1 /**************************************************************************/
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3 /* A WinBoard engine for Chu Shogi (and some related games) by H.G.Muller */
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4 /**************************************************************************/
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5 /* This source code is released in the public domain */
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6 /**************************************************************************/
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9 // in GenCapts we do not generate jumps of more than two squares yet
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10 // promotions by pieces with Lion power stepping in & out the zone in same turn
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11 // promotion on capture
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13 #define VERSION "0.21"
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15 //define PATH level==0 || path[0] == 0x590cb && (level==1 || path[1] == 0x4c0c9 && (level == 2 || path[2] == 0x8598ca && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5))*/)))
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29 #define TANDEM 100 /* bonus for pairs of attacking light steppers */
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30 #define KYLIN 100 /* extra end-game value of Kylin for promotability */
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31 #define PROMO 0 /* extra bonus for 'vertical' piece when it actually promotes (diagonal pieces get half) */
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41 # include <windows.h>
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43 { // checks for waiting input in pipe
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44 static int pipe, init;
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48 if(!init) inp = GetStdHandle(STD_INPUT_HANDLE);
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49 if(!PeekNamedPipe(inp, NULL, 0, NULL, &cnt, NULL)) return 1;
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53 # include <sys/time.h>
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54 # include <sys/ioctl.h>
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58 if(ioctl(0, FIONREAD, &cnt)) return 1;
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61 int GetTickCount() // with thanks to Tord
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63 gettimeofday(&t, NULL);
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64 return t.tv_sec*1000 + t.tv_usec/1000;
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71 #define BWMAX (2*BHMAX)
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72 #define BSIZE BWMAX*BHMAX
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75 #define ONE 1 /* currently no variants with 10-deep board */
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80 #define EDGE (1<<11)
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81 #define TYPE (WHITE|BLACK|EDGE)
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84 #define NPIECES EDGE+1 /* length of piece list */
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86 #define SQLEN 11 /* bits in square number */
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87 #define SQUARE ((1<<SQLEN) - 1) /* mask for square in move */
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88 #define DEFER (1<<2*SQLEN) /* deferral on zone entry */
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89 #define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */
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90 #define SPECIAL 1400 /* start of special moves */
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91 #define BURN (SPECIAL + 96) /* start of burn encodings */
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92 #define CASTLE (SPECIAL + 100) /* castling encodings */
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93 #define STEP(X,Y) (BW*(X)+ (Y))
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94 #define SORTKEY(X) 0
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96 #define UPDATE_MOBILITY(X,Y)
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97 #define ADDMOVE(X,Y)
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100 #define CAN_PROMOTE 0x11
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101 #define DONT_DEFER 0x22
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102 #define CANT_DEFER 0x44
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103 #define LAST_RANK 0x88
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104 #define P_WHITE 0x0F
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105 #define P_BLACK 0xF0
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107 // Piece-Square Tables
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108 #define PST_NEUTRAL 0
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109 #define PST_STEPPER BH
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110 #define PST_WJUMPER (BW*BH)
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111 #define PST_SLIDER (BW*BH+BH)
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112 #define PST_TRAP (2*BW*BH)
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113 #define PST_CENTER (2*BW*BH+BH)
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114 #define PST_WPPROM (3*BW*BH)
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115 #define PST_BPPROM (3*BW*BH+BH)
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116 #define PST_BJUMPER (4*BW*BH)
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117 #define PST_ZONDIST (4*BW*BH+BH)
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118 #define PST_ADVANCE (5*BW*BH)
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119 #define PST_RETRACT (5*BW*BH+BH)
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120 #define PST_WFLYER (6*BW*BH)
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121 #define PST_BFLYER (6*BW*BH+BH)
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122 #define PST_LANCE (7*BW*BH)
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123 #define PST_END (8*BW*BH)
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125 typedef unsigned int Move;
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127 char *MoveToText(Move move, int m); // from WB driver
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128 void pmap(int *m, int col);
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129 void pboard(int *b);
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130 void pbytes(unsigned char *b);
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136 short int score[5];
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142 HashBucket *hashTable;
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149 char *name, *promoted;
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151 signed char range[8];
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154 int whiteKey, blackKey;
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158 int from, to, piece, victim, new, booty, epSquare, epVictim[9], ep2Square, revMoveCount;
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159 int savKeyL, savKeyH, gain, loss, filling, saveDelta;
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163 char *array, *IDs, fenArray[4000], startPos[4000], *reason, checkStack[300];
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164 int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, stalemate;
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165 int tsume, pvCuts, allowRep, entryProm, okazaki, pVal;
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166 int stm, xstm, hashKeyH=1, hashKeyL=1, framePtr, msp, nonCapts, rootEval, filling, promoDelta;
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167 int retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;
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168 int ll, lr, ul, ur; // corner squares
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169 int nodes, startTime, lastRootMove, lastRootIter, tlim1, tlim2, tlim3, repCnt, comp, abortFlag;
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171 Move retMove, moveStack[20000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2];
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173 int maxDepth; // used by search
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175 #define X 36 /* slider */
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176 #define R 37 /* jump capture */
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177 #define N -1 /* Knight */
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178 #define J -2 /* jump */
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179 #define I -3 /* jump + step */
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180 #define D -4 /* linear double move */
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181 #define T -5 /* linear triple move */
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182 #define K -6 /* triple + range */
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183 #define L -7 /* true Lion move */
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184 #define W -8 /* Werewolf move */
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185 #define F -9 /* Lion + 3-step */
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186 #define S -10 /* Lion + range */
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187 #define H -11 /* hook move */
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188 #define C -12 /* capture only */
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189 #define M -13 /* non-capture only */
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191 #define LVAL 1000 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */
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192 #define FVAL 5000 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */
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194 PieceDesc chuPieces[] = {
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195 {"LN", "", LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion
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196 {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king
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197 {"SE", "", 550, { X,D,X,X,X,X,X,D }, 4 }, // soaring eagle
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198 {"HF", "", 500, { D,X,X,X,X,X,X,X }, 4 }, // horned falcon
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199 {"FO", "", 400, { X,X,0,X,X,X,0,X }, 4 }, // flying ox
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200 {"FB", "", 400, { 0,X,X,X,0,X,X,X }, 4 }, // free boar
\r
201 {"DK", "SE", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king
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202 {"DH", "HF", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse
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203 {"WH", "", 350, { X,X,0,0,X,0,0,X }, 3 }, // white horse
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204 {"R", "DK", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook
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205 {"FS", "", 300, { X,1,1,1,X,1,1,1 }, 3 }, // flying stag
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206 {"WL", "", 250, { X,0,0,X,X,X,0,0 }, 4 }, // whale
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207 {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king
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208 {"CP", "", 270, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king
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209 {"B", "DH", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop
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210 {"VM", "FO", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover
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211 {"SM", "FB", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover
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212 {"DE", "CP", 201, { 1,1,1,1,0,1,1,1 }, 2 }, // drunk elephant
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213 {"BT", "FS", 152, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger
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214 {"G", "R", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold
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215 {"FL", "B", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard
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216 {"KN", "LN", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin
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217 {"PH", "FK", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix
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218 {"RV", "WL", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot
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219 {"L", "WH", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance
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220 {"S", "VM", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver
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221 {"C", "SM", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper
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222 {"GB", "DE", 50, { 1,0,0,0,1,0,0,0 }, 1 }, // go between
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223 {"P", "G", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn
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224 { NULL } // sentinel
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227 PieceDesc shoPieces[] = {
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228 {"DK", "", 700, { X,1,X,1,X,1,X,1 } }, // dragon king
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229 {"DH", "", 520, { 1,X,1,X,1,X,1,X } }, // dragon horse
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230 {"R", "DK", 500, { X,0,X,0,X,0,X,0 } }, // rook
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231 {"B", "DH", 320, { 0,X,0,X,0,X,0,X } }, // bishop
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232 {"K", "", 410, { 1,1,1,1,1,1,1,1 } }, // king
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233 {"CP", "", 400, { 1,1,1,1,1,1,1,1 } }, // king
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234 {"DE", "CP", 250, { 1,1,1,1,0,1,1,1 } }, // silver
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235 {"G", "", 220, { 1,1,1,0,1,0,1,1 } }, // gold
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236 {"S", "G", 200, { 1,1,0,1,0,1,0,1 } }, // silver
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237 {"L", "G", 150, { X,0,0,0,0,0,0,0 } }, // lance
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238 {"N", "G", 110, { N,0,0,0,0,0,0,N } }, // Knight
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239 {"P", "G", 80, { 1,0,0,0,0,0,0,0 } }, // pawn
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240 { NULL } // sentinel
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243 PieceDesc daiPieces[] = {
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244 {"FD", "G", 150, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon
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245 {"VO", "G", 200, { 2,0,2,0,2,0,2,0 }, 2 }, // Violent Ox
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246 {"EW", "G", 80, { 1,1,1,0,0,0,1,1 }, 2 }, // Evil Wolf
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247 {"CS", "G", 70, { 0,1,0,1,0,1,0,1 }, 1 }, // Cat Sword
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248 {"AB", "G", 60, { 1,0,1,0,1,0,1,0 }, 1 }, // Angry Boar
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249 {"I", "G", 80, { 1,1,0,0,0,0,0,1 }, 2 }, // Iron
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250 {"N", "G", 60, { N,0,0,0,0,0,0,N }, 0 }, // Knight
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251 {"SG", "G", 50, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone
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252 { NULL } // sentinel
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255 PieceDesc waPieces[] = {
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256 {"TE", "", 720, { X,X,1,X,X,X,1,X }, 4 }, // Tenacious Falcon
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257 {"GS", "", 500, { X,0,X,0,X,0,X,0 }, 4 }, // Gliding Swallow (R)
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258 {"CE", "", 430, { X,3,1,1,X,1,1,3 }, 3 }, // Cloud Eagle
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259 {"K", "", 410, { 1,1,1,1,1,1,1,1 }, 2 }, // Crane King (K)
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260 {"TF", "", 390, { I,I,0,I,I,I,0,I }, 4 }, // Treacherous Fox
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261 {"FF", "TE", 380, { 1,X,0,X,0,X,0,X }, 4 }, // Flying Falcon
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262 {"RF", "", 290, { X,1,1,0,X,0,1,1 }, 3 }, // Raiding Falcon
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263 {"SW", "GS", 260, { 1,0,X,0,1,0,X,0 }, 6 }, // Swallow's Wing (SM)
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264 {"PO", "", 260, { 1,1,1,1,1,1,1,1 }, 2 }, // Plodding Ox (K)
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265 {"RR", "TF", 260, { X,1,0,1,1,1,0,1 }, 2 }, // Running Rabit
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266 {"RB", "", 240, { 1,1,1,1,0,1,1,1 }, 2 }, // Roaming Boar
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267 {"HH", "", 220, { N,0,0,N,N,0,0,N }, 1 }, // Heavenly Horse
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268 {"VW", "PO", 220, { 1,1,1,0,1,0,1,1 }, 2 }, // Violent Wolf (G)
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269 {"VS", "RB", 200, { 1,1,0,1,0,1,0,1 }, 2 }, // Violent Stag (S)
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270 {"FG", "SW", 190, { 1,1,0,0,1,0,0,1 }, 2 }, // Flying Goose (C)
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271 {"CM", "VS", 175, { 1,1,0,0,1,0,0,1 }, 2 }, // Climbing Monkey (C)
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272 {"LH", "HH", 170, { X,0,0,0,2,0,0,0 }, 1 }, // Liberated Horse
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273 {"BD", "VW", 150, { 0,1,1,0,1,0,1,1 }, 2 }, // Blind Dog
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274 {"OC", "PO", 150, { X,0,0,0,0,0,0,0 }, 1 }, // Oxcart (L)
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275 {"FC", "RF", 130, { 0,1,1,0,0,0,1,1 }, 2 }, // Flying Cock
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276 {"SO", "CE", 115, { 1,0,0,1,0,1,0,0 }, 2 }, // Swooping Owl
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277 {"SC", "FF", 105, { 1,0,0,1,0,1,0,0 }, 2 }, // Strutting Crow
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278 {"P", "VW", 80, { 1,0,0,0,0,0,0,0 }, 2 }, // Sparrow Pawn (P)
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279 { NULL } // sentinel
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282 PieceDesc ddPieces[] = {
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283 {"HM", "", 10, { H,0,H,0,H,0,H,0 } }, // Hook Mover H!
\r
284 {"LO", "", 10, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin G!
\r
285 {"OK", "LO", 10, { 2,1,2,0,2,0,2,1 } }, // Old Kite K'
\r
286 {"PS", "HM", 10, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake S'
\r
287 {"FF", "", 10, { F,F,F,F,F,F,F,F } }, // Furious Fiend +L!
\r
288 {"GE", "", 10, { 3,3,5,5,3,5,5,3 } }, // Great Elephant +W!
\r
289 {"WS", "LD", 10, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian W'
\r
290 {"EA", "LN", 10, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian E'
\r
291 {"NO", "FE", 10, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian N'
\r
292 {"SO", "WE", 10, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian S'
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293 {"FE", "", 10, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant +N'
\r
294 {"WE", "", 10, { 2,2,2,X,2,X,2,2 } }, // White Elephant +S'
\r
295 {"FT", "", 10, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater +W
\r
296 {"FR", "", 10, { 5,X,X,0,5,0,X,X } }, // Free Demon +U
\r
297 {"WB", "FT", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo W
\r
298 {"RU", "FR", 10, { X,X,X,X,0,X,X,X } }, // Rushing Bird U
\r
299 {"SB", "", 10, { X,X,2,2,2,2,2,X } }, // Standard Bearer +N
\r
300 {"FH", "FK", 10, { 1,2,1,0,1,0,1,2 } }, // Flying Horse H'
\r
301 {"NK", "SB", 10, { 1,1,1,1,1,1,1,1 } }, // Neighbor King N
\r
302 {"RG", "", 10, { 1,1,0,1,1,1,1,1 } }, // Right General R'
\r
303 {"LG", "", 10, { 1,1,1,1,1,1,0,1 } }, // Left General L'
\r
304 {"BM", "MW", 10, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey
\r
305 {"DO", "", 10, { 2,5,2,5,2,5,2,5 } }, // Dove
\r
306 {"EB", "DO", 10, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger B'
\r
307 {"EF", "SD", 10, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox X'
\r
308 {"RA", "", 10, { X,0,X,1,X,1,X,0 } }, // Racing Chariot A
\r
309 {"SQ", "", 10, { X,1,X,0,X,0,X,1 } }, // Square Mover Q'
\r
310 {"PR", "SQ", 10, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag
\r
311 {"WT", "", 10, { X,1,2,0,X,0,2,X } }, // White Tiger T!
\r
312 {"BD", "", 10, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon D!
\r
313 {"HD", "", 10, { X,0,0,0,1,0,0,0 } }, // Howling Dog D'
\r
314 {"VB", "", 10, { 0,2,1,0,0,0,1,2 } }, // Violent Bear V
\r
315 {"ST", "", 10, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger T'
\r
316 {"W", "", 10, { 0,2,0,0,0,0,0,2 } }, // Wood General V'
\r
317 {"CS", "DH", 70, { 0,1,0,1,0,1,0,1 } }, // Cat Sword C'
\r
318 {"FD", "DK", 150, { 0,2,0,2,0,2,0,2 } }, // Flying Dragon F'
\r
319 {"LD", "GE", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog W!
\r
320 {"AB", "", 10, { 1,0,1,0,1,0,1,0 } }, // Angry Boar A'
\r
321 {"EW", "", 10, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf
\r
322 {"SD", "", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil
\r
323 {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon
\r
324 {"GO", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird
\r
325 {"LC", "", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot L'
\r
326 {"RC", "", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot R'
\r
327 // Chu pieces (but with different promotion)
\r
328 {"LN", "FF",LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion
\r
329 {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king
\r
330 {"DK", "", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king
\r
331 {"DH", "", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse
\r
332 {"R", "", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook
\r
333 {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king
\r
334 {"B", "", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop
\r
335 {"VM", "", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover
\r
336 {"SM", "", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover
\r
337 {"G", "", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold
\r
338 {"FL", "", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard
\r
339 {"KN", "GD", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin
\r
340 {"PH", "GO", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix
\r
341 {"RV", "", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot
\r
342 {"L", "", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance
\r
343 {"S", "", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver
\r
344 {"C", "", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper
\r
345 {"P", "", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn
\r
346 {"", "", 10, { } }, //
\r
347 {"", "", 10, { } }, //
\r
348 { NULL } // sentinel
\r
351 PieceDesc makaPieces[] = {
\r
352 {"DV", "TK", 10, { 0,1,0,1,0,0,1,1 } }, // Deva I'
\r
353 {"DS", "BS", 10, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit J'
\r
354 {"T", "fT", 10, { 0,1,0,0,1,0,0,1 } }, // Tile General Y
\r
355 {"CO", "fS", 10, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent S!
\r
356 {"RD", "fD", 10, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon D!
\r
357 {"CC", "WS", 10, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock N'
\r
358 {"OM", "MW", 10, { 0,1,0,1,1,1,0,1 } }, // Old Monkey M'
\r
359 {"BB", "fB", 10, { 0,1,0,1,X,1,0,1 } }, // Blind Bear B'
\r
360 {"OR", "BA", 10, { 0,2,0,0,2,0,0,2 } }, // Old Rat O'
\r
361 {"LD", "WS", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog W!
\r
362 {"WR", "G", 10, { 0,3,1,3,0,3,1,3 } }, // Wrestler W'
\r
363 {"GG", "G", 10, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods G'
\r
364 {"BD", "G", 10, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil D'
\r
365 {"SD", "G", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil S'
\r
366 {"DY", "G", 10, { J,0,1,0,J,0,1,0 } }, // Donkey Y'
\r
367 {"CA", "G", 10, { 0,H,0,2,0,2,0,H } }, // Capricorn C!
\r
368 {"HM", "G", 10, { H,0,H,0,H,0,H,0 } }, // Hook Mover H!
\r
369 {"SF", "G", 10, { 0,1,X,1,0,1,0,1 } }, // Side Flier F!
\r
370 {"LC", "G", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot L'
\r
371 {"RC", "G", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot R'
\r
372 {"fT", "", 10, { 0,X,X,X,X,X,X,X } }, // Free Tiger +T
\r
373 {"fD", "", 10, { X,0,X,X,X,X,X,0 } }, // Free Dragon +D!
