#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, { 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
+ {"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 wolfPieces[] = {\r
+ {"EW","EW",1050,{ W,W,W,W,W,W,W,W }, 6, 5 }, // kludge to get extra Werewolves\r
+ {"R", "", 500, { X,0,X,0,X,0,X,0 }, 3 },\r
+ {"B", "", 320, { 0,X,0,X,0,X,0,X }, 1 },\r
+ {"N", "", 300, { N,N,N,N,N,N,N,N }, 1 },\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 0, 4 },\r
+ {"P", "R", 80, { M,C,0,0,0,0,0,C } },\r
+ { NULL } // sentinel\r
+};\r
+\r
char chuArray[] = "L:FLCSGK:DEGSC:FLL/:RV.B.:BT:KN:PH:BT.B.:RV/:SM:VMR:DH:DK:LN:FK:DK:DHR:VM:SM/PPPPPPPPPPPP/...:GB....:GB..."\r
"/............/............/"\r
"...:gb....:gb.../pppppppppppp/:sm:vmr:dh:dk:fk:ln:dk:dhr:vm:sm/:rv.b.:bt:ph:kn:bt.b.:rv/l:flcsg:dekgsc:fll";\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/......../rns:smksnr";\r
+char wolfArray[]= "RNB:EWKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnb:ewkbnr";\r
\r
typedef struct {\r
int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes\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, V_WA } 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, V_WOLF } 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
+ { 22, 11, 11, 3, V_WA, "wa-shogi",waArray}, // Wa\r
+ { 16, 8, 8, 1, V_WOLF, "werewolf",wolfArray}, // Wa\r
\r
{ 0, 0, 0, 0, 0 }, // sentinel\r
{ 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai\r
char mobWeight;\r
unsigned char promoGain;\r
char bulk;\r
+ char ranking;\r
} PieceInfo; // piece-list entry\r
\r
int last[2], royal[2], kylin[2];\r
return ListLookUp(name, lionPieces);\r
case V_WA: // Wa\r
return ListLookUp(name, waPieces);\r
+ case V_WOLF: // Werewolf\r
+ return ListLookUp(name, wolfPieces);\r
}\r
return NULL;\r
}\r
p[i].pieceKey = *key;\r
p[i].promoFlag = 0;\r
p[i].bulk = list->bulk;\r
+ p[i].ranking = list->ranking;\r
p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;\r
if(Lance(list->range))\r
p[i].mobWeight = 0, p[i].pst = list->range[4] ? PST_NEUTRAL : PST_LANCE; // keep back\r
if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n;\r
n <<= 1;\r
}\r
+ for(i=2; i<6; i++) if(p[i].ranking == 5) p[i].promo = -1, p[i].promoFlag = 0; // take promotability away from Werewolves\r
for(i=0; i<BH; i++) for(j=0; j<BH; j++) board[BW*i+j] = EMPTY;\r
for(i=WHITE+2; i<=last[WHITE]; i+=2) if(p[i].pos != ABSENT) {\r
int g = p[i].promoGain;\r
bsize = bWidth*bHeight;\r
chuFlag = (currentVariant == V_CHU || currentVariant == V_LION);\r
tenFlag = (currentVariant == V_TENJIKU);\r
- chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION);\r
- stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION);\r
+ chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION || currentVariant == V_WOLF);\r
+ stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION || currentVariant == V_WOLF);\r
repDraws = (stalemate || currentVariant == V_SHATRANJ);\r
ll = 0; lr = bHeight - 1; ul = (bHeight - 1)*bWidth; ur = ul + bHeight - 1;\r
pawn = LookUp("P", currentVariant); pVal = pawn ? pawn->value : 0; // get Pawn value\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*(r != W); else occup = 1;\r
