#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 H -9 /* hook move */\r
-#define C -10 /* capture only */\r
-#define M -11 /* non-capture only */\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 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
{ 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
{ 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
"....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 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 } 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, "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, makrukPieces);\r
case V_LION: // Mighty Lion\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
}\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
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
// 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(!NewNonCapture(x, x + v, pFlag)) nullMove = x; else occup = 1;\r
+ if(r < I) { // Lion power, also single step\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
- NewNonCapture(x, x + v, pFlag);\r
- }\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(!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(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
}\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
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
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
+ 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
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
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
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..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(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
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
- 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
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
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
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
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
+ "piece W& K3cpafK\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..^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