* Massachusetts.
*
* Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006,
- * 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc.
+ * 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014, 2015, 2016 Free
+ * Software Foundation, Inc.
*
* Enhancements Copyright 2005 Alessandro Scotti
*
int SameColor P((ChessSquare, ChessSquare));
int PosFlags(int index);
-extern signed char initialRights[BOARD_FILES]; /* [HGM] all rights enabled, set in InitPosition */
int quickFlag;
char *pieceDesc[EmptySquare];
char *defaultDesc[EmptySquare] = {
#define SameColor(piece1, piece2) (piece1 < EmptySquare && piece2 < EmptySquare && (piece1 < BlackPawn) == (piece2 < BlackPawn) || piece1 == DarkSquare || piece2 == DarkSquare)
#endif
-char pieceToChar[] = {
+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' };
-char pieceNickName[EmptySquare];
+unsigned char pieceNickName[EmptySquare];
+int promoPartner[EmptySquare];
char
PieceToChar (ChessSquare p)
{
- if((int)p < 0 || (int)p >= (int)EmptySquare) return('x'); /* [HGM] for safety */
- return pieceToChar[(int) p];
+ int c;
+ if((int)p < 0 || (int)p >= (int)EmptySquare) return('?'); /* [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
int i=0;
ChessSquare start = (int)p >= (int)BlackPawn ? BlackPawn : WhitePawn;
- while(start++ != p) if(pieceToChar[(int)start-1] != '.') i++;
+ while(start++ != p) if(pieceToChar[start-1] != '.' && pieceToChar[start-1] != '+') i++;
return i;
}
// 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;
+ static char buf[MSG_SIZ], s[2];
+ char *m, *pieceName = defaultName;
+ int len, c, d;
*buf = NULLCHAR;
if(!pieceDefs) return "";
if(gameInfo.variant == VariantChu) return ""; // for now don't do this for Chu Shogi
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
+ m = pieceDesc[p]; d = (c == '+' ? pieceToChar[DEMOTED(p)] : c);
+ if(p >= BlackPawn && pieceToChar[BLACK_TO_WHITE p] == (c & ~32)
+ && (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
+ if((p < BlackPawn || CharToPiece(d & ~32) != 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];
+ if(!m) continue;
len = strlen(buf);
- snprintf(buf+len, MSG_SIZ-len, "%s%s%c:%s", len ? ";" : "", c == '+' ? "+" : "", d, m);
+ *s = (d > 128 ? SUFFIXES[d-128>>6] : 0); d = 64 + (d & 63);
+ snprintf(buf+len, MSG_SIZ-len, "%s%s%c%s:%s", len ? ";" : "", c == '+' ? "+" : "", d, s, m);
}
return buf;
}
+int
+LoadPieceDesc (char *s)
+{
+ ChessSquare piece;
+ static char suf[] = SUFFIXES;
+ char *r, *p, *q = s;
+ int ok = TRUE, promoted, c;
+ while(q && *s) {
+ p = s;
+ q = strchr(s, ';');
+ if(q) *q = 0, s = q+1;
+ if(*p == '+') promoted = 1, p++; else promoted = 0;
+ c = *p++;
+ if(!c) { ok = FALSE; continue; } // bad syntax
+ if(*p && (r = strchr(suf, *p))) c += 64*(r - suf + 1), p++;
+ if(*p++ != ':') { ok = FALSE; continue; } // bad syntax
+ if(!strcmp(p, "(null)")) continue; // handle bug in writing of XBoard 4.8.0
+ piece = CharToPiece(c);
+ if(piece >= EmptySquare) { ok = FALSE; continue; } // non-existent piece
+ if(promoted) {
+ piece = promoPartner[piece];
+ if(pieceToChar[piece] != '+') { ok = FALSE; continue; } // promoted form does not exist
+ }
+ ASSIGN(pieceDesc[piece], p);
+ if(piece < BlackPawn && (pieceToChar[WHITE_TO_BLACK piece] == pieceToChar[piece] + 32 || promoted)) {
+ ASSIGN(pieceDesc[WHITE_TO_BLACK piece], p);
+ }
+ pieceDefs = TRUE;
+ }
+ return ok;
+}
+
// [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;
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 },
};
void
-MovesFromString (Board board, int flags, int f, int r, char *desc, MoveCallback cb, VOIDSTAR cl)
+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, int range, char *desc, MoveCallback cb, VOIDSTAR cl)
{
- char *p = desc;
- int mine, his, dir, bit, occup, i;
+ 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, retry=0, initial=0, jump=1;
- if(*p == 'i') initial = 1, desc = ++p;
+ 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': // diagonal atom (degenerate 4-fold)
