-/***********************************************************************/
-/* HaChu */
-/* A WinBoard engine for large (dropless) Shogi variants by H.G.Muller */
-/* The engine is based on incremental updating of an attack map and */
-/* mobility scores, since the effort in this only grows proportional */
-/* to board edge length, rather than board area. */
-/***********************************************************************/
-
-// TODO:
-// in GenCapts we do not generate jumps of more than two squares yet
-// Chu rules for Lion capture
-// promotions by pieces with Lion power stepping in & out the zone in same turn
-// promotion on capture
-
-#define VERSION 0.0
-
-#include <stdio.h>
-
-#define BW 24
-#define BH 12
-#define BSIZE BW*BH*2
-#define ZONE 4
-
-#define BLACK 0
-#define WHITE 1
-#define EMPTY 0
-#define EDGE (1<<11)
-#define TYPE (WHITE|BLACK|EDGE)
-#define ABSENT 4095
-#define INF 8000
-#define NPIECES 2000 /* length of piece list */
-
-#define SQLEN 11 /* bits in square number */
-#define SQUARE ((1<<SQLEN) - 1) /* mask for square in move */
-#define DEFER (1<<2*SQLEN) /* deferral on zone entry */
-#define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */
-#define SPECIAL 1500 /* start of special moves */
-#define STEP(X,Y) (BW*(X)+ (Y))
-#define SORTKEY(X) 0
-
-#define UPDATE_MOBILITY(X,Y)
-#define ADDMOVE(X,Y)
-
-// promotion codes
-#define CAN_PROMOTE 0x11
-#define DONT_DEFER 0x22
-#define CANT_DEFER 0x44
-#define LAST_RANK 0x88
-#define P_WHITE 0x0F
-#define P_BLACK 0xF0
-
-
-typedef unsigned int Move;
-
-typedef struct {
- char *name, *promoted;
- int value;
- signed char range[8];
-} PieceDesc;
-
-typedef struct {
- int from, to, piece, victim, new, booty, epSquare, epVictim, ep2Square, ep2Victim;
-} UndoInfo;
-
-int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, retMSP;
-Move moveStack[10000];
-
-#define X 36 /* slider */
-#define J -1 /* jump */
-#define N -2 /* Knight */
-#define D -3 /* linear double move */
-#define T -4 /* linear triple move */
-#define L -5 /* true Lion move */
-#define F -6 /* Lion + 3-step */
-#define S -7 /* Lion + range */
-#define H -9 /* hook move */
-
-PieceDesc chuPieces[] = {
- {"LN", "", 100, { L,L,L,L,L,L,L,L } }, // lion
- {"FK", "", 60, { X,X,X,X,X,X,X,X } }, // free king
- {"SE", "", 55, { X,D,X,X,X,X,X,D } }, // soaring eagle
- {"HF", "", 50, { D,X,X,X,X,X,X,X } }, // horned falcon
- {"FO", "", 40, { X,X,0,X,X,X,0,X } }, // flying ox
- {"FB", "", 40, { 0,X,X,X,0,X,X,X } }, // free boar
- {"DK", "SE", 40, { X,1,X,1,X,1,X,1 } }, // dragon king
- {"DH", "HF", 35, { 1,X,1,X,1,X,1,X } }, // dragon horse
- {"WH", "", 35, { X,X,0,0,X,0,0,X } }, // white horse
- {"R", "DK", 30, { X,0,X,0,X,0,X,0 } }, // rook
- {"FS", "", 30, { X,1,1,1,X,1,1,1 } }, // flying stag
- {"WL", "", 25, { X,0,0,X,X,X,0,0 } }, // whale
- {"K", "", 28, { 1,1,1,1,1,1,1,1 } }, // king
- {"CP", "", 27, { 1,1,1,1,1,1,1,1 } }, // king
- {"B", "DH", 25, { 0,X,0,X,0,X,0,X } }, // bishop
- {"VM", "FO", 20, { X,0,1,0,X,0,1,0 } }, // vertical mover
- {"SM", "FB", 20, { 1,0,X,0,1,0,X,0 } }, // side mover
- {"DE", "CP", 20, { 1,1,1,1,0,1,1,1 } }, // drunk elephant
- {"BT", "FS", 15, { 0,1,1,1,1,1,1,1 } }, // blind tiger
- {"G", "R", 15, { 1,1,1,0,1,0,1,1 } }, // gold
- {"FL", "B", 15, { 1,1,0,1,1,1,0,1 } }, // ferocious leopard
- {"KN", "LN", 15, { J,1,J,1,J,1,J,1 } }, // kirin
- {"PH", "FK", 15, { 1,J,1,J,1,J,1,J } }, // phoenix
- {"RV", "WL", 15, { X,0,0,0,X,0,0,0 } }, // reverse chariot
- {"L", "WH", 15, { X,0,0,0,0,0,0,0 } }, // lance
- {"S", "VM", 10, { 1,1,0,1,0,1,0,1 } }, // silver
- {"C", "SM", 10, { 1,1,0,0,1,0,0,1 } }, // copper
- {"GB", "DE", 5, { 1,0,0,0,1,0,0,0 } }, // go between
- {"P", "G", 4, { 1,0,0,0,0,0,0,0 } }, // pawn
- { NULL } // sentinel
-};
-
-PieceDesc daiPieces[] = {
- {"FD", "G", 15, { 0,2,0,2,0,2,0,2 } }, // Flying Dragon
- {"VO", "G", 20, { 2,0,2,0,2,0,2,0 } }, // Violent Ox
- {"EW", "G", 8, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf
- {"CS", "G", 7, { 0,1,0,1,0,1,0,1 } }, // Cat Sword
- {"AB", "G", 6, { 1,0,1,0,1,0,1,0 } }, // Angry Boar
- {"I", "G", 8, { 1,1,0,0,0,0,0,1 } }, // Iron
- {"N", "G", 6, { N,0,0,0,0,0,0,N } }, // Knight
- {"ST", "G", 5, { 0,1,0,0,0,0,0,1 } }, // Stone
- { NULL } // sentinel
-};
-
-PieceDesc ddPieces[] = {
- {"LO", "", 1, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin
- {"OK", "LO", 1, { 2,1,2,0,2,0,2,1 } }, // Old Kite
- {"PS", "HM", 1, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake
- {"GE", "", 1, { 3,3,5,5,3,5,5,3 } }, // Great Elephant
- {"WB", "LD", 1, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian
- {"EA", "LN", 1, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian
- {"NO", "FE", 1, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian
- {"S)", "WE", 1, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian
- {"FE", "", 1, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant
- {"WE", "", 1, { 2,2,2,X,2,X,2,2 } }, // White Elephant
- {"FT", "", 1, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater
- {"FR", "", 1, { 5,X,X,0,5,0,X,X } }, // Free Demon
- {"WB", "FT", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo
- {"RB", "FR", 1, { X,X,X,X,0,X,X,X } }, // Rushing Bird
- {"SB", "", 1, { X,X,2,2,2,2,2,X } }, // Standard Bearer
- {"FH", "FK", 1, { 1,2,1,0,1,0,1,2 } }, // Flying Horse
- {"NK", "SB", 1, { 1,1,1,1,1,1,1,1 } }, // Neighbor King
- {"BM", "MW", 1, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey
- {"DO", "", 1, { 2,X,2,X,2,X,2,X } }, // Dove
- {"EB", "DO", 1, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger
- {"EF", "SD", 1, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox
- {"RA", "", 1, { X,0,X,1,X,1,X,0 } }, // Racing Chariot
- {"SQ", "", 1, { X,1,X,0,X,0,X,1 } }, // Square Mover
- {"PR", "SQ", 1, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag
- {"WT", "", 1, { X,1,2,0,X,0,2,X } }, // White Tiger
- {"BD", "", 1, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon
- {"HD", "", 1, { X,0,0,0,1,0,0,0 } }, // Howling Dog
- {"VB", "", 1, { 0,2,1,0,0,0,1,2 } }, // Violent Bear
- {"SA", "", 1, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger
- {"W", "", 1, { 0,2,0,0,0,0,0,2 } }, // Wood
- {"CS", "DH", 7, { 0,1,0,1,0,1,0,1 } }, // cat sword
- {"FD", "DK", 15, { 0,2,0,2,0,2,0,2 } }, // flying dragon
- {"KN", "GD", 15, { J,1,J,1,J,1,J,1 } }, // kirin
- {"PH", "GB", 15, { 1,J,1,J,1,J,1,J } }, // phoenix
- {"LN", "FF", 100, { L,L,L,L,L,L,L,L } }, // lion
- {"LD", "GE", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog
- {"AB", "", 1, { 1,0,1,0,1,0,1,0 } }, // Angry Boar
- {"B", "", 1, { 0,X,0,X,0,X,0,X } }, // Bishop
- {"C", "", 1, { 1,1,0,0,1,0,0,1 } }, // Copper
- {"DH", "", 1, { 1,X,1,X,1,X,1,X } }, // Dragon Horse
- {"DK", "", 1, { X,1,X,1,X,1,X,1 } }, // Dragon King
- {"FK", "", 1, { } }, //
- {"EW", "", 1, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf
- {"FL", "", 1, { } }, //
- {"", "", 1, { } }, //
- {"", "", 1, { } }, //
- {"", "", 1, { } }, //
- {"", "", 1, { } }, //
- { NULL } // sentinel
-};
-
-PieceDesc makaPieces[] = {
- {"DV", "", 1, { 0,1,0,1,0,0,1,1 } }, // Deva
- {"DS", "", 1, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit
- {"T", "", 1, { 0,1,0,0,1,0,0,1 } }, // Tile
- {"CS", "", 1, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent
- {"RD", "", 1, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon
- {"CC", "", 1, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock
- {"OM", "", 1, { 0,1,0,1,1,1,0,1 } }, // Old Monkey
- {"BB", "", 1, { 0,1,0,1,X,1,0,1 } }, // Blind Bear
- {"OR", "", 1, { 0,2,0,0,2,0,0,2 } }, // Old Rat
- {"LD", "WS", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog
- {"WR", "", 1, { 0,3,1,3,0,3,1,3 } }, // Wrestler
- {"GG", "", 1, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods
- {"BD", "", 1, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil
- {"SD", "", 1, { 5,2,5,2,5,2,5,2 } }, // She-Devil
- {"DY", "", 1, { J,0,1,0,J,0,1,0 } }, // Donkey
- {"CP", "", 1, { 0,H,0,2,0,2,0,H } }, // Capricorn
- {"HM", "", 1, { H,0,H,0,H,0,H,0 } }, // Hook Mover
- {"SF", "", 1, { 0,1,X,1,0,1,0,1 } }, // Side Flier
- {"LC", "", 1, { X,0,0,X,1,0,0,X } }, // Left Chariot
- {"RC", "", 1, { X,X,0,0,1,X,0,0 } }, // Right Chariot
- {"FG", "", 1, { X,X,X,0,X,0,X,X } }, // Free Gold
- {"FS", "", 1, { X,X,0,X,0,X,0,X } }, // Free Silver
- {"FC", "", 1, { X,X,0,0,X,0,0,X } }, // Free Copper
- {"FI", "", 1, { X,X,0,0,0,0,0,X } }, // Free Iron
- {"FT", "", 1, { 0,X,0,0,X,0,0,X } }, // Free Tile
- {"FN", "", 1, { 0,X,0,0,0,0,0,X } }, // Free Stone
- {"FTg", "", 1, { 0,X,X,X,X,X,X,X } }, // Free Tiger
- {"FLp", "", 1, { X,X,0,X,X,X,0,X } }, // Free Leopard (Free Boar?)
- {"FSp", "", 1, { X,0,0,X,X,X,0,0 } }, // Free Serpent (Whale?)
- {"FrD", "", 1, { X,0,X,X,X,X,X,0 } }, // Free Dragon
- {"FC", "", 1, { 0,X,0,X,0,X,0,X } }, // Free Cat (Bishop?)
- {"EM", "", 1, { } }, // Emperor
- {"TK", "", 1, { } }, // Teaching King
- {"BS", "", 1, { } }, // Budhist Spirit
- {"WS", "", 1, { X,X,0,X,1,X,0,X } }, // Wizard Stork
- {"MW", "", 1, { 1,X,0,X,X,X,0,X } }, // Mountain Witch
- {"FF", "", 1, { } }, // Furious Fiend
- {"GD", "", 1, { 2,3,X,3,2,3,X,3 } }, // Great Dragon
- {"GB", "", 1, { X,3,2,3,X,3,2,3 } }, // Golden Bird
- {"FrW", "", 1, { } }, // Free Wolf
- {"FrB", "", 1, { } }, // Free Bear
- {"BT", "", 1, { X,0,0,X,0,X,0,0 } }, // Bat
- {"", "", 1, { } }, //
- { NULL } // sentinel
-};
-
-PieceDesc taiPieces[] = {
- {"", "", 1, { } }, // Peacock
- {"", "", 1, { } }, // Vermillion Sparrow
- {"", "", 1, { } }, // Turtle Snake
- {"", "", 1, { } }, // Silver Hare
- {"", "", 1, { } }, // Golden Deer
- {"", "", 1, { } }, //
- {"", "", 1, { } }, //
- {"", "", 1, { } }, //
- { NULL } // sentinel
-};
-
-PieceDesc taikyokuPieces[] = {
- {"", "", 1, { } }, //
- { NULL } // sentinel
-};
-
-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..."
- "/............/............/"
- "...: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";
-char daiArray[] = "LN:STICSGKGSCI:STNL/:RV.:CS.:FL.:BT:DE:BT.:FL.:CS.:RV/.:VO.:AB.:EW:KN:LN:PH:EW.:AB.:VO./R:FD:SM:VMB:DH:DK:FK:DK:DHB:VM:SM:FDR"
- "/PPPPPPPPPPPPPPP/....:GB.....:GB..../.............../.............../.............../....:gb.....:gb..../ppppppppppppppp/"
- "r:fd:sm:vmb:dh:dk:fk:dk:dhb:vm:sm:fdr/.:vo.:ab.:ew:ph:ln:kn:ew.:ab.:vo./:rv.:cs.:fl.:bt:de:bt.:fl.:cs.:rv/ln:sticsgkgsci:stnl";
-
-typedef struct {
- int boardWidth, boardFiles, zoneDepth, boardRanks; // board sizes
- char *name; // WinBoard name
- char *array; // initial position
-} VariantDesc;
-
-VariantDesc variants[] = {
- { 24, 12, 12, 4, "chu", chuArray }, // Chu
- { 30, 15, 15, 5, "dai", daiArray }, // Dai
- { 32, 16, 16, 5, "tenjiku", chuArray }, // Tenjiku
- { 34, 17, 17, 0, "dada", chuArray }, // Dai Dai
- { 38, 19, 19, 0, "maka", chuArray }, // Maka Dai Dai
- { 50, 25, 25, 0, "tai", chuArray }, // Tai
- { 40, 36, 36, 0, "kyoku", chuArray } // Taikyoku
-};
-
-typedef struct {
- int x, y;
-} Vector;
-
-Vector direction[] = { // clockwise!
- {1, 0},
- {1, 1},
- {0, 1},
- {-1, 1},
- {-1, 0},
- {-1,-1},
- {0, -1},
- {1, -1},
-
- { 2, 1}, // Knight jumps
- { 1, 2},
- {-1, 2},
- {-2, 1},
- {-2,-1},
- {-1,-2},
- { 1,-2},
- { 2,-1}
-};
-
-int epList[96], ep2List[96], toList[96]; // decoding tables for double and triple moves
-int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8)
-#define kStep (kingStep+1)
-#define nStep (knightStep+1)
-
-int attackMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction
- 000000007,
- 000000070,
- 000000700,
- 000007000,
- 000070000,
- 000700000,
- 007000000,
- 070000000
-};
-
-int rayMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction
- 000000077,
- 000000077,
- 000007700,
- 000007700,
- 000770000,
- 000770000,
- 077000000,
- 077000000
-};
-
-int one[] = { // 1 in the bit fields for the various directions
- 000000001,
- 000000010,
- 000000100,
- 000001000,
- 000010000,
- 000100000,
- 001000000,
- 010000000,
- 0100000000 // marks knight jumps
-};
-
-// Main Data structures
-//
-// Piece List:
-// Interleaved lists for black and white, white taking the odd slots
-// Pieces in general have two entries: one for the basic, and one for the promoted version
-// The unused one gets its position set to the invalid square number ABSENT
-// The list is sorted by piece value, most valuable pieces first
-// When a piece is captured in the search, both its versions are marked ABSENT
-// In the root the list is packed to eliminate all captured pieces
-// The list contains a table for how far the piece moves in each direction
-// Range encoding: -3 = full Lion, -2 = on-ray Lion, -1 = plain jump, 0 = none, 1 = step, >1 = (limited) range
-// Attack table:
-// A table in board format, containing pairs of consecutive integers for each square (indexed as 2*sqr and 2*sqr+1)
-// The first integer contains info on black attacks to the square, the second similarly for white attacks
-// Each integer contains eight 3-bit fields, which count the number of attacks on it with moves in a particular direction
-// (If there are attacks by range-jumpers, the 3-bit count is increased by 2 over the actual value)
-// Board:
-// The board has twice as many files as actually used, in 0x88 fashion
-// The used squares hold the piece numbers (for use as index in the piece list)
-// Unused squares are set to the invalid piece number EDGE
-// There are also 3 guard ranks of EDGE on each side
-// Moves:
-// Moves are encoded as 11-bit from-square and to-square numbers packed in the low bits of an int
-// Special moves (like Lion double moves) are encoded by off-board to-squares above a certain value
-// Promotions are indicated by bit 22
-// Hash table:
-// Entries of 16 bytes, holding a 32-bit signature, 16-bit lower- and upper-bound scores,
-// 8-bit draft of each of those scores, an age counter that stores the search number of the last access.
-// The hash key is derived as the XOR of the products pieceKey[piece]*squareKey[square].
-// Promotion zones
-// the promoBoard contains one byte with flags for each square, to indicate for each side whether the square
-// is in the promotion zone (twice), on the last two ranks, or on the last rank
-// the promoFlag field in the piece list can select which bits of this are tested, to see if it
-// (1) can promote (2) can defer when the to-square is on last rank, last two ranks, or anywhere.
-// Pawns normally can't defer anywhere, but if the user defers with them, their promoFlag is set to promote on last rank only
-
-typedef struct {
- int pos;
- int pieceKey;
- int promo;
- int value;
- int pst;
- signed char range[8];
- char promoFlag;
- char qval;
- char mobility;
- char mobWeight;
-} PieceInfo; // piece-list entry
-
-int last[2], royal[2];
-PieceInfo p[NPIECES]; // piece list
-
-typedef struct {
- int lock;
- Move move;
- short int upper;
- short int lower;
- char depthU;
- char depthL;
- char flags;
- char age;
-} HashEntry; // hash-table entry
-
-int squareKey[BSIZE];
-
-int rawBoard[BSIZE + 11*BW + 6];
-int attacks[2*BSIZE]; // attack map
-char distance[2*BSIZE]; // distance table
-char promoBoard[BSIZE];
-signed char PST[2*BSIZE];
-
-#define board (rawBoard + 6*BW + 3)
-#define dist (distance + BSIZE)
-
-int LookUp(char *name, PieceDesc *list)
-{ // find piece of given name in list of descriptors
- int i=0;
- while(list->name && strcmp(name, list->name)) i++, list++;
- return (list->name == NULL ? -1 : i);
-}
-
-void
-SqueezeOut (int n)
-{ // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!)
