// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.20"\r
+#define VERSION "0.21"\r
\r
//define PATH level==0 || path[0] == 0x590cb && (level==1 || path[1] == 0x4c0c9 && (level == 2 || path[2] == 0x8598ca && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5))*/)))\r
#define PATH 0\r
#define R 37 /* jump capture */\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
-#define F -6 /* Lion + 3-step */\r
-#define S -7 /* Lion + range */\r
+#define I -3 /* jump + step */\r
+#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 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, { 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
{ NULL } // sentinel\r
};\r
\r
+PieceDesc waPieces[] = {\r
+ {"TE", "", 720, { X,X,1,X,X,X,1,X }, 4 }, // Tenacious Falcon\r
+ {"GS", "", 500, { X,0,X,0,X,0,X,0 }, 4 }, // Gliding Swallow (R)\r
+ {"DE", "", 430, { X,3,1,1,X,1,1,3 }, 3 }, // Cloud Eagle\r
+ {"K", "", 410, { 1,1,1,1,1,1,1,1 }, 2 }, // Crane King (K)\r
+ {"BT", "", 390, { I,I,0,I,I,I,0,I }, 4 }, // Treacherous Fox\r
+ {"FL", "TE", 380, { 1,X,0,X,0,X,0,X }, 4 }, // Flying Falcon\r
+ {"FS", "", 290, { X,1,1,0,X,0,1,1 }, 3 }, // Raiding Falcon\r
+ {"S", "GS", 260, { 1,0,X,0,1,0,X,0 }, 6 }, // Swallow's Wing (SM)\r
+ {"PO", "", 260, { 1,1,1,1,1,1,1,1 }, 2 }, // Plodding Ox (K)\r
+ {"R", "BT", 260, { X,1,0,1,1,1,0,1 }, 2 }, // Running Rabit\r
+ {"B", "", 240, { 1,1,1,1,0,1,1,1 }, 2 }, // Roaming Boar\r
+ {"HH", "", 220, { N,0,0,N,N,0,0,N }, 1 }, // Heavenly Horse\r
+ {"EW", "PO", 220, { 1,1,1,0,1,0,1,1 }, 2 }, // Violent Wolf (G)\r
+ {"VM", "B", 200, { 1,1,0,1,0,1,0,1 }, 2 }, // Violent Stag (S)\r
+ {"G", "S", 190, { 1,1,0,0,1,0,0,1 }, 2 }, // Flying Goose (C)\r
+ {"SM", "VM", 175, { 1,1,0,0,1,0,0,1 }, 2 }, // Climbing Monkey (C)\r
+ {"DH", "HH", 170, { X,0,0,0,2,0,0,0 }, 1 }, // Liberated Horse\r
+ {"DK", "EW", 150, { 0,1,1,0,1,0,1,1 }, 2 }, // Blind Dog\r
+ {"PH", "PO", 150, { X,0,0,0,0,0,0,0 }, 1 }, // Oxcart (L)\r
+ {"L", "FS", 130, { 0,1,1,0,0,0,1,1 }, 2 }, // Flying Cock\r
+ {"KN", "DE", 115, { 1,0,0,1,0,1,0,0 }, 2 }, // Swooping Owl\r
+ {"C", "FL", 105, { 1,0,0,1,0,1,0,0 }, 2 }, // Strutting Crow\r
+ {"P", "EW", 80, { 1,0,0,0,0,0,0,0 }, 2 }, // Sparrow Pawn (P)\r
+ { NULL } // sentinel\r
+};\r
+\r
PieceDesc ddPieces[] = {\r
{"LO", "", 10, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin\r
{"OK", "LO", 10, { 2,1,2,0,2,0,2,1 } }, // Old Kite\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 waArray[] = ":PH:DKCG:EWK:VML:KN:SM:DH/.:FL...S...:DE./PPP:BTPPPRPPP/...P...P..."\r
+ "/.........../.........../..........."\r
+ "/...p...p.../ppprppp:btppp/.:de...s...:fl./:dh:sm:knl:vmk:ewgc:dk:ph";\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 *array; // initial position\r
} VariantDesc;\r
\r
-typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU, V_SHATRANJ, V_MAKRUK, V_LION } Variant;\r
+typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU, V_SHATRANJ, V_MAKRUK, V_LION, V_WA } Variant;\r
