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/***************************************************************************/
/* Fairy-Max, */
/* Version of the sub-2KB (source) micro-Max Chess program, fused to a */
/* generic WinBoard interface, loading its move-generator tables from file */
/***************************************************************************/
/*****************************************************************/
/* LICENCE NOTIFICATION */
/* Fairy-Max 5.0 is free software, released in the public domain */
/* so that you have my permission do with it whatever you want, */
/* whether it is commercial or not, at your own risk. Those that */
/* are not comfortable with this, can also use or redistribute */
/* it under the GNU Public License or the MIT License. */
/* Note, however, that Fairy-Max can easily be configured through*/
/* its fmax.ini file to play Chess variants that are legally pro-*/
/* tected by patents, and that to do so would also require per- */
/* mission of the holders of such patents. No guarantees are */
/* given that Fairy-Max does anything in particular, or that it */
/* would not wreck the hardware it runs on, and running it is */
/* entirely for your own risk. H.G,Muller, author of Fairy-Max */
/*****************************************************************/
#define MULTIPATH
#define VERSION "5.0b"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <signal.h>
#include <time.h>
#ifndef FAIRYDIR
#define FAIRYDIR "."
#endif
#define INI_FILE FAIRYDIR "/fmax.ini"
#ifdef WIN32
# include <windows.h>
# define CPUtime 1000.*clock
int Input()
{ // checks for waiting input in pipe
static int init; static HANDLE inp; DWORD cnt;
if(!init) inp = GetStdHandle(STD_INPUT_HANDLE);
if(!PeekNamedPipe(inp, NULL, 0, NULL, &cnt, NULL)) return 1;
return cnt;
}
#else
# include <sys/time.h>
# include <sys/times.h>
# include <sys/ioctl.h>
# include <unistd.h>
int GetTickCount() // with thanks to Tord
{ struct timeval t;
gettimeofday(&t, NULL);
return t.tv_sec*1000 + t.tv_usec/1000;
}
double CPUtime()
{ // get CPU time used by process, converted to 'MILLICLOCKS'
struct tms cpuTimes;
static int cps = 0;
if(!cps) cps = sysconf(_SC_CLK_TCK);
times(&cpuTimes);
return ((double)(cpuTimes.tms_utime + cpuTimes.tms_stime) * CLOCKS_PER_SEC * 1000)/cps;
}
int Input()
{
int cnt;
if(ioctl(0, FIONREAD, &cnt)) return 1;
return cnt;
}
#endif
int StartKey;
#define ANALYZE -2
#define EMPTY -1
#define WHITE 0
#define BLACK 16
#define STATE 256
/* The following macros indicate the differences between Fairy-Max and its */
/* dedicated Shatranj derivative ShaMax so that these can now be compiled */
/* from the same unified source file. */
/* Compile with gcc option -DSHATRANJ to build ShaMax. */
#ifdef SHATRANJ
# define FAC 175
# define EG 13
# define NAME "ShaMax"
# define SHAMAX(x) x
# define FMAX(x)
#else
# define FAC 128
# define EG 10
# define NAME "Fairy-Max"
# define SHAMAX(x)
# define FMAX(x) x
#endif
/* make unique integer from engine move representation */
#define PACK_MOVE 256*K + L + (PromPiece << 16) + (GT<<24);
/* convert intger argument back to engine move representation */
#define UNPACK_MOVE(A) K = (A)>>8 & 255; L = (A) & 255; PromPiece = (A)>>16 & 255; GT = (A)>>24 & 255;
/* Global variables visible to engine. Normally they */
/* would be replaced by the names under which these */
/* are known to your engine, so that they can be */
/* manipulated directly by the interface. */
int Side;
int Move;
int PromPiece;
int Result;
int TimeLeft;
int MovesLeft;
int MaxDepth;
int Post;
int Fifty;
int GameNr;
int Randomize;
int Resign;
char Cambodian[80] = "makruk";
int Threshold = 800;
int drawMoves = 50;
int Score;
int zone, pRank, popup;
int prom, pm, gating, succession, hill;
char piecename[32], piecetype[32], blacktype[32];
char selectedFairy[80];
char *inifile = INI_FILE;
char info[999], hashfile[256];
int Ticks, tlim, Setup, SetupQ;
int GameHistory[1024];
char HistoryBoards[1024][STATE], setupPosition[290];
int GamePtr, HistPtr;
int map[1<<16];
#define RBITS 12
#define W while
#define K(A,B) *(int*)(T+A+S*(B&31))
#define J(A) K(y+A,b[y])-K(x+A,u)-K(H+A,t)
#define SETKEY(Key,A) for(Key=i=0;i<=BE;i++)Key+=K(i+A,b[i])