- int i;
- for(i=stm+2; i<last[stm]; i+=2)
- if(p[i].promo > n) p[i].promo -= 2;
- for(i=n; i<last[stm]; i+=2) {
- p[i] = p[i+2];
- if(i+2 == royal[stm]) royal[stm] -= 2; // NB: squeezing out the King moves up Crown Prince to royal[stm]
- }
- last[stm] -= 2;
-}
-
-int
-Worse (int a, int b)
-{ // determine if range a not upward compatible with b
- if(a == b) return 0;
- if(a >= 0 && b >= 0) return a < b;
- if(a >= 0) return 1; // a (limited) range can never do the same as a special move
- switch(a) {
- case J: return b < J; // any special move is better than a plain jump
- case D: return b > 2 || b < D;
- case T: return b > 3 || b < T;
- case L: return b > 2 || b < D;
- case F: return b > 3 || b < F || b == T;
- case S: return b == H || b == T;
- case H: return b < 0;
- default: return 1; // a >= 0, so b must be < 0 and can always do something a ranging move cannot do
- }
- return 0;
-}
-
-int
-IsUpwardCompatible (signed char *r, signed char *s)
-{
- int i;
- for(i=0; i<8; i++) {
- if(Worse(r[i], s[i])) return 0;
- }
- return 1;
-}
-
-int
-Forward (signed char *r)
-{
- int i;
- for(i=2; i<7; i++) if(r[i]) return 0;
- return 1;
-}
-
-void
-Compactify (int stm)
-{ // remove pieces that are permanently gone (captured or promoted) from one side's piece list
- int i, j, k;
- for(i=stm+2; i<last[stm]; i+=2) { // first pass: unpromoted pieces
- if((k = p[i].promo) >= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there
- p[k].promo = -2; // orphan promoted version
- SqueezeOut(i);
- }
- }
- for(i=stm+2; i<last[stm]; i+=2) { // second pass: promoted pieces
- if((k = p[i].promo) == -2 && p[i].pos == ABSENT) { // orphaned promoted piece not present
- SqueezeOut(i);
- }
- }
-}
-
-int
-AddPiece (int stm, int n, PieceDesc *list)
-{
- int i, j;
- for(i=stm+2; i<=last[stm]; i += 2) {
- if(p[i].value < list[n].value || p[i].value == list[n].value && (p[i].promo < 0)) break;
- }
- last[stm] += 2;
- for(j=last[stm]; j>i; j-= 2) p[j] = p[j-2];
- p[i].value = list[n].value;
- for(j=0; j<8; j++) p[i].range[j] = list[n].range[j^4*(WHITE-stm)];
- p[i].promoFlag = 0;
- for(j=stm+2; j<= last[stm]; j+=2) {
- if(p[j].promo >= i) p[j].promo += 2;
- }
- if(royal[stm] >= i) royal[stm] += 2;
- if(p[i].value == 28) royal[stm] = i;
- return i;
-}
-
-void
-SetUp(char *array, PieceDesc *list)
-{
- int i, j, k, k2, n, m, nr, color;
- char c, *q, name[3];
- last[WHITE] = 1; last[BLACK] = 0;
- for(i=0; ; i++) {
-printf("next rank: %s\n", array);
- for(j = BW*i; ; j++) {
- c = name[0] = *array++;
- if(!c) goto eos;
- if(c == '.') continue;
- if(c == '/') break;
- name[1] = name[2] = 0;
- if(c == ':') name[0] = *array++, name[1] = *array++;
- if(name[0] >= 'a') {
- color = BLACK;
- name[0] += 'A' - 'a';
- if(name[1]) name[1] += 'A' - 'a';
- } else color = WHITE;
- k = LookUp(name, list);
- n = AddPiece(color, k, list);
- p[n].pos = j;
- if(list[k].promoted[0]) {
- k2 = LookUp(list[k].promoted, list);
- m = AddPiece(color, k2, list);
- if(m <= n) n += 2;
- p[n].promo = m;
- p[n].promoFlag = IsUpwardCompatible(list[k2].range, list[k].range) * DONT_DEFER + CAN_PROMOTE;
- if(Forward(list[k].range)) p[n].promoFlag |= LAST_RANK; // Pieces that only move forward can't defer on last rank
- if(!strcmp(list[k].name, "N")) p[n].promoFlag |= CANT_DEFER; // Knights can't defer on last 2 ranks
- p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK;
- p[m].promo = -1;
- p[m].pos = ABSENT;
- } else p[n].promo = -1; // unpromotable piece
-printf("piece = %c%-2s %d(%d) %d/%d\n", color ? 'w' : 'b', name, n, m, last[color], last[!color]);
- }
- }
- eos:
- for(i=0; i<BH; i++) for(j=0; j<BH; j++) board[BW*i+j] = EMPTY;
- for(i=WHITE+2; i<=last[WHITE]; i+=2) board[p[i].pos] = i;
- for(i=BLACK+2; i<=last[BLACK]; i+=2) board[p[i].pos] = i;
- stm = WHITE; xstm = BLACK;
-}
-
-int myRandom()
-{
- return rand() ^ rand()>>10 ^ rand() << 10 ^ rand() << 20;
-}
-
-void
-Init()
-{
- int i, j;
-
- for(i= -1; i<9; i++) { // board steps in linear coordinates
- kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King
- nStep[i] = STEP(direction[(i&7)+8].x, direction[(i&7)+8].y); // Knight
- }
-
- for(i=0; i<8; i++) { // Lion double-move decoding tables
- for(j=0; j<8; j++) {
- epList[8*i+j] = kStep[i];
- toList[8*i+j] = kStep[j] + kStep[i];
- }
- // Lion-Dog triple moves
- toList[64+i] = 3*kStep[i]; epList[64+i] = kStep[i];
- toList[72+i] = 3*kStep[i]; epList[72+i] = 2*kStep[i];
- toList[80+i] = 3*kStep[i]; epList[80+i] = kStep[i]; ep2List[80+i] = 2*kStep[i];
- toList[88+i] = kStep[i]; epList[88+i] = 2*kStep[i];
- }
-
- // fill distance table
- for(i=0; i<BSIZE; i++) {
- distance[i] = 0;
- }
- for(i=0; i<8; i++)
- for(j=1; j<BH; j++)
- dist[j * kStep[i]] = j;
-
- // hash key tables
- for(i=0; i<BSIZE; i++) squareKey[i] = ~(myRandom()*myRandom());
- for(i=0; i<NPIECES; i++) p[i].pieceKey = ~(myRandom()*myRandom());
-
- // board edge
- for(i=0; i<BSIZE + 11*BW + 6; i++) rawBoard[i] = EDGE;
-
- // promotion zones
- for(i=0; i<BH; i++) for(j=0; j<BH; j++) {
- char v = 0;
- if(i == 0) v |= LAST_RANK & P_BLACK;
- if(i < 2) v |= CANT_DEFER & P_BLACK;
- if(i < ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK;
- if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE;
- if(i >= BH-2) v |= CANT_DEFER & P_WHITE;
- if(i == BH-1) v |= LAST_RANK & P_WHITE;
- promoBoard[BW*i + j] = v;
- }
-}
-
-#if 0
-inline int
-AddMove (int i, int x, int y)
-{
- if(board[y] == EDGE) return 1;
- if(board[y] == EMPTY) { // non-capt
- if((flagBoard[x] | flagBoard[y]) & p[i].flags) { // promotion possible
- moveStack[msp++] = moveStack[nonCapts];
- moveStack[nonCapts++] |= PROMOTE | p[i].flags << 24;
- if(!(p[i].flags & ALWAYS_PROMOTE))
- moveStack[msp++] = x << SQLEN | y; // push deferral as well
- else moveStack[msp++] = x << SQLEN | y; // normal move
- }
- } else { // capture
- if(((board[y] ^ i) & 1) return 1; // own
- moveStack[msp++] = moveStack[nonCapts];
- moveStack[nonCapts++] = moveStack[promotions];
- moveStack[promotions++] = x << SQLEN | y;
- if((flagBoard[x] | flagBoard[y]) & p[i].flags) { // promotion possible
- int p = promotions;
- if(!(p[i].flags & ALWAYS_PROMOTE)) {
- moveStack[msp++] = moveStack[nonCapts];
- moveStack[nonCapts++] = moveStack[promotions];
- moveStack[promotions++] = moveStack[p-1];
- }
- moveStack[p-1] += PROMOTE | p[i].flags<<24;
- }
- return 1; // capture ends ray scan
- }
- return 0;
-}
-#endif
-
-inline int
-NewNonCapture (int x, int y, int promoFlags)
-{
- if(board[y] != EMPTY) return 1; // edge, capture or own piece
- if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move
- moveStack[msp++] = moveStack[nonCapts]; // create space for promotion
- moveStack[nonCapts++] = x<<SQLEN | y | PROMOTE; // push promotion
- if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative
- moveStack[msp++] = x<<SQLEN | y; // push deferral
- if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone
- moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move
- }
- }
- } else
- moveStack[msp++] = x<<SQLEN | y; // push normal move
- return 0;
-}
-
-inline int
-NewCapture (int x, int y, int promoFlags)
-{
- if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move
- moveStack[msp++] = x<<SQLEN | y | PROMOTE; // push promotion
- if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative
- moveStack[msp++] = x<<SQLEN | y; // push deferral
- if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone
- moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move
- }
- }
- } else
- moveStack[msp++] = x<<SQLEN | y; // push normal move
- return 0;
-}
-
-#if 0
-void
-GenAllMoves ()
-{
- int i, j, k;
- promotions = nonCapts = msp;
- for(i=stm+2; i<=last[stm]; i+=2) {
- int x = p[i].pos;
- if(x == ABSENT) continue;
- for(j=0; j<8; j++) {
- int y, v = kStep[j], r = p[i].range[j];
- if(r < 0) { // jumping piece, special treatment
- if(r >= -3) { // in any case, do a jump of 2
- if(board[x + 2*v] == EMPTY)
- ADDMOVE(x, x+2*v);
- if(r < -1) { // Lion power, also single step
- if(board[x + v] == EMPTY)
- ADDMOVE(x, x+v);
- if(r == -3) { // true Lion, also Knight jump
- v = nStep[j];
- if(board[x + v] == EMPTY)
- ADDMOVE(x, x+v);
- }
- }
- }
- continue;
- }
- y = x;
- while(r-- > 0) {
- if(board[y+=v] == GUARD) break; // off board
- if((board[y] + i & 1) == 0) break; // same color
- }
- }
-}
-#endif
-
-void
-GenNonCapts (int promoSuppress)
-{
- int i, j;
- for(i=stm+2; i<=last[stm]; i+=2) {
- int x = p[i].pos, pFlag = p[i].promoFlag;
- if(x == ABSENT) continue;
- if(x == promoSuppress) pFlag = 0;
- for(j=0; j<8; j++) {
- int y, v = kStep[j], r = p[i].range[j];
- if(r < 0) { // jumping piece, special treatment
- if(r >= S) { // in any case, do a jump of 2
- NewNonCapture(x, x + 2*v, pFlag);
- if(r < N) { // Lion power, also single step
- NewNonCapture(x, x + v, pFlag);
- if(r == L) { // true Lion, also Knight jump
- v = nStep[j];
- NewNonCapture(x, x + v, pFlag);
- }
- }
- }
- continue;
- }
- y = x;
- while(r-- > 0)
- if(NewNonCapture(x, y+=v, pFlag)) break;
- }
- }
-}
-
-void
-report (int x, int y, int i)
-{
-}
-
-void
-MapOneColor (int start, int last, int *map)
-{
- int i, j, k;
- for(i=start+2; i<=last; i+=2) {
- if(p[i].pos == ABSENT) continue;
- for(j=0; j<8; j++) {
- int x = p[i].pos, v = kStep[j], r = p[i].range[j];
- if(r < 0) { // jumping piece, special treatment
- if(r >= S) { // in any case, do a jump of 2
- if(board[x + 2*v] != EMPTY && board[x + 2*v] != EDGE)
- map[2*(x + 2*v) + start] += one[j];
- if(r < J) { // Lion power, also single step
- if(board[x + v] != EMPTY && board[x + v] != EDGE)
- map[2*(x + v) + start] += one[j];
- if(r == T) { // Lion Dog, also jump of 3
- if(board[x + 3*v] != EMPTY && board[x + 3*v] != EDGE)
- map[2*(x + 3*v) + start] += one[j];
- } else
- if(r <= L) { // true Lion, also Knight jump
- if(r < L) { // Lion plus (limited) range
- int y = x, n = 0;
- r = (r == S ? 36 : 3);
- while(n++ <= r) {
- if(board[y+=v] == EDGE) break;
- if(board[y] != EMPTY) {
- if(n > 2) map[2*y + start] += one[j]; // outside Lion range
- break;
- }
- }
- }
- v = nStep[j];
- if(board[x + v] != EMPTY && board[x + v] != EDGE)
- map[2*(x + v) + start] += one[8];
- }
- }
- }
- continue;
- }
- while(r-- > 0) {
- if(board[x+=v] != EMPTY) {
- if(board[x] != EDGE) map[2*x + start] += one[j];
- break;
- }
- }
- }
- }
-}
-
-void
-MapFromScratch (int *map)
-{
- int i;
- for(i=0; i<2*BSIZE; i++) map[i] = 0;
- MapOneColor(0, last[BLACK], map);
- MapOneColor(1, last[WHITE], map);
-}
-
-void
-Connect (int sqr, int piece, int dir)
-{
- int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+1], piece1, piece2;
- int d1, d2, r, y, c;
-
- if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir]) { // there are incoming attack(s) from 'behind'
- x = sqr;
- while(board[x-=step] == EMPTY); // in any case, scan to attacker, to see where / what it is
- d1 = dist[x-sqr]; piece1 = board[x];
- attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our attack on it if in-range
- if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // there are also incoming attack(s) from 'ahead'
-
- y = sqr;
- while(board[y+=step] == EMPTY); // also always scan to that one to see what it is
- d2 = dist[y-sqr]; piece2 = board[y];
- attacks[2*y+stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range
- // we have two pieces now shooting at each other. See how far they get.
- if(d1 + d2 <= (r1 = p[piece1].range[dir])) { // 1 hits 2
- attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack
- UPDATE_MOBILITY(piece1, d2);
- } else UPDATE_MOBILITY(piece1, r1 - d1); // does not connect, but could still gain mobility
- if(d1 + d2 <= (r2 = p[piece2].range[dir])) { // 2 hits 1
- attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack
- UPDATE_MOBILITY(piece2, d1);
- } else UPDATE_MOBILITY(piece2, r2 - d2); // does not connect, but could still gain mobility
-
- } else { // we were only attacked from behind
-
- r = (r2 = p[piece1].range[dir]) - d1;
- if(r < 0 || c > one[dir+1]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind!
- // for now, forget jumpers
- }
- y = sqr;
- while(r--)
- if(board[y+=step] != EMPTY) {
- d2 = dist[y-sqr]; piece2 = board[y];
- if(piece2 != EDGE) { // extended move hits a piece
- attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack
- attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our own attack on it, if in-range
- }
- UPDATE_MOBILITY(piece1, d2); // count extra mobility even if we hit edge
- return;
- }
- // we hit nothing with the extended move of the attacker behind us.
- UPDATE_MOBILITY(piece1, r2 - d1);
- r = r1 - r2; // extra squares covered by mover
- while(r-- > 0)
- if(board[y+=step] != EMPTY) {
- d2 = dist[y-sqr]; piece2 = board[y];
- if(piece2 != EDGE) { // extended move hits a piece
- attacks[2*y + stm] -= one[dir]; // count attack
- }
- return;
- }
- }
-
- } else // no incoming attack from behind
- if(c = (attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // but incoming attack(s) from 'ahead'
-
- y = sqr; while(board[y+=step]); // locate attacker
- d2 = dist[y-sqr]; piece2 = board[y];
- attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range
- r = (r1 = p[piece1].range[dir]) - d2;
- if(r < 0 || c > one[dir]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind!
- // for now, forget jumpers
- }
- x = sqr;
- while(r--)
- if(board[x-=step] != EMPTY) {
- d1 = dist[x-sqr]; piece1 = board[x];
- if(piece1 != EDGE) { // extended move hits a piece
- attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack
- attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our own attack on it, if in-range
- }
- UPDATE_MOBILITY(piece2, d1); // count extra mobility even if we hit edge
- return;
- }
- // we hit nothing with the extended move of the attacker behind us.
- UPDATE_MOBILITY(piece2, r2 - d1);
- r = r2 - r1; // extra squares covered by mover
- while(r-- > 0)
- if(board[x-=step] != EMPTY) {
- d1 = dist[x-sqr]; piece1 = board[x];
- if(piece1 != EDGE) { // extended move hits a piece
- attacks[2*x + stm] -= one[dir+4]; // count attack
- }
- return;
- }
-
- } else { // no incoming attacks from either side. Only delete attacks of mover on others
-
- x = sqr;
- while(r1--)
- if(board[x+=step] != EMPTY) { // piece found that we attacked
- attacks[2*x + stm] -= one[dir]; // decrement attacks along that direction
- break;
- }
-
- x = sqr;
- while(r2--)
- if(board[x-=step] != EMPTY) { // piece found that we attacked
- attacks[2*x + stm] -= one[dir+4]; // decrement attacks along opposite direction
- break;
- }
-
- }
-}
-
-void
-Disconnect (int sqr, int dir)
-{
- int x = sqr, step = kStep[dir], piece1, piece2, y;
- while( board[x+=step] == EMPTY );
- if(board[x] != EDGE) { // x has hit a piece
- piece1 = board[x];
- y = sqr; while( board[y-=step] == EMPTY );
- if(board[y] != EDGE) { // both ends of the ray hit a piece
- piece2 = board[y];
-
- return;
- }
- } else {
- x = sqr; while( board[x-=step] == EMPTY );
- if(board[x] == EDGE) return; // ray empty on both sides
- }
- // we only get here if one side hits a
-
-}
-
-void
-Occupy (int sqr)
-{ // determines attacks on square and blocking when a piece lands on an empty square
- int i;
- for(i=0; i<4; i++) {
- Disconnect(sqr, i);
- }
-}
-
-void
-Evacuate (int sqr, int piece)
-{ // determines change in attacks on neighbors due to unblocking and mover when the mentioned piece vacates the given square
- int i;
- for(i=0; i<4; i++) Connect(sqr, piece, i);
-}
-
-int
-MakeMove(Move m, UndoInfo *u)
-{
- int deferred = ABSENT;
- // first execute move on board
- u->from = m>>SQLEN & SQUARE;
- u->to = m & SQUARE;
- u->piece = board[u->from];
- board[u->from] = EMPTY;
-
- if(m & (PROMOTE | DEFER)) {
- if(m & DEFER) {
- deferred = u->to;
- u->new = u->piece;
- } else {
- p[u->piece].pos = ABSENT;
- u->new = p[u->piece].promo;
- }
- } else u->new = u->piece;
-
- u->booty = PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];
-
- if(u->to > SPECIAL) { // two-step Lion move
- // take care of first e.p. victim
- u->epSquare = u->from + epList[u->to - SPECIAL]; // decode
- u->epVictim = board[u->epSquare]; // remember for takeback
- board[u->epSquare] = EMPTY; // and remove
- p[u->epVictim].pos = ABSENT;
- // now take care of (optional) second e.p. victim
- u->ep2Square = u->from + ep2List[u->to - SPECIAL]; // This is the (already evacuated) from-square when there is none!
- u->ep2Victim = board[u->ep2Square]; // remember
- board[u->ep2Square] = EMPTY; // and remove
- p[u->ep2Victim].pos = ABSENT;
- // decode the true to-square, and correct difEval and hash key for the e.p. captures
- u->to = u->from + toList[u->to - SPECIAL];
- u->booty += PST[p[u->epVictim].pst + u->epSquare] + PST[p[u->ep2Victim].pst + u->ep2Square];
- hashKeyL ^= p[u->epVictim].pieceKey * squareKey[u->epSquare];
- hashKeyH ^= p[u->epVictim].pieceKey * squareKey[u->epSquare+BW];
- hashKeyL ^= p[u->ep2Victim].pieceKey * squareKey[u->ep2Square];
- hashKeyH ^= p[u->ep2Victim].pieceKey * squareKey[u->ep2Square+BW];
- } else u->epVictim = EMPTY;
-
- u->victim = board[u->to];
- p[u->victim].pos = ABSENT;
- u->booty += PST[p[u->victim].pst + u->to];
-
- p[u->new].pos = u->to;
- board[u->to] = u->new;
-
- hashKeyL ^= p[u->new].pieceKey * squareKey[u->to]
- ^ p[u->piece].pieceKey * squareKey[u->from]
- ^ p[u->victim].pieceKey * squareKey[u->to];
- hashKeyH ^= p[u->new].pieceKey * squareKey[u->to+BW]
- ^ p[u->piece].pieceKey * squareKey[u->from+BW]
- ^ p[u->victim].pieceKey * squareKey[u->to+BW];
- return deferred;
-}
-
-void
-UnMake(UndoInfo *u)
-{
- if(u->epVictim) { // put Lion victim of first leg back
- p[u->ep2Victim].pos = u->ep2Square;
- board[u->ep2Square] = u->ep2Victim;
- p[u->epVictim].pos = u->epSquare;
- board[u->epSquare] = u->epVictim;
- }
-
- p[u->victim].pos = u->to;
- board[u->to] = u->victim; // can be EMPTY
-
- p[u->new].pos = ABSENT;
- p[u->piece].pos = u->from; // this can be the same as above
- board[u->from] = u->piece;
-}
-
-void
-GenCapts(int sqr, int victimValue)
-{ // generate all moves that capture the piece on the given square
- int i, range, att = attacks[2*sqr + stm];
-printf("GenCapts(%d,%d)\n",sqr,victimValue);
- for(i=0; i<8; i++) { // try all rays
- int x, v, jumper;
- if(att & attackMask[i]) { // attacked by move in this direction
- v = -kStep[i]; x = sqr;
- while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop'
-printf("stop @ %c%d (dir %d)\n",x%BW+'a',x/BW,i);
- if((board[x] & TYPE) == stm) { // stop is ours
- int attacker = board[x], d = dist[x-sqr];
-printf("attacker %d, range %d, dist %d\n", attacker, p[attacker].range[i], d);
- if(p[attacker].range[i] >= d) { // it has a plain move in our direction that hits us
- NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
- } else
- if(p[attacker].range[i] < 0) { // stop has non-standard moves
- switch(p[attacker].range[i]) { // figure out what he can do (including multi-captures, which causes the complexity)
- case L: // Lion
- if(d > 2) break;
- case F: // Lion power + 3-step (as in FF)
- if(d > 3) break;
- case S: // Lion power + ranging (as in BS)
- NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
- // now the multi-captures of designated victim together with lower-valued piece
- if(d == 2) { // primary victim on second ring; look for victims to take in passing
- if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr])
- NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
- if((i&1) == 0) { // orthogonal: two extra bent paths
- v = kStep[i-1];
- if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
- NewCapture(x, SPECIAL + 8*(i-1&7) + (i+1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
- v = kStep[i+1];
- if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
- NewCapture(x, SPECIAL + 8*(i+1&7) + (i-1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
- }
- } else { // primary victim on first ring
- int j;
- for(j=0; j<8; j++) { // we can go on in 8 directions after we captured it in passing
- int v = kStep[j];
- if(sqr + v == x || board[sqr+v] == EMPTY) // hit & run; make sure we include igui (attacker is still at x!)
- NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag);
- else if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr]) { // double capture
- NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag); // other victim after primary
- if(dist[sqr+v-x] == 1) // other victim also on first ring; reverse order is possible
- NewCapture(x, SPECIAL + 8*j + i + victimValue, p[attacker].promoFlag);
- }
- }
- }
- break;
- case D: // linear Lion move (as in HF, SE)
- if(d > 2) break;
- NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
- if(d == 2) { // heck if we can take intermediate with it
- if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
- NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p.
- } else { // d=1; can move on to second, or move back for igui
- NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui
- if(board[sqr+v] == EMPTY || (board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr])
- NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run
- }
- break;
- case J: // plain jump (as in KY, PH)
- if(d != 2) break;
- NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
- }
- }
- att -= one[i];
- if((att & attackMask[i]) == 0) continue; // no other attackers, so done with this direction
- }
- // now we get to the hairy part: there are other attackers than the stop, apparently jumping over it
- jumper = board[x+v]; // immediately behind stop
- if((jumper & TYPE) == xstm && p[jumper].range[i] < 0) { // the piece behind the stop has a jump on us
- NewCapture(x+v, sqr + victimValue - SORTKEY(jumper), p[jumper].promoFlag);
- // for Chu/Dai, this can be all. With range-jumpers and Lion Dogs there could be attacks left from further upstream!
