// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.13"\r
+#define VERSION "0.14e"\r
\r
-#define PATH level==0 || path[0] == 0x848f1 && (level==1 /*|| path[1] == 0x3f081 && (level == 2 || path[2] == 0x6f0ac && (level == 3 || path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5))))*/)\r
+#define PATH level==0 /*|| path[0] == 0x3490a && (level==1 || path[1] == 0x285b3 && (level == 2 || path[2] == 0x8710f && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5)))))*/\r
//define PATH 0\r
\r
#define HASH\r
#define KILLERS\r
#define NULLMOVE\r
#define CHECKEXT\r
+#define LMR 4\r
#define LIONTRAP\r
-#define XKINGSAFETY\r
+#define WINGS\r
+#define KINGSAFETY\r
+#define XFORTRESS\r
+#define PAWNBLOCK\r
\r
#include <stdio.h>\r
#include <stdlib.h>\r
char fireMask;\r
} UndoInfo;\r
\r
-char *array, fenArray[4000], startPos[4000], *reason;\r
-int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, tsume, pvCuts;\r
+char *array, fenArray[4000], startPos[4000], *reason, checkStack[300];\r
+int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, tsume, pvCuts, allowRep, entryProm;\r
int stm, xstm, hashKeyH=1, hashKeyL=1, framePtr, msp, nonCapts, rootEval, filling, promoDelta;\r
int retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;\r
+int ll, lr, ul, ur; // corner squares\r
int nodes, startTime, lastRootMove, lastRootIter, tlim1, tlim2, tlim3, repCnt, comp, abortFlag;\r
Move ponderMove;\r
Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2];\r
#define C -10 /* capture only */\r
#define M -11 /* non-capture only */\r
\r
-#define LVAL 100 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */\r
-#define FVAL 500 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */\r
+#define LVAL 1000 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */\r
+#define FVAL 5000 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */\r
\r
PieceDesc chuPieces[] = {\r
- {"LN", "", LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion\r
- {"FK", "", 60, { X,X,X,X,X,X,X,X }, 4 }, // free king\r
- {"SE", "", 55, { X,D,X,X,X,X,X,D }, 4 }, // soaring eagle\r
- {"HF", "", 50, { D,X,X,X,X,X,X,X }, 4 }, // horned falcon\r
- {"FO", "", 40, { X,X,0,X,X,X,0,X }, 4 }, // flying ox\r
- {"FB", "", 40, { 0,X,X,X,0,X,X,X }, 4 }, // free boar\r
- {"DK", "SE", 40, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king\r
- {"DH", "HF", 35, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse\r
- {"WH", "", 35, { X,X,0,0,X,0,0,X }, 3 }, // white horse\r
- {"R", "DK", 30, { X,0,X,0,X,0,X,0 }, 4 }, // rook\r
- {"FS", "", 30, { X,1,1,1,X,1,1,1 }, 3 }, // flying stag\r
- {"WL", "", 25, { X,0,0,X,X,X,0,0 }, 4 }, // whale\r
- {"K", "", 28, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
- {"CP", "", 27, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
- {"B", "DH", 25, { 0,X,0,X,0,X,0,X }, 2 }, // bishop\r
- {"VM", "FO", 20, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover\r
- {"SM", "FB", 20, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover\r
- {"DE", "CP", 20, { 1,1,1,1,0,1,1,1 }, 2 }, // drunk elephant\r
- {"BT", "FS", 15, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger\r
- {"G", "R", 15, { 1,1,1,0,1,0,1,1 }, 2 }, // gold\r
- {"FL", "B", 15, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard\r
- {"KN", "LN", 15, { J,1,J,1,J,1,J,1 }, 2 }, // kirin\r
- {"PH", "FK", 15, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix\r
- {"RV", "WL", 15, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot\r
- {"L", "WH", 15, { X,0,0,0,0,0,0,0 }, 1 }, // lance\r
- {"S", "VM", 10, { 1,1,0,1,0,1,0,1 }, 2 }, // silver\r
- {"C", "SM", 10, { 1,1,0,0,1,0,0,1 }, 2 }, // copper\r
- {"GB", "DE", 5, { 1,0,0,0,1,0,0,0 }, 1 }, // go between\r
- {"P", "G", 4, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn\r
+ {"LN", "", LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion\r
+ {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king\r
+ {"SE", "", 550, { X,D,X,X,X,X,X,D }, 4 }, // soaring eagle\r
+ {"HF", "", 500, { D,X,X,X,X,X,X,X }, 4 }, // horned falcon\r
+ {"FO", "", 400, { X,X,0,X,X,X,0,X }, 4 }, // flying ox\r
+ {"FB", "", 400, { 0,X,X,X,0,X,X,X }, 4 }, // free boar\r
+ {"DK", "SE", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king\r
+ {"DH", "HF", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse\r
+ {"WH", "", 350, { X,X,0,0,X,0,0,X }, 3 }, // white horse\r
+ {"R", "DK", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook\r
+ {"FS", "", 300, { X,1,1,1,X,1,1,1 }, 3 }, // flying stag\r
+ {"WL", "", 250, { X,0,0,X,X,X,0,0 }, 4 }, // whale\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"CP", "", 270, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"B", "DH", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop\r
+ {"VM", "FO", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover\r
+ {"SM", "FB", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover\r
+ {"DE", "CP", 201, { 1,1,1,1,0,1,1,1 }, 2 }, // drunk elephant\r
+ {"BT", "FS", 152, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger\r
+ {"G", "R", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold\r
+ {"FL", "B", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard\r
+ {"KN", "LN", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin\r
+ {"PH", "FK", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix\r
+ {"RV", "WL", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot\r
+ {"L", "WH", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance\r
+ {"S", "VM", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver\r
+ {"C", "SM", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper\r
+ {"GB", "DE", 50, { 1,0,0,0,1,0,0,0 }, 1 }, // go between\r
