#define I -3 /* jump + step */\r
#define D -4 /* linear double move */\r
#define T -5 /* linear triple move */\r
-#define L -6 /* true Lion move */\r
-#define W -7 /* Werewolf move */\r
-#define F -8 /* Lion + 3-step */\r
-#define S -9 /* Lion + range */\r
-#define H -10 /* hook move */\r
-#define C -11 /* capture only */\r
-#define M -12 /* non-capture only */\r
+#define K -6 /* triple + range */\r
+#define L -7 /* true Lion move */\r
+#define W -8 /* Werewolf move */\r
+#define F -9 /* Lion + 3-step */\r
+#define S -10 /* Lion + range */\r
+#define H -11 /* hook move */\r
+#define C -12 /* capture only */\r
+#define M -13 /* non-capture only */\r
\r
#define LVAL 1000 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */\r
#define FVAL 5000 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */\r
};\r
\r
PieceDesc ddPieces[] = {\r
- {"LO", "", 10, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin G!\r
- {"OK", "LO", 10, { 2,1,2,0,2,0,2,1 } }, // Old Kite K'\r
+ {"LG", "", 10, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin G!\r
+ {"OK", "LG", 10, { 2,1,2,0,2,0,2,1 } }, // Old Kite K'\r
{"PS", "HM", 10, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake S'\r
{"GE", "", 10, { 3,3,5,5,3,5,5,3 } }, // Great Elephant +W!\r
{"WS", "LD", 10, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian W'\r
{"WB", "FT", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo W\r
{"RU", "FR", 10, { X,X,X,X,0,X,X,X } }, // Rushing Bird U\r
{"SB", "", 10, { X,X,2,2,2,2,2,X } }, // Standard Bearer +N\r
-\r
{"FH", "FK", 10, { 1,2,1,0,1,0,1,2 } }, // Flying Horse H'\r
{"NK", "SB", 10, { 1,1,1,1,1,1,1,1 } }, // Neighbor King N\r
{"BM", "MW", 10, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey\r
- {"DO", "", 10, { 2,X,2,X,2,X,2,X } }, // Dove\r
+ {"DO", "", 10, { 2,5,2,5,2,5,2,5 } }, // Dove\r
{"EB", "DO", 10, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger B'\r
{"EF", "SD", 10, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox X'\r
{"RA", "", 10, { X,0,X,1,X,1,X,0 } }, // Racing Chariot A\r
{"W", "", 10, { 0,2,0,0,0,0,0,2 } }, // Wood General V'\r
{"CS", "DH", 70, { 0,1,0,1,0,1,0,1 } }, // Cat Sword C'\r
{"FD", "DK", 150, { 0,2,0,2,0,2,0,2 } }, // Flying Dragon F'\r
- {"KN", "GD", 150, { J,1,J,1,J,1,J,1 } }, // Kirin O\r
- {"PH", "GB", 150, { 1,J,1,J,1,J,1,J } }, // Phoenix X\r
- {"LN", "FF", 1000, { L,L,L,L,L,L,L,L } }, // lion L!\r
{"LD", "GE", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog W!\r
- {"AB", "", 10, { 1,0,1,0,1,0,1,0 } }, // Angry Boar A'\r
- {"B", "", 10, { 0,X,0,X,0,X,0,X } }, // Bishop B\r
- {"C", "", 10, { 1,1,0,0,1,0,0,1 } }, // Copper C\r
- {"DH", "", 10, { 1,X,1,X,1,X,1,X } }, // Dragon Horse H\r
- {"DK", "", 10, { X,1,X,1,X,1,X,1 } }, // Dragon King D\r
- {"FK", "", 10, { } }, // Free King Q\r
- {"EW", "", 10, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf\r
- {"FL", "", 10, { } }, // \r
- {"", "", 10, { } }, // \r
- {"", "", 10, { } }, // \r
+ {"AB", "", 10, { 1,0,1,0,1,0,1,0 } }, // Angry Boar A'\r
+ {"EW", "", 10, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf\r
+ {"SD", "", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil\r
+ {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon\r
+ {"GO", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird\r
+ // Chu pieces (but with different promotion)\r
+ {"LN", "FF",LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion\r