int U=(1<<23)-1;
struct _ {int K,V;unsigned char X,Y,D,F;} *A; /* hash table, 16M+8 entries*/
int M=136,S=256,I=8e3,Q,O,K,N,j,R,J,Z,LL,GT, /* M=0x88 */
BW,BH,BE,sh,RR,ab,CONS,L,ep,stale,wk,bk,bareK,bareL,score,R2,
pt[513], /* promotion bonus/upgrade */
w[16]={0,2,2,-1,7,8,12,23,7,5}, /* relative piece values */
o[256],
oo[32], /* initial piece setup */
of[256],
od[16]; /* 1st dir. in o[] per piece*/
signed char pl[32],
b[1025], /* board: 16x8+dummy, + PST */
T[8200], /* hash translation table */
centr[32],
n[]=".*XKNBRQEWFMACHG?x+knbrqewfmachg"; /* piece symbols on printout*/
int pv[10000],*sp=pv; // triangular array
int margin;
int seed=76596595; int Rand() { return (seed = 1103515245*seed + 12345)*150610563>>14; }
void pboard()
{int i;
i=-1;W(++i<S)printf(" %c",(i&15)==BW&&(i+=15-BW)?10:n[b[i]&31]);
}
int D(k,q,l,e,E,z,n) /* recursive minimax search, k=moving side, n=depth*/
int k,q,l,e,E,z,n; /* (q,l)=window, e=current eval. score, E=e.p. sqr.*/
{ /* e=score, z=prev.dest; J,Z=hashkeys; return score*/
int j,r,m,v,d,h,i,F,G,P,V,f=J,g=Z,C,s,flag,FF,*ps=sp,kk=S,x,y,X,Y,H,B,rk;
signed char t,p,u,gt,rg,vf;
struct _*a=A+(J+(k+S)*E&U); /* lookup pos. in hash table*/
q-=q<e;l-=l<=e; /* adj. window: delay bonus */
d=a->D;m=a->V;X=a->F;Y=a->Y+S-1; /* resume at stored depth */
if(a->K-Z|z&S&&(X=8)|| /* miss: other pos. or empty*/
!(m<=q|X&4&&m>=l|X&2)) /* or window incompatible */
d=Y=0; /* start iter. from scratch */
if(X&1)return 0; /* busy-flag set: rep-draw */
*sp++=0; /* initialize empty PV */
X=a->X; /* start at best-move hint */
W(d++<n||d<3|| /*** min depth = 2 iterative deepening loop */
z&S&&K==I&&(GetTickCount()-Ticks<tlim&d<=MaxDepth|| /* root: deepen upto time */
(K=X,L=Y&~S,Score=m,d=3))) /* time's up: go do best */
{x=B=X; /* start scan at prev. best */
h=Y&S; /* request try noncastl. 1st*/
if(a->D<99)a->F=1,a->K=Z; /* mark hash entry 'busy' */
P=d>2&&l+I?D(16-k,-l,1-l,-e,S,2*S,d-3):I; /* search null move */
m=-P<l|R<5?d-2?-I:e:-P; /*** prune if > beta unconsidered:static eval */
SHAMAX( if(pl[k]<=1&pl[16-k]>1)m=I-1; ) /* bare king loses */
ab|=!(N++&4095)&&tlim>1e8&&Input(); /* node count (for timing) */
do{u=b[x]; /* scan board looking for */
if(u&&(u&16)==k) /* own piece (inefficient!)*/
{r=p=u&15; /* p = piece type (set r>0) */
if(hill&&w[p]<0&b[769+x])m=I,d=98; /* King on the hill: we won */
j=od[p]; /* first step vector f.piece*/
W(r=o[++j]) /* loop over directions o[] */
{A: /* resume normal after best */
flag=h?3:of[j]; /* move modes (for fairies) */
y=x;F=FF=G=S;rg=flag>>10&3;vf=32; /* (x,y)=move, (F,G)=castl.R*/
if(rg>p)rg=pt[x]&~u&2*u?(vf=0):1;
do{ /* y traverses ray, or: */
H=y=h?Y^h:y+r; /* sneak in prev. best move */
if(flag&1<<8)H=y=(y&15)>13?y+BW:(y&15)>=BW?y-BW:y; /* cylinder board */
if(y<0|y>BE|(y&15)>=BW)break; /* board edge hit */
#ifdef MULTIPATH
if(flag&1<<9) /* if multipath move */
{t=flag>>RBITS; /* get dir. stepped twice */
if(b[x+t]){if(b[y-2*t]|b[y-t])break;}else
if(b[x+2*t]&&b[y-t])break; /* test if empty path exists*/
}
#endif
m=E<S&&(y<(z&S-1)?E-y<2:y-E<2)&flag?I:m; /* bad castling */
if(p<3&flag)H=(y^E)&(E>>9^511)?H:z&S-1; /* shift capt.sqr. H if e.p.*/
t=b[H];
if(flag&1+!t) /* mode (capt/nonc) allowed?*/
{if(t&&(t&16)==k)break; /* capture own */
i=w[t&15]+((t&192)>>sh); /* value of capt. piece t */
if(i<0&&(pl[t&31]<2|| /* K capture, (of last K), */
t>>3&kk!=H&kk!=S||(kk=H,i=-i,0)))m=I,d=98;/* or duple check: cutoff*/
if(m>=l&d>1)goto C; /* abort on fail high */
v=d-1?e:i-p; /*** MVV/LVA scoring if d=1**/
if(d-!t>1) /*** all captures if d=2 ***/
{v=gt=0;G: /* retry move with gating */
v+=centr[p]*(b[x+513]-b[y+513]); /* center positional pts. */
if(G-S)b[FF]=(rk=b[G])|32,v+=20; /* castling: put R & score */
b[G]=b[H]=0;b[x]=gt;b[y]=u|32; /* do move, set non-virgin */
pl[t&31]-=!!t; /* updat victim piece count */
v-=w[p]>0|R<EG?0:20-30*((x-y+1&7)>2); /*** freeze K in mid-game ***/
if(p<3) /* pawns: */
{v-=9*((b[x-2]!=u)+ /* structure, undefended */
(b[x+2]!=u) /* squares plus bias */
+(w[b[x^16]&15]<0)) /*** cling to magnetic K ***/
+(R-76>>2); /* end-game Pawn-push bonus */
b[y]+=V=u&32?pt[y]:0; /*upgrade P or convert to Q */
V>>=sh; /* for Shatranj promo to F */
i+=V+abs(w[b[y]&15])-w[p]; /* promotion / passer bonus */
