2 * moves.c - Move generation and checking
4 * Copyright 1991 by Digital Equipment Corporation, Maynard,
7 * Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006,
8 * 2007, 2008, 2009, 2010, 2011, 2012, 2013 Free Software Foundation, Inc.
10 * Enhancements Copyright 2005 Alessandro Scotti
12 * The following terms apply to Digital Equipment Corporation's copyright
14 * ------------------------------------------------------------------------
17 * Permission to use, copy, modify, and distribute this software and its
18 * documentation for any purpose and without fee is hereby granted,
19 * provided that the above copyright notice appear in all copies and that
20 * both that copyright notice and this permission notice appear in
21 * supporting documentation, and that the name of Digital not be
22 * used in advertising or publicity pertaining to distribution of the
23 * software without specific, written prior permission.
25 * DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING
26 * ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL
27 * DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR
28 * ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
29 * WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
30 * ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
32 * ------------------------------------------------------------------------
34 * The following terms apply to the enhanced version of XBoard
35 * distributed by the Free Software Foundation:
36 * ------------------------------------------------------------------------
38 * GNU XBoard is free software: you can redistribute it and/or modify
39 * it under the terms of the GNU General Public License as published by
40 * the Free Software Foundation, either version 3 of the License, or (at
41 * your option) any later version.
43 * GNU XBoard is distributed in the hope that it will be useful, but
44 * WITHOUT ANY WARRANTY; without even the implied warranty of
45 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
46 * General Public License for more details.
48 * You should have received a copy of the GNU General Public License
49 * along with this program. If not, see http://www.gnu.org/licenses/. *
51 *------------------------------------------------------------------------
52 ** See the file ChangeLog for a revision history. */
59 #else /* not HAVE_STRING_H */
61 #endif /* not HAVE_STRING_H */
67 int WhitePiece P((ChessSquare));
68 int BlackPiece P((ChessSquare));
69 int SameColor P((ChessSquare, ChessSquare));
70 int PosFlags(int index);
72 extern signed char initialRights[BOARD_FILES]; /* [HGM] all rights enabled, set in InitPosition */
76 WhitePiece (ChessSquare piece)
78 return (int) piece >= (int) WhitePawn && (int) piece < (int) BlackPawn;
82 BlackPiece (ChessSquare piece)
84 return (int) piece >= (int) BlackPawn && (int) piece < (int) EmptySquare;
89 SameColor (ChessSquare piece1, ChessSquare piece2)
91 return ((int) piece1 >= (int) WhitePawn && /* [HGM] can be > King ! */
92 (int) piece1 < (int) BlackPawn &&
93 (int) piece2 >= (int) WhitePawn &&
94 (int) piece2 < (int) BlackPawn)
95 || ((int) piece1 >= (int) BlackPawn &&
96 (int) piece1 < (int) EmptySquare &&
97 (int) piece2 >= (int) BlackPawn &&
98 (int) piece2 < (int) EmptySquare);
101 #define SameColor(piece1, piece2) (piece1 < EmptySquare && piece2 < EmptySquare && (piece1 < BlackPawn) == (piece2 < BlackPawn) || piece1 == DarkSquare || piece2 == DarkSquare)
104 char pieceToChar[] = {
105 'P', 'N', 'B', 'R', 'Q', 'F', 'E', 'A', 'C', 'W', 'M',
106 'O', 'H', 'I', 'J', 'G', 'D', 'V', 'L', 'S', 'U', 'K',
107 'p', 'n', 'b', 'r', 'q', 'f', 'e', 'a', 'c', 'w', 'm',
108 'o', 'h', 'i', 'j', 'g', 'd', 'v', 'l', 's', 'u', 'k',
110 char pieceNickName[EmptySquare];
113 PieceToChar (ChessSquare p)
115 if((int)p < 0 || (int)p >= (int)EmptySquare) return('x'); /* [HGM] for safety */
116 return pieceToChar[(int) p];
120 PieceToNumber (ChessSquare p) /* [HGM] holdings: count piece type, ignoring non-participating piece types */
123 ChessSquare start = (int)p >= (int)BlackPawn ? BlackPawn : WhitePawn;
125 while(start++ != p) if(pieceToChar[(int)start-1] != '.') i++;
133 if(c == '.') return EmptySquare;
134 for(i=0; i< (int) EmptySquare; i++)
135 if(pieceNickName[i] == c) return (ChessSquare) i;
136 for(i=0; i< (int) EmptySquare; i++)
137 if(pieceToChar[i] == c) return (ChessSquare) i;
142 CopyBoard (Board to, Board from)
146 for (i = 0; i < BOARD_HEIGHT; i++)
147 for (j = 0; j < BOARD_WIDTH; j++)
148 to[i][j] = from[i][j];
149 for (j = 0; j < BOARD_FILES; j++) // [HGM] gamestate: copy castling rights and ep status
150 to[VIRGIN][j] = from[VIRGIN][j],
151 to[CASTLING][j] = from[CASTLING][j];
152 to[HOLDINGS_SET] = 0; // flag used in ICS play
156 CompareBoards (Board board1, Board board2)
160 for (i = 0; i < BOARD_HEIGHT; i++)
161 for (j = 0; j < BOARD_WIDTH; j++) {
162 if (board1[i][j] != board2[i][j])
168 // [HGM] move generation now based on hierarchy of subroutines for rays and combinations of rays
171 SlideForward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
176 if (rt >= BOARD_HEIGHT) break;
177 if (SameColor(board[rf][ff], board[rt][ft])) break;
178 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
179 if (board[rt][ft] != EmptySquare) break;
184 SlideBackward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
190 if (SameColor(board[rf][ff], board[rt][ft])) break;
191 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
192 if (board[rt][ft] != EmptySquare) break;
197 SlideVertical (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
199 SlideForward(board, flags, rf, ff, callback, closure);
200 SlideBackward(board, flags, rf, ff, callback, closure);
204 SlideSideways (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
206 int i, s, rt = rf, ft;
207 for(s = -1; s <= 1; s+= 2) {
210 if (ft < BOARD_LEFT || ft >= BOARD_RGHT) break;
211 if (SameColor(board[rf][ff], board[rt][ft])) break;
212 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
213 if (board[rt][ft] != EmptySquare) break;
219 SlideDiagForward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
222 for(s = -1; s <= 1; s+= 2) {
226 if (rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;
227 if (SameColor(board[rf][ff], board[rt][ft])) break;
228 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
229 if (board[rt][ft] != EmptySquare) break;
235 SlideDiagBackward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
238 for(s = -1; s <= 1; s+= 2) {
242 if (rt < 0 || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;
243 if (SameColor(board[rf][ff], board[rt][ft])) break;
244 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
245 if (board[rt][ft] != EmptySquare) break;
251 Rook (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
253 SlideVertical(board, flags, rf, ff, callback, closure);
254 SlideSideways(board, flags, rf, ff, callback, closure);
258 Bishop (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
260 SlideDiagForward(board, flags, rf, ff, callback, closure);
261 SlideDiagBackward(board, flags, rf, ff, callback, closure);
265 Sting (Board board, int flags, int rf, int ff, int dy, int dx, MoveCallback callback, VOIDSTAR closure)
266 { // Lion-like move of Horned Falcon and Souring Eagle
267 int ft = ff + dx, rt = rf + dy;
268 if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) return;
269 if (!SameColor(board[rf][ff], board[rt][ft]))
270 callback(board, flags, board[rt][ft] != EmptySquare ? FirstLeg : NormalMove, rf, ff, rt, ft, closure);
272 if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) return;
273 if (!SameColor(board[rf][ff], board[rt][ft]))
274 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
278 StepForward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
280 int ft = ff, rt = rf + 1;
281 if (rt >= BOARD_HEIGHT) return;
282 if (SameColor(board[rf][ff], board[rt][ft])) return;
283 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
287 StepBackward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
289 int ft = ff, rt = rf - 1;
291 if (SameColor(board[rf][ff], board[rt][ft])) return;
292 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
296 StepSideways (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
300 if (!(rt >= BOARD_HEIGHT || ft >= BOARD_RGHT) && !SameColor(board[rf][ff], board[rt][ft]))
301 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
303 if (!(rt >= BOARD_HEIGHT || ft < BOARD_LEFT) && !SameColor(board[rf][ff], board[rt][ft]))
304 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
308 StepDiagForward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
311 if (rt >= BOARD_HEIGHT) return;
313 if (!(rt >= BOARD_HEIGHT || ft >= BOARD_RGHT) && !SameColor(board[rf][ff], board[rt][ft]))
314 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
316 if (!(rt >= BOARD_HEIGHT || ft < BOARD_LEFT) && !SameColor(board[rf][ff], board[rt][ft]))
317 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
321 StepDiagBackward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
326 if (!(rt < 0 || ft >= BOARD_RGHT) && !SameColor(board[rf][ff], board[rt][ft]))
327 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
329 if (!(rt < 0 || ft < BOARD_LEFT) && !SameColor(board[rf][ff], board[rt][ft]))
330 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
334 StepVertical (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
336 StepForward(board, flags, rf, ff, callback, closure);
337 StepBackward(board, flags, rf, ff, callback, closure);
341 Ferz (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
343 StepDiagForward(board, flags, rf, ff, callback, closure);
344 StepDiagBackward(board, flags, rf, ff, callback, closure);
348 Wazir (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
350 StepVertical(board, flags, rf, ff, callback, closure);
351 StepSideways(board, flags, rf, ff, callback, closure);
355 Knight (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
358 for (i = -1; i <= 1; i += 2)
359 for (j = -1; j <= 1; j += 2)
360 for (s = 1; s <= 2; s++) {
363 if (!(rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT)
364 && ( gameInfo.variant != VariantXiangqi || board[rf+i*(s-1)][ff+j*(2-s)] == EmptySquare)
365 && !SameColor(board[rf][ff], board[rt][ft]))
