if(*desc == 'c') mode |= his, desc++;
if(*desc == 'd') mode |= mine, desc++;
if(*desc == 'e') mode |= 8, desc++;
+ if(!mode) mode = his + 4;// no mode spec, use default = mc
+ if(*desc == 'p') mode |= 32, desc++;
+ if(*desc == 'g') mode |= 64, desc++;
if(*desc == 'n') jump = 0, desc++;
while(*desc == 'j') jump++, desc++;
- if(!mode) mode = his + 4;// no mode spec, use default = mc
dx = xStep[*p-'A'] - '0'; // step vector of atom
dy = yStep[*p-'A'] - '0';
if(isdigit(*++p)) expo = atoi(p++); // read exponent
if(expo > 9) p++; // allow double-digit
desc = p; // this is start of next move
- if(initial && board[r][f] != initialPosition[r][f]) continue;
+ if(initial && (board[r][f] != initialPosition[r][f] ||
+ r == 0 && board[TOUCHED_W] & 1<<f ||
+ r == BOARD_HEIGHT-1 && board[TOUCHED_B] & 1<<f ) ) continue;
+ if(expo > 1 && dx == 0 && dy == 0) { // castling indicated by O + number
+ mode |= 16; dy = 1;
+ }
do {
for(dir=0, bit=1; dir<8; dir++, bit += bit) { // loop over directions
- int i = expo, vx, vy;
+ int i = expo, hop = mode, vx, vy;
if(!(bit & dirSet)) continue; // does not move in this direction
vx = dx*rot[dir][0] + dy*rot[dir][1]; // rotate step vector
vy = dx*rot[dir][2] + dy*rot[dir][3];
if(board[y][x] < BlackPawn) occup = 1; else
if(board[y][x] < EmptySquare) occup = 2; else
occup = 4;
+ if(hop & 32+64) { if(occup != 4) { if(hop & 64 && i != 1) i = 2; hop &= 31; } continue; } // hopper
if(mode & 8 && y == board[EP_RANK] && occup == 4 && board[EP_FILE] == x) { // to e.p. square
cb(board, flags, mine == 1 ? WhiteCapturesEnPassant : BlackCapturesEnPassant, r, f, y, x, cl);
}
+ if(mode & 16) { // castling
+ i = 2; // kludge to elongate move indefinitely
+ if(occup == 4) continue; // skip empty squares
+ if(x == BOARD_LEFT && board[y][x] == initialPosition[y][x]) // reached initial corner piece
+ cb(board, flags, mine == 1 ? WhiteQueenSideCastle : BlackQueenSideCastle, r, f, y, f - expo, cl);
+ if(x == BOARD_RGHT-1 && board[y][x] == initialPosition[y][x])
+ cb(board, flags, mine == 1 ? WhiteKingSideCastle : BlackKingSideCastle, r, f, y, f + expo, cl);
+ break;
+ }
if(occup & mode) cb(board, flags, NormalMove, r, f, y, x, cl); // allowed, generate
if(occup != 4) break; // not valid transit square
} while(--i);
int ignoreCheck = (flags & F_IGNORE_CHECK) != 0;
ChessSquare wKing = WhiteKing, bKing = BlackKing, *castlingRights = board[CASTLING];
int inCheck = !ignoreCheck && CheckTest(board, flags, -1, -1, -1, -1, FALSE); // kludge alert: this would mark pre-existing checkers if status==1
+ char *p;
cl.cb = callback;
cl.cl = closure;
wKing = WhiteUnicorn; bKing = BlackUnicorn;
}
+ p = (flags & F_WHITE_ON_MOVE ? pieceDesc[wKing] : pieceDesc[bKing]);
+ if(p && strchr(p, 'O')) return FALSE; // [HGM] gen: castlings were already generated from string
+
for (ff = BOARD_WIDTH>>1; ff >= (BOARD_WIDTH-1)>>1; ff-- /*ics wild 1*/) {
if ((flags & F_WHITE_ON_MOVE) &&
(flags & F_WHITE_KCASTLE_OK) &&