-/*\r
- * moves.c - Move generation and checking\r
- * $Id: moves.c,v 2.1 2003/10/27 19:21:00 mann Exp $\r
- *\r
- * Copyright 1991 by Digital Equipment Corporation, Maynard, Massachusetts.\r
- * Enhancements Copyright 1992-95 Free Software Foundation, Inc.\r
- *\r
- * The following terms apply to Digital Equipment Corporation's copyright\r
- * interest in XBoard:\r
- * ------------------------------------------------------------------------\r
- * All Rights Reserved\r
- *\r
- * Permission to use, copy, modify, and distribute this software and its\r
- * documentation for any purpose and without fee is hereby granted,\r
- * provided that the above copyright notice appear in all copies and that\r
- * both that copyright notice and this permission notice appear in\r
- * supporting documentation, and that the name of Digital not be\r
- * used in advertising or publicity pertaining to distribution of the\r
- * software without specific, written prior permission.\r
- *\r
- * DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING\r
- * ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL\r
- * DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR\r
- * ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,\r
- * WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,\r
- * ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS\r
- * SOFTWARE.\r
- * ------------------------------------------------------------------------\r
- *\r
- * The following terms apply to the enhanced version of XBoard distributed\r
- * by the Free Software Foundation:\r
- * ------------------------------------------------------------------------\r
- * This program is free software; you can redistribute it and/or modify\r
- * it under the terms of the GNU General Public License as published by\r
- * the Free Software Foundation; either version 2 of the License, or\r
- * (at your option) any later version.\r
- *\r
- * This program is distributed in the hope that it will be useful,\r
- * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
- * GNU General Public License for more details.\r
- *\r
- * You should have received a copy of the GNU General Public License\r
- * along with this program; if not, write to the Free Software\r
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.\r
- * ------------------------------------------------------------------------\r
- */\r
-\r
-#include "config.h"\r
-\r
-#include <stdio.h>\r
-#if HAVE_STRING_H\r
-# include <string.h>\r
-#else /* not HAVE_STRING_H */\r
-# include <strings.h>\r
-#endif /* not HAVE_STRING_H */\r
-#include "common.h"\r
-#include "backend.h" \r
-#include "moves.h"\r
-#include "parser.h"\r
-\r
-int WhitePiece P((ChessSquare));\r
-int BlackPiece P((ChessSquare));\r
-int SameColor P((ChessSquare, ChessSquare));\r
-\r
-extern char initialRights[BOARD_SIZE]; /* [HGM] all rights enabled, set in InitPosition */\r
-\r
-\r
-int WhitePiece(piece)\r
- ChessSquare piece;\r
-{\r
- return (int) piece >= (int) WhitePawn && (int) piece < (int) BlackPawn;\r
-}\r
-\r
-int BlackPiece(piece)\r
- ChessSquare piece;\r
-{\r
- return (int) piece >= (int) BlackPawn && (int) piece < (int) EmptySquare;\r
-}\r
-\r
-int SameColor(piece1, piece2)\r
- ChessSquare piece1, piece2;\r
-{\r
- return ((int) piece1 >= (int) WhitePawn && /* [HGM] can be > King ! */\r
- (int) piece1 < (int) BlackPawn &&\r
- (int) piece2 >= (int) WhitePawn &&\r
- (int) piece2 < (int) BlackPawn)\r
- || ((int) piece1 >= (int) BlackPawn &&\r
- (int) piece1 < (int) EmptySquare &&\r
- (int) piece2 >= (int) BlackPawn &&\r
- (int) piece2 < (int) EmptySquare);\r
-}\r
-\r
-ChessSquare PromoPiece(moveType)\r
- ChessMove moveType;\r
-{\r
- switch (moveType) {\r
- default:\r
- return EmptySquare;\r
- case WhitePromotionQueen:\r
- return WhiteQueen;\r
- case BlackPromotionQueen:\r
- return BlackQueen;\r
- case WhitePromotionRook:\r
- return WhiteRook;\r
- case BlackPromotionRook:\r
- return BlackRook;\r
- case WhitePromotionBishop:\r
- return WhiteBishop;\r
- case BlackPromotionBishop:\r
- return BlackBishop;\r
- case WhitePromotionKnight:\r
- return WhiteKnight;\r
- case BlackPromotionKnight:\r
- return BlackKnight;\r
- case WhitePromotionKing:\r
- return WhiteKing;\r
- case BlackPromotionKing:\r
- return BlackKing;\r
-#ifdef FAIRY\r
- case WhitePromotionChancellor:\r
- return WhiteMarshall;\r
- case BlackPromotionChancellor:\r
- return BlackMarshall;\r
- case WhitePromotionArchbishop:\r
- return WhiteCardinal;\r
- case BlackPromotionArchbishop:\r
- return BlackCardinal;\r
-#endif\r
- }\r
-}\r
-\r
-ChessMove PromoCharToMoveType(whiteOnMove, promoChar)\r
- int whiteOnMove;\r
- int promoChar;\r
-{\r
- if (whiteOnMove) {\r
- switch (promoChar) {\r
- case 'n':\r
- case 'N':\r
- return WhitePromotionKnight;\r
- case 'b':\r
- case 'B':\r
- return WhitePromotionBishop;\r
- case 'r':\r
- case 'R':\r
- return WhitePromotionRook;\r
-#ifdef FAIRY\r
- case 'a':\r
- case 'A':\r
- return WhitePromotionArchbishop;\r
- case 'c':\r
- case 'C':\r
- return WhitePromotionChancellor;\r
-#endif\r
- case 'q':\r
- case 'Q':\r
- return WhitePromotionQueen;\r
- case 'k':\r
- case 'K':\r
- return WhitePromotionKing;\r
- case NULLCHAR:\r
- default:\r
- return NormalMove;\r
- }\r
- } else {\r
- switch (promoChar) {\r
- case 'n':\r
- case 'N':\r
- return BlackPromotionKnight;\r
- case 'b':\r
- case 'B':\r
- return BlackPromotionBishop;\r
- case 'r':\r
- case 'R':\r
- return BlackPromotionRook;\r
-#ifdef FAIRY\r
- case 'a':\r
- case 'A':\r
- return BlackPromotionArchbishop;\r
- case 'c':\r
- case 'C':\r
- return BlackPromotionChancellor;\r
-#endif\r
- case 'q':\r
- case 'Q':\r
- return BlackPromotionQueen;\r
- case 'k':\r
- case 'K':\r
- return BlackPromotionKing;\r
- case NULLCHAR:\r
- default:\r
- return NormalMove;\r
- }\r
- }\r
-}\r
-\r
-char pieceToChar[] = {\r
- 'P', 'N', 'B', 'R', 'Q', \r
-#ifdef FAIRY\r
- 'F', 'W', 'E', 'H', 'A', 'C', 'G', 'O', 'M', 'U', \r
-#endif\r
- 'K', 'p', 'n', 'b', 'r', 'q', \r
-#ifdef FAIRY \r
- 'f', 'w', 'e', 'h', 'a', 'c', 'g', 'o', 'm', 'u',\r
-#endif\r
- 'k', 'x'\r
- };\r
-\r
-char PieceToChar(p)\r
- ChessSquare p;\r
-{\r
- return pieceToChar[(int) p];\r
-}\r
-\r
-ChessSquare CharToPiece(c)\r
- int c;\r
-{\r
- int i;\r
- for(i=0; i< (int) EmptySquare; i++)\r
- if(pieceToChar[i] == c) return (ChessSquare) i;\r
- return EmptySquare;\r
-/* [HGM] code marked for deletion\r
- switch (c) {\r
- default:\r
- case 'x': return EmptySquare;\r
- case 'P': return WhitePawn;\r
- case 'R': return WhiteRook;\r
- case 'N': return WhiteKnight;\r
- case 'B': return WhiteBishop;\r
- case 'Q': return WhiteQueen;\r
- case 'K': return WhiteKing;\r
- case 'p': return BlackPawn;\r
- case 'r': return BlackRook;\r
- case 'n': return BlackKnight;\r
- case 'b': return BlackBishop;\r
- case 'q': return BlackQueen;\r
- case 'k': return BlackKing;\r
-#ifdef FAIRY\r
- case 'A': return WhiteCardinal;\r
- case 'C': return WhiteMarshall;\r
- case 'F': return WhiteFerz;\r
- case 'H': return WhiteNightrider;\r
- case 'E': return WhiteAlfil;\r
- case 'W': return WhiteWazir;\r
- case 'U': return WhiteUnicorn;\r
- case 'O': return WhiteCannon;\r
- case 'G': return WhiteGrasshopper;\r
- case 'M': return WhiteMan;\r
- \r
- case 'a': return BlackCardinal;\r
- case 'c': return BlackMarshall;\r
- case 'f': return BlackFerz;\r
- case 'h': return BlackNightrider;\r
- case 'e': return BlackAlfil;\r
- case 'w': return BlackWazir;\r
- case 'u': return BlackUnicorn;\r
- case 'o': return BlackCannon;\r
- case 'g': return BlackGrasshopper;\r
- case 'm': return BlackMan;\r
- \r
-#endif\r
- }\r
-*/\r
-}\r
-\r
-void CopyBoard(to, from)\r
- Board to, from;\r
-{\r
- int i, j;\r
- \r
- for (i = 0; i < BOARD_HEIGHT; i++)\r
- for (j = 0; j < BOARD_WIDTH; j++)\r
- to[i][j] = from[i][j];\r
-}\r
-\r
-int CompareBoards(board1, board2)\r
- Board board1, board2;\r
-{\r
- int i, j;\r
- \r
- for (i = 0; i < BOARD_HEIGHT; i++)\r
- for (j = 0; j < BOARD_WIDTH; j++) {\r
- if (board1[i][j] != board2[i][j])\r
- return FALSE;\r
- }\r
- return TRUE;\r
-}\r
-\r
-\r
-/* Call callback once for each pseudo-legal move in the given\r
- position, except castling moves. A move is pseudo-legal if it is\r
- legal, or if it would be legal except that it leaves the king in\r
- check. In the arguments, epfile is EP_NONE if the previous move\r
- was not a double pawn push, or the file 0..7 if it was, or\r
- EP_UNKNOWN if we don't know and want to allow all e.p. captures.\r
- Promotion moves generated are to Queen only.\r
-*/\r
-void GenPseudoLegal(board, flags, epfile, callback, closure)\r
- Board board;\r
- int flags;\r
- int epfile;\r
- MoveCallback callback;\r
- VOIDSTAR closure;\r
-{\r
- int rf, ff;\r
- int i, j, d, s, fs, rs, rt, ft, m;\r
-\r
- for (rf = 0; rf < BOARD_HEIGHT; rf++) \r
- for (ff = BOARD_LEFT; ff < BOARD_RGHT; ff++) {\r
- ChessSquare piece;\r
-\r
- if (flags & F_WHITE_ON_MOVE) {\r
- if (!WhitePiece(board[rf][ff])) continue;\r
- } else {\r
- if (!BlackPiece(board[rf][ff])) continue;\r
- }\r
- m = 0; piece = board[rf][ff];\r
- if(gameInfo.variant == VariantCrazyhouse &&\r
- ( (int) piece > (int) WhiteQueen && (int) piece < (int) WhiteKing\r
- || (int) piece > (int) BlackQueen && (int) piece < (int) BlackKing ))\r
- piece = (ChessSquare) ( DEMOTED piece );\r
- if(gameInfo.variant == VariantShogi)\r
- piece = (ChessSquare) ( SHOGI piece );\r
-\r
- switch (piece) {\r
- /* case EmptySquare: [HGM] this is nonsense, and conflicts with Shogi cases */\r
- default:\r
- /* can't happen ([HGM] except for faries...) */\r
- break;\r
-\r
- case WhitePawn:\r
-#ifdef FAIRY\r
- if(gameInfo.variant == VariantXiangqi) {\r
- /* [HGM] capture and move straight ahead in Xiangqi */\r
- if (rf < BOARD_HEIGHT-1 &&\r
- !SameColor(board[rf][ff], board[rf + 1][ff]) ) {\r
- callback(board, flags, NormalMove,\r
- rf, ff, rf + 1, ff, closure);\r
- }\r
- /* and move sideways when across the river */\r
- for (s = -1; s <= 1; s += 2) {\r
- if (rf >= BOARD_HEIGHT>>1 &&\r
- ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&\r
- !WhitePiece(board[rf][ff+s]) ) {\r
- callback(board, flags, NormalMove,\r
- rf, ff, rf, ff+s, closure);\r
- }\r
- }\r
- break;\r
- }\r
-#endif\r
- if (rf < BOARD_HEIGHT-1 && board[rf + 1][ff] == EmptySquare) {\r
- callback(board, flags,\r
- rf == BOARD_HEIGHT-2 ? WhitePromotionQueen : NormalMove,\r
- rf, ff, rf + 1, ff, closure);\r
- }\r
- if (rf == 1 && board[2][ff] == EmptySquare &&\r
- gameInfo.variant != VariantShatranj && /* [HGM] */\r
- gameInfo.variant != VariantCourier && /* [HGM] */\r
- board[3][ff] == EmptySquare ) {\r
- callback(board, flags, NormalMove,\r
- rf, ff, 3, ff, closure);\r
- }\r
- for (s = -1; s <= 1; s += 2) {\r
- if (rf < BOARD_HEIGHT-1 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&\r
- ((flags & F_KRIEGSPIEL_CAPTURE) ||\r
- BlackPiece(board[rf + 1][ff + s]))) {\r
- callback(board, flags, \r
- rf == BOARD_HEIGHT-2 ? WhitePromotionQueen : NormalMove,\r
- rf, ff, rf + 1, ff + s, closure);\r
- }\r
- if (rf == BOARD_HEIGHT-4) {\r
- if (ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&\r
- (epfile == ff + s || epfile == EP_UNKNOWN) &&\r
- board[BOARD_HEIGHT-4][ff + s] == BlackPawn &&\r
- board[BOARD_HEIGHT-3][ff + s] == EmptySquare) {\r
- callback(board, flags, WhiteCapturesEnPassant,\r
- rf, ff, 5, ff + s, closure);\r
- }\r
- }\r
- } \r
- break;\r
-\r
- case BlackPawn:\r
-#ifdef FAIRY\r
- if(gameInfo.variant == VariantXiangqi) {\r
- /* [HGM] capture straight ahead in Xiangqi */\r
- if (rf > 0 && !SameColor(board[rf][ff], board[rf - 1][ff]) ) {\r
- callback(board, flags, NormalMove,\r
- rf, ff, rf - 1, ff, closure);\r
- }\r
- /* and move sideways when across the river */\r
- for (s = -1; s <= 1; s += 2) {\r
- if (rf < BOARD_HEIGHT>>1 &&\r
- ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&\r
- !BlackPiece(board[rf][ff+s]) ) {\r
- callback(board, flags, NormalMove,\r
- rf, ff, rf, ff+s, closure);\r
- }\r
- }\r
- break;\r
- }\r
-#endif\r
- if (rf > 0 && board[rf - 1][ff] == EmptySquare) {\r
- callback(board, flags, \r
- rf == 1 ? BlackPromotionQueen : NormalMove,\r
- rf, ff, rf - 1, ff, closure);\r
- }\r
- if (rf == BOARD_HEIGHT-2 && board[BOARD_HEIGHT-3][ff] == EmptySquare &&\r
- gameInfo.variant != VariantShatranj && /* [HGM] */\r
- gameInfo.variant != VariantCourier && /* [HGM] */\r
- board[BOARD_HEIGHT-4][ff] == EmptySquare) {\r
- callback(board, flags, NormalMove,\r
- rf, ff, BOARD_HEIGHT-4, ff, closure);\r
- }\r
- for (s = -1; s <= 1; s += 2) {\r
- if (rf > 0 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&\r
- ((flags & F_KRIEGSPIEL_CAPTURE) ||\r
- WhitePiece(board[rf - 1][ff + s]))) {\r
- callback(board, flags, \r
- rf == 1 ? BlackPromotionQueen : NormalMove,\r
- rf, ff, rf - 1, ff + s, closure);\r
- }\r
- if (rf == 3) {\r
- if (ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&\r
- (epfile == ff + s || epfile == EP_UNKNOWN) &&\r
- board[3][ff + s] == WhitePawn &&\r
- board[2][ff + s] == EmptySquare) {\r
- callback(board, flags, BlackCapturesEnPassant,\r
- rf, ff, 2, ff + s, closure);\r
- }\r
- }\r
- } \r
- break;\r
-\r
-#ifdef FAIRY\r
- case WhiteUnicorn:\r
- case BlackUnicorn:\r
-#endif\r
- case WhiteKnight:\r
- case BlackKnight:\r
- mounted:\r
- for (i = -1; i <= 1; i += 2)\r
- for (j = -1; j <= 1; j += 2)\r
- for (s = 1; s <= 2; s++) {\r
- rt = rf + i*s;\r
- ft = ff + j*(3-s);\r
- if (!(rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT)\r
- && ( gameInfo.variant != VariantXiangqi || board[rf+i*(s-1)][ff+j*(2-s)] == EmptySquare)\r
- && !SameColor(board[rf][ff], board[rt][ft]))\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- }\r
- break;\r
-\r
-#ifdef FAIRY\r
- case SHOGI WhiteKnight:\r
- for (s = -1; s <= 1; s += 2) {\r
- if (rf < BOARD_HEIGHT-2 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&\r
- !SameColor(board[rf][ff], board[rf + 2][ff + s])) {\r
- callback(board, flags, \r
- rf == BOARD_HEIGHT-2 ? WhitePromotionQueen : NormalMove,\r
- rf, ff, rf + 2, ff + s, closure);\r
- }\r
- }\r
- break;\r
-\r
- case SHOGI BlackKnight:\r
- for (s = -1; s <= 1; s += 2) {\r
- if (rf > 1 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&\r
- !SameColor(board[rf][ff], board[rf - 2][ff + s])) {\r
- callback(board, flags, \r
- rf == 1 ? BlackPromotionQueen : NormalMove,\r
- rf, ff, rf - 2, ff + s, closure);\r
- }\r
- } \r
- break;\r
-\r
- case WhiteCannon:\r
- case BlackCannon:\r
- for (d = 0; d <= 1; d++)\r
- for (s = -1; s <= 1; s += 2) {\r
- m = 0;\r
- for (i = 1;; i++) {\r
- rt = rf + (i * s) * d;\r
- ft = ff + (i * s) * (1 - d);\r
- if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;\r
- if (m == 0 && board[rt][ft] == EmptySquare)\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- if (m == 1 && board[rt][ft] != EmptySquare &&\r
- !SameColor(board[rf][ff], board[rt][ft]) )\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- if (board[rt][ft] != EmptySquare && m++) break;\r
- }\r
- }\r
- break;\r
-\r
- /* Gold General (and all its promoted versions) . First do the */\r
- /* diagonal forward steps, then proceed as normal Wazir */\r
- case SHOGI WhiteWazir:\r
- case SHOGI (PROMOTED WhitePawn):\r
- case SHOGI (PROMOTED WhiteKnight):\r
- case SHOGI (PROMOTED WhiteQueen):\r
- case SHOGI (PROMOTED WhiteFerz):\r
- for (s = -1; s <= 1; s += 2) {\r
- if (rf < BOARD_HEIGHT-1 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&\r
- !SameColor(board[rf][ff], board[rf + 1][ff + s])) {\r
- callback(board, flags, \r
- rf == BOARD_HEIGHT-2 ? WhitePromotionQueen : NormalMove,\r
- rf, ff, rf + 1, ff + s, closure);\r
- }\r
- }\r
- goto finishGold;\r
-\r
- case SHOGI BlackWazir:\r
- case SHOGI (PROMOTED BlackPawn):\r
- case SHOGI (PROMOTED BlackKnight):\r
- case SHOGI (PROMOTED BlackQueen):\r
- case SHOGI (PROMOTED BlackFerz):\r
- for (s = -1; s <= 1; s += 2) {\r
- if (rf > 0 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&\r
- !SameColor(board[rf][ff], board[rf - 1][ff + s])) {\r
- callback(board, flags, \r
- rf == 1 ? BlackPromotionQueen : NormalMove,\r
- rf, ff, rf - 1, ff + s, closure);\r
- }\r
- } \r
-\r
- case WhiteWazir:\r
- case BlackWazir:\r
- finishGold:\r
- for (d = 0; d <= 1; d++)\r
- for (s = -1; s <= 1; s += 2) {\r
- rt = rf + s * d;\r
- ft = ff + s * (1 - d);\r
- if (!(rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT)\r
- && !SameColor(board[rf][ff], board[rt][ft]) &&\r
- (gameInfo.variant != VariantXiangqi || InPalace(rt, ft) ) )\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- }\r
- break;\r
-\r
- case WhiteAlfil:\r
- case BlackAlfil:\r
- /* [HGM] support Shatranj pieces */\r
- for (rs = -1; rs <= 1; rs += 2) \r
- for (fs = -1; fs <= 1; fs += 2) {\r
- rt = rf + 2 * rs;\r
- ft = ff + 2 * fs;\r
- if (!(rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT)\r
- && ( gameInfo.variant != VariantXiangqi ||\r
- board[rf+rs][ff+fs] == EmptySquare && (2*rf < BOARD_HEIGHT) == (2*rt < BOARD_HEIGHT) )\r
- \r
- && !SameColor(board[rf][ff], board[rt][ft]))\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- }\r
- break;\r
-\r
- /* Shogi Dragon Horse has to continue with Wazir after Bishop */\r
- case SHOGI WhiteCardinal:\r
- case SHOGI BlackCardinal:\r
- m++;\r
-\r
- /* Capablanca Archbishop continues as Knight */\r
- case WhiteCardinal:\r
- case BlackCardinal:\r
- m++;\r
-\r
- /* Shogi Bishops are ordinary Bishops */\r
- case SHOGI WhiteBishop:\r
- case SHOGI BlackBishop:\r
-#endif\r
- case WhiteBishop:\r
- case BlackBishop:\r
- for (rs = -1; rs <= 1; rs += 2) \r
- for (fs = -1; fs <= 1; fs += 2) \r
- for (i = 1;; i++) {\r
- rt = rf + (i * rs);\r
- ft = ff + (i * fs);\r
- if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;\r
- if (SameColor(board[rf][ff], board[rt][ft])) break;\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- if (board[rt][ft] != EmptySquare) break;\r
- }\r
- if(m==1) goto mounted;\r
- if(m==2) goto finishGold;\r
- /* Bishop falls through */\r
- break;\r
-\r
-#ifdef FAIRY\r
- /* Shogi Lance is unlike anything, and asymmetric at that */\r
- case SHOGI WhiteQueen:\r