}
if(z&S){
if(map[x+S*y]){v=-I;goto S;} /* skip if excluded move */
if(GamePtr<6&Randomize)v+=(Rand()>>10&31)-16; /* randomize */
}
J+=J(0);Z+=J(4)+G-S;
SHAMAX( pl[k]-=!!t; ) /* count pieces per side */
v+=e+i;V=m>q?m:q; /*** new eval & alpha ****/
if(z&S)V=m-margin>q?m-margin:q; /* multiPV */
C=d-1-(d>5&p>2&!t&!h); /* nw depth, reduce non-cpt.*/
C=R<EG|P-I|d<3||t&&w[p]>0?C:d; /* extend 1 ply if in-check */
if(bareK)C=p==bareK&&2&b[769+x]?d+1:d-1; /* corner-leave extension */
do
s=C>2|v>V?-D(16-k,-l,-V,-v,/*** futility, recursive eval. of reply */
F,y&255,C):v;
W(s>q&++C<d); v=s; /* no fail:re-srch unreduced*/
if(v>V&v<l){int *p=sp;
sp=ps+1;
W(*sp++=*p++);
*ps=512*x+y;
}
if(z&8*S&&K-I) /* move pending: check legal*/
{if(v+I&&x==K&y==L>==GT) /* if move found */
{Q=-e-i;O=F;LL=L;prom=gt&15;
if(b[y]-u&15)prom=b[y]-=PromPiece, /* (under-)promotion: */
Q-=abs(w[prom&=15]),Q+=w[prom+PromPiece], /* correct piece & score & */
Z+=PromPiece; /* invalidate hash */
a->D=99;a->V=0; /* lock game in hash as draw*/
R2-=i/FAC; /*** total captd material ***/
Fifty = t|p<3?0:Fifty+1;
if(centr[p]>2)bareL=y; /* remember location bare K */
sp=ps;
return l;} /* & not in check, signal */
v=m; /* (prevent fail-lows on */
} /* K-capt. replies) */
SHAMAX( pl[k]+=!!t; ) S:pl[t&31]+=!!t;
b[G]=rk;b[FF]=b[y]=0;b[x]=u;b[H]=t; /* undo move,G can be dummy */
} /* if non-castling */
if(z&S&&!ab&K==I&d>2&v>V&v<l){int *p=ps;char X,Y;
if(Post){
printf("%2d ",d-2); score=v;
printf("%6d ", v > I-S ? 100000+I-v : v < S-I ? -100000-I-v : v);
printf("%8d %10d",(GetTickCount()-Ticks)/10,N);
while(*p){X=*p>>9;Y=*p++;
printf(" %c%d%c%d",'a'+(X&15),BH-(X>>4&15)-(BH==10),'a'+(Y&15),BH-(Y>>4&15)-(BH==10));}
printf("\n");fflush(stdout);
}GT=gt; /* In root, remember gated */
}
if(v>m) /* new best, update max,best*/
m=v,X=x,Y=y|S&F; /* mark non-double with S */
if(gating&&!(u&32)&&p>2&&d-!t>1){ /* virgin non-Pawn: gate */
pl[(gt|=k+40)-27]++; /* prev. gated back in hand */
if(m>=l)goto C; /* loop skips cutoff :-( */
W(++gt<k+43)if(pl[gt-27]){ /* look if more to gate */
pl[gt-27]--;v=10;goto G; /* remove from hand & retry */
}}
J=f;Z=g; /* restore hash keys */
if(ab){a->F&=6;sp=ps;return 0;} /* unwind search to abort */
if(h){h=0;goto A;} /* redo after doing old best*/
}
s=t&&2&~rg|~t&16^k;v=r^flag>>RBITS; /* platform & toggled vector*/
if(flag&15^4|u&vf|| /* no double or moved before*/
p>2&!(flag&128)&& /* no P & no virgin jump, */
((b[G=x&~15|(r>0)*(BW-1)]^32)<33 /* no virgin R in corner G, */
||b[G-r]|b[G-2*r]|b[FF=y+v-r]|b[y+r]) /* no 2 empty sq. next to R */
)t+=flag&4; /* fake capt. for nonsliding*/
else if(flag&64)t=flag&128?0:t,flag&=63; /* e.p-immune initial step */
else F=y+(p<3)*(ep&~u<<8); /* set e.p. rights */
if(s&&flag&8&&!(y=rg&1?y-r:y,t=0) /* hoppers go to next phase */
||!(flag&128)&&!rg--) /* zig-zag piece? (w. delay)*/
r=v,flag^=flag>>4&15; /* alternate vector & mode */
}W(!t); /* if not capt. continue ray*/
}}
if((++x&15)>=BW)x=x>BE?0:x+16&~15; /* next sqr. of board, wrap */
}W(x-B);
C:FMAX( m=m+stale|P==I?m:(X=Y=0); ) /* if stalemate, draw-score */
if(a->D<99) /* protect game history */
a->K=Z,a->V=m,a->D=d,a->X=X, /* always store in hash tab */
a->F=4*(m>q)|2*(m<l),a->Y=Y&S?Y+1:0; /* move, type (bound/exact),*/
} /* encoded in X 2,4 bits */
if(z&4*S)K=X,L=Y&~S;
sp=ps;
return m+=m<e; /* delayed-loss bonus */
}
/* Generic main() for Winboard-compatible engine */
/* (Inspired by TSCP) */
/* Author: H.G. Muller */
/* The engine is invoked through the following */
/* subroutines, that can draw on the global vaiables */
/* that are maintained by the interface: */
/* Side side to move */
/* Move move input to or output from engine */
/* PromPiece requested piece on promotion move */
/* TimeLeft ms left to next time control */
/* MovesLeft nr of moves to play within TimeLeft */
/* MaxDepth search-depth limit in ply */
/* Post boolean to invite engine babble */
/* InitEngine() progran start-up initialization */
/* InitGame() initialization to start new game */
/* (sets Side, but not time control) */
/* Think() think up move from current position */
/* (leaves move in Move, can be invalid */
/* if position is check- or stalemate) */
/* DoMove() perform the move in Move */
