if(expo > 9) p++; // allow double-digit
desc = p; // this is start of next move
if(initial && board[r][f] != initialPosition[r][f]) continue;
+ if(expo > 1 && dx == 0 && dy == 0) { // castling indicated by O + number
+ mode |= 16; dy = 1;
+ }
do {
for(dir=0, bit=1; dir<8; dir++, bit += bit) { // loop over directions
int i = expo, vx, vy;
if(mode & 8 && y == board[EP_RANK] && occup == 4 && board[EP_FILE] == x) { // to e.p. square
cb(board, flags, mine == 1 ? WhiteCapturesEnPassant : BlackCapturesEnPassant, r, f, y, x, cl);
}
+ if(mode & 16) { // castling
+ i = 2; // kludge to elongate move indefinitely
+ if(occup == 4) continue; // skip empty squares
+ if(x == BOARD_LEFT && board[y][x] == initialPosition[y][x]) // reached initial corner piece
+ cb(board, flags, mine == 1 ? WhiteQueenSideCastle : BlackQueenSideCastle, r, f, y, f - expo, cl);
+ if(x == BOARD_RGHT-1 && board[y][x] == initialPosition[y][x])
+ cb(board, flags, mine == 1 ? WhiteKingSideCastle : BlackKingSideCastle, r, f, y, f + expo, cl);
+ break;
+ }
if(occup & mode) cb(board, flags, NormalMove, r, f, y, x, cl); // allowed, generate
if(occup != 4) break; // not valid transit square
} while(--i);
int ignoreCheck = (flags & F_IGNORE_CHECK) != 0;
ChessSquare wKing = WhiteKing, bKing = BlackKing, *castlingRights = board[CASTLING];
int inCheck = !ignoreCheck && CheckTest(board, flags, -1, -1, -1, -1, FALSE); // kludge alert: this would mark pre-existing checkers if status==1
+ char *p;
cl.cb = callback;
cl.cl = closure;
wKing = WhiteUnicorn; bKing = BlackUnicorn;
}
+ p = (flags & F_WHITE_ON_MOVE ? pieceDesc[wKing] : pieceDesc[bKing]);
+ if(p && strchr(p, 'O')) return FALSE; // [HGM] gen: castlings were already generated from string
+
for (ff = BOARD_WIDTH>>1; ff >= (BOARD_WIDTH-1)>>1; ff-- /*ics wild 1*/) {
if ((flags & F_WHITE_ON_MOVE) &&
(flags & F_WHITE_KCASTLE_OK) &&