- for(i = 1;; i++) {\r
- rt = rf + i;\r
- ft = ff;\r
- if (rt >= BOARD_HEIGHT) break;\r
- if (SameColor(board[rf][ff], board[rt][ft])) break;\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- if (board[rt][ft] != EmptySquare) break;\r
- }\r
- break;\r
-\r
- case SHOGI BlackQueen:\r
- for(i = 1;; i++) {\r
- rt = rf - i;\r
- ft = ff;\r
- if (rt < 0) break;\r
- if (SameColor(board[rf][ff], board[rt][ft])) break;\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- if (board[rt][ft] != EmptySquare) break;\r
- }\r
- break;\r
-\r
- /* Shogi Dragon King has to continue as Ferz after Rook moves */\r
- case SHOGI WhiteMarshall:\r
- case SHOGI BlackMarshall:\r
- m++;\r
-\r
- /* Capablanca Chancellor sets flag to continue as Knight */\r
- case WhiteMarshall:\r
- case BlackMarshall:\r
- m++;\r
-\r
- /* Shogi Rooks are ordinary Rooks */\r
- case SHOGI WhiteRook:\r
- case SHOGI BlackRook:\r
-#endif\r
- case WhiteRook:\r
- case BlackRook:\r
- for (d = 0; d <= 1; d++)\r
- for (s = -1; s <= 1; s += 2)\r
- for (i = 1;; i++) {\r
- rt = rf + (i * s) * d;\r
- ft = ff + (i * s) * (1 - d);\r
- if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;\r
- if (SameColor(board[rf][ff], board[rt][ft])) break;\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- if (board[rt][ft] != EmptySquare) break;\r
- }\r
- if(m==1) goto mounted;\r
- if(m==2) goto walking;\r
- break;\r
-\r
- case WhiteQueen:\r
- case BlackQueen:\r
- for (rs = -1; rs <= 1; rs++) \r
- for (fs = -1; fs <= 1; fs++) {\r
- if (rs == 0 && fs == 0) continue;\r
- for (i = 1;; i++) {\r
- rt = rf + (i * rs);\r
- ft = ff + (i * fs);\r
- if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;\r
- if (SameColor(board[rf][ff], board[rt][ft])) break;\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- if (board[rt][ft] != EmptySquare) break;\r
- }\r
- }\r
- break;\r
-\r
-#ifdef FAIRY\r
- /* Shogi Pawn and Silver General: first the Pawn move, */\r
- /* then the General continues like a Ferz */\r
- case SHOGI WhitePawn:\r
- case SHOGI WhiteFerz:\r
- if (rf < BOARD_HEIGHT-1 &&\r
- !SameColor(board[rf][ff], board[rf + 1][ff]) ) \r
- callback(board, flags, NormalMove,\r
- rf, ff, rf + 1, ff, closure);\r
- if(piece != SHOGI WhitePawn) goto finishSilver;\r
- break;\r
-\r
- case SHOGI BlackPawn:\r
- case SHOGI BlackFerz:\r
- if (rf > 0 &&\r
- !SameColor(board[rf][ff], board[rf - 1][ff]) ) \r
- callback(board, flags, NormalMove,\r
- rf, ff, rf - 1, ff, closure);\r
- if(piece == SHOGI BlackPawn) break;\r
-\r
- case WhiteFerz:\r
- case BlackFerz:\r
- finishSilver:\r
- /* [HGM] support Shatranj pieces */\r
- for (rs = -1; rs <= 1; rs += 2) \r
- for (fs = -1; fs <= 1; fs += 2) {\r
- rt = rf + rs;\r
- ft = ff + fs;\r
- if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;\r
- if (!SameColor(board[rf][ff], board[rt][ft]) &&\r
- (gameInfo.variant != VariantXiangqi || InPalace(rt, ft) ) )\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- }\r
- break;\r
-\r
- case WhiteMan:\r
- case BlackMan:\r
- case SHOGI WhiteKing:\r
- case SHOGI BlackKing:\r
-#endif\r
- case WhiteKing:\r
- case BlackKing:\r
- walking:\r
- for (i = -1; i <= 1; i++)\r
- for (j = -1; j <= 1; j++) {\r
- if (i == 0 && j == 0) continue;\r
- rt = rf + i;\r
- ft = ff + j;\r
- if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) continue;\r
- if (SameColor(board[rf][ff], board[rt][ft])) continue;\r
- callback(board, flags, NormalMove,\r
- rf, ff, rt, ft, closure);\r
- }\r
- break;\r
- }\r
- }\r
-}\r
-\r
-\r
-typedef struct {\r
- MoveCallback cb;\r
- VOIDSTAR cl;\r
-} GenLegalClosure;\r
-\r
-extern void GenLegalCallback P((Board board, int flags, ChessMove kind,\r
- int rf, int ff, int rt, int ft,\r
- VOIDSTAR closure));\r
-\r
-void GenLegalCallback(board, flags, kind, rf, ff, rt, ft, closure)\r
- Board board;\r
- int flags;\r
- ChessMove kind;\r
- int rf, ff, rt, ft;\r
- VOIDSTAR closure;\r
-{\r
- register GenLegalClosure *cl = (GenLegalClosure *) closure;\r
-\r
- if (!(flags & F_IGNORE_CHECK) &&\r
- CheckTest(board, flags, rf, ff, rt, ft,\r
- kind == WhiteCapturesEnPassant ||\r
- kind == BlackCapturesEnPassant)) return;\r
- if (flags & F_ATOMIC_CAPTURE) {\r
- if (board[rt][ft] != EmptySquare ||\r
- kind == WhiteCapturesEnPassant || kind == BlackCapturesEnPassant) {\r
- int r, f;\r
- ChessSquare king = (flags & F_WHITE_ON_MOVE) ? WhiteKing : BlackKing;\r
- if (board[rf][ff] == king) return;\r
- for (r = rt-1; r <= rt+1; r++) {\r
- for (f = ft-1; f <= ft+1; f++) {\r
- if (r >= 0 && r < BOARD_HEIGHT && f >= BOARD_LEFT && f < BOARD_RGHT &&\r
- board[r][f] == king) return;\r
- }\r
- }\r
- }\r
- }\r
- cl->cb(board, flags, kind, rf, ff, rt, ft, cl->cl);\r
-}\r
-\r
-\r
-typedef struct {\r
- int rf, ff, rt, ft;\r
- ChessMove kind;\r
-} LegalityTestClosure;\r
-\r
-\r
-/* Like GenPseudoLegal, but (1) include castling moves, (2) unless\r
- F_IGNORE_CHECK is set in the flags, omit moves that would leave the\r
- king in check, and (3) if F_ATOMIC_CAPTURE is set in the flags, omit\r
- moves that would destroy your own king. The CASTLE_OK flags are\r
- true if castling is not yet ruled out by a move of the king or\r
- rook. Return TRUE if the player on move is currently in check and\r
- F_IGNORE_CHECK is not set. [HGM] add castlingRights parameter */\r
-int GenLegal(board, flags, epfile, castlingRights, callback, closure)\r
- Board board;\r
- int flags;\r
- int epfile;\r
- char castlingRights[];\r
- MoveCallback callback;\r
- VOIDSTAR closure;\r
-{\r
- GenLegalClosure cl;\r
- int ff, ft;\r
- int ignoreCheck = (flags & F_IGNORE_CHECK) != 0;\r
-\r
- cl.cb = callback;\r
- cl.cl = closure;\r
- GenPseudoLegal(board, flags, epfile, GenLegalCallback, (VOIDSTAR) &cl);\r
-\r
- if (!ignoreCheck &&\r
- CheckTest(board, flags, -1, -1, -1, -1, FALSE)) return TRUE;\r
-\r
- /* Generate castling moves */\r
- for (ff = BOARD_WIDTH>>1; ff >= (BOARD_WIDTH-1)>>1; ff-- /*ics wild 1*/) {\r
- if ((flags & F_WHITE_ON_MOVE) &&\r
- (flags & F_WHITE_KCASTLE_OK) &&\r
- board[0][ff] == WhiteKing &&\r
- board[0][ff + 1] == EmptySquare &&\r
- board[0][ff + 2] == EmptySquare &&\r
- board[0][BOARD_RGHT-3] == EmptySquare &&\r
- board[0][BOARD_RGHT-2] == EmptySquare &&\r
- board[0][BOARD_RGHT-1] == WhiteRook &&\r
- castlingRights[0] >= 0 && /* [HGM] check rights */\r
- ( castlingRights[2] == ff || castlingRights[6] == ff ) &&\r
- (ignoreCheck || \r
- (!CheckTest(board, flags, 0, ff, 0, ff + 1, FALSE) &&\r
- !CheckTest(board, flags, 0, ff, 0, BOARD_RGHT-3, FALSE) &&\r
- !CheckTest(board, flags, 0, ff, 0, ff + 2, FALSE)))) {\r
-\r
- callback(board, flags,\r
- ff==4 ? WhiteKingSideCastle : WhiteKingSideCastleWild,\r
- 0, ff, 0, ff + ((gameInfo.boardWidth+2)>>2), closure);\r
- }\r
- if ((flags & F_WHITE_ON_MOVE) &&\r
- (flags & F_WHITE_QCASTLE_OK) &&\r
- board[0][ff] == WhiteKing &&\r
- board[0][ff - 1] == EmptySquare &&\r
- board[0][ff - 2] == EmptySquare &&\r
- board[0][BOARD_LEFT+2] == EmptySquare &&\r
- board[0][BOARD_LEFT+1] == EmptySquare &&\r
- board[0][BOARD_LEFT+0] == WhiteRook &&\r
- castlingRights[1] >= 0 && /* [HGM] check rights */\r
- ( castlingRights[2] == ff || castlingRights[6] == ff ) &&\r
- (ignoreCheck ||\r
- (!CheckTest(board, flags, 0, ff, 0, ff - 1, FALSE) &&\r
- !CheckTest(board, flags, 0, ff, 0, BOARD_LEFT+3, FALSE) &&\r
- !CheckTest(board, flags, 0, ff, 0, ff - 2, FALSE)))) {\r
-\r
- callback(board, flags,\r
- ff==BOARD_WIDTH>>1 ? WhiteQueenSideCastle : WhiteQueenSideCastleWild,\r
- 0, ff, 0, ff - ((gameInfo.boardWidth+2)>>2), closure);\r
- }\r
- if (!(flags & F_WHITE_ON_MOVE) &&\r
- (flags & F_BLACK_KCASTLE_OK) &&\r
- board[BOARD_HEIGHT-1][ff] == BlackKing &&\r
- board[BOARD_HEIGHT-1][ff + 1] == EmptySquare &&\r
- board[BOARD_HEIGHT-1][ff + 2] == EmptySquare &&\r
- board[BOARD_HEIGHT-1][BOARD_RGHT-3] == EmptySquare &&\r
- board[BOARD_HEIGHT-1][BOARD_RGHT-2] == EmptySquare &&\r
- board[BOARD_HEIGHT-1][BOARD_RGHT-1] == BlackRook &&\r
- castlingRights[3] >= 0 && /* [HGM] check rights */\r
- ( castlingRights[5] == ff || castlingRights[7] == ff ) &&\r
- (ignoreCheck ||\r
- (!CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff + 1, FALSE) &&\r
- !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, BOARD_RGHT-3, FALSE) &&\r
- !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff + 2, FALSE)))) {\r
-\r
- callback(board, flags,\r
- ff==BOARD_WIDTH>>1 ? BlackKingSideCastle : BlackKingSideCastleWild,\r
- BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff + ((gameInfo.boardWidth+2)>>2), closure);\r
- }\r
- if (!(flags & F_WHITE_ON_MOVE) &&\r
- (flags & F_BLACK_QCASTLE_OK) &&\r
- board[BOARD_HEIGHT-1][ff] == BlackKing &&\r
- board[BOARD_HEIGHT-1][ff - 1] == EmptySquare &&\r
- board[BOARD_HEIGHT-1][ff - 2] == EmptySquare &&\r
- board[BOARD_HEIGHT-1][BOARD_LEFT+2] == EmptySquare &&\r
- board[BOARD_HEIGHT-1][BOARD_LEFT+1] == EmptySquare &&\r
- board[BOARD_HEIGHT-1][BOARD_LEFT+0] == BlackRook &&\r
- castlingRights[4] >= 0 && /* [HGM] check rights */\r
- ( castlingRights[5] == ff || castlingRights[7] == ff ) &&\r
- (ignoreCheck ||\r
- (!CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff - 1, FALSE) &&\r
- !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, BOARD_LEFT+3, FALSE) &&\r
- !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff - 1, FALSE)))) {\r
-\r
- callback(board, flags,\r
- ff==BOARD_WIDTH>>1 ? BlackQueenSideCastle : BlackQueenSideCastleWild,\r
- BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff - ((gameInfo.boardWidth+2)>>2), closure);\r
- }\r
- }\r
-\r
- /* PUSH Fabien */\r
-\r
- /* generate all potential FRC castling moves (KxR), ignoring flags */\r
- /* [HGM] Tord! Help requested! */\r
-\r
- if ((flags & F_WHITE_ON_MOVE) != 0) {\r
-\r
- for (ff = BOARD_LEFT+1; ff < BOARD_RGHT-1; ff++) {\r
- if (board[0][ff] == WhiteKing) {\r
- for (ft = BOARD_LEFT+0; ft < BOARD_RGHT; ft++) {\r
- if (board[0][ft] == WhiteRook) {\r
- callback(board, flags, \r
- (ft > ff) ? WhiteHSideCastleFR : WhiteASideCastleFR,\r
- 0, ff, 0, ft, closure);\r
- }\r
- }\r
- }\r
- }\r
-\r
- } else {\r
-\r
- for (ff = BOARD_LEFT+1; ff < BOARD_RGHT-1; ff++) {\r
- if (board[BOARD_HEIGHT-1][ff] == BlackKing) {\r
- for (ft = BOARD_LEFT+0; ft < BOARD_RGHT; ft++) {\r
- if (board[BOARD_HEIGHT-1][ft] == BlackRook) {\r
- callback(board, flags, \r
- (ft > ff) ? BlackHSideCastleFR : BlackASideCastleFR,\r
- BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ft, closure);\r
- }\r
- }\r
- }\r
- }\r
- }\r
-\r
- /* POP Fabien */\r
-\r
- return FALSE;\r
-}\r
-\r
-\r
-typedef struct {\r
- int rking, fking;\r
- int check;\r
-} CheckTestClosure;\r
-\r
-\r
-extern void CheckTestCallback P((Board board, int flags, ChessMove kind,\r
- int rf, int ff, int rt, int ft,\r
- VOIDSTAR closure));\r
-\r
-\r
-void CheckTestCallback(board, flags, kind, rf, ff, rt, ft, closure)\r
- Board board;\r
- int flags;\r
- ChessMove kind;\r
- int rf, ff, rt, ft;\r
- VOIDSTAR closure;\r
-{\r
- register CheckTestClosure *cl = (CheckTestClosure *) closure;\r
-\r
- if (rt == cl->rking && ft == cl->fking) cl->check++;\r
-}\r
-\r
-\r
-/* If the player on move were to move from (rf, ff) to (rt, ft), would\r
- he leave himself in check? Or if rf == -1, is the player on move\r
- in check now? enPassant must be TRUE if the indicated move is an\r
- e.p. capture. The possibility of castling out of a check along the\r
- back rank is not accounted for (i.e., we still return nonzero), as\r
- this is illegal anyway. Return value is the number of times the\r
- king is in check. */ \r
-int CheckTest(board, flags, rf, ff, rt, ft, enPassant)\r
- Board board;\r
- int flags;\r
- int rf, ff, rt, ft, enPassant;\r
-{\r
- CheckTestClosure cl;\r
- ChessSquare king = flags & F_WHITE_ON_MOVE ? WhiteKing : BlackKing;\r
- ChessSquare captured = EmptySquare;\r
- /* Suppress warnings on uninitialized variables */\r
-\r
- if(gameInfo.variant == VariantXiangqi)\r
- king = flags & F_WHITE_ON_MOVE ? WhiteWazir : BlackWazir;\r
- if(gameInfo.variant == VariantKnightmate)\r
- king = flags & F_WHITE_ON_MOVE ? WhiteUnicorn : BlackUnicorn;\r
-\r
- if (rf >= 0) {\r
- if (enPassant) {\r
- captured = board[rf][ft];\r
- board[rf][ft] = EmptySquare;\r
- } else {\r
- captured = board[rt][ft];\r
- }\r
- board[rt][ft] = board[rf][ff];\r
- board[rf][ff] = EmptySquare;\r
- }\r
-\r
- /* For compatibility with ICS wild 9, we scan the board in the\r
- order a1, a2, a3, ... b1, b2, ..., h8 to find the first king,\r
- and we test only whether that one is in check. */\r
- cl.check = 0;\r
- for (cl.fking = BOARD_LEFT+0; cl.fking < BOARD_RGHT; cl.fking++)\r
- for (cl.rking = 0; cl.rking < BOARD_HEIGHT; cl.rking++) {\r
- if (board[cl.rking][cl.fking] == king) {\r
- GenPseudoLegal(board, flags ^ F_WHITE_ON_MOVE, -1,\r
- CheckTestCallback, (VOIDSTAR) &cl);\r
- goto undo_move; /* 2-level break */\r
- }\r
- }\r
-\r
- undo_move:\r
-\r
- if (rf >= 0) {\r
- board[rf][ff] = board[rt][ft];\r
- if (enPassant) {\r
- board[rf][ft] = captured;\r
- board[rt][ft] = EmptySquare;\r
- } else {\r
- board[rt][ft] = captured;\r
- }\r
- }\r
-\r
- return cl.check;\r
-}\r
-\r
-\r
-extern void LegalityTestCallback P((Board board, int flags, ChessMove kind,\r
- int rf, int ff, int rt, int ft,\r
- VOIDSTAR closure));\r
-\r
-void LegalityTestCallback(board, flags, kind, rf, ff, rt, ft, closure)\r
- Board board;\r
- int flags;\r
- ChessMove kind;\r
- int rf, ff, rt, ft;\r
- VOIDSTAR closure;\r
-{\r
- register LegalityTestClosure *cl = (LegalityTestClosure *) closure;\r
-\r
- if (appData.debugMode) {\r
- fprintf(debugFP, "Legality test: %c%c%c%c\n", ff+AAA, rf+ONE, ft+AAA, rt+ONE);\r
- }\r
- if (rf == cl->rf && ff == cl->ff && rt == cl->rt && ft == cl->ft)\r
- cl->kind = kind;\r
-}\r
-\r
-ChessMove LegalityTest(board, flags, epfile, castlingRights, rf, ff, rt, ft, promoChar)\r
- Board board;\r
- int flags, epfile;\r
- int rf, ff, rt, ft, promoChar;\r
- char castlingRights[];\r
-{\r
- LegalityTestClosure cl;\r
- \r
- cl.rf = rf;\r
- cl.ff = ff;\r
- cl.rt = rt;\r
- cl.ft = ft;\r
- cl.kind = IllegalMove;\r
- GenLegal(board, flags, epfile, castlingRights, LegalityTestCallback, (VOIDSTAR) &cl);\r
- if (promoChar != NULLCHAR && promoChar != 'x') {\r
- if (cl.kind == WhitePromotionQueen || cl.kind == BlackPromotionQueen) {\r
- cl.kind = \r
- PromoCharToMoveType((flags & F_WHITE_ON_MOVE) != 0, promoChar);\r
- } else {\r
- cl.kind = IllegalMove;\r
- }\r
- }\r
- return cl.kind;\r
-}\r
-\r
-typedef struct {\r
- int count;\r
-} MateTestClosure;\r
-\r
-extern void MateTestCallback P((Board board, int flags, ChessMove kind,\r
- int rf, int ff, int rt, int ft,\r
- VOIDSTAR closure));\r
-\r
-void MateTestCallback(board, flags, kind, rf, ff, rt, ft, closure)\r
- Board board;\r
- int flags;\r
- ChessMove kind;\r
- int rf, ff, rt, ft;\r
- VOIDSTAR closure;\r
-{\r
- register MateTestClosure *cl = (MateTestClosure *) closure;\r
-\r
- cl->count++;\r
-}\r
-\r
-/* Return MT_NONE, MT_CHECK, MT_CHECKMATE, or MT_STALEMATE */\r
-int MateTest(board, flags, epfile, castlingRights)\r
- Board board;\r
- int flags, epfile;\r
- char castlingRights[];\r
-{\r
- MateTestClosure cl;\r
- int inCheck;\r
-\r
- cl.count = 0;\r
- inCheck = GenLegal(board, flags, epfile, castlingRights, MateTestCallback, (VOIDSTAR) &cl);\r
- if (cl.count > 0) {\r
- return inCheck ? MT_CHECK : MT_NONE;\r
- } else {\r
- return inCheck || gameInfo.variant == VariantXiangqi ?\r
- MT_CHECKMATE : MT_STALEMATE;\r
- }\r
-}\r
-\r
- \r
-extern void DisambiguateCallback P((Board board, int flags, ChessMove kind,\r
- int rf, int ff, int rt, int ft,\r
- VOIDSTAR closure));\r
-\r
-void DisambiguateCallback(board, flags, kind, rf, ff, rt, ft, closure)\r
- Board board;\r
- int flags;\r
- ChessMove kind;\r
- int rf, ff, rt, ft;\r
- VOIDSTAR closure;\r
-{\r
- register DisambiguateClosure *cl = (DisambiguateClosure *) closure;\r
-\r
- if ((cl->pieceIn == EmptySquare || cl->pieceIn == board[rf][ff]) &&\r
- (cl->rfIn == -1 || cl->rfIn == rf) &&\r
- (cl->ffIn == -1 || cl->ffIn == ff) &&\r
- (cl->rtIn == -1 || cl->rtIn == rt) &&\r
- (cl->ftIn == -1 || cl->ftIn == ft)) {\r
-\r
- cl->count++;\r
- cl->piece = board[rf][ff];\r
- cl->rf = rf;\r
- cl->ff = ff;\r
- cl->rt = rt;\r
- cl->ft = ft;\r
- cl->kind = kind;\r
- }\r
-}\r
-\r
-void Disambiguate(board, flags, epfile, closure)\r
- Board board;\r
- int flags, epfile;\r
- DisambiguateClosure *closure;\r
-{\r
- int illegal = 0;\r
- closure->count = 0;\r
- closure->rf = closure->ff = closure->rt = closure->ft = 0;\r
- closure->kind = ImpossibleMove;\r
- GenLegal(board, flags, epfile, initialRights, DisambiguateCallback, (VOIDSTAR) closure);\r
- if (closure->count == 0) {\r
- /* See if it's an illegal move due to check */\r
- illegal = 1;\r
- GenLegal(board, flags|F_IGNORE_CHECK, epfile, initialRights, DisambiguateCallback,\r
- (VOIDSTAR) closure); \r
- if (closure->count == 0) {\r
- /* No, it's not even that */\r
- return;\r
- }\r
- }\r
- if (closure->promoCharIn != NULLCHAR && closure->promoCharIn != 'x') {\r
- if (closure->kind == WhitePromotionQueen\r
- || closure->kind == BlackPromotionQueen) {\r
- closure->kind = \r
- PromoCharToMoveType((flags & F_WHITE_ON_MOVE) != 0,\r
- closure->promoCharIn);\r
- } else {\r
- closure->kind = IllegalMove;\r
- }\r
- }\r
- closure->promoChar = ToLower(PieceToChar(PromoPiece(closure->kind)));\r
- if (closure->promoChar == 'x') closure->promoChar = NULLCHAR;\r
- if (closure->count > 1) {\r
- closure->kind = AmbiguousMove;\r
- }\r
- if (illegal) {\r
- /* Note: If more than one illegal move matches, but no legal\r
- moves, we return IllegalMove, not AmbiguousMove. Caller\r
- can look at closure->count to detect this.\r
- */\r
- closure->kind = IllegalMove;\r
- }\r
-}\r
-\r
-\r
-typedef struct {\r
- /* Input */\r
- ChessSquare piece;\r
- int rf, ff, rt, ft;\r
- /* Output */\r
- ChessMove kind;\r
- int rank;\r
- int file;\r
- int either;\r
-} CoordsToAlgebraicClosure;\r
-\r
-extern void CoordsToAlgebraicCallback P((Board board, int flags,\r
- ChessMove kind, int rf, int ff,\r
- int rt, int ft, VOIDSTAR closure));\r
-\r
