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;
+ int i = expo, j = skip, hop = mode, vx, vy, loop = 0;
if(!(bit & dirSet)) continue; // does not move in this direction
if(dy != 1) j = 0; //
vx = dx*rot[dir][0] + dy*rot[dir][1]; // rotate step vector
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(!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) occup = 4; else // start square counts as empty
+ 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;