* backend.c -- Common back end for X and Windows NT versions of\r
* XBoard $Id: backend.c,v 2.6 2003/11/28 09:37:36 mann Exp $\r
*\r
- * Copyright 1991 by Digital Equipment Corporation, Maynard, Massachusetts.\r
- * Enhancements Copyright 1992-2001 Free Software Foundation, Inc.\r
+ * Copyright 1991 by Digital Equipment Corporation, Maynard,\r
+ * Massachusetts. Enhancements Copyright\r
+ * 1992-2001,2002,2003,2004,2005,2006,2007,2008,2009 Free Software\r
+ * Foundation, Inc.\r
*\r
* The following terms apply to Digital Equipment Corporation's copyright\r
* interest in XBoard:\r
* SOFTWARE.\r
* ------------------------------------------------------------------------\r
*\r
- * The following terms apply to the enhanced version of XBoard distributed\r
- * by the Free Software Foundation:\r
+ * The following terms apply to the enhanced version of XBoard\r
+ * distributed by the Free Software Foundation:\r
* ------------------------------------------------------------------------\r
- * This program is free software; you can redistribute it and/or modify\r
+ *\r
+ * GNU XBoard is free software: you can redistribute it and/or modify\r
* it under the terms of the GNU General Public License as published by\r
- * the Free Software Foundation; either version 2 of the License, or\r
- * (at your option) any later version.\r
+ * the Free Software Foundation, either version 3 of the License, or (at\r
+ * your option) any later version.\r
*\r
- * This program is distributed in the hope that it will be useful,\r
- * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
- * GNU General Public License for more details.\r
+ * GNU XBoard is distributed in the hope that it will be useful, but\r
+ * WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU\r
+ * General Public License for more details.\r
*\r
* You should have received a copy of the GNU General Public License\r
- * along with this program; if not, write to the Free Software\r
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.\r
- * ------------------------------------------------------------------------\r
+ * along with this program. If not, see http://www.gnu.org/licenses/. *\r
*\r
- * See the file ChangeLog for a revision history. */\r
+ *------------------------------------------------------------------------\r
+ ** See the file ChangeLog for a revision history. */\r
\r
/* [AS] Also useful here for debugging */\r
#ifdef WIN32\r
\r
#else\r
\r
-#define DoSleep( n )\r
+#define DoSleep( n ) if( (n) >= 0) sleep(n)\r
\r
#endif\r
\r
#include <sys/types.h>\r
#include <sys/stat.h>\r
#include <math.h>\r
+#include <ctype.h>\r
\r
#if STDC_HEADERS\r
# include <stdlib.h>\r
# include "zippy.h"\r
#endif\r
#include "backendz.h"\r
+#include "gettext.h" \r
+ \r
+#ifdef ENABLE_NLS \r
+# define _(s) gettext (s) \r
+# define N_(s) gettext_noop (s) \r
+#else \r
+# define _(s) (s) \r
+# define N_(s) s \r
+#endif \r
+\r
\r
/* A point in time */\r
typedef struct {\r
int ms; /* Assuming this is >= 16 bits */\r
} TimeMark;\r
\r
-/* Search stats from chessprogram */\r
-typedef struct {\r
- char movelist[2*MSG_SIZ]; /* Last PV we were sent */\r
- int depth; /* Current search depth */\r
- int nr_moves; /* Total nr of root moves */\r
- int moves_left; /* Moves remaining to be searched */\r
- char move_name[MOVE_LEN]; /* Current move being searched, if provided */\r
- unsigned long nodes; /* # of nodes searched */\r
- int time; /* Search time (centiseconds) */\r
- int score; /* Score (centipawns) */\r
- int got_only_move; /* If last msg was "(only move)" */\r
- int got_fail; /* 0 - nothing, 1 - got "--", 2 - got "++" */\r
- int ok_to_send; /* handshaking between send & recv */\r
- int line_is_book; /* 1 if movelist is book moves */\r
- int seen_stat; /* 1 if we've seen the stat01: line */\r
-} ChessProgramStats;\r
-\r
int establish P((void));\r
void read_from_player P((InputSourceRef isr, VOIDSTAR closure,\r
char *buf, int count, int error));\r
Board board));\r
void MakeMove P((int fromX, int fromY, int toX, int toY, int promoChar));\r
void ShowMove P((int fromX, int fromY, int toX, int toY));\r
-void FinishMove P((ChessMove moveType, int fromX, int fromY, int toX, int toY,\r
+int FinishMove P((ChessMove moveType, int fromX, int fromY, int toX, int toY,\r
/*char*/int promoChar));\r
void BackwardInner P((int target));\r
void ForwardInner P((int target));\r
void ParseFeatures P((char* args, ChessProgramState *cps));\r
void InitBackEnd3 P((void));\r
void FeatureDone P((ChessProgramState* cps, int val));\r
-void InitChessProgram P((ChessProgramState *cps));\r
+void InitChessProgram P((ChessProgramState *cps, int setup));\r
+void OutputKibitz(int window, char *text);\r
+int PerpetualChase(int first, int last);\r
+int EngineOutputIsUp();\r
+void InitDrawingSizes(int x, int y);\r
\r
-void GetInfoFromComment( int, char * );\r
+#ifdef WIN32\r
+ extern void ConsoleCreate();\r
+#endif\r
+\r
+ChessProgramState *WhitePlayer();\r
+void InsertIntoMemo P((int which, char *text)); // [HGM] kibitz: in engineo.c\r
+int VerifyDisplayMode P(());\r
+\r
+char *GetInfoFromComment( int, char * ); // [HGM] PV time: returns stripped comment\r
+void InitEngineUCI( const char * iniDir, ChessProgramState * cps ); // [HGM] moved here from winboard.c\r
+char *ProbeBook P((int moveNr, char *book)); // [HGM] book: returns a book move\r
+char *SendMoveToBookUser P((int nr, ChessProgramState *cps, int initial)); // [HGM] book\r
+extern char installDir[MSG_SIZ];\r
\r
extern int tinyLayout, smallLayout;\r
-static ChessProgramStats programStats;\r
+ChessProgramStats programStats;\r
+static int exiting = 0; /* [HGM] moved to top */\r
+static int setboardSpoiledMachineBlack = 0 /*, errorExitFlag = 0*/;\r
+int startedFromPositionFile = FALSE; Board filePosition; /* [HGM] loadPos */\r
+char endingGame = 0; /* [HGM] crash: flag to prevent recursion of GameEnds() */\r
+int whiteNPS, blackNPS; /* [HGM] nps: for easily making clocks aware of NPS */\r
+VariantClass currentlyInitializedVariant; /* [HGM] variantswitch */\r
+int lastIndex = 0; /* [HGM] autoinc: last game/position used in match mode */\r
+int opponentKibitzes;\r
\r
/* States for ics_getting_history */\r
#define H_FALSE 0\r
return dst;\r
}\r
\r
+#if 0\r
+//[HGM] for future use? Conditioned out for now to suppress warning.\r
static char * safeStrCat( char * dst, const char * src, size_t count )\r
{\r
size_t dst_len;\r
\r
return dst;\r
}\r
+#endif\r
+\r
+/* Some compiler can't cast u64 to double\r
+ * This function do the job for us:\r
+\r
+ * We use the highest bit for cast, this only\r
+ * works if the highest bit is not\r
+ * in use (This should not happen)\r
+ *\r
+ * We used this for all compiler\r
+ */\r
+double\r
+u64ToDouble(u64 value)\r
+{\r
+ double r;\r
+ u64 tmp = value & u64Const(0x7fffffffffffffff);\r
+ r = (double)(s64)tmp;\r
+ if (value & u64Const(0x8000000000000000))\r
+ r += 9.2233720368547758080e18; /* 2^63 */\r
+ return r;\r
+}\r
\r
/* Fake up flags for now, as we aren't keeping track of castling\r
- availability yet */\r
+ availability yet. [HGM] Change of logic: the flag now only\r
+ indicates the type of castlings allowed by the rule of the game.\r