+ 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]) &&
} else desc++;
dirSet |= b;
}
- dirSet &= 0x99; if(!dirSet) dirSet = 0x99;
+ dirSet &= 0xAA; if(!dirSet) dirSet = 0xAA;
break;
case 'R': expo = 0; // rook, slide
- case 'W': // orthogonal atom (non-deg 4-fold)
+ 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': // oblique atom (degenerate 8-fold)
+ 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(islower(desc[1]) && i < '4'
- && ((i | dirType[desc[1]-'a']) & 3) == 3) { // combinable (perpendicular dim)
+ 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++;
if(!dirSet) dirSet = 0xFF;
break;
case 'Q': expo = 0; // queen, slide
- case 'K': // non-deg (pseudo) 8-fold
- dirSet=0x55; // start with orthogonal moves
- retry = 1; // and schedule the diagonal moves for later
+ 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) dirSet = dirSet >> 4 | dirSet << 4 & 255; // invert black moves
+ 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++;
- if(*desc == 'c') mode |= his, desc++;
- if(*desc == 'd') mode |= mine, desc++;
- if(*desc == 'e') mode |= 8, desc++;
- if(!mode) mode = his + 4;// no mode spec, use default = mc
- if(*desc == 'p') mode |= 32, desc++;
- if(*desc == 'g') mode |= 64, desc++;
- if(*desc == 'o') mode |= 128, desc++;
- if(*desc == 'n') jump = 0, desc++;
- while(*desc == 'j') jump++, desc++;
- dx = xStep[*p-'A'] - '0'; // step vector of atom
- dy = yStep[*p-'A'] - '0';
+ 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 && (board[r][f] != initialPosition[r][f] ||
+ if(initial == 2) { if(board[r][f] != initialPosition[r-2*his+3][f]) continue; initial = 0; } else
+ if(initial && !range) {
+ if( (board[r][f] != initialPosition[r][f] ||
r == 0 && board[TOUCHED_W] & 1<<f ||
- r == BOARD_HEIGHT-1 && board[TOUCHED_B] & 1<<f ) ) continue;
- if(expo > 1 && dx == 0 && dy == 0) { // castling indicated by O + number
- mode |= 16; dy = 1;
+ r == BOARD_HEIGHT-1 && board[TOUCHED_B] & 1<<f )) continue;
+ initial = 0;
}
+ 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, hop = mode, vx, vy;
+ 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];
- x = f; y = r; // start square
- do {
+ 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; else break; }
- if(x >= BOARD_RGHT) { if(mode & 128) x -= BOARD_RGHT - BOARD_LEFT; else break; }
+ 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(board[y][x] < BlackPawn) occup = 1; else
- if(board[y][x] < EmptySquare) occup = 2; else
+ 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(initial && expo - i + 1 != range) { if(occup == 4) continue; else break; }
+ 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;
+ int rg = (expo != 1 ? expo - i + 1 : range); // pass length of last *slider* leg
+ 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, rg, cont, cb, cl);
+ if(occup & mode & 3 && (killX < 0 || kill2X < 0 && (legNr > 1 || killX == x && killY == y) ||
+ (legNr == 1 ? kill2X == x && kill2Y == y : killX == x && killY == y))) { // destructive first leg
+ int cnt = 0;
+ legNr <<= 1;
+ MovesFromString(board, flags, f, r, x, y, dir, rg, cont, &OK, &cnt); // count possible continuations
+ legNr >>= 1;
+ if(cnt) { // and if there are
+ if(legNr & 1 ? killX < 0 : kill2X < 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, rg, 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
- if(mode & 8 && y == board[EP_RANK] && occup == 4 && board[EP_FILE] == x) { // to e.p. square
+ 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 & 16) { // castling
+ if(mode & 1024) { // castling
i = 2; // kludge to elongate move indefinitely
if(occup == 4) continue; // skip empty squares
- if(x == BOARD_LEFT && board[y][x] == initialPosition[y][x]) // reached initial corner piece
+ 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 && board[y][x] == initialPosition[y][x])
+ }
+ 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(occup & mode) cb(board, flags, NormalMove, r, f, y, x, cl); // allowed, generate