\r
374 {"fG", "", 10, { X,X,X,0,X,0,X,X } }, // Free Gold +G
\r
375 {"fS", "", 10, { X,X,0,X,0,X,0,X } }, // Free Silver +S
\r
376 {"fI", "", 10, { X,X,0,0,0,0,0,X } }, // Free Iron +I
\r
377 {"fY", "", 10, { 0,X,0,0,X,0,0,X } }, // Free Tile +Y
\r
378 {"fU", "", 10, { 0,X,0,0,0,0,0,X } }, // Free Stone +U
\r
379 {"EM", "", 10, { 0,0,0,0,0,0,0,0 } }, // Emperor +K
\r
380 {"TK", "", 10, { K,K,K,K,K,K,K,K } }, // Teaching King +I'
\r
381 {"BS", "", 10, { S,S,S,S,S,S,S,S } }, // Budhist Spirit +J'
\r
382 {"WS", "", 10, { X,X,0,X,1,X,0,X } }, // Wizard Stork +N'
\r
383 {"MW", "", 10, { 1,X,0,X,X,X,0,X } }, // Mountain Witch +M'
\r
384 {"FF", "", 10, { F,F,F,F,F,F,F,F } }, // Furious Fiend +L!
\r
385 {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon +W!
\r
386 {"GO", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird +X
\r
387 {"fW", "", 10, { X,X,X,0,0,0,X,X } }, // Free Wolf +W
\r
388 {"BA", "", 10, { X,0,0,X,0,X,0,0 } }, // Bat +O'
\r
389 {"FD", "G", 150, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon
\r
390 // Dai pieces with different promotion
\r
391 {"FD", "G", 150, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon
\r
392 {"VO", "G", 200, { 2,0,2,0,2,0,2,0 }, 2 }, // Violent Ox
\r
393 {"EW", "fW", 80, { 1,1,1,0,0,0,1,1 }, 2 }, // Evil Wolf
\r
394 {"CS", "B", 70, { 0,1,0,1,0,1,0,1 }, 1 }, // Cat Sword
\r
395 {"AB", "FB", 60, { 1,0,1,0,1,0,1,0 }, 1 }, // Angry Boar
\r
396 {"T", "fY", 80, { 0,1,0,0,1,0,0,1 }, 2 }, // Tile
\r
397 {"I", "fI", 80, { 1,1,0,0,0,0,0,1 }, 2 }, // Iron
\r
398 {"N", "G", 60, { N,0,0,0,0,0,0,N }, 0 }, // Knight
\r
399 {"SG", "fU", 50, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone
\r
400 // Chu pieces (but with different promotion)
\r
401 {"LN", "FF",LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion
\r
402 {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king
\r
403 {"FO", "", 400, { X,X,0,X,X,X,0,X }, 4 }, // flying ox (free leopard)
\r
404 {"FB", "", 400, { 0,X,X,X,0,X,X,X }, 4 }, // free boar
\r
405 {"DK", "", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king
\r
406 {"DH", "", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse
\r
407 {"WH", "", 350, { X,X,0,0,X,0,0,X }, 3 }, // white horse (free copper)
\r
408 {"R", "G", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook
\r
409 {"WL", "", 250, { X,0,0,X,X,X,0,0 }, 4 }, // whale (free serpent)
\r
410 {"K", "EM", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king
\r
411 {"CP", "", 270, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king
\r
412 {"B", "G", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop
\r
413 {"VM", "G", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover
\r
414 {"SM", "G", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover
\r
415 {"DE", "CP", 201, { 1,1,1,1,0,1,1,1 }, 2 }, // drunk elephant
\r
416 {"BT", "fT", 152, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger
\r
417 {"G", "fG", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold
\r
418 {"FL", "FO", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard
\r
419 {"KN", "GD", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin
\r
420 {"PH", "GB", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix
\r
421 {"RV", "G", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot
\r
422 {"L", "G", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance
\r
423 {"S", "fS", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver
\r
424 {"C", "WH", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper
\r
425 {"GB", "RV", 50, { 1,0,0,0,1,0,0,0 }, 1 }, // go between
\r
426 {"P", "G", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn
\r
427 {"", "", 10, { } }, //
\r
428 { NULL } // sentinel
\r
431 PieceDesc taiPieces[] = {
\r
432 {"", "", 10, { } }, // Peacock
\r
433 {"", "", 10, { } }, // Vermillion Sparrow
\r
434 {"", "", 10, { } }, // Turtle Snake
\r
435 {"", "", 10, { } }, // Silver Hare
\r
436 {"", "", 10, { } }, // Golden Deer
\r
437 {"", "", 10, { } }, //
\r
438 {"", "", 10, { } }, //
\r
439 {"", "", 10, { } }, //
\r
440 { NULL } // sentinel
\r
443 PieceDesc tenjikuPieces[] = { // only those not in Chu, or different (because of different promotion)
\r
444 {"FI", "", FVAL, { X,X,0,X,X,X,0,X } }, // Fire Demon
\r
445 {"GG", "", 1500, { R,R,R,R,R,R,R,R }, 0, 3 }, // Great General
\r
446 {"VG", "", 1400, { 0,R,0,R,0,R,0,R }, 0, 2 }, // Vice General
\r
447 {"RG", "GG",1200, { R,0,R,0,R,0,R,0 }, 0, 1 }, // Rook General
\r
448 {"BG", "VG",1100, { 0,R,0,R,0,R,0,R }, 0, 1 }, // Bishop General
\r
449 {"SE", "RG", 10, { X,D,X,X,X,X,X,D } }, // Soaring Eagle
\r
450 {"HF", "BG", 10, { D,X,X,X,X,X,X,X } }, // Horned Falcon
\r
451 {"LH", "", 10, { L,S,L,S,L,S,L,S } }, // Lion-Hawk
\r
452 {"LN", "LH",LVAL, { L,L,L,L,L,L,L,L } }, // Lion
\r
453 {"FE", "", 1, { X,X,X,X,X,X,X,X } }, // Free Eagle
\r
454 {"FK", "FE", 600, { X,X,X,X,X,X,X,X } }, // Free King
\r
455 {"HT", "", 10, { X,X,2,X,X,X,2,X } }, // Heavenly Tetrarchs
\r
456 {"CS", "HT", 10, { X,X,2,X,X,X,2,X } }, // Chariot Soldier
\r
457 {"WB", "FI", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo
\r
458 {"VS", "CS", 10, { X,0,2,0,1,0,2,0 } }, // Vertical Soldier
\r
459 {"SS", "WB", 10, { 2,0,X,0,1,0,X,0 } }, // Side Soldier
\r
460 {"I", "VS", 10, { 1,1,0,0,0,0,0,1 } }, // Iron
\r
461 {"N", "SS", 10, { N,0,0,0,0,0,0,N } }, // Knight
\r
462 {"MG", "", 10, { X,0,0,X,0,X,0,0 } }, // Multi-General
\r
463 {"D", "MG", 10, { 1,0,0,1,0,1,0,0 } }, // Dog
\r
464 { NULL } // sentinel
\r
467 PieceDesc taikyokuPieces[] = {
\r
468 {"", "", 10, { } }, //
\r
469 { NULL } // sentinel
\r
472 PieceDesc chessPieces[] = {
\r
473 {"Q", "", 950, { X,X,X,X,X,X,X,X } },
\r
474 {"R", "", 500, { X,0,X,0,X,0,X,0 } },
\r
475 {"B", "", 320, { 0,X,0,X,0,X,0,X } },
\r
476 {"N", "", 300, { N,N,N,N,N,N,N,N } },
\r
477 {"K", "", 280, { 1,1,1,1,1,1,1,1 } },
\r
478 {"P", "Q", 80, { M,C,0,0,0,0,0,C } },
\r
479 { NULL } // sentinel
\r
482 PieceDesc lionPieces[] = {
\r
483 {"L", "", LVAL, { L,L,L,L,L,L,L,L } },
\r
484 {"Q", "", 600, { X,X,X,X,X,X,X,X } },
\r
485 {"R", "", 300, { X,0,X,0,X,0,X,0 } },
\r
486 {"K", "", 280, { 1,1,1,1,1,1,1,1 } },
\r
487 {"B", "", 190, { 0,X,0,X,0,X,0,X } },
\r
488 {"N", "", 180, { N,N,N,N,N,N,N,N } },
\r
489 {"P", "Q", 50, { M,C,0,0,0,0,0,C } },
\r
490 { NULL } // sentinel
\r
493 PieceDesc shatranjPieces[] = {
\r
494 {"Q", "", 150, { 0,1,0,1,0,1,0,1 } },
\r
495 {"R", "", 500, { X,0,X,0,X,0,X,0 } },
\r
496 {"B", "", 90, { 0,J,0,J,0,J,0,J } },
\r
497 {"N", "", 300, { N,N,N,N,N,N,N,N } },
\r
498 {"K", "", 280, { 1,1,1,1,1,1,1,1 } },
\r
499 {"P", "Q", 80, { M,C,0,0,0,0,0,C } },
\r
500 { NULL } // sentinel
\r
503 PieceDesc makrukPieces[] = {
\r
504 {"M", "", 150, { 0,1,0,1,0,1,0,1 } },
\r
505 {"R", "", 500, { X,0,X,0,X,0,X,0 } },
\r
506 {"S", "", 200, { 1,1,0,1,0,1,0,1 } }, // silver
\r
507 {"N", "", 300, { N,N,N,N,N,N,N,N } },
\r
508 {"K", "", 280, { 1,1,1,1,1,1,1,1 } },
\r
509 {"P", "M", 80, { M,C,0,0,0,0,0,C } },
\r
510 { NULL } // sentinel
\r
513 PieceDesc wolfPieces[] = {
\r
514 {"W", "W",1050,{ W,W,W,W,W,W,W,W }, 6, 5 }, // kludge to get extra Werewolves
\r
515 {"R", "", 500, { X,0,X,0,X,0,X,0 }, 3 },
\r
516 {"B", "", 320, { 0,X,0,X,0,X,0,X }, 1 },
\r
517 {"N", "", 300, { N,N,N,N,N,N,N,N }, 1 },
\r
518 {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 0, 4 },
\r
519 {"P", "R", 80, { M,C,0,0,0,0,0,C } },
\r
520 { NULL } // sentinel
\r
523 char chuArray[] = "lfcsgekgscfl/a1b1txot1b1a/mvrhdqndhrvm/pppppppppppp/3i4i3"
\r
525 "3I4I3/PPPPPPPPPPPP/MVRHDNQDHRVM/A1B1TOXT1B1A/LFCSGKEGSCFL";
\r
526 char daiArray[] = "lnuicsgkgsciunl/a1c'1f1tet1f1c'1a/1x'1a'1wxl!ow1a'1x'1/rf'mvbhdqdhbvmf'r/"
\r
527 "ppppppppppppppp/4p'5p'4/15/15/15/4P'5P'4/PPPPPPPPPPPPPPP/"
\r
528 "RF'MVBHDQDHBVMF'R/1X'1A'1WOL!XW1A'1X'1/A1C'1F1TET1F1C'1A/LNUICSGKGSCIUNL";
\r
529 char tenArray[] = "lnficsgekgscifnl/a1c!c!1txql!ot1c!c!1a/s'v'bhdw!d!q!h!d!w!dhbv's'/"
\r
530 "mvrf!e!b!r!v!q!r!b!e!f!rvm/pppppppppppppppp/4d6d4/"
\r
532 "4D6D4/PPPPPPPPPPPPPPPP/MVRF!E!B!R!Q!V!R!B!E!F!RVM/"
\r
533 "S'V'BHDW!D!H!Q'D!W!DHBV'S'/A1C!C!TOL!QXT1C!C!1A/LNFICSGKEGSCIFNL";
\r
534 char cashewArray[]= "lh!f'dh'j'ki'qc'hg!l/t!p'w!+oogngx+xl!k'd!/r've'fst'+nt'sfw'vl'/ppppppppppppp/3d'5d'3/13/"
\r
535 "13/13/3D'5D'3/PPPPPPPPPPPPP/L'VW'FST'+NT'SFE'VR'/D!K'L!+XXGNGO+OW!P'T!/LG!HC'QI'KJ'H'DF'H!L";
\r
536 char macadArray[] = "lxcsgi'kj'gscol/1f'1w!1tet1l!1f'1/rr'g'bdh!qc!dbw'l'r/ppppppppppppp/3p'5p'3/13/"
\r
537 "13/13/3P'5P'3/PPPPPPPPPPPPP/RL'W'BDC!QH!DBG'R'R/1F'1L!1TET1W!1F'1/LOCSGI'KJ'GSCXL";
\r
538 char shoArray[] = "lnsgkgsnl/1r2e2b1/ppppppppp/9/9/9/PPPPPPPPP/1B2E2R1/LNSGKGSNL";
\r
539 char waArray[] = "hmlcvkwgudo/1e3s3f1/ppprpppxppp/3p3p3/11/11/11/3P3P3/PPPXPPPRPPP/1F3S3E1/ODUGWKVCLMH";
\r
540 char chessArray[] = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR";
\r
541 char lionArray[] = "rlbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RLBQKBNR";
\r
542 char shatArray[] = "rnbkqbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBKQBNR";
\r
543 char thaiArray[] = "rnsmksnr/8/pppppppp/8/8/PPPPPPPP/8/RNSKMSNR";
\r
544 char wolfArray[] = "rnbwkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBWKBNR";
\r
546 // translation tables for single-(dressed-)letter IDs to multi-letter names, per variant
\r
547 // A.B.C.D.E.F.G.H.I.J.K.L.M.N.O.P.Q.R.S.T.U.V.W.X.Y.Z.
\r
548 char chuIDs[] = "RVB C DKDEFLG DHGB..K L SMLNKNP FKR S BT..VM..PH....";
\r
549 char daiIDs[] = "RVB C DKDEFLG DHI ..K L SMN KNP FKR S BTSGVMEWPH...." // L
\r
550 "AB CS FD GB VO " // L'
\r
552 char tenIDs[] = "RVB C DKDEFLG DHI ..K L SMN KNP FKR S BT..VM..PH...." // L
\r
553 ".. ..D .. FE SS VS " // L'
\r
554 " BGCSFISEHF LH LN GGRG VGWB "; // L!
\r
555 char waIDs[] = "....FCBDCEFFFGLH....K SOCM..OCP ..RRSW..SCVSVWTF....";
\r
556 char chessIDs[] = "A B ....E F ........K L M N ..P Q R S ......W ......"; // covers all chess-like variants
\r
557 char makaIDs[] = "RVB C DKDEFLG DHI ..K L SMN KNP FKR S BTSG..EWPHT .." // L (also for Macadamia)
\r
558 "ABBBCSBDE FDGG DVDS LCBMCCORGB RCSD WRVODY " // L'
\r
559 " CARD HM LN CO VMLD "; // L!
\r
560 char dadaIDs[] = "RVB C DKEFFLG DHI ..K L SMNKKNP FKR S ..SGVBEWPH...." // L (also for Cashew)
\r
561 "ABEBCSHDEAFDPRFHLGRGOKLCOMNOORPS RCSOST W WSVO " // L'
\r
562 "RAWB BD LGHM LN SQ WTRUVMLD "; // L!
\r
565 int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes
\r
566 char *name; // WinBoard name
\r
567 char *array; // initial position
\r
571 typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU,
\r
572 V_CASHEW, V_MACAD, V_SHATRANJ, V_MAKRUK, V_LION, V_WA, V_WOLF } Variant;
\r
576 VariantDesc variants[] = {
\r
577 { 24, 12, 12, 4, V_CHU, "chu", chuArray, chuIDs }, // Chu
\r
578 { 16, 8, 8, 1, V_CHESS, "nocastle", chessArray,chessIDs }, // FIDE
\r
579 { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray, chuIDs }, // Sho
\r
580 { 18, 9, 9, 3, V_SHO, "sho", shoArray, chuIDs }, // Sho duplicat
\r
581 { 30, 15, 15, 5, V_DAI, "dai", daiArray, daiIDs }, // Dai
\r
582 { 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray, tenIDs }, // Tenjiku
\r
583 { 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray, chessIDs}, // Shatranj
\r
584 { 16, 8, 8, 3, V_MAKRUK, "makruk", thaiArray, chessIDs}, // Makruk
\r
585 { 16, 8, 8, 1, V_LION, "lion", lionArray, chessIDs}, // Mighty Lion
\r
586 { 22, 11, 11, 3, V_WA, "wa-shogi", waArray, waIDs}, // Wa
\r
587 { 16, 8, 8, 1, V_WOLF, "werewolf",wolfArray, chessIDs}, // Werewolf Chess
\r
588 { 26, 13, 13,13, V_CASHEW, "cashew-shogi", cashewArray, dadaIDs }, // Cashew
\r
589 { 26, 13, 13,13, V_MACAD, "macadamia-shogi", macadArray, makaIDs }, // Macadamia
\r
591 { 0, 0, 0, 0, 0 }, // sentinel
\r
592 { 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai
\r
593 { 38, 19, 19, 0, V_MAKA, "maka", chuArray }, // Maka Dai Dai
\r
594 { 50, 25, 25, 0, V_TAI, "tai", chuArray }, // Tai
\r
595 { 40, 36, 36, 0, V_KYOKU, "kyoku", chuArray } // Taikyoku
\r
602 Vector direction[] = { // clockwise!
\r
612 { 2, 1}, // Knight jumps
\r
622 int epList[104], ep2List[104], toList[104], reverse[104]; // decoding tables for double and triple moves
\r
623 int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8)
\r
624 int neighbors[9]; // similar to kingStep, but starts with null-step
\r
625 char fireFlags[10]; // flags for Fire-Demon presence (last two are dummies, which stay 0, for compactify)
\r
626 #define kStep (kingStep+1)
\r
627 #define nStep (knightStep+1)
\r
629 int attackMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction
\r
640 int rayMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction
\r
651 int one[] = { // 1 in the bit fields for the various directions
\r
660 0100000000 // marks knight jumps
\r
663 // Main Data structures
\r
666 // Interleaved lists for black and white, white taking the odd slots
\r
667 // Pieces in general have two entries: one for the basic, and one for the promoted version
\r
668 // The unused one gets its position set to the invalid square number ABSENT
\r
669 // The list is sorted by piece value, most valuable pieces first
\r
670 // When a piece is captured in the search, both its versions are marked ABSENT
\r
671 // In the root the list is packed to eliminate all captured pieces
\r
672 // The list contains a table for how far the piece moves in each direction
\r
673 // Range encoding: -3 = full Lion, -2 = on-ray Lion, -1 = plain jump, 0 = none, 1 = step, >1 = (limited) range
\r
675 // A table in board format, containing pairs of consecutive integers for each square (indexed as 2*sqr and 2*sqr+1)
\r
676 // The first integer contains info on black attacks to the square, the second similarly for white attacks
\r
677 // Each integer contains eight 3-bit fields, which count the number of attacks on it with moves in a particular direction
\r
678 // (If there are attacks by range-jumpers, the 3-bit count is increased by 2 over the actual value)
\r
680 // The board has twice as many files as actually used, in 0x88 fashion
\r
681 // The used squares hold the piece numbers (for use as index in the piece list)
\r
682 // Unused squares are set to the invalid piece number EDGE
\r
683 // There are also 3 guard ranks of EDGE on each side
\r
685 // Moves are encoded as 11-bit from-square and to-square numbers packed in the low bits of an int
\r
686 // Special moves (like Lion double moves) are encoded by off-board to-squares above a certain value
\r
687 // Promotions are indicated by bit 22
\r
689 // Entries of 16 bytes, holding a 32-bit signature, 16-bit lower- and upper-bound scores,
\r
690 // 8-bit draft of each of those scores, an age counter that stores the search number of the last access.