+ The actual rights themselves are maintained in the array\r
+ castlingRights, as part of the game history, and are not probed\r
+ by this function.\r
+ */\r
int\r
PosFlags(index)\r
{\r
if ((index % 2) == 0) flags |= F_WHITE_ON_MOVE;\r
switch (gameInfo.variant) {\r
case VariantSuicide:\r
- case VariantGiveaway:\r
- flags |= F_IGNORE_CHECK;\r
flags &= ~F_ALL_CASTLE_OK;\r
+ case VariantGiveaway: // [HGM] moved this case label one down: seems Giveaway does have castling on ICC!\r
+ flags |= F_IGNORE_CHECK;\r
+ case VariantLosers:\r
+ flags |= F_MANDATORY_CAPTURE; //[HGM] losers: sets flag so TestLegality rejects non-capts if capts exist\r
break;\r
case VariantAtomic:\r
flags |= F_IGNORE_CHECK | F_ATOMIC_CAPTURE;\r
case VariantKriegspiel:\r
flags |= F_KRIEGSPIEL_CAPTURE;\r
break;\r
+ case VariantCapaRandom: \r
+ case VariantFischeRandom:\r
+ flags |= F_FRC_TYPE_CASTLING; /* [HGM] enable this through flag */\r
case VariantNoCastle:\r
+ case VariantShatranj:\r
+ case VariantCourier:\r
flags &= ~F_ALL_CASTLE_OK;\r
break;\r
default:\r
Boolean alarmSounded;\r
/* end premove variables */\r
\r
-#define ICS_GENERIC 0\r
-#define ICS_ICC 1\r
-#define ICS_FICS 2\r
-#define ICS_CHESSNET 3 /* not really supported */\r
-int ics_type = ICS_GENERIC;\r
char *ics_prefix = "$";\r
+int ics_type = ICS_GENERIC;\r
\r
int currentMove = 0, forwardMostMove = 0, backwardMostMove = 0;\r
int pauseExamForwardMostMove = 0;\r
int movesPerSession;\r
long whiteTimeRemaining, blackTimeRemaining, timeControl, timeIncrement;\r
long timeControl_2; /* [AS] Allow separate time controls */\r
+char *fullTimeControlString = NULL; /* [HGM] secondary TC: merge of MPS, TC and inc */\r
long timeRemaining[2][MAX_MOVES];\r
int matchGame = 0;\r
TimeMark programStartTime;\r
char epStatus[MAX_MOVES];\r
char castlingRights[MAX_MOVES][BOARD_SIZE]; // stores files for pieces with castling rights or -1\r
char castlingRank[BOARD_SIZE]; // and corresponding ranks\r
-char initialRights[BOARD_SIZE], FENcastlingRights[BOARD_SIZE];\r
+char initialRights[BOARD_SIZE], FENcastlingRights[BOARD_SIZE], fileRights[BOARD_SIZE];\r
int nrCastlingRights; // For TwoKings, or to implement castling-unknown status\r
int initialRulePlies, FENrulePlies;\r
char FENepStatus;\r
+FILE *serverMoves = NULL; // next two for broadcasting (/serverMoves option)\r
+int loadFlag = 0; \r
+int shuffleOpenings;\r
\r
ChessSquare FIDEArray[2][BOARD_SIZE] = {\r
{ WhiteRook, WhiteKnight, WhiteBishop, WhiteQueen,\r
BlackKing, BlackKing, BlackKnight, BlackRook }\r
};\r
\r
-#ifdef FAIRY\r
ChessSquare KnightmateArray[2][BOARD_SIZE] = {\r
{ WhiteRook, WhiteMan, WhiteBishop, WhiteQueen,\r
WhiteUnicorn, WhiteBishop, WhiteMan, WhiteRook },\r
};\r
\r
ChessSquare ShatranjArray[2][BOARD_SIZE] = { /* [HGM] (movGen knows about Shatranj Q and P) */\r
- { WhiteRook, WhiteKnight, WhiteAlfil, WhiteFerz,\r
- WhiteKing, WhiteAlfil, WhiteKnight, WhiteRook },\r
- { BlackRook, BlackKnight, BlackAlfil, BlackFerz,\r
- BlackKing, BlackAlfil, BlackKnight, BlackRook }\r
+ { WhiteRook, WhiteKnight, WhiteAlfil, WhiteKing,\r
+ WhiteFerz, WhiteAlfil, WhiteKnight, WhiteRook },\r
+ { BlackRook, BlackKnight, BlackAlfil, BlackKing,\r
+ BlackFerz, BlackAlfil, BlackKnight, BlackRook }\r
};\r
\r
\r
};\r
\r
ChessSquare CapablancaArray[2][BOARD_SIZE] = {\r
- { WhiteRook, WhiteKnight, WhiteCardinal, WhiteBishop, WhiteQueen, \r
+ { WhiteRook, WhiteKnight, WhiteAngel, WhiteBishop, WhiteQueen, \r
WhiteKing, WhiteBishop, WhiteMarshall, WhiteKnight, WhiteRook },\r
- { BlackRook, BlackKnight, BlackCardinal, BlackBishop, BlackQueen, \r
+ { BlackRook, BlackKnight, BlackAngel, BlackBishop, BlackQueen, \r
BlackKing, BlackBishop, BlackMarshall, BlackKnight, BlackRook }\r
};\r
\r
+ChessSquare GreatArray[2][BOARD_SIZE] = {\r
+ { WhiteDragon, WhiteKnight, WhiteAlfil, WhiteGrasshopper, WhiteKing, \r
+ WhiteSilver, WhiteCardinal, WhiteAlfil, WhiteKnight, WhiteDragon },\r
+ { BlackDragon, BlackKnight, BlackAlfil, BlackGrasshopper, BlackKing, \r
+ BlackSilver, BlackCardinal, BlackAlfil, BlackKnight, BlackDragon },\r
+};\r
+\r
+ChessSquare JanusArray[2][BOARD_SIZE] = {\r
+ { WhiteRook, WhiteAngel, WhiteKnight, WhiteBishop, WhiteKing, \r
+ WhiteQueen, WhiteBishop, WhiteKnight, WhiteAngel, WhiteRook },\r
+ { BlackRook, BlackAngel, BlackKnight, BlackBishop, BlackKing, \r
+ BlackQueen, BlackBishop, BlackKnight, BlackAngel, BlackRook }\r
+};\r
+\r
#ifdef GOTHIC\r
ChessSquare GothicArray[2][BOARD_SIZE] = {\r
{ WhiteRook, WhiteKnight, WhiteBishop, WhiteQueen, WhiteMarshall, \r
- WhiteKing, WhiteCardinal, WhiteBishop, WhiteKnight, WhiteRook },\r
+ WhiteKing, WhiteAngel, WhiteBishop, WhiteKnight, WhiteRook },\r
{ BlackRook, BlackKnight, BlackBishop, BlackQueen, BlackMarshall, \r
- BlackKing, BlackCardinal, BlackBishop, BlackKnight, BlackRook }\r
+ BlackKing, BlackAngel, BlackBishop, BlackKnight, BlackRook }\r
};\r
#else // !GOTHIC\r
#define GothicArray CapablancaArray\r
#endif // !GOTHIC\r
\r
+#ifdef FALCON\r
+ChessSquare FalconArray[2][BOARD_SIZE] = {\r
+ { WhiteRook, WhiteKnight, WhiteBishop, WhiteLance, WhiteQueen, \r
+ WhiteKing, WhiteLance, WhiteBishop, WhiteKnight, WhiteRook },\r
+ { BlackRook, BlackKnight, BlackBishop, BlackLance, BlackQueen, \r
+ BlackKing, BlackLance, BlackBishop, BlackKnight, BlackRook }\r
+};\r
+#else // !FALCON\r
+#define FalconArray CapablancaArray\r
+#endif // !FALCON\r
+\r
#else // !(BOARD_SIZE>=10)\r
#define XiangqiPosition FIDEArray\r
#define CapablancaArray FIDEArray\r
#define GothicArray FIDEArray\r
+#define GreatArray FIDEArray\r
#endif // !(BOARD_SIZE>=10)\r
\r
#if (BOARD_SIZE>=12)\r
#else // !(BOARD_SIZE>=12)\r
#define CourierArray CapablancaArray\r
#endif // !(BOARD_SIZE>=12)\r
-#endif // FAIRY\r
\r
\r
Board initialPosition;\r
programStats.nr_moves = 0;\r
programStats.moves_left = 0;\r
programStats.nodes = 0;\r
- programStats.time = 100;\r
+ programStats.time = -1; // [HGM] PGNtime: make invalid to recognize engine output\r
programStats.score = 0;\r
programStats.got_only_move = 0;\r
programStats.got_fail = 0;\r
{\r
int matched, min, sec;\r
\r
+ ShowThinkingEvent(); // [HGM] thinking: make sure post/nopost state is set according to options\r
+\r
GetTimeMark(&programStartTime);\r
+ srand(programStartTime.ms); // [HGM] book: makes sure random is unpredictabe to msec level\r
\r
ClearProgramStats();\r
programStats.ok_to_send = 1;\r
if (!ParseTimeControl(appData.timeControl, appData.timeIncrement,\r
appData.movesPerSession)) {\r
char buf[MSG_SIZ];\r
- sprintf(buf, "bad timeControl option %s", appData.timeControl);\r
+ sprintf(buf, _("bad timeControl option %s"), appData.timeControl);\r
DisplayFatalError(buf, 0, 2);\r
}\r
\r
searchTime = min * 60 + sec;\r
} else {\r
char buf[MSG_SIZ];\r
- sprintf(buf, "bad searchTime option %s", appData.searchTime);\r
+ sprintf(buf, _("bad searchTime option %s"), appData.searchTime);\r
DisplayFatalError(buf, 0, 2);\r
}\r
}\r
first.useSigterm = second.useSigterm = TRUE;\r
first.reuse = appData.reuseFirst;\r
second.reuse = appData.reuseSecond;\r
+ first.nps = appData.firstNPS; // [HGM] nps: copy nodes per second\r
+ second.nps = appData.secondNPS;\r
first.useSetboard = second.useSetboard = FALSE;\r
