{ NULL } // sentinel\r
};\r
\r
+PieceDesc wolfPieces[] = {\r
+ {"EW","EW",1050,{ W,W,W,W,W,W,W,W }, 6, 5 }, // kludge to get extra Werewolves\r
+ {"R", "", 500, { X,0,X,0,X,0,X,0 }, 3 },\r
+ {"B", "", 320, { 0,X,0,X,0,X,0,X }, 1 },\r
+ {"N", "", 300, { N,N,N,N,N,N,N,N }, 1 },\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 } },\r
+ {"P", "R", 80, { M,C,0,0,0,0,0,C } },\r
+ { NULL } // sentinel\r
+};\r
+\r
char chuArray[] = "L:FLCSGK:DEGSC:FLL/:RV.B.:BT:KN:PH:BT.B.:RV/:SM:VMR:DH:DK:LN:FK:DK:DHR:VM:SM/PPPPPPPPPPPP/...:GB....:GB..."\r
"/............/............/"\r
"...:gb....:gb.../pppppppppppp/:sm:vmr:dh:dk:fk:ln:dk:dhr:vm:sm/:rv.b.:bt:ph:kn:bt.b.:rv/l:flcsg:dekgsc:fll";\r
char lionArray[] = "R:LNB:FKKBNR/PPPPPPPP/......../......../......../......../pppppppp/r:lnb:fkkbnr";\r
char shatArray[]= "RNBK:FKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbk:fkbnr";\r
char thaiArray[]= "RNSK:SMSNR/......../PPPPPPPP/......../......../pppppppp/......../rns:smksnr";\r
+char wolfArray[]= "RNB:EWKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnb:ewkbnr";\r
\r
typedef struct {\r
int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes\r
char *array; // initial position\r
} VariantDesc;\r
\r
-typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU, V_SHATRANJ, V_MAKRUK, V_LION, V_WA } Variant;\r
+typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU, V_SHATRANJ, V_MAKRUK, V_LION, V_WA, V_WOLF } Variant;\r
\r
#define SAME (-1)\r
\r
{ 16, 8, 8, 3, V_MAKRUK, "makruk", thaiArray}, // Makruk\r
{ 16, 8, 8, 1, V_LION, "lion", lionArray}, // Mighty Lion\r
{ 22, 11, 11, 3, V_WA, "washogi", waArray}, // Wa\r
+ { 16, 8, 8, 1, V_WOLF, "werewolf",wolfArray}, // Wa\r
\r
{ 0, 0, 0, 0, 0 }, // sentinel\r
{ 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai\r
char mobWeight;\r
unsigned char promoGain;\r
char bulk;\r
+ char ranking;\r
} PieceInfo; // piece-list entry\r
\r
int last[2], royal[2], kylin[2];\r
return ListLookUp(name, lionPieces);\r
case V_WA: // Wa\r
return ListLookUp(name, waPieces);\r
+ case V_WOLF: // Werewolf\r
+ return ListLookUp(name, wolfPieces);\r
}\r
return NULL;\r
}\r
p[i].pieceKey = *key;\r
p[i].promoFlag = 0;\r
p[i].bulk = list->bulk;\r
+ p[i].ranking = list->ranking;\r
p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;\r
if(Lance(list->range))\r
p[i].mobWeight = 0, p[i].pst = list->range[4] ? PST_NEUTRAL : PST_LANCE; // keep back\r
if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n;\r
n <<= 1;\r
}\r
+ for(i=2; i<6; i++) if(p[i].ranking == 5) p[i].promo = -1, p[i].promoFlag = 0; // take promotability away from Werewolves\r
for(i=0; i<BH; i++) for(j=0; j<BH; j++) board[BW*i+j] = EMPTY;\r
for(i=WHITE+2; i<=last[WHITE]; i+=2) if(p[i].pos != ABSENT) {\r
int g = p[i].promoGain;\r
bsize = bWidth*bHeight;\r
chuFlag = (currentVariant == V_CHU || currentVariant == V_LION);\r
tenFlag = (currentVariant == V_TENJIKU);\r
- chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION);\r
- stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION);\r
+ chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION || currentVariant == V_WOLF);\r
+ stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION || currentVariant == V_WOLF);\r
repDraws = (stalemate || currentVariant == V_SHATRANJ);\r
ll = 0; lr = bHeight - 1; ul = (bHeight - 1)*bWidth; ur = ul + bHeight - 1;\r
pawn = LookUp("P", currentVariant); pVal = pawn ? pawn->value : 0; // get Pawn value\r