\r
691 // The hash key is derived as the XOR of the products pieceKey[piece]*squareKey[square].
\r
693 // the promoBoard contains one byte with flags for each square, to indicate for each side whether the square
\r
694 // is in the promotion zone (twice), on the last two ranks, or on the last rank
\r
695 // the promoFlag field in the piece list can select which bits of this are tested, to see if it
\r
696 // (1) can promote (2) can defer when the to-square is on last rank, last two ranks, or anywhere.
\r
697 // Pawns normally can't defer anywhere, but if the user defers with them, their promoFlag is set to promote on last rank only
\r
705 signed char range[8];
\r
710 unsigned char promoGain;
\r
713 } PieceInfo; // piece-list entry
\r
715 int last[2], royal[2], kylin[2];
\r
716 PieceInfo p[NPIECES]; // piece list
\r
727 } HashEntry; // hash-table entry
\r
729 // Some global variables that control your engine's behavior
\r
733 int noCut=1; // engine-defined option
\r
734 int resign; // engine-defined option
\r
735 int contemptFactor; // likewise
\r
738 int squareKey[BSIZE];
\r
740 int rawBoard[BSIZE + 11*BHMAX + 6];
\r
741 //int attacks[2*BSIZE]; // attack map
\r
742 int attackMaps[200*BSIZE], *attacks = attackMaps;
\r
743 char distance[2*BSIZE]; // distance table
\r
744 char promoBoard[BSIZE]; // flags to indicate promotion zones
\r
745 unsigned char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons
\r
746 signed char PST[7*BSIZE];
\r
748 #define board (rawBoard + 6*BHMAX + 3)
\r
749 #define fireBoard (rawFire + BWMAX + 1)
\r
750 #define dist (distance + BSIZE)
\r
753 ListLookUp (char *name, PieceDesc *list)
\r
754 { // find piece of given name in list of descriptors
\r
755 while(list->name && strcmp(name, list->name)) list++;
\r
756 return (list->name == NULL ? NULL : list);
\r
760 LookUp (char *name, int var)
\r
761 { // search piece of given name in all lists relevant for given variant
\r
764 case V_TENJIKU: // Tenjiku
\r
765 desc = ListLookUp(name, tenjikuPieces);
\r
766 if(desc) return desc;
\r
767 return ListLookUp(name, chuPieces);
\r
769 return ListLookUp(name, shoPieces);
\r
771 desc = ListLookUp(name, daiPieces);
\r
772 if(desc) return desc;
\r
774 return ListLookUp(name, chuPieces);
\r
775 case V_CHESS: // FIDE
\r
776 return ListLookUp(name, chessPieces);
\r
777 case V_SHATRANJ: // Shatranj
\r
778 return ListLookUp(name, shatranjPieces);
\r
779 case V_MAKRUK: // Makruk
\r
780 return ListLookUp(name, makrukPieces);
\r
781 case V_LION: // Mighty Lion
\r
782 return ListLookUp(name, lionPieces);
\r
784 return ListLookUp(name, waPieces);
\r
785 case V_WOLF: // Werewolf
\r
786 return ListLookUp(name, wolfPieces);
\r
787 case V_CASHEW: // Cashew
\r
788 return ListLookUp(name, ddPieces);
\r
789 case V_MACAD: // Cashew
\r
790 return ListLookUp(name, makaPieces);
\r
797 { // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!)
\r
799 for(i=stm+2; i<=last[stm]; i+=2)
\r
800 if(p[i].promo > n) p[i].promo -= 2;
\r
801 for(i=n; i<last[stm]; i+=2) {
\r
803 if(i+2 == royal[stm]) royal[stm] -= 2; // NB: squeezing out the King moves up Crown Prince to royal[stm]
\r
804 if(i+2 == kylin[stm]) kylin[stm] -= 2;
\r
805 if(i < 10) fireFlags[i-2] = fireFlags[i];
\r
811 Worse (int a, int b)
\r
812 { // determine if range a not upward compatible with b
\r
813 if(a == b) return 0;
\r
814 if(a >= 0 && b >= 0) return a < b;
\r
815 if(a >= 0) return 1; // a (limited) range can never do the same as a special move
\r
817 case J: return b < J; // any special move is better than a plain jump
\r
818 case D: return b > 2 || b < D;
\r
819 case T: return b > 3 || b < T;
\r
820 case L: return b > 2 || b < D;
\r
821 case F: return b > 3 || b < F || b == T;
\r
822 case S: return b == H || b == T;
\r
823 case H: return b < 0;
\r
824 default: return 1; // a >= 0, so b must be < 0 and can always do something a ranging move cannot do
\r
830 Lance (signed char *r)
\r
831 { // File-bound forward slider
\r
833 for(i=1; i<4; i++) if(r[i] || r[i+4]) return 0;
\r
838 EasyProm (signed char *r)
\r
840 if(r[0] == X) return 30 + PROMO*((unsigned int)(r[1] | r[2] | r[3] | r[5] | r[6] | r[7]) <= 1);
\r
841 if(r[1] == X || r[7] == X) return 30 + PROMO/2;
\r
846 IsUpwardCompatible (signed char *r, signed char *s)
\r
849 for(i=0; i<8; i++) {
\r
850 if(Worse(r[i], s[i])) return 0;
\r
856 Forward (signed char *r)
\r
859 for(i=2; i<7; i++) if(r[i]) return 0;
\r
864 Range (signed char *r)
\r
867 for(i=0; i<8; i++) {
\r
869 if(r[i] < 0) d = r[i] >= L ? 2 : 36;
\r
875 int multis[2], multiMovers[100];
\r
878 StackMultis (int col)
\r
882 for(i=col+2; i<=last[col]; i+=2) { // scan piece list for multi-capturers
\r
883 for(j=0; j<8; j++) if(p[i].range[j] < J && p[i].range[j] >= S || p[i].value == FVAL) {
\r
884 multiMovers[multis[col]] = i; // found one: put its piece number in list
\r
892 Compactify (int stm)
\r
893 { // remove pieces that are permanently gone (captured or promoted) from one side's piece list
\r
895 for(i=stm+2; i<=last[stm]; i+=2) { // first pass: unpromoted pieces
\r
896 if((k = p[i].promo) >= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there
\r
897 p[k].promo = -2; // orphan promoted version
\r
901 for(i=stm+2; i<=last[stm]; i+=2) { // second pass: promoted pieces
\r
903 if((k = p[i].promo) == -2 && p[i].pos == ABSENT) { // orphaned promoted piece not present
\r
911 AddPiece (int stm, PieceDesc *list)
\r
914 for(i=stm+2; i<=last[stm]; i += 2) {
\r
915 if(p[i].value < list->value || p[i].value == list->value && (p[i].promo < 0)) break;
\r
918 for(j=last[stm]; j>i; j-= 2) p[j] = p[j-2];
\r
919 p[i].value = v = list->value;
\r
920 for(j=0; j<8; j++) p[i].range[j] = list->range[j^4*(WHITE-stm)];
\r
921 switch(Range(p[i].range)) {
\r
922 case 1: p[i].pst = PST_STEPPER; break;
\r
923 case 2: p[i].pst = PST_WJUMPER; break;
\r
924 default: p[i].pst = PST_SLIDER; break;
\r
926 key = (stm == WHITE ? &list->whiteKey : &list->blackKey);
\r
927 if(!*key) *key = ~(myRandom()*myRandom());
\r
928 p[i].promoGain = EasyProm(list->range); // flag easy promotion based on white view
\r
929 p[i].pieceKey = *key;
\r
930 p[i].promoFlag = 0;
\r
931 p[i].bulk = list->bulk;
\r
932 p[i].ranking = list->ranking;
\r
933 p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;
\r
934 if(Lance(list->range))
\r
935 p[i].mobWeight = 0, p[i].pst = list->range[4] ? PST_NEUTRAL : PST_LANCE; // keep back
\r
936 for(j=stm+2; j<= last[stm]; j+=2) {
\r
937 if(p[j].promo >= i) p[j].promo += 2;
\r
939 if(royal[stm] >= i) royal[stm] += 2;
\r
940 if(kylin[stm] >= i) kylin[stm] += 2;
\r
941 if(p[i].value == (currentVariant == V_SHO || currentVariant == V_WA ? 410 : 280) ) royal[stm] = i, p[i].pst = 0;
\r
942 p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy
\r
947 SetUp (char *array, int var)
\r
949 int i, j, n, m, color, c;
\r
950 char name[3], prince = 0;
\r
951 PieceDesc *p1, *p2;
\r
952 last[WHITE] = 1; last[BLACK] = 0;
\r
953 royal[WHITE] = royal[BLACK] = 0;
\r
954 for(i=BH-1; ; i--) {
\r
955 //printf("next rank: %s\n", array);
\r
956 for(j = BW*i; ; j++) {
\r
958 if(*array == '+') pflag++, array++;
\r
959 c = name[0] = *array++;
\r
961 if(c == '.') continue;
\r
962 if(c > '0' && c <= '9') {
\r
963 c -= '0'; if(*array >= '0' && *array <= '9') c = 10*c + *array++ - '0';
\r
964 j += c - 1; continue;
\r
966 if(c == '/') break;
\r
967 name[1] = name[2] = 0;
\r
971 } else color = WHITE;
\r
972 if(*array == '\'') c += 26, array++; else
\r
973 if(*array == '!') c += 52, array++;
\r
974 name[0] = IDs[2*(c - 'A')];
\r
975 name[1] = IDs[2*(c - 'A') + 1]; if(name[1] == ' ') name[1] = 0;
\r
976 if(!strcmp(name, "CP") || pflag && !strcmp(name, "DE")) prince |= color+1; // remember if we added Crown Prince
\r
977 p1 = LookUp(name, var);
\r
978 if(!p1) printf("tellusererror Unknown piece '%s' in setup (%d)\n", name, c), exit(-1);
\r
979 if(pflag && p1->promoted) p1 = LookUp(p1->promoted, var); // use promoted piece instead
\r
980 n = AddPiece(color, p1);
\r
982 if(p1->promoted[0] && !pflag) {
\r
983 if(!strcmp(p1->promoted, "CP")) prince |= color+1; // remember if we added Crown Prince
\r
984 p2 = LookUp(p1->promoted, var);
\r
985 m = AddPiece(color, p2);
\r
988 p[n].promoFlag = IsUpwardCompatible(p2->range, p1->range) * DONT_DEFER + CAN_PROMOTE;
\r
989 if(Forward(p1->range)) p[n].promoFlag |= LAST_RANK; // Pieces that only move forward can't defer on last rank
\r
990 if(!strcmp(p1->name, "N")) p[n].promoFlag |= CANT_DEFER; // Knights can't defer on last 2 ranks
\r
991 p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK;
\r
994 if(p[m].value == LVAL) kylin[color] = n; // remember piece that promotes to Lion
\r
995 } else p[n].promo = -1; // unpromotable piece
\r
996 //printf("piece = %c%-2s %d(%d) %d/%d\n", color ? 'w' : 'b', name, n, m, last[color], last[!color]);
\r
1000 // add dummy Kings if not yet added (needed to set royal[] to valid value!)
\r
1001 if(!royal[WHITE]) p[AddPiece(WHITE, LookUp("K", V_CHU))].pos = ABSENT;
\r
1002 if(!royal[BLACK]) p[AddPiece(BLACK, LookUp("K", V_CHU))].pos = ABSENT;
\r
1003 // add dummy Crown Princes if not yet added
\r
1004 if(!(prince & WHITE+1)) p[AddPiece(WHITE, LookUp("CP", V_CHU))].pos = ABSENT;
\r
1005 if(!(prince & BLACK+1)) p[AddPiece(BLACK, LookUp("CP", V_CHU))].pos = ABSENT;
\r
1006 for(i=0; i<8; i++) fireFlags[i] = 0;
\r
1007 for(i=2, n=1; i<10; i++) if(p[i].value == FVAL) {
\r
1008 int x = p[i].pos; // mark all burn zones
\r
1009 fireFlags[i-2] = n;
\r
1010 if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n;
\r
1013 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
1014 for(i=0; i<BH; i++) for(j=0; j<BH; j++) board[BW*i+j] = EMPTY;
\r
1015 for(i=WHITE+2; i<=last[WHITE]; i+=2) if(p[i].pos != ABSENT) {
\r
1016 int g = p[i].promoGain;
\r
1017 if(i == kylin[WHITE]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;
\r
1018 // if(j > 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_WPPROM; // use white pre-prom bonus
\r
1019 if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100)
\r
1020 p[i].pst = p[i].value <= 150 ? PST_ADVANCE : PST_WPPROM; // light steppers advance
\r
1021 if(j > 0 && p[i].bulk == 6) p[i].pst = PST_WFLYER, p[i].mobWeight = 4; // SM defends zone
\r
1022 if((j = p[i].promo) > 0 && g)
\r
1023 p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g;
\r
1024 else p[i].promoGain = 0;
\r
1025 board[p[i].pos] = i;
\r
1026 rootEval += p[i].value + PST[p[i].pst + p[i].pos];
\r
1027 promoDelta += p[i].promoGain;
\r
1028 filling += p[i].bulk;
\r
1029 } else p[i].promoGain = 0;
\r
1030 for(i=BLACK+2; i<=last[BLACK]; i+=2) if(p[i].pos != ABSENT) {
\r
1031 int g = p[i].promoGain;
\r
1032 // if(j > 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_BPPROM; // use black pre-prom bonus
\r
1033 if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100)
\r
1034 p[i].pst = p[i].value <= 150 ? PST_RETRACT : PST_BPPROM; // light steppers advance
\r
1035 if(j > 0 && p[i].pst == PST_WJUMPER) p[i].pst = PST_BJUMPER; // use black pre-prom bonus
\r
1036 if(j > 0 && p[i].bulk == 6) p[i].pst = PST_BFLYER, p[i].mobWeight = 4; // SM defends zone
\r
1037 if((j = p[i].promo) > 0 && g)
\r
1038 p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g;
\r
1039 else p[i].promoGain = 0;
\r
1040 if(i == kylin[BLACK]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;
\r
1041 board[p[i].pos] = i;
\r
1042 rootEval -= p[i].value + PST[p[i].pst + p[i].pos];
\r
1043 promoDelta -= p[i].promoGain;
\r
1044 filling += p[i].bulk;
\r
1045 } else p[i].promoGain = 0;
\r
1046 StackMultis(WHITE);
\r
1047 StackMultis(BLACK);
\r
1048 stm = WHITE; xstm = BLACK;
\r
1053 return rand() ^ rand()>>10 ^ rand() << 10 ^ rand() << 20;
\r
1062 if(var != SAME) { // the following should be already set if we stay in same variant (for TakeBack)
\r
1063 currentVariant = variants[var].varNr;
\r
1064 bWidth = variants[var].boardWidth;
\r
1065 bHeight = variants[var].boardRanks;
\r
1066 zone = variants[var].zoneDepth;
\r
1067 array = variants[var].array;
\r
1068 IDs = variants[var].IDs;
\r
1070 bsize = bWidth*bHeight;
\r
1071 chuFlag = (currentVariant == V_CHU || currentVariant == V_LION);
\r
1072 tenFlag = (currentVariant == V_TENJIKU);
\r
1073 chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION || currentVariant == V_WOLF);
\r
1074 stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION || currentVariant == V_WOLF);
\r
1075 repDraws = (stalemate || currentVariant == V_SHATRANJ);
\r
1076 ll = 0; lr = bHeight - 1; ul = (bHeight - 1)*bWidth; ur = ul + bHeight - 1;
\r
1077 pawn = LookUp("P", currentVariant); pVal = pawn ? pawn->value : 0; // get Pawn value
\r
1079 for(i= -1; i<9; i++) { // board steps in linear coordinates
\r
1080 kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King
\r
1081 nStep[i] = STEP(direction[(i&7)+8].x, direction[(i&7)+8].y); // Knight
\r
1083 for(i=0; i<8; i++) neighbors[i+1] = kStep[i];
\r
1085 for(i=0; i<8; i++) { // Lion double-move decoding tables
\r
1086 for(j=0; j<8; j++) {
\r
1087 epList[8*i+j] = kStep[i];
\r
1088 toList[8*i+j] = kStep[j] + kStep[i];
\r
1089 for(k=0; k<8*i+j; k++)
\r
1090 if(epList[k] == toList[8*i+j] && toList[k] == epList[8*i+j])
\r
1091 reverse[k] = 8*i+j, reverse[8*i+j] = k;
\r
1093 // Lion-Dog triple moves
\r
1094 toList[64+i] = 3*kStep[i]; epList[64+i] = kStep[i];
\r
1095 toList[72+i] = 3*kStep[i]; epList[72+i] = 2*kStep[i];
\r
1096 toList[80+i] = 3*kStep[i]; epList[80+i] = 2*kStep[i]; ep2List[80+i] = kStep[i];
\r
1097 toList[88+i] = kStep[i]; epList[88+i] = 2*kStep[i];
\r
1100 toList[100] = BH - 2; epList[100] = BH - 1; ep2List[100] = BH - 3;
\r
1101 toList[100+1] = 2; epList[100+1] = 0; ep2List[100+1] = 3;
\r
1102 toList[100+2] = bsize - BH - 2; epList[100+2] = bsize - BH - 1; ep2List[100+2] = bsize - BH - 3;
\r
1103 toList[100+3] = bsize - BW + 2; epList[100+3] = bsize - BW; ep2List[100+3] = bsize - BW + 3;
\r
1105 // fill distance table
\r
1106 for(i=0; i<2*BSIZE; i++) {