/* (togglese Side) */
/* ReadMove() convert input move to engine format */
/* PrintMove() print Move on standard output */
/* Legal() check Move for legality */
/* ClearBoard() make board empty */
/* PutPiece() put a piece on the board */
/* define this to the codes used in your engine, */
/* if the engine hasn't defined it already. */
int PrintResult(int s, int mode)
{
int j, k, cnt=0;
/* search last 50 states with this stm for third repeat */
for(j=2; j<=100 && j <= HistPtr; j+=2)
{
for(k=0; k<STATE; k++)
if(HistoryBoards[HistPtr][k] !=
HistoryBoards[HistPtr-j&1023][k] )
{
goto differs;}
/* is the same, count it */
if(++cnt > 1) /* third repeat */
{
if(mode != EMPTY) printf("1/2-1/2 {Draw by repetition}\n");
return 1;
}
differs: ;
}
K=I;ab=0;
cnt = D(s,-I,I,Q,O,LL|4*S,3);
#ifdef SHATRANJ
if(pl[s]==1 && pl[16-s]==1) {
printf("1/2-1/2 {Insufficient mating material}\n");
return 4;
}
if(pl[s]<=1 && pl[16-s]>1) {
if (s == BLACK)
printf("0-1 {Bare King}\n");
else
printf("1-0 {Bare King}\n");
return 5;
}
#else
if(cnt>-I+1 && K==0 && L==0) {
printf("1/2-1/2 {Stalemate}\n");
return 2;
}
#endif
if(cnt==-I+1) {
if (s == WHITE)
printf("0-1 {Black mates}\n");
else {
if(succession) { // suppress loss claim if black might be able to replace its King by promotion
for(j=0;j<BW;j++)if((b[j+96]&31)==18)return 0;
}
printf("1-0 {White mates}\n");
}
return 3;
}
if(Fifty >= 2*drawMoves) {
if(mode != EMPTY) printf("1/2-1/2 {Draw by fifty move rule}\n");
return 4;
}
return 0;
}
void InitEngine()
{
N=32*S+7;W(N-->S+3)T[N]=Rand()>>9;
seed=GetTickCount();
}
void InitGame()
{
int i,k=0;
Side = WHITE; Q=0; O=S;
Fifty = 0; R = 0;
for(i=0;i<16*BH;i++)b[i]=0;
for(i=0;i<32;i++)pl[i]=0;
K=BW;W(K--)
{b[K]=oo[K+16]+16;b[K+(BH-1)*16]=oo[K];b[K+16*pRank]=18;b[K+(BH-1-pRank)*16]=1; /* initial board setup*/
pl[oo[K+16]+16]++;pl[oo[K]]++;pl[18]++;pl[1]++;
if(w[oo[K+16]+16] == -1)pl[oo[K+16]+16]=1;
if(w[oo[K]] == -1)pl[oo[K]]=1;
L=BH;W(L--)b[16*L+K+513]=(K-BW/2+hill/2.)*(K-BW/2+hill/2.)+(L-(BH-1)/2.)*(L-(BH-1)/2.),pt[16*L+K]=0; /* center-pts table */
pt[K+16]=pt[K+32]=pt[K+(BH-3)*16]=pt[K+(BH-2)*16]=64;pt[K+16*zone]=6-128;pt[K+(BH-1-zone)*16]=5-128; /* promotion bonus & piece upgrade */
if(pRank == 3) L=oo[K-(w[oo[K]]<0)],pt[K]=L-129,pt[K+(BH-1)*16]=L-130;
}
b[769+16*3+BW/2]=b[769+16*4+BW/2]=b[769+16*3+BW/2-1]=b[769+16*4+BW/2-1]=1; /* hill */
b[769]=b[769+16*(BH-1)]=b[769+16*(BH-1)+BW-1]=b[769+BW-1]=2; /* corners */
for(i=0; i<BW; i++) {
R += abs(w[oo[i]])/FAC + abs(w[oo[i+16]])/FAC;
Q += abs(w[oo[i]]) - abs(w[oo[i+16]]) + w[1] - w[2];
if(w[oo[i]] < 0) k = w[oo[i]];
}
RR = R2 = R -= 2*(-k/FAC);
pl[WHITE] = pl[BLACK] = 2*BW;
pm = !pl[BLACK+7] && pl[BLACK+9] && pl[WHITE+7] ? 2 : 0; // Unlike white, black has no 'Q', so promote to 9, which he does have.
K=BW;W(K--)pt[K+(BH-1)*16]+=pm; // alter black promotion choice
if(gating) pl[14] = pl[15] = pl[30] = pl[31] = 1, R2 = R += 2*(w[9]/FAC + w[10]/FAC);
}
void CopyBoard(int s)
{
int i, j;
/* copy game representation of engine to HistoryBoard */
/* don't forget castling rights and e.p. state! */
for(i=0; i<BH; i++)
for(j=0; j<BW; j++) /* board squares */
HistoryBoards[s][BW*i+j] = b[16*i+j]|64*(16*i+j==O);
}
int PrintVariants(int combo)
{
int count=0, total=0, c=EOF+1; char buf[80];
FILE *f;
f = fopen(inifile, "r");
if(f==NULL) return 0;
/* search for game names in definition file */
do {
while(fscanf(f, "Game: %s", buf) != 1 && c != EOF)
while((c = fgetc(f)) != EOF && c != '\n');
if(c == EOF) break;
total++;
if(*buf < 'a' || combo == (strstr(buf, "fairy/") != buf)) continue;
if(combo && count == 0) strcpy(selectedFairy, buf);
if(count++) printf(combo ? " /// " : ",");
printf("%s", combo ? buf+6 : buf);
} while(c != EOF);
fclose(f);
if(!combo && total != count) printf("%sfairy", count ? "," : "");
}
void PrintOptions()
{
printf("feature option=\"Resign -check %d\"\n", Resign);
printf("feature option=\"Resign Threshold -spin %d 200 1200\"\n", Threshold);
printf("feature option=\"Claim draw after -spin %d 0 200\"\n", drawMoves);
printf("feature option=\"Ini File -file %s\"\n", inifile);
printf("feature option=\"Multi-PV Margin -spin %d 0 1000\"\n", margin);
printf("feature option=\"Variant fairy selects -combo "); PrintVariants(1); printf("\"\n");
