#define D -4 /* linear double move */\r
#define T -5 /* linear triple move */\r
#define L -6 /* true Lion move */\r
-#define F -7 /* Lion + 3-step */\r
-#define S -8 /* Lion + range */\r
-#define H -9 /* hook move */\r
-#define C -10 /* capture only */\r
-#define M -11 /* non-capture only */\r
+#define W -7 /* Werewolf move */\r
+#define F -8 /* Lion + 3-step */\r
+#define S -9 /* Lion + range */\r
+#define H -10 /* hook move */\r
+#define C -11 /* capture only */\r
+#define M -12 /* non-capture only */\r
\r
#define LVAL 1000 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */\r
#define FVAL 5000 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */\r
\r
PieceDesc chuPieces[] = {\r
- {"LN", "", LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion\r
+ {"LN", "", LVAL, { W,W,W,W,W,W,W,W }, 4 }, // lion\r
+// {"LN", "", LVAL, { T,T,T,T,T,T,T,T }, 4 }, // lion\r
+// {"LN", "", LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion\r
{"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king\r
{"SE", "", 550, { X,D,X,X,X,X,X,D }, 4 }, // soaring eagle\r
{"HF", "", 500, { D,X,X,X,X,X,X,X }, 4 }, // horned falcon\r
// Lion-Dog triple moves\r
toList[64+i] = 3*kStep[i]; epList[64+i] = kStep[i];\r
toList[72+i] = 3*kStep[i]; epList[72+i] = 2*kStep[i];\r
- toList[80+i] = 3*kStep[i]; epList[80+i] = kStep[i]; ep2List[80+i] = 2*kStep[i];\r
+ toList[80+i] = 3*kStep[i]; epList[80+i] = 2*kStep[i]; ep2List[80+i] = kStep[i];\r
toList[88+i] = kStep[i]; epList[88+i] = 2*kStep[i];\r
}\r
\r
if(r >= S) { // in any case, do a jump of 2\r
int occup = NewNonCapture(x, x + 2*v, pFlag);\r
if(r < I) { // Lion power, also single step\r
- if(!NewNonCapture(x, x + v, pFlag)) nullMove = x; else occup = 1;\r
+ if(!NewNonCapture(x, x + v, pFlag)) nullMove = x*(r != W); else occup = 1;\r
if(r <= L) { // true Lion, also Knight jump\r
if(!occup & r < L) for(y=x+2*v; !NewNonCapture(x, y+=v, pFlag) && r == S; ); // BS and FF moves\r
v = nStep[j];\r
- NewNonCapture(x, x + v, pFlag);\r
- }\r
+ if(r != W) NewNonCapture(x, x + v, pFlag);\r
+ } else if(r == T) NewNonCapture(x, x+3*v, pFlag); // Lion Dog, also triple step\r
} else if(r == I) NewNonCapture(x, x + v, pFlag); // also do step\r
} else\r
if(r == M) { // FIDE Pawn; check double-move\r
if(r <= L) { // true Lion, also Knight jump\r
if(r < L) { // Lion plus (limited) range\r
int y = x, n = 0;\r
- r = (r == S ? 36 : 3);\r
- while(n++ <= r) {\r
+ int rg = (r == S ? 36 : 3);\r
+ while(n++ < rg) {\r
if(board[y+=v] == EDGE) break;\r
if(board[y] != EMPTY) {\r
if(n > 2) map[2*y + start] += one[j]; // outside Lion range\r
}\r
}\r
v = nStep[j];\r
- if(board[x + v] != EMPTY && board[x + v] != EDGE)\r
+ if(board[x + v] != EMPTY && board[x + v] != EDGE && r != W)\r
map[2*(x + v) + start] += one[8];\r
}\r
}\r
NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run\r
}\r
break;\r
+ case T: // Lion-Dog move (awful!)\r
+ if(d > 3) break;\r
+ NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ att -= one[i];\r
+ if(d == 3) { // check if we can take one or two intermediates (with higher piece index) with it\r
+ if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) {\r
+ NewCapture(x, SPECIAL + 64 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first\r
+ if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. both\r
+ } else if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. second\r
+ } else if(d == 2) { // check if we can take intermediate with it\r
+ if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) {\r
+ NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first, stop at 2nd\r
+ NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd, take 1st\r
+ if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd\r
+ } else if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 2nd\r
+ } else { // d=1; can move on to second, or move back for igui\r
+ NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui\r
+ if(board[sqr-v] == EMPTY) { // 2nd empty\r
+ NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and run to 2nd\r
+ if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd\r
+ } else if((board[sqr-v] & TYPE) == stm) { // 2nd own\r
+ if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd\r
+ } else if((board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) {\r
+ NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, capture and stop at 2nd\r
+ NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd\r