-void CoordsToAlgebraicCallback(board, flags, kind, rf, ff, rt, ft, closure)\r
- Board board;\r
- int flags;\r
- ChessMove kind;\r
- int rf, ff, rt, ft;\r
- VOIDSTAR closure;\r
-{\r
- register CoordsToAlgebraicClosure *cl =\r
- (CoordsToAlgebraicClosure *) closure;\r
-\r
- if (rt == cl->rt && ft == cl->ft &&\r
- board[rf][ff] == cl->piece) {\r
- if (rf == cl->rf) {\r
- if (ff == cl->ff) {\r
- cl->kind = kind; /* this is the move we want */\r
- } else {\r
- cl->file++; /* need file to rule out this move */\r
- }\r
- } else {\r
- if (ff == cl->ff) {\r
- cl->rank++; /* need rank to rule out this move */\r
- } else {\r
- cl->either++; /* rank or file will rule out this move */\r
- }\r
- } \r
- }\r
-}\r
-\r
-/* Convert coordinates to normal algebraic notation.\r
- promoChar must be NULLCHAR or 'x' if not a promotion.\r
-*/\r
-ChessMove CoordsToAlgebraic(board, flags, epfile,\r
- rf, ff, rt, ft, promoChar, out)\r
- Board board;\r
- int flags, epfile;\r
- int rf, ff, rt, ft;\r
- int promoChar;\r
- char out[MOVE_LEN];\r
-{\r
- ChessSquare piece;\r
- ChessMove kind;\r
- char *outp = out;\r
- CoordsToAlgebraicClosure cl;\r
- \r
- if (rf == DROP_RANK) {\r
- /* Bughouse piece drop */\r
- *outp++ = ToUpper(PieceToChar((ChessSquare) ff));\r
- *outp++ = '@';\r
- *outp++ = ft + AAA;\r
- if(rt+ONE <= '9')\r
- *outp++ = rt + ONE;\r
- else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }\r
- *outp = NULLCHAR;\r
- AlphaRank(out, 5);\r
- return (flags & F_WHITE_ON_MOVE) ? WhiteDrop : BlackDrop;\r
- }\r
-\r
- if (promoChar == 'x') promoChar = NULLCHAR;\r
- piece = board[rf][ff];\r
- switch (piece) {\r
- case WhitePawn:\r
- case BlackPawn:\r
- kind = LegalityTest(board, flags, epfile, initialRights, rf, ff, rt, ft, promoChar);\r
- if (kind == IllegalMove && !(flags&F_IGNORE_CHECK)) {\r
- /* Keep short notation if move is illegal only because it\r
- leaves the player in check, but still return IllegalMove */\r
- kind = LegalityTest(board, flags|F_IGNORE_CHECK, epfile, initialRights,\r
- rf, ff, rt, ft, promoChar);\r
- if (kind == IllegalMove) break;\r
- kind = IllegalMove;\r
- }\r
- /* Pawn move */\r
- *outp++ = ff + AAA;\r
- if (ff == ft && board[rt][ft] == EmptySquare) { /* [HGM] Xiangqi has straight noncapts! */\r
- /* Non-capture; use style "e5" */\r
- if(rt+ONE <= '9')\r
- *outp++ = rt + ONE;\r
- else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }\r
- } else {\r
- /* Capture; use style "exd5" */\r
- if(gameInfo.variant != VariantXiangqi || board[rt][ft] != EmptySquare )\r
- *outp++ = 'x'; /* [HGM] Xiangqi has sideway noncaptures across river! */\r
- *outp++ = ft + AAA;\r
- if(rt+ONE <= '9')\r
- *outp++ = rt + ONE;\r
- else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }\r
- }\r
- /* Use promotion suffix style "=Q" */\r
- if (promoChar != NULLCHAR && promoChar != 'x') {\r
- *outp++ = '=';\r
- *outp++ = ToUpper(promoChar);\r
- }\r
- *outp = NULLCHAR;\r
- AlphaRank(out, 10);\r
- return kind;\r
-\r
- \r
- case WhiteKing:\r
- case BlackKing:\r
- /* Fabien moved code: FRC castling first (if KxR), wild castling second */\r
- /* Code added by Tord: FRC castling. */\r
- if((piece == WhiteKing && board[rt][ft] == WhiteRook) ||\r
- (piece == BlackKing && board[rt][ft] == BlackRook)) {\r
- if(ft > ff) strcpy(out, "O-O"); else strcpy(out, "O-O-O");\r
- return LegalityTest(board, flags, epfile, initialRights,\r
- rf, ff, rt, ft, promoChar);\r
- }\r
- /* End of code added by Tord */\r
- /* Test for castling or ICS wild castling */\r
- /* Use style "O-O" (oh-oh) for PGN compatibility */\r
- else if (rf == rt &&\r
- rf == ((piece == WhiteKing) ? 0 : BOARD_HEIGHT-1) &&\r
- ((ff == BOARD_WIDTH>>1 && (ft == BOARD_LEFT+2 || ft == BOARD_RGHT-2)) ||\r
- (ff == (BOARD_WIDTH-1)>>1 && (ft == BOARD_LEFT+1 || ft == BOARD_RGHT-3)))) {\r
- if(ft==BOARD_LEFT+1 || ft==BOARD_RGHT-2)\r
- strcpy(out, "O-O");\r
- else\r
- strcpy(out, "O-O-O");\r
-\r
- /* This notation is always unambiguous, unless there are\r
- kings on both the d and e files, with "wild castling"\r
- possible for the king on the d file and normal castling\r
- possible for the other. ICS rules for wild 9\r
- effectively make castling illegal for either king in\r
- this situation. So I am not going to worry about it;\r
- I'll just generate an ambiguous O-O in this case.\r
- */\r
- return LegalityTest(board, flags, epfile, initialRights,\r
- rf, ff, rt, ft, promoChar);\r
- }\r
-\r
- /* else fall through */\r
- default:\r
- /* Piece move */\r
- cl.rf = rf;\r
- cl.ff = ff;\r
- cl.rt = rt;\r
- cl.ft = ft;\r
- cl.piece = piece;\r
- cl.kind = IllegalMove;\r
- cl.rank = cl.file = cl.either = 0;\r
- GenLegal(board, flags, epfile, initialRights,\r
- CoordsToAlgebraicCallback, (VOIDSTAR) &cl);\r
-\r
- if (cl.kind == IllegalMove && !(flags&F_IGNORE_CHECK)) {\r
- /* Generate pretty moves for moving into check, but\r
- still return IllegalMove.\r
- */\r
- GenLegal(board, flags|F_IGNORE_CHECK, epfile, initialRights,\r
- CoordsToAlgebraicCallback, (VOIDSTAR) &cl);\r
- if (cl.kind == IllegalMove) break;\r
- cl.kind = IllegalMove;\r
- }\r
-\r
- /* Style is "Nf3" or "Nxf7" if this is unambiguous,\r
- else "Ngf3" or "Ngxf7",\r
- else "N1f3" or "N5xf7",\r
- else "Ng1f3" or "Ng5xf7".\r
- */\r
- *outp++ = ToUpper(PieceToChar(piece));\r
- \r
- if (cl.file || (cl.either && !cl.rank)) {\r
- *outp++ = ff + AAA;\r
- }\r
- if (cl.rank) {\r
- if(rf+ONE <= '9')\r
- *outp++ = rf + ONE;\r
- else { *outp++ = (rf+ONE-'0')/10 + '0';*outp++ = (rf+ONE-'0')%10 + '0'; }\r
- }\r
-\r
- if(board[rt][ft] != EmptySquare)\r
- *outp++ = 'x';\r
-\r
- *outp++ = ft + AAA;\r
- if(rt+ONE <= '9')\r
- *outp++ = rt + ONE;\r
- else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }\r
- *outp = NULLCHAR;\r
- AlphaRank(out, 10);\r
- return cl.kind;\r
- \r
-#ifdef FAIRY\r
- /* [HGM] Always long notation for fairies, don't know how they move */\r
- case WhiteNightrider:\r
- case BlackNightrider:\r
- case WhiteGrasshopper:\r
- case BlackGrasshopper:\r
-#endif\r
- case EmptySquare:\r
- /* Moving a nonexistent piece */\r
- break;\r
- }\r
- \r
- /* Not a legal move, even ignoring check.\r
- If there was a piece on the from square, \r
- use style "Ng1g3" or "Ng1xe8";\r
- if there was a pawn or nothing (!),\r
- use style "g1g3" or "g1xe8". Use "x"\r
- if a piece was on the to square, even\r
- a piece of the same color.\r
- */\r
- outp = out;\r
- if (piece != EmptySquare && piece != WhitePawn && piece != BlackPawn) {\r
- *outp++ = ToUpper(PieceToChar(piece));\r
- }\r
- *outp++ = ff + AAA;\r
- if(rf+ONE <= '9')\r
- *outp++ = rf + ONE;\r
- else { *outp++ = (rf+ONE-'0')/10 + '0';*outp++ = (rf+ONE-'0')%10 + '0'; }\r
- if (board[rt][ft] != EmptySquare) *outp++ = 'x';\r
- *outp++ = ft + AAA;\r
- if(rt+ONE <= '9')\r
- *outp++ = rt + ONE;\r
- else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }\r
- /* Use promotion suffix style "=Q" */\r
- if (promoChar != NULLCHAR && promoChar != 'x') {\r
- *outp++ = '=';\r
- *outp++ = ToUpper(promoChar);\r
- }\r
- *outp = NULLCHAR;\r
-\r
- AlphaRank(out, 0);\r
- return IllegalMove;\r
-}\r
-\r
-\r
+/*
+ * moves.c - Move generation and checking
+ *
+ * Copyright 1991 by Digital Equipment Corporation, Maynard,
+ * Massachusetts.
+ *
+ * Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006,
+ * 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014, 2015 Free Software Foundation, Inc.
+ *
+ * Enhancements Copyright 2005 Alessandro Scotti
+ *
+ * The following terms apply to Digital Equipment Corporation's copyright
+ * interest in XBoard:
+ * ------------------------------------------------------------------------
+ * All Rights Reserved
+ *
+ * Permission to use, copy, modify, and distribute this software and its
+ * documentation for any purpose and without fee is hereby granted,
+ * provided that the above copyright notice appear in all copies and that
+ * both that copyright notice and this permission notice appear in
+ * supporting documentation, and that the name of Digital not be
+ * used in advertising or publicity pertaining to distribution of the
+ * software without specific, written prior permission.
+ *
+ * DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING
+ * ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL
+ * DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR
+ * ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
+ * WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
+ * ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
+ * SOFTWARE.
+ * ------------------------------------------------------------------------
+ *
+ * The following terms apply to the enhanced version of XBoard
+ * distributed by the Free Software Foundation:
+ * ------------------------------------------------------------------------
+ *
+ * GNU XBoard is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * GNU XBoard is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see http://www.gnu.org/licenses/. *
+ *
+ *------------------------------------------------------------------------
+ ** See the file ChangeLog for a revision history. */
+
+#include "config.h"
+
+#include <stdio.h>
+#include <ctype.h>
+#include <stdlib.h>
+#if HAVE_STRING_H
+# include <string.h>
+#else /* not HAVE_STRING_H */
+# include <strings.h>
+#endif /* not HAVE_STRING_H */
+#include "common.h"
+#include "backend.h"
+#include "moves.h"
+#include "parser.h"
+
+int WhitePiece P((ChessSquare));
+int BlackPiece P((ChessSquare));
+int SameColor P((ChessSquare, ChessSquare));
+int PosFlags(int index);
+
+int quickFlag;
+char *pieceDesc[EmptySquare];
+char *defaultDesc[EmptySquare] = {
+ "fmWfceFifmnD", "N", "B", "R", "Q",
+ "F", "A", "BN", "RN", "W", "K",
+ "mRcpR", "N0", "BW", "RF", "gQ",
+ "", "", "QN", "", "N", "",
+ "", "", "", "", "",
+ "", "", "", "", "", "",
+ "", "", "", "", "",
+ "", "", "", "", "", "K"
+};
+
+int
+WhitePiece (ChessSquare piece)
+{
+ return (int) piece >= (int) WhitePawn && (int) piece < (int) BlackPawn;
+}
+
+int
+BlackPiece (ChessSquare piece)
+{
+ return (int) piece >= (int) BlackPawn && (int) piece < (int) EmptySquare;
+}
+
+#if 0
+int
+SameColor (ChessSquare piece1, ChessSquare piece2)
+{
+ return ((int) piece1 >= (int) WhitePawn && /* [HGM] can be > King ! */
+ (int) piece1 < (int) BlackPawn &&
+ (int) piece2 >= (int) WhitePawn &&
+ (int) piece2 < (int) BlackPawn)
+ || ((int) piece1 >= (int) BlackPawn &&
+ (int) piece1 < (int) EmptySquare &&
+ (int) piece2 >= (int) BlackPawn &&
+ (int) piece2 < (int) EmptySquare);
+}
+#else
+#define SameColor(piece1, piece2) (piece1 < EmptySquare && piece2 < EmptySquare && (piece1 < BlackPawn) == (piece2 < BlackPawn) || piece1 == DarkSquare || piece2 == DarkSquare)
+#endif
+
+unsigned char pieceToChar[EmptySquare+1] = {
+ 'P', 'N', 'B', 'R', 'Q', 'F', 'E', 'A', 'C', 'W', 'M',
+ 'O', 'H', 'I', 'J', 'G', 'D', 'V', 'L', 'S', 'U', 'K',
+ 'p', 'n', 'b', 'r', 'q', 'f', 'e', 'a', 'c', 'w', 'm',
+ 'o', 'h', 'i', 'j', 'g', 'd', 'v', 'l', 's', 'u', 'k',
+ 'x' };
+unsigned char pieceNickName[EmptySquare];
+int promoPartner[EmptySquare];
+
+char
+PieceToChar (ChessSquare p)
+{
+ int c;
+ if((int)p < 0 || (int)p >= (int)EmptySquare) return('x'); /* [HGM] for safety */
+ c = pieceToChar[(int) p];
+ if(c & 128) c = c & 63 | 64;
+ return c;
+}
+
+char
+PieceSuffix (ChessSquare p)
+{
+ int c;
+ if((int)p < 0 || (int)p >= (int)EmptySquare) return 0; /* [HGM] for safety */
+ c = pieceToChar[(int) p];
+ if(c < 128) return 0;
+ return SUFFIXES[c - 128 >> 6];
+}
+
+int
+PieceToNumber (ChessSquare p) /* [HGM] holdings: count piece type, ignoring non-participating piece types */
+{
+ int i=0;
+ ChessSquare start = (int)p >= (int)BlackPawn ? BlackPawn : WhitePawn;
+
+ while(start++ != p) if(pieceToChar[start-1] != '.' && pieceToChar[start-1] != '+') i++;
+ return i;
+}
+
+ChessSquare
+CharToPiece (int c)
+{
+ int i;
+ if(c == '.') return EmptySquare;
+ for(i=0; i< (int) EmptySquare; i++)
+ if(pieceNickName[i] == c) return (ChessSquare) i;
+ for(i=0; i< (int) EmptySquare; i++)
+ if(pieceToChar[i] == c) return (ChessSquare) i;
+ return EmptySquare;
+}
+
+void
+CopyBoard (Board to, Board from)
+{
+ int i, j;
+
+ for (i = 0; i < BOARD_HEIGHT; i++)
+ for (j = 0; j < BOARD_WIDTH; j++)
+ to[i][j] = from[i][j];
+ for (j = 0; j < BOARD_FILES; j++) // [HGM] gamestate: copy castling rights and ep status
+ to[VIRGIN][j] = from[VIRGIN][j],
+ to[CASTLING][j] = from[CASTLING][j];
+ to[HOLDINGS_SET] = 0; // flag used in ICS play
+}
+
+int
+CompareBoards (Board board1, Board board2)
+{
+ int i, j;
+
+ for (i = 0; i < BOARD_HEIGHT; i++)
+ for (j = 0; j < BOARD_WIDTH; j++) {
+ if (board1[i][j] != board2[i][j])
+ return FALSE;
+ }
+ return TRUE;
+}
+
+char defaultName[] = "PNBRQ......................................K" // white
+ "pnbrq......................................k"; // black
+char shogiName[] = "PNBRLS...G.++++++..........................K" // white
+ "pnbrls...g.++++++..........................k"; // black
+char xqName[] = "PH.R.AE..K.C................................" // white
+ "ph.r.ae..k.c................................"; // black
+
+char *
+CollectPieceDescriptors ()
+{ // make a line of piece descriptions for use in the PGN Piece tag:
+ // dump all engine defined pieces, and pieces with non-standard names,
+ // but suppress black pieces that are the same as their white counterpart
+ ChessSquare p;
+ static char buf[MSG_SIZ];
+ char *m, c, d, *pieceName = defaultName;
+ int len;
+ *buf = NULLCHAR;
+ if(!pieceDefs) return "";
+ if(gameInfo.variant == VariantChu) return ""; // for now don't do this for Chu Shogi
+ if(gameInfo.variant == VariantShogi) pieceName = shogiName;
+ if(gameInfo.variant == VariantXiangqi) pieceName = xqName;
+ for(p=WhitePawn; p<EmptySquare; p++) {
+ if((c = pieceToChar[p]) == '.' || c == '~') continue; // does not participate
+ m = pieceDesc[p]; d = (c == '+' ? pieceToChar[DEMOTED(p)] : c);
+ if(p >= BlackPawn && pieceToChar[BLACK_TO_WHITE p] == toupper(c)
+ && (c != '+' || pieceToChar[DEMOTED(BLACK_TO_WHITE p)] == d)) {// black member of normal pair
+ char *wm = pieceDesc[BLACK_TO_WHITE p];
+ if(!m && !wm || m && wm && !strcmp(wm, m)) continue; // moves as a white piece
+ } else // white or unpaired black
+ if((p < BlackPawn || CharToPiece(toupper(d)) != EmptySquare) && // white or lone black
+ !pieceDesc[p] /*&& pieceName[p] == c*/) continue; // orthodox piece known by its usual name
+// TODO: listing pieces because of unusual name can only be done if we have accurate Betza of all defaults
+ if(!m) m = defaultDesc[p];
+ len = strlen(buf);
+ snprintf(buf+len, MSG_SIZ-len, "%s%s%c:%s", len ? ";" : "", c == '+' ? "+" : "", d, m);
+ }
+ return buf;
+}
+
+// [HGM] gen: configurable move generation from Betza notation sent by engine.
+// Some notes about two-leg moves: GenPseudoLegal() works in two modes, depending on whether a 'kill-
+// square has been set: without one is generates all moves, and a global int legNr flags in bits 0 and 1
+// if the move has 1 or 2 legs. Only the marking of squares makes use of this info, by only marking
+// target squares of leg 1 (rejecting null move). A dummy move with MoveType 'FirstLeg' to the relay square
+// is generated, so a cyan marker can be put there, and other functions can ignore such a move. When the
+// user selects this square, it becomes the kill-square. Once a kill-square is set, only 2-leg moves are
+// generated that use that square as relay, plus 1-leg moves, so the 1-leg move that goes to the kill-square
+// can be marked during 2nd-leg entry to terminate the move there. For judging the pseudo-legality of the
+// 2nd leg, the from-square has to be considered empty, although the moving piece is still on it.
+
+Boolean pieceDefs;
+
+// alphabet "abcdefghijklmnopqrstuvwxyz"
+char symmetry[] = "FBNW.FFW.NKN.NW.QR....W..N";
+char xStep[] = "2110.130.102.10.00....0..2";
+char yStep[] = "2132.133.313.20.11....1..3";
+char dirType[] = "01000104000200000260050000";
+char upgrade[] = "AFCD.BGH.JQL.NO.KW....R..Z";
+char rotate[] = "DRCA.WHG.JKL.NO.QB....F..Z";
+
+// alphabet "a b c d e f g h i j k l m n o p q r s t u v w x y z "
+int dirs1[] = { 0,0x3C,0,0,0,0xC3,0,0, 0,0,0,0xF0,0,0,0,0,0,0x0F,0 ,0,0,0 ,0,0,0,0 };
+int dirs2[] = { 0,0x18,0,0,0,0x81,0,0xFF,0,0,0,0x60,0,0,0,0,0,0x06,0x66,0,0,0x99,0,0,0,0 };
+int dirs3[] = { 0,0x38,0,0,0,0x83,0,0xFF,0,0,0,0xE0,0,0,0,0,0,0x0E,0xEE,0,0,0xBB,0,0,0,0 };
+int dirs4[] = { 0,0x10,0,0,0,0x01,0,0xFF,0,0,0,0x40,0,0,0,0,0,0x04,0x44,0,0,0x11,0,0,0,0 };
+
+int rot[][4] = { // rotation matrices for each direction
+ { 1, 0, 0, 1 },
+ { 0, 1, 1, 0 },
+ { 0, 1,-1, 0 },
+ { 1, 0, 0,-1 },
+ {-1, 0, 0,-1 },
+ { 0,-1,-1, 0 },
+ { 0,-1, 1, 0 },
+ {-1, 0, 0, 1 }
+};
+
+void
+OK (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR cl)
+{
+ (*(int*)cl)++;
+}
+
+void
+MovesFromString (Board board, int flags, int f, int r, int tx, int ty, int angle, char *desc, MoveCallback cb, VOIDSTAR cl)
+{
+ char buf[80], *p = desc, *atom = NULL;
+ int mine, his, dir, bit, occup, i, ep, promoRank = -1;
+ ChessMove promo= NormalMove; ChessSquare pc = board[r][f];
+ if(pc == DarkSquare) return; // this is not a piece, but a 'hole' in the board
+ if(flags & F_WHITE_ON_MOVE) his = 2, mine = 1; else his = 1, mine = 2;
+ if(pc == WhitePawn || pc == WhiteLance) promo = WhitePromotion, promoRank = BOARD_HEIGHT-1; else
+ if(pc == BlackPawn || pc == BlackLance) promo = BlackPromotion, promoRank = 0;
+ while(*p) { // more moves to go
+ int expo = -1, dx, dy, x, y, mode, dirSet, ds2=0, retry=0, initial=0, jump=1, skip = 0, all = 0;
+ char *cont = NULL;
+ while(*p == 'i') initial++, desc = ++p;
+ while(islower(*p)) p++; // skip prefixes
+ if(!isupper(*p)) return; // syntax error: no atom
+ dx = xStep[*p-'A'] - '0';// step vector of atom
+ dy = yStep[*p-'A'] - '0';
+ dirSet = 0; // build direction set based on atom symmetry
+ switch(symmetry[*p-'A']) {
+ case 'B': expo = 0; // bishop, slide
+ case 'F': all = 0xAA; // diagonal atom (degenerate 4-fold)
+ if(tx >= 0) goto king; // continuation legs specified in K/Q system!
