-/***********************************************************************/
-/* 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
+// Chu rules for Lion capture\r
+// promotions by pieces with Lion power stepping in & out the zone in same turn\r
+// promotion on capture\r
+\r
+#define VERSION 0.0\r
+\r
+#define PATH level==0 || level==1 && path[0] == 0x55893\r
+\r
+#include <stdio.h>\r
+\r
+#define BW 24\r
+#define BH 12\r
+#define BSIZE BW*BH*2\r
+#define ZONE 4\r
+\r
+#define ONE 0\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 4095\r
+#define INF 8000\r
+#define NPIECES 2000 /* 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 1500 /* start of special moves */\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
+\r
+typedef struct {\r
+ char *name, *promoted;\r
+ int value;\r
+ signed char range[8];\r
+} PieceDesc;\r
+\r
+typedef struct {\r
+ int from, to, piece, victim, new, booty, epSquare, epVictim, ep2Square, ep2Victim;\r
+} UndoInfo;\r
+\r
+int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, retMSP, retFirst, level, chuFlag=1;\r
+Move retMove, moveStack[10000], path[100];\r
+\r
+#define X 36 /* slider */\r
+#define J -1 /* jump */\r
+#define N -2 /* Knight */\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
+\r
+PieceDesc chuPieces[] = {\r
+ {"LN", "", 100, { 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 } }, // king\r
+ {"CP", "", 27, { 1,1,1,1,1,1,1,1 } }, // 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 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
+ {"WB", "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
+ {"S)", "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
+ {"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 taikyokuPieces[] = {\r
+ {"", "", 1, { } }, // \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
+\r
+typedef struct {\r
+ int boardWidth, boardFiles, zoneDepth, boardRanks; // board sizes\r
+ char *name; // WinBoard name\r
+ char *array; // initial position\r
+} VariantDesc;\r
+\r
+VariantDesc variants[] = {\r
+ { 24, 12, 12, 4, "chu", chuArray }, // Chu\r
+ { 30, 15, 15, 5, "dai", daiArray }, // Dai\r
+ { 32, 16, 16, 5, "tenjiku", chuArray }, // Tenjiku\r
+ { 34, 17, 17, 0, "dada", chuArray }, // Dai Dai\r
+ { 38, 19, 19, 0, "maka", chuArray }, // Maka Dai Dai\r
+ { 50, 25, 25, 0, "tai", chuArray }, // Tai\r
+ { 40, 36, 36, 0, "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
+#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
+int squareKey[BSIZE];\r
+\r
+int rawBoard[BSIZE + 11*BW + 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];\r
+signed char PST[2*BSIZE];\r
+\r
+#define board (rawBoard + 6*BW + 3)\r
+#define dist (distance + BSIZE)\r
+\r
+int LookUp(char *name, PieceDesc *list)\r
+{ // find piece of given name in list of descriptors\r
+ int i=0;\r
+ while(list->name && strcmp(name, list->name)) i++, list++;\r
+ return (list->name == NULL ? -1 : i);\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
+ }\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
+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
+ if((k = p[i].promo) == -2 && p[i].pos == ABSENT) { // orphaned promoted piece not present\r
+ SqueezeOut(i);\r
+ }\r
+ }\r
+}\r
+\r
+int\r
+AddPiece (int stm, int n, PieceDesc *list)\r
+{\r
+ int i, j;\r
+ for(i=stm+2; i<=last[stm]; i += 2) {\r
+ if(p[i].value < 10*list[n].value || p[i].value == 10*list[n].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 = 10*list[n].value;\r
+ for(j=0; j<8; j++) p[i].range[j] = list[n].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
+ p[i].promoFlag = 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 == 280) royal[stm] = i;\r
+ return i;\r
+}\r
+\r
+void\r
+SetUp(char *array, PieceDesc *list)\r
+{\r
+ int i, j, k, k2, n, m, nr, color;\r
+ char c, *q, name[3];\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
+ 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