+ if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd\r
+ }\r
+ }\r
+ break;\r
case J: // plain jump (as in KY, PH)\r
if(d != 2) break;\r
case I: // jump + step (as in Wa TF)\r
NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
att -= one[i];\r
break;\r
+ case W: // jump + locust jump + 3-slide (Werewolf)\r
+ if(d > 2) break;\r
+ NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ att -= one[i];\r
+ if(d == 2) { // check if we can take intermediate with it\r
+ if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p.\r
+ } else { // d=1; can move on to second\r
+ if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run\r
+ }\r
+ break;\r
case C: // FIDE Pawn\r
if(d != 1) break;\r
NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
if(chuFlag && p[undoInfo.victim].value == LVAL && p[undoInfo.piece].value != LVAL) sup2 |= PROMOTE;\r
rootEval = -rootEval - undoInfo.booty;\r
for(i=0; i<200; i++) repStack[i] = repStack[i+1], checkStack[i] = checkStack[i+1];\r
+\r
+\r
repStack[199] = hashKeyH, checkStack[199] = inCheck;\r
printf("# makemove %08x %c%d %c%d\n", move, sup1%BW+'a', sup1/BW, sup2%BW+'a', sup2/BW);\r
return stm ^ WHITE;\r
sup2 = sup1; sup1 = sup0;\r
}\r
\r
-char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VMSWPH..LN"; // pairs of char\r
+char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VMEWPH..LN"; // pairs of char\r
char fenPromo[] = "WLDHSMSECPB R HFDE....WHFB..LNG ..DKVMFS..FO..FK...."; // pairs of char\r
\r
char *\r
if(t >= SPECIAL) {\r
if(t < CASTLE) { // castling is printed as a single move, implying its side effects\r
int e = f + epList[t - SPECIAL];\r
-// printf("take %c%d\n", e%BW+'a', e/BW+ONE);\r
- sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;\r
- if(multiLine) printf("move %s\n", buf), buf[0] = '\0';\r
if(ep2List[t - SPECIAL]) {\r
- e = g + ep2List[t - SPECIAL];\r
+ int e2 = f + ep2List[t - SPECIAL];\r
// printf("take %c%d\n", e%BW+'a', e/BW+ONE);\r
- sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;\r
- if(multiLine) printf("move %s\n", buf), buf[0] = '\0';\r
+ sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e2%BW+'a', e2/BW+ONE); f = e2;\r
+ if(multiLine) printf("move %s\n", buf), buf[0] = '\0';\r
}\r
+// printf("take %c%d\n", e%BW+'a', e/BW+ONE);\r
+ sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;\r
+ if(multiLine) printf("move %s\n", buf), buf[0] = '\0';\r
}\r
t = g + toList[t - SPECIAL];\r
}\r
e = t;\r
moveText += ReadSquare(moveText, &t);\r
for(i=0; i<8; i++) if(f + kStep[i] == e) break;\r
- if(i >= 8) return INVALID; // this rejects Lion Dog 2+1 and 2-1 moves!\r
- for(j=0; j<8; j++) if(e + kStep[j] == t) break;\r
- if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves!\r
- t2 = SPECIAL + 8*i + j;\r
+ if(i >= 8) { // first leg not King step. Try Lion Dog 2+1 or 2-1\r
+ for(i=0; i<8; i++) if(f + 2*kStep[i] == e) break;\r
+ if(i >= 8) return INVALID; // not even that\r
+ if(f + 3*kStep[i] == t) t2 = SPECIAL + 72 + i; // 2+1\r
+ else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1\r
+ else return INVALID;\r
+ } else if(f + 3*kStep[i] == t) { // Lion Dog 1+2 move\r
+ t2 = SPECIAL + 64 + i;\r
+ } else if(*moveText == ',') { // 3rd leg follows!\r
+ if(f + 2*kStep[i] != t) return INVALID; // 3-leg moves must be linear!\r
+ moveText += ReadSquare(moveText, &e);\r
+ if(e != t) return INVALID; // must again continue with same piece\r
+ moveText += ReadSquare(moveText, &t);\r
+ if(f + 3*kStep[i] == t) t2 = SPECIAL + 80 + i; // 1+1+1\r
+ else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1 entered as 1+1-1\r
+ else return INVALID;\r
+ } else {\r
+ for(j=0; j<8; j++) if(e + kStep[j] == t) break;\r
+ if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves!\r
+ t2 = SPECIAL + 8*i + j;\r
+ }\r
} else if(chessFlag && board[f] != EMPTY && p[board[f]].value == pVal && board[t] == EMPTY) { // Pawn to empty, could be e.p.\r
if(t == f + BW + 1) t2 = SPECIAL + 16; else\r
if(t == f + BW - 1) t2 = SPECIAL + 48; else\r
int e, t = moveStack[i] & SQUARE;\r
if(t < SPECIAL) continue; // only special moves\r
e = lastLift + epList[t - SPECIAL]; // decode\r
+ if(sqr == lastLift + ep2List[t - SPECIAL]) { // second leg of 3-leg move\r
+ b[e] = 'C'; cnt++;\r
+ continue;\r
+ }\r
t = lastLift + toList[t - SPECIAL];\r
if(e != sqr) continue;\r
- b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;\r
+ if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;\r
}\r
}\r
if(!cnt) return;\r