printf("feature option=\"Makruk rules -combo makruk /// Cambodian /// Ai-wok\"\n");
printf("feature option=\"Dummy Slider Example -slider 20 0 100\"\n");
printf("feature option=\"Dummy String Example -string happy birthday!\"\n");
printf("feature option=\"Dummy Path Example -path .\"\n");
printf("feature option=\"Automatic persistent-hash dialog -check %d\"\n", popup);
printf("feature option=\"Info -button\"\n");
printf("feature option=\"Save in hash file -button\"\n");
printf("feature option=\"Clear Hash -button\"\n");
printf("feature done=1\n");
}
void LoadHash(char *dir, char *name)
{ // read persistent-hash file into hash table as protected entries that always cause cutoff
FILE *f;
snprintf(hashfile, 256, "%s/%s.hash", dir, name);
if(f = fopen(hashfile, "r")) {
while(fscanf(f, "%x:%x=%d", &J, &Z, &j) == 3) J&=U, A[J].V=j, A[J].K=Z, A[J].D=99, A[J].F=6;
fclose(f);
}
}
int LoadGame(char *name)
{
int i, j, ptc=0, count=0, step2; char c, buf[80], pieceToChar[200], parent[80];
static int currentVariant;
FILE *f;
f = fopen(inifile, "r");
if(f==NULL)
{ printf("telluser piece-description file '%s' not found\n", inifile);
exit(0);
}
if(fscanf(f, "version 4.8(%c)", &c)!=1 || c != 'w')
{ printf("telluser incompatible fmax.ini file\n"); exit(0); }
gating = succession = 0;
if(name != NULL)
{ /* search for game name in definition file */
if(!strcmp(name, "makruk")) name = Cambodian; else
if(!strcmp(name, "fairy")) name = selectedFairy;
gating = !strcmp(name, "seirawan");
while((ptc=fscanf(f, "Game: %s # %s # %s", buf, pieceToChar, parent))==0 || strcmp(name, buf) ) {
char *p = info;
while((c = fgetc(f)) != EOF && c != '\n') *p++ = c;
if(*info == '/') *p = 0; else *info = 0; // remember last line before Game if it was comment
count++;
if(c == EOF) {
printf("telluser variant %s not supported\n", name);
fclose(f);
return 0; /* keep old settings */
}
}
currentVariant = count;
}
/* We have found variant, or if none specified, are at beginning of file */
if(fscanf(f, "%dx%d", &BW, &BH)!=2 || BW>12 || BH>16)
{ printf("telluser unsupported board size %dx%d\n",BW,BH); exit(0); }
BE = (BH-1)*16 + BW-1; CONS = 799 + 16*(BH-8); // highest valid square number and move-conversion constant
i = 1; fscanf(f, "=%d", &i); zone = i - 1; // new method to indicate deviant zone depth
for(i=0; i<BW; i++) fscanf(f, "%d", oo+i);
for(i=0; i<BW; i++) fscanf(f, "%d", oo+i+16);
for(i= 0; i<=U; i++)
A[i].K = A[i].D = A[i].X = A[i].Y = A[i].F = 0; /* clear hash */
for(i=0; i<32; i++) piecetype[i] = blacktype[i] = 0;
i=0; j=-1; c=0; ep=1<<20; stale=I; bk=1; bareK=0; bareL=-1; step2 = 666;
while(fscanf(f, "%d,%x,%d", o+j, of+j, &step2)>=2 ||
fscanf(f,"%c:%d",&c, w+i+1)==2)
{ if(c)
{ od[++i]=j; centr[i] = c>='a';
blacktype[c&31]=i; piecename[i]=c&31;
if(piecetype[c&31]==0) piecetype[c&31]=i; // only first
succession |= w[i] < -4; // expendable royalty; assume we can promote to it
if(w[i]<0) wk=bk, bk=i; // remember royals
}
if(step2 != 666) of[j] += (step2 ^ o[j]) << RBITS, step2 = 666; // compute toggle-vector from 3rd move parameter
j++; o[j]=0;
/* printf("# c='%c' i=%d od[i]=%d j=%d (%3d,%8x)\n",c?c:' ',i,od[i],j,o[j-1],of[j-1]); /**/
c=0; if(i>15 || j>255) break;
}
if(BH == 10 && o[0] == -16 && of[0] & 0xC00) ep += 16<<9; // pawn with triple-push
sh = w[7] < 250 ? 3 : 0; hill = (w[3] == -2); stale -= (w[9] == -2); pRank = (zone ? zone : 1);
if(zone < 0) pRank = -1-zone, zone = 0; // negative =N suffix is kludge for configuring Pawn rank
if(ptc > 1) { // setup board in GUI, by sending it pieceToCharTable and FEN
if(ptc == 2) printf("setup (%s) ", pieceToChar);
else printf("setup (%s) %dx%d+0_%s ", pieceToChar, BW, BH, parent);
for(i=0; i<BW; i++) printf("%c", piecename[oo[i+16]]+'`'); printf("/");
for(i=1; i<pRank; i++) printf("8/");
for(i=0; i<BW; i++) printf("%c", piecename[2]+'`'); printf("/");
for(i=1+pRank; i<BH-1-pRank; i++) printf("%d/", BW);
for(i=0; i<BW; i++) printf("%c", piecename[1]+'@'); printf("/");
for(i=1; i<pRank; i++) printf("8/");
for(i=0; i<BW; i++) printf("%c", oo[i] ? piecename[oo[i]]+'@' : '1'); printf(" w KQkq - 0 1\n");
}
while(fscanf(f, " # %[^\n]", pieceToChar)) printf("piece %s\n", pieceToChar);
fclose(f);