366 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
370 /* Call callback once for each pseudo-legal move in the given
371 position, except castling moves. A move is pseudo-legal if it is
372 legal, or if it would be legal except that it leaves the king in
373 check. In the arguments, epfile is EP_NONE if the previous move
374 was not a double pawn push, or the file 0..7 if it was, or
375 EP_UNKNOWN if we don't know and want to allow all e.p. captures.
376 Promotion moves generated are to Queen only.
379 GenPseudoLegal (Board board, int flags, MoveCallback callback, VOIDSTAR closure, ChessSquare filter)
380 // speed: only do moves with this piece type
383 int i, j, d, s, fs, rs, rt, ft, m;
384 int epfile = (signed char)board[EP_STATUS]; // [HGM] gamestate: extract ep status from board
385 int promoRank = gameInfo.variant == VariantMakruk || gameInfo.variant == VariantGrand || gameInfo.variant == VariantChuChess ? 3 : 1;
387 for (rf = 0; rf < BOARD_HEIGHT; rf++)
388 for (ff = BOARD_LEFT; ff < BOARD_RGHT; ff++) {
392 if(board[rf][ff] == EmptySquare) continue;
393 if ((flags & F_WHITE_ON_MOVE) != (board[rf][ff] < BlackPawn)) continue; // [HGM] speed: wrong color
395 m = 0; piece = board[rf][ff];
396 if(PieceToChar(piece) == '~')
397 piece = (ChessSquare) ( DEMOTED piece );
398 if(filter != EmptySquare && piece != filter) continue;
399 if(IS_SHOGI(gameInfo.variant))
400 piece = (ChessSquare) ( SHOGI piece );
402 switch ((int)piece) {
403 /* case EmptySquare: [HGM] this is nonsense, and conflicts with Shogi cases */
405 /* can't happen ([HGM] except for faries...) */
409 if(gameInfo.variant == VariantXiangqi) {
410 /* [HGM] capture and move straight ahead in Xiangqi */
411 if (rf < BOARD_HEIGHT-1 &&
412 !SameColor(board[rf][ff], board[rf + 1][ff]) ) {
413 callback(board, flags, NormalMove,
414 rf, ff, rf + 1, ff, closure);
416 /* and move sideways when across the river */
417 for (s = -1; s <= 1; s += 2) {
418 if (rf >= BOARD_HEIGHT>>1 &&
419 ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
420 !WhitePiece(board[rf][ff+s]) ) {
421 callback(board, flags, NormalMove,
422 rf, ff, rf, ff+s, closure);
427 if (rf < BOARD_HEIGHT-1 && board[rf + 1][ff] == EmptySquare) {
428 callback(board, flags,
429 rf >= BOARD_HEIGHT-1-promoRank ? WhitePromotion : NormalMove,
430 rf, ff, rf + 1, ff, closure);
432 if (rf <= (BOARD_HEIGHT>>1)-3 && board[rf+1][ff] == EmptySquare && // [HGM] grand: also on 3rd rank on 10-board
433 gameInfo.variant != VariantShatranj && /* [HGM] */
434 gameInfo.variant != VariantCourier && /* [HGM] */
435 board[rf+2][ff] == EmptySquare ) {
436 callback(board, flags, NormalMove,
437 rf, ff, rf+2, ff, closure);
439 for (s = -1; s <= 1; s += 2) {
440 if (rf < BOARD_HEIGHT-1 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
441 ((flags & F_KRIEGSPIEL_CAPTURE) ||
442 BlackPiece(board[rf + 1][ff + s]))) {
443 callback(board, flags,
444 rf >= BOARD_HEIGHT-1-promoRank ? WhitePromotion : NormalMove,
445 rf, ff, rf + 1, ff + s, closure);
447 if (rf >= BOARD_HEIGHT+1>>1) {// [HGM] grand: 4th & 5th rank on 10-board
448 if (ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
449 (epfile == ff + s || epfile == EP_UNKNOWN) && rf < BOARD_HEIGHT-3 &&
450 board[rf][ff + s] == BlackPawn &&
451 board[rf+1][ff + s] == EmptySquare) {
452 callback(board, flags, WhiteCapturesEnPassant,
453 rf, ff, rf+1, ff + s, closure);
460 if(gameInfo.variant == VariantXiangqi) {
461 /* [HGM] capture straight ahead in Xiangqi */
462 if (rf > 0 && !SameColor(board[rf][ff], board[rf - 1][ff]) ) {
463 callback(board, flags, NormalMove,
464 rf, ff, rf - 1, ff, closure);
466 /* and move sideways when across the river */
467 for (s = -1; s <= 1; s += 2) {
468 if (rf < BOARD_HEIGHT>>1 &&
469 ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
470 !BlackPiece(board[rf][ff+s]) ) {
471 callback(board, flags, NormalMove,
472 rf, ff, rf, ff+s, closure);
477 if (rf > 0 && board[rf - 1][ff] == EmptySquare) {
478 callback(board, flags,
479 rf <= promoRank ? BlackPromotion : NormalMove,
480 rf, ff, rf - 1, ff, closure);
482 if (rf >= (BOARD_HEIGHT+1>>1)+2 && board[rf-1][ff] == EmptySquare && // [HGM] grand
483 gameInfo.variant != VariantShatranj && /* [HGM] */
484 gameInfo.variant != VariantCourier && /* [HGM] */
485 board[rf-2][ff] == EmptySquare) {
486 callback(board, flags, NormalMove,
487 rf, ff, rf-2, ff, closure);
489 for (s = -1; s <= 1; s += 2) {
490 if (rf > 0 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
491 ((flags & F_KRIEGSPIEL_CAPTURE) ||
492 WhitePiece(board[rf - 1][ff + s]))) {
493 callback(board, flags,
494 rf <= promoRank ? BlackPromotion : NormalMove,
495 rf, ff, rf - 1, ff + s, closure);
497 if (rf < BOARD_HEIGHT>>1) {
498 if (ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
499 (epfile == ff + s || epfile == EP_UNKNOWN) && rf > 2 &&
500 board[rf][ff + s] == WhitePawn &&
501 board[rf-1][ff + s] == EmptySquare) {
502 callback(board, flags, BlackCapturesEnPassant,
503 rf, ff, rf-1, ff + s, closure);
513 for (i = -1; i <= 1; i += 2)
514 for (j = -1; j <= 1; j += 2)
515 for (s = 1; s <= 2; s++) {
518 if (!(rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT)
519 && ( gameInfo.variant != VariantXiangqi || board[rf+i*(s-1)][ff+j*(2-s)] == EmptySquare)
520 && !SameColor(board[rf][ff], board[rt][ft]))
521 callback(board, flags, NormalMove,
522 rf, ff, rt, ft, closure);
526 case SHOGI WhiteKnight:
527 for (s = -1; s <= 1; s += 2) {
528 if (rf < BOARD_HEIGHT-2 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
529 !SameColor(board[rf][ff], board[rf + 2][ff + s])) {
530 callback(board, flags, NormalMove,
531 rf, ff, rf + 2, ff + s, closure);
536 case SHOGI BlackKnight:
537 for (s = -1; s <= 1; s += 2) {
538 if (rf > 1 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
539 !SameColor(board[rf][ff], board[rf - 2][ff + s])) {
540 callback(board, flags, NormalMove,
541 rf, ff, rf - 2, ff + s, closure);
548 for (d = 0; d <= 1; d++)
549 for (s = -1; s <= 1; s += 2) {
552 rt = rf + (i * s) * d;
553 ft = ff + (i * s) * (1 - d);
554 if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;
555 if (m == 0 && board[rt][ft] == EmptySquare)
556 callback(board, flags, NormalMove,
557 rf, ff, rt, ft, closure);
558 if (m == 1 && board[rt][ft] != EmptySquare &&
559 !SameColor(board[rf][ff], board[rt][ft]) )
560 callback(board, flags, NormalMove,
561 rf, ff, rt, ft, closure);
562 if (board[rt][ft] != EmptySquare && m++) break;
567 /* Gold General (and all its promoted versions) . First do the */
568 /* diagonal forward steps, then proceed as normal Wazir */
569 case SHOGI (PROMOTED WhitePawn):
570 if(gameInfo.variant == VariantShogi) goto WhiteGold;
571 case SHOGI (PROMOTED BlackPawn):
572 if(gameInfo.variant == VariantShogi) goto BlackGold;
573 SlideVertical(board, flags, rf, ff, callback, closure);
576 case SHOGI (PROMOTED WhiteKnight):
577 if(gameInfo.variant == VariantShogi) goto WhiteGold;
578 case SHOGI BlackDrunk:
579 case SHOGI BlackAlfil:
580 Ferz(board, flags, rf, ff, callback, closure);
581 StepSideways(board, flags, rf, ff, callback, closure);
582 StepBackward(board, flags, rf, ff, callback, closure);
585 case SHOGI (PROMOTED BlackKnight):
586 if(gameInfo.variant == VariantShogi) goto BlackGold;
587 case SHOGI WhiteDrunk:
588 case SHOGI WhiteAlfil:
589 Ferz(board, flags, rf, ff, callback, closure);
590 StepSideways(board, flags, rf, ff, callback, closure);
591 StepForward(board, flags, rf, ff, callback, closure);
595 case SHOGI WhiteStag:
596 case SHOGI BlackStag:
597 if(gameInfo.variant == VariantShogi) goto BlackGold;
598 SlideVertical(board, flags, rf, ff, callback, closure);
599 Ferz(board, flags, rf, ff, callback, closure);
600 StepSideways(board, flags, rf, ff, callback, closure);
603 case SHOGI (PROMOTED WhiteQueen):
604 case SHOGI WhiteTokin:
605 case SHOGI WhiteWazir:
607 StepDiagForward(board, flags, rf, ff, callback, closure);
608 Wazir(board, flags, rf, ff, callback, closure);
611 case SHOGI (PROMOTED BlackQueen):
612 case SHOGI BlackTokin:
613 case SHOGI BlackWazir:
615 StepDiagBackward(board, flags, rf, ff, callback, closure);
616 Wazir(board, flags, rf, ff, callback, closure);
621 Wazir(board, flags, rf, ff, callback, closure);
624 case SHOGI WhiteMarshall:
625 case SHOGI BlackMarshall:
626 Ferz(board, flags, rf, ff, callback, closure);
627 for (d = 0; d <= 1; d++)
628 for (s = -2; s <= 2; s += 4) {
630 ft = ff + s * (1 - d);
631 if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) continue;
632 if (!SameColor(board[rf][ff], board[rt][ft]) )
633 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
637 case SHOGI WhiteAngel:
638 case SHOGI BlackAngel:
639 Wazir(board, flags, rf, ff, callback, closure);
643 /* [HGM] support Shatranj pieces */
644 for (rs = -1; rs <= 1; rs += 2)
645 for (fs = -1; fs <= 1; fs += 2) {
648 if (!(rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT)
649 && ( gameInfo.variant != VariantXiangqi ||
650 board[rf+rs][ff+fs] == EmptySquare && (2*rf < BOARD_HEIGHT) == (2*rt < BOARD_HEIGHT) )
652 && !SameColor(board[rf][ff], board[rt][ft]))
653 callback(board, flags, NormalMove,
654 rf, ff, rt, ft, closure);
655 if(gameInfo.variant == VariantShatranj || gameInfo.variant == VariantCourier ||
656 gameInfo.variant == VariantChu || gameInfo.variant == VariantXiangqi) continue; // classical Alfil
657 rt = rf + rs; // in unknown variant we assume Modern Elephant, which can also do one step
659 if (!(rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT)
660 && !SameColor(board[rf][ff], board[rt][ft]))
661 callback(board, flags, NormalMove,
662 rf, ff, rt, ft, closure);
664 if(gameInfo.variant == VariantSpartan)
665 for(fs = -1; fs <= 1; fs += 2) {
667 if (!(ft < BOARD_LEFT || ft >= BOARD_RGHT) && board[rf][ft] == EmptySquare)
668 callback(board, flags, NormalMove, rf, ff, rf, ft, closure);
672 /* Make Dragon-Horse also do Dababba moves outside Shogi, for better disambiguation in variant Fairy */
675 if(gameInfo.variant == VariantChuChess) goto DragonHorse;
676 for (d = 0; d <= 1; d++) // Dababba moves that Rook cannot do
677 for (s = -2; s <= 2; s += 4) {
679 ft = ff + s * (1 - d);
680 if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) continue;
681 if (SameColor(board[rf][ff], board[rt][ft])) continue;
682 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
685 /* Shogi Dragon Horse has to continue with Wazir after Bishop */
686 case SHOGI WhiteCardinal:
687 case SHOGI BlackCardinal:
688 case SHOGI WhitePCardinal:
689 case SHOGI BlackPCardinal:
691 Bishop(board, flags, rf, ff, callback, closure);
692 Wazir(board, flags, rf, ff, callback, closure);
695 /* Capablanca Archbishop continues as Knight */
698 Knight(board, flags, rf, ff, callback, closure);
700 /* Shogi Bishops are ordinary Bishops */
701 case SHOGI WhiteBishop:
702 case SHOGI BlackBishop:
703 case SHOGI WhitePBishop:
704 case SHOGI BlackPBishop:
707 Bishop(board, flags, rf, ff, callback, closure);
710 /* Shogi Lance is unlike anything, and asymmetric at that */
711 case SHOGI WhiteQueen:
712 if(gameInfo.variant == VariantChu) goto doQueen;
716 if (rt >= BOARD_HEIGHT) break;
717 if (SameColor(board[rf][ff], board[rt][ft])) break;
718 callback(board, flags, NormalMove,
719 rf, ff, rt, ft, closure);
720 if (board[rt][ft] != EmptySquare) break;
724 case SHOGI BlackQueen:
725 if(gameInfo.variant == VariantChu) goto doQueen;
730 if (SameColor(board[rf][ff], board[rt][ft])) break;
731 callback(board, flags, NormalMove,
732 rf, ff, rt, ft, closure);
733 if (board[rt][ft] != EmptySquare) break;
737 /* Make Dragon-King Dababba & Rook-like outside Shogi, for better disambiguation in variant Fairy */
740 if(gameInfo.variant == VariantChuChess) goto DragonKing;
741 for (d = 0; d <= 1; d++) // Dababba moves that Rook cannot do
742 for (s = -2; s <= 2; s += 4) {
744 ft = ff + s * (1 - d);
745 if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT || board[rf+rt>>1][ff+ft>>1] == EmptySquare) continue;
746 if (SameColor(board[rf][ff], board[rt][ft])) continue;
747 callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
749 if(gameInfo.variant == VariantSpartan) rookRange = 2; // in Spartan Chess restrict range to modern Dababba
752 /* Shogi Dragon King has to continue as Ferz after Rook moves */
753 case SHOGI WhiteDragon:
754 case SHOGI BlackDragon:
755 case SHOGI WhitePDragon:
756 case SHOGI BlackPDragon:
758 Rook(board, flags, rf, ff, callback, closure);
759 Ferz(board, flags, rf, ff, callback, closure);
763 /* Capablanca Chancellor sets flag to continue as Knight */
766 Rook(board, flags, rf, ff, callback, closure);
767 if(gameInfo.variant == VariantSpartan) // in Spartan Chess Chancellor is used for Dragon King.