- }
- }
- }
- // off-ray attacks
- if(att & attackMask[8]) { // Knight attack
- for(i=0; i<8; i++) { // scan all knight jumps to locate source
- int x = sqr - nStep[i], attacker = board[x];
- if((attacker & TYPE) != stm) continue;
- if(p[attacker].range[i] <= N && p[attacker].range[i] >= S) { // has Knight jump in our direction
- NewCapture(x, sqr + victimValue, p[attacker].promoFlag); // plain jump (as in N)
- if(p[attacker].range[i] < N) { // Lion power; generate double captures over two possible intermediates
- int v = kStep[i]; // leftish path
- if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
- NewCapture(x, SPECIAL + 8*i + (i+1&7) + victimValue, p[attacker].promoFlag);
- v = kStep[i+1]; // rightish path
- if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
- NewCapture(x, SPECIAL + 8*(i+1&7) + i + victimValue, p[attacker].promoFlag);
- }
- }
- }
- }
-}
-
-int
-Evaluate ()
-{
- return 0;
-}
-
-#if 1
-int Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress)
-{
- int i, j, k, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, nextVictim, to, defer, dubious, bestMoveNr;
- int savHashL = hashKeyL, savHashH = hashKeyH;
- int score, bestScore, curEval;
- Move move;
- UndoInfo tb;
-printf("search\n");fflush(stdout);
- xstm = stm ^ WHITE;
- MapFromScratch(attacks); // for as long as incremental update does not work.
-printf("map made\n");fflush(stdout);
- // KING CAPTURE
- k = p[king=royal[xstm]].pos;
- if( k != ABSENT) {
- if(attacks[2*k + stm]) {
- if( p[king + 2].pos == ABSENT ) return INF; // we have an attack on his only King
- }
- } else { // he has no king! Test for attacks on Crown Prince
- k = p[king + 2].pos;
- if(attacks[2*k + stm]) return INF; // we have attack on Crown Prince
- }
-printf("King safe\n");fflush(stdout);
- // EVALUATION & WINDOW SHIFT
- curEval = difEval + Evaluate();
- alpha -= (alpha < curEval);
- beta -= (beta <= curEval);
-
-
- firstMove = curMove = sorted = nonCapts = msp += 20; // leave 20 empty slots in front of move list
- phase = 0;
- for(iterDep=1; iterDep<= depth; iterDep++) {
-printf("iter %d\n", iterDep);fflush(stdout);
- bestScore = -INF;
- for(curMove = firstMove; ; curMove++) { // loop over moves
-printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout);
- // MOVE SOURCE
- if(curMove >= msp) { // we ran out of moves; generate some new
- switch(phase) {
- case 0: // null move
-#if 0
- if(depth <= 0) {
- bestScore = curEval;
-
- }
- if(curEval >= beta) {
- stm ^= WHITE;
- score = -Search(-beta, -alpha, difEval, depth-3, ABSENT, ABSENT);
- stm ^= WHITE;
- if(score >= beta) { msp = oldMSP; return score + (score < curEval); }
- }
-#endif
- phase = 1;
- case 1: // hash move
- phase = 2;
- case 2: // capture-gen init
- nextVictim = xstm;
- phase = 3;
- case 3: // generate captures
- while(nextVictim < last[xstm]) { // more victims exist
- int group, to = p[nextVictim += 2].pos; // take next
- if(to == ABSENT) continue; // ignore if absent
- if(!attacks[2*to + stm]) continue; // skip if not attacked
- group = p[nextVictim].qval; // remember value of this found victime
- GenCapts(to, group<<28);
- while(nextVictim < last[xstm] && p[nextVictim+2].qval == group) { // more victims of same value exist
- to = p[nextVictim += 2].pos; // take next
- if(to == ABSENT) continue; // ignore if absent
- if(!attacks[2*to + stm]) continue; // skip if not attacked
- GenCapts(to, group<<28);
- }
-printf("captures on %d generated, msp=%d\n", nextVictim, msp);
- goto extractMove;
- }
- phase = 4; // out of victims: all captures generated
- case 4: // dubious captures
-#if 0
- while( dubious < framePtr + 250 ) // add dubious captures back to move stack
- moveStack[msp++] = moveStack[dubious++];
- if(curMove != msp) break;
-#endif
- phase = 5;
- case 5: // killers
- phase = 6;
- case 6: // non-captures
- GenNonCapts(oldPromo);
- phase = 7;
- sorted = msp; // do not sort noncapts
- break;
- case 7: // bad captures
- case 8:
- case 9:
- goto cutoff;
- }
- }
-
- // MOVE EXTRACTION
- extractMove:
- if(curMove < sorted) {
- move = moveStack[sorted=j=curMove];
- for(i=curMove+1; i<msp; i++)
- if(moveStack[i] > move) move = moveStack[j=i]; // search move with highest priority
- moveStack[j] = moveStack[curMove]; moveStack[curMove] = move; // swap highest-priority move to front of remaining
- if(move == 0) { msp = curMove--; continue; } // all remaining moves must be 0; clip off move list
- } else {
- move = moveStack[curMove];
- if(move == 0) continue; // skip invalidated move
- }
-#if 0
- // RECURSION
- stm ^= WHITE;
- defer = MakeMove(moveStack[curMove], &tb);
- score = -Search(-beta, -alpha, -difEval - tb.booty, depth-1, promoSuppress, defer);
- UnMake(&tb);
- hashKeyL = savHashL;
- hashKeyH = savHashH;
- stm ^= WHITE;
-#else
-score = 0;
-#endif
-#if 0
- // ALPHA-BETA STUFF
- if(score > bestScore) {
- bestScore = alpha; bestMoveNr = curMove;
- if(score > alpha) {
- alpha = score;
- if(curMove < firstMove + 5) { // if not too much work, sort move to front
- int i;
- for(i=curMove; i>firstMove; i--) {
- moveStack[i] = moveStack[i-1];
- }
- moveStack[firstMove] = move;
- } else { // late move appended in front of list, and leaves hole in list
- moveStack[--firstMove] = move;
- moveStack[curMove] = 0;
- }
- bestMoveNr = firstMove;
- if(score >= beta) { // beta cutoff
- // update killer
- goto cutoff;
- }
- }
-
- }
-#endif
- } // next move
- cutoff:
- ;
- } // next depth
- retMSP = msp;
- msp = oldMSP;
- return bestScore + (bestScore < curEval);
-}
-#endif
-
-void
-pplist()
-{
- int i, j;
- for(i=0; i<182; i++) {
- printf("%3d. %3d %3d %4d %02x ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255);
- for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);
- printf("\n");
- }
- printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]);
-}
-
-void
-pboard (int *b)
-{
- int i, j;
- for(i=BH+2; i>-4; i--) {
- for(j=-3; j<BH+3; j++) printf("%4d", b[BW*i+j]);
- printf("\n");
- }
-}
-
-void
-pbytes (unsigned char *b)
-{
- int i, j;
- for(i=BH-1; i>=0; i--) {
- for(j=0; j<BH; j++) printf("%3x", b[BW*i+j]);
- printf("\n");
- }
-}
-
-void
-pmap (int *m, int col)
-{
- int i, j;
- for(i=BH-1; i>=0; i--) {
- for(j=0; j<BH; j++) printf("%10o", m[2*(BW*i+j)+col]);
- printf("\n");
- }
-}
-
-void
-pmoves(int start, int end)
-{
- int i, m, f, t;
- for(i=start; i<end; i++) {
- m = moveStack[i];
- f = m>>SQLEN & SQUARE;
- t = m & SQUARE;
- printf("%3d. %08x %3d-%3d %c%d%c%d%s\n", i, m, f, t, f%BW+'a', f/BW+1, t%BW+'a', t/BW+1, m & PROMOTE ? "+" : "");
- }
-}
-
- /********************************************************/
- /* Example of a WinBoard-protocol driver, by H.G.Muller */
- /********************************************************/
-
- #include <stdio.h>
-
- // four different constants, with values for WHITE and BLACK that suit your engine
- #define NONE 3
- #define ANALYZE 4
-
- // some value that cannot occur as a valid move
- #define INVALID 0
-
- // some parameter of your engine
- #define MAXMOVES 500 /* maximum game length */
- #define MAXPLY 60 /* maximum search depth */
-
- #define OFF 0
- #define ON 1
-
-#define ONE 0
-#define DEFAULT_FEN ""
-
-typedef Move MOVE;
-
- int moveNr; // part of game state; incremented by MakeMove
- MOVE gameMove[MAXMOVES]; // holds the game history
-
- // Some routines your engine should have to do the various essential things
- int MakeMove2(int stm, MOVE move); // performs move, and returns new side to move
- void UnMake2(MOVE move); // unmakes the move;
- int Setup2(char *fen); // sets up the position from the given FEN, and returns the new side to move
- void SetMemorySize(int n); // if n is different from last time, resize all tables to make memory usage below n MB
- char *MoveToText(MOVE move); // converts the move from your internal format to text like e2e2, e1g1, a7a8q.
- MOVE ParseMove(char *moveText); // converts a long-algebraic text move to your internal move format
- int SearchBestMove(int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove);
- void PonderUntilInput(int stm); // Search current position for stm, deepening forever until there is input.
-
-UndoInfo undoInfo;
-int sup0, sup1, sup2; // promo suppression squares
-
-int
-MakeMove2 (int stm, MOVE move)
-{
- sup0 = sup1; sup1 = sup2;
- sup2 = MakeMove(move, &undoInfo);
- return stm ^ WHITE;
-}
-
-void
-UnMake2 (MOVE move)
-{
- UnMake(&undoInfo);
- sup2 = sup1; sup1 = sup0;
-}
-
-int
-Setup2 (char *fen)
-{
- SetUp(chuArray, chuPieces);
- return WHITE;
-}
-
-void
-SetMemorySize (int n)
-{
-}
-
-char *
-MoveToText (MOVE move)
-{
- static char buf[50];
- int f = move>>SQLEN & SQUARE, g = f, t = move & SQUARE;
- if(t >= SPECIAL) { // kludgy! Print as side effect non-standard WB command to remove victims from double-capture (breaks hint command!)
- int e = f + epList[t - SPECIAL];
-// printf("take %c%d\n", e%BW+'a', e/BW+ONE);
- printf("move %c%d%c%d,\n", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;
- if(ep2List[t - SPECIAL]) {
- e = g + ep2List[t - SPECIAL];
-// printf("take %c%d\n", e%BW+'a', e/BW+ONE);
- printf("move %c%d%c%d,\n", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;
- }
- t = g + toList[t - SPECIAL];
- }
- sprintf(buf, "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, move & PROMOTE ? "+" : "");
- return buf;
-}
-
-int
-ReadSquare (char *p, int *sqr)
-{
- int i=0, f, r;
- f = p[0] - 'a';
- r = atoi(p + 1) - ONE;
- *sqr = r*BW + f;
- return 2 + (r > 9);
-}
-
-MOVE
-ParseMove (char *moveText)
-{
- int i, j, f, t, t2, e, ret, deferred=0;
- moveText += ReadSquare(moveText, &f);
- moveText += ReadSquare(moveText, &t); t2 = t;
- if(*moveText == ',') {
- moveText++;
- moveText += ReadSquare(moveText, &e);
- if(e != t) return INVALID; // must continue with same piece
- moveText += ReadSquare(moveText, &e);
- for(i=0; i<8; i++) if(f + kStep[i] == e) break;
- if(i >= 8) return INVALID; // this rejects Lion Dog 2+1 and 2-1 moves!
- for(j=0; j<8; j++) if(e + kStep[j] == t) break;
- if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves!
- t2 = SPECIAL + 8*i + j;
- }
- ret = f<<SQLEN | t2;
- if(*moveText == '+') ret |= PROMOTE;
- Search(-INF-1, INF+1, 0, 1, sup1, sup2);
- for(i=20; i<retMSP; i++) {
- if((moveStack[i] & (PROMOTE | DEFER-1)) == ret) break;
- if((moveStack[i] & DEFER-1) == ret) deferred = i; // promoted version of entered non-promotion is legal
- }
- if(i>=retMSP) { // no exact match
- if(deferred) { // but maybe non-sensical deferral
- int flags = p[board[f]].promoFlag;
- i = deferred; // in any case we take that move
- if(!(flags & promoBoard[t] & (CANT_DEFER | LAST_RANK))) { // but change it into a deferral if that is allowed
- moveStack[i] &= ~PROMOTE;
- if(p[board[f]].value == 4) p[board[f]].promoFlag &= LAST_RANK; else
- if(!(flags & promoBoard[t])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral
- }
- }
- if(i >= retMSP)
- for(i=20; i<retMSP; i++) printf("%d. %08x %08x %s\n", i-20, moveStack[i], ret, MoveToText(moveStack[i]));
- }
- return (i >= retMSP ? INVALID : moveStack[i]);
-}
-
-int
-SearchBestMove (int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove)
-{
-}
-
-void
-PonderUntilInput (int stm)
-{
-}
-
- // Some global variables that control your engine's behavior
- int ponder;
- int randomize;
- int postThinking;
- int resign; // engine-defined option
- int contemptFactor; // likewise
-
- int TakeBack(int n)
- { // reset the game and then replay it to the desired point
- int last, stm;
- stm = Setup2(NULL);
- last = moveNr - n; if(last < 0) last = 0;
- for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove2(stm, gameMove[moveNr]);
- }
-
- void PrintResult(int stm, int score)
- {
- if(score == 0) printf("1/2-1/2\n");
- if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0\n");
- else printf("0-1\n");
- }
-
- main()
- {
- int engineSide=NONE; // side played by engine
- int timeLeft; // timeleft on engine's clock
- int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search
- int maxDepth; // used by search
- MOVE move, ponderMove;
- int i, score;
- char inBuf[80], command[80];
-
- Init();
- SetUp(chuArray, chuPieces);
-// pplist();
-// pboard(board);
-// pbytes(promoBoard);
-// Search(-INF, INF, 0, 1, ABSENT, ABSENT);
-// pmoves(20, retMSP);
-//MapFromScratch(attacks);
-// MapOneColor(1, last[WHITE], attacks);
-
- while(1) { // infinite loop
-
- fflush(stdout); // make sure everything is printed before we do something that might take time
-
- if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move
-
- score = SearchBestMove(stm, timeLeft, mps, timeControl, inc, timePerMove, &move, &ponderMove);
-
- if(move == INVALID) { // game apparently ended
- engineSide = NONE; // so stop playing
- PrintResult(stm, score);
- } else {
- stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move
- gameMove[moveNr++] = move; // remember game
- printf("move %s\n", MoveToText(move));
- }
- }
-
- fflush(stdout); // make sure everything is printed before we do something that might take time
-
- // now it is not our turn (anymore)
- if(engineSide == ANALYZE) { // in analysis, we always ponder the position
- PonderUntilInput(stm);
- } else
- if(engineSide != NONE && ponder == ON && moveNr != 0) { // ponder while waiting for input
- if(ponderMove == INVALID) { // if we have no move to ponder on, ponder the position
- PonderUntilInput(stm);
- } else {
- int newStm = MakeMove2(stm, ponderMove);
- PonderUntilInput(newStm);
- UnMake2(ponderMove);
- }
- }
-
- noPonder:
- // wait for input, and read it until we have collected a complete line
- for(i = 0; (inBuf[i] = getchar()) != '\n'; i++);
- inBuf[i+1] = 0;
-
- // extract the first word
- sscanf(inBuf, "%s", command);
-
- // recognize the command,and execute it
- if(!strcmp(command, "quit")) { break; } // breaks out of infinite loop
- if(!strcmp(command, "force")) { engineSide = NONE; continue; }
- if(!strcmp(command, "analyze")) { engineSide = ANALYZE; continue; }
- if(!strcmp(command, "exit")) { engineSide = NONE; continue; }
- if(!strcmp(command, "otim")) { goto noPonder; } // do not start pondering after receiving time commands, as move will follow immediately
- if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); goto noPonder; }
- if(!strcmp(command, "level")) {
- int min, sec=0;
- sscanf(inBuf, "level %d %d %d", &mps, &min, &inc) == 3 || // if this does not work, it must be min:sec format
- sscanf(inBuf, "level %d %d:%d %d", &mps, &min, &sec, &inc);
- timeControl = 60*min + sec; timePerMove = -1;
- continue;
- }
- if(!strcmp(command, "protover")){
- printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1\n");
- printf("feature variants=\"chu,12x12+0_fairy\"\n");
- printf("feature option=\"Resign -check 0\"\n"); // example of an engine-defined option
- printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one
- printf("feature done=1\n");
- continue;
- }
- if(!strcmp(command, "option")) { // setting of engine-define option; find out which
- if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue;
- if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;
- continue;
- }
- if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; }
- if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; }
- if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; }
- if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); continue; }
- // if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); continue; }
- if(!strcmp(command, "new")) { engineSide = BLACK; stm = Setup2(DEFAULT_FEN); maxDepth = MAXPLY; randomize = OFF; continue; }
- if(!strcmp(command, "setboard")){ engineSide = NONE; stm = Setup2(inBuf+9); continue; }
- if(!strcmp(command, "easy")) { ponder = OFF; continue; }
- if(!strcmp(command, "hard")) { ponder = ON; continue; }
- if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; }
- if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; }
- if(!strcmp(command, "go")) { engineSide = stm; continue; }
- if(!strcmp(command, "post")) { postThinking = ON; continue; }
- if(!strcmp(command, "nopost")) { postThinking = OFF;continue; }
- if(!strcmp(command, "random")) { randomize = ON; continue; }
- if(!strcmp(command, "hint")) { if(ponderMove != INVALID) printf("Hint: %s\n", MoveToText(ponderMove)); continue; }
- if(!strcmp(command, "book")) { continue; }
- if(!strcmp(command, "p")) { pboard(board); continue; }
- if(!strcmp(command, "w")) { pmap(attacks, WHITE); continue; }
- if(!strcmp(command, "b")) { pmap(attacks, BLACK); continue; }
- // ignored commands:
- if(!strcmp(command, "xboard")) { continue; }
- if(!strcmp(command, "computer")){ continue; }
- if(!strcmp(command, "name")) { continue; }
- if(!strcmp(command, "ics")) { continue; }
- if(!strcmp(command, "accepted")){ continue; }
- if(!strcmp(command, "rejected")){ continue; }
- if(!strcmp(command, "variant")) { continue; }
- if(!strcmp(command, "")) { continue; }
- if(!strcmp(command, "usermove")){
- int move = ParseMove(inBuf+9);
- if(move == INVALID) printf("Illegal move\n");
- else {
- stm = MakeMove2(stm, move);
- ponderMove = INVALID;
- gameMove[moveNr++] = move; // remember game
- }
- continue;
- }
- printf("Error: unknown command\n");
- }
- }
-
+/***********************************************************************/\r
+/* HaChu */\r
+/* A WinBoard engine for large (dropless) Shogi variants by H.G.Muller */\r
+/* The engine is based on incremental updating of an attack map and */\r
+/* mobility scores, since the effort in this only grows proportional */\r
+/* to board edge length, rather than board area. */\r
+/***********************************************************************/\r
+\r
+// TODO:\r
+// in GenCapts we do not generate jumps of more than two squares yet\r
+// promotions by pieces with Lion power stepping in & out the zone in same turn\r
+// promotion on capture\r
+\r
+#define VERSION "0.10 null"\r
+\r
+#define PATH level==0 || path[0] == 0x848f1 && (level==1 /*|| path[1] == 0x3f081 && (level == 2 || path[2] == 0x6f0ac && (level == 3 || path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5))))*/)\r
+//define PATH 0\r
+\r
+#define HASH\r
+#define XKILLERS\r
+#define NULLMOVE\r
+\r
+#include <stdio.h>\r
+#include <stdlib.h>\r