LoadHash(FAIRYDIR, name); LoadHash(".", name); // initialize persistent hash
}
int main(int argc, char **argv)
{
int Computer, MaxTime, MaxMoves, TimeInc, sec, i;
char line[256], command[256], c, ff, ft;
int m, nr, rf, rt;
double cpuT;
if(argc > 1 && !strcmp(argv[1], "-v")) argc++, argv--, printf("%s\n", VERSION), exit(0);
if(argc>1 && sscanf(argv[1], "%d", &m)==1)
{ U = (1<<m)-1; argc--; argv++; }
A = (struct _ *) calloc(U+1, sizeof(struct _));
if(argc>1) inifile = argv[1];
signal(SIGINT, SIG_IGN);
setvbuf(stdin, NULL, _IONBF, 0); // suppress input buffering
printf("tellics say " NAME " " VERSION "\n");
printf("tellics say by H.G. Muller\n");
InitEngine();
LoadGame(NULL);
InitGame();
Computer = EMPTY;
MaxTime = 10000; /* 10 sec */
MaxDepth = 30; /* maximum depth of your search */
for (;;) {
fflush(stdout);
PromPiece = 0; /* Always promote to Queen ourselves */
for(N=K=0;K<S;K++)N+=b[K]?b[K]&16?S:1:0; /* count pieces for detecting bare King */
if(w[wk]<0&w[bk]<0){if(N<2*S)bareK=bk;if(!(N&S-2))bareK=wk;}
R = R2 - 2*abs(Q)/(3*FAC); if(R < 0) R=0; /* treat strongly unbalanced as if later game phase */
if(bareK)centr[bareK]=1+Fifty/10,R=4;
SETKEY(J,0); SETKEY(Z,4); /* absolutize key, so it can be used for persistent hash */
K=(bareL&15);L=bareL>>4;
if(!K|K==BW-1&&!L|L==BH-1&&b[513+bareL])
for(i=0;i<BH;i++)for(m=0;m<BW;m++)b[513+16*i+m]=abs(abs(i-L)-abs(m-K));
if(hill) centr[3] = R>20 ? 1 : 22-R;
Ticks = GetTickCount();
if (Side == Computer) {
/* think up & do move, measure time used */
/* it is the responsibility of the engine */
/* to control its search time based on */
/* MovesLeft, TimeLeft, MaxMoves, TimeInc */
/* Next 'MovesLeft' moves have to be done */
/* within TimeLeft+(MovesLeft-1)*TimeInc */
/* If MovesLeft<0 all remaining moves of */
/* the game have to be done in this time. */
/* If MaxMoves=1 any leftover time is lost*/
cpuT = CPUtime(); printf("# times @ %u\n", Ticks);
m = MovesLeft<=0 ? 40 : MovesLeft;
tlim = (0.6-0.06*(BW-8))*(TimeLeft+(m-1)*TimeInc)/(m+7);
if(tlim>TimeLeft/15) tlim = TimeLeft/15;
printf("# %d+%d pieces, centr = (%d,%d) R=%d\n", N&63, N>>8, centr[wk], centr[bk], R);
if(bareK|RR>4^R>4) // with bare King or after switching on or off null move
for(i=0;i<=U;i++)if(A[i].D<99&&abs(A[i].V)<I-S)A[i].K=0; // clear hash
N=ab=0;K=I;RR=R;
if (D(Side,-I,I,Q,O,LL|9*S,3)==I) {
Side ^= BLACK^WHITE;
m = GetTickCount() - Ticks;
printf("# times @ %u: real=%d cpu=%1.0f\n", m + Ticks, m,
(CPUtime() - cpuT)/CLOCKS_PER_SEC);
printf("# promo = %d (%c) GT = %d\n", prom, piecename[prom]+'`', GT);
printf("move ");
printf("%c%d%c%d",'a'+(K&15),BH-(K>>4)-(BH==10),
'a'+(L&15),BH-(L>>4)-(BH==10));
if(prom)printf("%c",piecename[prom]+'a'-1);
printf("\n");
/* time-control accounting */
TimeLeft -= m;
TimeLeft += TimeInc;
if(--MovesLeft == 0) {
MovesLeft = MaxMoves;
if(MaxMoves == 1)
TimeLeft = MaxTime;
else TimeLeft += MaxTime;
}
GameHistory[GamePtr++] = PACK_MOVE;
CopyBoard(HistPtr=HistPtr+1&1023);
if(Resign && Score <= -Threshold) {
printf("resign\n"); Computer=EMPTY;
} else if(PrintResult(Side, Computer))
Computer = EMPTY;
} else {
if(!PrintResult(Side, Computer))
printf("resign { refuses own move }\n");
Computer = EMPTY;
}
continue;
}
if(Computer == ANALYZE) {
if(popup-- == 1) popup++, printf("askuser remember Save score in hash file (OK/Cancel)?\n");
N=ab=0;K=I;tlim=1e9;
D(Side,-I,I,Q,O,LL|S,3);
}
if (!fgets(line, 256, stdin))
return 1;
if (line[0] == '\n')
continue;
sscanf(line, "%s", command);
if (!strcmp(command, "xboard"))
continue;
if (!strcmp(command, "protover")) {
printf("feature myname=\"" NAME " " VERSION "\"\n");
printf("feature memory=1 exclude=1\n");
printf("feature setboard=0 xedit=1 ping=1 done=0\n");
printf("feature variants=\"");
PrintVariants(0);
printf("\"\n");
PrintOptions();
continue;
}
if (!strcmp(command, "ping")) { int nr=0;
sscanf(line, "ping %d", &nr);
printf("pong %d\n", nr);
continue;
}
if (!strcmp(command, "p")) {
pboard();
continue;
}
if (!strcmp(command, "memory")) {
int mem, mask;
sscanf(line+6, "%d", &mem); mem = (mem*1024*1024)/12; // max nr of hash entries
mask = 0x3FFFFFF; while(mask > mem) mask >>= 1;
if(mask != U) {
free(A); U = mask;
A = (struct _ *) calloc(U+1, sizeof(struct _));
}
continue;
}