+ {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king\r
+ {"DK", "", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king\r
+ {"DH", "", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse\r
+ {"R", "", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"B", "", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop\r
+ {"VM", "", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover\r
+ {"SM", "", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover\r
+ {"G", "", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold\r
+ {"FL", "", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard\r
+ {"KN", "GD", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin\r
+ {"PH", "GO", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix\r
+ {"RV", "", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot\r
+ {"L", "", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance\r
+ {"S", "", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver\r
+ {"C", "", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper\r
+ {"P", "", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn\r
{"", "", 10, { } }, // \r
{"", "", 10, { } }, // \r
{ NULL } // sentinel\r
};\r
\r
PieceDesc makaPieces[] = {\r
- {"DV", "TK", 10, { 0,1,0,1,0,0,1,1 } }, // Deva\r
- {"DS", "BS", 10, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit\r
- {"T", "fT", 10, { 0,1,0,0,1,0,0,1 } }, // Tile General\r
- {"CS", "fS", 10, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent\r
- {"RD", "fD", 10, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon\r
- {"CC", "WS", 10, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock\r
- {"OM", "MW", 10, { 0,1,0,1,1,1,0,1 } }, // Old Monkey\r
- {"BB", "fB", 10, { 0,1,0,1,X,1,0,1 } }, // Blind Bear\r
- {"OR", "BA", 10, { 0,2,0,0,2,0,0,2 } }, // Old Rat\r
+ {"DV", "TK", 10, { 0,1,0,1,0,0,1,1 } }, // Deva I'\r
+ {"DS", "BS", 10, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit J'\r
+ {"T", "fT", 10, { 0,1,0,0,1,0,0,1 } }, // Tile General Y\r
+ {"CS", "fS", 10, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent S!\r
+ {"RD", "fD", 10, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon D!\r
+ {"CC", "WS", 10, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock N'\r
+ {"OM", "MW", 10, { 0,1,0,1,1,1,0,1 } }, // Old Monkey M'\r
+ {"BB", "fB", 10, { 0,1,0,1,X,1,0,1 } }, // Blind Bear B'\r
+ {"OR", "BA", 10, { 0,2,0,0,2,0,0,2 } }, // Old Rat O'\r
{"LD", "WS", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog W!\r
- {"WR", "G", 10, { 0,3,1,3,0,3,1,3 } }, // Wrestler\r
- {"GG", "G", 10, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods\r
- {"BD", "G", 10, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil\r
- {"SD", "G", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil\r
- {"DY", "G", 10, { J,0,1,0,J,0,1,0 } }, // Donkey\r
+ {"WR", "G", 10, { 0,3,1,3,0,3,1,3 } }, // Wrestler W'\r
+ {"GG", "G", 10, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods G'\r
+ {"BD", "G", 10, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil D'\r
+ {"SD", "G", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil S'\r
+ {"DY", "G", 10, { J,0,1,0,J,0,1,0 } }, // Donkey Y'\r
{"CA", "G", 10, { 0,H,0,2,0,2,0,H } }, // Capricorn C!\r
{"HM", "G", 10, { H,0,H,0,H,0,H,0 } }, // Hook Mover H!\r
- {"SF", "G", 10, { 0,1,X,1,0,1,0,1 } }, // Side Flier\r
- {"LC", "G", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot L!\r
