} UndoInfo;\r
\r
char *array, fenArray[4000], startPos[4000], *reason, checkStack[300];\r
-int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, tsume, pvCuts, allowRep, entryProm;\r
+int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, stalemate, tsume, pvCuts, allowRep, entryProm;\r
int stm, xstm, hashKeyH=1, hashKeyL=1, framePtr, msp, nonCapts, rootEval, filling, promoDelta;\r
int retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;\r
int ll, lr, ul, ur; // corner squares\r
};\r
\r
PieceDesc chessPieces[] = {\r
- {"Q", "", 950, { X,X,X,X,X,X,X,X } },\r
+ {"FK", "", 950, { X,X,X,X,X,X,X,X } },\r
{"R", "", 500, { X,0,X,0,X,0,X,0 } },\r
{"B", "", 320, { 0,X,0,X,0,X,0,X } },\r
{"N", "", 300, { N,N,N,N,N,N,N,N } },\r
{"K", "", 280, { 1,1,1,1,1,1,1,1 } },\r
- {"P", "Q", 80, { M,C,0,0,0,0,0,C } },\r
+ {"P", "FK", 80, { M,C,0,0,0,0,0,C } },\r
{ NULL } // sentinel\r
};\r
\r
PieceDesc lionPieces[] = {\r
{"LN","", LVAL, { L,L,L,L,L,L,L,L } },\r
- {"Q", "", 600, { X,X,X,X,X,X,X,X } },\r
+ {"FK", "", 600, { X,X,X,X,X,X,X,X } },\r
{"R", "", 300, { X,0,X,0,X,0,X,0 } },\r
{"K", "", 280, { 1,1,1,1,1,1,1,1 } },\r
{"B", "", 190, { 0,X,0,X,0,X,0,X } },\r
{"N", "", 180, { N,N,N,N,N,N,N,N } },\r
- {"P", "Q", 50, { M,C,0,0,0,0,0,C } },\r
+ {"P", "FK", 50, { M,C,0,0,0,0,0,C } },\r
{ NULL } // sentinel\r
};\r
\r
"....d......d..../pppppppppppppppp/:sm:vmr:hf:se:bg:rg:vg:gg:rg:bg:se:hfr:vm:sm/"\r
":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
char shoArray[] = "LNSGKGSNL/.B..:DE..R./PPPPPPPPP/........./........./........./ppppppppp/.r..:de..b./lnsgkgsnl";\r
-char chessArray[] = "RNBQKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbqkbnr";\r
-char lionArray[] = "R:LNBQKBNR/PPPPPPPP/......../......../......../......../pppppppp/r:lnbqkbnr";\r
+char chessArray[] = "RNB:FKKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnb:fkkbnr";\r
+char lionArray[] = "R:LNB:FKKBNR/PPPPPPPP/......../......../......../......../pppppppp/r:lnb:fkkbnr";\r
char shatArray[]= "RNBK:FKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbk:fkbnr";\r
char thaiArray[]= "RNSK:SMSNR/......../PPPPPPPP/......../......../pppppppp/......../rnsk:smsnr";\r
\r
chuFlag = (currentVariant == V_CHU || currentVariant == V_LION);\r
tenFlag = (currentVariant == V_TENJIKU);\r
chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION);\r
- repDraws = (currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK || currentVariant == V_LION);\r
+ stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION);\r
+ repDraws = (stalemate || currentVariant == V_SHATRANJ);\r
ll = 0; lr = bHeight - 1; ul = (bHeight - 1)*bWidth; ur = ul + bHeight - 1;\r
\r
for(i= -1; i<9; i++) { // board steps in linear coordinates\r
if(lmr && bestScore <= alpha && iterDep == depth)\r
depth++, lmr--; // self-deepen on fail-low reply to late move by lowering reduction\r
#endif\r
+ if(stalemate && bestScore == -INF && !inCheck) bestScore = 0; // stalemate\r
#ifdef HASH\r
// hash store\r
hashTable[index].lock[hit] = hashKeyH;\r