= one[dir+4];\r
+ }\r
+ if(r2 >= d2) { // piece2 hits us\r
+ attacks[2*sqr + (piece2 & WHITE)] += one[dir];\r
+ if(r2 >= d1 + d2) // was hitting piece1 before, now blocked\r
+ attacks[2*x + (piece2 & WHITE)] -= one[dir];\r
+ }\r
+ if( Hit(p[piece].range[dir], d1) )\r
+ attacks[2*sqr + stm] += one[dir];\r
+ if( Hit(p[piece].range[dir+4], d2) )\r
+ attacks[2*sqr + stm] += one[dir+4];\r
return;\r
}\r
} else {\r
x = sqr; while( board[x-=step] == EMPTY );\r
- if(board[x] == EDGE) return; // ray empty on both sides\r
+ piece1 = board[x];\r
+ if(piece1 == EDGE) return; // ray empty on both sides\r
+ d1 = dist[x-sqr];\r
+ r1 = p[piece1].range[dir];\r
+ dir += 4;\r
}\r
- // we only get here if one side hits a \r
- \r
+ // we only get here if one side looks to the board edge\r
+ if(r1 >= d1) // piece1 hits us\r
+ attacks[2*sqr + (piece1 & WHITE)] += one[dir^4];\r
+ if( Hit(p[piece].range[dir], d1) )\r
+ attacks[2*sqr + stm] += one[dir];\r
}\r
\r
void\r
{ // determines attacks on square and blocking when a piece lands on an empty square\r
int i;\r
for(i=0; i<4; i++) {\r
- Disconnect(sqr, i);\r
+ Disconnect(sqr, board[sqr], i);\r
}\r
}\r
\r
break;\r
case 7: // bad captures\r
case 8: // PV null move\r
+ phase = 9;\r
+ if(nullMove != ABSENT) {\r
+ moveStack[msp++] = nullMove + (nullMove << SQLEN) | DEFER; // kludge: setting DEFER guarantees != 0, and has no effect\r
+ }\r
+printf("# %d. sqr = %08x null = %08x\n", msp, nullMove, moveStack[msp-1]);\r
case 9:\r
goto cutoff;\r
}\r
repStack[level+200] = hashKeyH;\r
\r
path[level++] = move;\r
-attacks += 2*BSIZE;\r
+attacks += 2*bsize;\r
MapFromScratch(attacks); // for as long as incremental update does not work.\r
if(PATH) pmap(attacks, stm);\r
if(chuFlag && p[tb.victim].value == 1000) { // verify legality of Lion capture in Chu Shogi\r
score = 0;\r
#endif\r
abortMove:\r
-attacks -= 2*BSIZE;\r
+attacks -= 2*bsize;\r
level--;\r
repetition:\r
UnMake(&tb);\r
} // next move\r
cutoff:\r
if(!level) { // root node\r
+ if(postThinking > 0) {\r
+ int i; // WB thinking output\r
+ printf("%d %d %d %d", iterDep, bestScore, (GetTickCount() - startTime)/10, nodes);\r
+ for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0));\r
+ printf("\n"); fflush(stdout);\r
+ }\r
if(GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish\r
}\r
replyDep = iterDep;\r
int\r
Setup2 (char *fen)\r
{\r
- SetUp(chuArray, chuPieces);\r
+ SetUp(variants[currentVariant].array, currentVariant);\r
sup0 = sup1 = sup2 = ABSENT;\r
rootEval = cnt50 = hashKeyH = hashKeyL = 0;\r
return WHITE;\r
{\r
static char buf[50];\r
int f = move>>SQLEN & SQUARE, g = f, t = move & SQUARE;\r
+ if(f == t) { sprintf(buf, "@@@@"); return buf; } // null-move notation in WB protocol\r
buf[0] = '\0';\r
if(t >= SPECIAL) { // kludgy! Print as side effect non-standard WB command to remove victims from double-capture (breaks hint command!)\r
int e = f + epList[t - SPECIAL];\r
ParseMove (char *moveText)\r
{\r
int i, j, f, t, t2, e, ret, deferred=0;\r
+ char c = moveText[0];\r
moveText += ReadSquare(moveText, &f);\r
moveText += ReadSquare(moveText, &t); t2 = t;\r
if(*moveText == ',') {\r
}\r
ret = f<<SQLEN | t2;\r
if(*moveText == '+') ret |= PROMOTE;\r
+printf("# suppress = %c%d\n", sup1%BW+'a', sup1/BW);\r
MapFromScratch(attacks);\r
+ postThinking--;\r
Search(-INF-1, INF+1, 0, 1, sup1, sup2);\r
+ postThinking++;\r