first.useSAN = second.useSAN = FALSE;\r
first.usePing = second.usePing = FALSE;\r
first.useFEN960 = FALSE; second.useFEN960 = FALSE;\r
first.useOOCastle = TRUE; second.useOOCastle = TRUE;\r
/* End of new features added by Tord. */\r
+ first.fenOverride = appData.fenOverride1;\r
+ second.fenOverride = appData.fenOverride2;\r
+\r
+ /* [HGM] time odds: set factor for each machine */\r
+ first.timeOdds = appData.firstTimeOdds;\r
+ second.timeOdds = appData.secondTimeOdds;\r
+ { int norm = 1;\r
+ if(appData.timeOddsMode) {\r
+ norm = first.timeOdds;\r
+ if(norm > second.timeOdds) norm = second.timeOdds;\r
+ }\r
+ first.timeOdds /= norm;\r
+ second.timeOdds /= norm;\r
+ }\r
+\r
+ /* [HGM] secondary TC: how to handle sessions that do not fit in 'level'*/\r
+ first.accumulateTC = appData.firstAccumulateTC;\r
+ second.accumulateTC = appData.secondAccumulateTC;\r
+ first.maxNrOfSessions = second.maxNrOfSessions = 1;\r
+\r
+ /* [HGM] debug */\r
+ first.debug = second.debug = FALSE;\r
+ first.supportsNPS = second.supportsNPS = UNKNOWN;\r
+\r
+ /* [HGM] options */\r
+ first.optionSettings = appData.firstOptions;\r
+ second.optionSettings = appData.secondOptions;\r
\r
first.scoreIsAbsolute = appData.firstScoreIsAbsolute; /* [AS] */\r
second.scoreIsAbsolute = appData.secondScoreIsAbsolute; /* [AS] */\r
if (appData.firstProtocolVersion > PROTOVER ||\r
appData.firstProtocolVersion < 1) {\r
char buf[MSG_SIZ];\r
- sprintf(buf, "protocol version %d not supported",\r
+ sprintf(buf, _("protocol version %d not supported"),\r
appData.firstProtocolVersion);\r
DisplayFatalError(buf, 0, 2);\r
} else {\r
if (appData.secondProtocolVersion > PROTOVER ||\r
appData.secondProtocolVersion < 1) {\r
char buf[MSG_SIZ];\r
- sprintf(buf, "protocol version %d not supported",\r
+ sprintf(buf, _("protocol version %d not supported"),\r
appData.secondProtocolVersion);\r
DisplayFatalError(buf, 0, 2);\r
} else {\r
+ strlen(PATCHLEVEL));\r
sprintf(programVersion, "%s %s.%s", PRODUCT, VERSION, PATCHLEVEL);\r
} else {\r
+#if 0\r
char *p, *q;\r
q = first.program;\r
while (*q != ' ' && *q != NULLCHAR) q++;\r
p = q;\r
- while (p > first.program && *(p-1) != '/') p--;\r
+ while (p > first.program && *(p-1) != '/' && *(p-1) != '\\') p--; /* [HGM] bckslash added */\r
programVersion = (char*) malloc(8 + strlen(PRODUCT) + strlen(VERSION)\r
+ strlen(PATCHLEVEL) + (q - p));\r
sprintf(programVersion, "%s %s.%s + ", PRODUCT, VERSION, PATCHLEVEL);\r
strncat(programVersion, p, q - p);\r
+#else\r
+ /* [HGM] tidy: use tidy name, in stead of full pathname (which was probably a bug due to / vs \ ) */\r
+ programVersion = (char*) malloc(8 + strlen(PRODUCT) + strlen(VERSION)\r
+ + strlen(PATCHLEVEL) + strlen(first.tidy));\r
+ sprintf(programVersion, "%s %s.%s + %s", PRODUCT, VERSION, PATCHLEVEL, first.tidy);\r
+#endif\r
}\r
\r
if (!appData.icsActive) {\r
case VariantBughouse: /* need four players and two boards */\r
case VariantKriegspiel: /* need to hide pieces and move details */\r
/* case VariantFischeRandom: (Fabien: moved below) */\r
- sprintf(buf, "Variant %s supported only in ICS mode", appData.variant);\r
+ sprintf(buf, _("Variant %s supported only in ICS mode"), appData.variant);\r
DisplayFatalError(buf, 0, 2);\r
return;\r
\r
case Variant35:\r
case Variant36:\r
default:\r
- sprintf(buf, "Unknown variant name %s", appData.variant);\r
+ sprintf(buf, _("Unknown variant name %s"), appData.variant);\r
DisplayFatalError(buf, 0, 2);\r
return;\r
\r
case VariantCapablanca: /* [HGM] should work */\r
case VariantCourier: /* [HGM] initial forced moves not implemented */\r
case VariantShogi: /* [HGM] drops not tested for legality */\r
- case VariantShowgi: /* [HGM] not a valid variant */\r
case VariantKnightmate: /* [HGM] should work */\r
+ case VariantCylinder: /* [HGM] untested */\r
+ case VariantFalcon: /* [HGM] untested */\r
case VariantCrazyhouse: /* holdings not shown, ([HGM] fixed that!)\r
offboard interposition not understood */\r
case VariantNormal: /* definitely works! */\r
case VariantWildCastle: /* pieces not automatically shuffled */\r
case VariantNoCastle: /* pieces not automatically shuffled */\r
- case VariantFischeRandom: /* Fabien: pieces not automatically shuffled */\r
+ case VariantFischeRandom: /* [HGM] works and shuffles pieces */\r
case VariantLosers: /* should work except for win condition,\r
and doesn't know captures are mandatory */\r
case VariantSuicide: /* should work except for win condition,\r
case VariantTwoKings: /* should work */\r
case VariantAtomic: /* should work except for win condition */\r
case Variant3Check: /* should work except for win condition */\r
- case VariantShatranj: /* might work if TestLegality is off */\r
+ case VariantShatranj: /* should work except for all win conditions */\r
+ case VariantBerolina: /* might work if TestLegality is off */\r
+ case VariantCapaRandom: /* should work */\r
+ case VariantJanus: /* should work */\r
+ case VariantSuper: /* experimental */\r
+ case VariantGreat: /* experimental, requires legality testing to be off */\r
break;\r
}\r
}\r
+\r
+ InitEngineUCI( installDir, &first ); // [HGM] moved here from winboard.c, to make available in xboard\r
+ InitEngineUCI( installDir, &second );\r
}\r
\r
int NextIntegerFromString( char ** str, long * value )\r
return result;\r
}\r
\r
-int GetTimeControlForWhite()\r
-{\r
- int result = timeControl;\r
+int NextSessionFromString( char ** str, int *moves, long * tc, long *inc)\r
+{ /* [HGM] routine added to read '+moves/time' for secondary time control */\r
+ int result = -1; long temp, temp2;\r
+\r
+ if(**str != '+') return -1; // old params remain in force!\r
+ (*str)++;\r
+ if( NextTimeControlFromString( str, &temp ) ) return -1;\r
\r
+ if(**str != '/') {\r
+ /* time only: incremental or sudden-death time control */\r
+ if(**str == '+') { /* increment follows; read it */\r
+ (*str)++;\r
+ if(result = NextIntegerFromString( str, &temp2)) return -1;\r
+ *inc = temp2 * 1000;\r
+ } else *inc = 0;\r
+ *moves = 0; *tc = temp * 1000; \r
+ return 0;\r
+ } else if(temp % 60 != 0) return -1; /* moves was given as min:sec */\r
+\r
+ (*str)++; /* classical time control */\r
+ result = NextTimeControlFromString( str, &temp2);\r
+ if(result == 0) {\r
+ *moves = temp/60;\r
+ *tc = temp2 * 1000;\r
+ *inc = 0;\r
+ }\r
return result;\r
}\r
\r
-int GetTimeControlForBlack()\r
-{\r
- int result = timeControl;\r
+int GetTimeQuota(int movenr)\r
+{ /* [HGM] get time to add from the multi-session time-control string */\r
+ int moves=1; /* kludge to force reading of first session */\r
+ long time, increment;\r
+ char *s = fullTimeControlString;\r
\r
- if( timeControl_2 > 0 ) {\r
- result = timeControl_2;\r
- }\r
+ if(appData.debugMode) fprintf(debugFP, "TC string = '%s'\n", fullTimeControlString);\r
+ do {\r
+ if(moves) NextSessionFromString(&s, &moves, &time, &increment);\r
+ if(appData.debugMode) fprintf(debugFP, "mps=%d tc=%d inc=%d\n", moves, (int) time, (int) increment);\r
+ if(movenr == -1) return time; /* last move before new session */\r
+ if(!moves) return increment; /* current session is incremental */\r