+ {"P", "G", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn\r
{ NULL } // sentinel\r
};\r
\r
PieceDesc shoPieces[] = {\r
- {"DK", "", 70, { X,1,X,1,X,1,X,1 } }, // dragon king\r
- {"DH", "", 52, { 1,X,1,X,1,X,1,X } }, // dragon horse\r
- {"R", "DK", 50, { X,0,X,0,X,0,X,0 } }, // rook\r
- {"B", "DH", 32, { 0,X,0,X,0,X,0,X } }, // bishop\r
- {"K", "", 41, { 1,1,1,1,1,1,1,1 } }, // king\r
- {"CP", "", 40, { 1,1,1,1,1,1,1,1 } }, // king\r
- {"DE", "CP", 25, { 1,1,1,1,0,1,1,1 } }, // silver\r
- {"G", "", 22, { 1,1,1,0,1,0,1,1 } }, // gold\r
- {"S", "G", 20, { 1,1,0,1,0,1,0,1 } }, // silver\r
- {"L", "G", 15, { X,0,0,0,0,0,0,0 } }, // lance\r
- {"N", "G", 11, { N,0,0,0,0,0,0,N } }, // Knight\r
- {"P", "G", 8, { 1,0,0,0,0,0,0,0 } }, // pawn\r
+ {"DK", "", 700, { X,1,X,1,X,1,X,1 } }, // dragon king\r
+ {"DH", "", 520, { 1,X,1,X,1,X,1,X } }, // dragon horse\r
+ {"R", "DK", 500, { X,0,X,0,X,0,X,0 } }, // rook\r
+ {"B", "DH", 320, { 0,X,0,X,0,X,0,X } }, // bishop\r
+ {"K", "", 410, { 1,1,1,1,1,1,1,1 } }, // king\r
+ {"CP", "", 400, { 1,1,1,1,1,1,1,1 } }, // king\r
+ {"DE", "CP", 250, { 1,1,1,1,0,1,1,1 } }, // silver\r
+ {"G", "", 220, { 1,1,1,0,1,0,1,1 } }, // gold\r
+ {"S", "G", 200, { 1,1,0,1,0,1,0,1 } }, // silver\r
+ {"L", "G", 150, { X,0,0,0,0,0,0,0 } }, // lance\r
+ {"N", "G", 110, { N,0,0,0,0,0,0,N } }, // Knight\r
+ {"P", "G", 80, { 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 }, 2 }, // Flying Dragon\r
- {"VO", "G", 20, { 2,0,2,0,2,0,2,0 }, 2 }, // Violent Ox\r
- {"EW", "G", 8, { 1,1,1,0,0,0,1,1 }, 2 }, // Evil Wolf\r
- {"CS", "G", 7, { 0,1,0,1,0,1,0,1 }, 1 }, // Cat Sword\r
- {"AB", "G", 6, { 1,0,1,0,1,0,1,0 }, 1 }, // Angry Boar\r
- {"I", "G", 8, { 1,1,0,0,0,0,0,1 }, 2 }, // Iron\r
- {"N", "G", 6, { N,0,0,0,0,0,0,N }, 0 }, // Knight\r
- {"ST", "G", 5, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone\r
+ {"FD", "G", 150, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon\r
+ {"VO", "G", 200, { 2,0,2,0,2,0,2,0 }, 2 }, // Violent Ox\r
+ {"EW", "G", 80, { 1,1,1,0,0,0,1,1 }, 2 }, // Evil Wolf\r
+ {"CS", "G", 70, { 0,1,0,1,0,1,0,1 }, 1 }, // Cat Sword\r
+ {"AB", "G", 60, { 1,0,1,0,1,0,1,0 }, 1 }, // Angry Boar\r
+ {"I", "G", 80, { 1,1,0,0,0,0,0,1 }, 2 }, // Iron\r
+ {"N", "G", 60, { N,0,0,0,0,0,0,N }, 0 }, // Knight\r
+ {"ST", "G", 50, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone\r
{ NULL } // sentinel\r
};\r
\r
PieceDesc ddPieces[] = {\r
- {"LO", "", 1, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin\r
- {"OK", "LO", 1, { 2,1,2,0,2,0,2,1 } }, // Old Kite\r
- {"PS", "HM", 1, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake\r
- {"GE", "", 1, { 3,3,5,5,3,5,5,3 } }, // Great Elephant\r
- {"WS", "LD", 1, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian\r
- {"EA", "LN", 1, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian\r
- {"NO", "FE", 1, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian\r
- {"SO", "WE", 1, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian\r
- {"FE", "", 1, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant\r
- {"WE", "", 1, { 2,2,2,X,2,X,2,2 } }, // White Elephant\r
- {"FT", "", 1, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater\r
- {"FR", "", 1, { 5,X,X,0,5,0,X,X } }, // Free Demon\r
- {"WB", "FT", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo\r
- {"RB", "FR", 1, { X,X,X,X,0,X,X,X } }, // Rushing Bird\r
- {"SB", "", 1, { X,X,2,2,2,2,2,X } }, // Standard Bearer\r
-\r
- {"FH", "FK", 1, { 1,2,1,0,1,0,1,2 } }, // Flying Horse\r
- {"NK", "SB", 1, { 1,1,1,1,1,1,1,1 } }, // Neighbor King\r
- {"BM", "MW", 1, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey\r
- {"DO", "", 1, { 2,X,2,X,2,X,2,X } }, // Dove\r
- {"EB", "DO", 1, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger\r
- {"EF", "SD", 1, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox\r
- {"RA", "", 1, { X,0,X,1,X,1,X,0 } }, // Racing Chariot\r
- {"SQ", "", 1, { X,1,X,0,X,0,X,1 } }, // Square Mover\r
- {"PR", "SQ", 1, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag\r
- {"WT", "", 1, { X,1,2,0,X,0,2,X } }, // White Tiger\r
- {"BD", "", 1, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon\r
- {"HD", "", 1, { X,0,0,0,1,0,0,0 } }, // Howling Dog\r
- {"VB", "", 1, { 0,2,1,0,0,0,1,2 } }, // Violent Bear\r
- {"SA", "", 1, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger\r
- {"W", "", 1, { 0,2,0,0,0,0,0,2 } }, // Wood\r
- {"CS", "DH", 7, { 0,1,0,1,0,1,0,1 } }, // cat sword\r
- {"FD", "DK", 15, { 0,2,0,2,0,2,0,2 } }, // flying dragon\r
- {"KN", "GD", 15, { J,1,J,1,J,1,J,1 } }, // kirin\r
- {"PH", "GB", 15, { 1,J,1,J,1,J,1,J } }, // phoenix\r
- {"LN", "FF", 100, { L,L,L,L,L,L,L,L } }, // lion\r
- {"LD", "GE", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog\r
- {"AB", "", 1, { 1,0,1,0,1,0,1,0 } }, // Angry Boar\r
- {"B", "", 1, { 0,X,0,X,0,X,0,X } }, // Bishop\r
- {"C", "", 1, { 1,1,0,0,1,0,0,1 } }, // Copper\r
- {"DH", "", 1, { 1,X,1,X,1,X,1,X } }, // Dragon Horse\r
- {"DK", "", 1, { X,1,X,1,X,1,X,1 } }, // Dragon King\r
- {"FK", "", 1, { } }, // \r
- {"EW", "", 1, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf\r
- {"FL", "", 1, { } }, // \r
- {"", "", 1, { } }, // \r
- {"", "", 1, { } }, // \r
- {"", "", 1, { } }, // \r
- {"", "", 1, { } }, // \r
+ {"LO", "", 10, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin\r
+ {"OK", "LO", 10, { 2,1,2,0,2,0,2,1 } }, // Old Kite\r
+ {"PS", "HM", 10, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake\r
+ {"GE", "", 10, { 3,3,5,5,3,5,5,3 } }, // Great Elephant\r
+ {"WS", "LD", 10, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian\r
+ {"EA", "LN", 10, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian\r