768 Ferz(board, flags, rf, ff, callback, closure);
770 Knight(board, flags, rf, ff, callback, closure);
773 /* Shogi Rooks are ordinary Rooks */
774 case SHOGI WhiteRook:
775 case SHOGI BlackRook:
776 case SHOGI WhitePRook:
777 case SHOGI BlackPRook:
781 Rook(board, flags, rf, ff, callback, closure);
786 case SHOGI WhiteMother:
787 case SHOGI BlackMother:
789 Rook(board, flags, rf, ff, callback, closure);
790 Bishop(board, flags, rf, ff, callback, closure);
793 case SHOGI WhitePawn:
794 StepForward(board, flags, rf, ff, callback, closure);
797 case SHOGI BlackPawn:
798 StepBackward(board, flags, rf, ff, callback, closure);
802 if(gameInfo.variant != VariantMakruk && gameInfo.variant != VariantASEAN) goto commoner;
803 case SHOGI WhiteFerz:
804 Ferz(board, flags, rf, ff, callback, closure);
805 StepForward(board, flags, rf, ff, callback, closure);
809 if(gameInfo.variant != VariantMakruk && gameInfo.variant != VariantASEAN) goto commoner;
810 case SHOGI BlackFerz:
811 StepBackward(board, flags, rf, ff, callback, closure);
815 /* [HGM] support Shatranj pieces */
816 Ferz(board, flags, rf, ff, callback, closure);
821 Knight(board, flags, rf, ff, callback, closure); // [HGM] superchess: use for Centaur
824 case SHOGI WhiteMonarch:
825 case SHOGI BlackMonarch:
826 case SHOGI WhiteKing:
827 case SHOGI BlackKing:
830 Ferz(board, flags, rf, ff, callback, closure);
831 Wazir(board, flags, rf, ff, callback, closure);
834 case WhiteNightrider:
835 case BlackNightrider:
836 for (i = -1; i <= 1; i += 2)
837 for (j = -1; j <= 1; j += 2)
838 for (s = 1; s <= 2; s++) { int k;
842 if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;
843 if (SameColor(board[rf][ff], board[rt][ft])) break;
844 callback(board, flags, NormalMove,
845 rf, ff, rt, ft, closure);
846 if (board[rt][ft] != EmptySquare) break;
852 Bishop(board, flags, rf, ff, callback, closure);
853 Rook(board, flags, rf, ff, callback, closure);
854 Knight(board, flags, rf, ff, callback, closure);
857 // Use Lance as Berolina / Spartan Pawn.
859 if(gameInfo.variant == VariantSuper) goto Amazon;
860 if (rf < BOARD_HEIGHT-1 && BlackPiece(board[rf + 1][ff]))
861 callback(board, flags,
862 rf >= BOARD_HEIGHT-1-promoRank ? WhitePromotion : NormalMove,
863 rf, ff, rf + 1, ff, closure);
864 for (s = -1; s <= 1; s += 2) {
865 if (rf < BOARD_HEIGHT-1 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT && board[rf + 1][ff + s] == EmptySquare)
866 callback(board, flags,
867 rf >= BOARD_HEIGHT-1-promoRank ? WhitePromotion : NormalMove,
868 rf, ff, rf + 1, ff + s, closure);
869 if (rf == 1 && ff + 2*s >= BOARD_LEFT && ff + 2*s < BOARD_RGHT && board[3][ff + 2*s] == EmptySquare )
870 callback(board, flags, NormalMove, rf, ff, 3, ff + 2*s, closure);
875 if(gameInfo.variant == VariantSuper) goto Amazon;
876 if (rf > 0 && WhitePiece(board[rf - 1][ff]))
877 callback(board, flags,
878 rf <= promoRank ? BlackPromotion : NormalMove,
879 rf, ff, rf - 1, ff, closure);
880 for (s = -1; s <= 1; s += 2) {
881 if (rf > 0 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT && board[rf - 1][ff + s] == EmptySquare)
882 callback(board, flags,
883 rf <= promoRank ? BlackPromotion : NormalMove,
884 rf, ff, rf - 1, ff + s, closure);
885 if (rf == BOARD_HEIGHT-2 && ff + 2*s >= BOARD_LEFT && ff + 2*s < BOARD_RGHT && board[rf-2][ff + 2*s] == EmptySquare )
886 callback(board, flags, NormalMove, rf, ff, rf-2, ff + 2*s, closure);
890 case SHOGI WhiteNothing:
891 case SHOGI BlackNothing:
892 case SHOGI WhiteLion:
893 case SHOGI BlackLion:
896 for(rt = rf - 2; rt <= rf + 2; rt++) for(ft = ff - 2; ft <= ff + 2; ft++) {
897 if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) continue;
898 if (!(ff == ft && rf == rt) && SameColor(board[rf][ff], board[rt][ft])) continue;
899 callback(board, flags, (rt-rf)*(rt-rf) + (ff-ft)*(ff-ft) < 3 && board[rt][ft] != EmptySquare ? FirstLeg : NormalMove,
900 rf, ff, rt, ft, closure);
904 case SHOGI WhiteFalcon:
905 case SHOGI BlackFalcon:
906 case SHOGI WhitePDagger:
907 case SHOGI BlackPDagger:
908 SlideSideways(board, flags, rf, ff, callback, closure);
909 StepVertical(board, flags, rf, ff, callback, closure);
912 case SHOGI WhiteCobra:
913 case SHOGI BlackCobra:
914 StepVertical(board, flags, rf, ff, callback, closure);
917 case SHOGI (PROMOTED WhiteFerz):
918 if(gameInfo.variant == VariantShogi) goto WhiteGold;
919 case SHOGI (PROMOTED BlackFerz):
920 if(gameInfo.variant == VariantShogi) goto BlackGold;
921 case SHOGI WhitePSword:
922 case SHOGI BlackPSword:
923 SlideVertical(board, flags, rf, ff, callback, closure);
924 StepSideways(board, flags, rf, ff, callback, closure);
927 case SHOGI WhiteUnicorn:
928 case SHOGI BlackUnicorn:
929 Ferz(board, flags, rf, ff, callback, closure);
930 StepVertical(board, flags, rf, ff, callback, closure);
934 StepDiagForward(board, flags, rf, ff, callback, closure);
935 StepVertical(board, flags, rf, ff, callback, closure);
939 StepDiagBackward(board, flags, rf, ff, callback, closure);
940 StepVertical(board, flags, rf, ff, callback, closure);
943 case SHOGI WhiteHCrown:
944 case SHOGI BlackHCrown:
945 Bishop(board, flags, rf, ff, callback, closure);
946 SlideSideways(board, flags, rf, ff, callback, closure);
949 case SHOGI WhiteCrown:
950 case SHOGI BlackCrown:
951 Bishop(board, flags, rf, ff, callback, closure);
952 SlideVertical(board, flags, rf, ff, callback, closure);
955 case SHOGI WhiteHorned:
956 Sting(board, flags, rf, ff, 1, 0, callback, closure);
957 callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
958 if(killX >= 0) break;
959 Bishop(board, flags, rf, ff, callback, closure);
960 SlideSideways(board, flags, rf, ff, callback, closure);
961 SlideBackward(board, flags, rf, ff, callback, closure);
964 case SHOGI BlackHorned:
965 Sting(board, flags, rf, ff, -1, 0, callback, closure);
966 callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
967 if(killX >= 0) break;
968 Bishop(board, flags, rf, ff, callback, closure);
969 SlideSideways(board, flags, rf, ff, callback, closure);
970 SlideForward(board, flags, rf, ff, callback, closure);
973 case SHOGI WhiteEagle:
974 Sting(board, flags, rf, ff, 1, 1, callback, closure);
975 Sting(board, flags, rf, ff, 1, -1, callback, closure);
976 callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
977 if(killX >= 0) break;
978 Rook(board, flags, rf, ff, callback, closure);
979 SlideDiagBackward(board, flags, rf, ff, callback, closure);
982 case SHOGI BlackEagle:
983 Sting(board, flags, rf, ff, -1, 1, callback, closure);
984 Sting(board, flags, rf, ff, -1, -1, callback, closure);
985 callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
986 if(killX >= 0) break;
987 Rook(board, flags, rf, ff, callback, closure);
988 SlideDiagForward(board, flags, rf, ff, callback, closure);
991 case SHOGI WhiteDolphin:
992 case SHOGI BlackHorse:
993 SlideDiagBackward(board, flags, rf, ff, callback, closure);
994 SlideVertical(board, flags, rf, ff, callback, closure);
997 case SHOGI BlackDolphin:
998 case SHOGI WhiteHorse:
999 SlideDiagForward(board, flags, rf, ff, callback, closure);
1000 SlideVertical(board, flags, rf, ff, callback, closure);
1003 case SHOGI WhiteLance:
1004 SlideForward(board, flags, rf, ff, callback, closure);
1007 case SHOGI BlackLance:
1008 SlideBackward(board, flags, rf, ff, callback, closure);
1011 case WhiteFalcon: // [HGM] wild: for wildcards, self-capture symbolizes move to anywhere
1015 callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
1028 int rFilter, fFilter; // [HGM] speed: sorry, but I get a bit tired of this closure madness
1029 Board xqCheckers, nullBoard;
1031 extern void GenLegalCallback P((Board board, int flags, ChessMove kind,
1032 int rf, int ff, int rt, int ft,
1036 GenLegalCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
1038 register GenLegalClosure *cl = (GenLegalClosure *) closure;
1040 if(rFilter >= 0 && rFilter != rt || fFilter >= 0 && fFilter != ft) return; // [HGM] speed: ignore moves with wrong to-square
1042 if (board[EP_STATUS] == EP_IRON_LION && (board[rt][ft] == WhiteLion || board[rt][ft] == BlackLion)) return; //[HGM] lion
1044 if (!(flags & F_IGNORE_CHECK) ) {
1045 int check, promo = (gameInfo.variant == VariantSpartan && kind == BlackPromotion);
1048 for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++)
1049 kings += (board[r][f] == BlackKing);
1053 board[rf][ff] = BlackKing; // [HGM] spartan: promote to King before check-test
1055 check = CheckTest(board, flags, rf, ff, rt, ft,
1056 kind == WhiteCapturesEnPassant ||
1057 kind == BlackCapturesEnPassant);
1058 if(promo) board[rf][ff] = BlackLance;
1061 if (flags & F_ATOMIC_CAPTURE) {
1062 if (board[rt][ft] != EmptySquare ||
1063 kind == WhiteCapturesEnPassant || kind == BlackCapturesEnPassant) {
1065 ChessSquare king = (flags & F_WHITE_ON_MOVE) ? WhiteKing : BlackKing;
1066 if (board[rf][ff] == king) return;
1067 for (r = rt-1; r <= rt+1; r++) {
1068 for (f = ft-1; f <= ft+1; f++) {
1069 if (r >= 0 && r < BOARD_HEIGHT && f >= BOARD_LEFT && f < BOARD_RGHT &&
1070 board[r][f] == king) return;
1075 cl->cb(board, flags, kind, rf, ff, rt, ft, cl->cl);
1082 int captures; // [HGM] losers
1083 } LegalityTestClosure;
1086 /* Like GenPseudoLegal, but (1) include castling moves, (2) unless
1087 F_IGNORE_CHECK is set in the flags, omit moves that would leave the
1088 king in check, and (3) if F_ATOMIC_CAPTURE is set in the flags, omit
1089 moves that would destroy your own king. The CASTLE_OK flags are
1090 true if castling is not yet ruled out by a move of the king or
1091 rook. Return TRUE if the player on move is currently in check and
1092 F_IGNORE_CHECK is not set. [HGM] add castlingRights parameter */
1094 GenLegal (Board board, int flags, MoveCallback callback, VOIDSTAR closure, ChessSquare filter)
1097 int ff, ft, k, left, right, swap;
1098 int ignoreCheck = (flags & F_IGNORE_CHECK) != 0;
1099 ChessSquare wKing = WhiteKing, bKing = BlackKing, *castlingRights = board[CASTLING];
1100 int inCheck = !ignoreCheck && CheckTest(board, flags, -1, -1, -1, -1, FALSE); // kludge alert: this would mark pre-existing checkers if status==1