+ k = LookUp(name, list);\r
+ n = AddPiece(color, k, list);\r
+ p[n].pos = j;\r
+ if(list[k].promoted[0]) {\r
+ k2 = LookUp(list[k].promoted, list);\r
+ m = AddPiece(color, k2, list);\r
+ if(m <= n) n += 2;\r
+ p[n].promo = m;\r
+ p[n].promoFlag = IsUpwardCompatible(list[k2].range, list[k].range) * DONT_DEFER + CAN_PROMOTE;\r
+ if(Forward(list[k].range)) p[n].promoFlag |= LAST_RANK; // Pieces that only move forward can't defer on last rank\r
+ if(!strcmp(list[k].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
+ 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
+ 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()\r
+{\r
+ int i, j, k;\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<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
+\r
+ // hash key tables\r
+ for(i=0; i<BSIZE; i++) squareKey[i] = ~(myRandom()*myRandom());\r
+ for(i=0; i<NPIECES; i++) p[i].pieceKey = ~(myRandom()*myRandom());\r
+\r
+ // board edge\r
+ for(i=0; i<BSIZE + 11*BW + 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;\r
+ if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & 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) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1);\r
+ PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 15 : 0) - (j == 0 || j == BH-1 ? 15 : 0);\r
+ PST[BSIZE+s] = d/6;\r
+ PST[BSIZE+BH+s] = d/12;\r
+ } \r
+}\r
+\r
+#if 0\r
+inline int\r
+AddMove (int i, int x, int y)\r
+{\r
+ if(board[y] == EDGE) return 1;\r
+ if(board[y] == EMPTY) { // non-capt\r
+ if((flagBoard[x] | flagBoard[y]) & p[i].flags) { // promotion possible\r
+ moveStack[msp++] = moveStack[nonCapts];\r
+ moveStack[nonCapts++] |= PROMOTE | p[i].flags << 24;\r
+ if(!(p[i].flags & ALWAYS_PROMOTE))\r
+ moveStack[msp++] = x << SQLEN | y; // push deferral as well\r
+ else moveStack[msp++] = x << SQLEN | y; // normal move\r
+ }\r
+ } else { // capture\r
+ if(((board[y] ^ i) & 1) return 1; // own\r
+ moveStack[msp++] = moveStack[nonCapts];\r
+ moveStack[nonCapts++] = moveStack[promotions];\r
+ moveStack[promotions++] = x << SQLEN | y;\r
+ if((flagBoard[x] | flagBoard[y]) & p[i].flags) { // promotion possible\r
+ int p = promotions;\r
+ if(!(p[i].flags & ALWAYS_PROMOTE)) {\r
+ moveStack[msp++] = moveStack[nonCapts];\r
+ moveStack[nonCapts++] = moveStack[promotions];\r
+ moveStack[promotions++] = moveStack[p-1];\r
+ }\r
+ moveStack[p-1] += PROMOTE | p[i].flags<<24;\r
+ }\r
+ return 1; // capture ends ray scan\r
+ }\r
+ return 0;\r
+}\r
+#endif\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( (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
+ 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
+#if 0\r
+void\r
+GenAllMoves ()\r
+{\r
+ int i, j, k;\r
+ promotions = nonCapts = msp;\r
+ for(i=stm+2; i<=last[stm]; i+=2) {\r
+ int x = p[i].pos;\r
+ if(x == ABSENT) continue;\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 >= -3) { // in any case, do a jump of 2\r
+ if(board[x + 2*v] == EMPTY)\r
+ ADDMOVE(x, x+2*v);\r
+ if(r < -1) { // Lion power, also single step\r
+ if(board[x + v] == EMPTY)\r
+ ADDMOVE(x, x+v);\r
+ if(r == -3) { // true Lion, also Knight jump\r
+ v = nStep[j];\r
+ if(board[x + v] == EMPTY)\r
+ ADDMOVE(x, x+v);\r
+ }\r
+ }\r
+ }\r
+ continue;\r
+ }\r
+ y = x;\r
+ while(r-- > 0) {\r
+ if(board[y+=v] == GUARD) break; // off board\r
+ if((board[y] + i & 1) == 0) break; // same color\r
+ }\r
+ }\r
+}\r
+#endif\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) 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 >= S) { // in any case, do a jump of 2\r
+ NewNonCapture(x, x + 2*v, pFlag);\r
+ if(r < N) { // Lion power, also single step\r
+ if(!NewNonCapture(x, x + v, pFlag)) nullMove = x;\r
+ if(r == L) { // true Lion, also Knight jump\r
+ v = nStep[j];\r
+ NewNonCapture(x, x + v, pFlag);\r
+ }\r
+ }\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
+void\r
+MapOneColor (int start, int last, int *map)\r