+ while(islower(*desc) && (i = dirType[*desc-'a']) != '0') {
+ int b = dirs1[*desc-'a']; // use wide version
+ if( islower(desc[1]) &&
+ ((i | dirType[desc[1]-'a']) & 3) == 3) { // combinable (perpendicular dim)
+ b = dirs1[*desc-'a'] & dirs1[desc[1]-'a']; // intersect wide & perp wide
+ desc += 2;
+ } else desc++;
+ dirSet |= b;
+ }
+ dirSet &= 0xAA; if(!dirSet) dirSet = 0xAA;
+ break;
+ case 'R': expo = 0; // rook, slide
+ case 'W': all = 0x55; // orthogonal atom (non-deg 4-fold)
+ if(tx >= 0) goto king; // continuation legs specified in K/Q system!
+ while(islower(*desc) && (dirType[*desc-'a'] & ~4) != '0') dirSet |= dirs2[*desc++-'a'];
+ dirSet &= 0x55; if(!dirSet) dirSet = 0x55;
+ dirSet = (dirSet << angle | dirSet >> 8-angle) & 255; // re-orient direction system
+ break;
+ case 'N': all = 0xFF; // oblique atom (degenerate 8-fold)
+ if(tx >= 0) goto king; // continuation legs specified in K/Q system!
+ if(*desc == 'h') { // chiral direction sets 'hr' and 'hl'
+ dirSet = (desc[1] == 'r' ? 0x55 : 0xAA); desc += 2;
+ } else
+ while(islower(*desc) && (i = dirType[*desc-'a']) != '0') {
+ int b = dirs2[*desc-'a']; // when alone, use narrow version
+ if(desc[1] == 'h') b = dirs1[*desc-'a'], desc += 2; // dirs1 is wide version
+ else if(*desc == desc[1] || islower(desc[1]) && i < '4'
+ && ((i | dirType[desc[1]-'a']) & 3) == 3) { // combinable (perpendicular dim or same)
+ b = dirs1[*desc-'a'] & dirs2[desc[1]-'a']; // intersect wide & perp narrow
+ desc += 2;
+ } else desc++;
+ dirSet |= b;
+ }
+ if(!dirSet) dirSet = 0xFF;
+ break;
+ case 'Q': expo = 0; // queen, slide
+ case 'K': all = 0xFF; // non-deg (pseudo) 8-fold
+ king:
+ while(islower(*desc) && (i = dirType[*desc-'a']) != '0') {
+ int b = dirs4[*desc-'a']; // when alone, use narrow version
+ if(desc[1] == *desc) desc++; // doubling forces alone
+ else if(islower(desc[1]) && i < '4'
+ && ((i | dirType[desc[1]-'a']) & 3) == 3) { // combinable (perpendicular dim or same)
+ b = dirs3[*desc-'a'] & dirs3[desc[1]-'a']; // intersect wide & perp wide
+ desc += 2;
+ } else desc++;
+ dirSet |= b;
+ }
+ if(!dirSet) dirSet = (tx < 0 ? 0xFF // default is all directions, but in continuation leg
+ : all == 0xFF ? 0xEF : 0x45); // omits backward, and for 4-fold atoms also diags
+ dirSet = (dirSet << angle | dirSet >> 8-angle) & 255; // re-orient direction system
+ ds2 = dirSet & 0xAA; // extract diagonal directions
+ if(dirSet &= 0x55) // start with orthogonal moves, if present
+ retry = 1, dx = 0; // and schedule the diagonal moves for later
+ else dx = dy, dirSet = ds2; // if no orthogonal directions, do diagonal immediately
+ break; // should not have direction indicators
+ default: return; // syntax error: invalid atom
+ }
+ if(mine == 2 && tx < 0) dirSet = dirSet >> 4 | dirSet << 4 & 255; // invert black moves
+ mode = 0; // build mode mask
+ if(*desc == 'm') mode |= 4, desc++; // move to empty
+ if(*desc == 'c') mode |= his, desc++; // capture foe
+ if(*desc == 'd') mode |= mine, desc++; // destroy (capture friend)
+ if(*desc == 'e') mode |= 8, desc++; // e.p. capture last mover
+ if(*desc == 't') mode |= 16, desc++; // exclude enemies as hop platform ('test')
+ if(*desc == 'p') mode |= 32, desc++; // hop over occupied
+ if(*desc == 'g') mode |= 64, desc++; // hop and toggle range
+ if(*desc == 'o') mode |= 128, desc++; // wrap around cylinder board
+ if(*desc == 'y') mode |= 512, desc++; // toggle range on empty square
+ if(*desc == 'n') jump = 0, desc++; // non-jumping
+ while(*desc == 'j') jump++, desc++; // must jump (on B,R,Q: skip first square)
+ if(*desc == 'a') cont = ++desc; // move again after doing what preceded it
+ 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 == 2) { if(board[r][f] != initialPosition[r-2*his+3][f]) continue; } else
+ 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 > 0 && dx == 0 && dy == 0) { // castling indicated by O + number
+ mode |= 1024; dy = 1;
+ }
+ if(expo < 0) expo = 1; // use 1 for default
+ if(!cont) {
+ if(!(mode & 15)) mode |= his + 4; // no mode spec, use default = mc
+ } else {
+ strncpy(buf, cont, 80); cont = buf; // copy next leg(s), so we can modify
+ atom = buf; while(islower(*atom)) atom++; // skip to atom
+ if(mode & 32) mode ^= 256 + 32; // in non-final legs 'p' means 'pass through'
+ if(mode & 64 + 512) {
+ mode |= 256; // and 'g' too, but converts leaper <-> slider
+ if(mode & 512) mode ^= 0x304; // and 'y' is m-like 'g'
+ *atom = upgrade[*atom-'A']; // replace atom, BRQ <-> FWK
+ atom[1] = atom[2] = '\0'; // make sure any old range is stripped off
+ if(expo == 1) atom[1] = '0'; // turn other leapers into riders
+ }
+ if(!(mode & 0x30F)) mode |= 4; // and default of this leg = m
+ }
+ if(dy == 1) skip = jump - 1, jump = 1; // on W & F atoms 'j' = skip first square
+ do {
+ for(dir=0, bit=1; dir<8; dir++, bit += bit) { // loop over directions
+ int i = expo, j = skip, hop = mode, vx, vy, loop = 0;
+ if(!(bit & dirSet)) continue; // does not move in this direction
+ if(dy != 1 || mode & 1024) j = 0; //
+ vx = dx*rot[dir][0] + dy*rot[dir][1]; // rotate step vector
+ vy = dx*rot[dir][2] + dy*rot[dir][3];
+ if(tx < 0) x = f, y = r; // start square
+ else x = tx, y = ty; // from previous to-square if continuation
+ do { // traverse ray
+ x += vx; y += vy; // step to next square
+ if(y < 0 || y >= BOARD_HEIGHT) break; // vertically off-board: always done
+ if(x < BOARD_LEFT) { if(mode & 128) x += BOARD_RGHT - BOARD_LEFT, loop++; else break; }
+ if(x >= BOARD_RGHT) { if(mode & 128) x -= BOARD_RGHT - BOARD_LEFT, loop++; else break; }
+ if(j) { j--; continue; } // skip irrespective of occupation
+ if(board[y][x] == DarkSquare) break; // black squares are supposed to be off board
+ if(!jump && board[y - vy + vy/2][x - vx + vx/2] != EmptySquare) break; // blocked
+ if(jump > 1 && board[y - vy + vy/2][x - vx + vx/2] == EmptySquare) break; // no hop
+ if(x == f && y == r && !loop) occup = 4; else // start square counts as empty (if not around cylinder!)
+ if(board[y][x] < BlackPawn) occup = 0x101; else
+ if(board[y][x] < EmptySquare) occup = 0x102; else
+ occup = 4;
+ if(cont) { // non-final leg
+ if(mode&16 && his&occup) occup &= 3;// suppress hopping foe in t-mode
+ if(occup & mode) { // valid intermediate square, do continuation
+ char origAtom = *atom;
+ if(!(bit & all)) *atom = rotate[*atom - 'A']; // orth-diag interconversion to make direction valid
+ if(occup & mode & 0x104) // no side effects, merge legs to one move
+ MovesFromString(board, flags, f, r, x, y, dir, cont, cb, cl);
+ if(occup & mode & 3 && (killX < 0 || killX == x && killY == y)) { // destructive first leg
+ int cnt = 0;
+ MovesFromString(board, flags, f, r, x, y, dir, cont, &OK, &cnt); // count possible continuations
+ if(cnt) { // and if there are
+ if(killX < 0) cb(board, flags, FirstLeg, r, f, y, x, cl); // then generate their first leg
+ legNr <<= 1;
+ MovesFromString(board, flags, f, r, x, y, dir, cont, cb, cl);
+ legNr >>= 1;
+ }
+ }
+ *atom = origAtom; // undo any interconversion
+ }
+ if(occup != 4) break; // occupied squares always terminate the leg
+ continue;
+ }
+ if(hop & 32+64) { if(occup != 4) { if(hop & 64 && i != 1) i = 2; hop &= 31; } continue; } // hopper
+ ep = board[EP_RANK];
+ if(mode & 8 && occup == 4 && board[EP_FILE] == x && (y == (ep & 127) || y - vy == ep - 128)) { // to e.p. square (or 2nd e.p. square)
+ cb(board, flags, mine == 1 ? WhiteCapturesEnPassant : BlackCapturesEnPassant, r, f, y, x, cl);
+ }
+ if(mode & 1024) { // castling
+ i = 2; // kludge to elongate move indefinitely
+ if(occup == 4) continue; // skip empty squares
+ if((x == BOARD_LEFT + skip || x > BOARD_LEFT + skip && vx < 0 && board[y][x-1-skip] == DarkSquare)
+ && board[y][x] == initialPosition[y][x]) { // reached initial corner piece
+ if(pc != WhiteKing && pc != BlackKing || expo == 1) { // non-royal castling (to be entered as two-leg move via 'Rook')
+ if(killX < 0) cb(board, flags, FirstLeg, r, f, y, x, cl); if(killX < f)
+ legNr <<= 1, cb(board, flags, NormalMove, r, f, y, f - expo, cl), legNr >>= 1;
+ } else
+ cb(board, flags, mine == 1 ? WhiteQueenSideCastle : BlackQueenSideCastle, r, f, y, f - expo, cl);
+ }
+ if((x == BOARD_RGHT-1-skip || x < BOARD_RGHT-1-skip && vx > 0 && board[y][x+1+skip] == DarkSquare)
+ && board[y][x] == initialPosition[y][x]) {
+ if(pc != WhiteKing && pc != BlackKing || expo == 1) {
+ if(killX < 0) cb(board, flags, FirstLeg, r, f, y, x, cl); if(killX > f)
+ legNr <<= 1, cb(board, flags, NormalMove, r, f, y, f + expo, cl), legNr >>= 1;
+ } else
+ cb(board, flags, mine == 1 ? WhiteKingSideCastle : BlackKingSideCastle, r, f, y, f + expo, cl);
+ }
+ break;
+ }
+ if(mode & 16 && (board[y][x] == WhiteKing || board[y][x] == BlackKing)) break; // tame piece, cannot capture royal
+ if(occup & mode) cb(board, flags, y == promoRank ? promo : NormalMove, r, f, y, x, cl); // allowed, generate
+ if(occup != 4) break; // not valid transit square
+ } while(--i);
+ }
+ dx = dy; dirSet = ds2; // prepare for diagonal moves of K,Q
+ } while(retry-- && ds2); // and start doing them
+ if(tx >= 0) break; // don't do other atoms in continuation legs
+ }
+} // next atom
+
+// [HGM] move generation now based on hierarchy of subroutines for rays and combinations of rays
+
+void
+SlideForward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ int i, rt, ft = ff;
+ for (i = 1;; i++) {
+ rt = rf + i;
+ if (rt >= BOARD_HEIGHT) break;
+ if (SameColor(board[rf][ff], board[rt][ft])) break;
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ if (board[rt][ft] != EmptySquare) break;
+ }
+}
+
+void
+SlideBackward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ int i, rt, ft = ff;
+ for (i = 1;; i++) {
+ rt = rf - i;
+ if (rt < 0) break;
+ if (SameColor(board[rf][ff], board[rt][ft])) break;
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ if (board[rt][ft] != EmptySquare) break;
+ }
+}
+
+void
+SlideVertical (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ SlideForward(board, flags, rf, ff, callback, closure);
+ SlideBackward(board, flags, rf, ff, callback, closure);
+}
+
+void
+SlideSideways (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ int i, s, rt = rf, ft;
+ for(s = -1; s <= 1; s+= 2) {
+ for (i = 1;; i++) {
+ ft = ff + i*s;
+ if (ft < BOARD_LEFT || ft >= BOARD_RGHT) break;
+ if (SameColor(board[rf][ff], board[rt][ft])) break;
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ if (board[rt][ft] != EmptySquare) break;
+ }
+ }
+}
+
+void
+SlideDiagForward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ int i, s, rt, ft;
+ for(s = -1; s <= 1; s+= 2) {
+ for (i = 1;; i++) {
+ rt = rf + i;
+ ft = ff + i * s;
+ if (rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;
+ if (SameColor(board[rf][ff], board[rt][ft])) break;
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ if (board[rt][ft] != EmptySquare) break;
+ }
+ }
+}
+
+void
+SlideDiagBackward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ int i, s, rt, ft;
+ for(s = -1; s <= 1; s+= 2) {
+ for (i = 1;; i++) {
+ rt = rf - i;
+ ft = ff + i * s;
+ if (rt < 0 || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;
+ if (SameColor(board[rf][ff], board[rt][ft])) break;
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ if (board[rt][ft] != EmptySquare) break;
+ }
+ }
+}
+
+void
+Rook (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ SlideVertical(board, flags, rf, ff, callback, closure);
+ SlideSideways(board, flags, rf, ff, callback, closure);
+}
+
+void
+Bishop (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ SlideDiagForward(board, flags, rf, ff, callback, closure);
+ SlideDiagBackward(board, flags, rf, ff, callback, closure);
+}
+
+void
+Sting (Board board, int flags, int rf, int ff, int dy, int dx, MoveCallback callback, VOIDSTAR closure)
+{ // Lion-like move of Horned Falcon and Souring Eagle
+ int ft = ff + dx, rt = rf + dy;
+ if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) return;
+ legNr += 2;
+ if (!SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, board[rt][ft] != EmptySquare ? FirstLeg : NormalMove, rf, ff, rt, ft, closure);
+ legNr -= 2;
+ ft += dx; rt += dy;
+ if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) return;
+ legNr += 2;
+ if (!SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ if (!SameColor(board[rf][ff], board[rf+dy][ff+dx]))
+ callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
+ legNr -= 2;
+}
+
+void
+StepForward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ int ft = ff, rt = rf + 1;
+ if (rt >= BOARD_HEIGHT) return;
+ if (SameColor(board[rf][ff], board[rt][ft])) return;
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+}
+
+void
+StepBackward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ int ft = ff, rt = rf - 1;
+ if (rt < 0) return;
+ if (SameColor(board[rf][ff], board[rt][ft])) return;
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+}
+
+void
+StepSideways (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ int ft, rt = rf;
+ ft = ff + 1;
+ if (!(rt >= BOARD_HEIGHT || ft >= BOARD_RGHT) && !SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ ft = ff - 1;
+ if (!(rt >= BOARD_HEIGHT || ft < BOARD_LEFT) && !SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+}
+
+void
+StepDiagForward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ int ft, rt = rf + 1;
+ if (rt >= BOARD_HEIGHT) return;
+ ft = ff + 1;
+ if (!(rt >= BOARD_HEIGHT || ft >= BOARD_RGHT) && !SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ ft = ff - 1;
+ if (!(rt >= BOARD_HEIGHT || ft < BOARD_LEFT) && !SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+}
+
+void
+StepDiagBackward (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ int ft, rt = rf - 1;
+ if(rt < 0) return;
+ ft = ff + 1;
+ if (!(rt < 0 || ft >= BOARD_RGHT) && !SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ ft = ff - 1;
+ if (!(rt < 0 || ft < BOARD_LEFT) && !SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+}
+
+void
+StepVertical (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ StepForward(board, flags, rf, ff, callback, closure);
+ StepBackward(board, flags, rf, ff, callback, closure);
+}
+
+void
+Ferz (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ StepDiagForward(board, flags, rf, ff, callback, closure);
+ StepDiagBackward(board, flags, rf, ff, callback, closure);
+}
+
+void
+Wazir (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ StepVertical(board, flags, rf, ff, callback, closure);
+ StepSideways(board, flags, rf, ff, callback, closure);
+}
+
+void
+Knight (Board board, int flags, int rf, int ff, MoveCallback callback, VOIDSTAR closure)
+{
+ int i, j, s, rt, ft;
+ for (i = -1; i <= 1; i += 2)
+ for (j = -1; j <= 1; j += 2)
+ for (s = 1; s <= 2; s++) {
+ rt = rf + i*s;
+ ft = ff + j*(3-s);
+ if (!(rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT)
+ && ( gameInfo.variant != VariantXiangqi || board[rf+i*(s-1)][ff+j*(2-s)] == EmptySquare)
+ && !SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ }
+}
+
+/* Call callback once for each pseudo-legal move in the given
+ position, except castling moves. A move is pseudo-legal if it is
+ legal, or if it would be legal except that it leaves the king in
+ check. In the arguments, epfile is EP_NONE if the previous move
+ was not a double pawn push, or the file 0..7 if it was, or
+ EP_UNKNOWN if we don't know and want to allow all e.p. captures.
+ Promotion moves generated are to Queen only.
