{
int i, j;
- for (i = 0; i < BOARD_HEIGHT; i++)
+ for (i = 0; i < handSize; 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
rf, ff, rf + 1, ff + s, closure);
}
if (rf >= BOARD_HEIGHT+1>>1) {// [HGM] grand: 4th & 5th rank on 10-board
+ int victimFile = (board[LAST_TO] & 0x40 ? ff + s : board[LAST_TO] & 255);
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[EP_FILE] == ff + s || epfile == EP_UNKNOWN) && rf < BOARD_HEIGHT-3 &&
+ (board[rf][victimFile] == BlackPawn || board[rf][victimFile] == BlackLance) &&
board[rf+1][ff + s] == EmptySquare) {
callback(board, flags, WhiteCapturesEnPassant,
rf, ff, rf+1, ff + s, closure);
rf, ff, rf - 1, ff + s, closure);
}
if (rf < BOARD_HEIGHT>>1) {
+ int victimFile = (board[LAST_TO] & 0x40 ? ff + s : board[LAST_TO] & 255);
if (ff + s >= BOARD_LEFT && ff + s < BOARD_RGHT &&
- (epfile == ff + s || epfile == EP_UNKNOWN) && rf > 2 &&
- board[rf][ff + s] == WhitePawn &&
+ (board[EP_FILE] == ff + s || epfile == EP_UNKNOWN) && rf > 2 &&
+ (board[rf][victimFile] == WhitePawn || board[rf][victimFile] == WhiteLance) &&
board[rf-1][ff + s] == EmptySquare) {
callback(board, flags, BlackCapturesEnPassant,
rf, ff, rf-1, ff + s, closure);
}
}
+ if(PieceToChar(king) == '.') return 0; // never in check if the royal piece does not participate
+
if (rt >= 0) {
if (enPassant) {
captured = board[rf][ft];
/* 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. */
+ cl.check = 0;
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;
board[EP_STATUS] = ep;
}
- return cl.fking < BOARD_RGHT ? cl.check : 1000; // [HGM] atomic: return 1000 if we have no king
+ return cl.fking < BOARD_RGHT ? cl.check : (gameInfo.variant == VariantAtomic)*1000; // [HGM] atomic: return 1000 if we have no king
}
int
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)
+ if((gameInfo.holdingsWidth == 0 || (flags & F_WHITE_ON_MOVE ? board[n][BOARD_WIDTH-1] : board[handSize-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!
}
} else if(pieceDefs && closure->count > 1 && closure->rtIn >=0) { // [HGM] gen: move is ambiguous under engine-defined rules (and not one-click)
DisambiguateClosure spare = *closure;
+ if(gameInfo.variant == VariantXiangqi && closure->pieceIn == EmptySquare && closure->ffIn < 0) {
+ closure->ffIn = closure->ftIn; //closure->pieceIn = (flags & 1 ? BlackPawn : WhitePawn); // forward Pawn push has priority
+ Disambiguate(board, flags, closure);
+ return;
+ }
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?)
((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));
+ snprintf(out, MOVE_LEN, "O-O%c%c%c", promoChar ? '/' : 0, ToUpper(promoChar), ff + AAA);
else
- snprintf(out, MOVE_LEN, "O-O-O%c%c", promoChar ? '/' : 0, ToUpper(promoChar));
+ snprintf(out, MOVE_LEN, "O-O-O%c%c%c", promoChar ? '/' : 0, ToUpper(promoChar), ff + AAA);
/* This notation is always unambiguous, unless there are
kings on both the d and e files, with "wild castling"
*outp++ = ToUpper(promoChar);
}
else if (gameInfo.variant == VariantSChess && promoChar) { // and in S-Chess we have gating
+ ChessSquare victim = board[rt][ft];
+ if(piece == WhiteRook && victim == WhiteKing ||
+ piece == BlackRook && victim == BlackKing) {
+ strncpy(out, "O-O-O", MOVE_LEN);
+ outp = out + 3 + 2*(ft > ff);
+ }
*outp++ = '/';
*outp++ = ToUpper(promoChar);
+ if(out[0] == 'O') *outp++ = ff + AAA;
}
*outp = NULLCHAR;
return cl.kind;