# define CLEAR(X) for(i=0; i<S*S; i++) map[i] = X
if (!strcmp(command+2, "clude")) { // include / exclude
char *c=line+8, K=c[0]-16*c[1]+CONS, L=c[2]-16*c[3]+CONS, r = *command - 'i';
if(!strcmp(line+8, "all\n")) CLEAR(r);
else map[K+S*L] = r;
continue;
}
CLEAR(0);
if (!strcmp(command, "new")) {
/* start new game */
LoadGame("normal");
InitGame();
GamePtr = Setup = 0;
GameNr++;
HistPtr = 0;
Computer = BLACK;
TimeLeft = MaxTime;
MovesLeft = MaxMoves;
Randomize = 0;
for(nr=0; nr<1024; nr++)
for(m=0; m<STATE; m++)
HistoryBoards[nr][m] = 0;
continue;
}
if (!strcmp(command, "quit"))
/* exit engine */
return 0;
if (!strcmp(command, "analyze")) {
/* computer plays neither */
Computer = ANALYZE; Randomize *= 2;
continue;
}
if (!strcmp(command, "exit") ||
!strcmp(command, "force")) {
/* computer plays neither */
Computer = EMPTY; Randomize = (Randomize > 0);
continue;
}
if (!strcmp(command, "white")) {
/* set white to move in current position */
if(Side == BLACK) Q = -Q;
Side = WHITE;
Computer = BLACK;
continue;
}
if (!strcmp(command, "black")) {
/* set blck to move in current position */
if(Side == WHITE) Q = -Q;
Side = BLACK;
Computer = WHITE;
continue;
}
if (!strcmp(command, "st")) {
/* move-on-the-bell mode */
/* indicated by MaxMoves = 1 */
sscanf(line, "st %d", &MaxTime);
MovesLeft = MaxMoves = 1;
TimeLeft = MaxTime *= 1000;
TimeInc = 0;
continue;
}
if (!strcmp(command, "sd")) {
/* set depth limit (remains in force */
/* until next 'sd n' command) */
sscanf(line, "sd %d", &MaxDepth);
MaxDepth += 2; /* QS depth */
continue;
}
if (!strcmp(command, "level")) {
/* normal or blitz time control */
sec = 0;
if(sscanf(line, "level %d %d %d",
&MaxMoves, &MaxTime, &TimeInc)!=3 &&
sscanf(line, "level %d %d:%d %d",
&MaxMoves, &MaxTime, &sec, &TimeInc)!=4)
continue;
MovesLeft = MaxMoves;
TimeLeft = MaxTime = 60000*MaxTime + 1000*sec;
TimeInc *= 1000;
continue;
}
if (!strcmp(command, "time")) {
/* set time left on clock */
sscanf(line, "time %d", &TimeLeft);
TimeLeft *= 10; /* centi-sec to ms */
continue;
}
if (!strcmp(command, "otim")) {
/* opponent's time (not kept, so ignore) */
continue;
}
if (!strcmp(command, "easy")) {
continue;
}
if (!strcmp(command, "hard")) {
continue;
}
if (!strcmp(command, "accepted")) {
continue;
}
if (!strcmp(command, "rejected")) {
continue;
}
if (!strcmp(command, "random")) {
Randomize = !Randomize;
continue;
}
if (!strcmp(command, "remember")) {
FILE *f = fopen(hashfile, "a"); // add current position to persistent hash
sscanf(line+8, "%d", &score); // user can overrule score
if(f) fprintf(f, "%08x:%08x=%d\n", J+(S+Side)*O, Z, score), fclose(f);
popup = 2; // suppresses repeat of popup on restart of analysis search
continue;
}
if (!strcmp(command, "option")) {
int i; static char filename[80];
if(sscanf(line+7, "Resign=%d", &Resign) == 1) continue;
if(sscanf(line+7, "Resign Threshold=%d", &Threshold) == 1) continue;
if(sscanf(line+7, "Ini File=%s", filename) == 1) {
inifile = filename; continue;
}
if(sscanf(line+7, "Clear Hash%c", &c) == 1) for(i=0; i<=U; i++) A->K = 0;
if(sscanf(line+7, "Info%c", &c) == 1) printf("telluser %s\n", info+3);
if(sscanf(line+7, "MultiVariation Margin=%d", &margin) == 1) continue;
if(sscanf(line+7, "Variant fairy selects=%s", selectedFairy+6) == 1) continue;
if(sscanf(line+7, "Makruk rules=%s", Cambodian) == 1) continue;
if(sscanf(line+7, "Claim draw after=%d", &drawMoves) == 1) continue;
if(sscanf(line+7, "Automatic persistent-hash dialog=%d", &popup) == 1) continue;
if(sscanf(line+7, "Save in hash file%c", &c) == 1 && Computer == ANALYZE) {
FILE *f = fopen(hashfile, "a"); // add current position to persistent hash
if(f) fprintf(f, "%08x:%08x=%d\n", J+(S+Side)*O, Z, score), fclose(f);
}
continue;
}
if (!strcmp(command, "go")) {
/* set computer to play current side to move */
Computer = Side;
MovesLeft = -(GamePtr+(Side==WHITE)>>1);
while(MaxMoves>0 && MovesLeft<=0)
MovesLeft += MaxMoves;
continue;
}
if (!strcmp(command, "hint")) {
Ticks = GetTickCount(); tlim = 1000; ab = 0;
D(Side,-I,I,Q,O,LL|4*S,6);
if (K==0 && L==0)
continue;
printf("Hint: ");
printf("%c%d%c%d",'a'+(K&15),BH-(K>>4)-(BH==10),
'a'+(L&15),BH-(L>>4)-(BH==10));
printf("\n");
continue;
}
if (!strcmp(command, "undo") && (nr=1) ||