+ 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 = 1; dirSet = 0x99; // prepare for diagonal moves of K,Q
- } while(retry--); // and start doing them
+ 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
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
+{ // Lion-like move of Horned Falcon and Soaring 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);
+ callback(board, flags, killX < 0 && 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
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 );
+ 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, pieceDesc[piece], callback, closure);
+ MovesFromString(board, flags, ff, rf, -1, -1, 0, 0, pieceDesc[piece], callback, closure);
continue;
}
if(IS_SHOGI(gameInfo.variant))
/* Gold General (and all its promoted versions) . First do the */
/* diagonal forward steps, then proceed as normal Wazir */
- case SHOGI (PROMOTED WhitePawn):
+ case SHOGI (PROMO WhitePawn):
if(gameInfo.variant == VariantShogi) goto WhiteGold;
- case SHOGI (PROMOTED BlackPawn):
+ case SHOGI (PROMO BlackPawn):
if(gameInfo.variant == VariantShogi) goto BlackGold;
SlideVertical(board, flags, rf, ff, callback, closure);
break;
- case SHOGI (PROMOTED WhiteKnight):
+ case SHOGI (PROMO WhiteKnight):
if(gameInfo.variant == VariantShogi) goto WhiteGold;
case SHOGI BlackDrunk:
case SHOGI BlackAlfil:
StepBackward(board, flags, rf, ff, callback, closure);
break;
- case SHOGI (PROMOTED BlackKnight):
+ case SHOGI (PROMO BlackKnight):
if(gameInfo.variant == VariantShogi) goto BlackGold;
case SHOGI WhiteDrunk:
case SHOGI WhiteAlfil:
break;
- case SHOGI WhiteStag:
- case SHOGI BlackStag:
+ case SHOGI WhiteGnu:
+ case SHOGI BlackGnu:
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 (PROMOTED WhiteQueen):
+ case SHOGI (PROMO WhiteQueen):
case SHOGI WhiteTokin:
case SHOGI WhiteWazir:
WhiteGold:
Wazir(board, flags, rf, ff, callback, closure);
break;
- case SHOGI (PROMOTED BlackQueen):
+ case SHOGI (PROMO BlackQueen):
case SHOGI BlackTokin:
case SHOGI BlackWazir:
BlackGold:
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;
- callback(board, flags, (rt-rf)*(rt-rf) + (ff-ft)*(ff-ft) < 3 && board[rt][ft] != EmptySquare ? FirstLeg : NormalMove,
+ 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 && !i ? FirstLeg : NormalMove,
rf, ff, rt, ft, closure);
+ legNr -= 2*i;
}
break;
StepVertical(board, flags, rf, ff, callback, closure);
break;
- case SHOGI (PROMOTED WhiteFerz):
+ case SHOGI (PROMO WhiteFerz):
if(gameInfo.variant == VariantShogi) goto WhiteGold;
- case SHOGI (PROMOTED BlackFerz):
+ case SHOGI (PROMO BlackFerz):
if(gameInfo.variant == VariantShogi) goto BlackGold;
case SHOGI WhitePSword:
case SHOGI BlackPSword:
SlideVertical(board, flags, rf, ff, callback, closure);
break;
- case SHOGI WhiteHorned:
+ case SHOGI WhiteCat:
Sting(board, flags, rf, ff, 1, 0, callback, closure);
callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
if(killX >= 0) break;
SlideBackward(board, flags, rf, ff, callback, closure);
break;
- case SHOGI BlackHorned:
+ case SHOGI BlackCat:
Sting(board, flags, rf, ff, -1, 0, callback, closure);
callback(board, flags, NormalMove, rf, ff, rf, ff, closure);
if(killX >= 0) break;
SlideForward(board, flags, rf, ff, callback, closure);
break;
- case SHOGI WhiteEagle:
+ case SHOGI WhiteDagger:
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);
SlideDiagBackward(board, flags, rf, ff, callback, closure);
break;
- case SHOGI BlackEagle:
+ case SHOGI BlackDagger:
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);
{
CheckTestClosure cl;
ChessSquare king = flags & F_WHITE_ON_MOVE ? WhiteKing : BlackKing;
- ChessSquare captured = EmptySquare, ep=0, trampled=0;
+ ChessSquare captured = EmptySquare, ep=0, trampled=0, trampled2 = 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) { // strictly speaking this is not needed, as Chu officially has no check
+ 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!)