+#include <string.h>\r
+#include <signal.h>\r
+#include <time.h>\r
+#include <stdint.h>\r
+\r
+#ifdef WIN32 \r
+# include <windows.h>\r
+ int InputWaiting()\r
+ { // checks for waiting input in pipe\r
+ static int pipe, init;\r
+ static HANDLE inp;\r
+ DWORD cnt;\r
+\r
+ if(!init) inp = GetStdHandle(STD_INPUT_HANDLE);\r
+ if(!PeekNamedPipe(inp, NULL, 0, NULL, &cnt, NULL)) return 1;\r
+ return cnt;\r
+ }\r
+#else\r
+# include <sys/time.h>\r
+# include <sys/ioctl.h>\r
+ int InputWaiting()\r
+ {\r
+ int cnt;\r
+ if(ioctl(0, FIONREAD, &cnt)) return 1;\r
+ return cnt;\r
+ }\r
+ int GetTickCount() // with thanks to Tord\r
+ { struct timeval t;\r
+ gettimeofday(&t, NULL);\r
+ return t.tv_sec*1000 + t.tv_usec/1000;\r
+ }\r
+#endif\r
+\r
+#define BW bWidth\r
+#define BH bHeight\r
+#define BHMAX 16\r
+#define BWMAX (2*BHMAX)\r
+#define BSIZE BWMAX*BHMAX\r
+#define ZONE zone\r
+\r
+#define ONE (currentVariant == V_SHO || currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK)\r
+\r
+#define BLACK 0\r
+#define WHITE 1\r
+#define EMPTY 0\r
+#define EDGE (1<<11)\r
+#define TYPE (WHITE|BLACK|EDGE)\r
+#define ABSENT 2047\r
+#define INF 8000\r
+#define NPIECES EDGE+1 /* length of piece list */\r
+\r
+#define SQLEN 11 /* bits in square number */\r
+#define SQUARE ((1<<SQLEN) - 1) /* mask for square in move */\r
+#define DEFER (1<<2*SQLEN) /* deferral on zone entry */\r
+#define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */\r
+#define SPECIAL 1400 /* start of special moves */\r
+#define BURN (SPECIAL + 96) /* start of burn encodings */\r
+#define STEP(X,Y) (BW*(X)+ (Y))\r
+#define SORTKEY(X) 0\r
+\r
+#define UPDATE_MOBILITY(X,Y)\r
+#define ADDMOVE(X,Y)\r
+\r
+// promotion codes\r
+#define CAN_PROMOTE 0x11\r
+#define DONT_DEFER 0x22\r
+#define CANT_DEFER 0x44\r
+#define LAST_RANK 0x88\r
+#define P_WHITE 0x0F\r
+#define P_BLACK 0xF0\r
+\r
+typedef unsigned int Move;\r
+\r
+char *MoveToText(Move move, int m); // from WB driver\r
+void pmap(int *m, int col);\r
+void pboard(int *b);\r
+void pbytes(unsigned char *b);\r
+\r
+typedef struct {\r
+ int lock[5];\r
+ int move[5];\r
+ short int score[5];\r
+ char depth[5];\r
+ char flag[5];\r
+ char age[4];\r
+} HashBucket;\r
+\r
+HashBucket *hashTable;\r
+int hashMask;\r
+\r
+#define H_UPPER 2\r
+#define H_LOWER 1\r
+\r
+typedef struct {\r
+ char *name, *promoted;\r
+ int value;\r
+ signed char range[8];\r
+ char ranking;\r
+ int whiteKey, blackKey;\r
+} PieceDesc;\r
+\r
+typedef struct {\r
+ int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount, savKeyL, savKeyH, gain, loss;\r
+ char fireMask;\r
+} UndoInfo;\r
+\r
+char *array, fenArray[4000], *reason;\r
+int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, tsume;\r
+int stm, xstm, hashKeyH=1, hashKeyL=1, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;\r
+int nodes, startTime, lastRootMove, lastRootIter, tlim1, tlim2, tlim3, repCnt, comp, abortFlag;\r
+Move ponderMove;\r
+Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2];\r
+\r
+ int maxDepth; // used by search\r
+\r
+#define X 36 /* slider */\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 H -9 /* hook move */\r
+#define C -10 /* capture only */\r
+#define M -11 /* non-capture only */\r
+\r
+#define LVAL 100 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */\r
+#define FVAL 500 /* 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 } }, // lion\r
+ {"FK", "", 60, { X,X,X,X,X,X,X,X } }, // free king\r
+ {"SE", "", 55, { X,D,X,X,X,X,X,D } }, // soaring eagle\r
+ {"HF", "", 50, { D,X,X,X,X,X,X,X } }, // horned falcon\r
+ {"FO", "", 40, { X,X,0,X,X,X,0,X } }, // flying ox\r
+ {"FB", "", 40, { 0,X,X,X,0,X,X,X } }, // free boar\r
+ {"DK", "SE", 40, { X,1,X,1,X,1,X,1 } }, // dragon king\r
+ {"DH", "HF", 35, { 1,X,1,X,1,X,1,X } }, // dragon horse\r
+ {"WH", "", 35, { X,X,0,0,X,0,0,X } }, // white horse\r
+ {"R", "DK", 30, { X,0,X,0,X,0,X,0 } }, // rook\r
+ {"FS", "", 30, { X,1,1,1,X,1,1,1 } }, // flying stag\r
+ {"WL", "", 25, { X,0,0,X,X,X,0,0 } }, // whale\r
+ {"K", "", 28, { 1,1,1,1,1,1,1,1 }, 4 }, // king\r
+ {"CP", "", 27, { 1,1,1,1,1,1,1,1 }, 4 }, // king\r
+ {"B", "DH", 25, { 0,X,0,X,0,X,0,X } }, // bishop\r
+ {"VM", "FO", 20, { X,0,1,0,X,0,1,0 } }, // vertical mover\r
+ {"SM", "FB", 20, { 1,0,X,0,1,0,X,0 } }, // side mover\r
+ {"DE", "CP", 20, { 1,1,1,1,0,1,1,1 } }, // drunk elephant\r
+ {"BT", "FS", 15, { 0,1,1,1,1,1,1,1 } }, // blind tiger\r
+ {"G", "R", 15, { 1,1,1,0,1,0,1,1 } }, // gold\r
+ {"FL", "B", 15, { 1,1,0,1,1,1,0,1 } }, // ferocious leopard\r
+ {"KN", "LN", 15, { J,1,J,1,J,1,J,1 } }, // kirin\r
+ {"PH", "FK", 15, { 1,J,1,J,1,J,1,J } }, // phoenix\r
+ {"RV", "WL", 15, { X,0,0,0,X,0,0,0 } }, // reverse chariot\r
+ {"L", "WH", 15, { X,0,0,0,0,0,0,0 } }, // lance\r
+ {"S", "VM", 10, { 1,1,0,1,0,1,0,1 } }, // silver\r
+ {"C", "SM", 10, { 1,1,0,0,1,0,0,1 } }, // copper\r
+ {"GB", "DE", 5, { 1,0,0,0,1,0,0,0 } }, // go between\r
+ {"P", "G", 4, { 1,0,0,0,0,0,0,0 } }, // pawn\r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc shoPieces[] = {\r
+ {"DK", "", 70, { X,1,X,1,X,1,X,1 } }, // dragon king\r
+ {"DH", "", 52, { 1,X,1,X,1,X,1,X } }, // dragon horse\r
+ {"R", "DK", 50, { X,0,X,0,X,0,X,0 } }, // rook\r
+ {"B", "DH", 32, { 0,X,0,X,0,X,0,X } }, // bishop\r
+ {"K", "", 41, { 1,1,1,1,1,1,1,1 } }, // king\r
+ {"CP", "", 40, { 1,1,1,1,1,1,1,1 } }, // king\r
+ {"DE", "CP", 25, { 1,1,1,1,0,1,1,1 } }, // silver\r
+ {"G", "", 22, { 1,1,1,0,1,0,1,1 } }, // gold\r
+ {"S", "G", 20, { 1,1,0,1,0,1,0,1 } }, // silver\r
+ {"L", "G", 15, { X,0,0,0,0,0,0,0 } }, // lance\r
+ {"N", "G", 11, { N,0,0,0,0,0,0,N } }, // Knight\r
+ {"P", "G", 8, { 1,0,0,0,0,0,0,0 } }, // pawn\r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc daiPieces[] = {\r
+ {"FD", "G", 15, { 0,2,0,2,0,2,0,2 } }, // Flying Dragon\r
+ {"VO", "G", 20, { 2,0,2,0,2,0,2,0 } }, // Violent Ox\r
+ {"EW", "G", 8, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf\r
+ {"CS", "G", 7, { 0,1,0,1,0,1,0,1 } }, // Cat Sword\r
+ {"AB", "G", 6, { 1,0,1,0,1,0,1,0 } }, // Angry Boar\r
+ {"I", "G", 8, { 1,1,0,0,0,0,0,1 } }, // Iron\r
+ {"N", "G", 6, { N,0,0,0,0,0,0,N } }, // Knight\r
+ {"ST", "G", 5, { 0,1,0,0,0,0,0,1 } }, // Stone\r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc ddPieces[] = {\r
+ {"LO", "", 1, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin\r
+ {"OK", "LO", 1, { 2,1,2,0,2,0,2,1 } }, // Old Kite\r
+ {"PS", "HM", 1, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake\r
+ {"GE", "", 1, { 3,3,5,5,3,5,5,3 } }, // Great Elephant\r
+ {"WS", "LD", 1, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian\r
+ {"EA", "LN", 1, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian\r
+ {"NO", "FE", 1, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian\r
+ {"SO", "WE", 1, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian\r
+ {"FE", "", 1, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant\r
+ {"WE", "", 1, { 2,2,2,X,2,X,2,2 } }, // White Elephant\r
+ {"FT", "", 1, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater\r
+ {"FR", "", 1, { 5,X,X,0,5,0,X,X } }, // Free Demon\r
+ {"WB", "FT", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo\r
+ {"RB", "FR", 1, { X,X,X,X,0,X,X,X } }, // Rushing Bird\r
+ {"SB", "", 1, { X,X,2,2,2,2,2,X } }, // Standard Bearer\r
+\r
+ {"FH", "FK", 1, { 1,2,1,0,1,0,1,2 } }, // Flying Horse\r
+ {"NK", "SB", 1, { 1,1,1,1,1,1,1,1 } }, // Neighbor King\r
+ {"BM", "MW", 1, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey\r
+ {"DO", "", 1, { 2,X,2,X,2,X,2,X } }, // Dove\r
+ {"EB", "DO", 1, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger\r
+ {"EF", "SD", 1, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox\r
+ {"RA", "", 1, { X,0,X,1,X,1,X,0 } }, // Racing Chariot\r
+ {"SQ", "", 1, { X,1,X,0,X,0,X,1 } }, // Square Mover\r
+ {"PR", "SQ", 1, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag\r
+ {"WT", "", 1, { X,1,2,0,X,0,2,X } }, // White Tiger\r
+ {"BD", "", 1, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon\r
+ {"HD", "", 1, { X,0,0,0,1,0,0,0 } }, // Howling Dog\r
+ {"VB", "", 1, { 0,2,1,0,0,0,1,2 } }, // Violent Bear\r
+ {"SA", "", 1, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger\r
+ {"W", "", 1, { 0,2,0,0,0,0,0,2 } }, // Wood\r
+ {"CS", "DH", 7, { 0,1,0,1,0,1,0,1 } }, // cat sword\r
+ {"FD", "DK", 15, { 0,2,0,2,0,2,0,2 } }, // flying dragon\r
+ {"KN", "GD", 15, { J,1,J,1,J,1,J,1 } }, // kirin\r
+ {"PH", "GB", 15, { 1,J,1,J,1,J,1,J } }, // phoenix\r
+ {"LN", "FF", 100, { L,L,L,L,L,L,L,L } }, // lion\r
+ {"LD", "GE", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog\r
+ {"AB", "", 1, { 1,0,1,0,1,0,1,0 } }, // Angry Boar\r
+ {"B", "", 1, { 0,X,0,X,0,X,0,X } }, // Bishop\r
+ {"C", "", 1, { 1,1,0,0,1,0,0,1 } }, // Copper\r
+ {"DH", "", 1, { 1,X,1,X,1,X,1,X } }, // Dragon Horse\r
+ {"DK", "", 1, { X,1,X,1,X,1,X,1 } }, // Dragon King\r
+ {"FK", "", 1, { } }, // \r
+ {"EW", "", 1, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf\r
+ {"FL", "", 1, { } }, // \r
+ {"", "", 1, { } }, // \r
+ {"", "", 1, { } }, // \r
+ {"", "", 1, { } }, // \r
+ {"", "", 1, { } }, // \r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc makaPieces[] = {\r
+ {"DV", "", 1, { 0,1,0,1,0,0,1,1 } }, // Deva\r
+ {"DS", "", 1, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit\r
+ {"T", "", 1, { 0,1,0,0,1,0,0,1 } }, // Tile\r
+ {"CS", "", 1, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent\r
+ {"RD", "", 1, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon\r
+ {"CC", "", 1, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock\r
+ {"OM", "", 1, { 0,1,0,1,1,1,0,1 } }, // Old Monkey\r
+ {"BB", "", 1, { 0,1,0,1,X,1,0,1 } }, // Blind Bear\r
+ {"OR", "", 1, { 0,2,0,0,2,0,0,2 } }, // Old Rat\r
+ {"LD", "WS", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog\r
+ {"WR", "", 1, { 0,3,1,3,0,3,1,3 } }, // Wrestler\r
+ {"GG", "", 1, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods\r
+ {"BD", "", 1, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil\r
+ {"SD", "", 1, { 5,2,5,2,5,2,5,2 } }, // She-Devil\r
+ {"DY", "", 1, { J,0,1,0,J,0,1,0 } }, // Donkey\r
+ {"CP", "", 1, { 0,H,0,2,0,2,0,H } }, // Capricorn\r
+ {"HM", "", 1, { H,0,H,0,H,0,H,0 } }, // Hook Mover\r
+ {"SF", "", 1, { 0,1,X,1,0,1,0,1 } }, // Side Flier\r
+ {"LC", "", 1, { X,0,0,X,1,0,0,X } }, // Left Chariot\r
+ {"RC", "", 1, { X,X,0,0,1,X,0,0 } }, // Right Chariot\r
+ {"FG", "", 1, { X,X,X,0,X,0,X,X } }, // Free Gold\r
+ {"FS", "", 1, { X,X,0,X,0,X,0,X } }, // Free Silver\r
+ {"FC", "", 1, { X,X,0,0,X,0,0,X } }, // Free Copper\r
+ {"FI", "", 1, { X,X,0,0,0,0,0,X } }, // Free Iron\r
+ {"FT", "", 1, { 0,X,0,0,X,0,0,X } }, // Free Tile\r
+ {"FN", "", 1, { 0,X,0,0,0,0,0,X } }, // Free Stone\r
+ {"FTg", "", 1, { 0,X,X,X,X,X,X,X } }, // Free Tiger\r
+ {"FLp", "", 1, { X,X,0,X,X,X,0,X } }, // Free Leopard (Free Boar?)\r
+ {"FSp", "", 1, { X,0,0,X,X,X,0,0 } }, // Free Serpent (Whale?)\r
+ {"FrD", "", 1, { X,0,X,X,X,X,X,0 } }, // Free Dragon\r
+ {"FC", "", 1, { 0,X,0,X,0,X,0,X } }, // Free Cat (Bishop?)\r
+ {"EM", "", 1, { } }, // Emperor\r
+ {"TK", "", 1, { } }, // Teaching King\r
+ {"BS", "", 1, { } }, // Budhist Spirit\r
+ {"WS", "", 1, { X,X,0,X,1,X,0,X } }, // Wizard Stork\r
+ {"MW", "", 1, { 1,X,0,X,X,X,0,X } }, // Mountain Witch\r
+ {"FF", "", 1, { } }, // Furious Fiend\r
+ {"GD", "", 1, { 2,3,X,3,2,3,X,3 } }, // Great Dragon\r
+ {"GB", "", 1, { X,3,2,3,X,3,2,3 } }, // Golden Bird\r
+ {"FrW", "", 1, { } }, // Free Wolf\r
+ {"FrB", "", 1, { } }, // Free Bear\r
+ {"BT", "", 1, { X,0,0,X,0,X,0,0 } }, // Bat\r
+ {"", "", 1, { } }, // \r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc taiPieces[] = {\r
+ {"", "", 1, { } }, // Peacock\r
+ {"", "", 1, { } }, // Vermillion Sparrow\r
+ {"", "", 1, { } }, // Turtle Snake\r
+ {"", "", 1, { } }, // Silver Hare\r
+ {"", "", 1, { } }, // Golden Deer\r
+ {"", "", 1, { } }, // \r
+ {"", "", 1, { } }, // \r
+ {"", "", 1, { } }, // \r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc tenjikuPieces[] = { // only those not in Chu, or different (because of different promotion)\r
+ {"FI", "", FVAL, { X,X,0,X,X,X,0,X } }, // Fire Demon\r
+ {"GG", "", 150, { R,R,R,R,R,R,R,R }, 3 }, // Great General\r
+ {"VG", "", 140, { 0,R,0,R,0,R,0,R }, 2 }, // Vice General\r
+ {"RG", "GG",120, { R,0,R,0,R,0,R,0 }, 1 }, // Rook General\r
+ {"BG", "VG",110, { 0,R,0,R,0,R,0,R }, 1 }, // Bishop General\r
+ {"SE", "RG", 1, { X,D,X,X,X,X,X,D } }, // Soaring Eagle\r
+ {"HF", "BG", 1, { D,X,X,X,X,X,X,X } }, // Horned Falcon\r
+ {"LH", "", 1, { L,S,L,S,L,S,L,S } }, // Lion-Hawk\r
+ {"LN", "LH", LVAL, { L,L,L,L,L,L,L,L } }, // Lion\r
+ {"FE", "", 1, { X,X,X,X,X,X,X,X } }, // Free Eagle\r
+ {"FK", "FE", 60, { X,X,X,X,X,X,X,X } }, // Free King\r
+ {"HT", "", 1, { X,X,2,X,X,X,2,X } }, // Heavenly Tetrarchs\r
+ {"CS", "HT", 1, { X,X,2,X,X,X,2,X } }, // Chariot Soldier\r
+ {"WB", "FI", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo\r
+ {"VS", "CS", 1, { X,0,2,0,1,0,2,0 } }, // Vertical Soldier\r
+ {"SS", "WB", 1, { 2,0,X,0,1,0,X,0 } }, // Side Soldier\r
+ {"I", "VS", 1, { 1,1,0,0,0,0,0,1 } }, // Iron\r
+ {"N", "SS", 1, { N,0,0,0,0,0,0,N } }, // Knight\r
+ {"MG", "", 1, { X,0,0,X,0,X,0,0 } }, // Multi-General\r
+ {"D", "MG", 1, { 1,0,0,1,0,1,0,0 } }, // Dog\r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc taikyokuPieces[] = {\r
+ {"", "", 1, { } }, // \r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc chessPieces[] = {\r
+ {"Q", "", 95, { X,X,X,X,X,X,X,X } },\r
+ {"R", "", 50, { X,0,X,0,X,0,X,0 } },\r
+ {"B", "", 32, { 0,X,0,X,0,X,0,X } },\r
+ {"N", "", 30, { N,N,N,N,N,N,N,N } },\r
+ {"K", "", 28, { 1,1,1,1,1,1,1,1 } },\r
+ {"P", "Q", 8, { M,C,0,0,0,0,0,C } },\r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc shatranjPieces[] = {\r
+ {"FK", "", 15, { 0,1,0,1,0,1,0,1 } },\r
+ {"R", "", 50, { X,0,X,0,X,0,X,0 } },\r
+ {"B", "", 9, { 0,J,0,J,0,J,0,J } },\r
+ {"N", "", 30, { N,N,N,N,N,N,N,N } },\r
+ {"K", "", 28, { 1,1,1,1,1,1,1,1 } },\r
+ {"P", "FK", 8, { M,C,0,0,0,0,0,C } },\r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc makrukPieces[] = {\r
+ {"SM","", 15, { 0,1,0,1,0,1,0,1 } },\r
+ {"R", "", 50, { X,0,X,0,X,0,X,0 } },\r
+ {"S", "", 20, { 1,1,0,1,0,1,0,1 } }, // silver\r
+ {"N", "", 30, { N,N,N,N,N,N,N,N } },\r
+ {"K", "", 28, { 1,1,1,1,1,1,1,1 } },\r
+ {"P", "SM", 8, { 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 daiArray[] = "LN:STICSGKGSCI:STNL/:RV.:CS.:FL.:BT:DE:BT.:FL.:CS.:RV/.:VO.:AB.:EW:KN:LN:PH:EW.:AB.:VO./R:FD:SM:VMB:DH:DK:FK:DK:DHB:VM:SM:FDR"\r
+ "/PPPPPPPPPPPPPPP/....:GB.....:GB..../.............../.............../.............../....:gb.....:gb..../ppppppppppppppp/"\r
+ "r:fd:sm:vmb:dh:dk:fk:dk:dhb:vm:sm:fdr/.:vo.:ab.:ew:ph:ln:kn:ew.:ab.:vo./:rv.:cs.:fl.:bt:de:bt.:fl.:cs.:rv/ln:sticsgkgsci:stnl";\r
+char tenArray[] = "LN:FLICSGK:DEGSCI:FLNL/:RV.:CS:CS.:BT:KN:LN:FK:PH:BT.:CS:CS.:RV/:SS:VSB:DH:DK:WB:FI:LH:FE:FI:WB:DK:DHB:VS:SS/"\r
+ ":SM:VMR:HF:SE:BG:RG:GG:VG:RG:BG:SE:HFR:VM:SM/PPPPPPPPPPPPPPPP/....D......D..../"\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 shatArray[]= "RNBK:FKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbk:fkbnr";\r
+char thaiArray[]= "RNSK:SMSNR/......../PPPPPPPP/......../......../pppppppp/......../rnsk:smsnr";\r
+\r
+typedef struct {\r
+ int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes\r
+ char *name; // WinBoard name\r
+ char *array; // initial position\r
+} VariantDesc;\r
+\r
+typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_TENJIKU, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_SHATRANJ, V_MAKRUK } Variant;\r
+\r
+VariantDesc variants[] = {\r
+ { 16, 8, 8, 1, V_CHESS, "normal", chessArray }, // FIDE\r
+ { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho\r
+ { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu\r
+ { 30, 15, 15, 5, V_DAI, "dai", daiArray }, // Dai\r
+ { 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray }, // Tenjiku\r
+ { 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray}, // Shatranj\r
+ { 16, 8, 8, 3, V_MAKRUK, "makruk", thaiArray}, // Makruk\r
+\r
+// { 0, 0, 0, 0, 0 }, // sentinel\r
+ { 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai\r
+ { 38, 19, 19, 0, V_MAKA, "maka", chuArray }, // Maka Dai Dai\r
+ { 50, 25, 25, 0, V_TAI, "tai", chuArray }, // Tai\r
+ { 40, 36, 36, 0, V_KYOKU, "kyoku", chuArray } // Taikyoku\r
+};\r
+\r
+typedef struct {\r
+ int x, y;\r
+} Vector;\r
+\r
+Vector direction[] = { // clockwise!\r
+ {1, 0},\r
+ {1, 1},\r
+ {0, 1},\r
+ {-1, 1},\r
+ {-1, 0},\r
+ {-1,-1},\r
+ {0, -1},\r
+ {1, -1},\r
+\r
+ { 2, 1}, // Knight jumps\r
+ { 1, 2},\r
+ {-1, 2},\r
+ {-2, 1},\r
+ {-2,-1},\r
+ {-1,-2},\r
+ { 1,-2},\r
+ { 2,-1}\r
+};\r
+\r
+int epList[96], ep2List[96], toList[96], reverse[96]; // decoding tables for double and triple moves\r
+int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8)\r
+char fireFlags[10]; // flags for Fire-Demon presence (last two are dummies, which stay 0, for compactify)\r
+#define kStep (kingStep+1)\r
+#define nStep (knightStep+1)\r
+\r
+int attackMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction\r
+ 000000007,\r
+ 000000070,\r
+ 000000700,\r
+ 000007000,\r
+ 000070000,\r
+ 000700000,\r
+ 007000000,\r
+ 070000000\r
+};\r
+\r
+int rayMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction\r
+ 000000077,\r
+ 000000077,\r
+ 000007700,\r
+ 000007700,\r
+ 000770000,\r
+ 000770000,\r
+ 077000000,\r
+ 077000000\r
+};\r
+\r
+int one[] = { // 1 in the bit fields for the various directions\r
+ 000000001,\r
+ 000000010,\r
+ 000000100,\r
+ 000001000,\r
+ 000010000,\r
+ 000100000,\r
+ 001000000,\r
+ 010000000,\r
+ 0100000000 // marks knight jumps\r
+};\r
+\r
+// Main Data structures\r
+//\r
+// Piece List: \r
+// Interleaved lists for black and white, white taking the odd slots\r
+// Pieces in general have two entries: one for the basic, and one for the promoted version\r
+// The unused one gets its position set to the invalid square number ABSENT\r
+// The list is sorted by piece value, most valuable pieces first\r
+// When a piece is captured in the search, both its versions are marked ABSENT\r
+// In the root the list is packed to eliminate all captured pieces\r