+ {"NO", "FE", 10, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian\r
+ {"SO", "WE", 10, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian\r
+ {"FE", "", 10, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant\r
+ {"WE", "", 10, { 2,2,2,X,2,X,2,2 } }, // White Elephant\r
+ {"FT", "", 10, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater\r
+ {"FR", "", 10, { 5,X,X,0,5,0,X,X } }, // Free Demon\r
+ {"WB", "FT", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo\r
+ {"RB", "FR", 10, { X,X,X,X,0,X,X,X } }, // Rushing Bird\r
+ {"SB", "", 10, { X,X,2,2,2,2,2,X } }, // Standard Bearer\r
+\r
+ {"FH", "FK", 10, { 1,2,1,0,1,0,1,2 } }, // Flying Horse\r
+ {"NK", "SB", 10, { 1,1,1,1,1,1,1,1 } }, // Neighbor King\r
+ {"BM", "MW", 10, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey\r
+ {"DO", "", 10, { 2,X,2,X,2,X,2,X } }, // Dove\r
+ {"EB", "DO", 10, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger\r
+ {"EF", "SD", 10, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox\r
+ {"RA", "", 10, { X,0,X,1,X,1,X,0 } }, // Racing Chariot\r
+ {"SQ", "", 10, { X,1,X,0,X,0,X,1 } }, // Square Mover\r
+ {"PR", "SQ", 10, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag\r
+ {"WT", "", 10, { X,1,2,0,X,0,2,X } }, // White Tiger\r
+ {"BD", "", 10, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon\r
+ {"HD", "", 10, { X,0,0,0,1,0,0,0 } }, // Howling Dog\r
+ {"VB", "", 10, { 0,2,1,0,0,0,1,2 } }, // Violent Bear\r
+ {"SA", "", 10, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger\r
+ {"W", "", 10, { 0,2,0,0,0,0,0,2 } }, // Wood\r
+ {"CS", "DH", 70, { 0,1,0,1,0,1,0,1 } }, // cat sword\r
+ {"FD", "DK", 150, { 0,2,0,2,0,2,0,2 } }, // flying dragon\r
+ {"KN", "GD", 150, { J,1,J,1,J,1,J,1 } }, // kirin\r
+ {"PH", "GB", 150, { 1,J,1,J,1,J,1,J } }, // phoenix\r
+ {"LN", "FF", 1000, { L,L,L,L,L,L,L,L } }, // lion\r
+ {"LD", "GE", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog\r
+ {"AB", "", 10, { 1,0,1,0,1,0,1,0 } }, // Angry Boar\r
+ {"B", "", 10, { 0,X,0,X,0,X,0,X } }, // Bishop\r
+ {"C", "", 10, { 1,1,0,0,1,0,0,1 } }, // Copper\r
+ {"DH", "", 10, { 1,X,1,X,1,X,1,X } }, // Dragon Horse\r
+ {"DK", "", 10, { X,1,X,1,X,1,X,1 } }, // Dragon King\r
+ {"FK", "", 10, { } }, // \r
+ {"EW", "", 10, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf\r
+ {"FL", "", 10, { } }, // \r
+ {"", "", 10, { } }, // \r
+ {"", "", 10, { } }, // \r
+ {"", "", 10, { } }, // \r
+ {"", "", 10, { } }, // \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
+ {"DV", "", 10, { 0,1,0,1,0,0,1,1 } }, // Deva\r
+ {"DS", "", 10, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit\r
+ {"T", "", 10, { 0,1,0,0,1,0,0,1 } }, // Tile\r
+ {"CS", "", 10, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent\r
+ {"RD", "", 10, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon\r
+ {"CC", "", 10, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock\r
+ {"OM", "", 10, { 0,1,0,1,1,1,0,1 } }, // Old Monkey\r
+ {"BB", "", 10, { 0,1,0,1,X,1,0,1 } }, // Blind Bear\r
+ {"OR", "", 10, { 0,2,0,0,2,0,0,2 } }, // Old Rat\r
+ {"LD", "WS", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog\r
+ {"WR", "", 10, { 0,3,1,3,0,3,1,3 } }, // Wrestler\r
+ {"GG", "", 10, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods\r
+ {"BD", "", 10, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil\r
+ {"SD", "", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil\r
+ {"DY", "", 10, { J,0,1,0,J,0,1,0 } }, // Donkey\r
+ {"CP", "", 10, { 0,H,0,2,0,2,0,H } }, // Capricorn\r
+ {"HM", "", 10, { H,0,H,0,H,0,H,0 } }, // Hook Mover\r
+ {"SF", "", 10, { 0,1,X,1,0,1,0,1 } }, // Side Flier\r
+ {"LC", "", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot\r
+ {"RC", "", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot\r
+ {"FG", "", 10, { X,X,X,0,X,0,X,X } }, // Free Gold\r
+ {"FS", "", 10, { X,X,0,X,0,X,0,X } }, // Free Silver\r
+ {"FC", "", 10, { X,X,0,0,X,0,0,X } }, // Free Copper\r
+ {"FI", "", 10, { X,X,0,0,0,0,0,X } }, // Free Iron\r
+ {"FT", "", 10, { 0,X,0,0,X,0,0,X } }, // Free Tile\r
+ {"FN", "", 10, { 0,X,0,0,0,0,0,X } }, // Free Stone\r
+ {"FTg", "", 10, { 0,X,X,X,X,X,X,X } }, // Free Tiger\r
+ {"FLp", "", 10, { X,X,0,X,X,X,0,X } }, // Free Leopard (Free Boar?)\r
+ {"FSp", "", 10, { X,0,0,X,X,X,0,0 } }, // Free Serpent (Whale?)\r
+ {"FrD", "", 10, { X,0,X,X,X,X,X,0 } }, // Free Dragon\r
+ {"FC", "", 10, { 0,X,0,X,0,X,0,X } }, // Free Cat (Bishop?)\r
+ {"EM", "", 10, { } }, // Emperor\r
+ {"TK", "", 10, { } }, // Teaching King\r
+ {"BS", "", 10, { } }, // Budhist Spirit\r
+ {"WS", "", 10, { X,X,0,X,1,X,0,X } }, // Wizard Stork\r
+ {"MW", "", 10, { 1,X,0,X,X,X,0,X } }, // Mountain Witch\r
+ {"FF", "", 10, { } }, // Furious Fiend\r
+ {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon\r
+ {"GB", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird\r
+ {"FrW", "", 10, { } }, // Free Wolf\r
+ {"FrB", "", 10, { } }, // Free Bear\r
+ {"BT", "", 10, { X,0,0,X,0,X,0,0 } }, // Bat\r
+ {"", "", 10, { } }, // \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
+ {"", "", 10, { } }, // Peacock\r
+ {"", "", 10, { } }, // Vermillion Sparrow\r
+ {"", "", 10, { } }, // Turtle Snake\r
+ {"", "", 10, { } }, // Silver Hare\r
+ {"", "", 10, { } }, // Golden Deer\r
+ {"", "", 10, { } }, // \r
+ {"", "", 10, { } }, // \r
+ {"", "", 10, { } }, // \r
{ NULL } // sentinel\r
};\r
\r
PieceDesc tenjikuPieces[] = { // only those not in Chu, or different (because of different promotion)\r
- {"FI", "", FVAL, { X,X,0,X,X,X,0,X } }, // Fire Demon\r
- {"GG", "", 150, { R,R,R,R,R,R,R,R }, 0, 3 }, // Great General\r