+{\r
+ int i, j, k;\r
+ for(i=start+2; i<=last; i+=2) {\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 >= 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];\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
+ }\r
+ continue;\r
+ }\r
+ while(r-- > 0) {\r
+ if(board[x+=v] != EMPTY) {\r
+ if(board[x] != EDGE) map[2*x + start] += one[j];\r
+ break;\r
+ }\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+void\r
+MapFromScratch (int *map)\r
+{\r
+ int i;\r
+ for(i=0; i<2*BSIZE; i++) map[i] = 0;\r
+ MapOneColor(0, last[BLACK], map);\r
+ MapOneColor(1, last[WHITE], map);\r
+}\r
+\r
+void\r
+Connect (int sqr, int piece, int dir)\r
+{\r
+ int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+1], 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 <= (r1 = 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, r1 - d1); // does not connect, but could still gain mobility\r
+ if(d1 + d2 <= (r2 = p[piece2].range[dir])) { // 2 hits 1\r
+ attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack\r
+ UPDATE_MOBILITY(piece2, d1);\r
+ } else UPDATE_MOBILITY(piece2, r2 - d2); // does not connect, but could still gain mobility\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+1]) { // 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; // 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
+\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; // 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
+void\r
+Disconnect (int sqr, int dir)\r
+{\r
+ int x = sqr, step = kStep[dir], piece1, piece2, y;\r
+ while( board[x+=step] == EMPTY );\r
+ if(board[x] != EDGE) { // x has hit a piece\r
+ piece1 = board[x];\r
+ y = sqr; while( board[y-=step] == EMPTY );\r
+ if(board[y] != EDGE) { // both ends of the ray hit a piece\r
+ piece2 = board[y];\r
+ \r
+ return;\r
+ }\r
+ } else {\r
+ x = sqr; while( board[x-=step] == EMPTY );\r
+ if(board[x] == EDGE) return; // ray empty on both sides\r
+ }\r
+ // we only get here if one side hits a \r
+ \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, 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
+\r
+ if(m & (PROMOTE | DEFER)) {\r
+ if(m & DEFER) {\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
+ }\r
+ } else u->new = u->piece;\r
+\r
+ u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];\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 = board[u->epSquare]; // remember for takeback\r
+ board[u->epSquare] = EMPTY; // and remove\r
+ p[u->epVictim].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->ep2Victim = board[u->ep2Square]; // remember\r
+ board[u->ep2Square] = EMPTY; // and remove\r
+ p[u->ep2Victim].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->ep2Victim].value + PST[p[u->ep2Victim].pst + u->ep2Square];\r
+ u->booty += p[u->epVictim].value + PST[p[u->epVictim].pst + u->epSquare];\r
+ hashKeyL ^= p[u->epVictim].pieceKey * squareKey[u->epSquare];\r
+ hashKeyH ^= p[u->epVictim].pieceKey * squareKey[u->epSquare+BH];\r
+ hashKeyL ^= p[u->ep2Victim].pieceKey * squareKey[u->ep2Square];\r
+ hashKeyH ^= p[u->ep2Victim].pieceKey * squareKey[u->ep2Square+BH];\r
+ if(p[u->piece].value != 1000 && p[u->epVictim].value == 1000) deferred |= PROMOTE; // flag non-Lion x Lion\r
+ } else u->epVictim = EMPTY;\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
+// if(p[u->victim].value == 1000 && p[u->piece].value != 1000) deferred |= PROMOTE; // flag non-Lion x Lion\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) { // put Lion victim of first leg back\r
+ p[u->ep2Victim].pos = u->ep2Square;\r
+ board[u->ep2Square] = u->ep2Victim;\r
+ p[u->epVictim].pos = u->epSquare;\r
+ board[u->epSquare] = u->epVictim;\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
+ \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(%d,%d)\n",sqr,victimValue);\r
+ for(i=0; i<8; i++) { // try all rays\r
+ int x, v, jumper;\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;\r