+ if(movenr >= 0) movenr -= moves; /* we already finished this session */\r
+ } while(movenr >= -1); /* try again for next session */\r
\r
- return result;\r
+ return 0; // no new time quota on this move\r
}\r
\r
int\r
#else\r
long tc1;\r
long tc2;\r
+ char buf[MSG_SIZ];\r
+\r
+ if(ti >= 0 && !strchr(tc, '+') && !strchr(tc, '/') ) mps = 0;\r
+ if(ti > 0) {\r
+ if(mps)\r
+ sprintf(buf, "+%d/%s+%d", mps, tc, ti);\r
+ else sprintf(buf, "+%s+%d", tc, ti);\r
+ } else {\r
+ if(mps)\r
+ sprintf(buf, "+%d/%s", mps, tc);\r
+ else sprintf(buf, "+%s", tc);\r
+ }\r
+ fullTimeControlString = StrSave(buf);\r
\r
if( NextTimeControlFromString( &tc, &tc1 ) != 0 ) {\r
return FALSE;\r
} else if (appData.matchMode) {\r
appData.matchGames = 1;\r
}\r
+ if(appData.matchMode && appData.sameColorGames > 0) /* [HGM] alternate: overrule matchGames */\r
+ appData.matchGames = appData.sameColorGames;\r
+ if(appData.rewindIndex > 1) { /* [HGM] autoinc: rewind implies auto-increment and overrules given index */\r
+ if(appData.loadPositionIndex >= 0) appData.loadPositionIndex = -1;\r
+ if(appData.loadGameIndex >= 0) appData.loadGameIndex = -1;\r
+ }\r
Reset(TRUE, FALSE);\r
if (appData.noChessProgram || first.protocolVersion == 1) {\r
InitBackEnd3();\r
} else {\r
/* kludge: allow timeout for initial "feature" commands */\r
FreezeUI();\r
- DisplayMessage("", "Starting chess program");\r
+ DisplayMessage("", _("Starting chess program"));\r
ScheduleDelayedEvent(InitBackEnd3, FEATURE_TIMEOUT);\r
}\r
}\r
char buf[MSG_SIZ];\r
int err;\r
\r
- InitChessProgram(&first);\r
+ InitChessProgram(&first, startedFromSetupPosition);\r
+\r
\r
if (appData.icsActive) {\r
+#ifdef WIN32\r
+ /* [DM] Make a console window if needed [HGM] merged ifs */\r
+ ConsoleCreate(); \r
+#endif\r
err = establish();\r
if (err != 0) {\r
if (*appData.icsCommPort != NULLCHAR) {\r
- sprintf(buf, "Could not open comm port %s", \r
+ sprintf(buf, _("Could not open comm port %s"), \r
appData.icsCommPort);\r
} else {\r
- sprintf(buf, "Could not connect to host %s, port %s", \r
+ sprintf(buf, _("Could not connect to host %s, port %s"), \r
appData.icsHost, appData.icsPort);\r
}\r
DisplayFatalError(buf, err, 1);\r
} else if (StrCaseCmp(appData.initialMode, "Training") == 0) {\r
initialMode = Training;\r
} else {\r
- sprintf(buf, "Unknown initialMode %s", appData.initialMode);\r
+ sprintf(buf, _("Unknown initialMode %s"), appData.initialMode);\r
DisplayFatalError(buf, 0, 2);\r
return;\r
}\r
if (appData.matchMode) {\r
/* Set up machine vs. machine match */\r
if (appData.noChessProgram) {\r
- DisplayFatalError("Can't have a match with no chess programs",\r
+ DisplayFatalError(_("Can't have a match with no chess programs"),\r
0, 2);\r
return;\r
}\r
matchMode = TRUE;\r
matchGame = 1;\r
if (*appData.loadGameFile != NULLCHAR) {\r
+ int index = appData.loadGameIndex; // [HGM] autoinc\r
+ if(index<0) lastIndex = index = 1;\r
if (!LoadGameFromFile(appData.loadGameFile,\r
- appData.loadGameIndex,\r
+ index,\r
appData.loadGameFile, FALSE)) {\r
- DisplayFatalError("Bad game file", 0, 1);\r
+ DisplayFatalError(_("Bad game file"), 0, 1);\r
return;\r
}\r
} else if (*appData.loadPositionFile != NULLCHAR) {\r
+ int index = appData.loadPositionIndex; // [HGM] autoinc\r
+ if(index<0) lastIndex = index = 1;\r
if (!LoadPositionFromFile(appData.loadPositionFile,\r
- appData.loadPositionIndex,\r
+ index,\r
appData.loadPositionFile)) {\r
- DisplayFatalError("Bad position file", 0, 1);\r
+ DisplayFatalError(_("Bad position file"), 0, 1);\r
return;\r
}\r
}\r
/* Set up other modes */\r
if (initialMode == AnalyzeFile) {\r
if (*appData.loadGameFile == NULLCHAR) {\r
- DisplayFatalError("AnalyzeFile mode requires a game file", 0, 1);\r
+ DisplayFatalError(_("AnalyzeFile mode requires a game file"), 0, 1);\r
return;\r
}\r
}\r
(void) LoadPositionFromFile(appData.loadPositionFile,\r
appData.loadPositionIndex,\r
appData.loadPositionFile);\r
+ /* [HGM] try to make self-starting even after FEN load */\r
+ /* to allow automatic setup of fairy variants with wtm */\r
+ if(initialMode == BeginningOfGame && !blackPlaysFirst) {\r
+ gameMode = BeginningOfGame;\r
+ setboardSpoiledMachineBlack = 1;\r
+ }\r
+ /* [HGM] loadPos: make that every new game uses the setup */\r
+ /* from file as long as we do not switch variant */\r
+ if(!blackPlaysFirst) { int i;\r
+ startedFromPositionFile = TRUE;\r
+ CopyBoard(filePosition, boards[0]);\r
+ for(i=0; i<BOARD_SIZE; i++) fileRights[i] = castlingRights[0][i];\r
+ }\r
}\r
if (initialMode == AnalyzeMode) {\r
if (appData.noChessProgram) {\r
- DisplayFatalError("Analysis mode requires a chess engine", 0, 2);\r
+ DisplayFatalError(_("Analysis mode requires a chess engine"), 0, 2);\r
return;\r
}\r
if (appData.icsActive) {\r
- DisplayFatalError("Analysis mode does not work with ICS mode",0,2);\r
+ DisplayFatalError(_("Analysis mode does not work with ICS mode"),0,2);\r
return;\r
}\r
AnalyzeModeEvent();\r
} else if (initialMode == AnalyzeFile) {\r
- ShowThinkingEvent(TRUE);\r
+ appData.showThinking = TRUE; // [HGM] thinking: moved out of ShowThinkingEvent\r
+ ShowThinkingEvent();\r
AnalyzeFileEvent();\r
AnalysisPeriodicEvent(1);\r
} else if (initialMode == MachinePlaysWhite) {\r
if (appData.noChessProgram) {\r
- DisplayFatalError("MachineWhite mode requires a chess engine",\r
+ DisplayFatalError(_("MachineWhite mode requires a chess engine"),\r
0, 2);\r
return;\r
}\r
if (appData.icsActive) {\r
- DisplayFatalError("MachineWhite mode does not work with ICS mode",\r
+ DisplayFatalError(_("MachineWhite mode does not work with ICS mode"),\r
0, 2);\r
return;\r
}\r
MachineWhiteEvent();\r
} else if (initialMode == MachinePlaysBlack) {\r
if (appData.noChessProgram) {\r
- DisplayFatalError("MachineBlack mode requires a chess engine",\r
+ DisplayFatalError(_("MachineBlack mode requires a chess engine"),\r
0, 2);\r
return;\r
}\r
if (appData.icsActive) {\r
- DisplayFatalError("MachineBlack mode does not work with ICS mode",\r
+ DisplayFatalError(_("MachineBlack mode does not work with ICS mode"),\r
0, 2);\r
return;\r
}\r
MachineBlackEvent();\r
} else if (initialMode == TwoMachinesPlay) {\r
if (appData.noChessProgram) {\r
- DisplayFatalError("TwoMachines mode requires a chess engine",\r
+ DisplayFatalError(_("TwoMachines mode requires a chess engine"),\r
0, 2);\r
return;\r
}\r
if (appData.icsActive) {\r
- DisplayFatalError("TwoMachines mode does not work with ICS mode",\r
+ DisplayFatalError(_("TwoMachines mode does not work with ICS mode"),\r
0, 2);\r
return;\r
}\r
EditPositionEvent();\r
} else if (initialMode == Training) {\r
if (*appData.loadGameFile == NULLCHAR) {\r
- DisplayFatalError("Training mode requires a game file", 0, 2);\r
+ DisplayFatalError(_("Training mode requires a game file"), 0, 2);\r
return;\r
}\r
TrainingEvent();\r
gotEof = 0;\r
outCount = OutputMaybeTelnet(icsPR, message, count, &outError);\r
if (outCount < count) {\r
- DisplayFatalError("Error writing to ICS", outError, 1);\r
+ DisplayFatalError(_("Error writing to ICS"), outError, 1);\r
}\r
} else if (count < 0) {\r
RemoveInputSource(isr);\r
- DisplayFatalError("Error reading from keyboard", error, 1);\r
+ DisplayFatalError(_("Error reading from keyboard"), error, 1);\r