- {"VG", "", 140, { 0,R,0,R,0,R,0,R }, 0, 2 }, // Vice General\r
- {"RG", "GG",120, { R,0,R,0,R,0,R,0 }, 0, 1 }, // Rook General\r
- {"BG", "VG",110, { 0,R,0,R,0,R,0,R }, 0, 1 }, // Bishop General\r
- {"SE", "RG", 1, { X,D,X,X,X,X,X,D } }, // Soaring Eagle\r
- {"HF", "BG", 1, { D,X,X,X,X,X,X,X } }, // Horned Falcon\r
- {"LH", "", 1, { L,S,L,S,L,S,L,S } }, // Lion-Hawk\r
- {"LN", "LH", LVAL, { L,L,L,L,L,L,L,L } }, // Lion\r
+ {"FI", "", FVAL, { X,X,0,X,X,X,0,X } }, // Fire Demon\r
+ {"GG", "", 1500, { R,R,R,R,R,R,R,R }, 0, 3 }, // Great General\r
+ {"VG", "", 1400, { 0,R,0,R,0,R,0,R }, 0, 2 }, // Vice General\r
+ {"RG", "GG",1200, { R,0,R,0,R,0,R,0 }, 0, 1 }, // Rook General\r
+ {"BG", "VG",1100, { 0,R,0,R,0,R,0,R }, 0, 1 }, // Bishop General\r
+ {"SE", "RG", 10, { X,D,X,X,X,X,X,D } }, // Soaring Eagle\r
+ {"HF", "BG", 10, { D,X,X,X,X,X,X,X } }, // Horned Falcon\r
+ {"LH", "", 10, { L,S,L,S,L,S,L,S } }, // Lion-Hawk\r
+ {"LN", "LH",LVAL, { L,L,L,L,L,L,L,L } }, // Lion\r
{"FE", "", 1, { X,X,X,X,X,X,X,X } }, // Free Eagle\r
- {"FK", "FE", 60, { X,X,X,X,X,X,X,X } }, // Free King\r
- {"HT", "", 1, { X,X,2,X,X,X,2,X } }, // Heavenly Tetrarchs\r
- {"CS", "HT", 1, { X,X,2,X,X,X,2,X } }, // Chariot Soldier\r
- {"WB", "FI", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo\r
- {"VS", "CS", 1, { X,0,2,0,1,0,2,0 } }, // Vertical Soldier\r
- {"SS", "WB", 1, { 2,0,X,0,1,0,X,0 } }, // Side Soldier\r
- {"I", "VS", 1, { 1,1,0,0,0,0,0,1 } }, // Iron\r
- {"N", "SS", 1, { N,0,0,0,0,0,0,N } }, // Knight\r
- {"MG", "", 1, { X,0,0,X,0,X,0,0 } }, // Multi-General\r
- {"D", "MG", 1, { 1,0,0,1,0,1,0,0 } }, // Dog\r
+ {"FK", "FE", 600, { X,X,X,X,X,X,X,X } }, // Free King\r
+ {"HT", "", 10, { X,X,2,X,X,X,2,X } }, // Heavenly Tetrarchs\r
+ {"CS", "HT", 10, { X,X,2,X,X,X,2,X } }, // Chariot Soldier\r
+ {"WB", "FI", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo\r
+ {"VS", "CS", 10, { X,0,2,0,1,0,2,0 } }, // Vertical Soldier\r
+ {"SS", "WB", 10, { 2,0,X,0,1,0,X,0 } }, // Side Soldier\r
+ {"I", "VS", 10, { 1,1,0,0,0,0,0,1 } }, // Iron\r
+ {"N", "SS", 10, { N,0,0,0,0,0,0,N } }, // Knight\r
+ {"MG", "", 10, { X,0,0,X,0,X,0,0 } }, // Multi-General\r
+ {"D", "MG", 10, { 1,0,0,1,0,1,0,0 } }, // Dog\r
{ NULL } // sentinel\r
};\r
\r
PieceDesc taikyokuPieces[] = {\r
- {"", "", 1, { } }, // \r
+ {"", "", 10, { } }, // \r
{ NULL } // sentinel\r
};\r
\r
PieceDesc chessPieces[] = {\r
- {"Q", "", 95, { X,X,X,X,X,X,X,X } },\r
- {"R", "", 50, { X,0,X,0,X,0,X,0 } },\r
- {"B", "", 32, { 0,X,0,X,0,X,0,X } },\r
- {"N", "", 30, { N,N,N,N,N,N,N,N } },\r
- {"K", "", 28, { 1,1,1,1,1,1,1,1 } },\r
- {"P", "Q", 8, { M,C,0,0,0,0,0,C } },\r
+ {"Q", "", 950, { X,X,X,X,X,X,X,X } },\r
+ {"R", "", 500, { X,0,X,0,X,0,X,0 } },\r
+ {"B", "", 320, { 0,X,0,X,0,X,0,X } },\r
+ {"N", "", 300, { N,N,N,N,N,N,N,N } },\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 } },\r
+ {"P", "Q", 80, { M,C,0,0,0,0,0,C } },\r
{ NULL } // sentinel\r
};\r
\r
PieceDesc shatranjPieces[] = {\r
- {"FK", "", 15, { 0,1,0,1,0,1,0,1 } },\r
- {"R", "", 50, { X,0,X,0,X,0,X,0 } },\r
- {"B", "", 9, { 0,J,0,J,0,J,0,J } },\r
- {"N", "", 30, { N,N,N,N,N,N,N,N } },\r
- {"K", "", 28, { 1,1,1,1,1,1,1,1 } },\r
- {"P", "FK", 8, { M,C,0,0,0,0,0,C } },\r
+ {"FK", "", 150, { 0,1,0,1,0,1,0,1 } },\r
+ {"R", "", 500, { X,0,X,0,X,0,X,0 } },\r
+ {"B", "", 90, { 0,J,0,J,0,J,0,J } },\r
+ {"N", "", 300, { N,N,N,N,N,N,N,N } },\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 } },\r
+ {"P", "FK", 80, { M,C,0,0,0,0,0,C } },\r
{ NULL } // sentinel\r
};\r
\r
PieceDesc makrukPieces[] = {\r
- {"SM","", 15, { 0,1,0,1,0,1,0,1 } },\r
- {"R", "", 50, { X,0,X,0,X,0,X,0 } },\r
- {"S", "", 20, { 1,1,0,1,0,1,0,1 } }, // silver\r
- {"N", "", 30, { N,N,N,N,N,N,N,N } },\r
- {"K", "", 28, { 1,1,1,1,1,1,1,1 } },\r
- {"P", "SM", 8, { M,C,0,0,0,0,0,C } },\r
+ {"SM","", 150, { 0,1,0,1,0,1,0,1 } },\r
+ {"R", "", 500, { X,0,X,0,X,0,X,0 } },\r
+ {"S", "", 200, { 1,1,0,1,0,1,0,1 } }, // silver\r
+ {"N", "", 300, { N,N,N,N,N,N,N,N } },\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 } },\r
+ {"P", "SM", 80, { M,C,0,0,0,0,0,C } },\r
{ NULL } // sentinel\r
};\r
\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
+ 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
{\r
int i, j;\r
multis[col] = col;\r
- for(i=col+2; i<last[col]; i+=2) { // scan piece list for multi-capturers\r
- for(j=0; j<8; j++) if(p[i].range[j] < J && p[i].range[j] >= S || p[i].value == 10*FVAL) {\r
+ for(i=col+2; i<=last[col]; i+=2) { // scan piece list for multi-capturers\r
+ for(j=0; j<8; j++) if(p[i].range[j] < J && p[i].range[j] >= S || p[i].value == FVAL) {\r
multiMovers[multis[col]] = i; // found one: put its piece number in list\r
multis[col] += 2;\r
break;\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
+ 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
+ for(i=stm+2; i<=last[stm]; i+=2) { // second pass: promoted pieces\r
\r
if((k = p[i].promo) == -2 && p[i].pos == ABSENT) { // orphaned promoted piece not present\r
SqueezeOut(i);\r
{\r
int i, j, *key, v;\r
for(i=stm+2; i<=last[stm]; i += 2) {\r
- if(p[i].value < 10*list->value || p[i].value == 10*list->value && (p[i].promo < 0)) break;\r
+ if(p[i].value < list->value || p[i].value == list->value && (p[i].promo < 0)) break;\r
}\r
last[stm] += 2;\r
for(j=last[stm]; j>i; j-= 2) p[j] = p[j-2];\r
- p[i].value = v = 10*list->value;\r
+ p[i].value = v = list->value;\r
for(j=0; j<8; j++) p[i].range[j] = list->range[j^4*(WHITE-stm)];\r
switch(Range(p[i].range)) {\r
case 1: p[i].pst = BH; break;\r
p[i].promoFlag = 0;\r
p[i].bulk = list->bulk;\r
p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;\r
- if(Lance(list->range),0)\r
+ if(Lance(list->range))\r