+ if(!NewNonCapture(x, x + v, pFlag)) nullMove = (r == W ? ABSENT : 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
u->epVictim[0] = EDGE; // kludge to flag to UnMake this is special move\r
}\r
\r
- u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];\r
-\r
u->victim = board[u->to];\r
p[u->victim].pos = ABSENT;\r
+ if(p[u->victim].ranking == 5 && p[u->piece].ranking < 4) { // contageous piece captured by non-royal\r
+ u->booty -= p[u->new].value;\r
+ u->new = u->piece & 1 | 2; // promote to it\r
+ if(p[u->new].pos != ABSENT) u->new += 2;\r
+ p[u->piece].pos = ABSENT;\r
+ u->booty += p[u->new].value;\r
+ }\r
+\r
+ u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];\r
+\r
filling += p[u->new].bulk - p[u->piece].bulk - p[u->victim].bulk;\r
promoDelta += p[u->new].promoGain - p[u->piece].promoGain + p[u->victim].promoGain;\r
u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];\r
for(i=0; i<8; i++) { // scan all knight jumps to locate source\r
int x = sqr - nStep[i], attacker = board[x];\r
if(attacker == EMPTY || (attacker & TYPE) != stm) continue;\r
- if(p[attacker].range[i] <= L && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction\r
+ if(p[attacker].range[i] == L || p[attacker].range[i] < W && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction\r
NewCapture(x, sqr + victimValue, p[attacker].promoFlag); // plain jump (as in N)\r
if(p[attacker].range[i] < N) { // Lion power; generate double captures over two possible intermediates\r
int v = kStep[i]; // leftish path\r
if(hit >= 0) {\r
bestScore = hashTable[index].score[hit];\r
hashMove = hashTable[index].move[hit];\r
+\r
if((bestScore <= alpha || hashTable[index].flag[hit] & H_LOWER) &&\r
(bestScore >= beta || hashTable[index].flag[hit] & H_UPPER) ) {\r
iterDep = resDep = hashTable[index].depth[hit]; bestMoveNr = 0;\r
MapFromScratch(attacks); // for as long as incremental update does not work.\r
//if(flag & depth >= 0) printf("%2d:%d mapped %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));\r
//if(PATH) pmap(attacks, stm);\r
- if(chuFlag && p[tb.victim].value == LVAL) {// verify legality of Lion capture in Chu Shogi\r
+ if(chuFlag && (p[tb.victim].value == LVAL || p[tb.epVictim[0]].value == LVAL)) {// verify legality of Lion capture in Chu Shogi\r
score = 0;\r
if(p[tb.piece].value == LVAL) { // Ln x Ln: can make Ln 'vulnerable' (if distant and not through intemediate > GB)\r
if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim[0]].value <= 50)\r
for(i=0; i<182; i++) {\r
printf("%3d. %3d %3d %4d %02x %d %d %x %3d %4d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].mobWeight, p[i].qval, p[i].bulk, p[i].promoGain, p[i].pst);\r
for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);\r
- if(i<2 || i>11) printf("\n"); else printf(" %02x\n", fireFlags[i-2]&255);\r
+ if(i<2 || i>11) printf("\n"); else printf(" %02x %d\n", fireFlags[i-2]&255, p[i].ranking);\r
}\r
printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]);\r
}\r
if(isalpha(*fen)) {\r
char *table = fenNames;\r
n = *fen > 'Z' ? 'a' - 'A' : 0;\r
- if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION ||\r
+ if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION || currentVariant == V_WOLF ||\r