+// The list contains a table for how far the piece moves in each direction\r
+// Range encoding: -3 = full Lion, -2 = on-ray Lion, -1 = plain jump, 0 = none, 1 = step, >1 = (limited) range\r
+// Attack table:\r
+// A table in board format, containing pairs of consecutive integers for each square (indexed as 2*sqr and 2*sqr+1)\r
+// The first integer contains info on black attacks to the square, the second similarly for white attacks\r
+// Each integer contains eight 3-bit fields, which count the number of attacks on it with moves in a particular direction\r
+// (If there are attacks by range-jumpers, the 3-bit count is increased by 2 over the actual value)\r
+// Board:\r
+// The board has twice as many files as actually used, in 0x88 fashion\r
+// The used squares hold the piece numbers (for use as index in the piece list)\r
+// Unused squares are set to the invalid piece number EDGE\r
+// There are also 3 guard ranks of EDGE on each side\r
+// Moves:\r
+// Moves are encoded as 11-bit from-square and to-square numbers packed in the low bits of an int\r
+// Special moves (like Lion double moves) are encoded by off-board to-squares above a certain value\r
+// Promotions are indicated by bit 22\r
+// Hash table:\r
+// Entries of 16 bytes, holding a 32-bit signature, 16-bit lower- and upper-bound scores,\r
+// 8-bit draft of each of those scores, an age counter that stores the search number of the last access.\r
+// The hash key is derived as the XOR of the products pieceKey[piece]*squareKey[square].\r
+// Promotion zones\r
+// the promoBoard contains one byte with flags for each square, to indicate for each side whether the square\r
+// is in the promotion zone (twice), on the last two ranks, or on the last rank\r
+// the promoFlag field in the piece list can select which bits of this are tested, to see if it\r
+// (1) can promote (2) can defer when the to-square is on last rank, last two ranks, or anywhere.\r
+// Pawns normally can't defer anywhere, but if the user defers with them, their promoFlag is set to promote on last rank only\r
+\r
+typedef struct {\r
+ int pos;\r
+ int pieceKey;\r
+ int promo;\r
+ int value;\r
+ int pst;\r
+ signed char range[8];\r
+ char promoFlag;\r
+ char qval;\r
+ char mobility;\r
+ char mobWeight;\r
+} PieceInfo; // piece-list entry\r
+\r
+int last[2], royal[2];\r
+PieceInfo p[NPIECES]; // piece list\r
+\r
+typedef struct {\r
+ int lock;\r
+ Move move;\r
+ short int upper;\r
+ short int lower;\r
+ char depthU;\r
+ char depthL;\r
+ char flags;\r
+ char age;\r
+} HashEntry; // hash-table entry\r
+\r
+ // Some global variables that control your engine's behavior\r
+ int ponder;\r
+ int randomize;\r
+ int postThinking;\r
+ int resign; // engine-defined option\r
+ int contemptFactor; // likewise\r
+ int seed;\r
+\r
+int squareKey[BSIZE];\r
+\r
+int rawBoard[BSIZE + 11*BHMAX + 6];\r
+//int attacks[2*BSIZE]; // attack map\r
+int attackMaps[200*BSIZE], *attacks = attackMaps;\r
+char distance[2*BSIZE]; // distance table\r
+char promoBoard[BSIZE]; // flags to indicate promotion zones\r
+char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons\r
+signed char PST[2*BSIZE];\r
+\r
+#define board (rawBoard + 6*BHMAX + 3)\r
+#define fireBoard (rawFire + BWMAX + 1)\r
+#define dist (distance + BSIZE)\r
+\r
+PieceDesc *\r
+ListLookUp (char *name, PieceDesc *list)\r
+{ // find piece of given name in list of descriptors\r
+ while(list->name && strcmp(name, list->name)) list++;\r
+ return (list->name == NULL ? NULL : list);\r
+}\r
+\r
+PieceDesc *\r
+LookUp (char *name, int var)\r
+{ // search piece of given name in all lists relevant for given variant\r
+ PieceDesc *desc;\r
+ switch(var) {\r
+ case V_TENJIKU: // Tenjiku\r
+ desc = ListLookUp(name, tenjikuPieces);\r
+ if(desc) return desc;\r
+ return ListLookUp(name, chuPieces);\r
+ case V_SHO: // Sho\r
+ return ListLookUp(name, shoPieces);\r
+ case V_DAI: // Dai\r
+ desc = ListLookUp(name, daiPieces);\r
+ if(desc) return desc;\r
+ case V_CHU: // Chu\r
+ return ListLookUp(name, chuPieces);\r
+ case V_CHESS: // FIDE\r
+ return ListLookUp(name, chessPieces);\r
+ case V_SHATRANJ: // Shatranj\r
+ return ListLookUp(name, shatranjPieces);\r
+ case V_MAKRUK: // Makruk\r
+ return ListLookUp(name, makrukPieces);\r
+ }\r
+ return NULL;\r
+}\r
+\r
+void\r
+SqueezeOut (int n)\r
+{ // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!)\r
+ int i;\r
+ for(i=stm+2; i<last[stm]; i+=2)\r
+ if(p[i].promo > n) p[i].promo -= 2;\r
+ for(i=n; i<last[stm]; i+=2) {\r
+ p[i] = p[i+2];\r
+ if(i+2 == royal[stm]) royal[stm] -= 2; // NB: squeezing out the King moves up Crown Prince to royal[stm]\r
+ if(i < 10) fireFlags[i-2] = fireFlags[i];\r
+ }\r
+ last[stm] -= 2;\r
+}\r
+\r
+int\r
+Worse (int a, int b)\r
+{ // determine if range a not upward compatible with b\r
+ if(a == b) return 0;\r
+ if(a >= 0 && b >= 0) return a < b;\r
+ if(a >= 0) return 1; // a (limited) range can never do the same as a special move\r
+ switch(a) {\r
+ case J: return b < J; // any special move is better than a plain jump\r
+ case D: return b > 2 || b < D;\r
+ case T: return b > 3 || b < T;\r
+ case L: return b > 2 || b < D;\r
+ case F: return b > 3 || b < F || b == T;\r
+ case S: return b == H || b == T;\r
+ case H: return b < 0;\r
+ default: return 1; // a >= 0, so b must be < 0 and can always do something a ranging move cannot do\r
+ }\r
+ return 0;\r
+}\r
+\r
+int\r
+IsUpwardCompatible (signed char *r, signed char *s)\r
+{\r
+ int i;\r
+ for(i=0; i<8; i++) {\r
+ if(Worse(r[i], s[i])) return 0;\r
+ }\r
+ return 1;\r
+}\r
+\r
+int\r
+Forward (signed char *r)\r
+{\r
+ int i;\r
+ for(i=2; i<7; i++) if(r[i]) return 0;\r
+ return 1;\r
+}\r
+\r
+int\r
+Range (signed char *r)\r
+{\r
+ int i, m=0;\r
+ for(i=0; i<8; i++) {\r
+ int d = r[i];\r
+ if(r[i] < 0) d == r[i] >= L ? 2 : 36;\r
+ if(d > m) m = d;\r
+ }\r
+ return m;\r
+}\r
+\r
+int multis[2], multiMovers[100];\r
+\r
+void\r
+StackMultis (int col)\r
+{\r
+ int i, j;\r
+ multis[col] = col;\r
+ for(i=col+2; i<last[col]; i+=2) { // scan piece list for multi-capturers\r
+ for(j=0; j<8; j++) if(p[i].range[j] < J && p[i].range[j] >= S || p[i].value == 10*FVAL) {\r
+ multiMovers[multis[col]] = i; // found one: put its piece number in list\r
+ multis[col] += 2;\r
+ break;\r
+ }\r
+ }\r
+}\r
+\r
+void\r
+Compactify (int stm)\r
+{ // remove pieces that are permanently gone (captured or promoted) from one side's piece list\r
+ int i, j, k;\r
+ for(i=stm+2; i<last[stm]; i+=2) { // first pass: unpromoted pieces\r
+ if((k = p[i].promo) >= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there\r
+ p[k].promo = -2; // orphan promoted version\r
+ SqueezeOut(i);\r
+ }\r
+ }\r
+ for(i=stm+2; i<last[stm]; i+=2) { // second pass: promoted pieces\r
+\r
+ if((k = p[i].promo) == -2 && p[i].pos == ABSENT) { // orphaned promoted piece not present\r
+ SqueezeOut(i);\r
+ }\r
+ }\r
+ StackMultis(stm);\r
+}\r
+\r
+int\r
+AddPiece (int stm, PieceDesc *list)\r
+{\r
+ int i, j, *key, v;\r
+ for(i=stm+2; i<=last[stm]; i += 2) {\r
+ if(p[i].value < 10*list->value || p[i].value == 10*list->value && (p[i].promo < 0)) break;\r
+ }\r
+ last[stm] += 2;\r
+ for(j=last[stm]; j>i; j-= 2) p[j] = p[j-2];\r
+ p[i].value = v = 10*list->value;\r
+ for(j=0; j<8; j++) p[i].range[j] = list->range[j^4*(WHITE-stm)];\r
+ switch(Range(p[i].range)) {\r
+ case 1: p[i].pst = BH; break;\r
+ case 2: p[i].pst = bsize; break;\r
+ default: p[i].pst = bsize + BH; break;\r
+ }\r
+ key = (stm == WHITE ? &list->whiteKey : &list->blackKey);\r
+ if(!*key) *key = ~(myRandom()*myRandom());\r
+ p[i].pieceKey = *key;\r
+ p[i].promoFlag = 0;\r
+ p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;\r
+ for(j=stm+2; j<= last[stm]; j+=2) {\r
+ if(p[j].promo >= i) p[j].promo += 2;\r
+ }\r
+ if(royal[stm] >= i) royal[stm] += 2;\r
+ if(p[i].value == (currentVariant == V_SHO ? 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
+\r
+void\r
+SetUp(char *array, int var)\r
+{\r
+ int i, j, n, m, nr, color;\r
+ char c, *q, name[3], prince = 0;\r
+ PieceDesc *p1, *p2;\r
+ last[WHITE] = 1; last[BLACK] = 0;\r
+ for(i=0; ; i++) {\r
+//printf("next rank: %s\n", array);\r
+ for(j = BW*i; ; j++) {\r
+ int pflag=0;\r
+ if(*array == '+') pflag++, array++;\r
+ c = name[0] = *array++;\r
+ if(!c) goto eos;\r
+ if(c == '.') continue;\r
+ if(c == '/') break;\r
+ name[1] = name[2] = 0;\r
+ if(c == ':') name[0] = *array++, name[1] = *array++;\r
+ if(name[0] >= 'a') {\r
+ color = BLACK;\r
+ name[0] += 'A' - 'a';\r
+ if(name[1]) name[1] += 'A' - 'a';\r
+ } else color = WHITE;\r
+ if(!strcmp(name, "CP")) prince |= color+1; // remember if we added Crown Prince\r
+ p1 = LookUp(name, var);\r
+ if(!p1) printf("tellusererror Unknown piece '%s' in setup\n", name), exit(-1);\r
+ if(pflag && p1->promoted) p1 = LookUp(p1->promoted, var); // use promoted piece instead\r
+ n = AddPiece(color, p1);\r
+ p[n].pos = j;\r
+ if(p1->promoted[0] && !pflag) {\r
+ if(!strcmp(p1->promoted, "CP")) prince |= color+1; // remember if we added Crown Prince\r
+ p2 = LookUp(p1->promoted, var);\r
+ m = AddPiece(color, p2);\r
+ if(m <= n) n += 2;\r
+ p[n].promo = m;\r
+ p[n].promoFlag = IsUpwardCompatible(p2->range, p1->range) * DONT_DEFER + CAN_PROMOTE;\r
+ if(Forward(p1->range)) p[n].promoFlag |= LAST_RANK; // Pieces that only move forward can't defer on last rank\r
+ if(!strcmp(p1->name, "N")) p[n].promoFlag |= CANT_DEFER; // Knights can't defer on last 2 ranks\r
+ p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK;\r
+ p[m].promo = -1;\r
+ p[m].pos = ABSENT;\r
+ } else p[n].promo = -1; // unpromotable piece\r
+//printf("piece = %c%-2s %d(%d) %d/%d\n", color ? 'w' : 'b', name, n, m, last[color], last[!color]);\r
+ }\r
+ }\r
+ eos:\r
+ // add dummy Crown Princes if not yet added\r
+ if(!(prince & WHITE+1)) p[AddPiece(WHITE, LookUp("CP", V_CHU))].pos = ABSENT;\r
+ if(!(prince & BLACK+1)) p[AddPiece(BLACK, LookUp("CP", V_CHU))].pos = ABSENT;\r
+ for(i=0; i<8; i++) fireFlags[i] = 0;\r
+ for(i=2, n=1; i<10; i++) if(p[i].value == 10*FVAL) {\r
+ int x = p[i].pos; // mark all burn zones\r
+ fireFlags[i-2] = n;\r
+ if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n;\r
+ n <<= 1;\r
+ }\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) board[p[i].pos] = i;\r
+ for(i=BLACK+2; i<=last[BLACK]; i+=2) board[p[i].pos] = i;\r
+ StackMultis(WHITE);\r
+ StackMultis(BLACK);\r
+ stm = WHITE; xstm = BLACK;\r
+}\r
+\r
+int myRandom()\r
+{\r
+ return rand() ^ rand()>>10 ^ rand() << 10 ^ rand() << 20;\r
+}\r
+\r
+void\r
+Init (int var)\r
+{\r
+ int i, j, k;\r
+\r
+ currentVariant = variants[var].varNr;\r
+ bWidth = variants[var].boardWidth;\r
+ bHeight = variants[var].boardRanks;\r
+ zone = variants[var].zoneDepth;\r
+ array = variants[var].array;\r
+ bsize = bWidth*bHeight;\r
+ chuFlag = (currentVariant == V_CHU);\r
+ tenFlag = (currentVariant == V_TENJIKU);\r
+ chessFlag = (currentVariant == V_CHESS);\r
+ repDraws = (currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK);\r
+\r
+ for(i= -1; i<9; i++) { // board steps in linear coordinates\r
+ kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King\r
+ nStep[i] = STEP(direction[(i&7)+8].x, direction[(i&7)+8].y); // Knight\r
+ }\r
+\r
+ for(i=0; i<8; i++) { // Lion double-move decoding tables\r
+ for(j=0; j<8; j++) {\r
+ epList[8*i+j] = kStep[i];\r
+ toList[8*i+j] = kStep[j] + kStep[i];\r
+ for(k=0; k<8*i+j; k++)\r
+ if(epList[k] == toList[8*i+j] && toList[k] == epList[8*i+j])\r
+ reverse[k] = 8*i+j, reverse[8*i+j] = k;\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[88+i] = kStep[i]; epList[88+i] = 2*kStep[i];\r
+ }\r
+\r
+ // fill distance table\r
+ for(i=0; i<2*BSIZE; i++) {\r
+ distance[i] = 0;\r
+ }\r
+ for(i=0; i<8; i++)\r
+ for(j=1; j<BH; j++)\r
+ dist[j * kStep[i]] = j;\r
+ if(currentVariant == V_TENJIKU)\r
+ for(i=1-BH; i<BH; i++) for(j=1-BH; j<BH; j++) dist[BW*i+j] = abs(i) > abs(j) ? abs(i) : abs(j);\r
+\r
+ // hash key tables\r
+ for(i=0; i<bsize; i++) squareKey[i] = ~(myRandom()*myRandom());\r
+\r
+ // board edge\r
+ for(i=0; i<BSIZE + 11*BHMAX + 6; i++) rawBoard[i] = EDGE;\r
+\r
+ // promotion zones\r
+ for(i=0; i<BH; i++) for(j=0; j<BH; j++) {\r
+ char v = 0;\r
+ if(i == 0) v |= LAST_RANK & P_BLACK;\r
+ if(i < 2) v |= CANT_DEFER & P_BLACK;\r
+ if(i < ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK; else v &= ~P_BLACK;\r
+ if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE; else v &= ~P_WHITE;\r
+ if(i >= BH-2) v |= CANT_DEFER & P_WHITE;\r
+ if(i == BH-1) v |= LAST_RANK & P_WHITE;\r
+ promoBoard[BW*i + j] = v;\r
+ }\r
+\r
+ // piece-square tables\r
+ for(i=0; i<BH; i++) for(j=0; j<BH; j++) {\r
+ int s = BW*i + j, d = BH*(BH-2) - abs(2*i - BH + 1)*(BH-1) - (2*j - BH + 1)*(2*j - BH + 1);\r
+ PST[s] = 0;\r
+ PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 5 : 0) - (j == 0 || j == BH-1 ? 5 : 0)\r
+ + 2*(i==zone || i==BH-zone-1);\r
+ PST[BH*BW+s] = d/6;\r
+ PST[BH*BW+BH+s] = d/12;\r
+ }\r
+\r
+ p[EDGE].qval = 5; // tenjiku jump-capturer sentinel\r
+}\r
+\r
+int\r
+PSTest ()\r
+{\r
+ int r, f, score, tot=0;\r
+ for(r=0; r<BH; r++) for(f=0; f<BH; f++) {\r
+ int s = BW*r+f;\r
+ int piece = board[s];\r
+ if(!piece) continue;\r
+ score = p[piece].value + PST[p[piece].pst + s];\r
+ if(piece & 1) tot += score; else tot -= score;\r
+ }\r
+ return tot;\r
+}\r
+\r
+int flag;\r
+\r
+inline int\r
+NewNonCapture (int x, int y, int promoFlags)\r
+{\r
+ if(board[y] != EMPTY) return 1; // edge, capture or own piece\r
+//if(flag) printf("# add %c%d%c%d, pf=%d\n", x%BW+'a',x/BW,y%BW+'a',y/BW, promoFlags);\r
+ if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move\r
+ moveStack[msp++] = moveStack[nonCapts]; // create space for promotion\r
+ moveStack[nonCapts++] = x<<SQLEN | y | PROMOTE; // push promotion\r
+ if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative\r
+ moveStack[msp++] = x<<SQLEN | y; // push deferral\r
+ if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone\r
+ moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move\r
+ }\r
+ }\r
+ } else\r
+ moveStack[msp++] = x<<SQLEN | y; // push normal move\r
+//if(flag) printf("msp=%d nc=%d\n", msp, nonCapts); \r
+ return 0;\r
+}\r
+\r
+inline int\r
+NewCapture (int x, int y, int promoFlags)\r
+{\r
+ if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move\r
+ moveStack[msp++] = x<<SQLEN | y | PROMOTE; // push promotion\r
+ if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative\r
+ moveStack[msp++] = x<<SQLEN | y; // push deferral\r
+ if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone\r
+ moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move\r
+ }\r
+ }\r
+ } else\r
+ moveStack[msp++] = x<<SQLEN | y; // push normal move\r
+ return 0;\r
+}\r
+\r
+char map[49]; // 7x7 map for area movers\r
+char mapStep[] = { 7, 8, 1, -6, -7, -8, -1, 6 };\r
+char rowMask[] = { 0100, 0140, 0160, 070, 034, 016, 07, 03, 01 };\r
+char rows[9];\r
+\r
+int\r
+AreaStep (int from, int x, int flags, int n, int d)\r
+{\r
+ int i;\r
+ for(i=0; i<8; i++) {\r
+ int to = x + kStep[i], m = n + mapStep[i];\r
+ if(board[to] == EDGE) continue; // off board\r
+ if(map[m] >= d) continue; // already done\r
+ if(!map[m]) moveStack[msp++] = from<<SQLEN | to;\r
+ map[m] = d;\r
+ if(d > 1 && board[to] == EMPTY) AreaStep(from, to, flags, m, d-1);\r
+ }\r
+}\r
+\r
+int\r
+AreaMoves (int from, int piece, int range)\r
+{\r
+ int i;\r
+ for(i=0; i<49; i++) map[i] = 0;\r
+ map[3*7+7] = range;\r
+ AreaStep(from, from, p[piece].promoFlag, 3*7+3, range);\r
+}\r
+\r
+void\r
+MarkBurns (int x)\r
+{ // make bitmap of squares in FI (7x7) neighborhood where opponents can be captured or burned\r
+ int r=x>>5, f=x&15, top=8, bottom=0, b=0, t=8, left=0, right=8; // 9x9 area; assumes 32x16 board\r
+ if(r < 4) bottom = 4 - r, rows[b=bottom-1] = 0; else\r
+ if(r > 11) top = 19 - r, rows[t=top+1] = 0; // adjust area to board edges\r
+ if(f < 4) left = 4 - f; else if(f > 11) right = 19 - f;\r
+ for(r=bottom; r<=top; r++) {\r
+ int mask = 0, y = x + 16*r;\r
+ for(f=left; f <= right; f++) {\r
+ if(board[y + f - (4*16+4)] != EMPTY && (board[y + f - (4*16+4)] & TYPE) == xstm)\r
+ mask |= rowMask[f]; // on-rank attacks\r
+ }\r
+ rows[r+2] = mask;\r
+ }\r
+ for(r=b; r<=t-2; r++) rows[r] |= rows[r+1] | rows[r+2]; // smear vertically\r
+}\r
+\r
+int\r
+GenNonCapts (int promoSuppress)\r
+{\r
+ int i, j, nullMove = ABSENT;\r
+ for(i=stm+2; i<=last[stm]; i+=2) {\r
+ int x = p[i].pos, pFlag = p[i].promoFlag;\r
+ if(x == ABSENT) continue;\r
+ if(x == promoSuppress && chuFlag) pFlag = 0;\r
+ for(j=0; j<8; j++) {\r
+ int y, v = kStep[j], r = p[i].range[j];\r
+ if(r < 0) { // jumping piece, special treatment\r
+ if(r == N) { // pure Knightm do off-ray jump\r
+ NewNonCapture(x, x + nStep[j], pFlag);\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 <= 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\r
+ if(r == M) { // FIDE Pawn; check double-move\r
+ if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v])\r
+ NewNonCapture(x, x+2*v, pFlag), moveStack[msp-1] |= DEFER; // use promoSuppress flag as e.p. flag\r
+ }\r
+ continue;\r
+ }\r
+ y = x;\r
+ while(r-- > 0)\r
+ if(NewNonCapture(x, y+=v, pFlag)) break;\r
+ }\r
+ }\r
+ return nullMove;\r
+}\r
+\r
+void\r
+report (int x, int y, int i)\r
+{\r
+}\r
+\r
+int\r
+MapOneColor (int start, int last, int *map)\r
+{\r
+ int i, j, k, totMob = 0;\r
+ for(i=start+2; i<=last; i+=2) {\r
+ int mob = 0;\r
+ if(p[i].pos == ABSENT) continue;\r
+ for(j=0; j<8; j++) {\r
+ int x = p[i].pos, v = kStep[j], r = p[i].range[j];\r
+ if(r < 0) { // jumping piece, special treatment\r
+ if(r == N) {\r
+ x += nStep[j];\r
+ if(board[x] != EMPTY && board[x] != EDGE)\r
+ map[2*x + start] += one[8];\r
+ } else\r
+ if(r >= S) { // in any case, do a jump of 2\r
+ if(board[x + 2*v] != EMPTY && board[x + 2*v] != EDGE)\r
+ map[2*(x + 2*v) + start] += one[j], mob += (board[x + 2*v] ^ start) & 1;\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 == 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
+ } else\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
+ 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
+ break;\r
+ }\r
+ }\r
+ }\r
+ v = nStep[j];\r
+ if(board[x + v] != EMPTY && board[x + v] != EDGE)\r