p[i].mobWeight = 5 + 3*(list->range[4]==X), p[i].pst = 0; // clear path but don't move forward\r
for(j=stm+2; j<= last[stm]; j+=2) {\r
if(p[j].promo >= i) p[j].promo += 2;\r
p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK;\r
p[m].promo = -1;\r
p[m].pos = ABSENT;\r
- if(p[m].value == 10*LVAL) kylin[color] = n; // remember piece that promotes to Lion\r
+ if(p[m].value == LVAL) kylin[color] = n; // remember piece that promotes to Lion\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
if(!(prince & WHITE+1)) p[AddPiece(WHITE, LookUp("CP", V_CHU))].pos = ABSENT;\r
if(!(prince & BLACK+1)) p[AddPiece(BLACK, LookUp("CP", V_CHU))].pos = ABSENT;\r
for(i=0; i<8; i++) fireFlags[i] = 0;\r
- for(i=2, n=1; i<10; i++) if(p[i].value == 10*FVAL) {\r
+ for(i=2, n=1; i<10; i++) if(p[i].value == FVAL) {\r
int x = p[i].pos; // mark all burn zones\r
fireFlags[i-2] = n;\r
if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n;\r
tenFlag = (currentVariant == V_TENJIKU);\r
chessFlag = (currentVariant == V_CHESS);\r
repDraws = (currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK);\r
+ ll = 0; lr = bHeight - 1; ul = (bHeight - 1)*bWidth; ur = ul + bHeight - 1;\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
for(j=0; j<BH; j++) {\r
for(i=0; i<BH; i++) {\r
int s = BW*i + j, d = BH*(BH-2) - abs(2*i - BH + 1)*(BH-1) - (2*j - BH + 1)*(2*j - BH + 1);\r
- PST[s] = 0;\r
+ PST[s] = 2*(i==0 | i==BH-1) + (i==1 | i==BH-2); // last-rank markers in null table\r
PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 5 : 0) - (j == 0 || j == BH-1 ? 5 : 0)\r
+ 2*(i==zone || i==BH-zone-1); // stepper centralization\r
PST[BH*BW+s] = d/6; // double-stepper centralization\r
PST[BH*BW+BH+s] = d/12; // slider centralization\r
- PST[2*BH*BW+s] = j < 3 || j > BH-4 ? (i < 3 ? 5 : i == 3 ? 2 : i == 4 ? 1 : 0) : 0;\r
+ PST[2*BH*BW+s] = j < 3 || j > BH-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 0) : 0;\r
PST[2*BH*BW+BH+s] = ((BH-1)*(BH-1) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1))/6;\r
PST[3*BH*BW+s] = PST[3*BH*BW+BH+s] = PST[BH+s]; // as stepper, but with pre-promotion bonus W/B\r
}\r
{\r
if(board[y] != EMPTY) return 1; // edge, capture or own piece\r
//if(flag) printf("# add %c%d%c%d, pf=%d\n", x%BW+'a',x/BW,y%BW+'a',y/BW, promoFlags);\r
- if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move\r
+ if( (promoBoard[x] | promoBoard[y]) & promoFlags &&\r
+ (!entryProm || promoBoard[y] & ~promoBoard[x] & CAN_PROMOTE )){ // 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
if(p[u->piece].promoFlag & LAST_RANK) cnt50 = 0; // forward piece: move is irreversible\r
// TODO: put in some test for forward moves of non-backward pieces?\r
\r
- if(p[u->piece].value == 10*FVAL) { // move with Fire Demon\r
+ if(p[u->piece].value == FVAL) { // move with Fire Demon\r
int i, f=~fireFlags[u->piece-2];\r
for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] &= f; // clear old burn zone\r
}\r
hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH];\r
hashKeyL ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square];\r
hashKeyH ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square+BH];\r
- if(p[u->piece].value != 10*LVAL && p[u->epVictim[0]].value == 10*LVAL) deferred |= PROMOTE; // flag non-Lion x Lion\r
+ if(p[u->piece].value != LVAL && p[u->epVictim[0]].value == LVAL) deferred |= PROMOTE; // flag non-Lion x Lion\r
cnt50 = 0; // double capture irreversible\r
}\r
\r
u->booty -= p[u->piece].value;\r
cnt50 = 0;\r
} else\r
- if(p[u->piece].value == 10*FVAL) { // move with Fire Demon that survives: burn\r
+ if(p[u->piece].value == FVAL) { // move with Fire Demon that survives: burn\r
int i, f=fireFlags[u->piece-2];\r
for(i=0; i<8; i++) {\r
int x = u->to + kStep[i], burnVictim = board[x];\r
}\r
}\r
\r
- if(p[u->piece].value == 10*FVAL) {\r
+ if(p[u->piece].value == FVAL) {\r
int i, f=fireFlags[u->piece-2];\r
for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] |= f; // restore old burn zone\r
}\r
}\r
\r
int\r
+Guard (int sqr)\r
+{\r
+ int piece = board[sqr], val;\r
+ if(piece == EDGE) return 0;\r
+ val = p[piece].value;\r
+ if(val == 201) return 3; // Elephant\r
+ if(val == 152) return 2; // Tiger\r
+ if(val == 151) return 1; // Gold\r
+ return 0;\r
+}\r
+\r
+int\r
+Fortress (int forward, int king, int lion)\r
+{ // penalty for lack of Lion-proof fortress\r
+ int rank = PST[king], anchor, r, l, q;\r
+ if(!rank) return -300;\r
+ anchor = king + forward*(rank-1);\r
+\r
+ if(Guard(anchor) == 3 || Guard(anchor+1) == 3 || Guard(anchor-1) == 3) return 0;\r
+ if(rank == 2 && Guard(king+1) == 3 || Guard(king-1) == 3) return -50;\r
+ if(Guard(r=anchor) == 2 || Guard(r=anchor+1) == 2 || Guard(r=anchor-1) == 2)\r
+ return -100 + 50*(Guard(r + forward + 1) == 3 || Guard(r + forward - 1) == 3);\r
+ return -300;\r
+\r
+ for(r=anchor+1; Guard(r) > 1; r++);\r
+ for(l=anchor-1; Guard(l) > 1; l--);\r
+//if(PATH) printf("# l=%d r=%d\n", l, r);\r
+ if(Guard(anchor) < 2) {\r
+ if(r - anchor > anchor - l || // largest group, or if equal, group that contains elephant\r
+ r - anchor == anchor - l && Guard(r-1) == 3) l = anchor; else r = anchor;\r
+ }\r
+ switch(r - l) {\r
+ case 1: q = 15; break; // no shelter at all, maximum penalty\r
+ case 2: if(Guard(l+1) == 3) q = 10; // single Elephant offers some shelter\r
+ else if(Guard(l+forward) == 3 || Guard(l+forward+2) == 3) q = 8; // better if Tiger diagonally in front of it\r
+ else q = 14; // singe tiger almost no help;\r
+ break;\r
+ case 3: q = 5 - (Guard(l+1) == 3 || Guard(l+3) == 3); break; // pair is better if it contains Elephant\r
+ case 4: q = (Guard(l+2) != 3); // 3 wide: perfect, or nearly so if Elephant not in middle\r