for(i=retFirst; i<retMSP; i++) {\r
+ if(moveStack[i] == INVALID) continue;\r
+ if(c == '@' && (moveStack[i] & SQUARE) == (moveStack[i] >> SQLEN & SQUARE)) break; // any null move matches @@@@\r
if((moveStack[i] & (PROMOTE | DEFER-1)) == ret) break;\r
if((moveStack[i] & DEFER-1) == ret) deferred = i; // promoted version of entered non-promotion is legal\r
}\r
{\r
int i, j, n, sqr, cnt=0;\r
char b[BSIZE], buf[2000], *q;\r
- for(i=0; i<BSIZE; i++) b[i] = 0;\r
+ for(i=0; i<bsize; i++) b[i] = 0;\r
ReadSquare(coords, &sqr);\r
MapFromScratch(attacks);\r
flag=1;\r
+ postThinking--;\r
Search(-INF-1, INF+1, 0, 1, sup1, sup2);\r
+ postThinking++;\r
flag=0;\r
for(i=retFirst; i<retMSP; i++) {\r
if(sqr == (moveStack[i]>>SQLEN & SQUARE)) {\r
{\r
int score, targetTime, movesLeft = 50;\r
if(mps) movesLeft = mps - (moveNr>>1)%mps;\r
- targetTime = timeLeft*10 / (movesLeft + 1) + 1000 * inc;\r
+ targetTime = timeLeft*10 / (movesLeft + 2) + 1000 * inc;\r
if(timePerMove > 0) targetTime = timeLeft * 5;\r
startTime = GetTickCount();\r
- tlim1 = 0.3*targetTime;\r
+ tlim1 = 0.2*targetTime;\r
tlim2 = 1.9*targetTime;\r
nodes = 0;\r
MapFromScratch(attacks);\r
{\r
}\r
\r
- // Some global variables that control your engine's behavior\r
- int ponder;\r
- int randomize;\r
- int postThinking;\r
- int resign; // engine-defined option\r
- int contemptFactor; // likewise\r
-\r
int TakeBack(int n)\r
{ // reset the game and then replay it to the desired point\r
int last, stm;\r
int i, score;\r
char inBuf[8000], command[80];\r
\r
- Init();\r
- SetUp(chuArray, chuPieces);\r
+ Init(0); // Chu\r
+ SetUp(chuArray, 0);\r
// pplist();\r
// pboard(board);\r
// pbytes(promoBoard);\r
}\r
if(!strcmp(command, "protover")){\r
printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n");\r
- printf("feature variants=\"chu,12x12+0_fairy\"\n");\r
- printf("feature highlight=1\n");\r
+ printf("feature variants=\"chu,dai,12x12+0_fairy\"\n");\r
+ printf("feature myname=\"HaChu " VERSION "\" highlight=1\n");\r
printf("feature option=\"Resign -check 0\"\n"); // example of an engine-defined option\r
printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one\r
printf("feature done=1\n");\r
if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;\r
continue;\r
}\r
+ if(!strcmp(command, "variant")) {\r
+ for(i=0; i<2; i++) {\r
+ sscanf(inBuf+8, "%s", command);\r
+ if(!strcmp(variants[i].name, command)) {\r
+ Init(i); stm = Setup2(NULL); break;\r
+ }\r
+ }\r
+ continue;\r
+ }\r
if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; }\r
if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; }\r
if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; }\r
if(!strcmp(command, "lift")) { Highlight(inBuf+5); continue; }\r
if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; }\r
if(!strcmp(command, "book")) { continue; }\r
- if(!strcmp(command, "variant")) { continue; }\r
// non-standard commands\r
if(!strcmp(command, "p")) { pboard(board); continue; }\r
if(!strcmp(command, "w")) { pmap(attacks, WHITE); continue; }\r
if(!strcmp(command, "ics")) { continue; }\r
if(!strcmp(command, "accepted")){ continue; }\r
if(!strcmp(command, "rejected")){ continue; }\r
+ if(!strcmp(command, "result")) { continue; }\r
if(!strcmp(command, "hover")) { continue; }\r
if(!strcmp(command, "")) { continue; }\r
if(!strcmp(command, "usermove")){\r