+ map[2*(x + v) + start] += one[8];\r
+ }\r
+ }\r
+ } else\r
+ if(r == C) { // FIDE Pawn diagonal\r
+ if(board[x + v] != EMPTY && board[x + v] != EDGE)\r
+ map[2*(x + v) + start] += one[j];\r
+ }\r
+ continue;\r
+ }\r
+ while(r-- > 0) {\r
+ if(board[x+=v] != EMPTY) {\r
+ mob += dist[x-v-p[i].pos];\r
+ if(board[x] != EDGE) map[2*x + start] += one[j], mob += (board[x] ^ start) & 1;\r
+#if 1\r
+ if(p[i].range[j] > X) { // jump capturer\r
+ int c = p[i].qval;\r
+ if(p[board[x]].qval < c) {\r
+ x += v; // go behind directly captured piece, if jumpable\r
+ while(p[board[x]].qval < c) { // kludge alert: EDGE has qval = 5, blocking everything\r
+ if(board[x] != EMPTY) {\r
+// int n = map[2*x + start] & attackMask[j];\r
+// map[2*x + start] += (n < 3*one[j] ? 3*one[j] : one[j]); // first jumper gets 2 extra (to ease incremental update)\r
+ map[2*x + start] += one[j]; // for now use true count\r
+ }\r
+ x += v;\r
+ }\r
+ }\r
+ }\r
+#endif\r
+ break;\r
+ }\r
+ }\r
+ }\r
+ totMob += mob * p[i].mobWeight;\r
+ }\r
+if(!level) printf("# mobility %d = %d\n", start, totMob);\r
+ return totMob;\r
+}\r
+\r
+void\r
+MapFromScratch (int *map)\r
+{\r
+ int i;\r
+ for(i=0; i<2*bsize; i++) map[i] = 0;\r
+ mobilityScore = MapOneColor(1, last[WHITE], map);\r
+ mobilityScore -= MapOneColor(0, last[BLACK], map);\r
+}\r
+\r
+void\r
+Connect (int sqr, int piece, int dir)\r
+{ // scan to both sides along ray to elongate attacks from there, and remove our own attacks on there, if needed\r
+ int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+4], r3, r4, piece1, piece2;\r
+ int d1, d2, r, y, c;\r
+\r
+ if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir]) { // there are incoming attack(s) from 'behind'\r
+ x = sqr;\r
+ while(board[x-=step] == EMPTY); // in any case, scan to attacker, to see where / what it is\r
+ d1 = dist[x-sqr]; piece1 = board[x];\r
+ attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our attack on it if in-range\r
+ if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // there are also incoming attack(s) from 'ahead'\r
+\r
+ y = sqr;\r
+ while(board[y+=step] == EMPTY); // also always scan to that one to see what it is\r
+ d2 = dist[y-sqr]; piece2 = board[y];\r
+ attacks[2*y+stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range\r
+ // we have two pieces now shooting at each other. See how far they get.\r
+ if(d1 + d2 <= (r3 = p[piece1].range[dir])) { // 1 hits 2\r
+ attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack\r
+ UPDATE_MOBILITY(piece1, d2);\r
+ } else UPDATE_MOBILITY(piece1, r3 - d1); // does not connect, but could still gain mobility\r
+ if(d1 + d2 <= (r4 = p[piece2].range[dir+4])) { // 2 hits 1\r
+ attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack\r
+ UPDATE_MOBILITY(piece2, d1);\r
+ } else UPDATE_MOBILITY(piece2, r4 - d2); // does not connect, but could still gain mobility\r
+ // if r1 or r2<0, moves typically jump, and thus cannot be unblocked. Exceptions are FF and BS distant moves.\r
+ // test for d1+d2 > 2 && rN == F && d== 3 or rN == S\r
+ if(d1 <= 2) { // could be jump interactions\r
+ if(d1 == 2) {\r
+ if(r2 <= J) attacks[2*x + stm] -= one[dir+4];\r
+ if(r1 <= J) attacks[2*y + stm] -= one[dir];\r
+ } else { // d1 == 1\r
+ if(r2 < J) attacks[2*x + stm] -= one[dir+4];\r
+ if(r1 < J) attacks[2*y + stm] -= one[dir];\r
+ if(board[x-step] != EMPTY && board[x-step] != EDGE)\r
+ attacks[2*(x-step) + stm] -= one[dir+4];\r
+ }\r
+ }\r
+\r
+ } else { // we were only attacked from behind\r
+\r
+ r = (r2 = p[piece1].range[dir]) - d1;\r
+ if(r < 0 || c > one[dir+4]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind!\r
+ // for now, forget jumpers\r
+ }\r
+ y = sqr; \r
+ while(r--)\r
+ if(board[y+=step] != EMPTY) {\r
+ d2 = dist[y-sqr]; piece2 = board[y];\r
+ if(piece2 != EDGE) { // extended move hits a piece\r
+ attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack\r
+ attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our own attack on it, if in-range\r
+ }\r
+ UPDATE_MOBILITY(piece1, d2); // count extra mobility even if we hit edge\r
+ return;\r
+ }\r
+ // we hit nothing with the extended move of the attacker behind us.\r
+ UPDATE_MOBILITY(piece1, r2 - d1);\r
+ r = r1 - r2 + d1; // extra squares covered by mover\r
+ while(r-- > 0)\r
+ if(board[y+=step] != EMPTY) {\r
+ d2 = dist[y-sqr]; piece2 = board[y];\r
+ if(piece2 != EDGE) { // extended move hits a piece\r
+ attacks[2*y + stm] -= one[dir]; // count attack\r
+ }\r
+ return;\r
+ }\r
+ }\r
+ // if r2<0 we should again test for F and S moves\r
+\r
+ } else // no incoming attack from behind\r
+ if(c = (attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // but incoming attack(s) from 'ahead'\r
+\r
+ y = sqr; while(board[y+=step]); // locate attacker\r
+ d2 = dist[y-sqr]; piece2 = board[y];\r
+ attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range\r
+ r = (r1 = p[piece1].range[dir]) - d2;\r
+ if(r < 0 || c > one[dir]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind!\r
+ // for now, forget jumpers\r
+ }\r
+ x = sqr;\r
+ while(r--)\r
+ if(board[x-=step] != EMPTY) {\r
+ d1 = dist[x-sqr]; piece1 = board[x];\r
+ if(piece1 != EDGE) { // extended move hits a piece\r
+ attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack\r
+ attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our own attack on it, if in-range\r
+ }\r
+ UPDATE_MOBILITY(piece2, d1); // count extra mobility even if we hit edge\r
+ return;\r
+ }\r
+ // we hit nothing with the extended move of the attacker behind us.\r
+ UPDATE_MOBILITY(piece2, r2 - d1);\r
+ r = r2 - r1 + d2; // extra squares covered by mover\r
+ while(r-- > 0)\r
+ if(board[x-=step] != EMPTY) {\r
+ d1 = dist[x-sqr]; piece1 = board[x];\r
+ if(piece1 != EDGE) { // extended move hits a piece\r
+ attacks[2*x + stm] -= one[dir+4]; // count attack\r
+ }\r
+ return;\r
+ }\r
+\r
+ } else { // no incoming attacks from either side. Only delete attacks of mover on others\r
+\r
+ x = sqr;\r
+ while(r1--)\r
+ if(board[x+=step] != EMPTY) { // piece found that we attacked\r
+ attacks[2*x + stm] -= one[dir]; // decrement attacks along that direction\r
+ break;\r
+ }\r
+\r
+ x = sqr;\r
+ while(r2--)\r
+ if(board[x-=step] != EMPTY) { // piece found that we attacked\r
+ attacks[2*x + stm] -= one[dir+4]; // decrement attacks along opposite direction\r
+ break;\r
+ }\r
+\r
+ }\r
+}\r
+\r
+inline int\r
+Hit (int r, int d)\r
+{ // test if move with range r reaches over (un-obstructed) distance d\r
+ if(r < 0) switch(r) {\r
+ case J: return (d == 2);\r
+ case D:\r
+ case L: return (d <= 2);\r
+ case T:\r
+ case F: return (d <= 3);\r
+ case S: return 1;\r
+ default: return 0;\r
+ } else return (d <= r);\r
+ return 0; // not reached\r
+}\r
+\r
+void\r
+Disconnect (int sqr, int piece, int dir)\r
+{\r
+ int x = sqr, step = kStep[dir], piece1, piece2, d1, d2, r1, r2, y;\r
+ while( board[x+=step] == EMPTY );\r
+ piece1 = board[x];\r
+ if(piece1 != EDGE) { // x has hit a piece\r
+ d1 = dist[x-sqr];\r
+ r1 = p[piece1].range[dir+4];\r
+ y = sqr; while( board[y-=step] == EMPTY );\r
+ piece2 = board[y];\r
+ if(piece2 != EDGE) { // both ends of the ray hit a piece\r
+ d2 = dist[y-sqr];\r
+ r2 = p[piece2].range[dir];\r
+ if(r1 >= d1) { // piece1 hits us\r
+ attacks[2*sqr + (piece1 & WHITE)] += one[dir+4];\r
+ if(r1 >= d1 + d2) // was hitting piece2 before, now blocked\r
+ attacks[2*y + (piece1 & WHITE)] -= one[dir+4];\r
+ }\r
+ if(r2 >= d2) { // piece2 hits us\r
+ attacks[2*sqr + (piece2 & WHITE)] += one[dir];\r
+ if(r2 >= d1 + d2) // was hitting piece1 before, now blocked\r
+ attacks[2*x + (piece2 & WHITE)] -= one[dir];\r
+ }\r
+ if( Hit(p[piece].range[dir], d1) )\r
+ attacks[2*sqr + stm] += one[dir];\r
+ if( Hit(p[piece].range[dir+4], d2) )\r
+ attacks[2*sqr + stm] += one[dir+4];\r
+ return;\r
+ }\r
+ } else {\r
+ x = sqr; while( board[x-=step] == EMPTY );\r
+ piece1 = board[x];\r
+ if(piece1 == EDGE) return; // ray empty on both sides\r
+ d1 = dist[x-sqr];\r
+ r1 = p[piece1].range[dir];\r
+ dir += 4;\r
+ }\r
+ // we only get here if one side looks to the board edge\r
+ if(r1 >= d1) // piece1 hits us\r
+ attacks[2*sqr + (piece1 & WHITE)] += one[dir^4];\r
+ if( Hit(p[piece].range[dir], d1) )\r
+ attacks[2*sqr + stm] += one[dir];\r
+}\r
+\r
+void\r
+Occupy (int sqr)\r
+{ // determines attacks on square and blocking when a piece lands on an empty square\r
+ int i;\r
+ for(i=0; i<4; i++) {\r
+ Disconnect(sqr, board[sqr], i);\r
+ }\r
+}\r
+\r
+void\r
+Evacuate (int sqr, int piece)\r
+{ // determines change in attacks on neighbors due to unblocking and mover when the mentioned piece vacates the given square\r
+ int i;\r
+ for(i=0; i<4; i++) Connect(sqr, piece, i);\r
+}\r
+\r
+int\r
+MakeMove(Move m, UndoInfo *u)\r
+{\r
+ int deferred = ABSENT;\r
+ // first execute move on board\r
+ u->from = m>>SQLEN & SQUARE;\r
+ u->to = m & SQUARE;\r
+ u->piece = board[u->from];\r
+ board[u->from] = EMPTY;\r
+ u->booty = 0;\r
+ u->gain = 0;\r
+ u->loss = 0;\r
+ u->revMoveCount = cnt50++;\r
+ u->savKeyL = hashKeyL;\r
+ u->savKeyH = hashKeyH;\r
+ u->epVictim[0] = EMPTY;\r
+\r
+ if(p[u->piece].promoFlag & LAST_RANK) cnt50 = 0; // forward piece: move is irreversible\r
+ // TODO: put in some test for forward moves of non-backward pieces?\r
+\r
+ if(p[u->piece].value == 10*FVAL) { // move with Fire Demon\r
+ int i, f=~fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] &= f; // clear old burn zone\r
+ }\r
+\r
+ if(m & (PROMOTE | DEFER)) {\r
+ if(m & DEFER) { // essential deferral: inform caller, but nothing special\r
+ deferred = u->to;\r
+ u->new = u->piece;\r
+ } else {\r
+ p[u->piece].pos = ABSENT;\r
+ u->new = p[u->piece].promo;\r
+ u->booty = p[u->new].value - p[u->piece].value;\r
+ cnt50 = 0; // promotion irreversible\r
+ }\r
+ } else u->new = u->piece;\r
+\r
+ if(u->to >= SPECIAL) { // two-step Lion move\r
+ // take care of first e.p. victim\r
+ u->epSquare = u->from + epList[u->to - SPECIAL]; // decode\r
+ u->epVictim[0] = board[u->epSquare]; // remember for takeback\r
+ board[u->epSquare] = EMPTY; // and remove\r
+ p[u->epVictim[0]].pos = ABSENT;\r
+ // now take care of (optional) second e.p. victim\r
+ u->ep2Square = u->from + ep2List[u->to - SPECIAL]; // This is the (already evacuated) from-square when there is none!\r
+ u->epVictim[1] = board[u->ep2Square]; // remember\r
+ board[u->ep2Square] = EMPTY; // and remove\r
+ p[u->epVictim[1]].pos = ABSENT;\r
+ // decode the true to-square, and correct difEval and hash key for the e.p. captures\r
+ u->to = u->from + toList[u->to - SPECIAL];\r
+ u->booty += p[u->epVictim[1]].value + PST[p[u->epVictim[1]].pst + u->ep2Square];\r
+ u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare];\r
+ u->gain += p[u->epVictim[1]].value;\r
+ u->gain += p[u->epVictim[0]].value;\r
+ hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare];\r
+ hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH];\r
+ hashKeyL ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square];\r
+ hashKeyH ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square+BH];\r
+ if(p[u->piece].value != 10*LVAL && p[u->epVictim[0]].value == 10*LVAL) deferred |= PROMOTE; // flag non-Lion x Lion\r
+ cnt50 = 0; // double capture irreversible\r
+ }\r
+\r
+ if(u->fireMask & fireBoard[u->to]) { // we moved next to enemy Fire Demon (must be done after SPECIAL, to decode to-sqr)\r
+ p[u->piece].pos = ABSENT; // this is suicide: implement as promotion to EMPTY\r
+ u->new = EMPTY;\r
+ u->booty -= p[u->piece].value;\r
+ cnt50 = 0;\r
+ } else\r
+ if(p[u->piece].value == 10*FVAL) { // move with Fire Demon that survives: burn\r
+ int i, f=fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) {\r
+ int x = u->to + kStep[i], burnVictim = board[x];\r
+ fireBoard[x] |= f; // mark new burn zone\r
+ u->epVictim[i+1] = burnVictim; // remember all neighbors, just in case\r
+ if(burnVictim != EMPTY && (burnVictim & TYPE) == xstm) { // opponent => actual burn\r
+ board[x] = EMPTY; // remove it\r
+ p[burnVictim].pos = ABSENT;\r
+ u->booty += p[burnVictim].value + PST[p[burnVictim].pst + x];\r
+ u->gain += p[burnVictim].value;\r
+ hashKeyL ^= p[burnVictim].pieceKey * squareKey[x];\r
+ hashKeyH ^= p[burnVictim].pieceKey * squareKey[x + BH];\r
+ cnt50 = 0; // actually burning something makes the move irreversible\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
+ u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];\r
+ u->gain += p[u->victim].value;\r
+ if(u->victim != EMPTY) {\r
+ cnt50 = 0; // capture irreversible\r
+ if(attacks[2*u->to + xstm]) u->loss = p[u->piece].value; // protected\r
+ }\r
+\r
+ p[u->new].pos = u->to;\r
+ board[u->to] = u->new;\r
+\r
+ hashKeyL ^= p[u->new].pieceKey * squareKey[u->to]\r
+ ^ p[u->piece].pieceKey * squareKey[u->from]\r
+ ^ p[u->victim].pieceKey * squareKey[u->to];\r
+ hashKeyH ^= p[u->new].pieceKey * squareKey[u->to+BH]\r
+ ^ p[u->piece].pieceKey * squareKey[u->from+BH]\r
+ ^ p[u->victim].pieceKey * squareKey[u->to+BH];\r
+\r
+ return deferred;\r
+}\r
+\r
+void\r
+UnMake(UndoInfo *u)\r
+{\r
+ if(u->epVictim[0]) { // move with side effects\r
+ if(u->epVictim[0] == EDGE) { // fire-demon burn\r
+ int i, f=~fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) {\r
+ int x = u->to + kStep[i];\r
+ fireBoard[x] &= f;\r
+ board[x] = u->epVictim[i+1];\r
+ p[board[x]].pos = x; // even EDGE should have dummy entry in piece list\r
+ }\r
+ } else { // put Lion victim of first leg back\r
+ p[u->epVictim[1]].pos = u->ep2Square;\r
+ board[u->ep2Square] = u->epVictim[1];\r
+ p[u->epVictim[0]].pos = u->epSquare;\r
+ board[u->epSquare] = u->epVictim[0];\r
+ }\r
+ }\r
+\r
+ if(p[u->piece].value == 10*FVAL) {\r
+ int i, f=fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] |= f; // restore old burn zone\r
+ }\r
+\r
+ p[u->victim].pos = u->to;\r
+ board[u->to] = u->victim; // can be EMPTY\r
+\r
+ p[u->new].pos = ABSENT; \r
+ p[u->piece].pos = u->from; // this can be the same as above\r
+ board[u->from] = u->piece;\r
+\r
+ cnt50 = u->revMoveCount;\r
+ hashKeyL = u->savKeyL;\r
+ hashKeyH = u->savKeyH;\r
+}\r
+ \r
+void\r
+GenCapts(int sqr, int victimValue)\r
+{ // generate all moves that capture the piece on the given square\r
+ int i, range, att = attacks[2*sqr + stm];\r
+//printf("GenCapts(%c%d,%d) %08x\n",sqr%BW+'a',sqr/BW,victimValue,att);\r
+ if(!att) return; // no attackers at all!\r
+ for(i=0; i<8; i++) { // try all rays\r
+ int x, v, jumper, jcapt=0;\r
+ if(att & attackMask[i]) { // attacked by move in this direction\r
+ v = -kStep[i]; x = sqr;\r
+ while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop'\r
+//printf("stop @ %c%d (dir %d)\n",x%BW+'a',x/BW,i);\r
+ if((board[x] & TYPE) == stm) { // stop is ours\r
+ int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];\r
+//printf("attacker %d, range %d, dist %d\n", attacker, r, d);\r
+ if(r >= d || r < L && (d > 3 && r == S || d == 3 && r >= S)) { // it has a plain move in our direction that hits us\r
+ NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ att -= one[i];\r
+ if(!(att & attackMask[i])) continue; // no more; next direction\r
+ jcapt = p[board[x]].qval; // jump-capturer hierarchy\r
+ while(board[x+=v] == EMPTY);// one attack accounted for, but more to come, so skip to next stop\r
+ }\r
+ }\r
+ // we get here when we are on a piece that dous not attack us through a (limited) ranging move,\r
+ // it can be our own or an enemy with not (enough) range, or which is blocked\r
+ do {\r
+//printf("scan %x-%x (%d) dir=%d d=%d r=%d att=%o jcapt=%d qval=%d\n", sqr, x, board[x], i, dist[x-sqr], p[board[x]].range[i], att, jcapt, p[board[x]].qval);\r
+ if((board[x] & TYPE) == stm) { // stop is ours\r
+ int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];\r
+ if(jcapt < p[attacker].qval) { // it is a range jumper that jumps over the barrier\r
+ if(p[attacker].range[i] > 1) { // assumes all jump-captures are infinite range\r
+ NewCapture(x, sqr, p[attacker].promoFlag);\r
+ att -= one[i];\r
+ }\r
+//if(board[x] == EDGE) { printf("edge hit %x-%x dir=%d att=%o\n", sqr, x, i, att); continue; }\r
+ } else\r
+ if(r < 0) { // stop has non-standard moves\r
+ switch(p[attacker].range[i]) { // figure out what he can do (including multi-captures, which causes the complexity)\r
+ case F: // Lion power + 3-step (as in FF)\r
+ case S: // Lion power + ranging (as in BS)\r
+ case L: // Lion\r
+ if(d > 2) break;\r
+ NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ att -= one[i];\r
+ // now the multi-captures of designated victim together with lower-valued piece\r
+ if(d == 2) { // primary victim on second ring; look for victims to take in passing\r
+ if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ if((i&1) == 0) { // orthogonal: two extra bent paths\r
+ v = kStep[i-1];\r
+ if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 8*(i-1&7) + (i+1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ v = kStep[i+1];\r
+ if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 8*(i+1&7) + (i-1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ }\r
+ } else { // primary victim on first ring\r
+ int j;\r
+ for(j=0; j<8; j++) { // we can go on in 8 directions after we captured it in passing\r
+ int v = kStep[j];\r
+ if(sqr + v == x || board[sqr+v] == EMPTY) // hit & run; make sure we include igui (attacker is still at x!)\r
+ NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag);\r
+ else if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr]) { // double capture\r
+ NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag); // other victim after primary\r
+ if(dist[sqr+v-x] == 1) // other victim also on first ring; reverse order is possible\r
+ NewCapture(x, SPECIAL + reverse[8*i + j] + victimValue, p[attacker].promoFlag);\r
+ }\r
+ }\r
+ }\r
+ break;\r
+ case D: // linear Lion move (as in HF, SE)\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, or move back for igui\r
+ NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui\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 J: // plain jump (as in KY, PH)\r
+ if(d != 2) break;\r
+ NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ att -= one[i];\r
+ break;\r
+ case C: // FIDE Pawn\r