- {"RC", "G", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot R!\r
- {"fG", "", 10, { X,X,X,0,X,0,X,X } }, // Free Gold\r
- {"fS", "", 10, { X,X,0,X,0,X,0,X } }, // Free Silver\r
- {"WH", "", 10, { X,X,0,0,X,0,0,X } }, // Free Copper\r
- {"fI", "", 10, { X,X,0,0,0,0,0,X } }, // Free Iron\r
- {"fY", "", 10, { 0,X,0,0,X,0,0,X } }, // Free Tile\r
- {"fU", "", 10, { 0,X,0,0,0,0,0,X } }, // Free Stone\r
- {"fT", "", 10, { 0,X,X,X,X,X,X,X } }, // Free Tiger\r
- {"fL", "", 10, { X,X,0,X,X,X,0,X } }, // Free Leopard (Free Boar?)\r
- {"WL", "", 10, { X,0,0,X,X,X,0,0 } }, // Free Serpent (Whale?)\r
- {"fD", "", 10, { X,0,X,X,X,X,X,0 } }, // Free Dragon\r
- {"B", "", 10, { 0,X,0,X,0,X,0,X } }, // Free Cat (Bishop?)\r
- {"EM", "", 10, { } }, // Emperor\r
- {"TK", "", 10, { } }, // Teaching King\r
- {"BS", "", 10, { } }, // Budhist Spirit\r
- {"WS", "", 10, { X,X,0,X,1,X,0,X } }, // Wizard Stork\r
- {"MW", "", 10, { 1,X,0,X,X,X,0,X } }, // Mountain Witch\r
- {"FF", "", 10, { } }, // Furious Fiend\r
- {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon\r
- {"GB", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird\r
- {"fW", "", 10, { } }, // Free Wolf\r
- {"fB", "", 10, { } }, // Free Bear\r
- {"BA", "", 10, { X,0,0,X,0,X,0,0 } }, // Bat\r
+ {"SF", "G", 10, { 0,1,X,1,0,1,0,1 } }, // Side Flier F!\r
+ {"LC", "G", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot L'\r
+ {"RC", "G", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot R'\r
+ {"fT", "", 10, { 0,X,X,X,X,X,X,X } }, // Free Tiger +T\r
+ {"fD", "", 10, { X,0,X,X,X,X,X,0 } }, // Free Dragon +D!\r
+ {"fG", "", 10, { X,X,X,0,X,0,X,X } }, // Free Gold +G\r
+ {"fS", "", 10, { X,X,0,X,0,X,0,X } }, // Free Silver +S\r
+ {"fI", "", 10, { X,X,0,0,0,0,0,X } }, // Free Iron +I\r
+ {"fY", "", 10, { 0,X,0,0,X,0,0,X } }, // Free Tile +Y\r
+ {"fU", "", 10, { 0,X,0,0,0,0,0,X } }, // Free Stone +U\r
+ {"EM", "", 10, { 0,0,0,0,0,0,0,0 } }, // Emperor +K\r
+ {"TK", "", 10, { K,K,K,K,K,K,K,K } }, // Teaching King +I'\r
+ {"BS", "", 10, { S,S,S,S,S,S,S,S } }, // Budhist Spirit +J'\r
+ {"WS", "", 10, { X,X,0,X,1,X,0,X } }, // Wizard Stork +N'\r
+ {"MW", "", 10, { 1,X,0,X,X,X,0,X } }, // Mountain Witch +M'\r
+ {"FF", "", 10, { F,F,F,F,F,F,F,F } }, // Furious Fiend +L!\r
+ {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon +W!\r
+ {"GO", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird +X\r
+ {"fW", "", 10, { X,X,X,0,0,0,X,X } }, // Free Wolf +W\r
+ {"BA", "", 10, { X,0,0,X,0,X,0,0 } }, // Bat +O'\r
+ // Chu pieces (but with different promotion)\r
+ {"LN", "FF",LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion\r
+ {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king\r
+ {"FO", "", 400, { X,X,0,X,X,X,0,X }, 4 }, // flying ox (free leopard)\r
+ {"FB", "", 400, { 0,X,X,X,0,X,X,X }, 4 }, // free boar\r
+ {"DK", "", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king\r
+ {"DH", "", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse\r
+ {"WH", "", 350, { X,X,0,0,X,0,0,X }, 3 }, // white horse (free copper)\r
+ {"R", "G", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook\r
+ {"WL", "", 250, { X,0,0,X,X,X,0,0 }, 4 }, // whale (free serpent)\r
+ {"K", "EM", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"CP", "", 270, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"B", "G", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop\r
+ {"VM", "G", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover\r