+ } else if(r < 0) goto lions; // test for special-move attacks by thiis stop\r
+ }\r
+ // we get here when the first stop on the ray is an opponent, or a normal mover which did not range fare enough\r
+ while(board[x+=v] == EMPTY); // next stop\r
+ lions:\r
+ if((board[x] & TYPE) == stm) { // second stop is ours\r
+ int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];\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
+ }\r
+ }\r
+//printf("mask[%d] = %o\n", i, att);\r
+ if((att & attackMask[i]) == 0) continue; // no other attackers, so done with this direction\r
+ }\r
+ // now we get to the hairy part: there are other attackers than the stop, apparently jumping over it\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] <= N && p[attacker].range[i] >= S) { // 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 0;\r
+}\r
+\r
+int flag;\r
+\r
+int\r
+Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress)\r
+{\r
+ int i, j, k, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, replyDep, nextVictim, to, defer, dubious, bestMoveNr;\r
+ int savHashL = hashKeyL, savHashH = hashKeyH;\r
+ int score, bestScore, curEval;\r
+ Move move, nullMove;\r
+ UndoInfo tb;\r
+if(PATH) printf("search(%d) %d-%d eval=%d, stm=%d\n",depth,alpha,beta,difEval,stm),fflush(stdout);\r
+ xstm = stm ^ WHITE;\r
+//printf("map made\n");fflush(stdout);\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
+ firstMove = curMove = sorted = nonCapts = msp += 20; // leave 20 empty slots in front of move list\r
+ phase = 0; iterDep=1; replyDep = (depth < 1 ? depth : 1) - 1;\r
+ do {\r
+if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout);\r
+ bestScore = -INF; bestMoveNr = 0;\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
+ switch(phase) {\r
+ case 0: // null move\r
+ if(depth <= 0) {\r
+ bestScore = curEval;\r
+ if(bestScore >= beta || depth < -1) goto cutoff;\r
+ }\r
+#if 0\r
+ if(curEval >= beta) {\r
+ stm ^= WHITE;\r
+ score = -Search(-beta, -alpha, difEval, depth-3, promoSuppress & SQUARE, ABSENT);\r
+ stm ^= WHITE;\r
+ if(score >= beta) { msp = oldMSP; return score + (score < curEval); }\r
+ }\r
+#endif\r
+ phase = 1;\r
+ case 1: // hash move\r
+ phase = 2;\r
+ case 2: // capture-gen init\r
+ nextVictim = xstm;\r
+ phase = 3;\r
+ case 3: // generate captures\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
+ GenCapts(to, 0);\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
+ GenCapts(to, 0);\r
+ }\r
+//printf("captures on %d generated, msp=%d\n", nextVictim, msp);\r
+ goto extractMove;\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 <= 0) goto cutoff;\r
+ phase = 6;\r
+ case 6: // non-captures\r
+ nullMove = GenNonCapts(oldPromo);\r
+ phase = 7;\r
+ sorted = msp; // do not sort noncapts\r
+ break;\r
+ case 7: // bad captures\r
+ case 8: // PV null move\r
+ case 9:\r
+ goto cutoff;\r
+ }\r
+ }\r
+\r
+ // MOVE EXTRACTION\r
+ extractMove:\r
+if(flag & depth >= 0) 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\n", depth, iterDep, curMove, msp);\r
+ // RECURSION\r
+ stm ^= WHITE;\r
+ defer = MakeMove(moveStack[curMove], &tb);\r
+path[level++] = moveStack[curMove];\r
+attacks += 2*BSIZE;\r
+MapFromScratch(attacks); // for as long as incremental update does not work.\r
+if(PATH) pmap(attacks, stm);\r
+ if(chuFlag && p[tb.victim].value == 1000) { // verify legality of Lion capture in Chu Shogi\r
+ score = 0;\r
+ if(p[tb.piece].value == 1000) { // Ln x Ln: can make Ln 'vulnarable' (if distant and not through intemediate > GB)\r
+ if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim].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) { moveStack[curMove] = 0; goto abortMove; }\r
+ }\r
+#if 1\r
+ score = -Search(-beta, -alpha, -difEval - tb.booty, replyDep, promoSuppress & ~PROMOTE, defer);\r
+#else\r
+ score = 0;\r
+#endif\r
+ abortMove:\r
+attacks -= 2*BSIZE;\r
+level--;\r