if(r >= S) { // in any case, do a jump of 2\r
int occup = NewNonCapture(x, x + 2*v, pFlag);\r
if(r < I) { // Lion power, also single step\r
- if(!NewNonCapture(x, x + v, pFlag)) nullMove = x*(r != W); else occup = 1;\r
+ if(!NewNonCapture(x, x + v, pFlag)) nullMove = (r == W ? ABSENT : x); else occup = 1;\r
if(r <= L) { // true Lion, also Knight jump\r
if(!occup & r < L) for(y=x+2*v; !NewNonCapture(x, y+=v, pFlag) && r == S; ); // BS and FF moves\r
v = nStep[j];\r
u->epVictim[0] = EDGE; // kludge to flag to UnMake this is special move\r
}\r
\r
- u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];\r
-\r
u->victim = board[u->to];\r
p[u->victim].pos = ABSENT;\r
+ if(p[u->victim].ranking == 5 && p[u->piece].ranking != 4) { // contageous piece captured by non-royal\r
+ u->new = u->piece & 1 | 2; // promote to it\r
+ p[u->piece].pos = ABSENT;\r
+ u->booty += p[u->new].value - p[u->piece].value;\r
+ if(p[u->new].pos != ABSENT) u->new += 2;\r
+ }\r
+\r
+ u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];\r
+\r
filling += p[u->new].bulk - p[u->piece].bulk - p[u->victim].bulk;\r
promoDelta += p[u->new].promoGain - p[u->piece].promoGain + p[u->victim].promoGain;\r
u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];\r
for(i=0; i<182; i++) {\r
printf("%3d. %3d %3d %4d %02x %d %d %x %3d %4d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].mobWeight, p[i].qval, p[i].bulk, p[i].promoGain, p[i].pst);\r
for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);\r
- if(i<2 || i>11) printf("\n"); else printf(" %02x\n", fireFlags[i-2]&255);\r
+ if(i<2 || i>11) printf("\n"); else printf(" %02x %d\n", fireFlags[i-2]&255, p[i].ranking);\r
}\r
printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]);\r
}\r
if(isalpha(*fen)) {\r
char *table = fenNames;\r
n = *fen > 'Z' ? 'a' - 'A' : 0;\r
- if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION ||\r
+ if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION || currentVariant == V_WOLF ||\r
currentVariant == V_MAKRUK || currentVariant == V_SHO) && *fen - n == 'N' // In Chess N is Knight, not Lion\r
|| table[2* (*fen - 'A' - n)] == '.') *p++ = *fen; else {\r
*p++ = ':';\r
\r
listStart = retFirst; msp = retMSP;\r
if(currentVariant == V_LION) GenCastlings(); listEnd = msp;\r
+ for(i=listStart; i<msp && currentVariant == V_WOLF; i++) { // mark Werewolf captures as promotions\r
+ int to = moveStack[i] & SQUARE, from = moveStack[i] >> SQLEN & SQUARE;\r
+ if(to >= SPECIAL) continue;\r
+ if(p[board[to]].ranking == 5 && p[board[from]].ranking != 4) moveStack[i] |= PROMOTE;\r
+ }\r
}\r
\r
MOVE\r
}\r
stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move\r
gameMove[moveNr++] = move; // remember game\r
- printf("move %s\n", MoveToText(pMove, 1));\r
+ printf("move %s%s\n", MoveToText(pMove, 1), p[undoInfo.victim].ranking == 5 && p[undoInfo.piece].ranking != 4 ? "w" : "");\r
listEnd = 0;\r
continue; // go check if we should ponder\r
}\r
Init(curVarNr = i); stm = Setup2(NULL); break;\r
}\r
}\r
+ if(currentVariant == V_WOLF)\r
+ printf("setup (PNBR...........WKpnbr...........wk) 8x8+0_fairy rnbwkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBWKBNR w 0 1\n");\r
if(currentVariant == V_SHO)\r
printf("setup (PNBRLSE..G.+++++++Kpnbrlse..g.+++++++k) 9x9+0_shogi lnsgkgsnl/1r2e2b1/ppppppppp/9/9/9/PPPPPPPPP/1B2E2R1/LNSGKGSNL w 0 1\n");\r
if(currentVariant == V_WA)\r