1104 xqCheckers[EP_STATUS] *= 2; // quasi: if previous CheckTest has been marking, we now set flag for suspending same checkers
1105 if(filter == EmptySquare) rFilter = fFilter = -1; // [HGM] speed: do not filter on square if we do not filter on piece
1106 GenPseudoLegal(board, flags, GenLegalCallback, (VOIDSTAR) &cl, filter);
1108 if (inCheck) return TRUE;
1110 /* Generate castling moves */
1111 if(gameInfo.variant == VariantKnightmate) { /* [HGM] Knightmate */
1112 wKing = WhiteUnicorn; bKing = BlackUnicorn;
1115 for (ff = BOARD_WIDTH>>1; ff >= (BOARD_WIDTH-1)>>1; ff-- /*ics wild 1*/) {
1116 if ((flags & F_WHITE_ON_MOVE) &&
1117 (flags & F_WHITE_KCASTLE_OK) &&
1118 board[0][ff] == wKing &&
1119 board[0][ff + 1] == EmptySquare &&
1120 board[0][ff + 2] == EmptySquare &&
1121 board[0][BOARD_RGHT-3] == EmptySquare &&
1122 board[0][BOARD_RGHT-2] == EmptySquare &&
1123 board[0][BOARD_RGHT-1] == WhiteRook &&
1124 castlingRights[0] != NoRights && /* [HGM] check rights */
1125 ( castlingRights[2] == ff || castlingRights[6] == ff ) &&
1127 (!CheckTest(board, flags, 0, ff, 0, ff + 1, FALSE) &&
1128 !CheckTest(board, flags, 0, ff, 0, BOARD_RGHT-3, FALSE) &&
1129 (gameInfo.variant != VariantJanus || !CheckTest(board, flags, 0, ff, 0, BOARD_RGHT-2, FALSE)) &&
1130 !CheckTest(board, flags, 0, ff, 0, ff + 2, FALSE)))) {
1132 callback(board, flags,
1133 ff==BOARD_WIDTH>>1 ? WhiteKingSideCastle : WhiteKingSideCastleWild,
1134 0, ff, 0, ff + ((gameInfo.boardWidth+2)>>2) + (gameInfo.variant == VariantJanus), closure);
1136 if ((flags & F_WHITE_ON_MOVE) &&
1137 (flags & F_WHITE_QCASTLE_OK) &&
1138 board[0][ff] == wKing &&
1139 board[0][ff - 1] == EmptySquare &&
1140 board[0][ff - 2] == EmptySquare &&
1141 board[0][BOARD_LEFT+2] == EmptySquare &&
1142 board[0][BOARD_LEFT+1] == EmptySquare &&
1143 board[0][BOARD_LEFT+0] == WhiteRook &&
1144 castlingRights[1] != NoRights && /* [HGM] check rights */
1145 ( castlingRights[2] == ff || castlingRights[6] == ff ) &&
1147 (!CheckTest(board, flags, 0, ff, 0, ff - 1, FALSE) &&
1148 !CheckTest(board, flags, 0, ff, 0, BOARD_LEFT+3, FALSE) &&
1149 !CheckTest(board, flags, 0, ff, 0, ff - 2, FALSE)))) {
1151 callback(board, flags,
1152 ff==BOARD_WIDTH>>1 ? WhiteQueenSideCastle : WhiteQueenSideCastleWild,
1153 0, ff, 0, ff - ((gameInfo.boardWidth+2)>>2), closure);
1155 if (!(flags & F_WHITE_ON_MOVE) &&
1156 (flags & F_BLACK_KCASTLE_OK) &&
1157 board[BOARD_HEIGHT-1][ff] == bKing &&
1158 board[BOARD_HEIGHT-1][ff + 1] == EmptySquare &&
1159 board[BOARD_HEIGHT-1][ff + 2] == EmptySquare &&
1160 board[BOARD_HEIGHT-1][BOARD_RGHT-3] == EmptySquare &&
1161 board[BOARD_HEIGHT-1][BOARD_RGHT-2] == EmptySquare &&
1162 board[BOARD_HEIGHT-1][BOARD_RGHT-1] == BlackRook &&
1163 castlingRights[3] != NoRights && /* [HGM] check rights */
1164 ( castlingRights[5] == ff || castlingRights[7] == ff ) &&
1166 (!CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff + 1, FALSE) &&
1167 !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, BOARD_RGHT-3, FALSE) &&
1168 (gameInfo.variant != VariantJanus || !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, BOARD_RGHT-2, FALSE)) &&
1169 !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff + 2, FALSE)))) {
1171 callback(board, flags,
1172 ff==BOARD_WIDTH>>1 ? BlackKingSideCastle : BlackKingSideCastleWild,
1173 BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff + ((gameInfo.boardWidth+2)>>2) + (gameInfo.variant == VariantJanus), closure);
1175 if (!(flags & F_WHITE_ON_MOVE) &&
1176 (flags & F_BLACK_QCASTLE_OK) &&
1177 board[BOARD_HEIGHT-1][ff] == bKing &&
1178 board[BOARD_HEIGHT-1][ff - 1] == EmptySquare &&
1179 board[BOARD_HEIGHT-1][ff - 2] == EmptySquare &&
1180 board[BOARD_HEIGHT-1][BOARD_LEFT+2] == EmptySquare &&
1181 board[BOARD_HEIGHT-1][BOARD_LEFT+1] == EmptySquare &&
1182 board[BOARD_HEIGHT-1][BOARD_LEFT+0] == BlackRook &&
1183 castlingRights[4] != NoRights && /* [HGM] check rights */
1184 ( castlingRights[5] == ff || castlingRights[7] == ff ) &&
1186 (!CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff - 1, FALSE) &&
1187 !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, BOARD_LEFT+3, FALSE) &&
1188 !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff - 2, FALSE)))) {
1190 callback(board, flags,
1191 ff==BOARD_WIDTH>>1 ? BlackQueenSideCastle : BlackQueenSideCastleWild,
1192 BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff - ((gameInfo.boardWidth+2)>>2), closure);
1196 if((swap = gameInfo.variant == VariantSChess) || flags & F_FRC_TYPE_CASTLING) {
1198 /* generate all potential FRC castling moves (KxR), ignoring flags */
1199 /* [HGM] test if the Rooks we find have castling rights */
1200 /* In S-Chess we generate RxK for allowed castlings, for gating at Rook square */
1203 if ((flags & F_WHITE_ON_MOVE) != 0) {
1204 ff = castlingRights[2]; /* King file if we have any rights */
1205 if(ff != NoRights && board[0][ff] == WhiteKing) {
1206 if (appData.debugMode) {
1207 fprintf(debugFP, "FRC castling, %d %d %d %d %d %d\n",
1208 castlingRights[0],castlingRights[1],ff,castlingRights[3],castlingRights[4],castlingRights[5]);
1210 ft = castlingRights[0]; /* Rook file if we have H-side rights */
1212 right = BOARD_RGHT-2;
1213 if(ff == BOARD_RGHT-2) left = right = ff-1; /* special case */
1214 for(k=left; k<=right && ft != NoRights; k++) /* first test if blocked */
1215 if(k != ft && board[0][k] != EmptySquare) ft = NoRights;
1216 for(k=left; k<right && ft != NoRights; k++) /* then if not checked */
1217 if(!ignoreCheck && CheckTest(board, flags, 0, ff, 0, k, FALSE)) ft = NoRights;
1218 if(ft != NoRights && board[0][ft] == WhiteRook)
1219 callback(board, flags, WhiteHSideCastleFR, 0, swap ? ft : ff, 0, swap ? ff : ft, closure);
1221 ft = castlingRights[1]; /* Rook file if we have A-side rights */
1222 left = BOARD_LEFT+2;
1224 if(ff <= BOARD_LEFT+2) { left = ff+1; right = BOARD_LEFT+3; }
1225 for(k=left; k<=right && ft != NoRights; k++) /* first test if blocked */
1226 if(k != ft && board[0][k] != EmptySquare) ft = NoRights;
1227 if(ff > BOARD_LEFT+2)
1228 for(k=left+1; k<=right && ft != NoRights; k++) /* then if not checked */
1229 if(!ignoreCheck && CheckTest(board, flags, 0, ff, 0, k, FALSE)) ft = NoRights;
1230 if(ft != NoRights && board[0][ft] == WhiteRook)
1231 callback(board, flags, WhiteASideCastleFR, 0, swap ? ft : ff, 0, swap ? ff : ft, closure);
1234 ff = castlingRights[5]; /* King file if we have any rights */
1235 if(ff != NoRights && board[BOARD_HEIGHT-1][ff] == BlackKing) {
1236 ft = castlingRights[3]; /* Rook file if we have H-side rights */
1238 right = BOARD_RGHT-2;
1239 if(ff == BOARD_RGHT-2) left = right = ff-1; /* special case */
1240 for(k=left; k<=right && ft != NoRights; k++) /* first test if blocked */
1241 if(k != ft && board[BOARD_HEIGHT-1][k] != EmptySquare) ft = NoRights;
1242 for(k=left; k<right && ft != NoRights; k++) /* then if not checked */
1243 if(!ignoreCheck && CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, k, FALSE)) ft = NoRights;
1244 if(ft != NoRights && board[BOARD_HEIGHT-1][ft] == BlackRook)
1245 callback(board, flags, BlackHSideCastleFR, BOARD_HEIGHT-1, swap ? ft : ff, BOARD_HEIGHT-1, swap ? ff : ft, closure);
1247 ft = castlingRights[4]; /* Rook file if we have A-side rights */
1248 left = BOARD_LEFT+2;
1250 if(ff <= BOARD_LEFT+2) { left = ff+1; right = BOARD_LEFT+3; }
1251 for(k=left; k<=right && ft != NoRights; k++) /* first test if blocked */
1252 if(k != ft && board[BOARD_HEIGHT-1][k] != EmptySquare) ft = NoRights;
1253 if(ff > BOARD_LEFT+2)
1254 for(k=left+1; k<=right && ft != NoRights; k++) /* then if not checked */
1255 if(!ignoreCheck && CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, k, FALSE)) ft = NoRights;
1256 if(ft != NoRights && board[BOARD_HEIGHT-1][ft] == BlackRook)
1257 callback(board, flags, BlackASideCastleFR, BOARD_HEIGHT-1, swap ? ft : ff, BOARD_HEIGHT-1, swap ? ff : ft, closure);
1273 extern void CheckTestCallback P((Board board, int flags, ChessMove kind,
1274 int rf, int ff, int rt, int ft,
1279 CheckTestCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
1281 register CheckTestClosure *cl = (CheckTestClosure *) closure;
1283 if (rt == cl->rking && ft == cl->fking) {
1284 if(xqCheckers[EP_STATUS] >= 2 && xqCheckers[rf][ff]) return; // checker is piece with suspended checking power
1286 xqCheckers[rf][ff] = xqCheckers[EP_STATUS] & 1; // remember who is checking (if status == 1)
1288 if( board[EP_STATUS] == EP_ROYAL_LION && (board[rt][ft] == WhiteLion || board[rt][ft] == BlackLion)
1289 && (gameInfo.variant != VariantLion || board[rf][ff] != WhiteKing && board[rf][ff] != BlackKing) )
1290 cl->check++; // [HGM] lion: forbidden counterstrike against Lion equated to putting yourself in check
1294 /* If the player on move were to move from (rf, ff) to (rt, ft), would
1295 he leave himself in check? Or if rf == -1, is the player on move
1296 in check now? enPassant must be TRUE if the indicated move is an
1297 e.p. capture. The possibility of castling out of a check along the
1298 back rank is not accounted for (i.e., we still return nonzero), as
1299 this is illegal anyway. Return value is the number of times the
1300 king is in check. */
1302 CheckTest (Board board, int flags, int rf, int ff, int rt, int ft, int enPassant)
1304 CheckTestClosure cl;
1305 ChessSquare king = flags & F_WHITE_ON_MOVE ? WhiteKing : BlackKing;
1306 ChessSquare captured = EmptySquare, ep, trampled;
1307 /* Suppress warnings on uninitialized variables */
1309 if(gameInfo.variant == VariantXiangqi)
1310 king = flags & F_WHITE_ON_MOVE ? WhiteWazir : BlackWazir;
1311 if(gameInfo.variant == VariantKnightmate)
1312 king = flags & F_WHITE_ON_MOVE ? WhiteUnicorn : BlackUnicorn;
1313 if(gameInfo.variant == VariantChu) { // strictly speaking this is not needed, as Chu officially has no check
1314 int r, f, k = king, royals=0, prince = flags & F_WHITE_ON_MOVE ? WhiteMonarch : BlackMonarch;
1315 for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++) {
1316 if(board[r][f] == k || board[r][f] == prince) {
1317 if(++royals > 1) return FALSE; // no check if we have two royals (ignores double captureby Lion!)