+ if(d != 1) break;\r
+ NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ att -= one[i];\r
+ }\r
+ }\r
+//printf("mask[%d] = %o\n", i, att);\r
+ if((att & attackMask[i]) == 0) break;\r
+ }\r
+ // more attacks to come; san for next stop\r
+ if(jcapt < p[board[x]].qval) jcapt = p[board[x]].qval; // raise barrier for range jumpers further upstream\r
+ while(board[x+=v] == EMPTY); // this should never run off-board, if the attack map is not corrupted\r
+ } while(1);\r
+ }\r
+ }\r
+ // off-ray attacks\r
+ if(att & 0700000000) { // Knight attack\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
+ 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((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 8*i + (i+1&7) + victimValue, p[attacker].promoFlag);\r
+ v = kStep[i+1]; // rightish path\r
+ if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 8*(i+1&7) + i + victimValue, p[attacker].promoFlag);\r
+ }\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+int\r
+Evaluate ()\r
+{\r
+ return (stm ? mobilityScore : -mobilityScore);\r
+}\r
+\r
+inline void\r
+FireSet (UndoInfo *tb)\r
+{ // set fireFlags acording to remaining presene of Fire Demons\r
+ int i;\r
+ for(i=stm+2; p[i].value == 10*FVAL; i++) // Fire Demons are always leading pieces in list\r
+ if(p[i].pos != ABSENT) tb->fireMask |= fireFlags[i-2];\r
+}\r
+\r
+void TerminationCheck();\r
+\r
+#define QSdepth 4\r
+\r
+int\r
+Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress, int threshold)\r
+{\r
+ int i, j, k, phase, king, nextVictim, to, defer, autoFail=0;\r
+ int firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr;\r
+ int resDep, iterDep, ext;\r
+ int myPV = pvPtr;\r
+ int score, bestScore, oldBest, curEval, iterAlpha;\r
+ Move move, nullMove;\r
+ UndoInfo tb;\r
+#ifdef HASH\r
+ Move hashMove; int index, nr, hit;\r
+#endif\r
+if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval=%d, stm=%d (flag=%d)\n",depth,alpha,beta,difEval,stm,abortFlag),fflush(stdout);\r
+ xstm = stm ^ WHITE;\r
+//printf("map made\n");fflush(stdout);\r
+\r
+ // TSUME filter\r
+ if(tsume && tsume & stm+1) {\r
+ k = p[king=royal[stm]].pos;\r
+// if( k == ABSENT) k = p[king + 2].pos;\r
+ if( k != ABSENT && !attacks[2*k + xstm]) {\r
+ retDep = 60; return INF; // we win when not in check\r
+ }\r
+ }\r
+\r
+ // KING CAPTURE\r
+ k = p[king=royal[xstm]].pos;\r
+ if( k != ABSENT) {\r
+ if(attacks[2*k + stm]) {\r
+ if( p[king + 2].pos == ABSENT ) return INF; // we have an attack on his only King\r
+ }\r
+ } else { // he has no king! Test for attacks on Crown Prince\r
+ k = p[king + 2].pos;\r
+ if(attacks[2*k + stm]) return INF; // we have attack on Crown Prince\r
+ }\r
+//printf("King safe\n");fflush(stdout);\r
+ // EVALUATION & WINDOW SHIFT\r
+ curEval = difEval + Evaluate();\r
+ alpha -= (alpha < curEval);\r
+ beta -= (beta <= curEval);\r
+\r
+ if(!(nodes++ & 4095)) TerminationCheck();\r
+ pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent\r
+\r
+\r
+ firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list\r
+ iterDep = -(depth == 0); tb.fireMask = phase = 0;\r
+\r
+#ifdef HASH\r
+ index = (hashKeyL ^ 327*stm) & hashMask; nr = (hashKeyL >> 30) & 3; hit = -1;\r
+ if(hashTable[index].lock[nr] == hashKeyH) hit = nr; else\r
+ if(hashTable[index].lock[4] == hashKeyH) hit = 4;\r
+if(PATH) printf("# probe hash index=%x hit=%d\n", index, hit),fflush(stdout);\r
+ if(hit >= 0) {\r
+ bestScore = hashTable[index].score[hit];\r
+ hashMove = hashTable[index].move[hit];\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
+ if(!level) iterDep = 0; // no hash cutoff in root\r
+ }\r
+ } else { // decide on replacement\r
+ if(depth >= hashTable[index].depth[nr]) hit = nr; else hit = 4;\r
+ hashMove = 0;\r
+ }\r
+if(PATH) printf("# iterDep = %d score = %d move = %s\n",iterDep,bestScore,MoveToText(hashMove,0)),fflush(stdout);\r
+#endif\r
+\r
+ if(depth > QSdepth && iterDep < QSdepth) iterDep = QSdepth; // full-width: start at least from 1-ply\r
+if(PATH)printf("iterDep=%d\n", iterDep);\r
+ while(++iterDep <= depth) {\r
+if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout);\r
+ oldBest = bestScore;\r
+ iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; resDep = 60;\r
+if(PATH)printf("new iter %d\n", iterDep);\r
+ if(depth <= QSdepth) {\r
+ bestScore = curEval; resDep = QSdepth;\r
+ if(bestScore > alpha) {\r
+ alpha = bestScore;\r
+if(PATH)printf("stand pat %d\n", bestScore);\r
+ if(bestScore >= beta) goto cutoff;\r
+ }\r
+ }\r
+ for(curMove = firstMove; ; curMove++) { // loop over moves\r
+if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout);\r
+ // MOVE SOURCE\r
+ if(curMove >= msp) { // we ran out of moves; generate some new\r
+if(PATH)printf("new moves, phase=%d\n", phase);\r
+ switch(phase) {\r
+ case 0: // null move\r
+#ifdef NULLMOVE\r
+ if(depth > QSdepth && curEval >= beta) {\r
+ int nullDep = depth - 3;\r
+ stm ^= WHITE;\r
+ score = -Search(-beta, 1-beta, -difEval, nullDep<QSdepth ? QSdepth : nullDep, promoSuppress & SQUARE, ABSENT, INF);\r
+ stm ^= WHITE;\r
+ if(score >= beta) { msp = oldMSP; retDep += 3; return score + (score < curEval); }\r
+ }\r
+#endif\r
+ if(tenFlag) FireSet(&tb); // in tenjiku we must identify opposing Fire Demons to perform any moves\r
+//if(PATH) printf("mask=%x\n",tb.fireMask),pbytes(fireBoard);\r
+ phase = 1;\r
+ case 1: // hash move\r
+ phase = 2;\r
+#ifdef HASH\r
+ if(hashMove && (depth > QSdepth || // must be capture in QS\r
+ (hashMove & SQUARE) >= SPECIAL || board[hashMove & SQUARE] != EMPTY)) {\r
+ moveStack[sorted = msp++] = hashMove;\r
+ goto extractMove;\r
+ }\r
+#endif\r
+ case 2: // capture-gen init\r
+ nextVictim = xstm; autoFail = (depth == 0);\r
+ phase = 3;\r
+ case 3: // generate captures\r
+if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp);\r
+ while(nextVictim < last[xstm]) { // more victims exist\r
+ int group, to = p[nextVictim += 2].pos; // take next\r
+ if(to == ABSENT) continue; // ignore if absent\r
+ if(!attacks[2*to + stm]) continue; // skip if not attacked\r
+ group = p[nextVictim].value; // remember value of this found victim\r
+ if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) { resDep = QSdepth + 1; goto cutoff; }\r
+if(PATH) printf("%d:%2d:%2d group=%d, to=%c%d\n",level,depth,iterDep,group,to%BW+'a',to/BW+ONE);\r
+ GenCapts(to, 0);\r
+if(PATH) printf("%d:%2d:%2d first=%d msp=%d\n",level,depth,iterDep,firstMove,msp);\r
+ while(nextVictim < last[xstm] && p[nextVictim+2].value == group) { // more victims of same value exist\r
+ to = p[nextVictim += 2].pos; // take next\r
+ if(to == ABSENT) continue; // ignore if absent\r
+ if(!attacks[2*to + stm]) continue; // skip if not attacked\r
+if(PATH) printf("%d:%2d:%2d p=%d, to=%c%d\n",level,depth,iterDep,nextVictim,to%BW+'a',to/BW+ONE);\r
+ GenCapts(to, 0);\r
+if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);\r
+ }\r
+if(PATH) printf("captures on %d generated, msp=%d, group=%d, threshold=%d\n", nextVictim, msp, group, threshold);\r
+ goto extractMove; // in auto-fail phase, only search if they might auto-fail-hi\r
+ }\r
+if(PATH) printf("# autofail=%d\n", autoFail);\r
+ if(autoFail) { // non-captures cannot auto-fail; flush queued captures first\r
+if(PATH) printf("# autofail end (%d-%d)\n", firstMove, msp);\r
+ autoFail = 0; curMove = firstMove - 1; continue; // release stashed moves for search\r
+ }\r
+// if(currentVariant == V_CHESS && promoSuppress != ABSENT) { // e.p.\r
+// int n = board[promoSuppress-1];\r
+// if( n != EMPTY && (n&TYPE) == xstm && p[n].value == 8 ) \r
+// }\r
+ phase = 4; // out of victims: all captures generated\r
+ case 4: // dubious captures\r
+#if 0\r
+ while( dubious < framePtr + 250 ) // add dubious captures back to move stack\r
+ moveStack[msp++] = moveStack[dubious++];\r
+ if(curMove != msp) break;\r
+#endif\r
+ phase = 5;\r
+ case 5: // killers\r
+ if(depth <= QSdepth) { if(resDep > QSdepth) resDep = QSdepth; goto cutoff; }\r
+ phase = 6;\r
+ case 6: // non-captures\r
+ nonCapts = msp;\r
+ nullMove = GenNonCapts(oldPromo);\r
+#ifdef KILLERS\r
+ { // swap killers to front\r
+ Move h = killer[level][0]; int j = curMove;\r
+ for(i=curMove; i<msp; i++) if(moveStack[i] == h) { moveStack[i] = moveStack[j]; moveStack[j++] = h; break; }\r
+ h = killer[level][1];\r
+ for(i=curMove; i<msp; i++) if(moveStack[i] == h) { moveStack[i] = moveStack[j]; moveStack[j++] = h; break; }\r
+ }\r
+#endif\r
+ phase = 7;\r
+ sorted = msp; // do not sort noncapts\r
+ break;\r
+ case 7: // bad captures\r
+ case 8: // PV null move\r
+ phase = 9;\r
+ if(nullMove != ABSENT) {\r
+ moveStack[msp++] = nullMove + (nullMove << SQLEN) | DEFER; // kludge: setting DEFER guarantees != 0, and has no effect\r
+ }\r
+//printf("# %d. sqr = %08x null = %08x\n", msp, nullMove, moveStack[msp-1]);\r
+ case 9:\r
+ goto cutoff;\r
+ }\r
+ }\r
+\r
+ // MOVE EXTRACTION\r
+ extractMove:\r
+//if(flag & depth >= 0 || (PATH)) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);\r
+ if(curMove > sorted) {\r
+ move = moveStack[sorted=j=curMove];\r
+ for(i=curMove+1; i<msp; i++)\r
+ if(moveStack[i] > move) move = moveStack[j=i]; // search move with highest priority\r
+ moveStack[j] = moveStack[curMove]; moveStack[curMove] = move; // swap highest-priority move to front of remaining\r
+ if(move == 0) { msp = curMove--; continue; } // all remaining moves must be 0; clip off move list\r
+ } else {\r
+ move = moveStack[curMove];\r
+ if(move == 0) continue; // skip invalidated move\r
+ }\r
+if(flag & depth >= 0) printf("%2d:%d found %d/%d %08x %s\n", depth, iterDep, curMove, msp, moveStack[curMove], MoveToText(moveStack[curMove], 0));\r
+\r
+ // RECURSION\r
+ stm ^= WHITE;\r
+ defer = MakeMove(move, &tb);\r
+ ext = (depth == 0); // when out of depth we extend captures if there was no auto-fail-hi\r
+\r
+// if(level == 1 && randomize) tb.booty += (hashKeyH * seed >> 24 & 31) - 20;\r
+\r
+ if(autoFail) {\r
+ UnMake(&tb); // never search moves during auto-fail phase\r
+ xstm = stm; stm ^= WHITE;\r
+ if(tb.gain <= threshold) { // we got to moves that cannot possibly auto-fail\r
+ autoFail = 0; curMove = firstMove-1; continue; // release all for search\r
+ }\r
+ if(tb.gain - tb.loss > threshold) {\r
+ bestScore = INF+1; resDep = 0; goto leave; // auto-fail-hi\r
+ } else continue; // ignore for now if not obvious refutation\r
+ }\r
+\r
+if(flag & depth >= 0) printf("%2d:%d made %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));\r
+ for(i=2; i<=cnt50; i+=2) if(repStack[level-i+200] == hashKeyH) {\r
+ if(repDraws) { score = 0; goto repetition; }\r
+ moveStack[curMove] = 0; // erase forbidden move\r
+ if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move\r
+ score = -INF; moveStack[curMove] = 0; goto repetition;\r
+ }\r
+ repStack[level+200] = hashKeyH;\r
+\r
+if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore),fflush(stdout);\r
+path[level++] = move;\r
+attacks += 2*bsize;\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 == 10*LVAL) {// verify legality of Lion capture in Chu Shogi\r
+ score = 0;\r
+ if(p[tb.piece].value == 10*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
+ score = -INF; // our Lion is indeed made vulnerable and can be recaptured\r
+ } else { // other x Ln\r
+ if(promoSuppress & PROMOTE) score = -INF; // non-Lion captures Lion after opponent did same\r
+ defer |= PROMOTE; // if we started, flag he cannot do it in reply\r
+ }\r
+ if(score == -INF) {\r
+ if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == 10*LVAL ? 3<<24 : 1 << 24);\r
+ moveStack[curMove] = 0; // zap illegal moves\r
+ goto abortMove;\r
+ }\r
+ }\r
+#if 1\r
+ score = -Search(-beta, -iterAlpha, -difEval - tb.booty, iterDep-1+ext, promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain);\r
+#else\r
+ score = 0;\r
+#endif\r
+ abortMove:\r
+attacks -= 2*bsize;\r
+level--;\r
+ repetition:\r
+ UnMake(&tb);\r
+ xstm = stm; stm ^= WHITE;\r
+ if(abortFlag > 0) { // unwind search\r
+printf("# abort (%d) @ %d\n", abortFlag, level);\r
+ if(curMove == firstMove) bestScore = oldBest, bestMoveNr = firstMove; // none searched yet\r
+ goto leave;\r
+ }\r
+#if 1\r
+if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d (%d)\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore, GetTickCount()),fflush(stdout);\r
+\r
+ // ALPHA-BETA STUFF\r
+ if(score > bestScore) {\r
+ bestScore = score; bestMoveNr = curMove;\r
+ if(score > iterAlpha) {\r
+ iterAlpha = score;\r
+ if(curMove < firstMove + 5) { // if not too much work, sort move to front\r
+ int i;\r
+ for(i=curMove; i>firstMove; i--) {\r
+ moveStack[i] = moveStack[i-1];\r
+ }\r
+ moveStack[firstMove] = move;\r
+ } else { // late move appended in front of list, and leaves hole in list\r
+ moveStack[--firstMove] = move;\r
+ moveStack[curMove] = 0;\r
+ }\r
+ bestMoveNr = firstMove;\r
+ if(score >= beta) { // beta cutoff\r
+#ifdef KILLERS\r
+ if(iterDep == depth && move != killer[level][0]) {\r
+ // update killer\r
+ killer[level][1] = killer[level][0]; killer[level][0] = move;\r
+ }\r
+#endif\r
+ resDep = retDep+1-ext;\r
+ goto cutoff;\r
+ }\r
+ { int i=pvPtr;\r
+ for(pvPtr = myPV+1; pv[pvPtr++] = pv[i++]; ); // copy daughter PV\r
+ pv[myPV] = move; // behind our move (pvPtr left at end of copy)\r
+ }\r
+ }\r
+\r
+ }\r
+ if(retDep+1-ext < resDep) resDep = retDep+1-ext;\r
+#endif\r
+ } // next move\r
+ cutoff:\r
+ if(!level) { // root node\r
+ lastRootIter = GetTickCount() - startTime;\r
+ if(postThinking > 0) {\r
+ int i; // WB thinking output\r
+ printf("%d %d %d %d", iterDep-QSdepth, bestScore, lastRootIter/10, nodes);\r
+ if(ponderMove) printf(" (%s)", MoveToText(ponderMove, 0));\r
+ for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0));\r
+ if(iterDep == 1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f}", curEval/100., difEval/100., PSTest()/100.);\r
+ printf("\n");\r
+ fflush(stdout);\r
+ }\r
+ if(!(abortFlag & 1) && GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish\r
+ }\r
+ if(resDep > iterDep) iterDep = resDep; // skip iterations if we got them for free\r
+#ifdef HASH\r
+ // hash store\r
+ hashTable[index].lock[hit] = hashKeyH;\r
+ hashTable[index].depth[hit] = iterDep;\r
+ hashTable[index].score[hit] = bestScore;\r
+ hashTable[index].flag[hit] = (bestScore < beta) * H_UPPER;\r
+ if(bestScore > alpha) {\r
+ hashTable[index].flag[hit] |= H_LOWER;\r
+ hashTable[index].move[hit] = bestMoveNr ? moveStack[bestMoveNr] : 0;\r
+ } else hashTable[index].move[hit] = 0;\r
+#endif\r
+ } // next depth\r
+leave:\r
+ retMSP = msp;\r
+ retFirst = firstMove;\r
+ msp = oldMSP; // pop move list\r
+ pvPtr = myPV; // pop PV\r
+ retMove = bestMoveNr ? moveStack[bestMoveNr] : 0;\r
+ retDep = resDep;\r
+if(PATH) printf("return %d: %d %d (t=%d s=%d lim=%d)\n", depth, bestScore, curEval, GetTickCount(), startTime, tlim1),fflush(stdout);\r
+ return bestScore + (bestScore < curEval);\r
+}\r
+\r
+void\r
+pplist()\r
+{\r
+ int i, j;\r
+ for(i=0; i<182; i++) {\r
+ printf("%3d. %3d %3d %4d %02x %d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].qval);\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
+ }\r
+ printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]);\r
+}\r
+\r
+void\r
+pboard (int *b)\r
+{\r
+ int i, j;\r
+ for(i=BH+2; i>-4; i--) {\r
+ printf("#");\r
+ for(j=-3; j<BH+3; j++) printf("%4d", b[BW*i+j]);\r
+ printf("\n");\r
+ }\r
+}\r
+\r
+void\r
+pbytes (unsigned char *b)\r
+{\r
+ int i, j;\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
+void\r
+pmap (int *m, int col)\r
+{\r
+ int i, j;\r
+ for(i=BH-1; i>=0; i--) {\r
+ printf("#");\r
+ for(j=0; j<BH; j++) printf("%10o", m[2*(BW*i+j)+col]);\r
+ printf("\n");\r
+ }\r
+}\r
+\r
+void\r
+pmoves(int start, int end)\r
+{\r
+ int i, m, f, t;\r
+ printf("# move stack from %d to %d\n", start, end);\r
+ for(i=start; i<end; i++) {\r
+ m = moveStack[i];\r
+ f = m>>SQLEN & SQUARE;\r
+ t = m & SQUARE;\r
+ printf("# %3d. %08x %3d-%3d %s\n", i, m, f, t, MoveToText(m, 0));\r
+ }\r
+}\r
+\r
+ /********************************************************/\r
+ /* Example of a WinBoard-protocol driver, by H.G.Muller */\r
+ /********************************************************/\r
+\r
+ #include <stdio.h>\r
+\r
+ // four different constants, with values for WHITE and BLACK that suit your engine\r
+ #define NONE 3\r
+ #define ANALYZE 4\r
+\r
+ // some value that cannot occur as a valid move\r
+ #define INVALID 0\r
+\r
+ // some parameter of your engine\r
+ #define MAXMOVES 2000 /* maximum game length */\r
+ #define MAXPLY 30 /* maximum search depth */\r
+\r
+ #define OFF 0\r
+ #define ON 1\r
+\r
+typedef Move MOVE;\r
+\r
+ int moveNr; // part of game state; incremented by MakeMove\r
+ MOVE gameMove[MAXMOVES]; // holds the game history\r
+\r
+ // Some routines your engine should have to do the various essential things\r
+ int MakeMove2(int stm, MOVE move); // performs move, and returns new side to move\r
+ void UnMake2(MOVE move); // unmakes the move;\r
+ int Setup2(char *fen); // sets up the position from the given FEN, and returns the new side to move\r
+ void SetMemorySize(int n); // if n is different from last time, resize all tables to make memory usage below n MB\r
+ char *MoveToText(MOVE move, int m); // converts the move from your internal format to text like e2e2, e1g1, a7a8q.\r
+ MOVE ParseMove(char *moveText); // converts a long-algebraic text move to your internal move format\r
+ int SearchBestMove(MOVE *move, MOVE *ponderMove);\r
+ void PonderUntilInput(int stm); // Search current position for stm, deepening forever until there is input.\r
+\r
+UndoInfo undoInfo;\r
+int sup0, sup1, sup2; // promo suppression squares\r
+int lastLift, lastPut;\r
+\r
+int\r
+MakeMove2 (int stm, MOVE move)\r
+{\r
+ int i;\r
+ FireSet(&undoInfo);\r
+ sup0 = sup1; sup1 = sup2;\r
+ sup2 = MakeMove(move, &undoInfo);\r
+ if(chuFlag && p[undoInfo.victim].value == 10*LVAL && p[undoInfo.piece].value != 10*LVAL) sup2 |= PROMOTE;\r
+ rootEval = -rootEval - undoInfo.booty;\r
+ for(i=0; i<200; i++) repStack[i] = repStack[i+1];\r
+ repStack[199] = hashKeyH;\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
+}\r
+\r
+void\r
+UnMake2 (MOVE move)\r
+{\r
+ int i;\r
+ rootEval = -rootEval - undoInfo.booty;\r