currentVariant == V_MAKRUK || currentVariant == V_SHO) && *fen - n == 'N' // In Chess N is Knight, not Lion\r
|| table[2* (*fen - 'A' - n)] == '.') *p++ = *fen; else {\r
*p++ = ':';\r
}\r
t = g + toList[t - SPECIAL];\r
}\r
- if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : repDraws ? "q" : "+";\r
+ if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : currentVariant == V_WOLF ? "r" : repDraws ? "q" : "+";\r
sprintf(buf+strlen(buf), "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, promoChar);\r
return buf;\r
}\r
\r
listStart = retFirst; msp = retMSP;\r
if(currentVariant == V_LION) GenCastlings(); listEnd = msp;\r
+ for(i=listStart; i<msp && currentVariant == V_WOLF; i++) { // mark Werewolf captures as promotions\r
+ int to = moveStack[i] & SQUARE, from = moveStack[i] >> SQLEN & SQUARE;\r
+ if(to >= SPECIAL) continue;\r
+ if(p[board[to]].ranking == 5 && p[board[from]].ranking < 4) moveStack[i] |= PROMOTE;\r
+ }\r
}\r
\r
MOVE\r
if(t == f-2 && f > BW) t2 = CASTLE + 3;\r
}\r
ret = f<<SQLEN | t2;\r
+ if(currentVariant == V_WOLF && *moveText == 'w') *moveText = '\n';\r
if(*moveText != '\n' && *moveText != '=') ret |= PROMOTE;\r
printf("# suppress = %c%d\n", sup1%BW+'a', sup1/BW);\r
// ListMoves();\r
if(!(flags & promoBoard[t] & (CANT_DEFER | LAST_RANK))) { // but change it into a deferral if that is allowed\r
moveStack[i] &= ~PROMOTE;\r
if(p[board[f]].value == 40) p[board[f]].promoFlag &= LAST_RANK; else\r
- if(!(flags & promoBoard[f])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral\r
+ if(!(flags & promoBoard[f]) && currentVariant != V_WOLF) moveStack[i] |= DEFER; // came from outside zone, so essential deferral\r
}\r
}\r
if(i >= listEnd) {\r
}\r
stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move\r
gameMove[moveNr++] = move; // remember game\r
- printf("move %s\n", MoveToText(pMove, 1));\r
+ printf("move %s%s\n", MoveToText(pMove, 1), p[undoInfo.victim].ranking == 5 && p[undoInfo.piece].ranking < 4 ? "w" : "");\r
listEnd = 0;\r
continue; // go check if we should ponder\r
}\r
Init(curVarNr = i); stm = Setup2(NULL); break;\r
}\r
}\r
+ if(currentVariant == V_WOLF)\r
+ printf("setup (PNBR...........WKpnbr...........wk) 8x8+0_fairy rnbwkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBWKBNR w 0 1\n");\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
+ printf("setup (P..^S^FV..^LW^OH.F.^R.E....R...D.GOL^M..^H.M.C.^CU.^W/.......^V.^P.^U..^DS.^GXK"\r
+ "p..^s^fv..^lw^oh.f.^r.e....r...d.gol^m..^h.m.c.^cu.^w/.......^v.^p.^u..^ds.^gxk) 11x11+0_chu "\r
+ "hmlcvkwgudo/1e3s3f1/ppprpppxppp/3p3p3/11/11/11/3P3P3/PPPXPPPRPPP/1F3S3E1/ODUGWKVCLMH w 0 1\n"\r
+ "piece P& fW\npiece O& fR\npiece H& fRbW2\npiece U& fWbF\npiece L& fWbF\npiece M& vWfF\npiece G& vWfF\npiece C& sWfF\n"\r
+ "piece +P& WfF\npiece +O& K\npiece +H& vN\npiece +U& BfW\npiece +L& vRfF3bFsW\npiece +M& FfW\npiece +G& sRvW\npiece +C& vRsWfF\n"\r
+ "piece D& sbWfF\npiece V& FfW\npiece W& WfF\npiece S& sRvW\npiece R& FfRbW\npiece F& BfW\npiece X& FvWAvD\n"\r
+ "piece +D& WfF\npiece +V& FfsW\npiece +W& K\npiece +S& R\npiece +R& FvWAvD\npiece +F& BvRsW\npiece E& vRfF3bFsW\n");\r
repStack[199] = hashKeyH, checkStack[199] = 0;\r
continue;\r
}\r