\r
1109 // for(i=0; i<8; i++)
\r
1110 // for(j=1; j<BH; j++)
\r
1111 // dist[j * kStep[i]] = j;
\r
1112 // if(currentVariant == V_TENJIKU)
\r
1113 for(i=1-BH; i<BH; i++) for(j=1-BH; j<BH; j++) dist[BW*i+j] = abs(i) > abs(j) ? abs(i) : abs(j);
\r
1115 // hash key tables
\r
1116 for(i=0; i<bsize; i++) squareKey[i] = ~(myRandom()*myRandom());
\r
1119 for(i=0; i<BSIZE + 11*BHMAX + 6; i++) rawBoard[i] = EDGE;
\r
1121 // promotion zones
\r
1122 for(i=0; i<BH; i++) for(j=0; j<BH; j++) {
\r
1124 if(i == 0) v |= LAST_RANK & P_BLACK;
\r
1125 if(i < 2) v |= CANT_DEFER & P_BLACK;
\r
1126 if(i < ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK; else v &= ~P_BLACK;
\r
1127 if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE; else v &= ~P_WHITE;
\r
1128 if(i >= BH-2) v |= CANT_DEFER & P_WHITE;
\r
1129 if(i == BH-1) v |= LAST_RANK & P_WHITE;
\r
1130 promoBoard[BW*i + j] = v;
\r
1133 // piece-square tables
\r
1134 for(j=0; j<BH; j++) {
\r
1135 for(i=0; i<BH; i++) {
\r
1136 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
1137 PST[s] = 2*(i==0 | i==BH-1) + (i==1 | i==BH-2); // last-rank markers in null table
\r
1138 PST[PST_STEPPER+s] = d/4 - (i < 2 || i > BH-3 ? 3 : 0) - (j == 0 || j == BH-1 ? 5 : 0)
\r
1139 + 3*(i==zone || i==BH-zone-1); // stepper centralization
\r
1140 PST[PST_WJUMPER+s] = d/6; // double-stepper centralization
\r
1141 PST[PST_SLIDER +s] = d/12 - 15*(i==BH/2 || i==(BH-1)/2);// slider centralization
\r
1142 PST[PST_TRAP +s] = j < 3 || j > BH-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 0) : 0;
\r
1143 PST[PST_CENTER+s] = ((BH-1)*(BH-1) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1))/6;
\r
1144 PST[PST_WPPROM+s] = PST[PST_BPPROM+s] = PST[PST_STEPPER+s]; // as stepper, but with pre-promotion bonus W/B
\r
1145 PST[PST_BJUMPER+s] = PST[PST_WJUMPER+s]; // as jumper, but with pre-promotion bonus B
\r
1146 PST[PST_ZONDIST+s] = BW*(zone - 1 - i); // board step to enter promo zone black
\r
1147 PST[PST_ADVANCE+s] = PST[PST_WFLYER-s-1] = 2*(5*i+i*i) - (i >= zone)*6*(i-zone+1)*(i-zone+1)
\r
1148 - (2*j - BH + 1)*(2*j - BH + 1)/BH + BH/2
\r
1149 - 50 - 35*(j==0 || j == BH-1) - 15*(j == 1 || BH-2); // advance-encouraging table
\r
1150 PST[PST_WFLYER +s] = PST[PST_LANCE-s-1] = (i == zone-1)*40 + (i == zone-2)*20 - 20;
\r
1151 PST[PST_LANCE +s] = (PST[PST_STEPPER+j] - PST[PST_STEPPER+s])/2;
\r
1153 if(zone > 0) PST[PST_WPPROM+BW*(BH-1-zone) + j] += 10, PST[PST_BPPROM + BW*zone + j] += 10;
\r
1154 if(j > (BH-1)/2 - 3 && j < BH/2 + 3)
\r
1155 PST[PST_WPPROM + j] += 4, PST[PST_BPPROM + BW*(BH-1) + j] += 4; // fortress
\r
1156 if(j > (BH-1)/2 - 2 && j < BH/2 + 2)
\r
1157 PST[PST_WPPROM + BW + j] += 2, PST[PST_BPPROM + BW*(BH-2) + j] += 2; // fortress
\r
1159 // pre-promotion bonuses for jumpers
\r
1160 if(zone > 0) PST[PST_WJUMPER + BW*(BH-2-zone) + j] = PST[PST_BJUMPER + BW*(zone+1) + j] = 100,
\r
1161 PST[PST_WJUMPER + BW*(BH-1-zone) + j] = PST[PST_BJUMPER + BW*zone + j] = 200;
\r
1165 p[EDGE].qval = 5; // tenjiku jump-capturer sentinel
\r
1171 int r, f, score, tot=0;
\r
1172 for(r=0; r<BH; r++) for(f=0; f<BH; f++) {
\r
1174 int piece = board[s];
\r
1175 if(!piece) continue;
\r
1176 score = p[piece].value + PST[p[piece].pst + s];
\r
1177 if(piece & 1) tot += score; else tot -= score;
\r
1185 int r, f, score, tot=0;
\r
1186 for(r=0; r<BH; r++) for(f=0; f<BH; f++) {
\r
1188 int piece = board[s];
\r
1189 if(!piece) continue;
\r
1190 score = p[piece].promoGain;
\r
1191 if(piece & 1) tot += score; else tot -= score;
\r
1199 NewNonCapture (int x, int y, int promoFlags)
\r
1201 if(board[y] != EMPTY) return 1; // edge, capture or own piece
\r
1202 //if(flag) printf("# add %c%d%c%d, pf=%d\n", x%BW+'a',x/BW,y%BW+'a',y/BW, promoFlags);
\r
1203 if( (entryProm ? promoBoard[y] & ~promoBoard[x] & CAN_PROMOTE
\r
1204 : promoBoard[y] | promoBoard[x] ) & promoFlags ){ // piece can promote with this move
\r
1205 moveStack[msp++] = moveStack[nonCapts]; // create space for promotion
\r
1206 moveStack[nonCapts++] = x<<SQLEN | y | PROMOTE; // push promotion
\r
1207 if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative
\r
1208 moveStack[msp++] = x<<SQLEN | y; // push deferral
\r
1209 if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone
\r
1210 moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move
\r
1214 moveStack[msp++] = x<<SQLEN | y; // push normal move
\r
1215 //if(flag) printf("msp=%d nc=%d\n", msp, nonCapts);
\r
1220 NewCapture (int x, int y, int promoFlags)
\r
1222 if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move
\r
1223 moveStack[msp++] = x<<SQLEN | y | PROMOTE; // push promotion
\r
1224 if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative
\r
1225 moveStack[msp++] = x<<SQLEN | y; // push deferral
\r
1226 if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone
\r
1227 moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move
\r
1231 moveStack[msp++] = x<<SQLEN | y; // push normal move
\r
1235 char map[49]; // 7x7 map for area movers
\r
1236 char mapStep[] = { 7, 8, 1, -6, -7, -8, -1, 6 };
\r
1237 char rowMask[] = { 0100, 0140, 0160, 070, 034, 016, 07, 03, 01 };
\r
1241 AreaStep (int from, int x, int flags, int n, int d)
\r
1244 for(i=0; i<8; i++) {
\r
1245 int to = x + kStep[i], m = n + mapStep[i];
\r
1246 if(board[to] == EDGE) continue; // off board
\r
1247 if(map[m] >= d) continue; // already done
\r
1248 if(!map[m]) moveStack[msp++] = from<<SQLEN | to;
\r
1250 if(d > 1 && board[to] == EMPTY) AreaStep(from, to, flags, m, d-1);
\r
1255 AreaMoves (int from, int piece, int range)
\r
1258 for(i=0; i<49; i++) map[i] = 0;
\r
1259 map[3*7+7] = range;
\r
1260 AreaStep(from, from, p[piece].promoFlag, 3*7+3, range);
\r
1265 { // make bitmap of squares in FI (7x7) neighborhood where opponents can be captured or burned
\r
1266 int r=x>>5, f=x&15, top=8, bottom=0, b=0, t=8, left=0, right=8; // 9x9 area; assumes 32x16 board
\r
1267 if(r < 4) bottom = 4 - r, rows[b=bottom-1] = 0; else
\r
1268 if(r > 11) top = 19 - r, rows[t=top+1] = 0; // adjust area to board edges
\r
1269 if(f < 4) left = 4 - f; else if(f > 11) right = 19 - f;
\r
1270 for(r=bottom; r<=top; r++) {
\r
1271 int mask = 0, y = x + 16*r;
\r
1272 for(f=left; f <= right; f++) {
\r
1273 if(board[y + f - (4*16+4)] != EMPTY && (board[y + f - (4*16+4)] & TYPE) == xstm)
\r
1274 mask |= rowMask[f]; // on-rank attacks
\r
1278 for(r=b; r<=t-2; r++) rows[r] |= rows[r+1] | rows[r+2]; // smear vertically
\r
1283 { // castings for Lion Chess. Assumes board width = 8 and Kings on e-file, and K/R value = 280/300!
\r
1284 int f = BH>>1, t = CASTLE;
\r
1285 if(stm != WHITE) f += bsize - BW, t += 2;
\r
1286 if(p[board[f]].value = 280) {
\r
1287 if(p[board[f-4]].value == 300 && board[f-3] == EMPTY && board[f-2] == EMPTY && board[f-1] == EMPTY) moveStack[msp++] = f<<SQLEN | t+1;
\r
1288 if(p[board[f+3]].value == 300 && board[f+1] == EMPTY && board[f+2] == EMPTY) moveStack[msp++] = f<<SQLEN | t;
\r
1293 GenNonCapts (int promoSuppress)
\r
1295 int i, j, nullMove = ABSENT;
\r
1296 for(i=stm+2; i<=last[stm]; i+=2) {
\r
1297 int x = p[i].pos, pFlag = p[i].promoFlag;
\r
1298 if(x == ABSENT) continue;
\r
1299 if(x == promoSuppress && chuFlag) pFlag = 0;
\r
1300 for(j=0; j<8; j++) {
\r
1301 int y, v = kStep[j], r = p[i].range[j];
\r
1302 if(r < 0) { // jumping piece, special treatment
\r
1303 if(r == N) { // pure Knight, do off-ray jump
\r
1304 NewNonCapture(x, x + nStep[j], pFlag);
\r
1306 if(r >= S) { // in any case, do a jump of 2
\r
1307 int occup = NewNonCapture(x, x + 2*v, pFlag);
\r
1308 if(r < I) { // Lion power, also single step
\r
1309 if(!NewNonCapture(x, x + v, pFlag)) nullMove = (r == W ? ABSENT : x); else occup = 1;
\r
1310 if(r <= L) { // true Lion, also Knight jump
\r
1311 if(!occup & r < L) for(y=x+2*v; !NewNonCapture(x, y+=v, pFlag) && r == S; ); // BS and FF moves
\r
1313 if(r != W) NewNonCapture(x, x + v, pFlag);
\r
1314 } else if(r == T) NewNonCapture(x, x+3*v, pFlag); // Lion Dog, also triple step
\r
1316 occup |= NewNonCapture(x, x+3*v, pFlag); // Lion Dog, also triple step
\r
1317 if(!occup) for(y=x+3*v; !NewNonCapture(x, y+=v, pFlag); ); // TK moves
\r
1319 } else if(r == I) NewNonCapture(x, x + v, pFlag); // also do step
\r
1321 if(r == M) { // FIDE Pawn; check double-move
\r
1322 if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v] & LAST_RANK)
\r
1323 NewNonCapture(x, x+2*v, pFlag), moveStack[msp-1] |= DEFER; // use promoSuppress flag as e.p. flag
\r
1329 if(NewNonCapture(x, y+=v, pFlag)) break;
\r
1336 report (int x, int y, int i)
\r
1341 MapOneColor (int start, int last, int *map)
\r
1343 int i, j, totMob = 0;
\r
1344 for(i=start+2; i<=last; i+=2) {
\r
1346 if(p[i].pos == ABSENT) continue;
\r
1347 for(j=0; j<8; j++) {
\r
1348 int x = p[i].pos, v = kStep[j], r = p[i].range[j];
\r
1349 if(r < 0) { // jumping piece, special treatment
\r
1352 if(board[x] != EMPTY && board[x] != EDGE)
\r
1353 map[2*x + start] += one[8];
\r
1355 if(r >= S) { // in any case, do a jump of 2
\r
1356 if(board[x + 2*v] != EMPTY && board[x + 2*v] != EDGE)
\r
1357 map[2*(x + 2*v) + start] += one[j], mob += (board[x + 2*v] ^ start) & 1;
\r
1358 if(r < J) { // Lion power, also single step
\r
1359 if(board[x + v] != EMPTY && board[x + v] != EDGE)
\r
1360 map[2*(x + v) + start] += one[j];
\r
1362 if(r == T || r == K) { // Lion Dog, also jump of 3
\r
1363 if(board[x + 3*v] != EMPTY && board[x + 3*v] != EDGE)
\r
1364 map[2*(x + 3*v) + start] += one[j];
\r
1365 if(r == K) { // also range (Teaching King)
\r
1368 if(board[y+=v] == EDGE) break;
\r
1369 if(board[y] != EMPTY) {
\r
1370 if(n > 2) map[2*y + start] += one[j]; // outside Lion range
\r
1377 if(r <= L) { // true Lion, also Knight jump
\r
1378 if(r < L) { // Lion plus (limited) range
\r
1380 int rg = (r == S ? 36 : 3);
\r
1382 if(board[y+=v] == EDGE) break;
\r
1383 if(board[y] != EMPTY) {
\r
1384 if(n > 2) map[2*y + start] += one[j]; // outside Lion range
\r
1390 if(board[x + v] != EMPTY && board[x + v] != EDGE && r != W)
\r
1391 map[2*(x + v) + start] += one[8];
\r
1396 if(r == C) { // FIDE Pawn diagonal
\r
1397 if(board[x + v] != EMPTY && board[x + v] != EDGE)
\r
1398 map[2*(x + v) + start] += one[j];
\r
1403 if(board[x+=v] != EMPTY) {
\r
1404 mob += dist[x-v-p[i].pos];
\r
1405 if(board[x] != EDGE) map[2*x + start] += one[j], mob += (board[x] ^ start) & 1;
\r
1407 if(p[i].range[j] > X) { // jump capturer
\r
1408 int c = p[i].qval;
\r
1409 if(p[board[x]].qval < c) {
\r
1410 x += v; // go behind directly captured piece, if jumpable
\r
1411 while(p[board[x]].qval < c) { // kludge alert: EDGE has qval = 5, blocking everything
\r
1412 if(board[x] != EMPTY) {
\r
1413 // int n = map[2*x + start] & attackMask[j];
\r
1414 // map[2*x + start] += (n < 3*one[j] ? 3*one[j] : one[j]); // first jumper gets 2 extra (to ease incremental update)
\r
1415 map[2*x + start] += one[j]; // for now use true count
\r
1426 totMob += mob * p[i].mobWeight;
\r
1428 if(!level) printf("# mobility %d = %d\n", start, totMob);
\r
1433 MapFromScratch (int *map)
\r
1436 for(i=0; i<2*bsize; i++) map[i] = 0;
\r
1437 mobilityScore = MapOneColor(1, last[WHITE], map);
\r
1439 mobilityScore -= MapOneColor(0, last[BLACK], map);
\r
1443 MakeMove(Move m, UndoInfo *u)
\r
1445 int deferred = ABSENT;
\r
1446 // first execute move on board
\r
1447 u->from = m>>SQLEN & SQUARE;
\r
1448 u->to = m & SQUARE;
\r
1449 u->piece = board[u->from];
\r
1450 board[u->from] = EMPTY;
\r
1454 u->revMoveCount = cnt50++;
\r
1455 u->savKeyL = hashKeyL;
\r
1456 u->savKeyH = hashKeyH;
\r
1457 u->epVictim[0] = EMPTY;
\r
1458 u->saveDelta = promoDelta;
\r
1459 u->filling = filling;
\r
1461 if(p[u->piece].promoFlag & LAST_RANK) cnt50 = 0; // forward piece: move is irreversible
\r
1462 // TODO: put in some test for forward moves of non-backward pieces?
\r
1463 // int n = board[promoSuppress-1];
\r
1464 // if( n != EMPTY && (n&TYPE) == xstm && p[n].value == 8 ) NewNonCapt(promoSuppress-1, 16, 0);
\r
1466 if(p[u->piece].value == FVAL) { // move with Fire Demon
\r
1467 int i, f=~fireFlags[u->piece-2];
\r
1468 for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] &= f; // clear old burn zone
\r
1471 if(m & (PROMOTE | DEFER)) {
\r
1472 if(m & DEFER) { // essential deferral: inform caller, but nothing special
\r
1474 u->new = u->piece;
\r
1476 p[u->piece].pos = ABSENT;
\r
1477 u->new = p[u->piece].promo;
\r
1478 u->booty = p[u->new].value - p[u->piece].value;
\r
1479 cnt50 = 0; // promotion irreversible
\r
1481 } else u->new = u->piece;
\r
1483 if(u->to >= SPECIAL) { // two-step Lion move
\r
1484 if(u->to >= CASTLE) { // move Rook, faking it was an e.p. victim so that UnMake works automatically
\r
1485 u->epSquare = epList[u->to - SPECIAL];
\r
1486 u->ep2Square = ep2List[u->to - SPECIAL];
\r
1487 u->epVictim[0] = board[u->epSquare]; // kludgy: fake that King e.p. captured the Rook!
\r
1488 u->epVictim[1] = board[u->ep2Square]; // should be EMPTY (but you never know, so save as well).
\r
1489 board[u->ep2Square] = u->epVictim[0]; // but put Rook back
\r
1490 board[u->epSquare] = EMPTY;
\r
1491 p[u->epVictim[0]].pos = u->ep2Square;
\r
1492 p[u->epVictim[1]].pos = ABSENT;
\r
1493 u->to = toList[u->to - SPECIAL];
\r
1494 hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare];
\r
1495 hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH];
\r
1496 hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->ep2Square];
\r
1497 hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->ep2Square+BH];
\r
1499 // take care of first e.p. victim
\r
1500 u->epSquare = u->from + epList[u->to - SPECIAL]; // decode
\r
1501 u->epVictim[0] = board[u->epSquare]; // remember for takeback
\r
1502 board[u->epSquare] = EMPTY; // and remove
\r
1503 p[u->epVictim[0]].pos = ABSENT;
\r
1504 // now take care of (optional) second e.p. victim
\r
1505 u->ep2Square = u->from + ep2List[u->to - SPECIAL]; // This is the (already evacuated) from-square when there is none!