} else if (gotEof++ > 0) {\r
RemoveInputSource(isr);\r
- DisplayFatalError("Got end of file from keyboard", 0, 0);\r
+ DisplayFatalError(_("Got end of file from keyboard"), 0, 0);\r
}\r
}\r
\r
count = strlen(s);\r
outCount = OutputMaybeTelnet(icsPR, s, count, &outError);\r
if (outCount < count) {\r
- DisplayFatalError("Error writing to ICS", outError, 1);\r
+ DisplayFatalError(_("Error writing to ICS"), outError, 1);\r
}\r
}\r
\r
outCount = OutputToProcessDelayed(icsPR, s, count, &outError,\r
msdelay);\r
if (outCount < count) {\r
- DisplayFatalError("Error writing to ICS", outError, 1);\r
+ DisplayFatalError(_("Error writing to ICS"), outError, 1);\r
}\r
}\r
\r
if (!e) return v;\r
\r
/* [HGM] skip over optional board-size prefixes */\r
- if( sscanf(e, "%dx%d+%d_", &i, &i, &i) == 3 ) {\r
- while( *e++ != '_');\r
- } else if( sscanf(e, "%dx%d_", &i, &i) == 2 ) {\r
+ if( sscanf(e, "%dx%d_", &i, &i) == 2 ||\r
+ sscanf(e, "%dx%d+%d_", &i, &i, &i) == 3 ) {\r
while( *e++ != '_');\r
}\r
\r
\r
if (!found) {\r
if ((StrCaseStr(e, "fischer") && StrCaseStr(e, "random"))\r
- || StrCaseStr(e, "wild/fr")) {\r
+ || StrCaseStr(e, "wild/fr") \r
+ || StrCaseStr(e, "frc") || StrCaseStr(e, "960")) {\r
v = VariantFischeRandom;\r
} else if ((i = 4, p = StrCaseStr(e, "wild")) ||\r
(i = 1, p = StrCaseStr(e, "w"))) {\r
v = VariantFairy;\r
break;\r
case 44:\r
- v = VariantShowgi;\r
+ v = VariantCylinder;\r
+ break;\r
+ case 45:\r
+ v = VariantFalcon;\r
+ break;\r
+ case 46:\r
+ v = VariantCapaRandom;\r
+ break;\r
+ case 47:\r
+ v = VariantBerolina;\r
+ break;\r
+ case 48:\r
+ v = VariantJanus;\r
+ break;\r
+ case 49:\r
+ v = VariantSuper;\r
+ break;\r
+ case 50:\r
+ v = VariantGreat;\r
break;\r
-\r
case -1:\r
/* Found "wild" or "w" in the string but no number;\r
must assume it's normal chess. */\r
v = VariantNormal;\r
break;\r
default:\r
- sprintf(buf, "Unknown wild type %d", wnum);\r
+ sprintf(buf, _("Unknown wild type %d"), wnum);\r
DisplayError(buf, 0);\r
v = VariantUnknown;\r
break;\r
}\r
}\r
if (appData.debugMode) {\r
- fprintf(debugFP, "recognized '%s' (%d) as variant %s\n",\r
+ fprintf(debugFP, _("recognized '%s' (%d) as variant %s\n"),\r
e, wnum, VariantName(v));\r
}\r
return v;\r
int error, outCount;\r
outCount = OutputToProcess(NoProc, data, length, &error);\r
if (outCount < length) {\r
- DisplayFatalError("Error writing to display", error, 1);\r
+ DisplayFatalError(_("Error writing to display"), error, 1);\r
}\r
}\r
\r
msg[2] = option;\r
outCount = OutputToProcess(icsPR, (char *)msg, 3, &outError);\r
if (outCount < 3) {\r
- DisplayFatalError("Error writing to ICS", outError, 1);\r
+ DisplayFatalError(_("Error writing to ICS"), outError, 1);\r
}\r
}\r
\r
char p;\r
ChessSquare piece;\r
\r
- if(gameInfo.holdingsWidth < 1) return;\r
+ if(gameInfo.holdingsWidth < 2) return;\r
\r
if( (int)lowestPiece >= BlackPawn ) {\r
holdingsColumn = 0;\r
countsColumn = 1;\r
holdingsStartRow = BOARD_HEIGHT-1;\r
- direction = 1;\r
+ direction = -1;\r
} else {\r
holdingsColumn = BOARD_WIDTH-1;\r
countsColumn = BOARD_WIDTH-2;\r
while( (p=*holdings++) != NULLCHAR ) {\r
piece = CharToPiece( ToUpper(p) );\r
if(piece == EmptySquare) continue;\r
- j = (int) piece - (int) WhitePawn;\r
+ /*j = (int) piece - (int) WhitePawn;*/\r
+ j = PieceToNumber(piece);\r
if(j >= gameInfo.holdingsSize) continue; /* ignore pieces that do not fit */\r
if(j < 0) continue; /* should not happen */\r
piece = (ChessSquare) ( (int)piece + (int)lowestPiece );\r
- board[holdingsStartRow+i*direction][holdingsColumn] = piece;\r
- board[holdingsStartRow+i*direction][countsColumn]++;\r
+ board[holdingsStartRow+j*direction][holdingsColumn] = piece;\r
+ board[holdingsStartRow+j*direction][countsColumn]++;\r
}\r
\r
}\r
\r
+\r
+void\r
+VariantSwitch(Board board, VariantClass newVariant)\r
+{\r
+ int newHoldingsWidth, newWidth = 8, newHeight = 8, i, j;\r
+ int oldCurrentMove = currentMove, oldForwardMostMove = forwardMostMove, oldBackwardMostMove = backwardMostMove;\r
+// Board tempBoard; int saveCastling[BOARD_SIZE], saveEP;\r
+\r
+ startedFromPositionFile = FALSE;\r
+ if(gameInfo.variant == newVariant) return;\r
+\r
+ /* [HGM] This routine is called each time an assignment is made to\r
+ * gameInfo.variant during a game, to make sure the board sizes\r
+ * are set to match the new variant. If that means adding or deleting\r
+ * holdings, we shift the playing board accordingly\r
+ * This kludge is needed because in ICS observe mode, we get boards\r
+ * of an ongoing game without knowing the variant, and learn about the\r
+ * latter only later. This can be because of the move list we requested,\r
+ * in which case the game history is refilled from the beginning anyway,\r
+ * but also when receiving holdings of a crazyhouse game. In the latter\r
+ * case we want to add those holdings to the already received position.\r
+ */\r
+\r
+\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "Switch board from %s to %s\n",\r
+ VariantName(gameInfo.variant), VariantName(newVariant));\r
+ setbuf(debugFP, NULL);\r
+ }\r
+ shuffleOpenings = 0; /* [HGM] shuffle */\r
+ gameInfo.holdingsSize = 5; /* [HGM] prepare holdings */\r
+ switch(newVariant) {\r
+ case VariantShogi:\r
+ newWidth = 9; newHeight = 9;\r
+ gameInfo.holdingsSize = 7;\r
+ case VariantBughouse:\r
+ case VariantCrazyhouse:\r
+ newHoldingsWidth = 2; break;\r
+ default:\r
+ newHoldingsWidth = gameInfo.holdingsSize = 0;\r
+ }\r
+\r
+ if(newWidth != gameInfo.boardWidth ||\r
+ newHeight != gameInfo.boardHeight ||\r
+ newHoldingsWidth != gameInfo.holdingsWidth ) {\r
+\r
+ /* shift position to new playing area, if needed */\r
+ if(newHoldingsWidth > gameInfo.holdingsWidth) {\r
+ for(i=0; i<BOARD_HEIGHT; i++) \r
+ for(j=BOARD_RGHT-1; j>=BOARD_LEFT; j--)\r
+ board[i][j+newHoldingsWidth-gameInfo.holdingsWidth] =\r
+ board[i][j];\r
+ for(i=0; i<newHeight; i++) {\r
+ board[i][0] = board[i][newWidth+2*newHoldingsWidth-1] = EmptySquare;\r
+ board[i][1] = board[i][newWidth+2*newHoldingsWidth-2] = (ChessSquare) 0;\r
+ }\r
+ } else if(newHoldingsWidth < gameInfo.holdingsWidth) {\r
+ for(i=0; i<BOARD_HEIGHT; i++)\r
+ for(j=BOARD_LEFT; j<BOARD_RGHT; j++)\r
+ board[i][j+newHoldingsWidth-gameInfo.holdingsWidth] =\r
+ board[i][j];\r
+ }\r
+\r
+ gameInfo.boardWidth = newWidth;\r
+ gameInfo.boardHeight = newHeight;\r
+ gameInfo.holdingsWidth = newHoldingsWidth;\r
+ gameInfo.variant = newVariant;\r
+ InitDrawingSizes(-2, 0);\r
+\r
+ /* [HGM] The following should definitely be solved in a better way */\r
+#if 0\r
+ CopyBoard(board, tempBoard); /* save position in case it is board[0] */\r
+ for(i=0; i<BOARD_SIZE; i++) saveCastling[i] = castlingRights[0][i];\r
+ saveEP = epStatus[0];\r
+#endif\r
+ InitPosition(FALSE); /* this sets up board[0], but also other stuff */\r
+#if 0\r
+ epStatus[0] = saveEP;\r
+ for(i=0; i<BOARD_SIZE; i++) castlingRights[0][i] = saveCastling[i];\r
+ CopyBoard(tempBoard, board); /* restore position received from ICS */\r
+#endif\r
+ } else { gameInfo.variant = newVariant; InitPosition(FALSE); }\r
+\r
+ forwardMostMove = oldForwardMostMove;\r
+ backwardMostMove = oldBackwardMostMove;\r