1318 king = board[r][f]; // remember hich one we had
1325 captured = board[rf][ft];
1326 board[rf][ft] = EmptySquare;
1328 captured = board[rt][ft];
1329 if(killX >= 0) { trampled = board[killY][killX]; board[killY][killX] = EmptySquare; }
1331 if(rf == DROP_RANK) board[rt][ft] = ff; else { // [HGM] drop
1332 board[rt][ft] = board[rf][ff];
1333 board[rf][ff] = EmptySquare;
1335 ep = board[EP_STATUS];
1336 if( captured == WhiteLion || captured == BlackLion ) { // [HGM] lion: Chu Lion-capture rules
1337 ChessSquare victim = killX < 0 ? EmptySquare : trampled;
1338 if( (board[rt][ft] == WhiteLion || board[rt][ft] == BlackLion) && // capturer is Lion
1339 (ff - ft > 1 || ft - ff > 1 || rf - rt > 1 || rt - rf > 1) && // captures from a distance
1340 (victim == EmptySquare || victim == WhitePawn || victim == BlackPawn) ) // no or worthless 'bridge'
1341 board[EP_STATUS] = EP_ROYAL_LION; // on distant Lion x Lion victim must not be pseudo-legally protected
1345 /* For compatibility with ICS wild 9, we scan the board in the
1346 order a1, a2, a3, ... b1, b2, ..., h8 to find the first king,
1347 and we test only whether that one is in check. */
1348 for (cl.fking = BOARD_LEFT+0; cl.fking < BOARD_RGHT; cl.fking++)
1349 for (cl.rking = 0; cl.rking < BOARD_HEIGHT; cl.rking++) {
1350 if (board[cl.rking][cl.fking] == king) {
1352 if(gameInfo.variant == VariantXiangqi) {
1353 /* [HGM] In Xiangqi opposing Kings means check as well */
1355 dir = (king >= BlackPawn) ? -1 : 1;
1356 for( i=cl.rking+dir; i>=0 && i<BOARD_HEIGHT &&
1357 board[i][cl.fking] == EmptySquare; i+=dir );
1358 if(i>=0 && i<BOARD_HEIGHT &&
1359 board[i][cl.fking] == (dir>0 ? BlackWazir : WhiteWazir) )
1362 GenPseudoLegal(board, flags ^ F_WHITE_ON_MOVE, CheckTestCallback, (VOIDSTAR) &cl, EmptySquare);
1363 if(gameInfo.variant != VariantSpartan || cl.check == 0) // in Spartan Chess go on to test if other King is checked too
1364 goto undo_move; /* 2-level break */
1371 if(rf != DROP_RANK) // [HGM] drop
1372 board[rf][ff] = board[rt][ft];
1374 board[rf][ft] = captured;
1375 board[rt][ft] = EmptySquare;
1377 if(killX >= 0) board[killY][killX] = trampled;
1378 board[rt][ft] = captured;
1380 board[EP_STATUS] = ep;
1383 return cl.fking < BOARD_RGHT ? cl.check : 1000; // [HGM] atomic: return 1000 if we have no king
1387 HasLion (Board board, int flags)
1389 int lion = F_WHITE_ON_MOVE & flags ? WhiteLion : BlackLion;
1391 for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++)
1392 if(board[r][f] == lion) return 1;
1397 LegalDrop (Board board, int flags, ChessSquare piece, int rt, int ft)
1398 { // [HGM] put drop legality testing in separate routine for clarity
1400 if(appData.debugMode) fprintf(debugFP, "LegalDrop: %d @ %d,%d)\n", piece, ft, rt);
1401 if(board[rt][ft] != EmptySquare) return ImpossibleMove; // must drop to empty square
1402 n = PieceToNumber(piece);
1403 if((gameInfo.holdingsWidth == 0 || (flags & F_WHITE_ON_MOVE ? board[n][BOARD_WIDTH-1] : board[BOARD_HEIGHT-1-n][0]) != piece)
1404 && gameInfo.variant != VariantBughouse) // in bughouse we don't check for availability, because ICS doesn't always tell us
1405 return ImpossibleMove; // piece not available
1406 if(gameInfo.variant == VariantShogi) { // in Shogi lots of drops are forbidden!
1407 if((piece == WhitePawn || piece == WhiteQueen) && rt == BOARD_HEIGHT-1 ||
1408 (piece == BlackPawn || piece == BlackQueen) && rt == 0 ||
1409 piece == WhiteKnight && rt > BOARD_HEIGHT-3 ||
1410 piece == BlackKnight && rt < 2 ) return IllegalMove; // e.g. where dropped piece has no moves
1411 if(piece == WhitePawn || piece == BlackPawn) {
1413 for(r=1; r<BOARD_HEIGHT-1; r++)
1414 if(board[r][ft] == piece) return IllegalMove; // or there already is a Pawn in file
1415 // should still test if we mate with this Pawn
1417 } else if(gameInfo.variant == VariantSChess) { // only back-rank drops
1418 if (rt != (piece < BlackPawn ? 0 : BOARD_HEIGHT-1)) return IllegalMove;
1420 if( (piece == WhitePawn || piece == BlackPawn) &&
1421 (rt == 0 || rt == BOARD_HEIGHT -1 ) )
1422 return IllegalMove; /* no pawn drops on 1st/8th */
1424 if(appData.debugMode) fprintf(debugFP, "LegalDrop: %d @ %d,%d)\n", piece, ft, rt);
1425 if (!(flags & F_IGNORE_CHECK) &&
1426 CheckTest(board, flags, DROP_RANK, piece, rt, ft, FALSE) ) return IllegalMove;
1427 return flags & F_WHITE_ON_MOVE ? WhiteDrop : BlackDrop;
1430 extern void LegalityTestCallback P((Board board, int flags, ChessMove kind,
1431 int rf, int ff, int rt, int ft,
1435 LegalityTestCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
1437 register LegalityTestClosure *cl = (LegalityTestClosure *) closure;
1439 if(board[rt][ft] != EmptySquare || kind==WhiteCapturesEnPassant || kind==BlackCapturesEnPassant)
1440 cl->captures++; // [HGM] losers: count legal captures
1441 if (rf == cl->rf && ff == cl->ff && rt == cl->rt && ft == cl->ft)
1446 LegalityTest (Board board, int flags, int rf, int ff, int rt, int ft, int promoChar)
1448 LegalityTestClosure cl; ChessSquare piece, filterPiece;
1450 if(quickFlag) flags = flags & ~1 | quickFlag & 1; // [HGM] speed: in quick mode quickFlag specifies side-to-move.
1451 if(rf == DROP_RANK) return LegalDrop(board, flags, ff, rt, ft);
1452 piece = filterPiece = board[rf][ff];
1453 if(PieceToChar(piece) == '~') filterPiece = DEMOTED piece;
1455 /* [HGM] Cobra and Falcon are wildcard pieces; consider all their moves legal */
1456 /* (perhaps we should disallow moves that obviously leave us in check?) */
1457 if(piece == WhiteFalcon || piece == BlackFalcon ||
1458 piece == WhiteCobra || piece == BlackCobra)
1459 return CheckTest(board, flags, rf, ff, rt, ft, FALSE) ? IllegalMove : NormalMove;
1463 cl.rt = rFilter = rt; // [HGM] speed: filter on to-square
1464 cl.ft = fFilter = ft;
1465 cl.kind = IllegalMove;
1466 cl.captures = 0; // [HGM] losers: prepare to count legal captures.
1467 if(flags & F_MANDATORY_CAPTURE) filterPiece = EmptySquare; // [HGM] speed: do not filter in suicide, to find all captures
1468 GenLegal(board, flags, LegalityTestCallback, (VOIDSTAR) &cl, filterPiece);
1469 if((flags & F_MANDATORY_CAPTURE) && cl.captures && board[rt][ft] == EmptySquare
1470 && cl.kind != WhiteCapturesEnPassant && cl.kind != BlackCapturesEnPassant)
1471 return(IllegalMove); // [HGM] losers: if there are legal captures, non-capts are illegal
1473 if(promoChar == 'x') promoChar = NULLCHAR; // [HGM] is this ever the case?