\r
1506 u->epVictim[1] = board[u->ep2Square]; // remember
\r
1507 board[u->ep2Square] = EMPTY; // and remove
\r
1508 p[u->epVictim[1]].pos = ABSENT;
\r
1509 // decode the true to-square, and correct difEval and hash key for the e.p. captures
\r
1510 u->to = u->from + toList[u->to - SPECIAL];
\r
1511 u->booty += p[u->epVictim[1]].value + PST[p[u->epVictim[1]].pst + u->ep2Square];
\r
1512 u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare];
\r
1513 u->gain += p[u->epVictim[1]].value;
\r
1514 u->gain += p[u->epVictim[0]].value;
\r
1515 promoDelta += p[u->epVictim[0]].promoGain;
\r
1516 promoDelta += p[u->epVictim[1]].promoGain;
\r
1517 filling -= p[u->epVictim[0]].bulk;
\r
1518 filling -= p[u->epVictim[1]].bulk;
\r
1519 hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare];
\r
1520 hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH];
\r
1521 hashKeyL ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square];
\r
1522 hashKeyH ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square+BH];
\r
1523 if(p[u->piece].value != LVAL && p[u->epVictim[0]].value == LVAL) deferred |= PROMOTE; // flag non-Lion x Lion
\r
1524 cnt50 = 0; // double capture irreversible
\r
1528 if(u->fireMask & fireBoard[u->to]) { // we moved next to enemy Fire Demon (must be done after SPECIAL, to decode to-sqr)
\r
1529 p[u->piece].pos = ABSENT; // this is suicide: implement as promotion to EMPTY
\r
1531 u->booty -= p[u->piece].value;
\r
1534 if(p[u->piece].value == FVAL) { // move with Fire Demon that survives: burn
\r
1535 int i, f=fireFlags[u->piece-2];
\r
1536 for(i=0; i<8; i++) {
\r
1537 int x = u->to + kStep[i], burnVictim = board[x];
\r
1538 fireBoard[x] |= f; // mark new burn zone
\r
1539 u->epVictim[i+1] = burnVictim; // remember all neighbors, just in case
\r
1540 if(burnVictim != EMPTY && (burnVictim & TYPE) == xstm) { // opponent => actual burn
\r
1541 board[x] = EMPTY; // remove it
\r
1542 p[burnVictim].pos = ABSENT;
\r
1543 u->booty += p[burnVictim].value + PST[p[burnVictim].pst + x];
\r
1544 u->gain += p[burnVictim].value;
\r
1545 promoDelta += p[burnVictim].promoGain;
\r
1546 filling -= p[burnVictim].bulk;
\r
1547 hashKeyL ^= p[burnVictim].pieceKey * squareKey[x];
\r
1548 hashKeyH ^= p[burnVictim].pieceKey * squareKey[x + BH];
\r
1549 cnt50 = 0; // actually burning something makes the move irreversible
\r
1552 u->epVictim[0] = EDGE; // kludge to flag to UnMake this is special move
\r
1555 u->victim = board[u->to];
\r
1556 p[u->victim].pos = ABSENT;
\r
1557 if(p[u->victim].ranking == 5 && p[u->piece].ranking < 4) { // contageous piece captured by non-royal
\r
1558 u->booty -= p[u->new].value;
\r
1559 u->new = u->piece & 1 | 2; // promote to it
\r
1560 if(p[u->new].pos != ABSENT) u->new += 2;
\r
1561 p[u->piece].pos = ABSENT;
\r
1562 u->booty += p[u->new].value;
\r
1565 u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];
\r
1567 filling += p[u->new].bulk - p[u->piece].bulk - p[u->victim].bulk;
\r
1568 promoDelta += p[u->new].promoGain - p[u->piece].promoGain + p[u->victim].promoGain;
\r
1569 u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];
\r
1570 u->gain += p[u->victim].value;
\r
1571 if(u->victim != EMPTY) {
\r
1572 cnt50 = 0; // capture irreversible
\r
1573 if(attacks[2*u->to + xstm]) u->loss = p[u->piece].value; // protected
\r
1576 p[u->new].pos = u->to;
\r
1577 board[u->to] = u->new;
\r
1578 promoDelta = -promoDelta;
\r
1580 hashKeyL ^= p[u->new].pieceKey * squareKey[u->to]
\r
1581 ^ p[u->piece].pieceKey * squareKey[u->from]
\r
1582 ^ p[u->victim].pieceKey * squareKey[u->to];
\r
1583 hashKeyH ^= p[u->new].pieceKey * squareKey[u->to+BH]
\r
1584 ^ p[u->piece].pieceKey * squareKey[u->from+BH]
\r
1585 ^ p[u->victim].pieceKey * squareKey[u->to+BH];
\r
1591 UnMake(UndoInfo *u)
\r
1593 if(u->epVictim[0]) { // move with side effects
\r
1594 if(u->epVictim[0] == EDGE) { // fire-demon burn
\r
1595 int i, f=~fireFlags[u->piece-2];
\r
1596 for(i=0; i<8; i++) {
\r
1597 int x = u->to + kStep[i];
\r
1598 fireBoard[x] &= f;
\r
1599 board[x] = u->epVictim[i+1];
\r
1600 p[board[x]].pos = x; // even EDGE should have dummy entry in piece list
\r
1602 } else { // put Lion victim of first leg back
\r
1603 p[u->epVictim[1]].pos = u->ep2Square;
\r
1604 board[u->ep2Square] = u->epVictim[1];
\r
1605 p[u->epVictim[0]].pos = u->epSquare;
\r
1606 board[u->epSquare] = u->epVictim[0];
\r
1610 if(p[u->piece].value == FVAL) {
\r
1611 int i, f=fireFlags[u->piece-2];
\r
1612 for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] |= f; // restore old burn zone
\r
1615 p[u->victim].pos = u->to;
\r
1616 board[u->to] = u->victim; // can be EMPTY
\r
1618 p[u->new].pos = ABSENT;
\r
1619 p[u->piece].pos = u->from; // this can be the same as above
\r
1620 board[u->from] = u->piece;
\r
1622 cnt50 = u->revMoveCount;
\r
1623 hashKeyL = u->savKeyL;
\r
1624 hashKeyH = u->savKeyH;
\r
1625 filling = u->filling;
\r
1626 promoDelta = u->saveDelta;
\r
1630 GenCapts (int sqr, int victimValue)
\r
1631 { // generate all moves that capture the piece on the given square
\r
1632 int i, att = attacks[2*sqr + stm];
\r
1633 //printf("GenCapts(%c%d,%d) %08x\n",sqr%BW+'a',sqr/BW,victimValue,att);
\r
1634 if(!att) return; // no attackers at all!
\r
1635 for(i=0; i<8; i++) { // try all rays
\r
1636 int x, v, jcapt=0;
\r
1637 if(att & attackMask[i]) { // attacked by move in this direction
\r
1638 v = -kStep[i]; x = sqr;
\r
1639 while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop'
\r
1640 //printf("stop @ %c%d (dir %d)\n",x%BW+'a',x/BW,i);
\r
1641 if((board[x] & TYPE) == stm) { // stop is ours
\r
1642 int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];
\r
1643 //printf("attacker %d, range %d, dist %d\n", attacker, r, d);
\r
1644 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
1645 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1647 if(!(att & attackMask[i])) continue; // no more; next direction
\r
1648 jcapt = p[board[x]].qval; // jump-capturer hierarchy
\r
1649 while(board[x+=v] == EMPTY);// one attack accounted for, but more to come, so skip to next stop
\r
1652 // we get here when we are on a piece that dous not attack us through a (limited) ranging move,
\r
1653 // it can be our own or an enemy with not (enough) range, or which is blocked
\r
1655 //printf("scan %x-%x (%d) dir=%d d=%d r=%d att=%o jcapt=%d qval=%d\n", sqr, x, board[x], i, dist[x-sqr], p[board[x]].range[i], att, jcapt, p[board[x]].qval);
\r
1656 if((board[x] & TYPE) == stm) { // stop is ours
\r
1657 int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];
\r
1658 if(jcapt < p[attacker].qval) { // it is a range jumper that jumps over the barrier
\r
1659 if(p[attacker].range[i] > 1) { // assumes all jump-captures are infinite range
\r
1660 NewCapture(x, sqr, p[attacker].promoFlag);
\r
1663 //if(board[x] == EDGE) { printf("edge hit %x-%x dir=%d att=%o\n", sqr, x, i, att); continue; }
\r
1665 if(r < 0) { // stop has non-standard moves
\r
1666 switch(p[attacker].range[i]) { // figure out what he can do (including multi-captures, which causes the complexity)
\r
1667 case F: // Lion power + 3-step (as in FF)
\r
1668 case S: // Lion power + ranging (as in BS)
\r
1671 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1673 // now the multi-captures of designated victim together with lower-valued piece
\r
1674 if(d == 2) { // primary victim on second ring; look for victims to take in passing
\r
1675 if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr])
\r
1676 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1677 if((i&1) == 0) { // orthogonal: two extra bent paths
\r
1679 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1680 NewCapture(x, SPECIAL + 8*(i-1&7) + (i+1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1682 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1683 NewCapture(x, SPECIAL + 8*(i+1&7) + (i-1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1685 } else { // primary victim on first ring
\r
1687 for(j=0; j<8; j++) { // we can go on in 8 directions after we captured it in passing
\r
1689 if(sqr + v == x || board[sqr+v] == EMPTY) // hit & run; make sure we include igui (attacker is still at x!)
\r
1690 NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag);
\r
1691 else if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr]) { // double capture
\r
1692 NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag); // other victim after primary
\r
1693 if(dist[sqr+v-x] == 1) // other victim also on first ring; reverse order is possible
\r
1694 NewCapture(x, SPECIAL + reverse[8*i + j] + victimValue, p[attacker].promoFlag);
\r
1699 case D: // linear Lion move (as in HF, SE)
\r
1701 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1703 if(d == 2) { // check if we can take intermediate with it
\r
1704 if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr])
\r
1705 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p.
\r
1706 } else { // d=1; can move on to second, or move back for igui
\r
1707 NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui
\r
1708 if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])
\r
1709 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run
\r
1712 case T: // Lion-Dog move (awful!)
\r
1715 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1717 if(d == 3) { // check if we can take one or two intermediates (with higher piece index) with it
\r
1718 if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) {
\r
1719 NewCapture(x, SPECIAL + 64 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first
\r
1720 if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr])
\r
1721 NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. both
\r
1722 } else if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr])
\r
1723 NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. second
\r
1724 } else if(d == 2) { // check if we can take intermediate with it
\r
1725 if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) {
\r
1726 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first, stop at 2nd
\r
1727 NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd, take 1st
\r
1728 if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])
\r
1729 NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd
\r
1730 } else if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])
\r
1731 NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 2nd
\r
1732 } else { // d=1; can move on to second, or move back for igui
\r
1733 NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui
\r
1734 if(board[sqr-v] == EMPTY) { // 2nd empty
\r
1735 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and run to 2nd
\r
1736 if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])
\r
1737 NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd
\r
1738 } else if((board[sqr-v] & TYPE) == stm) { // 2nd own
\r
1739 if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])
\r
1740 NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd
\r
1741 } else if((board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) {
\r
1742 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, capture and stop at 2nd
\r
1743 NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd
\r
1744 if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])
\r
1745 NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd
\r
1749 case J: // plain jump (as in KY, PH)
\r
1751 case I: // jump + step (as in Wa TF)
\r
1753 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1756 case W: // jump + locust jump + 3-slide (Werewolf)
\r
1758 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1760 if(d == 2) { // check if we can take intermediate with it
\r
1761 if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr])
\r
1762 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p.
\r
1763 } else { // d=1; can move on to second
\r
1764 if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])
\r
1765 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run
\r
1768 case C: // FIDE Pawn
\r
1770 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1774 //printf("mask[%d] = %o\n", i, att);
\r
1775 if((att & attackMask[i]) == 0) break;
\r
1777 // more attacks to come; scan for next stop
\r
1778 if(jcapt < p[board[x]].qval) jcapt = p[board[x]].qval; // raise barrier for range jumpers further upstream
\r
1779 while(board[x+=v] == EMPTY); // this should never run off-board, if the attack map is not corrupted
\r
1783 // off-ray attacks
\r
1784 if(att & 0700000000) { // Knight attack
\r
1785 for(i=0; i<8; i++) { // scan all knight jumps to locate source
\r
1786 int x = sqr - nStep[i], attacker = board[x];
\r
1787 if(attacker == EMPTY || (attacker & TYPE) != stm) continue;
\r
1788 if(p[attacker].range[i] == L || p[attacker].range[i] < W && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction
\r
1789 NewCapture(x, sqr + victimValue, p[attacker].promoFlag); // plain jump (as in N)
\r
1790 if(p[attacker].range[i] < N) { // Lion power; generate double captures over two possible intermediates
\r
1791 int v = kStep[i]; // leftish path
\r
1792 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1793 NewCapture(x, SPECIAL + 8*i + (i+1&7) + victimValue, p[attacker].promoFlag);
\r
1794 v = kStep[i+1]; // rightish path
\r
1795 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1796 NewCapture(x, SPECIAL + 8*(i+1&7) + i + victimValue, p[attacker].promoFlag);
\r
1806 int piece = board[sqr], val;
\r
1807 if(piece == EDGE) return 0;
\r
1808 val = p[piece].value;
\r
1809 if(val == 201) return 3; // Elephant
\r
1810 if(val == 152) return 2; // Tiger
\r
1811 if(val == 151) return 1; // Gold
\r
1816 Fortress (int forward, int king, int lion)
\r
1817 { // penalty for lack of Lion-proof fortress
\r
1818 int rank = PST[king], anchor, r, l, q, res = 0;
\r
1819 if(rank != 2) return 25*(rank-2);
\r
1820 anchor = king + forward*(rank-1);
\r
1822 q = Guard(anchor); l = Guard(anchor-1); r = Guard(anchor+1);
\r
1823 if(!q) return l > 1 || r > 1 ? 0 : -25;
\r
1824 if(q == 1) res = 40*(l > 1 && r > 1); // TGT, EGT or TGE get 40
\r
1825 else { // T or E in front of King
\r
1826 if(l > 1) res = 30 + (r > 1)*(20 + 5*(q==2)); // TT., ET. or TE. (30), TET (50), TTE (55)
\r
1827 else if(r > 1) res = 30; // .TT, .ET or .TE (30)
\r
1830 if(filling > 32) {
\r
1831 if(r > 1 && Guard(king+2) == 1) q += 10;
\r
1832 if(l > 1 && Guard(king-2) == 1) q += 10;
\r
1833 q += 5*(Guard(king+1) == 1);
\r
1834 q += 5*(Guard(king-1) == 1);
\r
1835 if(filling < 96) q = q*(filling - 32)>>6;
\r
1839 if(Guard(anchor) == 3 || Guard(anchor+1) == 3 || Guard(anchor-1) == 3) return 0;
\r
1840 if(rank == 2 && Guard(king+1) == 3 || Guard(king-1) == 3) return -50;
\r
1841 if(Guard(r=anchor) == 2 || Guard(r=anchor+1) == 2 || Guard(r=anchor-1) == 2)
\r
1842 return -100 + 50*(Guard(r + forward + 1) == 3 || Guard(r + forward - 1) == 3);
\r
1845 for(r=anchor+1; Guard(r) > 1; r++);
\r
1846 for(l=anchor-1; Guard(l) > 1; l--);
\r
1847 //if(PATH) printf("# l=%d r=%d\n", l, r);
\r
1848 if(Guard(anchor) < 2) {
\r
1849 if(r - anchor > anchor - l || // largest group, or if equal, group that contains elephant
\r
1850 r - anchor == anchor - l && Guard(r-1) == 3) l = anchor; else r = anchor;
\r
1853 case 1: q = 15; break; // no shelter at all, maximum penalty
\r
1854 case 2: if(Guard(l+1) == 3) q = 10; // single Elephant offers some shelter
\r
1855 else if(Guard(l+forward) == 3 || Guard(l+forward+2) == 3) q = 8; // better if Tiger diagonally in front of it
\r
1856 else q = 14; // singe tiger almost no help;
\r
1858 case 3: q = 5 - (Guard(l+1) == 3 || Guard(l+3) == 3); break; // pair is better if it contains Elephant
\r
1859 case 4: q = (Guard(l+2) != 3); // 3 wide: perfect, or nearly so if Elephant not in middle
\r
1862 //if(PATH) printf("# fortress %d: q=%d l=%d r=%d\n", anchor, q, l, r);
\r
1863 return (dist[lion - king] - 23)*q; // reduce by ~half if Lion very far away
\r
1867 Surround (int stm, int king, int start, int max)
\r
1870 for(i=start; i<9; i++) {
\r
1871 int v, piece, sq = king + neighbors[i];
\r
1872 if((piece = board[sq]) == EDGE || !piece || piece&1^stm) continue;
\r
1873 if(p[piece].promoGain) continue;
\r
1874 v = p[piece].value;
\r
1875 s += -(v > 70) & v;
\r
1877 return (s > max ? max : s);
\r
1883 int lion = ABSENT, king;
\r
1884 if(p[side+2].value == LVAL) lion = p[side+2].pos;
\r
1885 if(lion == ABSENT && p[side+4].value == LVAL) lion = p[side+4].pos;
\r
1886 king = p[royal[1-side]].pos; if(king == ABSENT) king = p[royal[1-side]+1].pos;
\r
1887 return lion == ABSENT ? 0 : Fortress(side ? -BW : BW, king, lion);
\r
1891 Evaluate (int difEval)
\r
1893 int wLion = ABSENT, bLion = ABSENT, wKing, bKing, score=mobilityScore, f, i, j, max=512;
\r
1895 if(tsume) return difEval;
\r
1897 if(p[WHITE+2].value == LVAL) wLion = p[WHITE+2].pos;
\r
1898 if(p[BLACK+2].value == LVAL) bLion = p[BLACK+2].pos;
\r
1899 if(wLion == ABSENT && p[WHITE+4].value == LVAL) wLion = p[WHITE+4].pos;
\r
1900 if(bLion == ABSENT && p[BLACK+4].value == LVAL) bLion = p[BLACK+4].pos;
\r
1903 # define lionTrap (PST + PST_TRAP)
\r
1904 // penalty for Lion in enemy corner, when enemy Lion is nearby
\r
1905 if(wLion != ABSENT && bLion != ABSENT) { // both have a Lion
\r
1906 static int distFac[36] = { 0, 0, 10, 9, 8, 7, 5, 3, 1 };
\r
1907 score -= ( (1+9*!attacks[2*wLion+WHITE]) * lionTrap[BW*(BH-1)+BH-1-wLion]
\r
1908 - (1+9*!attacks[2*bLion+BLACK]) * lionTrap[bLion] ) * distFac[dist[wLion - bLion]];
\r
1912 // bonus if corner lances are protected by Lion-proof setup (FL + C/S)
\r
1913 if(bLion != ABSENT) {
\r
1914 if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) &&
\r
1915 p[board[ll+1]].value == 150 && p[board[ll+BW+2]].value == 100) score += 20 + 20*!p[board[ll]].range[2];
\r
1916 if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) &&
\r
1917 p[board[lr-1]].value == 150 && p[board[lr+BW-2]].value == 100) score += 20 + 20*!p[board[lr]].range[2];
\r
1919 if(wLion != ABSENT) {
\r
1920 if((p[board[ul-BW]].value == 320 || p[board[ul-BW]].value == 220) &&
\r
1921 p[board[ul+1]].value == 150 && p[board[ul-BW+2]].value == 100) score -= 20 + 20*!p[board[ul]].range[2];
\r
1922 if((p[board[ur-BW]].value == 320 || p[board[ur-BW]].value == 220) &&
\r
1923 p[board[ur-1]].value == 150 && p[board[ur-BW-2]].value == 100) score -= 20 + 20*!p[board[ur]].range[2];
\r
1929 // basic centralization in end-game (also facilitates bare-King mating)
\r
1930 wKing = p[royal[WHITE]].pos; if(wKing == ABSENT) wKing = p[royal[WHITE]+2].pos;
\r
1931 bKing = p[royal[BLACK]].pos; if(bKing == ABSENT) bKing = p[royal[BLACK]+2].pos;
\r
1932 if(filling < 32) {
\r
1933 int lead = (stm == WHITE ? difEval : -difEval);
\r
1934 score += (PST[PST_CENTER+wKing] - PST[PST_CENTER+bKing])*(32 - filling) >> 7;
\r
1935 if(lead > 100) score -= PST[PST_CENTER+bKing]*(32 - filling) >> 3; // white leads, drive black K to corner
\r
1936 if(lead < -100) score += PST[PST_CENTER+wKing]*(32 - filling) >> 3; // black leads, drive white K to corner
\r
1942 if(bLion != ABSENT) f += Fortress( BW, wKing, bLion);
\r
1943 if(wLion != ABSENT) f -= Fortress(-BW, bKing, wLion);
\r
1944 score += (filling < 192 ? f : f*(224 - filling) >> 5); // build up slowly
\r
1948 score += Surround(WHITE, wKing, 1, max) - Surround(BLACK, bKing, 1, max) >> 3;
\r
1954 // bonus for having Kylin in end-game, where it could promote to Lion
\r
1955 // depends on board population, defenders around zone entry and proximity to zone
\r
1956 if(filling < 128) {
\r
1958 if((wLion = kylin[WHITE]) && (sq = p[wLion].pos) != ABSENT) {
\r
1959 int anchor = sq - PST[5*BW*BH - 1 - sq]; // FIXME: PST_ZONDIST indexed backwards
\r
1960 score += (512 - Surround(BLACK, anchor, 0, 512))*(128 - filling)*PST[p[wLion].pst + sq] >> 15;
\r
1962 if((bLion = kylin[BLACK]) && (sq = p[bLion].pos) != ABSENT) {
\r
1963 int anchor = sq + PST[PST_ZONDIST + sq];
\r
1964 score -= (512 - Surround(WHITE, anchor, 0, 512))*(128 - filling)*PST[p[bLion].pst + sq] >> 15;
\r
1970 // penalty for blocking own P or GB: 20 by slider, 10 by other, but 50 if only RETRACT mode is straight back
\r
1971 for(i=last[WHITE]; i > 1 && p[i].value<=50; i-=2) {
\r
1972 if((f = p[i].pos) != ABSENT) { // P present,
\r
1973 if((j = board[f + BW])&1) // square before it white (odd) piece
\r
1974 score -= 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[3] || p[j].range[5] || p[j].value==50);
\r
1975 if((j = board[f - BW])&1) // square behind it white (odd) piece
\r
1976 score += 7*(p[j].promoGain == 0 & p[j].value<=151);
\r
1979 for(i=last[BLACK]; i > 1 && p[i].value<=50; i-=2) {
\r
1980 if((f = p[i].pos) != ABSENT) { // P present,
\r
1981 if((j = board[f - BW]) && !(j&1)) // square before non-empty and even (black)
\r
1982 score += 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[1] || p[j].range[7] || p[j].value==50);
\r
1983 if((j = board[f + BW]) && !(j&1)) // square behind non-empty and even (black)
\r
1984 score -= 7*(p[j].promoGain == 0 & p[j].value<=151);
\r
1991 int rw = BW*(BH-1-zone), rb = BW*zone, h=0;
\r
1992 for(f=0; f<BH; f++) {
\r
1993 if(p[board[rw+f]].pst == PST_ADVANCE) {
\r
1994 h += (p[board[rw+f-BW]].pst == PST_ADVANCE);
\r
1995 if(f > 0) h += (p[board[rw+f-BW-1]].pst == PST_ADVANCE);
\r
1996 if(f+1 < BH) h += (p[board[rw+f-BW+1]].pst == PST_ADVANCE);
\r
1998 if(p[board[rb+f]].pst == PST_ADVANCE) {
\r
1999 h -= (p[board[rb+f+BW]].pst == PST_RETRACT);
\r
2000 if(f > 0) h -= (p[board[rb+f+BW-1]].pst == PST_RETRACT);
\r
2001 if(f+1 < BH) h -= (p[board[rb+f+BW+1]].pst == PST_RETRACT);
\r
2004 score += h*TANDEM;
\r
2008 return difEval - (filling*promoDelta >> 8) + (stm ? score : -score);
\r
2012 FireSet (UndoInfo *tb)
\r
2013 { // set fireFlags acording to remaining presene of Fire Demons
\r
2015 for(i=stm+2; p[i].value == FVAL; i++) // Fire Demons are always leading pieces in list
\r
2016 if(p[i].pos != ABSENT) tb->fireMask |= fireFlags[i-2];
\r
2019 void TerminationCheck();
\r
2024 Search (int alpha, int beta, int difEval, int depth, int lmr, int oldPromo, int promoSuppress, int threshold)
\r
2026 int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000, ep;
\r
2027 int firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr;
\r
2028 int resDep, iterDep, ext;
\r
2030 int score, bestScore, oldBest, curEval, iterAlpha;
\r
2031 Move move, nullMove;
\r
2034 Move hashMove; int index, nr, hit;
\r
2036 if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval=%d, stm=%d (flag=%d)\n",depth,alpha,beta,difEval,stm,abortFlag),fflush(stdout);
\r
2037 xstm = stm ^ WHITE;
\r
2038 //printf("map made\n");fflush(stdout);
\r
2040 // in-check test and TSUME filter
\r
2042 k = p[king=royal[stm]].pos;
\r
2043 if( k == ABSENT) {
\r
2044 if((k = p[king + 2].pos) == ABSENT && (!tsume || tsume & stm+1))
\r
2045 return -INF; // lose when no King (in tsume only for side to be mated)
\r
2046 } else if(p[king + 2].pos != ABSENT) {
\r
2047 if(tsume && tsume & stm+1) {
\r
2048 retDep = 60; return INF; // we win when not in check
\r
2050 k = ABSENT; // two kings is no king...
