// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.17"\r
+#define VERSION "0.18"\r
\r
//define PATH level==0 /*|| path[0] == 0x3490a && (level==1 || path[1] == 0x285b3 && (level == 2 || path[2] == 0x8710f && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5)))))*/\r
#define PATH 0\r
\r
typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU, V_SHATRANJ, V_MAKRUK, V_LION } Variant;\r
\r
+#define SAME (-1)\r
+\r
VariantDesc variants[] = {\r
- { 16, 8, 8, 1, V_CHESS, "normal", chessArray }, // FIDE\r
+ { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu\r
+ { 16, 8, 8, 1, V_CHESS, "nocastle", chessArray }, // FIDE\r
{ 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho\r
{ 18, 9, 9, 3, V_SHO, "sho", shoArray }, // Sho duplicat\r
- { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu\r
{ 30, 15, 15, 5, V_DAI, "dai", daiArray }, // Dai\r
{ 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray }, // Tenjiku\r
{ 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray}, // Shatranj\r
int i, j, k;\r
PieceDesc *pawn;\r
\r
+ if(var != SAME) { // the following should be already set if we stay in same variant (for TakeBack)\r
currentVariant = variants[var].varNr;\r
bWidth = variants[var].boardWidth;\r
bHeight = variants[var].boardRanks;\r
zone = variants[var].zoneDepth;\r
array = variants[var].array;\r
+ }\r
bsize = bWidth*bHeight;\r
chuFlag = (currentVariant == V_CHU || currentVariant == V_LION);\r
tenFlag = (currentVariant == V_TENJIKU);\r
}\r
} else\r
if(r == M) { // FIDE Pawn; check double-move\r
- if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v])\r
+ if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v] & LAST_RANK)\r
NewNonCapture(x, x+2*v, pFlag), moveStack[msp-1] |= DEFER; // use promoSuppress flag as e.p. flag\r
}\r
continue;\r
int\r
Search (int alpha, int beta, int difEval, int depth, int lmr, int oldPromo, int promoSuppress, int threshold)\r
{\r
- int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000;\r
+ int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000, ep;\r
int firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr;\r
int resDep, iterDep, ext;\r
int myPV = pvPtr;\r
autoFail = 0; curMove = firstMove - 1; continue; // release stashed moves for search\r
}\r
phase = 4; // out of victims: all captures generated\r
- if(chessFlag && promoSuppress != ABSENT) { // e.p. rights. Create e.p. captures as Lion moves\r
- int n = board[promoSuppress-1], old = msp; // a-side neighbor of pushed pawn\r
- if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(promoSuppress-1, SPECIAL + 20 - 4*stm, 0);\r
- n = board[promoSuppress+1]; // h-side neighbor of pushed pawn\r
- if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(promoSuppress+1, SPECIAL + 52 - 4*stm, 0);\r
+ if(chessFlag && (ep = promoSuppress & SQUARE) != ABSENT) { // e.p. rights. Create e.p. captures as Lion moves\r
+ int n = board[ep-1], old = msp; // a-side neighbor of pushed pawn\r
+ if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep-1, SPECIAL + 20 - 4*stm, 0);\r
+ n = board[ep+1]; // h-side neighbor of pushed pawn\r
+ if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep+1, SPECIAL + 52 - 4*stm, 0);\r
if(msp != old) goto extractMove; // one or more e.p. capture were generated\r
}\r
case 4: // dubious captures\r
{ // reset the game and then replay it to the desired point\r
int last, stm;\r
last = moveNr - n; if(last < 0) last = 0;\r
- Init(currentVariant); stm = Setup2(startPos);\r
+ Init(SAME); stm = Setup2(startPos);\r
printf("# setup done");fflush(stdout);\r
for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove2(stm, gameMove[moveNr]),printf("make %2d: %x\n", moveNr, gameMove[moveNr]);\r
return stm;\r