1474 if(gameInfo.variant == VariantSChess && promoChar && promoChar != '=' && board[rf][ff] != WhitePawn && board[rf][ff] != BlackPawn) {
1475 if(board[rf][ff] < BlackPawn) { // white
1476 if(rf != 0) return IllegalMove; // must be on back rank
1477 if(!(board[VIRGIN][ff] & VIRGIN_W)) return IllegalMove; // non-virgin
1478 if(board[PieceToNumber(CharToPiece(ToUpper(promoChar)))][BOARD_WIDTH-2] == 0) return ImpossibleMove;// must be in stock
1480 if(rf != BOARD_HEIGHT-1) return IllegalMove;
1481 if(!(board[VIRGIN][ff] & VIRGIN_B)) return IllegalMove; // non-virgin
1482 if(board[BOARD_HEIGHT-1-PieceToNumber(CharToPiece(ToLower(promoChar)))][1] == 0) return ImpossibleMove;
1485 if(gameInfo.variant == VariantChu) {
1486 if(cl.kind != NormalMove || promoChar == NULLCHAR || promoChar == '=') return cl.kind;
1487 if(promoChar != '+')
1488 return CharToPiece(promoChar) == EmptySquare ? ImpossibleMove : IllegalMove;
1489 if(PieceToChar(CHUPROMOTED board[rf][ff]) != '+') return ImpossibleMove;
1490 return flags & F_WHITE_ON_MOVE ? WhitePromotion : BlackPromotion;
1492 if(gameInfo.variant == VariantShogi) {
1493 /* [HGM] Shogi promotions. '=' means defer */
1494 if(rf != DROP_RANK && cl.kind == NormalMove) {
1495 ChessSquare piece = board[rf][ff];
1497 if(promoChar == PieceToChar(BlackQueen)) promoChar = NULLCHAR; /* [HGM] Kludge */
1498 if(promoChar == 'd' && (piece == WhiteRook || piece == BlackRook) ||
1499 promoChar == 'h' && (piece == WhiteBishop || piece == BlackBishop) ||
1500 promoChar == 'g' && (piece <= WhiteFerz || piece <= BlackFerz && piece >= BlackPawn) )
1501 promoChar = '+'; // allowed ICS notations
1502 if(appData.debugMode)fprintf(debugFP,"SHOGI promoChar = %c\n", promoChar ? promoChar : '-');
1503 if(promoChar != NULLCHAR && promoChar != '+' && promoChar != '=')
1504 return CharToPiece(promoChar) == EmptySquare ? ImpossibleMove : IllegalMove;
1505 else if(flags & F_WHITE_ON_MOVE) {
1506 if( (int) piece < (int) WhiteWazir &&
1507 (rf >= BOARD_HEIGHT - BOARD_HEIGHT/3 || rt >= BOARD_HEIGHT - BOARD_HEIGHT/3) ) {
1508 if( (piece == WhitePawn || piece == WhiteQueen) && rt > BOARD_HEIGHT-2 ||
1509 piece == WhiteKnight && rt > BOARD_HEIGHT-3) /* promotion mandatory */
1510 cl.kind = promoChar == '=' ? IllegalMove : WhitePromotion;
1511 else /* promotion optional, default is defer */
1512 cl.kind = promoChar == '+' ? WhitePromotion : WhiteNonPromotion;
1513 } else cl.kind = promoChar == '+' ? IllegalMove : NormalMove;
1515 if( (int) piece < (int) BlackWazir && (rf < BOARD_HEIGHT/3 || rt < BOARD_HEIGHT/3) ) {
1516 if( (piece == BlackPawn || piece == BlackQueen) && rt < 1 ||
1517 piece == BlackKnight && rt < 2 ) /* promotion obligatory */
1518 cl.kind = promoChar == '=' ? IllegalMove : BlackPromotion;
1519 else /* promotion optional, default is defer */
1520 cl.kind = promoChar == '+' ? BlackPromotion : BlackNonPromotion;
1521 } else cl.kind = promoChar == '+' ? IllegalMove : NormalMove;
1525 if (promoChar != NULLCHAR) {
1526 if(cl.kind == NormalMove && promoChar == '+') { // allow shogi-style promotion is pieceToChar specifies them
1527 ChessSquare piece = board[rf][ff];
1528 if(piece < BlackPawn ? piece > WhiteMan : piece > BlackMan) return ImpossibleMove; // already promoted
1529 // should test if in zone, really
1530 if(gameInfo.variant == VariantChuChess && (piece == WhiteKnight || piece == BlackKnight) && HasLion(board, flags))
1532 if(PieceToChar(PROMOTED piece) == '+') return flags & F_WHITE_ON_MOVE ? WhitePromotion : BlackPromotion;
1534 if(promoChar == '=') cl.kind = IllegalMove; else // [HGM] shogi: no deferred promotion outside Shogi
1535 if (cl.kind == WhitePromotion || cl.kind == BlackPromotion) {
1536 ChessSquare piece = CharToPiece(flags & F_WHITE_ON_MOVE ? ToUpper(promoChar) : ToLower(promoChar));
1537 if(piece == EmptySquare)
1538 cl.kind = ImpossibleMove; // non-existing piece
1539 if(gameInfo.variant == VariantChuChess && promoChar == 'l' && HasLion(board, flags)) {
1540 cl.kind = IllegalMove; // no two Lions
1541 } else if(gameInfo.variant == VariantSpartan && cl.kind == BlackPromotion ) {
1542 if(promoChar != PieceToChar(BlackKing)) {
1543 if(CheckTest(board, flags, rf, ff, rt, ft, FALSE)) cl.kind = IllegalMove; // [HGM] spartan: only promotion to King was possible
1544 if(piece == BlackLance) cl.kind = ImpossibleMove;
1545 } else { // promotion to King allowed only if we do not have two yet
1546 int r, f, kings = 0;
1547 for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++) kings += (board[r][f] == BlackKing);
1548 if(kings == 2) cl.kind = IllegalMove;
1550 } else if(piece == WhitePawn && rt == BOARD_HEIGHT-1 ||
1551 piece == BlackPawn && rt == 0) cl.kind = IllegalMove; // cannot stay Pawn on last rank in any variant
1552 else if((piece == WhiteUnicorn || piece == BlackUnicorn) && gameInfo.variant == VariantKnightmate)
1553 cl.kind = IllegalMove; // promotion to Royal Knight not allowed
1554 else if((piece == WhiteKing || piece == BlackKing) && gameInfo.variant != VariantSuicide && gameInfo.variant != VariantGiveaway)
1555 cl.kind = IllegalMove; // promotion to King usually not allowed
1557 cl.kind = IllegalMove;
1567 extern void MateTestCallback P((Board board, int flags, ChessMove kind,
1568 int rf, int ff, int rt, int ft,
1572 MateTestCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
1574 register MateTestClosure *cl = (MateTestClosure *) closure;
1579 /* Return MT_NONE, MT_CHECK, MT_CHECKMATE, or MT_STALEMATE */
1581 MateTest (Board board, int flags)
1584 int inCheck, r, f, myPieces=0, hisPieces=0, nrKing=0;
1585 ChessSquare king = flags & F_WHITE_ON_MOVE ? WhiteKing : BlackKing;
1587 for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++) {
1588 // [HGM] losers: Count pieces and kings, to detect other unorthodox winning conditions
1589 nrKing += (board[r][f] == king); // stm has king
1590 if( board[r][f] != EmptySquare ) {
1591 if((int)board[r][f] <= (int)king && (int)board[r][f] >= (int)king - (int)WhiteKing + (int)WhitePawn)
1596 switch(gameInfo.variant) { // [HGM] losers: extinction wins
1597 case VariantShatranj:
1598 if(hisPieces == 1) return myPieces > 1 ? MT_BARE : MT_DRAW;
1602 if(nrKing == 0) return MT_NOKING;
1605 if(myPieces == 1) return MT_BARE;
1608 inCheck = GenLegal(board, flags, MateTestCallback, (VOIDSTAR) &cl, EmptySquare);
1609 // [HGM] 3check: yet to do!
1611 return inCheck ? MT_CHECK : MT_NONE;
1613 if(gameInfo.holdingsWidth && gameInfo.variant != VariantSuper && gameInfo.variant != VariantGreat
1614 && gameInfo.variant != VariantSChess && gameInfo.variant != VariantGrand) { // drop game
1615 int r, f, n, holdings = flags & F_WHITE_ON_MOVE ? BOARD_WIDTH-1 : 0;
1616 for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++) if(board[r][f] == EmptySquare) // all empty squares
1617 for(n=0; n<BOARD_HEIGHT; n++) // all pieces in hand
1618 if(board[n][holdings] != EmptySquare) {
1619 int moveType = LegalDrop(board, flags, board[n][holdings], r, f);
1620 if(moveType == WhiteDrop || moveType == BlackDrop) return (inCheck ? MT_CHECK : MT_NONE); // we have legal drop
1623 if(gameInfo.variant == VariantSuicide) // [HGM] losers: always stalemate, since no check, but result varies
1624 return myPieces == hisPieces ? MT_STALEMATE :
1625 myPieces > hisPieces ? MT_STAINMATE : MT_STEALMATE;
1626 else if(gameInfo.variant == VariantLosers) return inCheck ? MT_TRICKMATE : MT_STEALMATE;
1627 else if(gameInfo.variant == VariantGiveaway) return MT_STEALMATE; // no check exists, stalemated = win
1629 return inCheck ? MT_CHECKMATE
1630 : (gameInfo.variant == VariantXiangqi || gameInfo.variant == VariantShatranj || IS_SHOGI(gameInfo.variant)) ?
1631 MT_STAINMATE : MT_STALEMATE;
1636 extern void DisambiguateCallback P((Board board, int flags, ChessMove kind,
1637 int rf, int ff, int rt, int ft,
1641 DisambiguateCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
1643 register DisambiguateClosure *cl = (DisambiguateClosure *) closure;
1644 int wildCard = FALSE; ChessSquare piece = board[rf][ff];
1646 // [HGM] wild: for wild-card pieces rt and rf are dummies
1647 if(piece == WhiteFalcon || piece == BlackFalcon ||
1648 piece == WhiteCobra || piece == BlackCobra)
1651 if ((cl->pieceIn == EmptySquare || cl->pieceIn == board[rf][ff]
1652 || PieceToChar(board[rf][ff]) == '~'
1653 && cl->pieceIn == (ChessSquare)(DEMOTED board[rf][ff])
1655 (cl->rfIn == -1 || cl->rfIn == rf) &&
1656 (cl->ffIn == -1 || cl->ffIn == ff) &&
1657 (cl->rtIn == -1 || cl->rtIn == rt || wildCard) &&
1658 (cl->ftIn == -1 || cl->ftIn == ft || wildCard)) {
1661 if(cl->count == 1 || board[rt][ft] != EmptySquare) {
1662 // [HGM] oneclick: if multiple moves, be sure we remember capture
1663 cl->piece = board[rf][ff];
1666 cl->rt = wildCard ? cl->rtIn : rt;
1667 cl->ft = wildCard ? cl->ftIn : ft;
1670 cl->captures += (board[rt][ft] != EmptySquare); // [HGM] oneclick: count captures
1675 Disambiguate (Board board, int flags, DisambiguateClosure *closure)
1677 int illegal = 0; char c = closure->promoCharIn;
1679 if(quickFlag) flags = flags & ~1 | quickFlag & 1; // [HGM] speed: in quick mode quickFlag specifies side-to-move.
1680 closure->count = closure->captures = 0;
1681 closure->rf = closure->ff = closure->rt = closure->ft = 0;
1682 closure->kind = ImpossibleMove;
1683 rFilter = closure->rtIn; // [HGM] speed: only consider moves to given to-square
1684 fFilter = closure->ftIn;
1685 if(quickFlag) { // [HGM] speed: try without check test first, because if that is not ambiguous, we are happy
1686 GenLegal(board, flags|F_IGNORE_CHECK, DisambiguateCallback, (VOIDSTAR) closure, closure->pieceIn);
1687 if(closure->count > 1) { // gamble did not pay off. retry with check test to resolve ambiguity
1688 closure->count = closure->captures = 0;
1689 closure->rf = closure->ff = closure->rt = closure->ft = 0;
1690 closure->kind = ImpossibleMove;
1691 GenLegal(board, flags, DisambiguateCallback, (VOIDSTAR) closure, closure->pieceIn); // [HGM] speed: only pieces of requested type
1694 GenLegal(board, flags, DisambiguateCallback, (VOIDSTAR) closure, closure->pieceIn); // [HGM] speed: only pieces of requested type
1695 if (closure->count == 0) {
1696 /* See if it's an illegal move due to check */
1698 GenLegal(board, flags|F_IGNORE_CHECK, DisambiguateCallback, (VOIDSTAR) closure, closure->pieceIn);
1699 if (closure->count == 0) {
1700 /* No, it's not even that */
1701 if(!appData.testLegality && closure->pieceIn != EmptySquare) {
1702 int f, r; // if there is only a single piece of the requested type on the board, use that
1703 closure->rt = closure->rtIn, closure->ft = closure->ftIn;
1704 for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++)
1705 if(board[r][f] == closure->pieceIn) closure->count++, closure->rf = r, closure->ff = f;
1706 if(closure->count > 1) illegal = 0; // ambiguous
1708 if(closure->count == 0) {
1709 if (appData.debugMode) { int i, j;
1710 for(i=BOARD_HEIGHT-1; i>=0; i--) {
1711 for(j=0; j<BOARD_WIDTH; j++)
1712 fprintf(debugFP, "%3d", (int) board[i][j]);
1713 fprintf(debugFP, "\n");
1721 if (c == 'x') c = NULLCHAR; // get rid of any 'x' (which should never happen?)