board[rf][ft] = EmptySquare;
} else {
captured = board[rt][ft];
- if(killX >= 0) { trampled = board[killY][killX]; board[killY][killX] = EmptySquare; }
+ if(killX >= 0) {
+ trampled = board[killY][killX]; board[killY][killX] = EmptySquare; killX = -1; saveKill += (kill2X << 16) + (1 << 30);
+ if(kill2X >= 0) { trampled2 = board[kill2Y][kill2X]; board[kill2Y][kill2X] = EmptySquare; kill2X = -1; }
+ }
}
if(rf == DROP_RANK) board[rt][ft] = ff; else { // [HGM] drop
board[rt][ft] = board[rf][ff];
- board[rf][ff] = EmptySquare;
+ 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 = killX < 0 ? EmptySquare : trampled;
+ 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 == 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
}
}
board[rf][ft] = captured;
board[rt][ft] = EmptySquare;
} else {
- if(killX >= 0) board[killY][killX] = trampled;
+ if(saveKill >= 0) {
+ if(saveKill & 1<<30) board[kill2Y][kill2X = saveKill >> 16 & 0xFFF] = trampled2;
+ board[killY][killX = saveKill & 0xFFF] = trampled;
+ }
board[rt][ft] = captured;
}
board[EP_STATUS] = ep;
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;
+ 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)
+ piece == WhiteCobra || piece == BlackCobra) && gameInfo.variant != VariantChu && !pieceDesc[piece])
return CheckTest(board, flags, rf, ff, rt, ft, FALSE) ? IllegalMove : NormalMove;
cl.rf = rf;
if(cl.kind != NormalMove || promoChar == NULLCHAR || promoChar == '=') return cl.kind;
if(promoChar != '+')
return CharToPiece(promoChar) == EmptySquare ? ImpossibleMove : IllegalMove;
- if(PieceToChar(CHUPROMOTED board[rf][ff]) != '+') return ImpossibleMove;
+ 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) ||
return CharToPiece(promoChar) == EmptySquare ? ImpossibleMove : IllegalMove;
else if(flags & F_WHITE_ON_MOVE) {
if( (int) piece < (int) WhiteWazir &&
- (rf >= BOARD_HEIGHT - BOARD_HEIGHT/3 || rt >= BOARD_HEIGHT - BOARD_HEIGHT/3) ) {
+ (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;
cl.kind = promoChar == '+' ? WhitePromotion : WhiteNonPromotion;
} else cl.kind = promoChar == '+' ? IllegalMove : NormalMove;
} else {
- if( (int) piece < (int) BlackWazir && (rf < BOARD_HEIGHT/3 || rt < BOARD_HEIGHT/3) ) {
+ 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;
// 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;
+ 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) {
{
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 ||
if ((cl->pieceIn == EmptySquare || cl->pieceIn == board[rf][ff]
|| PieceToChar(board[rf][ff]) == '~'
- && cl->pieceIn == (ChessSquare)(DEMOTED board[rf][ff])
+ && cl->pieceIn == (ChessSquare)(DEMOTED(board[rf][ff]))
) &&
(cl->rfIn == -1 || cl->rfIn == rf) &&
(cl->ffIn == -1 || cl->ffIn == ff) &&
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
GenLegal(board, flags|F_IGNORE_CHECK, DisambiguateCallback, (VOIDSTAR) closure, closure->pieceIn);
if (closure->count == 0) {
/* No, it's not even that */
- if(!appData.testLegality && closure->pieceIn != EmptySquare) {
+ 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++)
/* [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) )
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-(BOARD_HEIGHT/3) || closure->rt >= BOARD_HEIGHT-(BOARD_HEIGHT/3)) ) {
+ (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;
closure->kind = c == '+' ? WhitePromotion : WhiteNonPromotion;
} else closure->kind = c == '+' ? IllegalMove : NormalMove;
} else {
- if( (int) piece < (int) BlackWazir && (closure->rf < BOARD_HEIGHT/3 || closure->rt < BOARD_HEIGHT/3) ) {
+ 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;
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 || gameInfo.variant == VariantASEAN)
+ 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)
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) != '+')
+ 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;
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)
+ (ChessSquare) (DEMOTED(board[rf][ff])) == cl->piece)
) {
if (rf == cl->rf) {
if (ff == cl->ff) {
if (promoChar == 'x') promoChar = NULLCHAR;
piece = board[rf][ff];
- if(PieceToChar(piece)=='~') piece = (ChessSquare)(DEMOTED piece);
+ if(PieceToChar(piece)=='~') piece = (ChessSquare)(DEMOTED(piece));
switch (piece) {
case WhitePawn:
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
+ 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));
+ GenLegal(board, flags|F_IGNORE_CHECK, CoordsToAlgebraicCallback, (VOIDSTAR) &cl, c!='~' ? piece : (DEMOTED(piece)));
if (cl.kind == IllegalMove) break;
cl.kind = IllegalMove;
}
*/
if( c == '~' || c == '+') {
/* [HGM] print nonexistent piece as its demoted version */
- piece = (ChessSquare) (DEMOTED piece - 11*(gameInfo.variant == VariantChu));
+ 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;
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));
+ *outp = PieceToChar(piece);
+ if(*outp == '+') outp++, piece = CHUDEMOTED(piece);
+ *outp++ = ToUpper(PieceToChar(piece));
+ if(*outp = PieceSuffix(piece)) outp++;
}
if(c != 1) { // [HGM] but if there is only one piece of the mentioned type, no from-square, thank you!
*outp++ = ff + AAA;