+ UnMake(&tb);\r
+ hashKeyL = savHashL;\r
+ hashKeyH = savHashH;\r
+ xstm = stm; stm ^= WHITE;\r
+#if 1\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);\r
+ // ALPHA-BETA STUFF\r
+ if(score > bestScore) {\r
+ bestScore = score; bestMoveNr = curMove;\r
+ if(score > alpha) {\r
+ alpha = 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
+ // update killer\r
+ goto cutoff;\r
+ }\r
+ }\r
+\r
+ }\r
+#endif\r
+ } // next move\r
+ cutoff:\r
+ replyDep = iterDep;\r
+ } while(++iterDep <= depth); // next depth\r
+ retMSP = msp;\r
+ retFirst = firstMove;\r
+ msp = oldMSP;\r
+ retMove = bestMoveNr ? moveStack[bestMoveNr] : 0;\r
+if(flag && depth >= 0) printf("return %d: %d %d\n", depth, bestScore, curEval);\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 ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255);\r
+ for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);\r
+ printf("\n");\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 500 /* maximum game length */\r
+ #define MAXPLY 60 /* maximum search depth */\r
+\r
+ #define OFF 0\r
+ #define ON 1\r
+\r
+#define ONE 0\r
+#define DEFAULT_FEN ""\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(int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, 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
+ sup0 = sup1; sup1 = sup2;\r
+ sup2 = MakeMove(move, &undoInfo);\r
+ return stm ^ WHITE;\r
+}\r
+\r
+void\r
+UnMake2 (MOVE move)\r
+{\r
+ UnMake(&undoInfo);\r
+ sup2 = sup1; sup1 = sup0;\r
+}\r
+\r
+int\r
+Setup2 (char *fen)\r
+{\r
+ SetUp(chuArray, chuPieces);\r
+ sup0 = sup1 = sup2 = ABSENT;\r
+ return WHITE;\r
+}\r
+\r
+void\r
+SetMemorySize (int n)\r
+{\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
+ 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
+ sprintf(buf+strlen(buf), "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, move & PROMOTE ? "+" : "");\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 > 9);\r
+}\r
+\r
+MOVE\r
+ParseMove (char *moveText)\r
+{\r
+ int i, j, f, t, t2, e, ret, deferred=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 == '+') ret |= PROMOTE;\r
+MapFromScratch(attacks);\r
+ Search(-INF-1, INF+1, 0, 1, sup1, sup2);\r
+ for(i=retFirst; i<retMSP; i++) {\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
+ if(i>=retMSP) { // no exact match\r
+ if(deferred) { // but maybe non-sensical deferral\r
+ int flags = p[board[f]].promoFlag;\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[t])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral\r
+ }\r
+ }\r
+ if(i >= retMSP)\r
+ for(i=20; i<retMSP; i++) printf("# %d. %08x %08x %s\n", i-20, moveStack[i], ret, MoveToText(moveStack[i], 0));\r
+ }\r
+ return (i >= retMSP ? 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
+MapFromScratch(attacks);\r
+flag=1;\r
+ Search(-INF-1, INF+1, 0, 1, sup1, sup2);\r
+flag=0;\r
+ for(i=retFirst; i<retMSP; i++) {\r
+ if(sqr == (moveStack[i]>>SQLEN & SQUARE)) {\r
+ int t = moveStack[i] & SQUARE;\r
+ if(t >= SPECIAL) continue;\r
+ b[t] = (board[t] == EMPTY ? '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=20; i<retMSP; 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] = (board[t] == EMPTY ? '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\r
+SearchBestMove (int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove)\r
+{\r
+ int score;\r
+MapFromScratch(attacks);\r
+ score = Search(-INF-1, INF+1, 0, 3, sup1, sup2);\r
+ *move = retMove;\r
+ *ponderMove = INVALID;\r
+ return score;\r
+}\r
+\r
+void\r
+PonderUntilInput (int stm)\r
+{\r
+}\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
+\r
+ int TakeBack(int n)\r
+ { // reset the game and then replay it to the desired point\r
+ int last, stm;\r
+ 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
+ if(score == 0) printf("1/2-1/2\n");\r
+ if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0\n");\r
+ else printf("0-1\n");\r
+ }\r
+\r
+ main()\r
+ {\r