+*/
+void
+GenPseudoLegal (Board board, int flags, MoveCallback callback, VOIDSTAR closure, ChessSquare filter)
+// speed: only do moves with this piece type
+{
+ int rf, ff;
+ int i, j, d, s, fs, rs, rt, ft, m;
+ int epfile = (signed char)board[EP_STATUS]; // [HGM] gamestate: extract ep status from board
+ int promoRank = gameInfo.variant == VariantMakruk || gameInfo.variant == VariantGrand || gameInfo.variant == VariantChuChess ? 3 : 1;
+
+ for (rf = 0; rf < BOARD_HEIGHT; rf++)
+ for (ff = BOARD_LEFT; ff < BOARD_RGHT; ff++) {
+ ChessSquare piece;
+
+ if(board[rf][ff] == EmptySquare) continue;
+ if ((flags & F_WHITE_ON_MOVE) != (board[rf][ff] < BlackPawn)) continue; // [HGM] speed: wrong color
+ m = 0; piece = board[rf][ff];
+ if(PieceToChar(piece) == '~')
+ piece = (ChessSquare) ( DEMOTED(piece) );
+ if(filter != EmptySquare && piece != filter) continue;
+ if(pieceDefs && pieceDesc[piece]) { // [HGM] gen: use engine-defined moves
+ MovesFromString(board, flags, ff, rf, -1, -1, 0, pieceDesc[piece], callback, closure);
+ continue;
+ }
+ if(IS_SHOGI(gameInfo.variant))
+ piece = (ChessSquare) ( SHOGI piece );
+
+ switch ((int)piece) {
+ /* case EmptySquare: [HGM] this is nonsense, and conflicts with Shogi cases */
+ default:
+ /* can't happen ([HGM] except for faries...) */
+ break;
+
+ case WhitePawn:
+ if(gameInfo.variant == VariantXiangqi) {
+ /* [HGM] capture and move straight ahead in Xiangqi */
+ if (rf < BOARD_HEIGHT-1 &&
+ !SameColor(board[rf][ff], board[rf + 1][ff]) ) {
+ callback(board, flags, NormalMove,
+ rf, ff, rf + 1, ff, closure);
+ }
+ /* and move sideways when across the river */
+ for (s = -1; s <= 1; s += 2) {
+ if (rf >= BOARD_HEIGHT>>1 &&
+ ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
+ !WhitePiece(board[rf][ff+s]) ) {
+ callback(board, flags, NormalMove,
+ rf, ff, rf, ff+s, closure);
+ }
+ }
+ break;
+ }
+ if (rf < BOARD_HEIGHT-1 && board[rf + 1][ff] == EmptySquare) {
+ callback(board, flags,
+ rf >= BOARD_HEIGHT-1-promoRank ? WhitePromotion : NormalMove,
+ rf, ff, rf + 1, ff, closure);
+ }
+ if (rf <= (BOARD_HEIGHT>>1)-3 && board[rf+1][ff] == EmptySquare && // [HGM] grand: also on 3rd rank on 10-board
+ gameInfo.variant != VariantShatranj && /* [HGM] */
+ gameInfo.variant != VariantCourier && /* [HGM] */
+ board[rf+2][ff] == EmptySquare ) {
+ callback(board, flags, NormalMove,
+ rf, ff, rf+2, ff, closure);
+ }
+ for (s = -1; s <= 1; s += 2) {
+ if (rf < BOARD_HEIGHT-1 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
+ ((flags & F_KRIEGSPIEL_CAPTURE) ||
+ BlackPiece(board[rf + 1][ff + s]))) {
+ callback(board, flags,
+ rf >= BOARD_HEIGHT-1-promoRank ? WhitePromotion : NormalMove,
+ rf, ff, rf + 1, ff + s, closure);
+ }
+ if (rf >= BOARD_HEIGHT+1>>1) {// [HGM] grand: 4th & 5th rank on 10-board
+ if (ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
+ (epfile == ff + s || epfile == EP_UNKNOWN) && rf < BOARD_HEIGHT-3 &&
+ board[rf][ff + s] == BlackPawn &&
+ board[rf+1][ff + s] == EmptySquare) {
+ callback(board, flags, WhiteCapturesEnPassant,
+ rf, ff, rf+1, ff + s, closure);
+ }
+ }
+ }
+ break;
+
+ case BlackPawn:
+ if(gameInfo.variant == VariantXiangqi) {
+ /* [HGM] capture straight ahead in Xiangqi */
+ if (rf > 0 && !SameColor(board[rf][ff], board[rf - 1][ff]) ) {
+ callback(board, flags, NormalMove,
+ rf, ff, rf - 1, ff, closure);
+ }
+ /* and move sideways when across the river */
+ for (s = -1; s <= 1; s += 2) {
+ if (rf < BOARD_HEIGHT>>1 &&
+ ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
+ !BlackPiece(board[rf][ff+s]) ) {
+ callback(board, flags, NormalMove,
+ rf, ff, rf, ff+s, closure);
+ }
+ }
+ break;
+ }
+ if (rf > 0 && board[rf - 1][ff] == EmptySquare) {
+ callback(board, flags,
+ rf <= promoRank ? BlackPromotion : NormalMove,
+ rf, ff, rf - 1, ff, closure);
+ }
+ if (rf >= (BOARD_HEIGHT+1>>1)+2 && board[rf-1][ff] == EmptySquare && // [HGM] grand
+ gameInfo.variant != VariantShatranj && /* [HGM] */
+ gameInfo.variant != VariantCourier && /* [HGM] */
+ board[rf-2][ff] == EmptySquare) {
+ callback(board, flags, NormalMove,
+ rf, ff, rf-2, ff, closure);
+ }
+ for (s = -1; s <= 1; s += 2) {
+ if (rf > 0 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
+ ((flags & F_KRIEGSPIEL_CAPTURE) ||
+ WhitePiece(board[rf - 1][ff + s]))) {
+ callback(board, flags,
+ rf <= promoRank ? BlackPromotion : NormalMove,
+ rf, ff, rf - 1, ff + s, closure);
+ }
+ if (rf < BOARD_HEIGHT>>1) {
+ if (ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
+ (epfile == ff + s || epfile == EP_UNKNOWN) && rf > 2 &&
+ board[rf][ff + s] == WhitePawn &&
+ board[rf-1][ff + s] == EmptySquare) {
+ callback(board, flags, BlackCapturesEnPassant,
+ rf, ff, rf-1, ff + s, closure);
+ }
+ }
+ }
+ break;
+
+ case WhiteUnicorn:
+ case BlackUnicorn:
+ case WhiteKnight:
+ case BlackKnight:
+ for (i = -1; i <= 1; i += 2)
+ for (j = -1; j <= 1; j += 2)
+ for (s = 1; s <= 2; s++) {
+ rt = rf + i*s;
+ ft = ff + j*(3-s);
+ if (!(rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT)
+ && ( gameInfo.variant != VariantXiangqi || board[rf+i*(s-1)][ff+j*(2-s)] == EmptySquare)
+ && !SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, NormalMove,
+ rf, ff, rt, ft, closure);
+ }
+ break;
+
+ case SHOGI WhiteKnight:
+ for (s = -1; s <= 1; s += 2) {
+ if (rf < BOARD_HEIGHT-2 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
+ !SameColor(board[rf][ff], board[rf + 2][ff + s])) {
+ callback(board, flags, NormalMove,
+ rf, ff, rf + 2, ff + s, closure);
+ }
+ }
+ break;
+
+ case SHOGI BlackKnight:
+ for (s = -1; s <= 1; s += 2) {
+ if (rf > 1 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
+ !SameColor(board[rf][ff], board[rf - 2][ff + s])) {
+ callback(board, flags, NormalMove,
+ rf, ff, rf - 2, ff + s, closure);
+ }
+ }
+ break;
+
+ case WhiteCannon:
+ case BlackCannon:
+ for (d = 0; d <= 1; d++)
+ for (s = -1; s <= 1; s += 2) {
+ m = 0;
+ for (i = 1;; i++) {
+ rt = rf + (i * s) * d;
+ ft = ff + (i * s) * (1 - d);
+ if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;
+ if (m == 0 && board[rt][ft] == EmptySquare)
+ callback(board, flags, NormalMove,
+ rf, ff, rt, ft, closure);
+ if (m == 1 && board[rt][ft] != EmptySquare &&
+ !SameColor(board[rf][ff], board[rt][ft]) )
+ callback(board, flags, NormalMove,
+ rf, ff, rt, ft, closure);
+ if (board[rt][ft] != EmptySquare && m++) break;
+ }
+ }
+ break;
+
+ /* Gold General (and all its promoted versions) . First do the */
+ /* diagonal forward steps, then proceed as normal Wazir */
+ case SHOGI (PROMO WhitePawn):
+ if(gameInfo.variant == VariantShogi) goto WhiteGold;
+ case SHOGI (PROMO BlackPawn):
+ if(gameInfo.variant == VariantShogi) goto BlackGold;
+ SlideVertical(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI (PROMO WhiteKnight):
+ if(gameInfo.variant == VariantShogi) goto WhiteGold;
+ case SHOGI BlackDrunk:
+ case SHOGI BlackAlfil:
+ Ferz(board, flags, rf, ff, callback, closure);
+ StepSideways(board, flags, rf, ff, callback, closure);
+ StepBackward(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI (PROMO BlackKnight):
+ if(gameInfo.variant == VariantShogi) goto BlackGold;
+ case SHOGI WhiteDrunk:
+ case SHOGI WhiteAlfil:
+ Ferz(board, flags, rf, ff, callback, closure);
+ StepSideways(board, flags, rf, ff, callback, closure);
+ StepForward(board, flags, rf, ff, callback, closure);
+ break;
+
+
+ case SHOGI WhiteStag:
+ case SHOGI BlackStag:
+ if(gameInfo.variant == VariantShogi) goto BlackGold;
+ SlideVertical(board, flags, rf, ff, callback, closure);
+ Ferz(board, flags, rf, ff, callback, closure);
+ StepSideways(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI (PROMO WhiteQueen):
+ case SHOGI WhiteTokin:
+ case SHOGI WhiteWazir:
+ WhiteGold:
+ StepDiagForward(board, flags, rf, ff, callback, closure);
+ Wazir(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI (PROMO BlackQueen):
+ case SHOGI BlackTokin:
+ case SHOGI BlackWazir:
+ BlackGold:
+ StepDiagBackward(board, flags, rf, ff, callback, closure);
+ Wazir(board, flags, rf, ff, callback, closure);
+ break;
+
+ case WhiteWazir:
+ case BlackWazir:
+ Wazir(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI WhiteMarshall:
+ case SHOGI BlackMarshall:
+ Ferz(board, flags, rf, ff, callback, closure);
+ for (d = 0; d <= 1; d++)
+ for (s = -2; s <= 2; s += 4) {
+ rt = rf + s * d;
+ ft = ff + s * (1 - d);
+ if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) continue;
+ if (!SameColor(board[rf][ff], board[rt][ft]) )
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ }
+ break;
+
+ case SHOGI WhiteAngel:
+ case SHOGI BlackAngel:
+ Wazir(board, flags, rf, ff, callback, closure);
+
+ case WhiteAlfil:
+ case BlackAlfil:
+ /* [HGM] support Shatranj pieces */
+ for (rs = -1; rs <= 1; rs += 2)
+ for (fs = -1; fs <= 1; fs += 2) {
+ rt = rf + 2 * rs;
+ ft = ff + 2 * fs;
+ if (!(rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT)
+ && ( gameInfo.variant != VariantXiangqi ||
+ board[rf+rs][ff+fs] == EmptySquare && (2*rf < BOARD_HEIGHT) == (2*rt < BOARD_HEIGHT) )
+
+ && !SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, NormalMove,
+ rf, ff, rt, ft, closure);
+ if(gameInfo.variant == VariantShatranj || gameInfo.variant == VariantCourier ||
+ gameInfo.variant == VariantChu || gameInfo.variant == VariantXiangqi) continue; // classical Alfil
+ rt = rf + rs; // in unknown variant we assume Modern Elephant, which can also do one step
+ ft = ff + fs;
+ if (!(rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT)
+ && !SameColor(board[rf][ff], board[rt][ft]))
+ callback(board, flags, NormalMove,
+ rf, ff, rt, ft, closure);
+ }
+ if(gameInfo.variant == VariantSpartan)
+ for(fs = -1; fs <= 1; fs += 2) {
+ ft = ff + fs;
+ if (!(ft < BOARD_LEFT || ft >= BOARD_RGHT) && board[rf][ft] == EmptySquare)
+ callback(board, flags, NormalMove, rf, ff, rf, ft, closure);
+ }
+ break;
+
+ /* Make Dragon-Horse also do Dababba moves outside Shogi, for better disambiguation in variant Fairy */
+ case WhiteCardinal:
+ case BlackCardinal:
+ if(gameInfo.variant == VariantChuChess) goto DragonHorse;
+ for (d = 0; d <= 1; d++) // Dababba moves that Rook cannot do
+ for (s = -2; s <= 2; s += 4) {
+ rt = rf + s * d;
+ ft = ff + s * (1 - d);
+ if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) continue;
+ if (SameColor(board[rf][ff], board[rt][ft])) continue;
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ }
+
+ /* Shogi Dragon Horse has to continue with Wazir after Bishop */
+ case SHOGI WhiteCardinal:
+ case SHOGI BlackCardinal:
+ case SHOGI WhitePCardinal:
+ case SHOGI BlackPCardinal:
+ DragonHorse:
+ Bishop(board, flags, rf, ff, callback, closure);
+ Wazir(board, flags, rf, ff, callback, closure);
+ break;
+
+ /* Capablanca Archbishop continues as Knight */
+ case WhiteAngel:
+ case BlackAngel:
+ Knight(board, flags, rf, ff, callback, closure);
+
+ /* Shogi Bishops are ordinary Bishops */
+ case SHOGI WhiteBishop:
+ case SHOGI BlackBishop:
+ case SHOGI WhitePBishop:
+ case SHOGI BlackPBishop:
+ case WhiteBishop:
+ case BlackBishop:
+ Bishop(board, flags, rf, ff, callback, closure);
+ break;
+
+ /* Shogi Lance is unlike anything, and asymmetric at that */
+ case SHOGI WhiteQueen:
+ if(gameInfo.variant == VariantChu) goto doQueen;
+ for(i = 1;; i++) {
+ rt = rf + i;
+ ft = ff;
+ if (rt >= BOARD_HEIGHT) break;
+ if (SameColor(board[rf][ff], board[rt][ft])) break;
+ callback(board, flags, NormalMove,
+ rf, ff, rt, ft, closure);
+ if (board[rt][ft] != EmptySquare) break;
+ }
+ break;
+
+ case SHOGI BlackQueen:
+ if(gameInfo.variant == VariantChu) goto doQueen;
+ for(i = 1;; i++) {
+ rt = rf - i;
+ ft = ff;
+ if (rt < 0) break;
+ if (SameColor(board[rf][ff], board[rt][ft])) break;
+ callback(board, flags, NormalMove,
+ rf, ff, rt, ft, closure);
+ if (board[rt][ft] != EmptySquare) break;
+ }
+ break;
+
+ /* Make Dragon-King Dababba & Rook-like outside Shogi, for better disambiguation in variant Fairy */
+ case WhiteDragon:
+ case BlackDragon:
+ if(gameInfo.variant == VariantChuChess) goto DragonKing;
+ for (d = 0; d <= 1; d++) // Dababba moves that Rook cannot do
+ for (s = -2; s <= 2; s += 4) {
+ rt = rf + s * d;
+ ft = ff + s * (1 - d);
+ if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) continue;
+ if (board[rf+rt>>1][ff+ft>>1] == EmptySquare && gameInfo.variant != VariantSpartan) continue;
+ if (SameColor(board[rf][ff], board[rt][ft])) continue;
+ callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
+ }
+ if(gameInfo.variant == VariantSpartan) // in Spartan Chess restrict range to modern Dababba
+ Wazir(board, flags, rf, ff, callback, closure);
+ else
+ Rook(board, flags, rf, ff, callback, closure);
+ break;
+
+ /* Shogi Dragon King has to continue as Ferz after Rook moves */
+ case SHOGI WhiteDragon:
+ case SHOGI BlackDragon:
+ case SHOGI WhitePDragon:
+ case SHOGI BlackPDragon:
+ DragonKing:
+ Rook(board, flags, rf, ff, callback, closure);
+ Ferz(board, flags, rf, ff, callback, closure);
+ break;
+ m++;
+
+ /* Capablanca Chancellor sets flag to continue as Knight */
+ case WhiteMarshall:
+ case BlackMarshall:
+ Rook(board, flags, rf, ff, callback, closure);
+ if(gameInfo.variant == VariantSpartan) // in Spartan Chess Chancellor is used for Dragon King.
+ Ferz(board, flags, rf, ff, callback, closure);
+ else
+ Knight(board, flags, rf, ff, callback, closure);
+ break;
+
+ /* Shogi Rooks are ordinary Rooks */
+ case SHOGI WhiteRook:
+ case SHOGI BlackRook:
+ case SHOGI WhitePRook:
+ case SHOGI BlackPRook:
+ case WhiteRook:
+ case BlackRook:
+ Rook(board, flags, rf, ff, callback, closure);
+ break;
+
+ case WhiteQueen:
+ case BlackQueen:
+ case SHOGI WhiteMother:
+ case SHOGI BlackMother:
+ doQueen:
+ Rook(board, flags, rf, ff, callback, closure);
+ Bishop(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI WhitePawn:
+ StepForward(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI BlackPawn:
+ StepBackward(board, flags, rf, ff, callback, closure);
+ break;
+
+ case WhiteMan:
+ if(gameInfo.variant != VariantMakruk && gameInfo.variant != VariantASEAN) goto commoner;
+ case SHOGI WhiteFerz:
+ Ferz(board, flags, rf, ff, callback, closure);
+ StepForward(board, flags, rf, ff, callback, closure);
+ break;
+
+ case BlackMan:
+ if(gameInfo.variant != VariantMakruk && gameInfo.variant != VariantASEAN) goto commoner;
+ case SHOGI BlackFerz:
+ StepBackward(board, flags, rf, ff, callback, closure);
+
+ case WhiteFerz:
+ case BlackFerz:
+ /* [HGM] support Shatranj pieces */
+ Ferz(board, flags, rf, ff, callback, closure);
+ break;
+
+ case WhiteSilver:
+ case BlackSilver:
+ Knight(board, flags, rf, ff, callback, closure); // [HGM] superchess: use for Centaur
+
+ commoner:
+ case SHOGI WhiteMonarch:
+ case SHOGI BlackMonarch:
+ case SHOGI WhiteKing:
+ case SHOGI BlackKing:
+ case WhiteKing:
+ case BlackKing:
+ Ferz(board, flags, rf, ff, callback, closure);
+ Wazir(board, flags, rf, ff, callback, closure);
+ break;
+
+ case WhiteNightrider:
+ case BlackNightrider:
+ for (i = -1; i <= 1; i += 2)
+ for (j = -1; j <= 1; j += 2)
+ for (s = 1; s <= 2; s++) { int k;
+ for(k=1;; k++) {
+ rt = rf + k*i*s;
+ ft = ff + k*j*(3-s);
+ if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) break;
+ if (SameColor(board[rf][ff], board[rt][ft])) break;
+ callback(board, flags, NormalMove,
+ rf, ff, rt, ft, closure);
+ if (board[rt][ft] != EmptySquare) break;
+ }
+ }
+ break;
+
+ Amazon:
+ Bishop(board, flags, rf, ff, callback, closure);
+ Rook(board, flags, rf, ff, callback, closure);
+ Knight(board, flags, rf, ff, callback, closure);
+ break;
+
+ // Use Lance as Berolina / Spartan Pawn.
+ case WhiteLance:
+ if(gameInfo.variant == VariantSuper) goto Amazon;
+ if (rf < BOARD_HEIGHT-1 && BlackPiece(board[rf + 1][ff]))
+ callback(board, flags,
+ rf >= BOARD_HEIGHT-1-promoRank ? WhitePromotion : NormalMove,
+ rf, ff, rf + 1, ff, closure);
+ for (s = -1; s <= 1; s += 2) {
+ if (rf < BOARD_HEIGHT-1 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT && board[rf + 1][ff + s] == EmptySquare)
+ callback(board, flags,
+ rf >= BOARD_HEIGHT-1-promoRank ? WhitePromotion : NormalMove,
+ rf, ff, rf + 1, ff + s, closure);
+ if (rf == 1 && ff + 2*s >= BOARD_LEFT && ff + 2*s < BOARD_RGHT && board[3][ff + 2*s] == EmptySquare )
+ callback(board, flags, NormalMove, rf, ff, 3, ff + 2*s, closure);
+ }
+ break;
+
+ case BlackLance:
+ if(gameInfo.variant == VariantSuper) goto Amazon;
+ if (rf > 0 && WhitePiece(board[rf - 1][ff]))
+ callback(board, flags,
+ rf <= promoRank ? BlackPromotion : NormalMove,
+ rf, ff, rf - 1, ff, closure);
+ for (s = -1; s <= 1; s += 2) {
+ if (rf > 0 && ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT && board[rf - 1][ff + s] == EmptySquare)
+ callback(board, flags,
+ rf <= promoRank ? BlackPromotion : NormalMove,
+ rf, ff, rf - 1, ff + s, closure);
+ if (rf == BOARD_HEIGHT-2 && ff + 2*s >= BOARD_LEFT && ff + 2*s < BOARD_RGHT && board[rf-2][ff + 2*s] == EmptySquare )
+ callback(board, flags, NormalMove, rf, ff, rf-2, ff + 2*s, closure);
+ }
+ break;
+
+ case SHOGI WhiteNothing:
+ case SHOGI BlackNothing:
+ case SHOGI WhiteLion:
+ case SHOGI BlackLion:
+ case WhiteLion:
+ case BlackLion:
+ for(rt = rf - 2; rt <= rf + 2; rt++) for(ft = ff - 2; ft <= ff + 2; ft++) {
+ if (rt < 0 || rt >= BOARD_HEIGHT || ft < BOARD_LEFT || ft >= BOARD_RGHT) continue;
+ if (!(ff == ft && rf == rt) && SameColor(board[rf][ff], board[rt][ft])) continue;
+ i = (killX >= 0 && (rt-killY)*(rt-killY) + (killX-ft)*(killX-ft) < 3); legNr += 2*i;
+ callback(board, flags, (rt-rf)*(rt-rf) + (ff-ft)*(ff-ft) < 3 && board[rt][ft] != EmptySquare ? FirstLeg : NormalMove,
+ rf, ff, rt, ft, closure);
+ legNr -= 2*i;
+ }
+ break;
+
+ case SHOGI WhiteFalcon:
+ case SHOGI BlackFalcon:
+ case SHOGI WhitePDagger:
+ case SHOGI BlackPDagger:
+ SlideSideways(board, flags, rf, ff, callback, closure);
+ StepVertical(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI WhiteCobra:
+ case SHOGI BlackCobra:
+ StepVertical(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI (PROMO WhiteFerz):
+ if(gameInfo.variant == VariantShogi) goto WhiteGold;
+ case SHOGI (PROMO BlackFerz):
+ if(gameInfo.variant == VariantShogi) goto BlackGold;
+ case SHOGI WhitePSword:
+ case SHOGI BlackPSword:
+ SlideVertical(board, flags, rf, ff, callback, closure);
+ StepSideways(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI WhiteUnicorn:
+ case SHOGI BlackUnicorn:
+ Ferz(board, flags, rf, ff, callback, closure);
+ StepVertical(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI WhiteMan:
+ StepDiagForward(board, flags, rf, ff, callback, closure);
+ StepVertical(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI BlackMan:
+ StepDiagBackward(board, flags, rf, ff, callback, closure);
+ StepVertical(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI WhiteHCrown:
+ case SHOGI BlackHCrown:
+ Bishop(board, flags, rf, ff, callback, closure);
+ SlideSideways(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI WhiteCrown:
+ case SHOGI BlackCrown:
+ Bishop(board, flags, rf, ff, callback, closure);
+ SlideVertical(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI WhiteHorned:
+ Sting(board, flags, rf, ff, 1, 0, callback, closure);
+ callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
+ if(killX >= 0) break;
+ Bishop(board, flags, rf, ff, callback, closure);
+ SlideSideways(board, flags, rf, ff, callback, closure);
+ SlideBackward(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI BlackHorned:
+ Sting(board, flags, rf, ff, -1, 0, callback, closure);
+ callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
+ if(killX >= 0) break;
+ Bishop(board, flags, rf, ff, callback, closure);
+ SlideSideways(board, flags, rf, ff, callback, closure);
+ SlideForward(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI WhiteEagle:
+ Sting(board, flags, rf, ff, 1, 1, callback, closure);
+ Sting(board, flags, rf, ff, 1, -1, callback, closure);
+ callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
+ if(killX >= 0) break;
+ Rook(board, flags, rf, ff, callback, closure);
+ SlideDiagBackward(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI BlackEagle:
+ Sting(board, flags, rf, ff, -1, 1, callback, closure);
+ Sting(board, flags, rf, ff, -1, -1, callback, closure);
+ callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
+ if(killX >= 0) break;
+ Rook(board, flags, rf, ff, callback, closure);
+ SlideDiagForward(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI WhiteDolphin:
+ case SHOGI BlackHorse:
+ SlideDiagBackward(board, flags, rf, ff, callback, closure);
+ SlideVertical(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI BlackDolphin:
+ case SHOGI WhiteHorse:
+ SlideDiagForward(board, flags, rf, ff, callback, closure);