+ UnMake(&undoInfo);\r
+ for(i=200; i>0; i--) repStack[i] = repStack[i-1];\r
+ sup2 = sup1; sup1 = sup0;\r
+}\r
+\r
+char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VM..PH...."; // pairs of char\r
+char fenPromo[] = "WLDHSMSECPB R HFDE....WHFB..LNG ..DKVMFS..FO..FK...."; // pairs of char\r
+\r
+char *\r
+Convert (char *fen)\r
+{\r
+ char *p = fenArray, *q, *rows[36], tmp[4000];\r
+ int n=0;\r
+ printf("# convert FEN '%s'\n", fen);\r
+ q = strchr(fen, ' '); if(q) *q = 0; q = fen;\r
+ do { rows[n++] = q; q = strchr(q, '/'); if(!q) break; *q++ = 0; } while(1);\r
+ *tmp = 0;\r
+ while(--n >= 0) { strcat(tmp, rows[n]); if(n) strcat(tmp, "/"); }\r
+ fen = tmp;\r
+ printf("# flipped FEN '%s'\n", fen);\r
+ while(*fen) {\r
+ if(*fen == ' ') { *p = 0; break; }\r
+ if(n=atoi(fen)) fen++; // digits read\r
+ if(n > 9) fen++; // double digit\r
+ while(n-- > 0) *p++ = '.'; // expand to empty squares\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_MAKRUK) && *fen - n == 'N' // In Chess N is Knight, not Lion\r
+ || table[2* (*fen - 'A' - n)] == '.') *p++ = *fen; else {\r
+ *p++ = ':';\r
+ *p++ = table[2* (*fen - 'A' - n)] + n;\r
+ *p++ = table[2* (*fen - 'A' - n)+1] + n;\r
+ }\r
+ } else *p++ = *fen;\r
+ fen++;\r
+ }\r
+ printf("# converted FEN '%s'\n", fenArray);\r
+ return fenArray;\r
+}\r
+\r
+int\r
+Setup2 (char *fen)\r
+{\r
+ int stm = WHITE;\r
+ if(fen) {\r
+ char *q = strchr(fen, '\n');\r
+ if(q) *q = 0;\r
+ if(q = strchr(fen, ' ')) stm = (q[1] == 'b' ? BLACK : WHITE); // fen contains color field\r
+ if(strchr(fen, '.') || strchr(fen, ':')) array = fen; else array = Convert(fen);\r
+ }\r
+ SetUp(array, currentVariant);\r
+ sup0 = sup1 = sup2 = ABSENT;\r
+ rootEval = cnt50 = moveNr = 0;\r
+ hashKeyH = hashKeyL = 87620895*currentVariant;\r
+ return stm;\r
+}\r
+\r
+void\r
+SetMemorySize (int n)\r
+{\r
+#ifdef HASH\r
+ static HashBucket *realHash;\r
+ static intptr_t oldSize;\r
+ intptr_t l, m = 1;\r
+ while(m*sizeof(HashBucket) <= n*512UL) m <<= 1; // take largest power-of-2 that fits\r
+ if(m != oldSize) {\r
+ if(oldSize) free(realHash);\r
+ hashMask = m*1024 - 1; oldSize = m;\r
+ realHash = malloc(m*1024*sizeof(HashBucket) + 64);\r
+ l = (intptr_t) realHash; hashTable = (HashBucket*) (l & ~63UL); // align with cache line\r
+ }\r
+#endif\r
+}\r
+\r
+char *\r
+MoveToText (MOVE move, int multiLine)\r
+{\r
+ static char buf[50];\r
+ int f = move>>SQLEN & SQUARE, g = f, t = move & SQUARE;\r
+ char *promoChar = "";\r
+ if(f == t) { sprintf(buf, "@@@@"); return buf; } // null-move notation in WB protocol\r
+ buf[0] = '\0';\r
+ if(t >= SPECIAL) { // kludgy! Print as side effect non-standard WB command to remove victims from double-capture (breaks hint command!)\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
+// 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
+ }\r
+ t = g + toList[t - SPECIAL];\r
+ }\r
+ if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : 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
+int\r
+ReadSquare (char *p, int *sqr)\r
+{\r
+ int i=0, f, r;\r
+ f = p[0] - 'a';\r
+ r = atoi(p + 1) - ONE;\r
+ *sqr = r*BW + f;\r
+ return 2 + (r + ONE > 9);\r
+}\r
+\r
+int listStart, listEnd;\r
+char boardCopy[BSIZE];\r
+\r
+void\r
+ListMoves ()\r
+{ // create move list on move stack\r
+ int i;\r
+ for(i=0; i< BSIZE; i++) boardCopy[i] = !!board[i];\r
+MapFromScratch(attacks);\r
+ postThinking--; repCnt = 0; tlim1 = tlim2 = tlim3 = 1e8; abortFlag = msp = 0;\r
+ Search(-INF-1, INF+1, 0, QSdepth+1, sup1 & ~PROMOTE, sup2, INF);\r
+ postThinking++;\r
+ listStart = retFirst; listEnd = msp = retMSP;\r
+}\r
+\r
+MOVE\r
+ParseMove (char *moveText)\r
+{\r
+ int i, j, f, t, t2, e, ret, deferred=0;\r
+ char c = moveText[0];\r
+ moveText += ReadSquare(moveText, &f);\r
+ moveText += ReadSquare(moveText, &t); t2 = t;\r
+ if(*moveText == ',') {\r
+ moveText++;\r
+ moveText += ReadSquare(moveText, &e);\r
+ if(e != t) return INVALID; // must continue with same piece\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
+ }\r
+ ret = f<<SQLEN | t2;\r
+ if(*moveText != '\n' && *moveText != '=') ret |= PROMOTE;\r
+printf("# suppress = %c%d\n", sup1%BW+'a', sup1/BW);\r
+// ListMoves();\r
+ for(i=listStart; i<listEnd; i++) {\r
+ if(moveStack[i] == INVALID) continue;\r
+ if(c == '@' && (moveStack[i] & SQUARE) == (moveStack[i] >> SQLEN & SQUARE)) break; // any null move matches @@@@\r
+ if((moveStack[i] & (PROMOTE | DEFER-1)) == ret) break;\r
+ if((moveStack[i] & DEFER-1) == ret) deferred = i; // promoted version of entered non-promotion is legal\r
+ }\r
+printf("# moveNr = %d in {%d,%d}\n", i, listStart, listEnd);\r
+ if(i>=listEnd) { // no exact match\r
+ if(deferred) { // but maybe non-sensical deferral\r
+ int flags = p[board[f]].promoFlag;\r
+printf("# deferral of %d\n", deferred);\r
+ i = deferred; // in any case we take that move\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
+ }\r
+ }\r
+ if(i >= listEnd) {\r
+ for(i=listStart; i<listEnd; i++) printf("# %d. %08x %08x %s\n", i-50, moveStack[i], ret, MoveToText(moveStack[i], 0));\r
+ reason = NULL;\r
+ for(i=0; i<repCnt; i++) {if((repeatMove[i] & 0xFFFFFF) == ret) {\r
+ if(repeatMove[i] & 1<<24) reason = (repeatMove[i] & 1<<25 ? "Distant capture of protected Lion" : "Counterstrike against Lion");\r
+ else reason = "Repeats earlier position";\r
+ break;\r
+ }\r
+ printf("# %d. %08x %08x %s\n", i, repeatMove[i], ret, MoveToText(repeatMove[i], 0));\r
+}\r
+ }\r
+ }\r
+ return (i >= listEnd ? INVALID : moveStack[i]);\r
+}\r
+\r
+void\r
+Highlight(char *coords)\r
+{\r
+ int i, j, n, sqr, cnt=0;\r
+ char b[BSIZE], buf[2000], *q;\r
+ for(i=0; i<bsize; i++) b[i] = 0;\r
+ ReadSquare(coords, &sqr);\r
+// ListMoves();\r
+ for(i=listStart; i<listEnd; i++) {\r
+ if(sqr == (moveStack[i]>>SQLEN & SQUARE)) {\r
+ int t = moveStack[i] & SQUARE;\r
+ if(t >= SPECIAL) continue;\r
+ b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;\r
+ }\r
+ }\r
+ if(!cnt) { // no moves from given square\r
+ if(sqr != lastPut) return; // refrain from sending empty FEN\r
+ // we lifted a piece for second leg of move\r
+ for(i=listStart; i<listEnd; i++) {\r
+ if(lastLift == (moveStack[i]>>SQLEN & SQUARE)) {\r
+ int e, t = moveStack[i] & SQUARE;\r
+ if(t < SPECIAL) continue; // only special moves\r
+ e = lastLift + epList[t - SPECIAL]; // decode\r
+ t = lastLift + toList[t - SPECIAL];\r
+ if(e != sqr) continue;\r
+ b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;\r
+ }\r
+ }\r
+ if(!cnt) return;\r
+ } else lastLift = sqr; // remember\r
+ lastPut = ABSENT;\r
+ q = buf;\r
+ for(i=BH-1; i>=0; i--) {\r
+ for(j=0; j<BH; j++) {\r
+ n = BW*i + j;\r
+ if(b[n]) *q++ = b[n]; else {\r
+ if(q > buf && q[-1] <= '9' && q[-1] >= '0') {\r
+ q[-1]++;\r
+ if(q[-1] > '9') {\r
+ if(q > buf+1 && q[-2] <= '9' && q[-2] >= '0') q[-2]++; else q[-1] = '1', *q++ = '0';\r
+ }\r
+ } else *q++ = '1';\r
+ }\r
+ }\r
+ *q++ = '/';\r
+ }\r
+ q[-1] = 0;\r
+ printf("highlight %s\n", buf);\r
+}\r
+\r
+int timeLeft; // timeleft on engine's clock\r
+int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search\r
+char inBuf[8000], command[80], ponderMoveText[20];\r
+\r
+void\r
+SetSearchTimes (int timeLeft)\r
+{\r
+ int targetTime, movesLeft = BW*BH/4 + 20;\r
+ if(mps) movesLeft = mps - (moveNr>>1)%mps;\r
+ targetTime = (timeLeft - 1000*inc) / (movesLeft + 2) + 1000 * inc;\r
+ if(moveNr < 30) targetTime *= 0.5 + moveNr/60.; // speedup in opening\r
+ if(timePerMove > 0) targetTime = 0.5*timeLeft, movesLeft = 1;\r
+ tlim1 = 0.2*targetTime;\r
+ tlim2 = 1.9*targetTime;\r
+ tlim3 = 5*timeLeft / (movesLeft + 4.1);\r
+printf("# limits %d, %d, %d mode = %d\n", tlim1, tlim2, tlim3, abortFlag);\r
+}\r
+\r
+int\r
+SearchBestMove (MOVE *move, MOVE *ponderMove)\r
+{\r
+ int score;\r
+printf("# SearchBestMove\n");\r
+ startTime = GetTickCount();\r
+ nodes = 0;\r
+printf("# s=%d\n", startTime);fflush(stdout);\r
+MapFromScratch(attacks);\r
+ retMove = INVALID; repCnt = 0;\r
+ score = Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2, INF);\r
+ *move = retMove;\r
+ *ponderMove = pv[1];\r
+printf("# best=%s\n", MoveToText(pv[0],0));\r
+printf("# ponder=%s\n", MoveToText(pv[1],0));\r
+ return score;\r
+}\r
+\r
+\r
+ int TakeBack(int n)\r
+ { // reset the game and then replay it to the desired point\r
+ int last, stm;\r
+ Init(currentVariant); stm = Setup2(NULL);\r
+printf("# setup done");fflush(stdout);\r
+ last = moveNr - n; if(last < 0) last = 0;\r
+ for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove2(stm, gameMove[moveNr]),printf("make %2d: %x\n", moveNr, gameMove[moveNr]);\r
+ return stm;\r
+ }\r
+\r
+ void PrintResult(int stm, int score)\r
+ {\r
+ char tail[100];\r
+ if(reason) sprintf(tail, " {%s}", reason); else *tail = 0;\r
+ if(score == 0) printf("1/2-1/2%s\n", tail);\r
+ if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0%s\n", tail);\r
+ else printf("0-1%s\n", tail);\r
+ }\r
+\r
+ void GetLine(int root)\r
+ {\r
+ int i, c;\r
+ while(1) {\r
+ // wait for input, and read it until we have collected a complete line\r
+ for(i = 0; (inBuf[i] = c = getchar()) != '\n'; i++) if(c == EOF || i>7997) exit(0);\r
+ inBuf[i+1] = 0;\r
+\r
+ // extract the first word\r
+ sscanf(inBuf, "%s", command);\r
+printf("# in (mode = %d,%d): %s\n", root, abortFlag, command);\r
+ if(!strcmp(command, "otim")) { continue; } // do not start pondering after receiving time commands, as move will follow immediately\r
+ if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); continue; }\r
+ if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; } // ditto\r
+ if(!strcmp(command, ".")) { inBuf[0] = 0; return; } // ignore for now\r
+ if(!strcmp(command, "lift")) { inBuf[0] = 0; Highlight(inBuf+5); return; } // treat here\r
+ if(!root && !strcmp(command, "usermove")) {\r
+printf("# move = %s#ponder = %s", inBuf+9, ponderMoveText);\r
+ abortFlag = !!strcmp(inBuf+9, ponderMoveText);\r
+ if(!abortFlag) { // ponder hit, continue as time-based search\r
+printf("# ponder hit\n");\r
+ SetSearchTimes(10*timeLeft + GetTickCount() - startTime); // add time we already have been pondering to total\r
+ if(lastRootIter > tlim1) abortFlag = 2; // abort instantly if we are in iteration we should not have started\r
+ inBuf[0] = 0; ponderMove = INVALID;\r
+ return;\r
+ }\r
+ }\r
+ abortFlag = 1;\r
+ return;\r
+ }\r
+ }\r
+\r
+ void\r
+ TerminationCheck()\r
+ {\r
+ if(abortFlag < 0) { // check for input\r
+ if(InputWaiting()) GetLine(0); // read & examine input command\r
+ } else { // check for time\r
+ if(GetTickCount() - startTime > tlim3) abortFlag = 2;\r
+ }\r
+ }\r
+\r
+ main()\r
+ {\r
+ int engineSide=NONE; // side played by engine\r
+ MOVE move;\r
+ int i, score, curVarNr;\r
+\r
+ Init(V_CHU); // Chu\r
+ seed = GetTickCount(); moveNr = 0; // initialize random\r
+\r
+ while(1) { // infinite loop\r
+\r
+ fflush(stdout); // make sure everything is printed before we do something that might take time\r
+ *inBuf = 0; if(moveNr >= 20) randomize = OFF;\r
+//if(moveNr >20) printf("resign\n");\r
+\r
+#ifdef HASH\r
+ if(hashMask)\r
+#endif\r
+ if(listEnd == 0) ListMoves(); // always maintain a list of legal moves in root position\r
+ abortFlag = -(ponder && WHITE+BLACK-stm == engineSide && moveNr); // pondering and opponent on move\r
+ if(stm == engineSide || abortFlag && ponderMove) { // if it is the engine's turn to move, set it thinking, and let it move\r
+printf("# start search: stm=%d engine=%d (flag=%d)\n", stm, engineSide, abortFlag);\r
+ if(abortFlag) {\r
+ stm = MakeMove2(stm, ponderMove); // for pondering, play speculative move\r
+ gameMove[moveNr++] = ponderMove; // remember in game\r
+ sprintf(ponderMoveText, "%s\n", MoveToText(ponderMove, 0)); // for detecting ponder hits\r
+printf("# ponder move = %s", ponderMoveText);\r
+ } else SetSearchTimes(10*timeLeft); // for thinking, schedule end time\r
+pboard(board);\r
+ score = SearchBestMove(&move, &ponderMove);\r
+ if(abortFlag == 1) { // ponder search was interrupted (and no hit)\r
+ UnMake2(INVALID); moveNr--; stm ^= WHITE; // take ponder move back if we made one\r
+ abortFlag = 0;\r
+ } else\r
+ if(move == INVALID) { // game apparently ended\r
+ int kcapt = 0, xstm = stm ^ WHITE, king, k = p[king=royal[xstm]].pos;\r
+ if( k != ABSENT) { // test if King capture possible\r
+ if(attacks[2*k + stm]) {\r
+ if( p[king + 2].pos == ABSENT ) kcapt = 1; // we have an attack on his only King\r
+ }\r
+ } else { // he has no king! Test for attacks on Crown Prince\r
+ k = p[king + 2].pos;\r
+ if(attacks[2*k + stm]) kcapt = 1; // we have attack on Crown Prince\r
+ }\r
+ if(kcapt) { // print King capture before claiming\r
+ GenCapts(k, 0);\r
+ printf("move %s\n", MoveToText(moveStack[msp-1], 1));\r
+ reason = "king capture";\r
+ } else reason = "resign";\r
+ engineSide = NONE; // so stop playing\r
+ PrintResult(stm, score);\r
+ } else {\r
+ stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move\r
+ gameMove[moveNr++] = move; // remember game\r
+ printf("move %s\n", MoveToText(move, 1));\r
+ listEnd = 0;\r
+ continue; // go check if we should ponder\r
+ }\r
+ } else\r
+ if(engineSide == ANALYZE || abortFlag) { // in analysis, we always ponder the position\r
+ Move dummy;\r
+ *ponderMoveText = 0; // forces miss on any move\r
+ abortFlag = -1; // set pondering\r
+ SearchBestMove(&dummy, &dummy);\r
+ abortFlag = 0; //\r
+ }\r
+\r
+ fflush(stdout); // make sure everything is printed before we do something that might take time\r
+ if(!*inBuf) GetLine(1); // takes care of time and otim commands\r
+\r
+ // recognize the command,and execute it\r
+ if(!strcmp(command, "quit")) { break; } // breaks out of infinite loop\r
+ if(!strcmp(command, "force")) { engineSide = NONE; continue; }\r
+ if(!strcmp(command, "analyze")) { engineSide = ANALYZE; continue; }\r
+ if(!strcmp(command, "exit")) { engineSide = NONE; continue; }\r
+ if(!strcmp(command, "level")) {\r
+ int min, sec=0;\r
+ sscanf(inBuf, "level %d %d %d", &mps, &min, &inc) == 3 || // if this does not work, it must be min:sec format\r
+ sscanf(inBuf, "level %d %d:%d %d", &mps, &min, &sec, &inc);\r
+ timeControl = 60*min + sec; timePerMove = -1;\r
+ continue;\r
+ }\r
+ if(!strcmp(command, "protover")){\r
+ printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n");\r
+ printf("feature variants=\"normal,shatranj,makruk,chu,dai,tenjiku,12x12+0_fairy,9x9+0_shogi\"\n");\r
+ printf("feature myname=\"HaChu " VERSION "\" highlight=1\n");\r
+ printf("feature option=\"Resign -check 0\"\n"); // example of an engine-defined option\r
+ printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one\r
+ printf("feature option=\"Tsume -combo no /// White Mates /// Black mates\"\n");\r
+ printf("feature done=1\n");\r
+ continue;\r
+ }\r
+ if(!strcmp(command, "option")) { // setting of engine-define option; find out which\r
+ if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue;\r
+ if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;\r
+ if(sscanf(inBuf+7, "Tsume=%s", command) == 1) {\r
+ if(!strcmp(command, "no")) tsume = 0; else\r
+ if(!strcmp(command, "White")) tsume = 1; else\r
+ if(!strcmp(command, "Black")) tsume = 2;\r
+ continue;\r
+ }\r
+ continue;\r
+ }\r
+ if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; }\r
+ if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; }\r
+ if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; }\r
+ if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); continue; }\r
+ // if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); continue; }\r
+ if(!strcmp(command, "easy")) { ponder = OFF; continue; }\r
+ if(!strcmp(command, "hard")) { ponder = ON; continue; }\r
+ if(!strcmp(command, "go")) { engineSide = stm; continue; }\r
+ if(!strcmp(command, "post")) { postThinking = ON; continue; }\r
+ if(!strcmp(command, "nopost")) { postThinking = OFF;continue; }\r
+ if(!strcmp(command, "random")) { randomize = ON; continue; }\r
+ if(!strcmp(command, "hint")) { if(ponderMove != INVALID) printf("Hint: %s\n", MoveToText(ponderMove, 0)); continue; }\r
+ if(!strcmp(command, "book")) { continue; }\r
+ // non-standard commands\r
+ if(!strcmp(command, "p")) { pboard(board); continue; }\r
+ if(!strcmp(command, "f")) { pbytes(fireBoard); continue; }\r
+ if(!strcmp(command, "w")) { MapOneColor(WHITE, last[WHITE], attacks); pmap(attacks, WHITE); continue; }\r
+ if(!strcmp(command, "b")) { MapOneColor(BLACK, last[BLACK], attacks); pmap(attacks, BLACK); continue; }\r
+ if(!strcmp(command, "l")) { pplist(); continue; }\r
+ // ignored commands:\r
+ if(!strcmp(command, "xboard")) { continue; }\r
+ if(!strcmp(command, "computer")){ comp = 1; continue; }\r
+ if(!strcmp(command, "name")) { continue; }\r
+ if(!strcmp(command, "ics")) { continue; }\r
+ if(!strcmp(command, "accepted")){ continue; }\r
+ if(!strcmp(command, "rejected")){ continue; }\r
+ if(!strcmp(command, "result")) { continue; }\r
+ if(!strcmp(command, "hover")) { continue; }\r
+ if(!strcmp(command, "")) { continue; }\r
+ if(!strcmp(command, "usermove")){\r
+ int move = ParseMove(inBuf+9);\r
+pboard(board);\r
+ if(move == INVALID) {\r
+ if(reason) printf("Illegal move {%s}\n", reason); else printf("%s\n", reason="Illegal move");\r
+ if(comp) PrintResult(stm, -INF); // against computer: claim\r
+ } else {\r
+ stm = MakeMove2(stm, move);\r
+ ponderMove = INVALID; listEnd = 0;\r
+ gameMove[moveNr++] = move; // remember game\r
+ }\r
+ continue;\r
+ }\r
+ ponderMove = INVALID; // the following commands change the position, invalidating ponder move\r
+ listEnd = 0;\r
+ if(!strcmp(command, "new")) {\r
+ engineSide = BLACK; Init(V_CHESS); stm = Setup2(NULL); maxDepth = MAXPLY; randomize = OFF; curVarNr = comp = 0;\r
+ continue;\r
+ }\r
+ if(!strcmp(command, "variant")) {\r
+ for(i=0; i<7; i++) {\r
+ sscanf(inBuf+8, "%s", command);\r
+ if(!strcmp(variants[i].name, command)) {\r
+ Init(curVarNr = i); stm = Setup2(NULL); break;\r
+ }\r
+ }\r
+ continue;\r
+ }\r
+ if(!strcmp(command, "setboard")){ engineSide = NONE; Init(curVarNr); stm = Setup2(inBuf+9); continue; }\r
+ if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; }\r
+ if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; }\r
+ printf("Error: unknown command\n");\r
+ }\r
+ }\r
+\r