\r
2052 if( k != ABSENT) { // check is possible
\r
2053 if(!attacks[2*k + xstm]) {
\r
2054 if(tsume && tsume & stm+1) {
\r
2055 retDep = 60; return INF; // we win when not in check
\r
2059 else { inCheck = 1; if(depth >= QSdepth) depth++; }
\r
2064 if(!level) {for(i=0; i<5; i++)printf("# %d %08x, %d\n", i, repStack[200-i], checkStack[200-i]);}
\r
2066 k = p[king=royal[xstm]].pos;
\r
2067 if( k != ABSENT) {
\r
2068 if(attacks[2*k + stm]) {
\r
2069 if( p[king + 2].pos == ABSENT ) return INF; // we have an attack on his only King
\r
2071 } else { // he has no king! Test for attacks on Crown Prince
\r
2072 k = p[king + 2].pos;
\r
2073 if(k == ABSENT ? !tsume : attacks[2*k + stm]) return INF; // we have attack on Crown Prince
\r
2075 //printf("King safe\n");fflush(stdout);
\r
2076 // EVALUATION & WINDOW SHIFT
\r
2077 curEval = Evaluate(difEval) -20*inCheck;
\r
2078 alpha -= (alpha < curEval);
\r
2079 beta -= (beta <= curEval);
\r
2081 if(!(nodes++ & 4095)) TerminationCheck();
\r
2082 pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent
\r
2083 if(inCheck) lmr = 0; else depth -= lmr; // no LMR of checking moves
\r
2085 firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list
\r
2086 iterDep = -(depth == 0); tb.fireMask = phase = 0;
\r
2089 index = hashKeyL ^ 327*stm ^ (oldPromo + 987981)*(63121 + promoSuppress);
\r
2090 index = index + (index >> 16) & hashMask;
\r
2091 nr = (hashKeyL >> 30) & 3; hit = -1;
\r
2092 if(hashTable[index].lock[nr] == hashKeyH) hit = nr; else
\r
2093 if(hashTable[index].lock[4] == hashKeyH) hit = 4;
\r
2094 if(PATH) printf("# probe hash index=%x hit=%d\n", index, hit),fflush(stdout);
\r
2096 bestScore = hashTable[index].score[hit];
\r
2097 hashMove = hashTable[index].move[hit];
\r
2099 if((bestScore <= alpha || hashTable[index].flag[hit] & H_LOWER) &&
\r
2100 (bestScore >= beta || hashTable[index].flag[hit] & H_UPPER) ) {
\r
2101 iterDep = resDep = hashTable[index].depth[hit]; bestMoveNr = 0;
\r
2102 if(!level) iterDep = 0; // no hash cutoff in root
\r
2103 if(lmr && bestScore <= alpha && iterDep == depth) depth ++, lmr--; // self-deepening LMR
\r
2104 if(pvCuts && iterDep >= depth && hashMove && bestScore < beta && bestScore > alpha)
\r
2105 iterDep = depth - 1; // prevent hash cut in PV node
\r
2107 } else { // decide on replacement
\r
2108 if(depth >= hashTable[index].depth[nr] ||
\r
2109 depth+1 == hashTable[index].depth[nr] && !(nodes&3)) hit = nr; else hit = 4;
\r
2112 if(PATH) printf("# iterDep = %d score = %d move = %s\n",iterDep,bestScore,MoveToText(hashMove,0)),fflush(stdout);
\r
2115 if(depth > QSdepth && iterDep < QSdepth) iterDep = QSdepth; // full-width: start at least from 1-ply
\r
2116 if(PATH)printf("iterDep=%d\n", iterDep);
\r
2117 while(++iterDep <= depth) {
\r
2118 if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout);
\r
2119 oldBest = bestScore;
\r
2120 iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; resDep = 60;
\r
2121 if(PATH)printf("new iter %d\n", iterDep);
\r
2122 if(depth <= QSdepth) {
\r
2123 bestScore = curEval; resDep = QSdepth;
\r
2124 if(bestScore > alpha) {
\r
2125 alpha = bestScore;
\r
2126 if(PATH)printf("stand pat %d\n", bestScore);
\r
2127 if(bestScore >= beta) goto cutoff;
\r
2130 for(curMove = firstMove; ; curMove++) { // loop over moves
\r
2131 if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout);
\r
2133 if(curMove >= msp) { // we ran out of moves; generate some new
\r
2134 if(PATH)printf("new moves, phase=%d\n", phase);
\r
2136 case 0: // null move
\r
2138 if(depth > QSdepth && curEval >= beta && !inCheck && filling > 10) {
\r
2139 int nullDep = depth - 3;
\r
2141 score = -Search(-beta, 1-beta, -difEval, nullDep<QSdepth ? QSdepth : nullDep, 0, promoSuppress & SQUARE, ABSENT, INF);
\r
2142 xstm = stm; stm ^= WHITE;
\r
2143 if(score >= beta) { msp = oldMSP; retDep += 3; pvPtr = myPV; return score + (score < curEval); }
\r
2144 // else depth += lmr, lmr = 0;
\r
2147 if(tenFlag) FireSet(&tb); // in tenjiku we must identify opposing Fire Demons to perform any moves
\r
2148 //if(PATH) printf("mask=%x\n",tb.fireMask),pbytes(fireBoard);
\r
2150 case 1: // hash move
\r
2153 if(hashMove && (depth > QSdepth || // must be capture in QS
\r
2154 (hashMove & SQUARE) >= SPECIAL || board[hashMove & SQUARE] != EMPTY)) {
\r
2155 moveStack[sorted = msp++] = hashMove;
\r
2159 case 2: // capture-gen init
\r
2160 nextVictim = xstm; autoFail = (depth == 0);
\r
2162 case 3: // generate captures
\r
2163 if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp);
\r
2164 while(nextVictim < last[xstm]) { // more victims exist
\r
2165 int group, to = p[nextVictim += 2].pos; // take next
\r
2166 if(to == ABSENT) continue; // ignore if absent
\r
2167 if(!attacks[2*to + stm]) continue; // skip if not attacked
\r
2168 group = p[nextVictim].value; // remember value of this found victim
\r
2169 if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) {
\r
2170 resDep = QSdepth + 1; nextVictim -= 2;
\r
2171 if(bestScore < 2*group + curEval + 30) bestScore = 2*group + curEval + 30;
\r
2174 if(PATH) printf("%d:%2d:%2d group=%d, to=%c%d\n",level,depth,iterDep,group,to%BW+'a',to/BW+ONE);
\r
2176 if(PATH) printf("%d:%2d:%2d first=%d msp=%d\n",level,depth,iterDep,firstMove,msp);
\r
2177 while(nextVictim < last[xstm] && p[nextVictim+2].value == group) { // more victims of same value exist
\r
2178 to = p[nextVictim += 2].pos; // take next
\r
2179 if(to == ABSENT) continue; // ignore if absent
\r
2180 if(!attacks[2*to + stm]) continue; // skip if not attacked
\r
2181 if(PATH) printf("%d:%2d:%2d p=%d, to=%c%d\n",level,depth,iterDep,nextVictim,to%BW+'a',to/BW+ONE);
\r
2183 if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);
\r
2185 if(PATH) printf("captures on %d generated, msp=%d, group=%d, threshold=%d\n", nextVictim, msp, group, threshold);
\r
2186 goto extractMove; // in auto-fail phase, only search if they might auto-fail-hi
\r
2188 if(PATH) printf("# autofail=%d\n", autoFail);
\r
2189 if(autoFail) { // non-captures cannot auto-fail; flush queued captures first
\r
2190 if(PATH) printf("# autofail end (%d-%d)\n", firstMove, msp);
\r
2191 autoFail = 0; curMove = firstMove - 1; continue; // release stashed moves for search
\r
2193 phase = 4; // out of victims: all captures generated
\r
2194 if(chessFlag && (ep = promoSuppress & SQUARE) != ABSENT) { // e.p. rights. Create e.p. captures as Lion moves
\r
2195 int n = board[ep-1], old = msp; // a-side neighbor of pushed pawn
\r
2196 if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep-1, SPECIAL + 20 - 4*stm, 0);
\r
2197 n = board[ep+1]; // h-side neighbor of pushed pawn
\r
2198 if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep+1, SPECIAL + 52 - 4*stm, 0);
\r
2199 if(msp != old) goto extractMove; // one or more e.p. capture were generated
\r
2201 case 4: // dubious captures
\r
2203 while( dubious < framePtr + 250 ) // add dubious captures back to move stack
\r
2204 moveStack[msp++] = moveStack[dubious++];
\r
2205 if(curMove != msp) break;
\r
2208 case 5: // killers
\r
2209 if(depth <= QSdepth) { if(resDep > QSdepth) resDep = QSdepth; goto cutoff; }
\r
2211 case 6: // non-captures
\r
2213 nullMove = GenNonCapts(oldPromo);
\r
2214 if(msp == nonCapts) goto cutoff;
\r
2216 { // swap killers to front
\r
2217 Move h = killer[level][0]; int j = curMove;
\r
2218 for(i=curMove; i<msp; i++) if(moveStack[i] == h) { moveStack[i] = moveStack[j]; moveStack[j++] = h; break; }
\r
2219 h = killer[level][1];
\r
2220 for(i=curMove; i<msp; i++) if(moveStack[i] == h) { moveStack[i] = moveStack[j]; moveStack[j++] = h; break; }
\r
2227 sorted = msp; // do not sort noncapts
\r
2229 case 7: // bad captures
\r
2230 case 8: // PV null move
\r
2232 if(PATH) printf("# null = %0x\n", nullMove);
\r
2233 if(nullMove != ABSENT) {
\r
2234 moveStack[msp++] = nullMove + (nullMove << SQLEN) | DEFER; // kludge: setting DEFER guarantees != 0, and has no effect
\r
2237 //printf("# %d. sqr = %08x null = %08x\n", msp, nullMove, moveStack[msp-1]);
\r
2243 // MOVE EXTRACTION
\r
2245 //if(flag & depth >= 0 || (PATH)) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);
\r
2246 if(curMove > sorted) {
\r
2247 move = moveStack[sorted=j=curMove];
\r
2248 for(i=curMove+1; i<msp; i++)
\r
2249 if(moveStack[i] > move) move = moveStack[j=i]; // search move with highest priority
\r
2250 moveStack[j] = moveStack[curMove]; moveStack[curMove] = move; // swap highest-priority move to front of remaining
\r
2251 if(move == 0) { msp = curMove--; continue; } // all remaining moves must be 0; clip off move list
\r
2253 move = moveStack[curMove];
\r
2254 if(move == 0) continue; // skip invalidated move
\r
2256 if(flag & depth >= 0) printf("%2d:%d found %d/%d %08x %s\n", depth, iterDep, curMove, msp, moveStack[curMove], MoveToText(moveStack[curMove], 0));
\r
2260 defer = MakeMove(move, &tb);
\r
2261 ext = (depth == 0); // when out of depth we extend captures if there was no auto-fail-hi
\r
2263 // if(level == 1 && randomize) tb.booty += (hashKeyH * seed >> 24 & 31) - 20;
\r
2266 UnMake(&tb); // never search moves during auto-fail phase
\r
2267 xstm = stm; stm ^= WHITE;
\r
2268 if(tb.gain <= threshold) { // we got to moves that cannot possibly auto-fail
\r
2269 autoFail = 0; curMove = firstMove-1; continue; // release all for search
\r
2271 if(tb.gain - tb.loss > threshold) {
\r
2272 bestScore = INF+1; resDep = 0; goto leave; // auto-fail-hi
\r
2273 } else continue; // ignore for now if not obvious refutation
\r
2276 if(flag & depth >= 0) printf("%2d:%d made %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));
\r
2277 for(i=2; i<=cnt50; i+=2) if(repStack[level-i+200] == hashKeyH) {
\r
2279 if(repDraws) { score = 0; goto repetition; }
\r
2281 moveStack[curMove] = 0; // erase forbidden move
\r
2282 if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move
\r
2283 } else { // check for perpetuals
\r
2284 // int repKey = 1;
\r
2285 // for(i-=level; i>1; i-=2) {repKey &= checkStack[200-i]; if(!level)printf("# repkey[%d] = %d\n", 200-i, repKey);}
\r
2286 if(inCheck) { score = INF-20; goto repetition; } // we might be subject to perpetual check: score as win
\r
2287 if(i == 2 && repStack[level+199] == hashKeyH) { score = INF-20; goto repetition; } // consecutive passing
\r
2289 score = -INF + 8*allowRep; goto repetition;
\r
2291 repStack[level+200] = hashKeyH;
\r
2293 if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore),fflush(stdout);
\r
2294 path[level++] = move;
\r
2295 attacks += 2*bsize;