+ default: ;\r
+ }\r
+//if(PATH) printf("# fortress %d: q=%d l=%d r=%d\n", anchor, q, l, r);\r
+ return (dist[lion - king] - 23)*q; // reduce by ~half if Lion very far away\r
+}\r
+\r
+int\r
+Ftest (int side)\r
+{\r
+ int lion = ABSENT, king;\r
+ if(p[side+2].value == LVAL) lion = p[side+2].pos;\r
+ if(lion == ABSENT && p[side+4].value == LVAL) lion = p[side+4].pos;\r
+ king = p[royal[1-side]].pos; if(king == ABSENT) king = p[royal[1-side]+1].pos;\r
+ return lion == ABSENT ? 0 : Fortress(side ? -BW : BW, king, lion);\r
+}\r
+\r
+int\r
Evaluate (int difEval)\r
{\r
- int wLion, bLion, wKing, bKing, score=mobilityScore;\r
+ int wLion = ABSENT, bLion = ABSENT, wKing, bKing, score=mobilityScore, f, i, j;\r
+\r
+ if(p[WHITE+2].value == LVAL) wLion = p[WHITE+2].pos;\r
+ if(p[BLACK+2].value == LVAL) bLion = p[BLACK+2].pos;\r
+ if(wLion == ABSENT && p[WHITE+4].value == LVAL) wLion = p[WHITE+4].pos;\r
+ if(bLion == ABSENT && p[BLACK+4].value == LVAL) bLion = p[BLACK+4].pos;\r
\r
#ifdef LIONTRAP\r
-#define lionTrap (PST + 2*BH*BW)\r
+# define lionTrap (PST + 2*BH*BW)\r
// penalty for Lion in enemy corner, when enemy Lion is nearby\r
- if(p[WHITE+2].value == 10*LVAL && (wLion = p[WHITE+2].pos) != ABSENT)\r
- if(p[BLACK+2].value == 10*LVAL && (bLion = p[BLACK+2].pos) != ABSENT) { // both have a Lion\r
+ if(wLion != ABSENT && bLion != ABSENT) { // both have a Lion\r
static int distFac[36] = { 0, 0, 10, 9, 8, 7, 5, 3, 1 };\r
score -= ( (1+9*!attacks[2*wLion+WHITE]) * lionTrap[BW*(BH-1)+BH-1-wLion]\r
- (1+9*!attacks[2*bLion+BLACK]) * lionTrap[bLion] ) * distFac[dist[wLion - bLion]];\r
}\r
+\r
+# ifdef WINGS\r
+ // bonus if corner lances are protected by Lion-proof setup (FL + C/S)\r
+ if(bLion != ABSENT) {\r
+ if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) && \r
+ p[board[ll+1]].value == 150 && p[board[ll+BW+2]].value == 100) score += 20 + 20*!p[board[ll]].range[2];\r
+ if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) &&\r
+ p[board[lr-1]].value == 150 && p[board[lr+BW-2]].value == 100) score += 20 + 20*!p[board[lr]].range[2];\r
+ }\r
+ if(wLion != ABSENT) {\r
+ if((p[board[ul-BW]].value == 320 || p[board[ul-BW]].value == 220) &&\r
+ p[board[ul+1]].value == 150 && p[board[ul-BW+2]].value == 100) score -= 20 + 20*!p[board[ul]].range[2];\r
+ if((p[board[ur-BW]].value == 320 || p[board[ur-BW]].value == 220) &&\r
+ p[board[ur-1]].value == 150 && p[board[ur-BW-2]].value == 100) score -= 20 + 20*!p[board[ur]].range[2];\r
+ }\r
+# endif\r
#endif\r
\r
#ifdef KINGSAFETY\r
wKing = p[royal[WHITE]].pos; if(wKing == ABSENT) wKing = p[royal[WHITE]+1].pos;\r
bKing = p[royal[BLACK]].pos; if(bKing == ABSENT) bKing = p[royal[BLACK]+1].pos;\r
if(filling < 32) {\r
- score += (PST[3*BW*BH+wKing] - PST[3*BW*BH+bKing])*(32 - filling) >> 4;\r
+ int lead = (stm == WHITE ? difEval : -difEval);\r
+ score += (PST[3*BW*BH+wKing] - PST[3*BW*BH+bKing])*(32 - filling) >> 7;\r
+ if(lead > 100) score -= PST[3*BW*BH+bKing]*(32 - filling) >> 3; // white leads, drive black K to corner\r
+ if(lead < -100) score += PST[3*BW*BH+wKing]*(32 - filling) >> 3; // black leads, drive white K to corner\r
}\r
+\r
+# ifdef FORTRESS\r
+ f = 0;\r
+ if(bLion != ABSENT) f += Fortress( BW, wKing, bLion);\r
+ if(wLion != ABSENT) f -= Fortress(-BW, bKing, wLion);\r
+ score += (filling < 96 ? f : f*(224 - filling) >> 7); // build up slowly\r
+# endif\r
#endif\r
\r
#ifdef KYLIN\r
}\r
#endif\r
\r
+#ifdef PAWNBLOCK\r
+ // penalty for blocking own P or GB: 20 by slider, 10 by other, but 50 if only retreat mode is straight back\r
+ for(i=last[WHITE]; i > 1 && p[i].value<=50; i-=2) {\r
+ if((f = p[i].pos) != ABSENT && (j = board[f + BW])&1) // P present, square before it white (odd) piece\r
+ score -= 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[3] || p[j].range[5] || p[j].value==50);\r
+ }\r
+ for(i=last[BLACK]; i > 1 && p[i].value<=50; i-=2) {\r
+ if((f = p[i].pos) != ABSENT && (j = board[f - BW]) && !(j&1)) // P present, square before non-empty and even (black)\r
+ score += 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[1] || p[j].range[7] || p[j].value==50);\r
+ }\r
+#endif\r
+\r
return difEval - (filling*filling*promoDelta >> 16) + (stm ? score : -score);\r
}\r
\r
FireSet (UndoInfo *tb)\r
{ // set fireFlags acording to remaining presene of Fire Demons\r
int i;\r
- for(i=stm+2; p[i].value == 10*FVAL; i++) // Fire Demons are always leading pieces in list\r
+ for(i=stm+2; p[i].value == FVAL; i++) // Fire Demons are always leading pieces in list\r
if(p[i].pos != ABSENT) tb->fireMask |= fireFlags[i-2];\r
}\r
\r
#define QSdepth 4\r
\r
int\r
-Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress, int threshold)\r
+Search (int alpha, int beta, int difEval, int depth, int lmr, int oldPromo, int promoSuppress, int threshold)\r
{\r
- int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=INF;\r
+ int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000;\r
int firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr;\r
int resDep, iterDep, ext;\r
int myPV = pvPtr;\r
}\r
}\r
#ifdef CHECKEXT\r
- else if(depth >= QSdepth) inCheck = 1, depth++;\r
+ else { inCheck = 1; if(depth >= QSdepth) depth++; }\r
#endif\r
}\r
}\r
\r
+if(!level) {for(i=0; i<5; i++)printf("# %d %08x, %d\n", i, repStack[200-i], checkStack[200-i]);}\r
// KING CAPTURE\r
k = p[king=royal[xstm]].pos;\r
if( k != ABSENT) {\r
}\r
//printf("King safe\n");fflush(stdout);\r
// EVALUATION & WINDOW SHIFT\r
- curEval = Evaluate(difEval);\r
+ curEval = Evaluate(difEval) -20*inCheck;\r
alpha -= (alpha < curEval);\r
beta -= (beta <= curEval);\r
\r
if(!(nodes++ & 4095)) TerminationCheck();\r
pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent\r