+ int engineSide=NONE; // side played by engine\r
+ int timeLeft; // timeleft on engine's clock\r
+ int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search\r
+ int maxDepth; // used by search\r
+ MOVE move, ponderMove;\r
+ int i, score;\r
+ char inBuf[80], command[80];\r
+\r
+ Init();\r
+ SetUp(chuArray, chuPieces);\r
+// pplist();\r
+// pboard(board);\r
+// pbytes(promoBoard);\r
+// Search(-INF, INF, 0, 1, ABSENT, ABSENT);\r
+// pmoves(20, retMSP);\r
+//MapFromScratch(attacks);\r
+// MapOneColor(1, last[WHITE], attacks);\r
+\r
+ while(1) { // infinite loop\r
+\r
+ fflush(stdout); // make sure everything is printed before we do something that might take time\r
+\r
+ if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move\r
+ \r
+ score = SearchBestMove(stm, timeLeft, mps, timeControl, inc, timePerMove, &move, &ponderMove);\r
+\r
+ if(move == INVALID) { // game apparently ended\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
+ }\r
+ }\r
+\r
+ fflush(stdout); // make sure everything is printed before we do something that might take time\r
+\r
+ // now it is not our turn (anymore)\r
+ if(engineSide == ANALYZE) { // in analysis, we always ponder the position\r
+ PonderUntilInput(stm);\r
+ } else\r
+ if(engineSide != NONE && ponder == ON && moveNr != 0) { // ponder while waiting for input\r
+ if(ponderMove == INVALID) { // if we have no move to ponder on, ponder the position\r
+ PonderUntilInput(stm);\r
+ } else {\r
+ int newStm = MakeMove2(stm, ponderMove);\r
+ PonderUntilInput(newStm);\r
+ UnMake2(ponderMove);\r
+ }\r
+ }\r
+\r
+ noPonder:\r
+ // wait for input, and read it until we have collected a complete line\r
+ for(i = 0; (inBuf[i] = getchar()) != '\n'; i++);\r
+ inBuf[i+1] = 0;\r
+pboard(board);\r
+pmoves(retFirst, retMSP);\r
+\r
+ // extract the first word\r
+ sscanf(inBuf, "%s", command);\r
+printf("in: %s\n", command);\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, "otim")) { goto noPonder; } // do not start pondering after receiving time commands, as move will follow immediately\r
+ if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); goto noPonder; }\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\n");\r
+ printf("feature variants=\"chu,12x12+0_fairy\"\n");\r
+ printf("feature 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 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
+ 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, "new")) { engineSide = BLACK; stm = Setup2(DEFAULT_FEN); maxDepth = MAXPLY; randomize = OFF; continue; }\r
+ if(!strcmp(command, "setboard")){ engineSide = NONE; stm = Setup2(inBuf+9); continue; }\r
+ if(!strcmp(command, "easy")) { ponder = OFF; continue; }\r
+ if(!strcmp(command, "hard")) { ponder = ON; continue; }\r
+ if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; }\r
+ if(!strcmp(command, "remove")) { stm = TakeBack(2); 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, "lift")) { Highlight(inBuf+5); continue; }\r
+ if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; }\r
+ if(!strcmp(command, "book")) { continue; }\r
+ if(!strcmp(command, "variant")) { continue; }\r
+ // non-standard commands\r
+ if(!strcmp(command, "p")) { pboard(board); continue; }\r
+ if(!strcmp(command, "w")) { pmap(attacks, WHITE); continue; }\r
+ if(!strcmp(command, "b")) { pmap(attacks, BLACK); continue; }\r
+ // ignored commands:\r
+ if(!strcmp(command, "xboard")) { continue; }\r
+ if(!strcmp(command, "computer")){ 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, "hover")) { continue; }\r
+ if(!strcmp(command, "")) { continue; }\r
+ if(!strcmp(command, "usermove")){\r
+ int move = ParseMove(inBuf+9);\r
+ if(move == INVALID) printf("Illegal move\n");\r
+ else {\r
+ stm = MakeMove2(stm, move);\r
+ ponderMove = INVALID;\r
+ gameMove[moveNr++] = move; // remember game\r
+ }\r
+ continue;\r
+ }\r
+ printf("Error: unknown command\n");\r
+ }\r
+ }\r
+\r