\r
2296 MapFromScratch(attacks); // for as long as incremental update does not work.
\r
2297 //if(flag & depth >= 0) printf("%2d:%d mapped %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));
\r
2298 //if(PATH) pmap(attacks, stm);
\r
2299 if(chuFlag && (p[tb.victim].value == LVAL || p[tb.epVictim[0]].value == LVAL)) {// verify legality of Lion capture in Chu Shogi
\r
2301 if(p[tb.piece].value == LVAL) { // Ln x Ln: can make Ln 'vulnerable' (if distant and not through intemediate > GB)
\r
2302 if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim[0]].value <= 50)
\r
2303 score = -INF; // our Lion is indeed made vulnerable and can be recaptured
\r
2304 } else { // other x Ln
\r
2305 if(promoSuppress & PROMOTE) { // non-Lion captures Lion after opponent did same
\r
2306 if(!okazaki || attacks[2*tb.to + stm]) score = -INF;
\r
2308 defer |= PROMOTE; // if we started, flag he cannot do it in reply
\r
2310 if(score == -INF) {
\r
2311 if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == LVAL ? 3<<24 : 1 << 24);
\r
2312 moveStack[curMove] = 0; // zap illegal moves
\r
2317 score = -Search(-beta, -iterAlpha, -difEval - tb.booty, iterDep-1+ext,
\r
2318 curMove >= late && iterDep > QSdepth + LMR,
\r
2319 promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain);
\r
2325 attacks -= 2*bsize;
\r
2329 xstm = stm; stm ^= WHITE;
\r
2330 if(abortFlag > 0) { // unwind search
\r
2331 printf("# abort (%d) @ %d\n", abortFlag, level);
\r
2332 if(curMove == firstMove) bestScore = oldBest, bestMoveNr = firstMove; // none searched yet
\r
2336 if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d (%d)\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore, GetTickCount()),fflush(stdout);
\r
2338 // ALPHA-BETA STUFF
\r
2339 if(score > bestScore) {
\r
2340 bestScore = score; bestMoveNr = curMove;
\r
2341 if(score > iterAlpha) {
\r
2342 iterAlpha = score;
\r
2343 if(curMove < firstMove + 5) { // if not too much work, sort move to front
\r
2345 for(i=curMove; i>firstMove; i--) {
\r
2346 moveStack[i] = moveStack[i-1];
\r
2348 moveStack[firstMove] = move;
\r
2349 } else { // late move appended in front of list, and leaves hole in list
\r
2350 moveStack[--firstMove] = move;
\r
2351 moveStack[curMove] = 0;
\r
2353 bestMoveNr = firstMove;
\r
2354 if(score >= beta) { // beta cutoff
\r
2356 if(iterDep == depth && move != killer[level][0]
\r
2357 && (tb.victim == EMPTY && (move & SQUARE) < SPECIAL)) {
\r
2359 killer[level][1] = killer[level][0]; killer[level][0] = move;
\r
2362 resDep = retDep+1-ext;
\r
2366 for(pvPtr = myPV+1; pv[pvPtr++] = pv[i++]; ); // copy daughter PV
\r
2367 pv[myPV] = move; // behind our move (pvPtr left at end of copy)
\r
2372 if(retDep+1-ext < resDep) resDep = retDep+1-ext;
\r
2376 if(!level) { // root node
\r
2377 lastRootIter = GetTickCount() - startTime;
\r
2378 if(postThinking > 0) {
\r
2379 int i; // WB thinking output
\r
2380 printf("%d %d %d %d", iterDep-QSdepth, bestScore, lastRootIter/10, nodes);
\r
2381 if(ponderMove) printf(" (%s)", MoveToText(ponderMove, 0));
\r
2382 for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0));
\r
2383 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
2387 if(!(abortFlag & 1) && GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish
\r
2389 if(resDep > iterDep) iterDep = resDep; // skip iterations if we got them for free
\r
2391 if(lmr && bestScore <= alpha && iterDep == depth)
\r
2392 depth++, lmr--; // self-deepen on fail-low reply to late move by lowering reduction
\r
2394 if(stalemate && bestScore == -INF && !inCheck) bestScore = 0; // stalemate
\r
2397 hashTable[index].lock[hit] = hashKeyH;
\r
2398 hashTable[index].depth[hit] = resDep;
\r
2399 hashTable[index].score[hit] = bestScore;
\r
2400 hashTable[index].flag[hit] = (bestScore < beta) * H_UPPER;
\r
2401 if(bestScore > alpha) {
\r
2402 hashTable[index].flag[hit] |= H_LOWER;
\r
2403 hashTable[index].move[hit] = bestMoveNr ? moveStack[bestMoveNr] : 0;
\r
2404 } else hashTable[index].move[hit] = 0;
\r
2409 retFirst = firstMove;
\r
2410 msp = oldMSP; // pop move list
\r
2411 pvPtr = myPV; // pop PV
\r
2412 retMove = bestMoveNr ? moveStack[bestMoveNr] : 0;
\r
2413 retDep = resDep - (inCheck & depth >= QSdepth) + lmr;
\r
2414 if(PATH) printf("return %d: %d %d (t=%d s=%d lim=%d)\n", depth, bestScore, curEval, GetTickCount(), startTime, tlim1),fflush(stdout);
\r
2415 return bestScore + (bestScore < curEval);
\r
2422 for(i=0; i<182; i++) {
\r
2423 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
2424 for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);
\r
2425 if(i<2 || i>11) printf("\n"); else printf(" %02x %d\n", fireFlags[i-2]&255, p[i].ranking);
\r
2427 printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]);
\r
2434 for(i=BH+2; i>-4; i--) {
\r
2436 for(j=-3; j<BH+3; j++) printf("%4d", b[BW*i+j]);
\r
2442 pbytes (unsigned char *b)
\r
2445 for(i=BH-1; i>=0; i--) {
\r
2446 for(j=0; j<BH; j++) printf("%3x", b[BW*i+j]);
\r
2453 pmap (int *m, int col)
\r
2456 for(i=BH-1; i>=0; i--) {
\r
2458 for(j=0; j<BH; j++) printf("%10o", m[2*(BW*i+j)+col]);
\r
2464 pmoves(int start, int end)
\r
2467 printf("# move stack from %d to %d\n", start, end);
\r
2468 for(i=start; i<end; i++) {
\r
2470 f = m>>SQLEN & SQUARE;
\r
2472 printf("# %3d. %08x %3d-%3d %s\n", i, m, f, t, MoveToText(m, 0));
\r
2476 /********************************************************/
\r
2477 /* Example of a WinBoard-protocol driver, by H.G.Muller */
\r
2478 /********************************************************/
\r
2480 #include <stdio.h>
\r
2482 // four different constants, with values for WHITE and BLACK that suit your engine
\r
2486 // some value that cannot occur as a valid move
\r
2489 // some parameter of your engine
\r
2490 #define MAXMOVES 2000 /* maximum game length */
\r
2491 #define MAXPLY 60 /* maximum search depth */
\r
2496 typedef Move MOVE;
\r
2498 int moveNr; // part of game state; incremented by MakeMove
\r
2499 MOVE gameMove[MAXMOVES]; // holds the game history
\r
2501 // Some routines your engine should have to do the various essential things
\r
2502 int MakeMove2(int stm, MOVE move); // performs move, and returns new side to move
\r
2503 void UnMake2(MOVE move); // unmakes the move;
\r
2504 int Setup2(char *fen); // sets up the position from the given FEN, and returns the new side to move
\r
2505 void SetMemorySize(int n); // if n is different from last time, resize all tables to make memory usage below n MB
\r
2506 char *MoveToText(MOVE move, int m); // converts the move from your internal format to text like e2e2, e1g1, a7a8q.
\r
2507 MOVE ParseMove(char *moveText); // converts a long-algebraic text move to your internal move format
\r
2508 int SearchBestMove(MOVE *move, MOVE *ponderMove);
\r
2509 void PonderUntilInput(int stm); // Search current position for stm, deepening forever until there is input.
\r
2511 UndoInfo undoInfo;
\r
2512 int sup0, sup1, sup2; // promo suppression squares
\r
2513 int lastLift, lastPut;
\r
2518 int k = p[royal[stm]].pos;
\r
2519 if( k == ABSENT) k = p[royal[stm] + 2].pos;
\r
2520 else if(p[royal[stm] + 2].pos != ABSENT) k = ABSENT; // two kings is no king...
\r
2521 if( k != ABSENT) {
\r
2522 MapFromScratch(attacks);
\r
2523 if(attacks[2*k + 1 - stm]) return 1;
\r
2529 MakeMove2 (int stm, MOVE move)
\r
2531 int i, inCheck = InCheck();
\r
2532 FireSet(&undoInfo);
\r
2533 sup0 = sup1; sup1 = sup2;
\r
2534 sup2 = MakeMove(move, &undoInfo);
\r
2535 if(chuFlag && p[undoInfo.victim].value == LVAL && p[undoInfo.piece].value != LVAL) sup2 |= PROMOTE;
\r
2536 rootEval = -rootEval - undoInfo.booty;
\r
2537 for(i=0; i<200; i++) repStack[i] = repStack[i+1], checkStack[i] = checkStack[i+1];
\r
2540 repStack[199] = hashKeyH, checkStack[199] = inCheck;
\r
2541 printf("# makemove %08x %c%d %c%d\n", move, sup1%BW+'a', sup1/BW, sup2%BW+'a', sup2/BW);
\r
2542 return stm ^ WHITE;
\r
2546 UnMake2 (MOVE move)
\r
2549 rootEval = -rootEval - undoInfo.booty;
\r
2550 UnMake(&undoInfo);
\r
2551 for(i=200; i>0; i--) repStack[i] = repStack[i-1], checkStack[i] = checkStack[i-1];
\r
2552 sup2 = sup1; sup1 = sup0;
\r
2556 Setup2 (char *fen)
\r
2560 static char startFEN[4000];
\r
2562 char *q = strchr(fen, '\n');
\r
2564 if(q = strchr(fen, ' ')) stm = (q[1] == 'b' ? BLACK : WHITE); // fen contains color field
\r
2565 } else fen = array;
\r
2566 rootEval = promoDelta = filling = cnt50 = moveNr = 0;
\r
2567 SetUp(fen, currentVariant);
\r
2568 sup0 = sup1 = sup2 = ABSENT;
\r
2569 hashKeyH = hashKeyL = 87620895*currentVariant + !!fen;
\r
2570 for(p=startPos; *p++ = *fen++; ) {} // remember last start position for undo
\r
2575 SetMemorySize (int n)
\r
2578 static HashBucket *realHash;
\r
2579 static intptr_t oldSize;
\r
2580 intptr_t l, m = 1;
\r
2581 while(m*sizeof(HashBucket) <= n*512UL) m <<= 1; // take largest power-of-2 that fits
\r
2582 if(m != oldSize) {
\r
2583 if(oldSize) free(realHash);
\r
2584 hashMask = m*1024 - 1; oldSize = m;
\r
2585 realHash = malloc(m*1024*sizeof(HashBucket) + 64);
\r
2586 l = (intptr_t) realHash; hashTable = (HashBucket*) (l & ~63UL); // align with cache line
\r
2592 MoveToText (MOVE move, int multiLine)
\r
2594 static char buf[50];
\r
2595 int f = move>>SQLEN & SQUARE, g = f, t = move & SQUARE;
\r
2596 char *promoChar = "";
\r
2597 if(f == t) { sprintf(buf, "@@@@"); return buf; } // null-move notation in WB protocol
\r
2599 if(t >= SPECIAL) {
\r
2600 if(t < CASTLE) { // castling is printed as a single move, implying its side effects
\r
2601 int e = f + epList[t - SPECIAL];
\r
2602 if(ep2List[t - SPECIAL]) {
\r
2603 int e2 = f + ep2List[t - SPECIAL];
\r
2604 // printf("take %c%d\n", e%BW+'a', e/BW+ONE);
\r
2605 sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e2%BW+'a', e2/BW+ONE); f = e2;
\r
2606 if(multiLine) printf("move %s\n", buf), buf[0] = '\0';
\r
2608 // printf("take %c%d\n", e%BW+'a', e/BW+ONE);
\r
2609 sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;
\r
2610 if(multiLine) printf("move %s\n", buf), buf[0] = '\0';
\r
2612 t = g + toList[t - SPECIAL];
\r
2614 if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : currentVariant == V_WOLF ? "r" : repDraws ? "q" : "+";
\r
2615 sprintf(buf+strlen(buf), "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, promoChar);
\r
2620 ReadSquare (char *p, int *sqr)
\r
2624 r = atoi(p + 1) - ONE;
\r
2626 return 2 + (r + ONE > 9);
\r
2629 int listStart, listEnd;
\r
2630 char boardCopy[BSIZE];
\r
2634 { // create move list on move stack
\r
2636 for(i=0; i< BSIZE; i++) boardCopy[i] = !!board[i];
\r
2637 MapFromScratch(attacks);
\r
2638 postThinking--; repCnt = 0; tlim1 = tlim2 = tlim3 = 1e8; abortFlag = msp = 0;
\r
2639 Search(-INF-1, INF+1, 0, QSdepth+1, 0, sup1 & ~PROMOTE, sup2, INF);
\r
2642 listStart = retFirst; msp = retMSP;
\r
2643 if(currentVariant == V_LION) GenCastlings(); listEnd = msp;
\r
2644 for(i=listStart; i<msp && currentVariant == V_WOLF; i++) { // mark Werewolf captures as promotions
\r
2645 int to = moveStack[i] & SQUARE, from = moveStack[i] >> SQLEN & SQUARE;
\r
2646 if(to >= SPECIAL) continue;
\r
2647 if(p[board[to]].ranking == 5 && p[board[from]].ranking < 4) moveStack[i] |= PROMOTE;
\r
2652 ParseMove (char *moveText)
\r
2654 int i, j, f, t, t2, e, ret, deferred=0;
\r
2655 char c = moveText[0];
\r
2656 moveText += ReadSquare(moveText, &f);
\r
2657 moveText += ReadSquare(moveText, &t); t2 = t;
\r
2658 if(*moveText == ',') {
\r
2660 moveText += ReadSquare(moveText, &e);
\r
2661 if(e != t) return INVALID; // must continue with same piece
\r
2663 moveText += ReadSquare(moveText, &t);
\r
2664 for(i=0; i<8; i++) if(f + kStep[i] == e) break;
\r
2665 if(i >= 8) { // first leg not King step. Try Lion Dog 2+1 or 2-1
\r
2666 for(i=0; i<8; i++) if(f + 2*kStep[i] == e) break;
\r
2667 if(i >= 8) return INVALID; // not even that
\r
2668 if(f + 3*kStep[i] == t) t2 = SPECIAL + 72 + i; // 2+1
\r
2669 else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1
\r
2670 else return INVALID;
\r
2671 } else if(f + 3*kStep[i] == t) { // Lion Dog 1+2 move
\r
2672 t2 = SPECIAL + 64 + i;
\r
2673 } else if(*moveText == ',') { // 3rd leg follows!
\r
2674 if(f + 2*kStep[i] != t) return INVALID; // 3-leg moves must be linear!
\r
2675 moveText += ReadSquare(moveText, &e);
\r
2676 if(e != t) return INVALID; // must again continue with same piece
\r
2677 moveText += ReadSquare(moveText, &t);
\r
2678 if(f + 3*kStep[i] == t) t2 = SPECIAL + 80 + i; // 1+1+1
\r
2679 else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1 entered as 1+1-1
\r
2680 else return INVALID;
\r
2682 for(j=0; j<8; j++) if(e + kStep[j] == t) break;
\r
2683 if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves!
\r
2684 t2 = SPECIAL + 8*i + j;
\r
2686 } else if(chessFlag && board[f] != EMPTY && p[board[f]].value == pVal && board[t] == EMPTY) { // Pawn to empty, could be e.p.