+ currentMove = oldCurrentMove; /* InitPos reset these, but we need still to redraw the position */\r
+}\r
+\r
static int loggedOn = FALSE;\r
\r
/*-- Game start info cache: --*/\r
/*----------------------------*/\r
\r
ColorClass curColor = ColorNormal;\r
+int suppressKibitz = 0;\r
\r
void\r
read_from_ics(isr, closure, data, count, error)\r
int buf_len;\r
int next_out;\r
int tkind;\r
+ int backup; /* [DM] For zippy color lines */\r
char *p;\r
\r
-#ifdef WIN32\r
if (appData.debugMode) {\r
if (!error) {\r
fprintf(debugFP, "<ICS: ");\r
fprintf(debugFP, "\n");\r
}\r
}\r
-#endif\r
\r
+ if (appData.debugMode) { int f = forwardMostMove;\r
+ fprintf(debugFP, "ics input %d, castling = %d %d %d %d %d %d\n", f,\r
+ castlingRights[f][0],castlingRights[f][1],castlingRights[f][2],castlingRights[f][3],castlingRights[f][4],castlingRights[f][5]);\r
+ }\r
if (count > 0) {\r
/* If last read ended with a partial line that we couldn't parse,\r
prepend it to the new read and try again. */\r
for (i = 0; i < count; i++) {\r
if (data[i] != NULLCHAR && data[i] != '\r')\r
buf[buf_len++] = data[i];\r
+ if(buf_len >= 5 && buf[buf_len-5]=='\n' && buf[buf_len-4]=='\\' && \r
+ buf[buf_len-3]==' ' && buf[buf_len-2]==' ' && buf[buf_len-1]==' ') \r
+ buf_len -= 5; // [HGM] ICS: join continuation line of Lasker 2.2.3 server with previous\r
}\r
\r
buf[buf_len] = NULLCHAR;\r
parse[parse_pos++] = buf[i];\r
if (buf[i] == '\n') {\r
parse[parse_pos] = NULLCHAR;\r
- AppendComment(forwardMostMove, StripHighlight(parse));\r
+ if(!suppressKibitz) // [HGM] kibitz\r
+ AppendComment(forwardMostMove, StripHighlight(parse));\r
+ else { // [HGM kibitz: divert memorized engine kibitz to engine-output window\r
+ int nrDigit = 0, nrAlph = 0, i;\r
+ if(parse_pos > MSG_SIZ - 30) // defuse unreasonably long input\r
+ { parse_pos = MSG_SIZ-30; parse[parse_pos - 1] = '\n'; }\r
+ parse[parse_pos] = NULLCHAR;\r
+ // try to be smart: if it does not look like search info, it should go to\r
+ // ICS interaction window after all, not to engine-output window.\r
+ for(i=0; i<parse_pos; i++) { // count letters and digits\r
+ nrDigit += (parse[i] >= '0' && parse[i] <= '9');\r
+ nrAlph += (parse[i] >= 'a' && parse[i] <= 'z');\r
+ nrAlph += (parse[i] >= 'A' && parse[i] <= 'Z');\r
+ }\r
+ if(nrAlph < 9*nrDigit) { // if more than 10% digit we assume search info\r
+ OutputKibitz(suppressKibitz, parse);\r
+ } else {\r
+ char tmp[MSG_SIZ];\r
+ sprintf(tmp, _("your opponent kibitzes: %s"), parse);\r
+ SendToPlayer(tmp, strlen(tmp));\r
+ }\r
+ }\r
started = STARTED_NONE;\r
} else {\r
/* Don't match patterns against characters in chatter */\r
}\r
\r
oldi = i;\r
+ // [HGM] kibitz: try to recognize opponent engine-score kibitzes, to divert them to engine-output window\r
+ if (appData.autoKibitz && started == STARTED_NONE && \r
+ !appData.icsEngineAnalyze && // [HGM] [DM] ICS analyze\r
+ (gameMode == IcsPlayingWhite || gameMode == IcsPlayingBlack || gameMode == IcsObserving)) {\r
+ if(looking_at(buf, &i, "* kibitzes: ") &&\r
+ (StrStr(star_match[0], gameInfo.white) == star_match[0] || \r
+ StrStr(star_match[0], gameInfo.black) == star_match[0] )) { // kibitz of self or opponent\r
+ suppressKibitz = TRUE;\r
+ if((StrStr(star_match[0], gameInfo.white) == star_match[0]\r
+ && (gameMode == IcsPlayingWhite)) ||\r
+ (StrStr(star_match[0], gameInfo.black) == star_match[0]\r
+ && (gameMode == IcsPlayingBlack)) ) // opponent kibitz\r
+ started = STARTED_CHATTER; // own kibitz we simply discard\r
+ else {\r
+ started = STARTED_COMMENT; // make sure it will be collected in parse[]\r
+ parse_pos = 0; parse[0] = NULLCHAR;\r
+ savingComment = TRUE;\r
+ suppressKibitz = gameMode != IcsObserving ? 2 :\r
+ (StrStr(star_match[0], gameInfo.white) == NULL) + 1;\r
+ } \r
+ continue;\r
+ } else\r
+ if(looking_at(buf, &i, "kibitzed to")) { // suppress the acknowledgements of our own autoKibitz\r
+ started = STARTED_CHATTER;\r
+ suppressKibitz = TRUE;\r
+ }\r
+ } // [HGM] kibitz: end of patch\r
+\r
if (appData.zippyTalk || appData.zippyPlay) {\r
+ /* [DM] Backup address for color zippy lines */\r
+ backup = i;\r
#if ZIPPY\r
- if (ZippyControl(buf, &i) ||\r
- ZippyConverse(buf, &i) ||\r
- (appData.zippyPlay && ZippyMatch(buf, &i))) {\r
- loggedOn = TRUE;\r
- continue;\r
+ #ifdef WIN32\r
+ if (loggedOn == TRUE)\r
+ if (ZippyControl(buf, &backup) || ZippyConverse(buf, &backup) ||\r
+ (appData.zippyPlay && ZippyMatch(buf, &backup)));\r
+ #else\r
+ if (ZippyControl(buf, &i) ||\r
+ ZippyConverse(buf, &i) ||\r
+ (appData.zippyPlay && ZippyMatch(buf, &i))) {\r
+ loggedOn = TRUE;\r
+ if (!appData.colorize) continue;\r
}\r
+ #endif\r
#endif\r
- } else {\r
- if (/* Don't color "message" or "messages" output */\r
+ } // [DM] 'else { ' deleted\r
+ if (/* Don't color "message" or "messages" output */\r
(tkind = 5, looking_at(buf, &i, "*. * (*:*): ")) ||\r
looking_at(buf, &i, "*. * at *:*: ") ||\r
looking_at(buf, &i, "--* (*:*): ") ||\r
curColor = ColorSeek;\r
}\r
continue;\r
- }\r
}\r
\r
if (looking_at(buf, &i, "\\ ")) {\r
case H_GOT_UNWANTED_HEADER:\r
case H_GETTING_MOVES:\r
/* Should not happen */\r
- DisplayError("Error gathering move list: two headers", 0);\r
+ DisplayError(_("Error gathering move list: two headers"), 0);\r
ics_getting_history = H_FALSE;\r
break;\r
}\r
gameInfo.whiteRating = string_to_rating(star_match[1]);\r
gameInfo.blackRating = string_to_rating(star_match[3]);\r
if (appData.debugMode)\r
- fprintf(debugFP, "Ratings from header: W %d, B %d\n", \r
+ fprintf(debugFP, _("Ratings from header: W %d, B %d\n"), \r
gameInfo.whiteRating, gameInfo.blackRating);\r
}\r
continue;\r
"* * match, initial time: * minute*, increment: * second")) {\r
/* Header for a move list -- second line */\r
/* Initial board will follow if this is a wild game */\r
-\r
if (gameInfo.event != NULL) free(gameInfo.event);\r
sprintf(str, "ICS %s %s match", star_match[0], star_match[1]);\r
gameInfo.event = StrSave(str);\r
- gameInfo.variant = StringToVariant(gameInfo.event);\r
+ /* [HGM] we switched variant. Translate boards if needed. */\r
+ VariantSwitch(boards[currentMove], StringToVariant(gameInfo.event));\r
continue;\r
}\r
\r
break;\r
case H_GETTING_MOVES:\r
/* Should not happen */\r
- DisplayError("Error gathering move list: nested", 0);\r
+ DisplayError(_("Error gathering move list: nested"), 0);\r
ics_getting_history = H_FALSE;\r
break;\r
case H_GOT_REQ_HEADER:\r
\r
if (looking_at(buf, &i, "% ") ||\r
((started == STARTED_MOVES || started == STARTED_MOVES_NOHIDE)\r
- && looking_at(buf, &i, "}*"))) {\r
+ && looking_at(buf, &i, "}*"))) { char *bookHit = NULL; // [HGM] book\r
savingComment = FALSE;\r
switch (started) {\r
case STARTED_MOVES:\r
}\r
SendTimeRemaining(&first, TRUE);\r
}\r
+#if 0\r
if (first.useColors) {\r
SendToProgram("white\ngo\n", &first);\r
} else {\r
SendToProgram("go\n", &first);\r
}\r
+#else\r
+ if (first.useColors) {\r
+ SendToProgram("white\n", &first); // [HGM] book: made sending of "go\n" book dependent\r
+ }\r
+ bookHit = SendMoveToBookUser(forwardMostMove-1, &first, TRUE); // [HGM] book: probe book for initial pos\r
+#endif\r
first.maybeThinking = TRUE;\r
} else {\r
if (first.usePlayother) {\r
}\r