+ SlideVertical(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI WhiteLance:
+ SlideForward(board, flags, rf, ff, callback, closure);
+ break;
+
+ case SHOGI BlackLance:
+ SlideBackward(board, flags, rf, ff, callback, closure);
+ break;
+
+ case WhiteFalcon: // [HGM] wild: for wildcards, self-capture symbolizes move to anywhere
+ case BlackFalcon:
+ case WhiteCobra:
+ case BlackCobra:
+ callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
+ break;
+
+ }
+ }
+}
+
+
+typedef struct {
+ MoveCallback cb;
+ VOIDSTAR cl;
+} GenLegalClosure;
+
+int rFilter, fFilter; // [HGM] speed: sorry, but I get a bit tired of this closure madness
+Board xqCheckers, nullBoard;
+
+extern void GenLegalCallback P((Board board, int flags, ChessMove kind,
+ int rf, int ff, int rt, int ft,
+ VOIDSTAR closure));
+
+void
+GenLegalCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
+{
+ register GenLegalClosure *cl = (GenLegalClosure *) closure;
+
+ if(rFilter >= 0 && rFilter != rt || fFilter >= 0 && fFilter != ft) return; // [HGM] speed: ignore moves with wrong to-square
+
+ if (board[EP_STATUS] == EP_IRON_LION && (board[rt][ft] == WhiteLion || board[rt][ft] == BlackLion)) return; //[HGM] lion
+
+ if (!(flags & F_IGNORE_CHECK) ) {
+ int check, promo = (gameInfo.variant == VariantSpartan && kind == BlackPromotion);
+ if(promo) {
+ int r, f, kings=0;
+ for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++)
+ kings += (board[r][f] == BlackKing);
+ if(kings >= 2)
+ promo = 0;
+ else
+ board[rf][ff] = BlackKing; // [HGM] spartan: promote to King before check-test
+ }
+ check = CheckTest(board, flags, rf, ff, rt, ft,
+ kind == WhiteCapturesEnPassant ||
+ kind == BlackCapturesEnPassant);
+ if(promo) board[rf][ff] = BlackLance;
+ if(check) return;
+ }
+ if (flags & F_ATOMIC_CAPTURE) {
+ if (board[rt][ft] != EmptySquare ||
+ kind == WhiteCapturesEnPassant || kind == BlackCapturesEnPassant) {
+ int r, f;
+ ChessSquare king = (flags & F_WHITE_ON_MOVE) ? WhiteKing : BlackKing;
+ if (board[rf][ff] == king) return;
+ for (r = rt-1; r <= rt+1; r++) {
+ for (f = ft-1; f <= ft+1; f++) {
+ if (r >= 0 && r < BOARD_HEIGHT && f >= BOARD_LEFT && f < BOARD_RGHT &&
+ board[r][f] == king) return;
+ }
+ }
+ }
+ }
+ cl->cb(board, flags, kind, rf, ff, rt, ft, cl->cl);
+}
+
+
+typedef struct {
+ int rf, ff, rt, ft;
+ ChessMove kind;
+ int captures; // [HGM] losers
+} LegalityTestClosure;
+
+
+/* Like GenPseudoLegal, but (1) include castling moves, (2) unless
+ F_IGNORE_CHECK is set in the flags, omit moves that would leave the
+ king in check, and (3) if F_ATOMIC_CAPTURE is set in the flags, omit
+ moves that would destroy your own king. The CASTLE_OK flags are
+ true if castling is not yet ruled out by a move of the king or
+ rook. Return TRUE if the player on move is currently in check and
+ F_IGNORE_CHECK is not set. [HGM] add castlingRights parameter */
+int
+GenLegal (Board board, int flags, MoveCallback callback, VOIDSTAR closure, ChessSquare filter)
+{
+ GenLegalClosure cl;
+ int ff, ft, k, left, right, swap;
+ 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;
+ xqCheckers[EP_STATUS] *= 2; // quasi: if previous CheckTest has been marking, we now set flag for suspending same checkers
+ if(filter == EmptySquare) rFilter = fFilter = -1; // [HGM] speed: do not filter on square if we do not filter on piece
+ GenPseudoLegal(board, flags, GenLegalCallback, (VOIDSTAR) &cl, filter);
+
+ if (inCheck) return TRUE;
+
+ /* Generate castling moves */
+ if(gameInfo.variant == VariantKnightmate) { /* [HGM] Knightmate */
+ 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) &&
+ board[0][ff] == wKing &&
+ board[0][ff + 1] == EmptySquare &&
+ board[0][ff + 2] == EmptySquare &&
+ board[0][BOARD_RGHT-3] == EmptySquare &&
+ board[0][BOARD_RGHT-2] == EmptySquare &&
+ board[0][BOARD_RGHT-1] == WhiteRook &&
+ castlingRights[0] != NoRights && /* [HGM] check rights */
+ ( castlingRights[2] == ff || castlingRights[6] == ff ) &&
+ (ignoreCheck ||
+ (!CheckTest(board, flags, 0, ff, 0, ff + 1, FALSE) &&
+ !CheckTest(board, flags, 0, ff, 0, BOARD_RGHT-3, FALSE) &&
+ (gameInfo.variant != VariantJanus || !CheckTest(board, flags, 0, ff, 0, BOARD_RGHT-2, FALSE)) &&
+ !CheckTest(board, flags, 0, ff, 0, ff + 2, FALSE)))) {
+
+ callback(board, flags,
+ ff==BOARD_WIDTH>>1 ? WhiteKingSideCastle : WhiteKingSideCastleWild,
+ 0, ff, 0, ff + ((gameInfo.boardWidth+2)>>2) + (gameInfo.variant == VariantJanus), closure);
+ }
+ if ((flags & F_WHITE_ON_MOVE) &&
+ (flags & F_WHITE_QCASTLE_OK) &&
+ board[0][ff] == wKing &&
+ board[0][ff - 1] == EmptySquare &&
+ board[0][ff - 2] == EmptySquare &&
+ board[0][BOARD_LEFT+2] == EmptySquare &&
+ board[0][BOARD_LEFT+1] == EmptySquare &&
+ board[0][BOARD_LEFT+0] == WhiteRook &&
+ castlingRights[1] != NoRights && /* [HGM] check rights */
+ ( castlingRights[2] == ff || castlingRights[6] == ff ) &&
+ (ignoreCheck ||
+ (!CheckTest(board, flags, 0, ff, 0, ff - 1, FALSE) &&
+ !CheckTest(board, flags, 0, ff, 0, BOARD_LEFT+3, FALSE) &&
+ !CheckTest(board, flags, 0, ff, 0, ff - 2, FALSE)))) {
+
+ callback(board, flags,
+ ff==BOARD_WIDTH>>1 ? WhiteQueenSideCastle : WhiteQueenSideCastleWild,
+ 0, ff, 0, ff - ((gameInfo.boardWidth+2)>>2), closure);
+ }
+ if (!(flags & F_WHITE_ON_MOVE) &&
+ (flags & F_BLACK_KCASTLE_OK) &&
+ board[BOARD_HEIGHT-1][ff] == bKing &&
+ board[BOARD_HEIGHT-1][ff + 1] == EmptySquare &&
+ board[BOARD_HEIGHT-1][ff + 2] == EmptySquare &&
+ board[BOARD_HEIGHT-1][BOARD_RGHT-3] == EmptySquare &&
+ board[BOARD_HEIGHT-1][BOARD_RGHT-2] == EmptySquare &&
+ board[BOARD_HEIGHT-1][BOARD_RGHT-1] == BlackRook &&
+ castlingRights[3] != NoRights && /* [HGM] check rights */
+ ( castlingRights[5] == ff || castlingRights[7] == ff ) &&
+ (ignoreCheck ||
+ (!CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff + 1, FALSE) &&
+ !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, BOARD_RGHT-3, FALSE) &&
+ (gameInfo.variant != VariantJanus || !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, BOARD_RGHT-2, FALSE)) &&
+ !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff + 2, FALSE)))) {
+
+ callback(board, flags,
+ ff==BOARD_WIDTH>>1 ? BlackKingSideCastle : BlackKingSideCastleWild,
+ BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff + ((gameInfo.boardWidth+2)>>2) + (gameInfo.variant == VariantJanus), closure);
+ }
+ if (!(flags & F_WHITE_ON_MOVE) &&
+ (flags & F_BLACK_QCASTLE_OK) &&
+ board[BOARD_HEIGHT-1][ff] == bKing &&
+ board[BOARD_HEIGHT-1][ff - 1] == EmptySquare &&
+ board[BOARD_HEIGHT-1][ff - 2] == EmptySquare &&
+ board[BOARD_HEIGHT-1][BOARD_LEFT+2] == EmptySquare &&
+ board[BOARD_HEIGHT-1][BOARD_LEFT+1] == EmptySquare &&
+ board[BOARD_HEIGHT-1][BOARD_LEFT+0] == BlackRook &&
+ castlingRights[4] != NoRights && /* [HGM] check rights */
+ ( castlingRights[5] == ff || castlingRights[7] == ff ) &&
+ (ignoreCheck ||
+ (!CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff - 1, FALSE) &&
+ !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, BOARD_LEFT+3, FALSE) &&
+ !CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff - 2, FALSE)))) {
+
+ callback(board, flags,
+ ff==BOARD_WIDTH>>1 ? BlackQueenSideCastle : BlackQueenSideCastleWild,
+ BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ff - ((gameInfo.boardWidth+2)>>2), closure);
+ }
+ }
+
+ if((swap = gameInfo.variant == VariantSChess) || flags & F_FRC_TYPE_CASTLING) {
+
+ /* generate all potential FRC castling moves (KxR), ignoring flags */
+ /* [HGM] test if the Rooks we find have castling rights */
+ /* In S-Chess we generate RxK for allowed castlings, for gating at Rook square */
+
+
+ if ((flags & F_WHITE_ON_MOVE) != 0) {
+ ff = castlingRights[2]; /* King file if we have any rights */
+ if(ff != NoRights && board[0][ff] == WhiteKing) {
+ if (appData.debugMode) {
+ fprintf(debugFP, "FRC castling, %d %d %d %d %d %d\n",
+ castlingRights[0],castlingRights[1],ff,castlingRights[3],castlingRights[4],castlingRights[5]);
+ }
+ ft = castlingRights[0]; /* Rook file if we have H-side rights */
+ left = ff+1;
+ right = BOARD_RGHT-2;
+ if(ff == BOARD_RGHT-2) left = right = ff-1; /* special case */
+ for(k=left; k<=right && ft != NoRights; k++) /* first test if blocked */
+ if(k != ft && board[0][k] != EmptySquare) ft = NoRights;
+ for(k=left; k<right && ft != NoRights; k++) /* then if not checked */
+ if(!ignoreCheck && CheckTest(board, flags, 0, ff, 0, k, FALSE)) ft = NoRights;
+ if(ft != NoRights && board[0][ft] == WhiteRook) {
+ if(flags & F_FRC_TYPE_CASTLING) callback(board, flags, WhiteHSideCastleFR, 0, ff, 0, ft, closure);
+ if(swap) callback(board, flags, WhiteHSideCastleFR, 0, ft, 0, ff, closure);
+ }
+
+ ft = castlingRights[1]; /* Rook file if we have A-side rights */
+ left = BOARD_LEFT+2;
+ right = ff-1;
+ if(ff <= BOARD_LEFT+2) { left = ff+1; right = BOARD_LEFT+3; }
+ for(k=left; k<=right && ft != NoRights; k++) /* first test if blocked */
+ if(k != ft && board[0][k] != EmptySquare) ft = NoRights;
+ if(ft == 0 && ff != 1 && board[0][1] != EmptySquare) ft = NoRights; /* Rook can be blocked on b1 */
+ if(ff > BOARD_LEFT+2)
+ for(k=left+1; k<=right && ft != NoRights; k++) /* then if not checked */
+ if(!ignoreCheck && CheckTest(board, flags, 0, ff, 0, k, FALSE)) ft = NoRights;
+ if(ft != NoRights && board[0][ft] == WhiteRook) {
+ if(flags & F_FRC_TYPE_CASTLING) callback(board, flags, WhiteASideCastleFR, 0, ff, 0, ft, closure);
+ if(swap) callback(board, flags, WhiteASideCastleFR, 0, ft, 0, ff, closure);
+ }
+ }
+ } else {
+ ff = castlingRights[5]; /* King file if we have any rights */
+ if(ff != NoRights && board[BOARD_HEIGHT-1][ff] == BlackKing) {
+ ft = castlingRights[3]; /* Rook file if we have H-side rights */
+ left = ff+1;
+ right = BOARD_RGHT-2;
+ if(ff == BOARD_RGHT-2) left = right = ff-1; /* special case */
+ for(k=left; k<=right && ft != NoRights; k++) /* first test if blocked */
+ if(k != ft && board[BOARD_HEIGHT-1][k] != EmptySquare) ft = NoRights;
+ for(k=left; k<right && ft != NoRights; k++) /* then if not checked */
+ if(!ignoreCheck && CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, k, FALSE)) ft = NoRights;
+ if(ft != NoRights && board[BOARD_HEIGHT-1][ft] == BlackRook) {
+ if(flags & F_FRC_TYPE_CASTLING) callback(board, flags, BlackHSideCastleFR, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ft, closure);
+ if(swap) callback(board, flags, BlackHSideCastleFR, BOARD_HEIGHT-1, ft, BOARD_HEIGHT-1, ff, closure);
+ }
+
+ ft = castlingRights[4]; /* Rook file if we have A-side rights */
+ left = BOARD_LEFT+2;
+ right = ff-1;
+ if(ff <= BOARD_LEFT+2) { left = ff+1; right = BOARD_LEFT+3; }
+ for(k=left; k<=right && ft != NoRights; k++) /* first test if blocked */
+ if(k != ft && board[BOARD_HEIGHT-1][k] != EmptySquare) ft = NoRights;
+ if(ft == 0 && ff != 1 && board[BOARD_HEIGHT-1][1] != EmptySquare) ft = NoRights; /* Rook can be blocked on b8 */
+ if(ff > BOARD_LEFT+2)
+ for(k=left+1; k<=right && ft != NoRights; k++) /* then if not checked */
+ if(!ignoreCheck && CheckTest(board, flags, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, k, FALSE)) ft = NoRights;
+ if(ft != NoRights && board[BOARD_HEIGHT-1][ft] == BlackRook) {
+ if(flags & F_FRC_TYPE_CASTLING) callback(board, flags, BlackASideCastleFR, BOARD_HEIGHT-1, ff, BOARD_HEIGHT-1, ft, closure);
+ if(swap) callback(board, flags, BlackASideCastleFR, BOARD_HEIGHT-1, ft, BOARD_HEIGHT-1, ff, closure);
+ }
+ }
+ }
+
+ }
+
+ return FALSE;
+}
+
+
+typedef struct {
+ int rking, fking;
+ int check;
+} CheckTestClosure;
+
+
+extern void CheckTestCallback P((Board board, int flags, ChessMove kind,
+ int rf, int ff, int rt, int ft,
+ VOIDSTAR closure));
+
+
+void
+CheckTestCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
+{
+ register CheckTestClosure *cl = (CheckTestClosure *) closure;
+
+ if (rt == cl->rking && ft == cl->fking) {
+ if(xqCheckers[EP_STATUS] >= 2 && xqCheckers[rf][ff]) return; // checker is piece with suspended checking power
+ cl->check++;
+ xqCheckers[rf][ff] = xqCheckers[EP_STATUS] & 1; // remember who is checking (if status == 1)
+ }
+ if( board[EP_STATUS] == EP_ROYAL_LION && (board[rt][ft] == WhiteLion || board[rt][ft] == BlackLion)
+ && (gameInfo.variant != VariantLion || board[rf][ff] != WhiteKing && board[rf][ff] != BlackKing) )
+ cl->check++; // [HGM] lion: forbidden counterstrike against Lion equated to putting yourself in check
+}
+
+
+/* If the player on move were to move from (rf, ff) to (rt, ft), would
+ he leave himself in check? Or if rf == -1, is the player on move
+ in check now? enPassant must be TRUE if the indicated move is an
+ e.p. capture. The possibility of castling out of a check along the
+ back rank is not accounted for (i.e., we still return nonzero), as
+ this is illegal anyway. Return value is the number of times the
+ king is in check. */
+int
+CheckTest (Board board, int flags, int rf, int ff, int rt, int ft, int enPassant)
+{
+ CheckTestClosure cl;
+ ChessSquare king = flags & F_WHITE_ON_MOVE ? WhiteKing : BlackKing;
+ ChessSquare captured = EmptySquare, ep=0, trampled=0;
+ int saveKill = killX;
+ /* Suppress warnings on uninitialized variables */
+
+ if(gameInfo.variant == VariantXiangqi)
+ king = flags & F_WHITE_ON_MOVE ? WhiteWazir : BlackWazir;
+ if(gameInfo.variant == VariantKnightmate)
+ king = flags & F_WHITE_ON_MOVE ? WhiteUnicorn : BlackUnicorn;
+ if(gameInfo.variant == VariantChu || gameInfo.variant == VariantShogi) { // strictly speaking this is not needed, as Chu officially has no check
+ int r, f, k = king, royals=0, prince = flags & F_WHITE_ON_MOVE ? WhiteMonarch : BlackMonarch;
+ if(gameInfo.variant == VariantShogi) prince -= 11; // White/BlackFalcon
+ for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++) {
+ if(board[r][f] == k || board[r][f] == prince) {
+ if(++royals > 1) return FALSE; // no check if we have two royals (ignores double captureby Lion!)
+ king = board[r][f]; // remember hich one we had
+ }
+ }
+ }
+
+ if (rt >= 0) {
+ if (enPassant) {
+ captured = board[rf][ft];
+ board[rf][ft] = EmptySquare;
+ } else {
+ captured = board[rt][ft];
+ if(killX >= 0) { trampled = board[killY][killX]; board[killY][killX] = EmptySquare; killX = -1; }
+ }
+ if(rf == DROP_RANK) board[rt][ft] = ff; else { // [HGM] drop
+ board[rt][ft] = board[rf][ff];
+ if(rf != rt || ff != ft) board[rf][ff] = EmptySquare;
+ }
+ ep = board[EP_STATUS];
+ if( captured == WhiteLion || captured == BlackLion ) { // [HGM] lion: Chu Lion-capture rules
+ ChessSquare victim = saveKill < 0 ? EmptySquare : trampled;
+ if( (board[rt][ft] == WhiteLion || board[rt][ft] == BlackLion) && // capturer is Lion
+ (ff - ft > 1 || ft - ff > 1 || rf - rt > 1 || rt - rf > 1) && // captures from a distance
+ (victim == EmptySquare || victim == WhitePawn || victim == BlackPawn // no or worthless 'bridge'
+ || victim == WhiteCobra || victim == BlackCobra) ) // (Pawn or Go Between)
+ board[EP_STATUS] = EP_ROYAL_LION; // on distant Lion x Lion victim must not be pseudo-legally protected
+ }
+ }
+
+ /* For compatibility with ICS wild 9, we scan the board in the
+ order a1, a2, a3, ... b1, b2, ..., h8 to find the first king,
+ and we test only whether that one is in check. */
+ for (cl.fking = BOARD_LEFT+0; cl.fking < BOARD_RGHT; cl.fking++)
+ for (cl.rking = 0; cl.rking < BOARD_HEIGHT; cl.rking++) {
+ if (board[cl.rking][cl.fking] == king) {
+ cl.check = 0;
+ if(gameInfo.variant == VariantXiangqi) {
+ /* [HGM] In Xiangqi opposing Kings means check as well */
+ int i, dir;
+ dir = (king >= BlackPawn) ? -1 : 1;
+ for( i=cl.rking+dir; i>=0 && i<BOARD_HEIGHT &&
+ board[i][cl.fking] == EmptySquare; i+=dir );
+ if(i>=0 && i<BOARD_HEIGHT &&
+ board[i][cl.fking] == (dir>0 ? BlackWazir : WhiteWazir) )
+ cl.check++;
+ }
+ GenPseudoLegal(board, flags ^ F_WHITE_ON_MOVE, CheckTestCallback, (VOIDSTAR) &cl, EmptySquare);
+ if(gameInfo.variant != VariantSpartan || cl.check == 0) // in Spartan Chess go on to test if other King is checked too
+ goto undo_move; /* 2-level break */
+ }
+ }
+
+ undo_move:
+
+ if (rt >= 0) {
+ if(rf != DROP_RANK) // [HGM] drop
+ board[rf][ff] = board[rt][ft];
+ if (enPassant) {
+ board[rf][ft] = captured;
+ board[rt][ft] = EmptySquare;
+ } else {
+ if(saveKill >= 0) board[killY][killX = saveKill] = trampled;
+ board[rt][ft] = captured;
+ }
+ board[EP_STATUS] = ep;
+ }
+
+ return cl.fking < BOARD_RGHT ? cl.check : 1000; // [HGM] atomic: return 1000 if we have no king
+}
+
+int
+HasLion (Board board, int flags)
+{
+ int lion = F_WHITE_ON_MOVE & flags ? WhiteLion : BlackLion;
+ int r, f;
+ for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++)
+ if(board[r][f] == lion) return 1;
+ return 0;
+}
+
+ChessMove
+LegalDrop (Board board, int flags, ChessSquare piece, int rt, int ft)
+{ // [HGM] put drop legality testing in separate routine for clarity
+ int n;
+if(appData.debugMode) fprintf(debugFP, "LegalDrop: %d @ %d,%d)\n", piece, ft, rt);
+ if(board[rt][ft] != EmptySquare) return ImpossibleMove; // must drop to empty square
+ n = PieceToNumber(piece);
+ if((gameInfo.holdingsWidth == 0 || (flags & F_WHITE_ON_MOVE ? board[n][BOARD_WIDTH-1] : board[BOARD_HEIGHT-1-n][0]) != piece)
+ && gameInfo.variant != VariantBughouse) // in bughouse we don't check for availability, because ICS doesn't always tell us
+ return ImpossibleMove; // piece not available
+ if(gameInfo.variant == VariantShogi) { // in Shogi lots of drops are forbidden!
+ if((piece == WhitePawn || piece == WhiteQueen) && rt == BOARD_HEIGHT-1 ||
+ (piece == BlackPawn || piece == BlackQueen) && rt == 0 ||
+ piece == WhiteKnight && rt > BOARD_HEIGHT-3 ||
+ piece == BlackKnight && rt < 2 ) return IllegalMove; // e.g. where dropped piece has no moves
+ if(piece == WhitePawn || piece == BlackPawn) {
+ int r, max = 1 + (BOARD_HEIGHT == 7); // two Pawns per file in Tori!
+ for(r=1; r<BOARD_HEIGHT-1; r++)
+ if(!(max -= (board[r][ft] == piece))) return IllegalMove; // or there already is a Pawn in file
+ // should still test if we mate with this Pawn
+ }
+ } else if(gameInfo.variant == VariantSChess) { // only back-rank drops
+ if (rt != (piece < BlackPawn ? 0 : BOARD_HEIGHT-1)) return IllegalMove;
+ } else {
+ if( (piece == WhitePawn || piece == BlackPawn) &&
+ (rt == 0 || rt == BOARD_HEIGHT -1 ) )
+ return IllegalMove; /* no pawn drops on 1st/8th */
+ }
+if(appData.debugMode) fprintf(debugFP, "LegalDrop: %d @ %d,%d)\n", piece, ft, rt);
+ if (!(flags & F_IGNORE_CHECK) &&
+ CheckTest(board, flags, DROP_RANK, piece, rt, ft, FALSE) ) return IllegalMove;
+ return flags & F_WHITE_ON_MOVE ? WhiteDrop : BlackDrop;
+}
+
+extern void LegalityTestCallback P((Board board, int flags, ChessMove kind,
+ int rf, int ff, int rt, int ft,
+ VOIDSTAR closure));
+
+void
+LegalityTestCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
+{
+ register LegalityTestClosure *cl = (LegalityTestClosure *) closure;
+
+ if(board[rt][ft] != EmptySquare || kind==WhiteCapturesEnPassant || kind==BlackCapturesEnPassant)
+ cl->captures++; // [HGM] losers: count legal captures
+ if (rf == cl->rf && ff == cl->ff && rt == cl->rt && ft == cl->ft)
+ cl->kind = kind;
+}
+
+ChessMove
+LegalityTest (Board board, int flags, int rf, int ff, int rt, int ft, int promoChar)
+{
+ LegalityTestClosure cl; ChessSquare piece, filterPiece;
+
+ if(quickFlag) flags = flags & ~1 | quickFlag & 1; // [HGM] speed: in quick mode quickFlag specifies side-to-move.
+ if(rf == DROP_RANK) return LegalDrop(board, flags, ff, rt, ft);
+ piece = filterPiece = board[rf][ff];
+ if(PieceToChar(piece) == '~') filterPiece = DEMOTED(piece);
+
+ /* [HGM] Cobra and Falcon are wildcard pieces; consider all their moves legal */
+ /* (perhaps we should disallow moves that obviously leave us in check?) */
+ if((piece == WhiteFalcon || piece == BlackFalcon ||
+ piece == WhiteCobra || piece == BlackCobra) && gameInfo.variant != VariantChu && !pieceDesc[piece])
+ return CheckTest(board, flags, rf, ff, rt, ft, FALSE) ? IllegalMove : NormalMove;
+
+ cl.rf = rf;
+ cl.ff = ff;
+ cl.rt = rFilter = rt; // [HGM] speed: filter on to-square
+ cl.ft = fFilter = ft;
+ cl.kind = IllegalMove;
+ cl.captures = 0; // [HGM] losers: prepare to count legal captures.
+ if(flags & F_MANDATORY_CAPTURE) filterPiece = EmptySquare; // [HGM] speed: do not filter in suicide, to find all captures
+ GenLegal(board, flags, LegalityTestCallback, (VOIDSTAR) &cl, filterPiece);
+ if((flags & F_MANDATORY_CAPTURE) && cl.captures && board[rt][ft] == EmptySquare
+ && cl.kind != WhiteCapturesEnPassant && cl.kind != BlackCapturesEnPassant)
+ return(IllegalMove); // [HGM] losers: if there are legal captures, non-capts are illegal
+
+ if(promoChar == 'x') promoChar = NULLCHAR; // [HGM] is this ever the case?