-\r
+ if(inCheck) lmr = 0; else depth -= lmr; // no LMR of checking moves\r
\r
firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list\r
iterDep = -(depth == 0); tb.fireMask = phase = 0;\r
(bestScore >= beta || hashTable[index].flag[hit] & H_UPPER) ) {\r
iterDep = resDep = hashTable[index].depth[hit]; bestMoveNr = 0;\r
if(!level) iterDep = 0; // no hash cutoff in root\r
+ if(lmr && bestScore <= alpha && iterDep == depth) depth ++, lmr--; // self-deepening LMR\r
if(pvCuts && iterDep >= depth && hashMove && bestScore < beta && bestScore > alpha)\r
iterDep = depth - 1; // prevent hash cut in PV node\r
}\r
switch(phase) {\r
case 0: // null move\r
#ifdef NULLMOVE\r
- if(depth > QSdepth && curEval >= beta && !inCheck) {\r
+ if(depth > QSdepth && curEval >= beta && !inCheck && filling > 10) {\r
int nullDep = depth - 3;\r
stm ^= WHITE;\r
- score = -Search(-beta, 1-beta, -difEval, nullDep<QSdepth ? QSdepth : nullDep, promoSuppress & SQUARE, ABSENT, INF);\r
+ score = -Search(-beta, 1-beta, -difEval, nullDep<QSdepth ? QSdepth : nullDep, 0, promoSuppress & SQUARE, ABSENT, INF);\r
xstm = stm; stm ^= WHITE;\r
if(score >= beta) { msp = oldMSP; retDep += 3; pvPtr = myPV; return score + (score < curEval); }\r
+// else depth += lmr, lmr = 0;\r
}\r
#endif\r
if(tenFlag) FireSet(&tb); // in tenjiku we must identify opposing Fire Demons to perform any moves\r
case 7: // bad captures\r
case 8: // PV null move\r
phase = 9;\r
+if(PATH) printf("# null = %0x\n", nullMove);\r
if(nullMove != ABSENT) {\r
moveStack[msp++] = nullMove + (nullMove << SQLEN) | DEFER; // kludge: setting DEFER guarantees != 0, and has no effect\r
+ break;\r
}\r
//printf("# %d. sqr = %08x null = %08x\n", msp, nullMove, moveStack[msp-1]);\r
case 9:\r
if(flag & depth >= 0) printf("%2d:%d made %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));\r
for(i=2; i<=cnt50; i+=2) if(repStack[level-i+200] == hashKeyH) {\r
if(repDraws) { score = 0; goto repetition; }\r
- moveStack[curMove] = 0; // erase forbidden move\r
- if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move\r
- score = -INF; moveStack[curMove] = 0; goto repetition;\r
+ if(!allowRep) {\r
+ moveStack[curMove] = 0; // erase forbidden move\r
+ if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move\r
+ } else { // check for perpetuals\r
+// int repKey = 1;\r
+// for(i-=level; i>1; i-=2) {repKey &= checkStack[200-i]; if(!level)printf("# repkey[%d] = %d\n", 200-i, repKey);}\r
+ if(inCheck) { score = INF-20; goto repetition; } // we might be subject to perpetual check: score as win\r
+ if(i == 2 && repStack[level+199] == hashKeyH) { score = INF-20; goto repetition; } // consecutive passing\r
+ }\r
+ score = -INF + 8*allowRep; goto repetition;\r
}\r
repStack[level+200] = hashKeyH;\r
\r
MapFromScratch(attacks); // for as long as incremental update does not work.\r
//if(flag & depth >= 0) printf("%2d:%d mapped %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));\r
//if(PATH) pmap(attacks, stm);\r
- if(chuFlag && p[tb.victim].value == 10*LVAL) {// verify legality of Lion capture in Chu Shogi\r
+ if(chuFlag && p[tb.victim].value == LVAL) {// verify legality of Lion capture in Chu Shogi\r
score = 0;\r
- if(p[tb.piece].value == 10*LVAL) { // Ln x Ln: can make Ln 'vulnerable' (if distant and not through intemediate > GB)\r
+ if(p[tb.piece].value == LVAL) { // Ln x Ln: can make Ln 'vulnerable' (if distant and not through intemediate > GB)\r
if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim[0]].value <= 50)\r
score = -INF; // our Lion is indeed made vulnerable and can be recaptured\r
} else { // other x Ln\r
defer |= PROMOTE; // if we started, flag he cannot do it in reply\r
}\r
if(score == -INF) {\r
- if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == 10*LVAL ? 3<<24 : 1 << 24);\r
+ if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == LVAL ? 3<<24 : 1 << 24);\r
moveStack[curMove] = 0; // zap illegal moves\r
goto abortMove;\r
}\r
}\r
#if 1\r
- score = -Search(-beta, -iterAlpha, -difEval - tb.booty, iterDep-1+ext, promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain);\r
+ score = -Search(-beta, -iterAlpha, -difEval - tb.booty, iterDep-1+ext,\r
+ curMove >= late && iterDep > QSdepth + LMR,\r
+ promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain);\r
#else\r
score = 0;\r
#endif\r
printf("%d %d %d %d", iterDep-QSdepth, bestScore, lastRootIter/10, nodes);\r
if(ponderMove) printf(" (%s)", MoveToText(ponderMove, 0));\r
for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0));\r
- if(iterDep == QSdepth+1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f f=%d D=%4.2f/%4.2f}", curEval/100., difEval/100., PSTest()/100., filling, promoDelta/100., Dtest()/100.);\r
+ if(iterDep == QSdepth+1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f f=%d D=%4.2f %d/%d}", curEval/100., difEval/100., PSTest()/100., filling, promoDelta/100., Ftest(0), Ftest(1));\r
printf("\n");\r
fflush(stdout);\r
}\r
if(!(abortFlag & 1) && GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish\r
}\r
if(resDep > iterDep) iterDep = resDep; // skip iterations if we got them for free\r
+#ifdef LMR\r
+ if(lmr && bestScore <= alpha && iterDep == depth)\r
+ depth++, lmr--; // self-deepen on fail-low reply to late move by lowering reduction\r
+#endif\r
#ifdef HASH\r
// hash store\r
hashTable[index].lock[hit] = hashKeyH;\r
msp = oldMSP; // pop move list\r
pvPtr = myPV; // pop PV\r
retMove = bestMoveNr ? moveStack[bestMoveNr] : 0;\r
- retDep = resDep - inCheck;\r
+ retDep = resDep - (inCheck & depth >= QSdepth) + lmr;\r
if(PATH) printf("return %d: %d %d (t=%d s=%d lim=%d)\n", depth, bestScore, curEval, GetTickCount(), startTime, tlim1),fflush(stdout);\r