!strcmp(command, "remove") && (nr=2) ) {
/* 'take back' moves by replaying game */
/* from history until desired ply */
if (GamePtr - nr < 0)
continue;
GamePtr -= nr;
HistPtr -= nr; /* erase history boards */
while(nr-- > 0)
for(m=0; m<STATE; m++)
HistoryBoards[HistPtr+nr+1&1023][m] = 0;
InitGame();
if(Setup) {
for(i=0; i<S; i++) b[i] = setupPosition[i];
for(i=0; i<32; i++) pl[i] = setupPosition[i+S+2];
Side = setupPosition[S]; Q = SetupQ;
R2 = setupPosition[S+1];
}
for(i=0; i<=U; i++) if(A[i].D == 99) A[i].D = A[i].K = 0; // clear game history from hash table
for(nr=0; nr<GamePtr; nr++) {
UNPACK_MOVE(GameHistory[nr]); SETKEY(J,0); SETKEY(Z,4);
ab=0;D(Side,-I,I,Q,O,LL|9*S,3);
Side ^= BLACK^WHITE;
}
continue;
}
if (!strcmp(command, "post")) {
Post = 1;
continue;
}
if (!strcmp(command, "nopost")) {
Post = 0;
continue;
}
if (!strcmp(command, "variant")) {
sscanf(line, "variant %s", command);
LoadGame(command);
InitGame(); Setup = 0;
continue;
}
if (!strcmp(command, "edit")) {
int color = WHITE, p, r;
while(fgets(line, 256, stdin)) {
m = line[0];
if(m=='.') break;
if(m=='#') {
for(i=0; i<S; i++) b[i]=0;
for(i=0; i<32; i++) pl[i]=0;
Q=0; R=0; O=S;
pl[WHITE]=pl[BLACK]=0;
continue;
}
if(m=='c') {
color = WHITE+BLACK - color;
Q = -Q;
continue;
}
if( m >= 'A' && m <= 'Z' && piecetype[m&31]) {
p = (color == WHITE ? piecetype : blacktype)[line[0]&31];
if(line[1] == '@') { // stuff holdings
pl[color+p+5] = m = line[2] - '0';
pl[BLACK+WHITE-color]+=m;pl[p+color]+=m;
Q+=m*w[p]; R+=m*(w[p]/FAC);
continue;
} else
if(line[1] >= 'a' && line[1] <= 'a'+BW-1
&& line[2] >= '0' && line[2] <= '0'+BH) {
line[2] = '0' + atoi(line + 2) + (BH==10); // allow 2-digit rank
m = line[1]-16*line[2]+CONS; r = m & 0xF0;
switch(p)
{
case 1:
case 2:
if(color==WHITE)
b[m]=r==0x10?161:r==0x20?97:r==16*(BH-2)?1:33,
Q+=w[1]+(r==0x10?128:r==0x20?64:0);
else b[m]=r==16*(BH-2)?178:r==16*(BH-3)?114:r==0x10?18:50,
Q+=w[2]+(r==16*(BH-2)?128:r==16*(BH-3)?64:0);
break;
default:
b[m]=p+color+32; // assume non-virgin
if(color==BLACK && m<0x10 && p==oo[m+16] || // but make virgin on original square
color==WHITE && m>=16*(BH-1) && p==oo[m-16*(BH-1)]) b[m] -= 32;
if(w[p]<0) { // Royal piece on original square: virgin
Q-=w[p]; // assume value was flipped to indicate royalty
if(pl[p+color])R-=w[p]/FAC; // capturable King, add to material
} else { Q+=w[p]; R+=w[p]/FAC; }
case 0: // undefined piece, ignore
break;
}
pl[BLACK+WHITE-color]++;pl[p+color]++;
if(w[p+color] == -1)pl[p+color]=1; // fake we have one if value = -1, to thwart extinction condition
continue;
}
}
}
if(Side != color) Q = -Q;
GamePtr = HistPtr = 0; Setup = 1; SetupQ = Q; // start anew
for(i=0; i<S; i++) setupPosition[i] = b[i]; // remember position
setupPosition[S] = Side;
setupPosition[S+1] = RR = R2 = R;
for(i=0; i<32; i++) setupPosition[i+S+2] = pl[i];
Computer = EMPTY; // after edit: force mode!
continue;
}
/* command not recognized, assume input move */
GT = 0; m = (sscanf(line, "%c%d%c%d%c", &ff, &rf, &ft, &rt, &c) < 5);
if(BH==10)rf++,rt++;
if(c != '\n') GT = (Side == WHITE ? piecetype : blacktype)[c&31];
K=ff-16*(rf+'0')+CONS;L=ft-16*(rt+'0')+CONS;
if(GT) PromPiece = (pt[L]&15) + 1 + (Side == BLACK) - GT, GT |= 32 + Side;
if(w[GT&15] == -1 || w[GT&15]%10 == 3) L = S; // spoil move for promotion to King (or when marked non-promoting)
if(pRank == 3 && PromPiece) L = S; // no promotion choice, spoil move if not default piece
if (m & line[1] != '@')
/* doesn't have move syntax */
printf("Error (unknown command): %s\n", command);
else { int i=-1;
if(b[L] && (b[L]&16) == Side && w[b[L]&15] < 0) // capture own King: castling
{ i=K; K = L; L = i>L ? i-1 : i+2; }
if(w[GT&15] < -1) pl[GT&31]++, J+=89729; // promotion to royal piece
if((b[K]&15) < 3) GT = 0; // Pawn => true promotion rather than gating
ab=0;
if(D(Side,-I,I,Q,O,LL|9*S,3)!=I) {
/* did have move syntax, but illegal move */
printf("Illegal move:%s\n", line);
} else { /* legal move, perform it */
if(i >= 0) b[i]=b[K],b[K]=0; // reverse Seirawan gating
GameHistory[GamePtr++] = PACK_MOVE;
Side ^= BLACK^WHITE;
CopyBoard(HistPtr=HistPtr+1&1023);
if(PrintResult(Side, Computer) && Computer != ANALYZE) Computer = EMPTY;
}
}
}
return 0;
}
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