SendTimeRemaining(&first, FALSE);\r
}\r
+#if 0\r
if (first.useColors) {\r
SendToProgram("black\ngo\n", &first);\r
} else {\r
SendToProgram("go\n", &first);\r
}\r
+#else\r
+ if (first.useColors) {\r
+ SendToProgram("black\n", &first);\r
+ }\r
+ bookHit = SendMoveToBookUser(forwardMostMove-1, &first, TRUE);\r
+#endif\r
first.maybeThinking = TRUE;\r
} else {\r
if (first.usePlayother) {\r
default:\r
break;\r
}\r
+ if(bookHit) { // [HGM] book: simulate book reply\r
+ static char bookMove[MSG_SIZ]; // a bit generous?\r
+\r
+ programStats.nodes = programStats.depth = programStats.time = \r
+ programStats.score = programStats.got_only_move = 0;\r
+ sprintf(programStats.movelist, "%s (xbook)", bookHit);\r
+\r
+ strcpy(bookMove, "move ");\r
+ strcat(bookMove, bookHit);\r
+ HandleMachineMove(bookMove, &first);\r
+ }\r
continue;\r
}\r
\r
if (forwardMostMove > backwardMostMove) {\r
currentMove = --forwardMostMove;\r
DisplayMove(currentMove - 1); /* before DMError */\r
- DisplayMoveError("Illegal move (rejected by ICS)");\r
+ DisplayMoveError(_("Illegal move (rejected by ICS)"));\r
DrawPosition(FALSE, boards[currentMove]);\r
SwitchClocks();\r
DisplayBothClocks();\r
/* Send "new" early, in case this command takes\r
a long time to finish, so that we'll be ready\r
for the next challenge. */\r
+ gameInfo.variant = VariantNormal; // [HGM] variantswitch: suppress sending of 'variant'\r
Reset(TRUE, TRUE);\r
}\r
#endif /*ZIPPY*/\r
if (gameMode == IcsObserving &&\r
atoi(star_match[0]) == ics_gamenum)\r
{\r
+ /* icsEngineAnalyze */\r
+ if (appData.icsEngineAnalyze) {\r
+ ExitAnalyzeMode();\r
+ ModeHighlight();\r
+ }\r
StopClocks();\r
gameMode = IcsIdle;\r
ics_gamenum = -1;\r
started = STARTED_NONE;\r
parse[parse_pos] = NULLCHAR;\r
if (appData.debugMode)\r
- fprintf(debugFP, "Parsing holdings: %s\n", parse);\r
+ fprintf(debugFP, "Parsing holdings: %s, currentMove = %d\n",\r
+ parse, currentMove);\r
if (sscanf(parse, " game %d", &gamenum) == 1 &&\r
gamenum == ics_gamenum) {\r
if (gameInfo.variant == VariantNormal) {\r
- gameInfo.variant = VariantCrazyhouse; /*temp guess*/\r
+ /* [HGM] We seem to switch variant during a game!\r
+ * Presumably no holdings were displayed, so we have\r
+ * to move the position two files to the right to\r
+ * create room for them!\r
+ */\r
+ VariantSwitch(boards[currentMove], VariantCrazyhouse); /* temp guess */\r
/* Get a move list just to see the header, which\r
will tell us whether this is really bug or zh */\r
if (ics_getting_history == H_FALSE) {\r
new_piece);\r
white_holding[strlen(white_holding)-1] = NULLCHAR;\r
black_holding[strlen(black_holding)-1] = NULLCHAR;\r
+ /* [HGM] copy holdings to board holdings area */\r
+ CopyHoldings(boards[currentMove], white_holding, WhitePawn);\r
+ CopyHoldings(boards[currentMove], black_holding, BlackPawn);\r
#if ZIPPY\r
if (appData.zippyPlay && first.initDone) {\r
ZippyHoldings(white_holding, black_holding,\r
gameInfo.black, black_holding);\r
}\r
\r
- /* [HGM] copy holdings to board holdings area */\r
- CopyHoldings(boards[currentMove], white_holding, WhitePawn);\r
- CopyHoldings(boards[currentMove], black_holding, BlackPawn);\r
- DrawPosition(FALSE, NULL);\r
+ DrawPosition(FALSE, boards[currentMove]);\r
DisplayTitle(str);\r
}\r
/* Suppress following prompt */\r
i++; /* skip unparsed character and loop back */\r
}\r
\r
- if (started != STARTED_MOVES && started != STARTED_BOARD &&\r
+ if (started != STARTED_MOVES && started != STARTED_BOARD && !suppressKibitz && // [HGM] kibitz suppress printing in ICS interaction window\r
started != STARTED_HOLDINGS && i > next_out) {\r
SendToPlayer(&buf[next_out], i - next_out);\r
next_out = i;\r
}\r
+ suppressKibitz = FALSE; // [HGM] kibitz: has done its duty in if-statement above\r
\r
leftover_len = buf_len - leftover_start;\r
/* if buffer ends with something we couldn't parse,\r
\r
} else if (count == 0) {\r
RemoveInputSource(isr);\r
- DisplayFatalError("Connection closed by ICS", 0, 0);\r
+ DisplayFatalError(_("Connection closed by ICS"), 0, 0);\r
} else {\r
- DisplayFatalError("Error reading from ICS", error, 1);\r
+ DisplayFatalError(_("Error reading from ICS"), error, 1);\r
}\r
}\r
\r
* Additional trailing fields may be added in the future. \r
*/\r
\r
-#define PATTERN "%72c%c%d%d%d%d%d%d%d%s%s%d%d%d%d%d%d%d%d%s%s%s%d%d"\r
+#define PATTERN "%c%d%d%d%d%d%d%d%s%s%d%d%d%d%d%d%d%d%s%s%s%d%d"\r
\r
#define RELATION_OBSERVING_PLAYED 0\r
#define RELATION_OBSERVING_STATIC -2 /* examined, oldmoves, or smoves */\r
char *string;\r
{ \r
GameMode newGameMode;\r
- int gamenum, newGame, newMove, relation, basetime, increment, ics_flip = 0;\r
- int j, k, n, moveNum, white_stren, black_stren, white_time, black_time;\r
+ int gamenum, newGame, newMove, relation, basetime, increment, ics_flip = 0, i;\r
+ int j, k, n, moveNum, white_stren, black_stren, white_time, black_time, takeback;\r
int double_push, castle_ws, castle_wl, castle_bs, castle_bl, irrev_count;\r
- char to_play, board_chars[72];\r
+ char to_play, board_chars[200];\r
char move_str[500], str[500], elapsed_time[500];\r
char black[32], white[32];\r
Board board;\r
ChessMove moveType;\r
int fromX, fromY, toX, toY;\r
char promoChar;\r
+ int ranks=1, files=0; /* [HGM] ICS80: allow variable board size */\r
+ char *bookHit = NULL; // [HGM] book\r
\r
fromX = fromY = toX = toY = -1;\r
\r
newGame = FALSE;\r
\r
if (appData.debugMode)\r
- fprintf(debugFP, "Parsing board: %s\n", string);\r
+ fprintf(debugFP, _("Parsing board: %s\n"), string);\r
\r
move_str[0] = NULLCHAR;\r
elapsed_time[0] = NULLCHAR;\r
- n = sscanf(string, PATTERN, board_chars, &to_play, &double_push,\r
+ { /* [HGM] figure out how many ranks and files the board has, for ICS extension used by Capablanca server */\r
+ int i = 0, j;\r
+ while(i < 199 && (string[i] != ' ' || string[i+2] != ' ')) {\r
+ if(string[i] == ' ') { ranks++; files = 0; }\r
+ else files++;\r
+ i++;\r
+ }\r
+ for(j = 0; j <i; j++) board_chars[j] = string[j];\r
+ board_chars[i] = '\0';\r
+ string += i + 1;\r
+ }\r
+ n = sscanf(string, PATTERN, &to_play, &double_push,\r
&castle_ws, &castle_wl, &castle_bs, &castle_bl, &irrev_count,\r
&gamenum, white, black, &relation, &basetime, &increment,\r
&white_stren, &black_stren, &white_time, &black_time,\r
&moveNum, str, elapsed_time, move_str, &ics_flip,\r
&ticking);\r
\r
- if (n < 22) {\r
- sprintf(str, "Failed to parse board string:\n\"%s\"", string);\r
+ if (n < 21) {\r
+ sprintf(str, _("Failed to parse board string:\n\"%s\""), string);\r
DisplayError(str, 0);\r
return;\r
}\r
moveNum = (moveNum - 1) * 2;\r
if (to_play == 'B') moveNum++;\r
if (moveNum >= MAX_MOVES) {\r
- DisplayFatalError("Game too long; increase MAX_MOVES and recompile",\r
+ DisplayFatalError(_("Game too long; increase MAX_MOVES and recompile"),\r
0, 1);\r
return;\r
}\r
return;\r
case H_GETTING_MOVES:\r
/* Should not happen */\r
- DisplayError("Error gathering move list: extra board", 0);\r
+ DisplayError(_("Error gathering move list: extra board"), 0);\r
ics_getting_history = H_FALSE;\r
return;\r
}\r
timeIncrement = increment * 1000;\r
movesPerSession = 0;\r
gameInfo.timeControl = TimeControlTagValue();\r
