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/*
* 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, 2016 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('?'); /* [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], 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 == 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] == (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(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);
*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;
if(q) *q = ';';
}
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;
// 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, int range, 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; 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;
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, 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(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
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 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, 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
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, 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;
case SHOGI WhiteAxe:
case SHOGI BlackAxe:
SlideVertical(board, flags, rf, ff, callback, closure);
break;
case SHOGI (PROMO WhiteKnight):
if(gameInfo.variant == VariantShogi) goto WhiteGold;
case SHOGI WhiteClaw:
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 BlackClaw:
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 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 (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:
if(gameInfo.variant == VariantXiangqi) {
int palace = (piece == WhiteWazir ? 1 : BOARD_HEIGHT-2); // Palace center
if(ff <= BOARD_WIDTH/2 && !SameColor(board[rf][ff+1], piece)) callback(board, flags, NormalMove, rf, ff, rf, ff+1, closure);
if(ff >= BOARD_WIDTH/2 && !SameColor(board[rf][ff-1], piece)) callback(board, flags, NormalMove, rf, ff, rf, ff-1, closure);
if(rf >= palace && !SameColor(board[rf-1][ff], piece)) callback(board, flags, NormalMove, rf, ff, rf-1, ff, closure);
if(rf <= palace && !SameColor(board[rf+1][ff], piece)) callback(board, flags, NormalMove, rf, ff, rf+1, ff, closure);
break;
}
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 || gameInfo.variant == VariantSpartan) 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) continue;
if (SameColor(board[rf][ff], board[rt][ft])) continue;
callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
}
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;
case WhiteTower:
case BlackTower:
for (d = 0; d <= 1; d++) // Dababba moves
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);
}
Wazir(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:
if(gameInfo.variant == VariantXiangqi && ff != BOARD_WIDTH>>1) {
int rt = (piece == BlackFerz ? BOARD_HEIGHT-2 : 1);
int ft = BOARD_WIDTH>>1;
if(!SameColor(board[rf][ff], board[rt][ft]))
callback(board, flags, NormalMove, rf, ff, rt, ft, closure);
} else
/* [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 && !i ? FirstLeg : NormalMove,
rf, ff, rt, ft, closure);
legNr -= 2*i;
}
break;
case SHOGI WhiteDagger:
case SHOGI BlackDagger:
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 WhiteSword:
case SHOGI BlackSword:
case SHOGI WhitePSword:
case SHOGI BlackPSword:
SlideVertical(board, flags, rf, ff, callback, closure);
StepSideways(board, flags, rf, ff, callback, closure);
break;
case SHOGI WhiteCat:
case SHOGI BlackCat:
Ferz(board, flags, rf, ff, callback, closure);
StepVertical(board, flags, rf, ff, callback, closure);
break;
case SHOGI WhiteCopper:
StepDiagForward(board, flags, rf, ff, callback, closure);
StepVertical(board, flags, rf, ff, callback, closure);
break;
case SHOGI BlackCopper:
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 WhiteUnicorn:
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 BlackUnicorn:
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 WhiteFalcon:
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 BlackFalcon:
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 ((int)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((int)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( (int)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, 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 || 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(PieceToChar(king) == '.') return 0; // never in check if the royal piece does not participate
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; 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];
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) {
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;
}
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 = !pieceDefs; // no wildcards when engine defined pieces
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 && rt == cl->rt && ft == cl->ft) 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 && 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?)
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 = 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;
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
}
|