+ if(gameInfo.variant == VariantSChess && promoChar && promoChar != '=' && board[rf][ff] != WhitePawn && board[rf][ff] != BlackPawn) {
+ if(board[rf][ff] < BlackPawn) { // white
+ if(rf != 0) return IllegalMove; // must be on back rank
+ if(!(board[VIRGIN][ff] & VIRGIN_W)) return IllegalMove; // non-virgin
+ if(board[PieceToNumber(CharToPiece(ToUpper(promoChar)))][BOARD_WIDTH-2] == 0) return ImpossibleMove;// must be in stock
+ if(cl.kind == WhiteHSideCastleFR && (ff == BOARD_RGHT-2 || ff == BOARD_RGHT-3)) return ImpossibleMove;
+ if(cl.kind == WhiteASideCastleFR && (ff == BOARD_LEFT+2 || ff == BOARD_LEFT+3)) return ImpossibleMove;
+ } else {
+ if(rf != BOARD_HEIGHT-1) return IllegalMove;
+ if(!(board[VIRGIN][ff] & VIRGIN_B)) return IllegalMove; // non-virgin
+ if(board[BOARD_HEIGHT-1-PieceToNumber(CharToPiece(ToLower(promoChar)))][1] == 0) return ImpossibleMove;
+ if(cl.kind == BlackHSideCastleFR && (ff == BOARD_RGHT-2 || ff == BOARD_RGHT-3)) return ImpossibleMove;
+ if(cl.kind == BlackASideCastleFR && (ff == BOARD_LEFT+2 || ff == BOARD_LEFT+3)) return ImpossibleMove;
+ }
+ } else
+ if(gameInfo.variant == VariantChu) {
+ if(cl.kind != NormalMove || promoChar == NULLCHAR || promoChar == '=') return cl.kind;
+ if(promoChar != '+')
+ return CharToPiece(promoChar) == EmptySquare ? ImpossibleMove : IllegalMove;
+ if(PieceToChar(CHUPROMOTED(board[rf][ff])) != '+') {
+ if(PieceToChar(CHUPROMOTED (board[rf][ff] < BlackPawn ? WhitePawn : BlackPawn)) != '.')
+ return ImpossibleMove;
+ }
+ return flags & F_WHITE_ON_MOVE ? WhitePromotion : BlackPromotion;
+ } else
+ if(gameInfo.variant == VariantShogi) {
+ /* [HGM] Shogi promotions. '=' means defer */
+ if(rf != DROP_RANK && cl.kind == NormalMove) {
+ ChessSquare piece = board[rf][ff];
+ int zone = BOARD_HEIGHT/3 + (BOARD_HEIGHT == 8);
+
+ if(promoChar == PieceToChar(BlackQueen)) promoChar = NULLCHAR; /* [HGM] Kludge */
+ if(promoChar == 'd' && (piece == WhiteRook || piece == BlackRook) ||
+ promoChar == 'h' && (piece == WhiteBishop || piece == BlackBishop) ||
+ promoChar == 'g' && (piece <= WhiteFerz || piece <= BlackFerz && piece >= BlackPawn) )
+ promoChar = '+'; // allowed ICS notations
+if(appData.debugMode)fprintf(debugFP,"SHOGI promoChar = %c\n", promoChar ? promoChar : '-');
+ if(promoChar != NULLCHAR && promoChar != '+' && promoChar != '=')
+ return CharToPiece(promoChar) == EmptySquare ? ImpossibleMove : IllegalMove;
+ else if(flags & F_WHITE_ON_MOVE) {
+ if( (int) piece < (int) WhiteWazir &&
+ (rf >= BOARD_HEIGHT - zone || rt >= BOARD_HEIGHT - zone) ) {
+ if( (piece == WhitePawn || piece == WhiteQueen) && rt > BOARD_HEIGHT-2 ||
+ piece == WhiteKnight && rt > BOARD_HEIGHT-3) /* promotion mandatory */
+ cl.kind = promoChar == '=' ? IllegalMove : WhitePromotion;
+ else /* promotion optional, default is defer */
+ cl.kind = promoChar == '+' ? WhitePromotion : WhiteNonPromotion;
+ } else cl.kind = promoChar == '+' ? IllegalMove : NormalMove;
+ } else {
+ if( (int) piece < (int) BlackWazir && (rf < zone || rt < zone) ) {
+ if( (piece == BlackPawn || piece == BlackQueen) && rt < 1 ||
+ piece == BlackKnight && rt < 2 ) /* promotion obligatory */
+ cl.kind = promoChar == '=' ? IllegalMove : BlackPromotion;
+ else /* promotion optional, default is defer */
+ cl.kind = promoChar == '+' ? BlackPromotion : BlackNonPromotion;
+ } else cl.kind = promoChar == '+' ? IllegalMove : NormalMove;
+ }
+ }
+ } else
+ if (promoChar != NULLCHAR) {
+ if(cl.kind == NormalMove && promoChar == '+') { // allow shogi-style promotion is pieceToChar specifies them
+ ChessSquare piece = board[rf][ff];
+ if(piece < BlackPawn ? piece > WhiteMan : piece > BlackMan) return ImpossibleMove; // already promoted
+ // should test if in zone, really
+ if(gameInfo.variant == VariantChuChess && (piece == WhiteKnight || piece == BlackKnight) && HasLion(board, flags))
+ return IllegalMove;
+ if(PieceToChar(PROMOTED(piece)) == '+') return flags & F_WHITE_ON_MOVE ? WhitePromotion : BlackPromotion;
+ } else
+ if(promoChar == '=') cl.kind = IllegalMove; else // [HGM] shogi: no deferred promotion outside Shogi
+ if (cl.kind == WhitePromotion || cl.kind == BlackPromotion) {
+ ChessSquare piece = CharToPiece(flags & F_WHITE_ON_MOVE ? ToUpper(promoChar) : ToLower(promoChar));
+ if(piece == EmptySquare)
+ cl.kind = ImpossibleMove; // non-existing piece
+ if(gameInfo.variant == VariantChuChess && promoChar == 'l' && HasLion(board, flags)) {
+ cl.kind = IllegalMove; // no two Lions
+ } else if(gameInfo.variant == VariantSpartan && cl.kind == BlackPromotion ) {
+ if(promoChar != PieceToChar(BlackKing)) {
+ if(CheckTest(board, flags, rf, ff, rt, ft, FALSE)) cl.kind = IllegalMove; // [HGM] spartan: only promotion to King was possible
+ if(piece == BlackLance) cl.kind = ImpossibleMove;
+ } else { // promotion to King allowed only if we do not have two yet
+ int r, f, kings = 0;
+ for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++) kings += (board[r][f] == BlackKing);
+ if(kings == 2) cl.kind = IllegalMove;
+ }
+ } else if(piece == WhitePawn && rt == BOARD_HEIGHT-1 ||
+ piece == BlackPawn && rt == 0) cl.kind = IllegalMove; // cannot stay Pawn on last rank in any variant
+ else if((piece == WhiteUnicorn || piece == BlackUnicorn) && gameInfo.variant == VariantKnightmate)
+ cl.kind = IllegalMove; // promotion to Royal Knight not allowed
+ else if((piece == WhiteKing || piece == BlackKing) && gameInfo.variant != VariantSuicide && gameInfo.variant != VariantGiveaway)
+ cl.kind = IllegalMove; // promotion to King usually not allowed
+ } else {
+ cl.kind = IllegalMove;
+ }
+ }
+ return cl.kind;
+}
+
+typedef struct {
+ int count;
+} MateTestClosure;
+
+extern void MateTestCallback P((Board board, int flags, ChessMove kind,
+ int rf, int ff, int rt, int ft,
+ VOIDSTAR closure));
+
+void
+MateTestCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
+{
+ register MateTestClosure *cl = (MateTestClosure *) closure;
+
+ cl->count++;
+}
+
+/* Return MT_NONE, MT_CHECK, MT_CHECKMATE, or MT_STALEMATE */
+int
+MateTest (Board board, int flags)
+{
+ MateTestClosure cl;
+ int inCheck, r, f, myPieces=0, hisPieces=0, nrKing=0;
+ ChessSquare king = flags & F_WHITE_ON_MOVE ? WhiteKing : BlackKing;
+
+ for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++) {
+ // [HGM] losers: Count pieces and kings, to detect other unorthodox winning conditions
+ nrKing += (board[r][f] == king); // stm has king
+ if( board[r][f] != EmptySquare ) {
+ if((int)board[r][f] <= (int)king && (int)board[r][f] >= (int)king - (int)WhiteKing + (int)WhitePawn)
+ myPieces++;
+ else hisPieces++;
+ }
+ }
+ switch(gameInfo.variant) { // [HGM] losers: extinction wins
+ case VariantShatranj:
+ if(hisPieces == 1) return myPieces > 1 ? MT_BARE : MT_DRAW;
+ default:
+ break;
+ case VariantAtomic:
+ if(nrKing == 0) return MT_NOKING;
+ break;
+ case VariantLosers:
+ if(myPieces == 1) return MT_BARE;
+ }
+ cl.count = 0;
+ inCheck = GenLegal(board, flags, MateTestCallback, (VOIDSTAR) &cl, EmptySquare);
+ // [HGM] 3check: yet to do!
+ if (cl.count > 0) {
+ return inCheck ? MT_CHECK : MT_NONE;
+ } else {
+ if(gameInfo.holdingsWidth && gameInfo.variant != VariantSuper && gameInfo.variant != VariantGreat
+ && gameInfo.variant != VariantSChess && gameInfo.variant != VariantGrand) { // drop game
+ int r, f, n, holdings = flags & F_WHITE_ON_MOVE ? BOARD_WIDTH-1 : 0;
+ for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++) if(board[r][f] == EmptySquare) // all empty squares
+ for(n=0; n<BOARD_HEIGHT; n++) // all pieces in hand
+ if(board[n][holdings] != EmptySquare) {
+ int moveType = LegalDrop(board, flags, board[n][holdings], r, f);
+ if(moveType == WhiteDrop || moveType == BlackDrop) return (inCheck ? MT_CHECK : MT_NONE); // we have legal drop
+ }
+ }
+ if(gameInfo.variant == VariantSuicide) // [HGM] losers: always stalemate, since no check, but result varies
+ return myPieces == hisPieces ? MT_STALEMATE :
+ myPieces > hisPieces ? MT_STAINMATE : MT_STEALMATE;
+ else if(gameInfo.variant == VariantLosers) return inCheck ? MT_TRICKMATE : MT_STEALMATE;
+ else if(gameInfo.variant == VariantGiveaway) return MT_STEALMATE; // no check exists, stalemated = win
+
+ return inCheck ? MT_CHECKMATE
+ : (gameInfo.variant == VariantXiangqi || gameInfo.variant == VariantShatranj || IS_SHOGI(gameInfo.variant)) ?
+ MT_STAINMATE : MT_STALEMATE;
+ }
+}
+
+
+extern void DisambiguateCallback P((Board board, int flags, ChessMove kind,
+ int rf, int ff, int rt, int ft,
+ VOIDSTAR closure));
+
+void
+DisambiguateCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
+{
+ register DisambiguateClosure *cl = (DisambiguateClosure *) closure;
+ int wildCard = FALSE; ChessSquare piece = board[rf][ff];
+ extern int kifu; // in parser.c
+
+ // [HGM] wild: for wild-card pieces rt and rf are dummies
+ if(piece == WhiteFalcon || piece == BlackFalcon ||
+ piece == WhiteCobra || piece == BlackCobra)
+ wildCard = TRUE;
+
+ if ((cl->pieceIn == EmptySquare || cl->pieceIn == board[rf][ff]
+ || PieceToChar(board[rf][ff]) == '~'
+ && cl->pieceIn == (ChessSquare)(DEMOTED(board[rf][ff]))
+ ) &&
+ (cl->rfIn == -1 || cl->rfIn == rf) &&
+ (cl->ffIn == -1 || cl->ffIn == ff) &&
+ (cl->rtIn == -1 || cl->rtIn == rt || wildCard) &&
+ (cl->ftIn == -1 || cl->ftIn == ft || wildCard)) {
+
+ if(cl->count && rf == cl->rf && ff == cl->ff) return; // duplicate move
+
+ if(cl->count == 1 && kifu & 0x7E && cl->rfIn == -1 && cl->ffIn == -1) { // traditional Shogi disambiguation required
+ int this = 1, other = 1;
+ if(kifu & 2) this &= (flags & 1 ? rt > rf : rt < rf), other &= (flags & 1 ? cl->rt > cl->rf : cl->rt < cl->rf);
+ if(kifu & 4) this &= (flags & 1 ? rt < rf : rt > rf), other &= (flags & 1 ? cl->rt < cl->rf : cl->rt > cl->rf);
+ if(kifu & 8) this &= (rf == rt), other &= (cl->rt == cl->rf);
+ if(kifu & 0x10) this &= (flags & 1 ? ft <= ff : ft >= ff), other &= (flags & 1 ? cl->ft <= cl->ff : cl->ft >= cl->ff);
+ if(kifu & 0x20) this &= (flags & 1 ? ft >= ff : ft <= ff), other &= (flags & 1 ? cl->ft >= cl->ff : cl->ft <= cl->ff);
+ if(kifu & 0x40) this &= (ft == ff), other &= (cl->ft == cl->ff); // should never be used
+ if(!other) cl->count--; // the old move did not satisfy the requested relative position, erase it
+ if(!this) return; // the current move does not satisfy the requested relative position, ignore it
+ }
+
+ cl->count++;
+ if(cl->count == 1 || board[rt][ft] != EmptySquare) {
+ // [HGM] oneclick: if multiple moves, be sure we remember capture
+ cl->piece = board[rf][ff];
+ cl->rf = rf;
+ cl->ff = ff;
+ cl->rt = wildCard ? cl->rtIn : rt;
+ cl->ft = wildCard ? cl->ftIn : ft;
+ cl->kind = kind;
+ }
+ cl->captures += (board[rt][ft] != EmptySquare); // [HGM] oneclick: count captures
+ }
+}
+
+void
+Disambiguate (Board board, int flags, DisambiguateClosure *closure)
+{
+ int illegal = 0; char c = closure->promoCharIn;
+
+ if(quickFlag) flags = flags & ~1 | quickFlag & 1; // [HGM] speed: in quick mode quickFlag specifies side-to-move.
+ closure->count = closure->captures = 0;
+ closure->rf = closure->ff = closure->rt = closure->ft = 0;
+ closure->kind = ImpossibleMove;
+ rFilter = closure->rtIn; // [HGM] speed: only consider moves to given to-square
+ fFilter = closure->ftIn;
+ if(quickFlag) { // [HGM] speed: try without check test first, because if that is not ambiguous, we are happy
+ GenLegal(board, flags|F_IGNORE_CHECK, DisambiguateCallback, (VOIDSTAR) closure, closure->pieceIn);
+ if(closure->count > 1) { // gamble did not pay off. retry with check test to resolve ambiguity
+ closure->count = closure->captures = 0;
+ closure->rf = closure->ff = closure->rt = closure->ft = 0;
+ closure->kind = ImpossibleMove;
+ GenLegal(board, flags, DisambiguateCallback, (VOIDSTAR) closure, closure->pieceIn); // [HGM] speed: only pieces of requested type
+ }
+ } else
+ GenLegal(board, flags, DisambiguateCallback, (VOIDSTAR) closure, closure->pieceIn); // [HGM] speed: only pieces of requested type
+ if (closure->count == 0) {
+ /* See if it's an illegal move due to check */
+ illegal = 1;
+ GenLegal(board, flags|F_IGNORE_CHECK, DisambiguateCallback, (VOIDSTAR) closure, closure->pieceIn);
+ if (closure->count == 0) {
+ /* No, it's not even that */
+ if(!appData.testLegality && !pieceDefs && closure->pieceIn != EmptySquare) {
+ int f, r; // if there is only a single piece of the requested type on the board, use that
+ closure->rt = closure->rtIn, closure->ft = closure->ftIn;
+ for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<BOARD_RGHT; f++)
+ if(board[r][f] == closure->pieceIn) closure->count++, closure->rf = r, closure->ff = f;
+ if(closure->count > 1) illegal = 0; // ambiguous
+ }
+ if(closure->count == 0) {
+ if (appData.debugMode) { int i, j;
+ for(i=BOARD_HEIGHT-1; i>=0; i--) {
+ for(j=0; j<BOARD_WIDTH; j++)
+ fprintf(debugFP, "%3d", (int) board[i][j]);
+ fprintf(debugFP, "\n");
+ }
+ }
+ return;
+ }
+ }
+ } else if(pieceDefs && closure->count > 1) { // [HGM] gen: move is ambiguous under engine-defined rules
+ DisambiguateClosure spare = *closure;
+ pieceDefs = FALSE; spare.count = 0; // See if the (erroneous) built-in rules would resolve that
+ GenLegal(board, flags, DisambiguateCallback, (VOIDSTAR) &spare, closure->pieceIn);
+ if(spare.count == 1) *closure = spare; // It does, so use those in stead (game from file saved before gen patch?)
+ pieceDefs = TRUE;
+ }
+
+ if (c == 'x') c = NULLCHAR; // get rid of any 'x' (which should never happen?)
+ if(gameInfo.variant == VariantSChess && c && c != '=' && closure->piece != WhitePawn && closure->piece != BlackPawn) {
+ if(closure->piece < BlackPawn) { // white
+ if(closure->rf != 0) closure->kind = IllegalMove; // must be on back rank
+ if(!(board[VIRGIN][closure->ff] & VIRGIN_W)) closure->kind = IllegalMove; // non-virgin
+ if(board[PieceToNumber(CharToPiece(ToUpper(c)))][BOARD_WIDTH-2] == 0) closure->kind = ImpossibleMove;// must be in stock
+ if(closure->kind == WhiteHSideCastleFR && (closure->ff == BOARD_RGHT-2 || closure->ff == BOARD_RGHT-3)) closure->kind = ImpossibleMove;
+ if(closure->kind == WhiteASideCastleFR && (closure->ff == BOARD_LEFT+2 || closure->ff == BOARD_LEFT+3)) closure->kind = ImpossibleMove;
+ } else {
+ if(closure->rf != BOARD_HEIGHT-1) closure->kind = IllegalMove;
+ if(!(board[VIRGIN][closure->ff] & VIRGIN_B)) closure->kind = IllegalMove; // non-virgin
+ if(board[BOARD_HEIGHT-1-PieceToNumber(CharToPiece(ToLower(c)))][1] == 0) closure->kind = ImpossibleMove;
+ if(closure->kind == BlackHSideCastleFR && (closure->ff == BOARD_RGHT-2 || closure->ff == BOARD_RGHT-3)) closure->kind = ImpossibleMove;
+ if(closure->kind == BlackASideCastleFR && (closure->ff == BOARD_LEFT+2 || closure->ff == BOARD_LEFT+3)) closure->kind = ImpossibleMove;
+ }
+ } else
+ if(gameInfo.variant == VariantChu) {
+ if(c == '+') closure->kind = (flags & F_WHITE_ON_MOVE ? WhitePromotion : BlackPromotion); // for now, accept any
+ } else
+ if(gameInfo.variant == VariantShogi) {
+ /* [HGM] Shogi promotions. On input, '=' means defer, '+' promote. Afterwards, c is set to '+' for promotions, NULL other */
+ if(closure->rfIn != DROP_RANK && closure->kind == NormalMove) {
+ ChessSquare piece = closure->piece;
+ int zone = BOARD_HEIGHT/3 + (BOARD_HEIGHT == 8);
+ if (c == 'd' && (piece == WhiteRook || piece == BlackRook) ||
+ c == 'h' && (piece == WhiteBishop || piece == BlackBishop) ||
+ c == 'g' && (piece <= WhiteFerz || piece <= BlackFerz && piece >= BlackPawn) )
+ c = '+'; // allowed ICS notations
+ if(c != NULLCHAR && c != '+' && c != '=') closure->kind = IllegalMove; // otherwise specifying a piece is illegal
+ else if(flags & F_WHITE_ON_MOVE) {
+ if( (int) piece < (int) WhiteWazir &&
+ (closure->rf >= BOARD_HEIGHT-zone || closure->rt >= BOARD_HEIGHT-zone) ) {
+ if( (piece == WhitePawn || piece == WhiteQueen) && closure->rt > BOARD_HEIGHT-2 ||
+ piece == WhiteKnight && closure->rt > BOARD_HEIGHT-3) /* promotion mandatory */
+ closure->kind = c == '=' ? IllegalMove : WhitePromotion;
+ else /* promotion optional, default is defer */
+ closure->kind = c == '+' ? WhitePromotion : WhiteNonPromotion;
+ } else closure->kind = c == '+' ? IllegalMove : NormalMove;
+ } else {
+ if( (int) piece < (int) BlackWazir && (closure->rf < zone || closure->rt < zone) ) {
+ if( (piece == BlackPawn || piece == BlackQueen) && closure->rt < 1 ||
+ piece == BlackKnight && closure->rt < 2 ) /* promotion obligatory */
+ closure->kind = c == '=' ? IllegalMove : BlackPromotion;
+ else /* promotion optional, default is defer */
+ closure->kind = c == '+' ? BlackPromotion : BlackNonPromotion;
+ } else closure->kind = c == '+' ? IllegalMove : NormalMove;
+ }
+ }
+ if(closure->kind == WhitePromotion || closure->kind == BlackPromotion) c = '+'; else
+ if(closure->kind == WhiteNonPromotion || closure->kind == BlackNonPromotion) c = '=';
+ } else
+ if (closure->kind == WhitePromotion || closure->kind == BlackPromotion) {
+ if(c == NULLCHAR) { // missing promoChar on mandatory promotion; use default for variant
+ if(gameInfo.variant == VariantShatranj || gameInfo.variant == VariantCourier ||
+ gameInfo.variant == VariantMakruk)
+ c = PieceToChar(BlackFerz);
+ else if(gameInfo.variant == VariantASEAN)
+ c = PieceToChar(BlackRook);
+ else if(gameInfo.variant == VariantGreat)
+ c = PieceToChar(BlackMan);
+ else if(gameInfo.variant == VariantGrand)
+ closure->kind = closure->rt != 0 && closure->rt != BOARD_HEIGHT-1 ? NormalMove : AmbiguousMove; // no default in Grand Chess
+ else
+ c = PieceToChar(BlackQueen);
+ } else if(c == '=') closure->kind = IllegalMove; // no deferral outside Shogi
+ else if(c == 'l' && gameInfo.variant == VariantChuChess && HasLion(board, flags)) closure->kind = IllegalMove;
+ } else if (c == '+') { // '+' outside shogi, check if pieceToCharTable enabled it
+ ChessSquare p = closure->piece;
+ if(p > WhiteMan && p < BlackPawn || p > BlackMan || PieceToChar(PROMOTED(p)) != '+')
+ closure->kind = ImpossibleMove; // used on non-promotable piece
+ else if(gameInfo.variant == VariantChuChess && HasLion(board, flags)) closure->kind = IllegalMove;
+ } else if (c != NULLCHAR) closure->kind = IllegalMove;
+
+ closure->promoChar = ToLower(c); // this can be NULLCHAR! Note we keep original promoChar even if illegal.
+ if(c != '+' && c != '=' && c != NULLCHAR && CharToPiece(flags & F_WHITE_ON_MOVE ? ToUpper(c) : ToLower(c)) == EmptySquare)
+ closure->kind = ImpossibleMove; // but we cannot handle non-existing piece types!