1722 if(gameInfo.variant == VariantSChess && c && c != '=' && closure->piece != WhitePawn && closure->piece != BlackPawn) {
1723 if(closure->piece < BlackPawn) { // white
1724 if(closure->rf != 0) closure->kind = IllegalMove; // must be on back rank
1725 if(!(board[VIRGIN][closure->ff] & VIRGIN_W)) closure->kind = IllegalMove; // non-virgin
1726 if(board[PieceToNumber(CharToPiece(ToUpper(c)))][BOARD_WIDTH-2] == 0) closure->kind = ImpossibleMove;// must be in stock
1728 if(closure->rf != BOARD_HEIGHT-1) closure->kind = IllegalMove;
1729 if(!(board[VIRGIN][closure->ff] & VIRGIN_B)) closure->kind = IllegalMove; // non-virgin
1730 if(board[BOARD_HEIGHT-1-PieceToNumber(CharToPiece(ToLower(c)))][1] == 0) closure->kind = ImpossibleMove;
1733 if(gameInfo.variant == VariantChu) {
1734 if(c == '+') closure->kind = (flags & F_WHITE_ON_MOVE ? WhitePromotion : BlackPromotion); // for now, accept any
1736 if(gameInfo.variant == VariantShogi) {
1737 /* [HGM] Shogi promotions. On input, '=' means defer, '+' promote. Afterwards, c is set to '+' for promotions, NULL other */
1738 if(closure->rfIn != DROP_RANK && closure->kind == NormalMove) {
1739 ChessSquare piece = closure->piece;
1740 if (c == 'd' && (piece == WhiteRook || piece == BlackRook) ||
1741 c == 'h' && (piece == WhiteBishop || piece == BlackBishop) ||
1742 c == 'g' && (piece <= WhiteFerz || piece <= BlackFerz && piece >= BlackPawn) )
1743 c = '+'; // allowed ICS notations
1744 if(c != NULLCHAR && c != '+' && c != '=') closure->kind = IllegalMove; // otherwise specifying a piece is illegal
1745 else if(flags & F_WHITE_ON_MOVE) {
1746 if( (int) piece < (int) WhiteWazir &&
1747 (closure->rf >= BOARD_HEIGHT-(BOARD_HEIGHT/3) || closure->rt >= BOARD_HEIGHT-(BOARD_HEIGHT/3)) ) {
1748 if( (piece == WhitePawn || piece == WhiteQueen) && closure->rt > BOARD_HEIGHT-2 ||
1749 piece == WhiteKnight && closure->rt > BOARD_HEIGHT-3) /* promotion mandatory */
1750 closure->kind = c == '=' ? IllegalMove : WhitePromotion;
1751 else /* promotion optional, default is defer */
1752 closure->kind = c == '+' ? WhitePromotion : WhiteNonPromotion;
1753 } else closure->kind = c == '+' ? IllegalMove : NormalMove;
1755 if( (int) piece < (int) BlackWazir && (closure->rf < BOARD_HEIGHT/3 || closure->rt < BOARD_HEIGHT/3) ) {
1756 if( (piece == BlackPawn || piece == BlackQueen) && closure->rt < 1 ||
1757 piece == BlackKnight && closure->rt < 2 ) /* promotion obligatory */
1758 closure->kind = c == '=' ? IllegalMove : BlackPromotion;
1759 else /* promotion optional, default is defer */
1760 closure->kind = c == '+' ? BlackPromotion : BlackNonPromotion;
1761 } else closure->kind = c == '+' ? IllegalMove : NormalMove;
1764 if(closure->kind == WhitePromotion || closure->kind == BlackPromotion) c = '+'; else
1765 if(closure->kind == WhiteNonPromotion || closure->kind == BlackNonPromotion) c = '=';
1767 if (closure->kind == WhitePromotion || closure->kind == BlackPromotion) {
1768 if(c == NULLCHAR) { // missing promoChar on mandatory promotion; use default for variant
1769 if(gameInfo.variant == VariantShatranj || gameInfo.variant == VariantCourier ||
1770 gameInfo.variant == VariantMakruk || gameInfo.variant == VariantASEAN)
1771 c = PieceToChar(BlackFerz);
1772 else if(gameInfo.variant == VariantGreat)
1773 c = PieceToChar(BlackMan);
1774 else if(gameInfo.variant == VariantGrand)
1775 closure->kind = closure->rt != 0 && closure->rt != BOARD_HEIGHT-1 ? NormalMove : AmbiguousMove; // no default in Grand Chess
1777 c = PieceToChar(BlackQueen);
1778 } else if(c == '=') closure->kind = IllegalMove; // no deferral outside Shogi
1779 else if(c == 'l' && gameInfo.variant == VariantChuChess && HasLion(board, flags)) closure->kind = IllegalMove;
1780 } else if (c == '+') { // '+' outside shogi, check if pieceToCharTable enabled it
1781 ChessSquare p = closure->piece;
1782 if(p > WhiteMan && p < BlackPawn || p > BlackMan || PieceToChar(PROMOTED p) != '+')
1783 closure->kind = ImpossibleMove; // used on non-promotable piece
1784 else if(gameInfo.variant == VariantChuChess && HasLion(board, flags)) closure->kind = IllegalMove;
1785 } else if (c != NULLCHAR) closure->kind = IllegalMove;
1787 closure->promoChar = ToLower(c); // this can be NULLCHAR! Note we keep original promoChar even if illegal.
1788 if(c != '+' && c != '=' && c != NULLCHAR && CharToPiece(flags & F_WHITE_ON_MOVE ? ToUpper(c) : ToLower(c)) == EmptySquare)
1789 closure->kind = ImpossibleMove; // but we cannot handle non-existing piece types!
1790 if (closure->count > 1) {
1791 closure->kind = AmbiguousMove;
1794 /* Note: If more than one illegal move matches, but no legal
1795 moves, we return IllegalMove, not AmbiguousMove. Caller
1796 can look at closure->count to detect this.
1798 closure->kind = IllegalMove;
1812 } CoordsToAlgebraicClosure;
1814 extern void CoordsToAlgebraicCallback P((Board board, int flags,
1815 ChessMove kind, int rf, int ff,
1816 int rt, int ft, VOIDSTAR closure));
1819 CoordsToAlgebraicCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
1821 register CoordsToAlgebraicClosure *cl =
1822 (CoordsToAlgebraicClosure *) closure;
1824 if ((rt == cl->rt && ft == cl->ft || rt == rf && ft == ff) && // [HGM] null move matches any toSquare
1825 (board[rf][ff] == cl->piece
1826 || PieceToChar(board[rf][ff]) == '~' &&
1827 (ChessSquare) (DEMOTED board[rf][ff]) == cl->piece)
1831 cl->kind = kind; /* this is the move we want */
1833 cl->file++; /* need file to rule out this move */
1837 cl->rank++; /* need rank to rule out this move */
1839 cl->either++; /* rank or file will rule out this move */
1845 /* Convert coordinates to normal algebraic notation.
1846 promoChar must be NULLCHAR or 'x' if not a promotion.
1849 CoordsToAlgebraic (Board board, int flags, int rf, int ff, int rt, int ft, int promoChar, char out[MOVE_LEN])
1853 char *outp = out, c;
1854 CoordsToAlgebraicClosure cl;
1856 if (rf == DROP_RANK) {
1857 if(ff == EmptySquare) { strncpy(outp, "--",3); return NormalMove; } // [HGM] pass
1858 /* Bughouse piece drop */
1859 *outp++ = ToUpper(PieceToChar((ChessSquare) ff));
1864 else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }
1866 return (flags & F_WHITE_ON_MOVE) ? WhiteDrop : BlackDrop;
1869 if (promoChar == 'x') promoChar = NULLCHAR;
1870 piece = board[rf][ff];
1871 if(PieceToChar(piece)=='~') piece = (ChessSquare)(DEMOTED piece);
1876 kind = LegalityTest(board, flags, rf, ff, rt, ft, promoChar);
1877 if (kind == IllegalMove && !(flags&F_IGNORE_CHECK)) {
1878 /* Keep short notation if move is illegal only because it
1879 leaves the player in check, but still return IllegalMove */
1880 kind = LegalityTest(board, flags|F_IGNORE_CHECK, rf, ff, rt, ft, promoChar);
1881 if (kind == IllegalMove) break;
1886 if (ff == ft && board[rt][ft] == EmptySquare) { /* [HGM] Xiangqi has straight noncapts! */
1887 /* Non-capture; use style "e5" */
1890 else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }
1892 /* Capture; use style "exd5" */
1893 if(gameInfo.variant != VariantXiangqi || board[rt][ft] != EmptySquare )
1894 *outp++ = 'x'; /* [HGM] Xiangqi has sideway noncaptures across river! */
1898 else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }
1900 /* Use promotion suffix style "=Q" */
1902 if (promoChar != NULLCHAR) {
1903 if(IS_SHOGI(gameInfo.variant)) {
1904 /* [HGM] ... but not in Shogi! */
1905 *outp++ = promoChar == '=' ? '=' : '+';
1908 *outp++ = ToUpper(promoChar);
1917 /* Fabien moved code: FRC castling first (if KxR), wild castling second */
1918 /* Code added by Tord: FRC castling. */
1919 if((piece == WhiteKing && board[rt][ft] == WhiteRook) ||
1920 (piece == BlackKing && board[rt][ft] == BlackRook)) {
1922 safeStrCpy(out, "O-O", MOVE_LEN);
1924 safeStrCpy(out, "O-O-O", MOVE_LEN);
1925 return LegalityTest(board, flags, rf, ff, rt, ft, promoChar);
1927 /* End of code added by Tord */
1928 /* Test for castling or ICS wild castling */
1929 /* Use style "O-O" (oh-oh) for PGN compatibility */
1930 else if (rf == rt &&
1931 rf == ((piece == WhiteKing) ? 0 : BOARD_HEIGHT-1) &&
1932 (ft - ff > 1 || ff - ft > 1) && // No castling if legal King move (on narrow boards!)
1933 ((ff == BOARD_WIDTH>>1 && (ft == BOARD_LEFT+2 || ft == BOARD_RGHT-2)) ||
1934 (ff == (BOARD_WIDTH-1)>>1 && (ft == BOARD_LEFT+1 || ft == BOARD_RGHT-3)))) {
1935 if(ft==BOARD_LEFT+1 || ft==BOARD_RGHT-2)
1936 snprintf(out, MOVE_LEN, "O-O%c%c", promoChar ? '/' : 0, ToUpper(promoChar));
1938 snprintf(out, MOVE_LEN, "O-O-O%c%c", promoChar ? '/' : 0, ToUpper(promoChar));
1940 /* This notation is always unambiguous, unless there are
1941 kings on both the d and e files, with "wild castling"
1942 possible for the king on the d file and normal castling
1943 possible for the other. ICS rules for wild 9
1944 effectively make castling illegal for either king in
1945 this situation. So I am not going to worry about it;
1946 I'll just generate an ambiguous O-O in this case.
1948 return LegalityTest(board, flags, rf, ff, rt, ft, promoChar);
1951 /* else fall through */
1956 cl.rt = rFilter = rt; // [HGM] speed: filter on to-square
1957 cl.ft = fFilter = ft;
1959 cl.kind = IllegalMove;
1960 cl.rank = cl.file = cl.either = 0;
1961 c = PieceToChar(piece) ;
1962 GenLegal(board, flags, CoordsToAlgebraicCallback, (VOIDSTAR) &cl, c!='~' ? piece : (DEMOTED piece)); // [HGM] speed
1964 if (cl.kind == IllegalMove && !(flags&F_IGNORE_CHECK)) {
1965 /* Generate pretty moves for moving into check, but
1966 still return IllegalMove.
1968 GenLegal(board, flags|F_IGNORE_CHECK, CoordsToAlgebraicCallback, (VOIDSTAR) &cl, c!='~' ? piece : (DEMOTED piece));
1969 if (cl.kind == IllegalMove) break;
1970 cl.kind = IllegalMove;
1973 /* Style is "Nf3" or "Nxf7" if this is unambiguous,
1974 else "Ngf3" or "Ngxf7",
1975 else "N1f3" or "N5xf7",
1976 else "Ng1f3" or "Ng5xf7".
1978 if( c == '~' || c == '+') {
1979 /* [HGM] print nonexistent piece as its demoted version */
1980 piece = (ChessSquare) (DEMOTED piece - 11*(gameInfo.variant == VariantChu));
1982 if(c=='+') *outp++ = c;
1983 *outp++ = ToUpper(PieceToChar(piece));
1985 if (cl.file || (cl.either && !cl.rank)) {
1991 else { *outp++ = (rf+ONE-'0')/10 + '0';*outp++ = (rf+ONE-'0')%10 + '0'; }
1994 if(board[rt][ft] != EmptySquare)
2000 else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }
2001 if (IS_SHOGI(gameInfo.variant)) {
2002 /* [HGM] in Shogi non-pawns can promote */
2003 *outp++ = promoChar; // Don't bother to correct move type, return value is never used!
2005 else if (gameInfo.variant == VariantChuChess && promoChar ||
2006 gameInfo.variant != VariantSuper && promoChar &&
2007 (piece == WhiteLance || piece == BlackLance) ) { // Lance sometimes represents Pawn
2009 *outp++ = ToUpper(promoChar);
2011 else if (gameInfo.variant == VariantSChess && promoChar) { // and in S-Chess we have gating
2013 *outp++ = ToUpper(promoChar);
2019 /* Moving a nonexistent piece */
2023 /* Not a legal move, even ignoring check.
2024 If there was a piece on the from square,
2025 use style "Ng1g3" or "Ng1xe8";
2026 if there was a pawn or nothing (!),
2027 use style "g1g3" or "g1xe8". Use "x"
2028 if a piece was on the to square, even
2029 a piece of the same color.
