if(startVariant == gameInfo.variant) // [HGM] nicks: enable nicknames in original variant
SetCharTable(pieceNickName, appData.pieceNickNames);
else SetCharTable(pieceNickName, "............");
+ pieces = FIDEArray;
switch (gameInfo.variant) {
case VariantFischeRandom:
shuffleOpenings = TRUE;
default:
- pieces = FIDEArray;
break;
case VariantShatranj:
pieces = ShatranjArray;
gameInfo.boardWidth = 10;
SetCharTable(pieceToChar, "PNBRQ..ACKpnbrq..ack");
break;
+ case VariantSChess:
+ SetCharTable(pieceToChar, "PNBRQ..HEKpnbrq..hek");
+ gameInfo.holdingsSize = 7;
+ break;
case VariantJanus:
pieces = JanusArray;
gameInfo.boardWidth = 10;
initialPosition[BOARD_HEIGHT-1-PieceToNumber(WhiteMan)][0] = BlackMan;
initialPosition[BOARD_HEIGHT-1-PieceToNumber(WhiteMan)][1] = 9;
}
+ if( gameInfo.variant == VariantSChess ) {
+ initialPosition[1][0] = BlackMarshall;
+ initialPosition[2][0] = BlackAngel;
+ initialPosition[6][BOARD_WIDTH-1] = WhiteMarshall;
+ initialPosition[5][BOARD_WIDTH-1] = WhiteAngel;
+ initialPosition[1][1] = initialPosition[2][1] =
+ initialPosition[6][BOARD_WIDTH-2] = initialPosition[5][BOARD_WIDTH-2] = 1;
+ }
if (appData.debugMode) {
fprintf(debugFP, "shuffleOpenings = %d\n", shuffleOpenings);
}
king += (int) WhiteUnicorn - (int) WhiteKing;
/* Code added by Tord: */
- /* FRC castling assumed when king captures friendly rook. */
- if (board[fromY][fromX] == WhiteKing &&
- board[toY][toX] == WhiteRook) {
+ /* FRC castling assumed when king captures friendly rook. [HGM] or RxK for S-Chess */
+ if (board[fromY][fromX] == WhiteKing && board[toY][toX] == WhiteRook ||
+ board[fromY][fromX] == WhiteRook && board[toY][toX] == WhiteKing) {
board[fromY][fromX] = EmptySquare;
board[toY][toX] = EmptySquare;
- if(toX > fromX) {
+ if((toX > fromX) != (piece == WhiteRook)) {
board[0][BOARD_RGHT-2] = WhiteKing; board[0][BOARD_RGHT-3] = WhiteRook;
} else {
board[0][BOARD_LEFT+2] = WhiteKing; board[0][BOARD_LEFT+3] = WhiteRook;
}
- } else if (board[fromY][fromX] == BlackKing &&
- board[toY][toX] == BlackRook) {
+ } else if (board[fromY][fromX] == BlackKing && board[toY][toX] == BlackRook ||
+ board[fromY][fromX] == BlackRook && board[toY][toX] == BlackKing) {
board[fromY][fromX] = EmptySquare;
board[toY][toX] = EmptySquare;
- if(toX > fromX) {
+ if((toX > fromX) != (piece == BlackRook)) {
board[BOARD_HEIGHT-1][BOARD_RGHT-2] = BlackKing; board[BOARD_HEIGHT-1][BOARD_RGHT-3] = BlackRook;
} else {
board[BOARD_HEIGHT-1][BOARD_LEFT+2] = BlackKing; board[BOARD_HEIGHT-1][BOARD_LEFT+3] = BlackRook;
/* [HGM] OK, so I have written it. Holdings are stored in the */
/* penultimate board files, so they are automaticlly stored */
/* in the game history. */
- if (fromY == DROP_RANK) {
+ if (fromY == DROP_RANK || gameInfo.variant == VariantSChess
+ && promoChar && piece != WhitePawn && piece != BlackPawn) {
/* Delete from holdings, by decreasing count */
/* and erasing image if necessary */
- p = (int) fromX;
+ p = fromY == DROP_RANK ? (int) fromX : CharToPiece(piece > BlackPawn ? ToLower(promoChar) : ToUpper(promoChar));
if(p < (int) BlackPawn) { /* white drop */
p -= (int)WhitePawn;
p = PieceToNumber((ChessSquare)p);
}
}
if (captured != EmptySquare && gameInfo.holdingsSize > 0
- && gameInfo.variant != VariantBughouse ) {
+ && gameInfo.variant != VariantBughouse && gameInfo.variant != VariantSChess ) {
/* [HGM] holdings: Add to holdings, if holdings exist */
if(gameInfo.variant == VariantSuper || gameInfo.variant == VariantGreat) {
// [HGM] superchess: suppress flipping color of captured pieces by reverse pre-flip
board[toY][toX] = EmptySquare;
}
}
+ if(gameInfo.variant == VariantSChess && promoChar != NULLCHAR && promoChar != '=' && piece != WhitePawn && piece != BlackPawn) {
+ board[fromY][fromX] = CharToPiece(piece < BlackPawn ? ToUpper(promoChar) : ToLower(promoChar)); // S-Chess gating
+ } else
if(promoChar == '+') {
/* [HGM] Shogi-style promotions, to piece implied by original (Might overwrite orinary Pawn promotion) */
board[toY][toX] = (ChessSquare) (PROMOTED piece);