+ if (closure->count > 1) {
+ closure->kind = AmbiguousMove;
+ }
+ if (illegal) {
+ /* Note: If more than one illegal move matches, but no legal
+ moves, we return IllegalMove, not AmbiguousMove. Caller
+ can look at closure->count to detect this.
+ */
+ closure->kind = IllegalMove;
+ }
+}
+
+
+typedef struct {
+ /* Input */
+ ChessSquare piece;
+ int rf, ff, rt, ft;
+ /* Output */
+ ChessMove kind;
+ int rank;
+ int file;
+ int either;
+} CoordsToAlgebraicClosure;
+
+extern void CoordsToAlgebraicCallback P((Board board, int flags,
+ ChessMove kind, int rf, int ff,
+ int rt, int ft, VOIDSTAR closure));
+
+void
+CoordsToAlgebraicCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
+{
+ register CoordsToAlgebraicClosure *cl =
+ (CoordsToAlgebraicClosure *) closure;
+
+ if ((rt == cl->rt && ft == cl->ft || rt == rf && ft == ff) && // [HGM] null move matches any toSquare
+ (board[rf][ff] == cl->piece
+ || PieceToChar(board[rf][ff]) == '~' &&
+ (ChessSquare) (DEMOTED(board[rf][ff])) == cl->piece)
+ ) {
+ if (rf == cl->rf) {
+ if (ff == cl->ff) {
+ cl->kind = kind; /* this is the move we want */
+ } else {
+ cl->file++; /* need file to rule out this move */
+ }
+ } else {
+ if (ff == cl->ff) {
+ cl->rank++; /* need rank to rule out this move */
+ } else {
+ cl->either++; /* rank or file will rule out this move */
+ }
+ }
+ }
+}
+
+/* Convert coordinates to normal algebraic notation.
+ promoChar must be NULLCHAR or 'x' if not a promotion.
+*/
+ChessMove
+CoordsToAlgebraic (Board board, int flags, int rf, int ff, int rt, int ft, int promoChar, char out[MOVE_LEN])
+{
+ ChessSquare piece;
+ ChessMove kind;
+ char *outp = out, c, capture;
+ CoordsToAlgebraicClosure cl;
+
+ if (rf == DROP_RANK) {
+ if(ff == EmptySquare) { strncpy(outp, "--",3); return NormalMove; } // [HGM] pass
+ /* Bughouse piece drop */
+ *outp++ = ToUpper(PieceToChar((ChessSquare) ff));
+ *outp++ = '@';
+ *outp++ = ft + AAA;
+ if(rt+ONE <= '9')
+ *outp++ = rt + ONE;
+ else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }
+ *outp = NULLCHAR;
+ return (flags & F_WHITE_ON_MOVE) ? WhiteDrop : BlackDrop;
+ }
+
+ if (promoChar == 'x') promoChar = NULLCHAR;
+ piece = board[rf][ff];
+ if(PieceToChar(piece)=='~') piece = (ChessSquare)(DEMOTED(piece));
+
+ switch (piece) {
+ case WhitePawn:
+ case BlackPawn:
+ kind = LegalityTest(board, flags, rf, ff, rt, ft, promoChar);
+ if (kind == IllegalMove && !(flags&F_IGNORE_CHECK)) {
+ /* Keep short notation if move is illegal only because it
+ leaves the player in check, but still return IllegalMove */
+ kind = LegalityTest(board, flags|F_IGNORE_CHECK, rf, ff, rt, ft, promoChar);
+ if (kind == IllegalMove) break;
+ kind = IllegalMove;
+ }
+ /* Pawn move */
+ *outp++ = ff + AAA;
+ capture = board[rt][ft] != EmptySquare || kind == WhiteCapturesEnPassant || kind == BlackCapturesEnPassant;
+ if (ff == ft && !capture) { /* [HGM] Xiangqi has straight noncapts! */
+ /* Non-capture; use style "e5" */
+ if(rt+ONE <= '9')
+ *outp++ = rt + ONE;
+ else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }
+ } else {
+ /* Capture; use style "exd5" */
+ if(capture)
+ *outp++ = 'x'; /* [HGM] Xiangqi has sideway noncaptures across river! */
+ *outp++ = ft + AAA;
+ if(rt+ONE <= '9')
+ *outp++ = rt + ONE;
+ else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }
+ }
+ /* Use promotion suffix style "=Q" */
+ *outp = NULLCHAR;
+ if (promoChar != NULLCHAR) {
+ if(IS_SHOGI(gameInfo.variant)) {
+ /* [HGM] ... but not in Shogi! */
+ *outp++ = promoChar == '=' ? '=' : '+';
+ } else {
+ *outp++ = '=';
+ *outp++ = ToUpper(promoChar);
+ }
+ *outp = NULLCHAR;
+ }
+ return kind;
+
+
+ case WhiteKing:
+ case BlackKing:
+ /* Fabien moved code: FRC castling first (if KxR), wild castling second */
+ /* Code added by Tord: FRC castling. */
+ if((piece == WhiteKing && board[rt][ft] == WhiteRook) ||
+ (piece == BlackKing && board[rt][ft] == BlackRook)) {
+ if(ft > ff)
+ safeStrCpy(out, "O-O", MOVE_LEN);
+ else
+ safeStrCpy(out, "O-O-O", MOVE_LEN);
+ return LegalityTest(board, flags, rf, ff, rt, ft, promoChar);
+ }
+ /* End of code added by Tord */
+ /* Test for castling or ICS wild castling */
+ /* Use style "O-O" (oh-oh) for PGN compatibility */
+ else if (rf == rt &&
+ rf == ((piece == WhiteKing) ? 0 : BOARD_HEIGHT-1) &&
+ (ft - ff > 1 || ff - ft > 1) && // No castling if legal King move (on narrow boards!)
+ ((ff == BOARD_WIDTH>>1 && (ft == BOARD_LEFT+2 || ft == BOARD_RGHT-2)) ||
+ (ff == (BOARD_WIDTH-1)>>1 && (ft == BOARD_LEFT+1 || ft == BOARD_RGHT-3)))) {
+ if(ft==BOARD_LEFT+1 || ft==BOARD_RGHT-2)
+ snprintf(out, MOVE_LEN, "O-O%c%c", promoChar ? '/' : 0, ToUpper(promoChar));
+ else
+ snprintf(out, MOVE_LEN, "O-O-O%c%c", promoChar ? '/' : 0, ToUpper(promoChar));
+
+ /* This notation is always unambiguous, unless there are
+ kings on both the d and e files, with "wild castling"
+ possible for the king on the d file and normal castling
+ possible for the other. ICS rules for wild 9
+ effectively make castling illegal for either king in
+ this situation. So I am not going to worry about it;
+ I'll just generate an ambiguous O-O in this case.
+ */
+ return LegalityTest(board, flags, rf, ff, rt, ft, promoChar);
+ }
+
+ /* else fall through */
+ default:
+ /* Piece move */
+ cl.rf = rf;
+ cl.ff = ff;
+ cl.rt = rFilter = rt; // [HGM] speed: filter on to-square
+ cl.ft = fFilter = ft;
+ cl.piece = piece;
+ cl.kind = IllegalMove;
+ cl.rank = cl.file = cl.either = 0;
+ c = PieceToChar(piece) ;
+ GenLegal(board, flags, CoordsToAlgebraicCallback, (VOIDSTAR) &cl, c!='~' ? piece : (DEMOTED(piece))); // [HGM] speed
+
+ if (cl.kind == IllegalMove && !(flags&F_IGNORE_CHECK)) {
+ /* Generate pretty moves for moving into check, but
+ still return IllegalMove.
+ */
+ GenLegal(board, flags|F_IGNORE_CHECK, CoordsToAlgebraicCallback, (VOIDSTAR) &cl, c!='~' ? piece : (DEMOTED(piece)));
+ if (cl.kind == IllegalMove) break;
+ cl.kind = IllegalMove;
+ }
+
+ /* Style is "Nf3" or "Nxf7" if this is unambiguous,
+ else "Ngf3" or "Ngxf7",
+ else "N1f3" or "N5xf7",
+ else "Ng1f3" or "Ng5xf7".
+ */
+ if( c == '~' || c == '+') {
+ /* [HGM] print nonexistent piece as its demoted version */
+ piece = (ChessSquare) (CHUDEMOTED(piece));
+ }
+ if(c=='+') *outp++ = c;
+ *outp++ = ToUpper(PieceToChar(piece));
+ if(*outp = PieceSuffix(piece)) outp++;
+
+ if (cl.file || (cl.either && !cl.rank)) {
+ *outp++ = ff + AAA;
+ }
+ if (cl.rank) {
+ if(rf+ONE <= '9')
+ *outp++ = rf + ONE;
+ else { *outp++ = (rf+ONE-'0')/10 + '0';*outp++ = (rf+ONE-'0')%10 + '0'; }
+ }
+
+ if(board[rt][ft] != EmptySquare)
+ *outp++ = 'x';
+
+ *outp++ = ft + AAA;
+ if(rt+ONE <= '9')
+ *outp++ = rt + ONE;
+ else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }
+ if (IS_SHOGI(gameInfo.variant)) {
+ /* [HGM] in Shogi non-pawns can promote */
+ *outp++ = promoChar; // Don't bother to correct move type, return value is never used!
+ }
+ else if (gameInfo.variant == VariantChuChess && promoChar ||
+ gameInfo.variant != VariantSuper && promoChar &&
+ (piece == WhiteLance || piece == BlackLance) ) { // Lance sometimes represents Pawn
+ *outp++ = '=';
+ *outp++ = ToUpper(promoChar);
+ }
+ else if (gameInfo.variant == VariantSChess && promoChar) { // and in S-Chess we have gating
+ *outp++ = '/';
+ *outp++ = ToUpper(promoChar);
+ }
+ *outp = NULLCHAR;
+ return cl.kind;
+
+ case EmptySquare:
+ /* Moving a nonexistent piece */
+ break;
+ }
+
+ /* Not a legal move, even ignoring check.
+ If there was a piece on the from square,
+ use style "Ng1g3" or "Ng1xe8";
+ if there was a pawn or nothing (!),
+ use style "g1g3" or "g1xe8". Use "x"
+ if a piece was on the to square, even
+ a piece of the same color.
+ */
+ outp = out;
+ c = 0;
+ if (piece != EmptySquare && piece != WhitePawn && piece != BlackPawn) {
+ int r, f;
+ for(r=0; r<BOARD_HEIGHT; r++) for(f=BOARD_LEFT; f<=BOARD_RGHT; f++)
+ c += (board[r][f] == piece); // count on-board pieces of given type
+ *outp++ = ToUpper(PieceToChar(piece));
+ }
+ if(c != 1) { // [HGM] but if there is only one piece of the mentioned type, no from-square, thank you!
+ *outp++ = ff + AAA;
+ if(rf+ONE <= '9')
+ *outp++ = rf + ONE;
+ else { *outp++ = (rf+ONE-'0')/10 + '0';*outp++ = (rf+ONE-'0')%10 + '0'; }
+ }
+ if (board[rt][ft] != EmptySquare) *outp++ = 'x';
+ *outp++ = ft + AAA;
+ if(rt+ONE <= '9')
+ *outp++ = rt + ONE;
+ else { *outp++ = (rt+ONE-'0')/10 + '0';*outp++ = (rt+ONE-'0')%10 + '0'; }
+ /* Use promotion suffix style "=Q" */
+ if (promoChar != NULLCHAR && promoChar != 'x') {
+ *outp++ = '=';
+ *outp++ = ToUpper(promoChar);
+ }
+ *outp = NULLCHAR;
+
+ return IllegalMove;
+}
+
+// [HGM] XQ: the following code serves to detect perpetual chasing (Asian rules)
+
+typedef struct {
+ /* Input */
+ int rf, ff, rt, ft;
+ /* Output */
+ int recaptures;
+} ChaseClosure;
+
+// I guess the following variables logically belong in the closure too, but I was too lazy and used globals
+
+int preyStackPointer, chaseStackPointer;
+
+struct {
+unsigned char rf, ff, rt, ft;
+} chaseStack[100];
+
+struct {
+unsigned char rank, file;
+} preyStack[100];
+
+
+
+
+// there are three new callbacks for use with GenLegal: for adding captures, deleting them, and finding a recapture
+
+extern void AtacksCallback P((Board board, int flags, ChessMove kind,
+ int rf, int ff, int rt, int ft,
+ VOIDSTAR closure));
+
+void
+AttacksCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
+{ // For adding captures that can lead to chase indictment to the chaseStack
+ if(board[rt][ft] == EmptySquare) return; // non-capture
+ if(board[rt][ft] == WhitePawn && rt < BOARD_HEIGHT/2) return; // Pawn before river can be chased
+ if(board[rt][ft] == BlackPawn && rt >= BOARD_HEIGHT/2) return; // Pawn before river can be chased
+ if(board[rf][ff] == WhitePawn || board[rf][ff] == BlackPawn) return; // Pawns are allowed to chase
+ if(board[rf][ff] == WhiteWazir || board[rf][ff] == BlackWazir) return; // King is allowed to chase
+ // move cannot be excluded from being a chase trivially (based on attacker and victim); save it on chaseStack
+ chaseStack[chaseStackPointer].rf = rf;
+ chaseStack[chaseStackPointer].ff = ff;
+ chaseStack[chaseStackPointer].rt = rt;
+ chaseStack[chaseStackPointer].ft = ft;
+ chaseStackPointer++;
+}
+
+extern void ExistingAtacksCallback P((Board board, int flags, ChessMove kind,
+ int rf, int ff, int rt, int ft,
+ VOIDSTAR closure));
+
+void
+ExistingAttacksCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
+{ // for removing pre-exsting captures from the chaseStack, to be left with newly created ones
+ int i;
+ register ChaseClosure *cl = (ChaseClosure *) closure; //closure tells us the move played in the repeat loop
+
+ if(board[rt][ft] == EmptySquare) return; // no capture
+ if(rf == cl->rf && ff == cl->ff) { // attacks with same piece from new position are not considered new
+ rf = cl->rt; ff = cl->ft; // doctor their fromSquare so they will be recognized in chaseStack
+ }
+ // search move in chaseStack, and delete it if it occurred there (as we know now it is not a new capture)
+ for(i=0; i<chaseStackPointer; i++) {
+ if(chaseStack[i].rf == rf && chaseStack[i].ff == ff &&
+ chaseStack[i].rt == rt && chaseStack[i].ft == ft ) {
+ // move found on chaseStack, delete it by overwriting with move popped from top of chaseStack
+ chaseStack[i] = chaseStack[--chaseStackPointer];
+ break;
+ }
+ }
+}
+
+extern void ProtectedCallback P((Board board, int flags, ChessMove kind,
+ int rf, int ff, int rt, int ft,
+ VOIDSTAR closure));
+
+void
+ProtectedCallback (Board board, int flags, ChessMove kind, int rf, int ff, int rt, int ft, VOIDSTAR closure)
+{ // for determining if a piece (given through the closure) is protected
+ register ChaseClosure *cl = (ChaseClosure *) closure; // closure tells us where to recapture
+
+ if(rt == cl->rt && ft == cl->ft) cl->recaptures++; // count legal recaptures to this square
+ if(appData.debugMode && board[rt][ft] != EmptySquare)
+ fprintf(debugFP, "try %c%c%c%c=%d\n", ff+AAA, rf+ONE,ft+AAA, rt+ONE, cl->recaptures);
+}
+
+extern char moveList[MAX_MOVES][MOVE_LEN];
+
+int
+PerpetualChase (int first, int last)
+{ // this routine detects if the side to move in the 'first' position is perpetually chasing (when not checking)
+ int i, j, k, tail;
+ ChaseClosure cl;
+ ChessSquare captured;
+
+ preyStackPointer = 0; // clear stack of chased pieces
+ for(i=first; i<last; i+=2) { // for all positions with same side to move
+ if(appData.debugMode) fprintf(debugFP, "judge position %i\n", i);
+ chaseStackPointer = 0; // clear stack that is going to hold possible chases
+ // determine all captures possible after the move, and put them on chaseStack
+ GenLegal(boards[i+1], PosFlags(i), AttacksCallback, &cl, EmptySquare);
+ if(appData.debugMode) { int n;
+ for(n=0; n<chaseStackPointer; n++)
+ fprintf(debugFP, "%c%c%c%c ", chaseStack[n].ff+AAA, chaseStack[n].rf+ONE,
+ chaseStack[n].ft+AAA, chaseStack[n].rt+ONE);
+ fprintf(debugFP, ": all capts\n");
+ }
+ // determine all captures possible before the move, and delete them from chaseStack
+ cl.rf = moveList[i][1]-ONE; // prepare closure to pass move that led from i to i+1
+ cl.ff = moveList[i][0]-AAA+BOARD_LEFT;
+ cl.rt = moveList[i][3]-ONE;
+ cl.ft = moveList[i][2]-AAA+BOARD_LEFT;
+ CopyBoard(xqCheckers, nullBoard); xqCheckers[EP_STATUS] = 1; // giant kludge to make GenLegal ignore pre-existing checks
+ GenLegal(boards[i], PosFlags(i), ExistingAttacksCallback, &cl, EmptySquare);
+ xqCheckers[EP_STATUS] = 0; // disable the generation of quasi-legal moves again
+ if(appData.debugMode) { int n;
+ for(n=0; n<chaseStackPointer; n++)
+ fprintf(debugFP, "%c%c%c%c ", chaseStack[n].ff+AAA, chaseStack[n].rf+ONE,
+ chaseStack[n].ft+AAA, chaseStack[n].rt+ONE);
+ fprintf(debugFP, ": new capts after %c%c%c%c\n", cl.ff+AAA, cl.rf+ONE, cl.ft+AAA, cl.rt+ONE);
+ }
+ // chaseSack now contains all captures made possible by the move
+ for(j=0; j<chaseStackPointer; j++) { // run through chaseStack to identify true chases
+ int attacker = (int)boards[i+1][chaseStack[j].rf][chaseStack[j].ff];
+ int victim = (int)boards[i+1][chaseStack[j].rt][chaseStack[j].ft];
+
+ if(attacker >= (int) BlackPawn) attacker = BLACK_TO_WHITE attacker; // convert to white, as piecee type
+ if(victim >= (int) BlackPawn) victim = BLACK_TO_WHITE victim;
+
+ if((attacker == WhiteKnight || attacker == WhiteCannon) && victim == WhiteRook)
+ continue; // C or H attack on R is always chase; leave on chaseStack
+
+ if(attacker == victim) {
+ if(LegalityTest(boards[i+1], PosFlags(i+1), chaseStack[j].rt,
+ chaseStack[j].ft, chaseStack[j].rf, chaseStack[j].ff, NULLCHAR) == NormalMove) {
+ // we can capture back with equal piece, so this is no chase but a sacrifice
+ chaseStack[j] = chaseStack[--chaseStackPointer]; // delete the capture from the chaseStack
+ j--; /* ! */ continue;
+ }
+
+ }
+
+ // the attack is on a lower piece, or on a pinned or blocked equal one
+ CopyBoard(xqCheckers, nullBoard); xqCheckers[EP_STATUS] = 1;
+ CheckTest(boards[i+1], PosFlags(i+1), -1, -1, -1, -1, FALSE); // if we deliver check with our move, the checkers get marked
+ // test if the victim is protected by a true protector. First make the capture.
+ captured = boards[i+1][chaseStack[j].rt][chaseStack[j].ft];
+ boards[i+1][chaseStack[j].rt][chaseStack[j].ft] = boards[i+1][chaseStack[j].rf][chaseStack[j].ff];
+ boards[i+1][chaseStack[j].rf][chaseStack[j].ff] = EmptySquare;
+ // Then test if the opponent can recapture
+ cl.recaptures = 0; // prepare closure to pass recapture square and count moves to it
+ cl.rt = chaseStack[j].rt;
+ cl.ft = chaseStack[j].ft;
+ if(appData.debugMode) {
+ fprintf(debugFP, "test if we can recapture %c%c\n", cl.ft+AAA, cl.rt+ONE);
+ }
+ xqCheckers[EP_STATUS] = 2; // causes GenLegal to ignore the checks we delivered with the move, in real life evaded before we captured
+ GenLegal(boards[i+1], PosFlags(i+1), ProtectedCallback, &cl, EmptySquare); // try all moves
+ xqCheckers[EP_STATUS] = 0; // disable quasi-legal moves again
+ // unmake the capture
+ boards[i+1][chaseStack[j].rf][chaseStack[j].ff] = boards[i+1][chaseStack[j].rt][chaseStack[j].ft];
+ boards[i+1][chaseStack[j].rt][chaseStack[j].ft] = captured;
+ // if a recapture was found, piece is protected, and we are not chasing it.
+ if(cl.recaptures) { // attacked piece was defended by true protector, no chase
+ chaseStack[j] = chaseStack[--chaseStackPointer]; // so delete from chaseStack
+ j--; /* ! */
+ }
+ }
+ // chaseStack now contains all moves that chased
+ if(appData.debugMode) { int n;
+ for(n=0; n<chaseStackPointer; n++)
+ fprintf(debugFP, "%c%c%c%c ", chaseStack[n].ff+AAA, chaseStack[n].rf+ONE,
+ chaseStack[n].ft+AAA, chaseStack[n].rt+ONE);
+ fprintf(debugFP, ": chases\n");
+ }
+ if(i == first) { // copy all people chased by first move of repeat cycle to preyStack
+ for(j=0; j<chaseStackPointer; j++) {
+ preyStack[j].rank = chaseStack[j].rt;
+ preyStack[j].file = chaseStack[j].ft;
+ }
+ preyStackPointer = chaseStackPointer;
+ }
+ tail = 0;
+ for(j=0; j<chaseStackPointer; j++) {
+ for(k=0; k<preyStackPointer; k++) {
+ // search the victim of each chase move on the preyStack (first occurrence)
+ if(chaseStack[j].ft == preyStack[k].file && chaseStack[j].rt == preyStack[k].rank ) {
+ if(k < tail) break; // piece was already identified as still being chased
+ preyStack[preyStackPointer] = preyStack[tail]; // move chased piece to bottom part of preyStack
+ preyStack[tail] = preyStack[k]; // by swapping
+ preyStack[k] = preyStack[preyStackPointer];
+ tail++;
+ break;
+ }
+ }
+ }
+ preyStackPointer = tail; // keep bottom part of preyStack, popping pieces unchased on move i.
+ if(appData.debugMode) { int n;
+ for(n=0; n<preyStackPointer; n++)
+ fprintf(debugFP, "%c%c ", preyStack[n].file+AAA, preyStack[n].rank+ONE);
+ fprintf(debugFP, "always chased upto ply %d\n", i);
+ }
+ // now adjust the location of the chased pieces according to opponent move
+ for(j=0; j<preyStackPointer; j++) {
+ if(preyStack[j].rank == moveList[i+1][1]-ONE &&
+ preyStack[j].file == moveList[i+1][0]-AAA+BOARD_LEFT) {
+ preyStack[j].rank = moveList[i+1][3]-ONE;
+ preyStack[j].file = moveList[i+1][2]-AAA+BOARD_LEFT;
+ break;
+ }
+ }
+ }
+ return preyStackPointer ? 256*(preyStack[preyStackPointer].file - BOARD_LEFT + AAA) + (preyStack[preyStackPointer].rank + ONE)
+ : 0; // if any piece was left on preyStack, it has been perpetually chased,and we return the
+}