2033 if (piece != EmptySquare && piece != WhitePawn && piece != BlackPawn) {
2035 for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<=BOARD_RGHT; f++)
2036 c += (board[r][f] == piece); // count on-board pieces of given type
2037 *outp++ = ToUpper(PieceToChar(piece));
2039 if(c != 1) { // [HGM] but if there is only one piece of the mentioned type, no from-square, thank you!
2043 else { *outp++ = (rf+ONE-'0')/10 + '0';*outp++ = (rf+ONE-'0')%10 + '0'; }
2045 if (board[rt][ft] != EmptySquare) *outp++ = 'x';
2049 else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }
2050 /* Use promotion suffix style "=Q" */
2051 if (promoChar != NULLCHAR && promoChar != 'x') {
2053 *outp++ = ToUpper(promoChar);
2060 // [HGM] XQ: the following code serves to detect perpetual chasing (Asian rules)
2069 // I guess the following variables logically belong in the closure too, but I was too lazy and used globals
2071 int preyStackPointer, chaseStackPointer;
2074 unsigned char rf, ff, rt, ft;
2078 unsigned char rank, file;
2084 // there are three new callbacks for use with GenLegal: for adding captures, deleting them, and finding a recapture
2086 extern void AtacksCallback P((Board board, int flags, ChessMove kind,
2087 int rf, int ff, int rt, int ft,
2091 AttacksCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
2092 { // For adding captures that can lead to chase indictment to the chaseStack
2093 if(board[rt][ft] == EmptySquare) return; // non-capture
2094 if(board[rt][ft] == WhitePawn && rt < BOARD_HEIGHT/2) return; // Pawn before river can be chased
2095 if(board[rt][ft] == BlackPawn && rt >= BOARD_HEIGHT/2) return; // Pawn before river can be chased
2096 if(board[rf][ff] == WhitePawn || board[rf][ff] == BlackPawn) return; // Pawns are allowed to chase
2097 if(board[rf][ff] == WhiteWazir || board[rf][ff] == BlackWazir) return; // King is allowed to chase
2098 // move cannot be excluded from being a chase trivially (based on attacker and victim); save it on chaseStack
2099 chaseStack[chaseStackPointer].rf = rf;
2100 chaseStack[chaseStackPointer].ff = ff;
2101 chaseStack[chaseStackPointer].rt = rt;
2102 chaseStack[chaseStackPointer].ft = ft;
2103 chaseStackPointer++;
2106 extern void ExistingAtacksCallback P((Board board, int flags, ChessMove kind,
2107 int rf, int ff, int rt, int ft,
2111 ExistingAttacksCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
2112 { // for removing pre-exsting captures from the chaseStack, to be left with newly created ones
2114 register ChaseClosure *cl = (ChaseClosure *) closure; //closure tells us the move played in the repeat loop
2116 if(board[rt][ft] == EmptySquare) return; // no capture
2117 if(rf == cl->rf && ff == cl->ff) { // attacks with same piece from new position are not considered new
2118 rf = cl->rt; ff = cl->ft; // doctor their fromSquare so they will be recognized in chaseStack
2120 // search move in chaseStack, and delete it if it occurred there (as we know now it is not a new capture)
2121 for(i=0; i<chaseStackPointer; i++) {
2122 if(chaseStack[i].rf == rf && chaseStack[i].ff == ff &&
2123 chaseStack[i].rt == rt && chaseStack[i].ft == ft ) {
2124 // move found on chaseStack, delete it by overwriting with move popped from top of chaseStack
2125 chaseStack[i] = chaseStack[--chaseStackPointer];
2131 extern void ProtectedCallback P((Board board, int flags, ChessMove kind,
2132 int rf, int ff, int rt, int ft,
2136 ProtectedCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
2137 { // for determining if a piece (given through the closure) is protected
2138 register ChaseClosure *cl = (ChaseClosure *) closure; // closure tells us where to recapture
2140 if(rt == cl->rt && ft == cl->ft) cl->recaptures++; // count legal recaptures to this square
2141 if(appData.debugMode && board[rt][ft] != EmptySquare)
2142 fprintf(debugFP, "try %c%c%c%c=%d\n", ff+AAA, rf+ONE,ft+AAA, rt+ONE, cl->recaptures);
2145 extern char moveList[MAX_MOVES][MOVE_LEN];
2148 PerpetualChase (int first, int last)
2149 { // this routine detects if the side to move in the 'first' position is perpetually chasing (when not checking)
2152 ChessSquare captured;
2154 preyStackPointer = 0; // clear stack of chased pieces
2155 for(i=first; i<last; i+=2) { // for all positions with same side to move
2156 if(appData.debugMode) fprintf(debugFP, "judge position %i\n", i);
2157 chaseStackPointer = 0; // clear stack that is going to hold possible chases
2158 // determine all captures possible after the move, and put them on chaseStack
2159 GenLegal(boards[i+1], PosFlags(i), AttacksCallback, &cl, EmptySquare);
2160 if(appData.debugMode) { int n;
2161 for(n=0; n<chaseStackPointer; n++)
2162 fprintf(debugFP, "%c%c%c%c ", chaseStack[n].ff+AAA, chaseStack[n].rf+ONE,
2163 chaseStack[n].ft+AAA, chaseStack[n].rt+ONE);
2164 fprintf(debugFP, ": all capts\n");
2166 // determine all captures possible before the move, and delete them from chaseStack
2167 cl.rf = moveList[i][1]-ONE; // prepare closure to pass move that led from i to i+1
2168 cl.ff = moveList[i][0]-AAA+BOARD_LEFT;
2169 cl.rt = moveList[i][3]-ONE;
2170 cl.ft = moveList[i][2]-AAA+BOARD_LEFT;
2171 CopyBoard(xqCheckers, nullBoard); xqCheckers[EP_STATUS] = 1; // giant kludge to make GenLegal ignore pre-existing checks
2172 GenLegal(boards[i], PosFlags(i), ExistingAttacksCallback, &cl, EmptySquare);
2173 xqCheckers[EP_STATUS] = 0; // disable the generation of quasi-legal moves again
2174 if(appData.debugMode) { int n;
2175 for(n=0; n<chaseStackPointer; n++)
2176 fprintf(debugFP, "%c%c%c%c ", chaseStack[n].ff+AAA, chaseStack[n].rf+ONE,
2177 chaseStack[n].ft+AAA, chaseStack[n].rt+ONE);
2178 fprintf(debugFP, ": new capts after %c%c%c%c\n", cl.ff+AAA, cl.rf+ONE, cl.ft+AAA, cl.rt+ONE);
2180 // chaseSack now contains all captures made possible by the move
2181 for(j=0; j<chaseStackPointer; j++) { // run through chaseStack to identify true chases
2182 int attacker = (int)boards[i+1][chaseStack[j].rf][chaseStack[j].ff];
2183 int victim = (int)boards[i+1][chaseStack[j].rt][chaseStack[j].ft];
2185 if(attacker >= (int) BlackPawn) attacker = BLACK_TO_WHITE attacker; // convert to white, as piecee type
2186 if(victim >= (int) BlackPawn) victim = BLACK_TO_WHITE victim;
2188 if((attacker == WhiteKnight || attacker == WhiteCannon) && victim == WhiteRook)
2189 continue; // C or H attack on R is always chase; leave on chaseStack
2191 if(attacker == victim) {
2192 if(LegalityTest(boards[i+1], PosFlags(i+1), chaseStack[j].rt,
2193 chaseStack[j].ft, chaseStack[j].rf, chaseStack[j].ff, NULLCHAR) == NormalMove) {
2194 // we can capture back with equal piece, so this is no chase but a sacrifice
2195 chaseStack[j] = chaseStack[--chaseStackPointer]; // delete the capture from the chaseStack
2196 j--; /* ! */ continue;
2201 // the attack is on a lower piece, or on a pinned or blocked equal one
2202 CopyBoard(xqCheckers, nullBoard); xqCheckers[EP_STATUS] = 1;
2203 CheckTest(boards[i+1], PosFlags(i+1), -1, -1, -1, -1, FALSE); // if we deliver check with our move, the checkers get marked
2204 // test if the victim is protected by a true protector. First make the capture.
2205 captured = boards[i+1][chaseStack[j].rt][chaseStack[j].ft];
2206 boards[i+1][chaseStack[j].rt][chaseStack[j].ft] = boards[i+1][chaseStack[j].rf][chaseStack[j].ff];
2207 boards[i+1][chaseStack[j].rf][chaseStack[j].ff] = EmptySquare;
2208 // Then test if the opponent can recapture
2209 cl.recaptures = 0; // prepare closure to pass recapture square and count moves to it
2210 cl.rt = chaseStack[j].rt;
2211 cl.ft = chaseStack[j].ft;
2212 if(appData.debugMode) {
2213 fprintf(debugFP, "test if we can recapture %c%c\n", cl.ft+AAA, cl.rt+ONE);
2215 xqCheckers[EP_STATUS] = 2; // causes GenLegal to ignore the checks we delivered with the move, in real life evaded before we captured
2216 GenLegal(boards[i+1], PosFlags(i+1), ProtectedCallback, &cl, EmptySquare); // try all moves
2217 xqCheckers[EP_STATUS] = 0; // disable quasi-legal moves again
2218 // unmake the capture
2219 boards[i+1][chaseStack[j].rf][chaseStack[j].ff] = boards[i+1][chaseStack[j].rt][chaseStack[j].ft];
2220 boards[i+1][chaseStack[j].rt][chaseStack[j].ft] = captured;
2221 // if a recapture was found, piece is protected, and we are not chasing it.
2222 if(cl.recaptures) { // attacked piece was defended by true protector, no chase
2223 chaseStack[j] = chaseStack[--chaseStackPointer]; // so delete from chaseStack
2227 // chaseStack now contains all moves that chased
2228 if(appData.debugMode) { int n;
2229 for(n=0; n<chaseStackPointer; n++)
2230 fprintf(debugFP, "%c%c%c%c ", chaseStack[n].ff+AAA, chaseStack[n].rf+ONE,
2231 chaseStack[n].ft+AAA, chaseStack[n].rt+ONE);
2232 fprintf(debugFP, ": chases\n");
2234 if(i == first) { // copy all people chased by first move of repeat cycle to preyStack
2235 for(j=0; j<chaseStackPointer; j++) {
2236 preyStack[j].rank = chaseStack[j].rt;
2237 preyStack[j].file = chaseStack[j].ft;
2239 preyStackPointer = chaseStackPointer;
2242 for(j=0; j<chaseStackPointer; j++) {
2243 for(k=0; k<preyStackPointer; k++) {
2244 // search the victim of each chase move on the preyStack (first occurrence)
2245 if(chaseStack[j].ft == preyStack[k].file && chaseStack[j].rt == preyStack[k].rank ) {
2246 if(k < tail) break; // piece was already identified as still being chased
2247 preyStack[preyStackPointer] = preyStack[tail]; // move chased piece to bottom part of preyStack
2248 preyStack[tail] = preyStack[k]; // by swapping
2249 preyStack[k] = preyStack[preyStackPointer];
2255 preyStackPointer = tail; // keep bottom part of preyStack, popping pieces unchased on move i.
2256 if(appData.debugMode) { int n;
2257 for(n=0; n<preyStackPointer; n++)
2258 fprintf(debugFP, "%c%c ", preyStack[n].file+AAA, preyStack[n].rank+ONE);
2259 fprintf(debugFP, "always chased upto ply %d\n", i);
2261 // now adjust the location of the chased pieces according to opponent move
2262 for(j=0; j<preyStackPointer; j++) {
2263 if(preyStack[j].rank == moveList[i+1][1]-ONE &&
2264 preyStack[j].file == moveList[i+1][0]-AAA+BOARD_LEFT) {
2265 preyStack[j].rank = moveList[i+1][3]-ONE;
2266 preyStack[j].file = moveList[i+1][2]-AAA+BOARD_LEFT;
2271 return preyStackPointer ? 256*(preyStack[preyStackPointer].file - BOARD_LEFT + AAA) + (preyStack[preyStackPointer].rank + ONE)
2272 : 0; // if any piece was left on preyStack, it has been perpetually chased,and we return the