+ {"SM", "G", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover\r
+ {"DE", "CP", 201, { 1,1,1,1,0,1,1,1 }, 2 }, // drunk elephant\r
+ {"BT", "fT", 152, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger\r
+ {"G", "fG", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold\r
+ {"FL", "FO", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard\r
+ {"KN", "GD", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin\r
+ {"PH", "GB", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix\r
+ {"RV", "G", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot\r
+ {"L", "G", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance\r
+ {"S", "fS", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver\r
+ {"C", "WH", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper\r
+ {"GB", "RV", 50, { 1,0,0,0,1,0,0,0 }, 1 }, // go between\r
+ {"P", "G", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn\r
{"", "", 10, { } }, // \r
{ NULL } // sentinel\r
};\r
"ABBBCSBDE FDGG DVDS LCBMCCORGB RCSD WRVODY " // L'\r
" CARD HM LN CO VMLD "; // L!\r
char dadaIDs[] = "RVB C DKEFFLG DHI ..K L SMNKKNP FKR S ..SGVBEWPH...." // L (also for Cashew)\r
- "ABEBCSHDEBFDPRFHLGRGOKLCOMNBORPS RCSBST W WBVO " // L'\r
- "RAWB BD GOHM LN SQ WTRUVMLD "; // L!\r
+ "ABEBCSHDEAFDPRFHLGRGOKLCOMNOORPS RCSOST W WSVO " // L'\r
+ "RAWB BD LGHM LN SQ WTRUVMLD "; // L!\r
\r
typedef struct {\r
int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes\r
for(j=0; j<8; j++) {\r
int y, v = kStep[j], r = p[i].range[j];\r
if(r < 0) { // jumping piece, special treatment\r
- if(r == N) { // pure Knightm do off-ray jump\r
+ if(r == N) { // pure Knight, do off-ray jump\r
NewNonCapture(x, x + nStep[j], pFlag);\r
} else\r
if(r >= S) { // in any case, do a jump of 2\r
v = nStep[j];\r
if(r != W) NewNonCapture(x, x + v, pFlag);\r
} else if(r == T) NewNonCapture(x, x+3*v, pFlag); // Lion Dog, also triple step\r
+ else if(r == K) {\r
+ occup |= NewNonCapture(x, x+3*v, pFlag); // Lion Dog, also triple step\r
+ if(!occup) for(y=x+3*v; !NewNonCapture(x, y+=v, pFlag); ); // TK moves\r
+ }\r
} else if(r == I) NewNonCapture(x, x + v, pFlag); // also do step\r
} else\r
if(r == M) { // FIDE Pawn; check double-move\r
if(board[x + v] != EMPTY && board[x + v] != EDGE)\r
map[2*(x + v) + start] += one[j];\r
if(r < I) {\r
- if(r == T) { // Lion Dog, also jump of 3\r
+ if(r == T || r == K) { // Lion Dog, also jump of 3\r
if(board[x + 3*v] != EMPTY && board[x + 3*v] != EDGE)\r
map[2*(x + 3*v) + start] += one[j];\r
+ if(r == K) { // also range (Teaching King)\r
+ int y = x, n = 0;\r
+ while(1) {\r
+ if(board[y+=v] == EDGE) break;\r
+ if(board[y] != EMPTY) {\r
+ if(n > 2) map[2*y + start] += one[j]; // outside Lion range\r
+ break;\r
+ }\r
+ n++;\r
+ }\r
+ }\r
} else\r
if(r <= L) { // true Lion, also Knight jump\r
if(r < L) { // Lion plus (limited) range\r
}\r
break;\r
case T: // Lion-Dog move (awful!)\r
+ case K:\r
if(d > 3) break;\r
NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
att -= one[i];\r
//printf("mask[%d] = %o\n", i, att);\r
if((att & attackMask[i]) == 0) break;\r
}\r
- // more attacks to come; san for next stop\r
+ // more attacks to come; scan for next stop\r
if(jcapt < p[board[x]].qval) jcapt = p[board[x]].qval; // raise barrier for range jumpers further upstream\r
while(board[x+=v] == EMPTY); // this should never run off-board, if the attack map is not corrupted\r
} while(1);\r