return bestScore + (bestScore < curEval);\r
}\r
int lastLift, lastPut;\r
\r
int\r
+InCheck ()\r
+{\r
+ int k = p[royal[stm]].pos;\r
+ if( k == ABSENT) k = p[royal[stm] + 2].pos;\r
+ else if(p[royal[stm] + 2].pos != ABSENT) k = ABSENT; // two kings is no king...\r
+ if( k != ABSENT) {\r
+ MapFromScratch(attacks);\r
+ if(attacks[2*k + 1 - stm]) return 1;\r
+ }\r
+ return 0;\r
+}\r
+\r
+int\r
MakeMove2 (int stm, MOVE move)\r
{\r
- int i;\r
+ int i, inCheck = InCheck();\r
FireSet(&undoInfo);\r
sup0 = sup1; sup1 = sup2;\r
sup2 = MakeMove(move, &undoInfo);\r
- if(chuFlag && p[undoInfo.victim].value == 10*LVAL && p[undoInfo.piece].value != 10*LVAL) sup2 |= PROMOTE;\r
+ if(chuFlag && p[undoInfo.victim].value == LVAL && p[undoInfo.piece].value != LVAL) sup2 |= PROMOTE;\r
rootEval = -rootEval - undoInfo.booty;\r
- for(i=0; i<200; i++) repStack[i] = repStack[i+1];\r
- repStack[199] = hashKeyH;\r
+ for(i=0; i<200; i++) repStack[i] = repStack[i+1], checkStack[i] = checkStack[i+1];\r
+ repStack[199] = hashKeyH, checkStack[199] = inCheck;\r
printf("# makemove %08x %c%d %c%d\n", move, sup1%BW+'a', sup1/BW, sup2%BW+'a', sup2/BW);\r
return stm ^ WHITE;\r
}\r
int i;\r
rootEval = -rootEval - undoInfo.booty;\r
UnMake(&undoInfo);\r
- for(i=200; i>0; i--) repStack[i] = repStack[i-1];\r
+ for(i=200; i>0; i--) repStack[i] = repStack[i-1], checkStack[i] = checkStack[i-1];\r
sup2 = sup1; sup1 = sup0;\r
}\r
\r
for(i=0; i< BSIZE; i++) boardCopy[i] = !!board[i];\r
MapFromScratch(attacks);\r
postThinking--; repCnt = 0; tlim1 = tlim2 = tlim3 = 1e8; abortFlag = msp = 0;\r
- Search(-INF-1, INF+1, 0, QSdepth+1, sup1 & ~PROMOTE, sup2, INF);\r
+ Search(-INF-1, INF+1, 0, QSdepth+1, 0, sup1 & ~PROMOTE, sup2, INF);\r
postThinking++;\r
listStart = retFirst; listEnd = msp = retMSP;\r
}\r
if(mps) movesLeft = mps - (moveNr>>1)%mps;\r
targetTime = (timeLeft - 1000*inc) / (movesLeft + 2) + 1000 * inc;\r
if(moveNr < 30) targetTime *= 0.5 + moveNr/60.; // speedup in opening\r
- if(timePerMove > 0) targetTime = 0.5*timeLeft, movesLeft = 1;\r
- tlim1 = 0.2*targetTime;\r
- tlim2 = 1.9*targetTime;\r
+ if(timePerMove > 0) targetTime = 0.4*timeLeft, movesLeft = 1;\r
+ tlim1 = 0.4*targetTime;\r
+ tlim2 = 2.4*targetTime;\r
tlim3 = 5*timeLeft / (movesLeft + 4.1);\r
printf("# limits %d, %d, %d mode = %d\n", tlim1, tlim2, tlim3, abortFlag);\r
}\r
int\r
SearchBestMove (MOVE *move, MOVE *ponderMove)\r
{\r
- int score;\r
+ int score, i;\r
printf("# SearchBestMove\n");\r
startTime = GetTickCount();\r
nodes = 0;\r
printf("# s=%d\n", startTime);fflush(stdout);\r
MapFromScratch(attacks);\r
retMove = INVALID; repCnt = 0;\r
- score = Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2, INF);\r
+ score = Search(-INF-1, INF+1, rootEval, maxDepth, 0, sup1, sup2, INF);\r
*move = retMove;\r
*ponderMove = pv[1];\r
printf("# best=%s\n", MoveToText(pv[0],0));\r
if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); continue; }\r
if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; } // ditto\r
if(!strcmp(command, ".")) { inBuf[0] = 0; return; } // ignore for now\r
+ if(!strcmp(command, "hover")) { inBuf[0] = 0; return; } // ignore for now\r
if(!strcmp(command, "lift")) { inBuf[0] = 0; Highlight(inBuf+5); return; } // treat here\r
if(!root && !strcmp(command, "usermove")) {\r
printf("# move = %s#ponder = %s", inBuf+9, ponderMoveText);\r
int i, score, curVarNr;\r
\r
Init(V_CHU); // Chu\r
- seed = GetTickCount(); moveNr = 0; // initialize random\r
+ seed = startTime = GetTickCount(); moveNr = 0; // initialize random\r
\r
while(1) { // infinite loop\r
\r
printf("feature variants=\"normal,shatranj,makruk,chu,dai,tenjiku,12x12+0_fairy,9x9+0_shogi\"\n");\r
printf("feature myname=\"HaChu " VERSION "\" highlight=1\n");\r
printf("feature option=\"Full analysis PV -check 1\"\n"); // example of an engine-defined option\r
+ printf("feature option=\"Allow repeats -check 0\"\n");\r
+ printf("feature option=\"Promote on entry -check 0\"\n");\r
printf("feature option=\"Resign -check 0\"\n"); // \r
printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one\r
- printf("feature option=\"Tsume -combo no /// White Mates /// Black mates\"\n");\r
+ printf("feature option=\"Tsume -combo no /// Sente mates /// Gote mates\"\n");\r
printf("feature done=1\n");\r
continue;\r
}\r
if(!strcmp(command, "option")) { // setting of engine-define option; find out which\r
if(sscanf(inBuf+7, "Full analysis PV=%d", &noCut) == 1) continue;\r
+ if(sscanf(inBuf+7, "Allow repeats=%d", &allowRep) == 1) continue;\r
if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue;\r
if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;\r
+ if(sscanf(inBuf+7, "Promote on entry=%d", &entryProm) == 1) continue;\r
if(sscanf(inBuf+7, "Tsume=%s", command) == 1) {\r
if(!strcmp(command, "no")) tsume = 0; else\r
- if(!strcmp(command, "White")) tsume = 1; else\r
- if(!strcmp(command, "Black")) tsume = 2;\r
+ if(!strcmp(command, "Sente")) tsume = 1; else\r
+ if(!strcmp(command, "Gote")) tsume = 2;\r
continue;\r
}\r
continue;\r
if(!strcmp(command, "ics")) { continue; }\r
if(!strcmp(command, "accepted")){ continue; }\r
if(!strcmp(command, "rejected")){ continue; }\r
- if(!strcmp(command, "result")) { continue; }\r
+ if(!strcmp(command, "result")) { engineSide = NONE; continue; }\r
if(!strcmp(command, "hover")) { continue; }\r
if(!strcmp(command, "")) { continue; }\r
if(!strcmp(command, "usermove")){\r
Init(curVarNr = i); stm = Setup2(NULL); break;\r
}\r
}\r
+ repStack[199] = hashKeyH, checkStack[199] = 0;\r
continue;\r
}\r
if(!strcmp(command, "setboard")){ engineSide = NONE; Init(curVarNr); stm = Setup2(inBuf+9); continue; }\r