\r
2687 if(t == f + BW + 1) t2 = SPECIAL + 16; else
\r
2688 if(t == f + BW - 1) t2 = SPECIAL + 48; else
\r
2689 if(t == f - BW + 1) t2 = SPECIAL + 20; else
\r
2690 if(t == f - BW - 1) t2 = SPECIAL + 52; // fake double-move
\r
2691 } else if(currentVariant == V_LION && board[f] != EMPTY && p[board[f]].value == 280 && (t-f == 2 || f-t == 2)) { // castling
\r
2692 if(t == f+2 && f < BW) t2 = CASTLE; else
\r
2693 if(t == f-2 && f < BW) t2 = CASTLE + 1; else
\r
2694 if(t == f+2 && f > BW) t2 = CASTLE + 2; else
\r
2695 if(t == f-2 && f > BW) t2 = CASTLE + 3;
\r
2697 ret = f<<SQLEN | t2;
\r
2698 if(currentVariant == V_WOLF && *moveText == 'w') *moveText = '\n';
\r
2699 if(*moveText != '\n' && *moveText != '=') ret |= PROMOTE;
\r
2700 printf("# suppress = %c%d\n", sup1%BW+'a', sup1/BW);
\r
2702 for(i=listStart; i<listEnd; i++) {
\r
2703 if(moveStack[i] == INVALID) continue;
\r
2704 if(c == '@' && (moveStack[i] & SQUARE) == (moveStack[i] >> SQLEN & SQUARE)) break; // any null move matches @@@@
\r
2705 if((moveStack[i] & (PROMOTE | DEFER-1)) == ret) break;
\r
2706 if((moveStack[i] & DEFER-1) == ret) deferred = i; // promoted version of entered non-promotion is legal
\r
2708 printf("# moveNr = %d in {%d,%d}\n", i, listStart, listEnd);
\r
2709 if(i>=listEnd) { // no exact match
\r
2710 if(deferred) { // but maybe non-sensical deferral
\r
2711 int flags = p[board[f]].promoFlag;
\r
2712 printf("# deferral of %d\n", deferred);
\r
2713 i = deferred; // in any case we take that move
\r
2714 if(!(flags & promoBoard[t] & (CANT_DEFER | LAST_RANK))) { // but change it into a deferral if that is allowed
\r
2715 moveStack[i] &= ~PROMOTE;
\r
2716 if(p[board[f]].value == 40) p[board[f]].promoFlag &= LAST_RANK; else
\r
2717 if(!(flags & promoBoard[f]) && currentVariant != V_WOLF) moveStack[i] |= DEFER; // came from outside zone, so essential deferral
\r
2720 if(i >= listEnd) {
\r
2721 for(i=listStart; i<listEnd; i++) printf("# %d. %08x %08x %s\n", i-50, moveStack[i], ret, MoveToText(moveStack[i], 0));
\r
2723 for(i=0; i<repCnt; i++) {if((repeatMove[i] & 0xFFFFFF) == ret) {
\r
2724 if(repeatMove[i] & 1<<24) reason = (repeatMove[i] & 1<<25 ? "Distant capture of protected Lion" : "Counterstrike against Lion");
\r
2725 else reason = "Repeats earlier position";
\r
2728 printf("# %d. %08x %08x %s\n", i, repeatMove[i], ret, MoveToText(repeatMove[i], 0));
\r
2732 return (i >= listEnd ? INVALID : moveStack[i]);
\r
2736 Highlight(char *coords)
\r
2738 int i, j, n, sqr, cnt=0;
\r
2739 char b[BSIZE], buf[2000], *q;
\r
2740 for(i=0; i<bsize; i++) b[i] = 0;
\r
2741 ReadSquare(coords, &sqr);
\r
2743 for(i=listStart; i<listEnd; i++) {
\r
2744 if(sqr == (moveStack[i]>>SQLEN & SQUARE)) {
\r
2745 int t = moveStack[i] & SQUARE;
\r
2746 if(t >= CASTLE) t = toList[t - SPECIAL]; else // decode castling
\r
2747 if(t >= SPECIAL) {
\r
2748 int e = sqr + epList[t - SPECIAL]; // decode
\r
2752 if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;
\r
2753 if(moveStack[i] & PROMOTE) b[t] = 'M';
\r
2756 if(!cnt) { // no moves from given square
\r
2757 if(sqr != lastPut) return; // refrain from sending empty FEN
\r
2758 // we lifted a piece for second leg of move
\r
2759 for(i=listStart; i<listEnd; i++) {
\r
2760 if(lastLift == (moveStack[i]>>SQLEN & SQUARE)) {
\r
2761 int e, t = moveStack[i] & SQUARE;
\r
2762 if(t < SPECIAL) continue; // only special moves
\r
2763 e = lastLift + epList[t - SPECIAL]; // decode
\r
2764 if(sqr == lastLift + ep2List[t - SPECIAL]) { // second leg of 3-leg move
\r
2765 b[e] = 'C'; cnt++;
\r
2768 t = lastLift + toList[t - SPECIAL];
\r
2769 if(e != sqr) continue;
\r
2770 if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;
\r
2774 } else lastLift = sqr; // remember
\r
2777 for(i=BH-1; i>=0; i--) {
\r
2778 for(j=0; j<BH; j++) {
\r
2780 if(b[n]) *q++ = b[n]; else {
\r
2781 if(q > buf && q[-1] <= '9' && q[-1] >= '0') {
\r
2784 if(q > buf+1 && q[-2] <= '9' && q[-2] >= '0') q[-2]++; else q[-1] = '1', *q++ = '0';
\r
2786 } else *q++ = '1';
\r
2792 printf("highlight %s\n", buf);
\r
2795 int timeLeft; // timeleft on engine's clock
\r
2796 int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search
\r
2797 char inBuf[8000], command[80], ponderMoveText[20];
\r
2800 SetSearchTimes (int timeLeft)
\r
2802 int targetTime, movesLeft = BW*BH/4 + 20;
\r
2803 if(mps) movesLeft = mps - (moveNr>>1)%mps;
\r
2804 targetTime = (timeLeft - 1000*inc) / (movesLeft + 2) + 1000 * inc;
\r
2805 if(moveNr < 30) targetTime *= 0.5 + moveNr/60.; // speedup in opening
\r
2806 if(timePerMove > 0) targetTime = 0.4*timeLeft, movesLeft = 1;
\r
2807 tlim1 = 0.4*targetTime;
\r
2808 tlim2 = 2.4*targetTime;
\r
2809 tlim3 = 5*timeLeft / (movesLeft + 4.1);
\r
2810 printf("# limits %d, %d, %d mode = %d\n", tlim1, tlim2, tlim3, abortFlag);
\r
2814 SearchBestMove (MOVE *move, MOVE *ponderMove)
\r
2817 printf("# SearchBestMove\n");
\r
2818 startTime = GetTickCount();
\r
2820 printf("# s=%d\n", startTime);fflush(stdout);
\r
2821 MapFromScratch(attacks);
\r
2822 retMove = INVALID; repCnt = 0;
\r
2823 score = Search(-INF-1, INF+1, rootEval, maxDepth + QSdepth, 0, sup1, sup2, INF);
\r
2825 *ponderMove = pv[1];
\r
2826 printf("# best=%s\n", MoveToText(pv[0],0));
\r
2827 printf("# ponder=%s\n", MoveToText(pv[1],0));
\r
2832 int TakeBack(int n)
\r
2833 { // reset the game and then replay it to the desired point
\r
2835 last = moveNr - n; if(last < 0) last = 0;
\r
2836 Init(SAME); stm = Setup2(startPos);
\r
2837 printf("# setup done");fflush(stdout);
\r
2838 for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove2(stm, gameMove[moveNr]),printf("make %2d: %x\n", moveNr, gameMove[moveNr]);
\r
2842 void PrintResult(int stm, int score)
\r
2845 if(reason) sprintf(tail, " {%s}", reason); else *tail = 0;
\r
2846 if(score == 0) printf("1/2-1/2%s\n", tail);
\r
2847 if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0%s\n", tail);
\r
2848 else printf("0-1%s\n", tail);
\r
2851 void GetLine(int root)
\r
2856 // wait for input, and read it until we have collected a complete line
\r
2858 for(i = 0; (inBuf[i] = c = getchar()) != '\n'; i++) if(c == EOF || i>7997) exit(0);
\r
2860 } while(!i); // ignore empty lines
\r
2862 // extract the first word
\r
2863 sscanf(inBuf, "%s", command);
\r
2864 printf("# in (mode = %d,%d): %s\n", root, abortFlag, command);
\r
2865 if(!strcmp(command, "otim")) { continue; } // do not start pondering after receiving time commands, as move will follow immediately
\r
2866 if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); continue; }
\r
2867 if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; } // ditto
\r
2868 if(!strcmp(command, ".")) { inBuf[0] = 0; return; } // ignore for now
\r
2869 if(!strcmp(command, "hover")) { inBuf[0] = 0; return; } // ignore for now
\r
2870 if(!strcmp(command, "lift")) { inBuf[0] = 0; Highlight(inBuf+5); return; } // treat here
\r
2871 if(!root && !strcmp(command, "usermove")) {
\r
2872 printf("# move = %s#ponder = %s", inBuf+9, ponderMoveText);
\r
2873 abortFlag = !!strcmp(inBuf+9, ponderMoveText);
\r
2874 if(!abortFlag) { // ponder hit, continue as time-based search
\r
2875 printf("# ponder hit\n");
\r
2876 SetSearchTimes(10*timeLeft + GetTickCount() - startTime); // add time we already have been pondering to total
\r
2877 if(lastRootIter > tlim1) abortFlag = 2; // abort instantly if we are in iteration we should not have started
\r
2878 inBuf[0] = 0; ponderMove = INVALID;
\r
2888 TerminationCheck()
\r
2890 if(abortFlag < 0) { // check for input
\r
2891 if(InputWaiting()) GetLine(0); // read & examine input command
\r
2892 } else { // check for time
\r
2893 if(GetTickCount() - startTime > tlim3) abortFlag = 2;
\r
2900 int engineSide=NONE; // side played by engine
\r
2902 int i, score, curVarNr;
\r
2904 setvbuf(stdin, NULL, _IOLBF, 1024); // buffering more than one line flaws test for pending input!
\r
2906 Init(V_CHU); // Chu
\r
2907 seed = startTime = GetTickCount(); moveNr = 0; // initialize random
\r
2909 while(1) { // infinite loop
\r
2911 fflush(stdout); // make sure everything is printed before we do something that might take time
\r
2912 *inBuf = 0; if(moveNr >= 20) randomize = OFF;
\r
2913 //if(moveNr >20) printf("resign\n");
\r
2918 if(listEnd == 0) ListMoves(); // always maintain a list of legal moves in root position
\r
2919 abortFlag = -(ponder && WHITE+BLACK-stm == engineSide && moveNr); // pondering and opponent on move
\r
2920 if(stm == engineSide || abortFlag && ponderMove) { // if it is the engine's turn to move, set it thinking, and let it move
\r
2921 printf("# start search: stm=%d engine=%d (flag=%d)\n", stm, engineSide, abortFlag);
\r
2923 stm = MakeMove2(stm, ponderMove); // for pondering, play speculative move
\r
2924 gameMove[moveNr++] = ponderMove; // remember in game
\r
2925 sprintf(ponderMoveText, "%s\n", MoveToText(ponderMove, 0)); // for detecting ponder hits
\r
2926 printf("# ponder move = %s", ponderMoveText);
\r
2927 } else SetSearchTimes(10*timeLeft); // for thinking, schedule end time
\r
2929 score = SearchBestMove(&move, &ponderMove);
\r
2930 if(abortFlag == 1) { // ponder search was interrupted (and no hit)
\r
2931 UnMake2(INVALID); moveNr--; stm ^= WHITE; // take ponder move back if we made one
\r
2934 if(move == INVALID) { // game apparently ended
\r
2935 int kcapt = 0, xstm = stm ^ WHITE, king, k = p[king=royal[xstm]].pos;
\r
2936 if( k != ABSENT) { // test if King capture possible
\r
2937 if(attacks[2*k + stm]) {
\r
2938 if( p[king + 2].pos == ABSENT ) kcapt = 1; // we have an attack on his only King
\r
2940 } else { // he has no king! Test for attacks on Crown Prince
\r
2941 k = p[king + 2].pos;
\r
2942 if(attacks[2*k + stm]) kcapt = 1; // we have attack on Crown Prince
\r
2944 if(kcapt) { // print King capture before claiming
\r
2946 printf("move %s\n", MoveToText(moveStack[msp-1], 1));
\r
2947 reason = "king capture";
\r
2948 } else reason = "resign";
\r
2949 engineSide = NONE; // so stop playing
\r
2950 PrintResult(stm, score);
\r
2952 MOVE f, pMove = move;
\r
2953 if((move & SQUARE) >= SPECIAL && p[board[f = move>>SQLEN & SQUARE]].value == pVal) { // e.p. capture
\r
2954 pMove = move & ~SQUARE | f + toList[(move & SQUARE) - SPECIAL]; // print as a single move
\r
2956 stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move
\r
2957 gameMove[moveNr++] = move; // remember game
\r
2958 printf("move %s%s\n", MoveToText(pMove, 1), p[undoInfo.victim].ranking == 5 && p[undoInfo.piece].ranking < 4 ? "w" : "");
\r
2960 continue; // go check if we should ponder
\r
2963 if(engineSide == ANALYZE || abortFlag) { // in analysis, we always ponder the position
\r
2965 *ponderMoveText = 0; // forces miss on any move
\r
2966 abortFlag = -1; // set pondering
\r
2968 SearchBestMove(&dummy, &dummy);
\r
2969 abortFlag = pvCuts = 0;
\r
2972 fflush(stdout); // make sure everything is printed before we do something that might take time
\r
2973 if(!*inBuf) GetLine(1); // takes care of time and otim commands
\r
2975 // recognize the command,and execute it
\r
2976 if(!strcmp(command, "quit")) { break; } // breaks out of infinite loop
\r
2977 if(!strcmp(command, "force")) { engineSide = NONE; continue; }
\r
2978 if(!strcmp(command, "analyze")) { engineSide = ANALYZE; continue; }
\r
2979 if(!strcmp(command, "exit")) { engineSide = NONE; continue; }
\r
2980 if(!strcmp(command, "level")) {
\r
2982 sscanf(inBuf, "level %d %d %d", &mps, &min, &inc) == 3 || // if this does not work, it must be min:sec format
\r
2983 sscanf(inBuf, "level %d %d:%d %d", &mps, &min, &sec, &inc);
\r
2984 timeControl = 60*min + sec; timePerMove = -1;
\r
2987 if(!strcmp(command, "protover")){
\r
2988 for(i=0; variants[i].boardWidth; i++)
\r
2989 printf("%s%s", (i ? "," : "feature variants=\""), variants[i].name); printf("\"\n");
\r
2990 printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n");
\r
2991 printf("feature myname=\"HaChu " VERSION "\" highlight=1\n");
\r
2992 printf("feature option=\"Full analysis PV -check 1\"\n"); // example of an engine-defined option
\r
2993 printf("feature option=\"Allow repeats -check 0\"\n");
\r
2994 printf("feature option=\"Promote on entry -check 0\"\n");
\r
2995 printf("feature option=\"Okazaki rule -check 0\"\n");
\r
2996 printf("feature option=\"Resign -check 0\"\n"); //
\r
2997 printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one
\r
2998 printf("feature option=\"Tsume -combo no /// Sente mates /// Gote mates\"\n");
\r
2999 printf("feature done=1\n");
\r
3002 if(!strcmp(command, "option")) { // setting of engine-define option; find out which
\r
3003 if(sscanf(inBuf+7, "Full analysis PV=%d", &noCut) == 1) continue;
\r
3004 if(sscanf(inBuf+7, "Allow repeats=%d", &allowRep) == 1) continue;
\r
3005 if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue;
\r
3006 if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;
\r
3007 if(sscanf(inBuf+7, "Okazaki rule=%d", &okazaki) == 1) continue;
\r
3008 if(sscanf(inBuf+7, "Promote on entry=%d", &entryProm) == 1) continue;
\r
3009 if(sscanf(inBuf+7, "Tsume=%s", command) == 1) {
\r
3010 if(!strcmp(command, "no")) tsume = 0; else
\r
3011 if(!strcmp(command, "Sente")) tsume = 1; else
\r
3012 if(!strcmp(command, "Gote")) tsume = 2;
\r
3017 if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; }
\r
3018 if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; }
\r
3020 if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; }
\r
3021 if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); continue; }
\r
3022 // if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); continue; }
\r
3023 if(!strcmp(command, "easy")) { ponder = OFF; continue; }
\r
3024 if(!strcmp(command, "hard")) { ponder = ON; continue; }
\r
3025 if(!strcmp(command, "go")) { engineSide = stm; continue; }
\r
3026 if(!strcmp(command, "post")) { postThinking = ON; continue; }
\r
3027 if(!strcmp(command, "nopost")) { postThinking = OFF;continue; }
\r
3028 if(!strcmp(command, "random")) { randomize = ON; continue; }
\r
3029 if(!strcmp(command, "hint")) { if(ponderMove != INVALID) printf("Hint: %s\n", MoveToText(ponderMove, 0)); continue; }
\r
3030 if(!strcmp(command, "book")) { continue; }
\r
3031 // non-standard commands
\r
3032 if(!strcmp(command, "p")) { pboard(board); continue; }
\r
3033 if(!strcmp(command, "f")) { pbytes(fireBoard); continue; }
\r
3034 if(!strcmp(command, "w")) { MapOneColor(WHITE, last[WHITE], attacks); pmap(attacks, WHITE); continue; }
\r
3035 if(!strcmp(command, "b")) { MapOneColor(BLACK, last[BLACK], attacks); pmap(attacks, BLACK); continue; }
\r
3036 if(!strcmp(command, "l")) { pplist(); continue; }
\r
3037 // ignored commands:
\r
3038 if(!strcmp(command, "xboard")) { continue; }
\r
3039 if(!strcmp(command, "computer")){ comp = 1; continue; }
\r
3040 if(!strcmp(command, "name")) { continue; }
\r
3041 if(!strcmp(command, "ics")) { continue; }
\r
3042 if(!strcmp(command, "accepted")){ continue; }
\r
3043 if(!strcmp(command, "rejected")){ continue; }
\r
3044 if(!strcmp(command, "result")) { engineSide = NONE; continue; }
\r
3045 if(!strcmp(command, "hover")) { continue; }
\r
3046 if(!strcmp(command, "")) { continue; }
\r
3047 if(!strcmp(command, "usermove")){
\r
3048 int move = ParseMove(inBuf+9);
\r
3050 if(move == INVALID) {
\r
3051 if(reason) printf("Illegal move {%s}\n", reason); else printf("%s\n", reason="Illegal move");
\r
3052 if(comp) PrintResult(stm, -INF); // against computer: claim
\r
3054 stm = MakeMove2(stm, move);
\r
3055 ponderMove = INVALID; listEnd = 0;
\r
3056 gameMove[moveNr++] = move; // remember game
\r
3060 ponderMove = INVALID; // the following commands change the position, invalidating ponder move
\r
3062 if(!strcmp(command, "new")) {
\r
3063 engineSide = BLACK; Init(V_CHESS); stm = Setup2(NULL); maxDepth = MAXPLY; randomize = OFF; curVarNr = comp = 0;
\r
3066 if(!strcmp(command, "variant")) {
\r
3067 for(i=0; variants[i].boardWidth; i++) {
\r
3068 sscanf(inBuf+8, "%s", command);
\r
3069 if(!strcmp(variants[i].name, command)) {
\r
3070 Init(curVarNr = i); stm = Setup2(NULL); break;
\r
3073 if(currentVariant == V_WOLF)
\r
3074 printf("setup (PNBR......................WKpnbr......................wk) 8x8+0_fairy rnbwkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBWKBNR w 0 1\n"
\r
3075 "piece W& K3cpafK\n");
\r
3076 if(currentVariant == V_SHO)
\r
3077 printf("setup (PNBRLSE..G.+++++++Kpnbrlse..g.+++++++k) 9x9+0_shogi lnsgkgsnl/1r2e2b1/ppppppppp/9/9/9/PPPPPPPPP/1B2E2R1/LNSGKGSNL w 0 1\n");
\r
3078 if(currentVariant == V_WA)
\r
3079 printf("setup (P..^S^FV..^LW^OH.F.^R.E....R...D.GOL^M..^H.M.C.^CU.^W/.......^V.^P.^U..^DS.^GXK"
\r
3080 "p..^s^fv..^lw^oh.f.^r.e....r...d.gol^m..^h.m.c.^cu.^w/.......^v.^p.^u..^ds.^gxk) 11x11+0_chu "
\r
3081 "hmlcvkwgudo/1e3s3f1/ppprpppxppp/3p3p3/11/11/11/3P3P3/PPPXPPPRPPP/1F3S3E1/ODUGWKVCLMH w 0 1\n"
\r
3082 "piece P& fW\npiece O& fR\npiece H& fRbW2\npiece U& fWbF\npiece L& fWbF\npiece M& vWfF\npiece G& vWfF\npiece C& sWfF\n"
\r
3083 "piece +P& WfF\npiece +O& K\npiece +H& vN\npiece +U& BfW\npiece +L& vRfF3bFsW\npiece +M& FfW\npiece +G& sRvW\npiece +C& vRsWfF\n"
\r
3084 "piece D& sbWfF\npiece V& FfW\npiece W& WfF\npiece S& sRvW\npiece R& FfRbW\npiece F& BfW\npiece X& FvWAvD\n"
\r
3085 "piece +D& WfF\npiece +V& FfsW\npiece +W& K\npiece +S& R\npiece +R& FvWAvD\npiece +F& BvRsW\npiece E& vRfF3bFsW\n");
\r
3086 if(currentVariant == V_MACAD)
\r
3087 printf("setup (P.*B*RQSEXOG....D^J'..*LP'.L!J'...*W!...*F'...^C.C.^L!.^P'^K.T*L'.*C!*H!^I'.^E...*R'^P^T*W'*G'^G^SI'^X^OK"
\r
3088 "p.*b*rqsexog....d^j'..*lp'.l!j'...*w!...*f'...^c.c.^l!.^p'^k.t*l'.*c!*h!^i'.^e...*r'^p^t*w'*g'^g^si'^x^ok) 13x13+0_chu "
\r
3089 "%s w 0 1\n", macadArray);
\r
3090 if(currentVariant == V_CASHEW)
\r
3091 printf("setup (P.^K'^S'QS.XOGND'.HDT!...P'.L!E'.^EK'W!..LF'V^W'J'H'...^L!^N..FT'L'C'G!H!D!I'.^H'..R'..^C'^F'..W'^X^OK"
\r
3092 "p.^k'^s'qs.xognd'.hdt!...p'.l!e'.^ek'w!..lf'v^w'j'h'...^l!^n..ft'l'c'g!h!d!i'.^h'..r'..^c'^f'..w'^x^ok) 13x13+0_chu "
\r
3093 "%s w 0 1\n", cashewArray);
\r
3094 repStack[199] = hashKeyH, checkStack[199] = 0;
\r
3097 if(!strcmp(command, "setboard")){ engineSide = NONE; Init(curVarNr); stm = Setup2(inBuf+9); continue; }
\r
3098 if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; }
\r
3099 if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; }
\r
3100 printf("Error: unknown command\n");
\r