\r
#define SAME (-1)\r
\r
{ 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray}, // Shatranj\r
{ 16, 8, 8, 3, V_MAKRUK, "makruk", thaiArray}, // Makruk\r
{ 16, 8, 8, 1, V_LION, "lion", lionArray}, // Mighty Lion\r
+ { 22, 11, 11, 3, V_WA, "washogi", waArray}, // Wa\r
\r
{ 0, 0, 0, 0, 0 }, // sentinel\r
{ 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai\r
return ListLookUp(name, makrukPieces);\r
case V_LION: // Mighty Lion\r
return ListLookUp(name, lionPieces);\r
+ case V_WA: // Wa\r
+ return ListLookUp(name, waPieces);\r
}\r
return NULL;\r
}\r
}\r
if(royal[stm] >= i) royal[stm] += 2;\r
if(kylin[stm] >= i) kylin[stm] += 2;\r
- if(p[i].value == (currentVariant == V_SHO ? 410 : 280) ) royal[stm] = i, p[i].pst = 0;\r
+ if(p[i].value == (currentVariant == V_SHO || currentVariant == V_WA ? 410 : 280) ) royal[stm] = i, p[i].pst = 0;\r
p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy\r
return i;\r
}\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
} else\r
if(r >= S) { // in any case, do a jump of 2\r
int occup = NewNonCapture(x, x + 2*v, pFlag);\r
- if(r < J) { // Lion power, also single step\r
+ if(r < I) { // Lion power, also single step\r
if(!NewNonCapture(x, x + v, pFlag)) nullMove = x; 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
- }\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(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v] & LAST_RANK)\r
if(r < J) { // Lion power, also single step\r
if(board[x + v] != EMPTY && board[x + v] != EDGE)\r
map[2*(x + v) + start] += one[j];\r
+ if(r < I) {\r
if(r == T) { // Lion Dog, also jump of 3\r
if(board[x + 3*v] != EMPTY && board[x + 3*v] != EDGE)\r
map[2*(x + 3*v) + start] += one[j];\r
if(board[x + v] != EMPTY && board[x + v] != EDGE)\r
map[2*(x + v) + start] += one[8];\r
}\r
+ }\r
}\r
} else\r
if(r == C) { // FIDE Pawn diagonal\r
int i;\r
for(i=0; i<2*bsize; i++) map[i] = 0;\r
mobilityScore = MapOneColor(1, last[WHITE], map);\r
+\r
mobilityScore -= MapOneColor(0, last[BLACK], map);\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
+ if(d > 2) break;\r
NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
att -= one[i];\r
break;\r
for(i=BH-1; i>=0; i--) {\r
for(j=0; j<BH; j++) printf("%3x", b[BW*i+j]);\r
printf("\n");\r
+\r
}\r
}\r
\r
sup2 = sup1; sup1 = sup0;\r
}\r
\r
-char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VM..PH..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
}\r
if(currentVariant == V_SHO)\r
printf("setup (PNBRLSE..G.+++++++Kpnbrlse..g.+++++++k) 9x9+0_shogi lnsgkgsnl/1r2e2b1/ppppppppp/9/9/9/PPPPPPPPP/1B2E2R1/LNSGKGSNL w 0 1\n");\r
+ if(currentVariant == V_WA)\r
+ printf("setup (P.C.EVLO.WGHDF.TRSXOM.+.+..+++.+++++..+++++Kp.c.evlo.wghdf.trsxom.+.+..+++.+++++..+++++k) 11x11+0_chu "\r
+ "hmolvkwgcdx/1e3s3f1/ppprppptppp/3p3p3/11/11/11/3P3P3/PPPTPPPRPPP/1F3S3E1/XDCGWKVLOMH w 0 1\n");\r
repStack[199] = hashKeyH, checkStack[199] = 0;\r
continue;\r
}\r