- gameInfo.variant = StringToVariant(gameInfo.event);\r
- gameInfo.holdingsSize = 5; /* [HGM] prepare holdings */\r
- switch(gameInfo.variant) {\r
- case VariantShogi:\r
- case VariantShowgi:\r
- gameInfo.boardWidth = gameInfo.boardHeight = 9;\r
- gameInfo.holdingsSize += 2;\r
- case VariantBughouse:\r
- case VariantCrazyhouse:\r
- gameInfo.boardWidth = gameInfo.boardHeight = 8;\r
- gameInfo.holdingsWidth = 2; break;\r
- default:\r
- gameInfo.boardWidth = gameInfo.boardHeight = 8;\r
- gameInfo.holdingsWidth = 0;\r
- }\r
+ VariantSwitch(board, StringToVariant(gameInfo.event) );\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "ParseBoard says variant = '%s'\n", gameInfo.event);\r
+ fprintf(debugFP, "recognized as %s\n", VariantName(gameInfo.variant));\r
+ setbuf(debugFP, NULL);\r
+ }\r
+\r
gameInfo.outOfBook = NULL;\r
\r
/* Do we have the ratings? */\r
}\r
}\r
\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "load %dx%d board\n", files, ranks);\r
+ }\r
/* Parse the board */\r
- for (k = 0; k < 8; k++)\r
- for (j = 0; j < 8; j++)\r
- board[k][j] = CharToPiece(board_chars[(7-k)*9 + j]);\r
+ for (k = 0; k < ranks; k++) {\r
+ for (j = 0; j < files; j++)\r
+ board[k][j+gameInfo.holdingsWidth] = CharToPiece(board_chars[(ranks-1-k)*(files+1) + j]);\r
+ if(gameInfo.holdingsWidth > 1) {\r
+ board[k][0] = board[k][BOARD_WIDTH-1] = EmptySquare;\r
+ board[k][1] = board[k][BOARD_WIDTH-2] = (ChessSquare) 0;;\r
+ }\r
+ }\r
CopyBoard(boards[moveNum], board);\r
if (moveNum == 0) {\r
startedFromSetupPosition =\r
!CompareBoards(board, initialPosition);\r
- }\r
+ if(startedFromSetupPosition)\r
+ initialRulePlies = irrev_count; /* [HGM] 50-move counter offset */\r
+ }\r
+\r
+ /* [HGM] Set castling rights. Take the outermost Rooks,\r
+ to make it also work for FRC opening positions. Note that board12\r
+ is really defective for later FRC positions, as it has no way to\r
+ indicate which Rook can castle if they are on the same side of King.\r
+ For the initial position we grant rights to the outermost Rooks,\r
+ and remember thos rights, and we then copy them on positions\r
+ later in an FRC game. This means WB might not recognize castlings with\r
+ Rooks that have moved back to their original position as illegal,\r
+ but in ICS mode that is not its job anyway.\r
+ */\r
+ if(moveNum == 0 || gameInfo.variant != VariantFischeRandom)\r
+ { int i, j; ChessSquare wKing = WhiteKing, bKing = BlackKing;\r
+\r
+ for(i=BOARD_LEFT, j= -1; i<BOARD_RGHT; i++)\r
+ if(board[0][i] == WhiteRook) j = i;\r
+ initialRights[0] = castlingRights[moveNum][0] = (castle_ws == 0 && gameInfo.variant != VariantFischeRandom ? -1 : j);\r
+ for(i=BOARD_RGHT-1, j= -1; i>=BOARD_LEFT; i--)\r
+ if(board[0][i] == WhiteRook) j = i;\r
+ initialRights[1] = castlingRights[moveNum][1] = (castle_wl == 0 && gameInfo.variant != VariantFischeRandom ? -1 : j);\r
+ for(i=BOARD_LEFT, j= -1; i<BOARD_RGHT; i++)\r
+ if(board[BOARD_HEIGHT-1][i] == BlackRook) j = i;\r
+ initialRights[3] = castlingRights[moveNum][3] = (castle_bs == 0 && gameInfo.variant != VariantFischeRandom ? -1 : j);\r
+ for(i=BOARD_RGHT-1, j= -1; i>=BOARD_LEFT; i--)\r
+ if(board[BOARD_HEIGHT-1][i] == BlackRook) j = i;\r
+ initialRights[4] = castlingRights[moveNum][4] = (castle_bl == 0 && gameInfo.variant != VariantFischeRandom ? -1 : j);\r
+\r
+ if(gameInfo.variant == VariantKnightmate) { wKing = WhiteUnicorn; bKing = BlackUnicorn; }\r
+ for(k=BOARD_LEFT; k<BOARD_RGHT; k++)\r
+ if(board[0][k] == wKing) initialRights[2] = castlingRights[moveNum][2] = k;\r
+ for(k=BOARD_LEFT; k<BOARD_RGHT; k++)\r
+ if(board[BOARD_HEIGHT-1][k] == bKing)\r
+ initialRights[5] = castlingRights[moveNum][5] = k;\r
+ } else { int r;\r
+ r = castlingRights[moveNum][0] = initialRights[0];\r
+ if(board[0][r] != WhiteRook) castlingRights[moveNum][0] = -1;\r
+ r = castlingRights[moveNum][1] = initialRights[1];\r
+ if(board[0][r] != WhiteRook) castlingRights[moveNum][1] = -1;\r
+ r = castlingRights[moveNum][3] = initialRights[3];\r
+ if(board[BOARD_HEIGHT-1][r] != BlackRook) castlingRights[moveNum][3] = -1;\r
+ r = castlingRights[moveNum][4] = initialRights[4];\r
+ if(board[BOARD_HEIGHT-1][r] != BlackRook) castlingRights[moveNum][4] = -1;\r
+ /* wildcastle kludge: always assume King has rights */\r
+ r = castlingRights[moveNum][2] = initialRights[2];\r
+ r = castlingRights[moveNum][5] = initialRights[5];\r
+ }\r
+ /* [HGM] e.p. rights. Assume that ICS sends file number here? */\r
+ epStatus[moveNum] = double_push == -1 ? EP_NONE : double_push + BOARD_LEFT;\r
+\r
\r
if (ics_getting_history == H_GOT_REQ_HEADER ||\r
ics_getting_history == H_GOT_UNREQ_HEADER) {\r
\r
/* Update currentMove and known move number limits */\r
newMove = newGame || moveNum > forwardMostMove;\r
+\r
+ /* [DM] If we found takebacks during icsEngineAnalyze try send to engine */\r
+ if (!newGame && appData.icsEngineAnalyze && moveNum < forwardMostMove) {\r
+ takeback = forwardMostMove - moveNum;\r
+ for (i = 0; i < takeback; i++) {\r
+ if (appData.debugMode) fprintf(debugFP, "take back move\n");\r
+ SendToProgram("undo\n", &first);\r
+ }\r
+ }\r
+\r
if (newGame) {\r
forwardMostMove = backwardMostMove = currentMove = moveNum;\r
if (gameMode == IcsExamining && moveNum == 0) {\r
/* Put the move on the move list, first converting\r
to canonical algebraic form. */\r
if (moveNum > 0) {\r
+ if (appData.debugMode) {\r
+ if (appData.debugMode) { int f = forwardMostMove;\r
+ fprintf(debugFP, "parseboard %d, castling = %d %d %d %d %d %d\n", f,\r
+ castlingRights[f][0],castlingRights[f][1],castlingRights[f][2],castlingRights[f][3],castlingRights[f][4],castlingRights[f][5]);\r
+ }\r
+ fprintf(debugFP, "accepted move %s from ICS, parse it.\n", move_str);\r
+ fprintf(debugFP, "moveNum = %d\n", moveNum);\r
+ fprintf(debugFP, "board = %d-%d x %d\n", BOARD_LEFT, BOARD_RGHT, BOARD_HEIGHT);\r
+ setbuf(debugFP, NULL);\r
+ }\r
if (moveNum <= backwardMostMove) {\r
/* We don't know what the board looked like before\r
this move. Punt. */\r
strcat(parseList[moveNum - 1], " ");\r
strcat(parseList[moveNum - 1], elapsed_time);\r
moveList[moveNum - 1][0] = NULLCHAR;\r
- } else if (ParseOneMove(move_str, moveNum - 1, &moveType,\r
- &fromX, &fromY, &toX, &toY, &promoChar)) {\r
+ } else if (strcmp(move_str, "none") == 0) {\r
+ // [HGM] long SAN: swapped order; test for 'none' before parsing move\r
+ /* Again, we don't know what the board looked like;\r
+ this is really the start of the game. */\r
+ parseList[moveNum - 1][0] = NULLCHAR;\r
+ moveList[moveNum - 1][0] = NULLCHAR;\r
+ backwardMostMove = moveNum;\r
+ startedFromSetupPosition = TRUE;\r
+ fromX = fromY = toX = toY = -1;\r
+ } else {\r
+ // [HGM] long SAN: if legality-testing is off, disambiguation might not work or give wrong move. \r
+ // So we parse the long-algebraic move string in stead of the SAN move\r
+ int valid; char buf[MSG_SIZ], *prom;\r
+\r
+ // str looks something like "Q/a1-a2"; kill the slash\r
+ if(str[1] == '/') \r
+ sprintf(buf, "%c%s", str[0], str+2);\r
+ else strcpy(buf, str); // might be castling\r
+ if((prom = strstr(move_str, "=")) && !strstr(buf, "=")) \r
+ strcat(buf, prom); // long move lacks promo specification!\r
+ if(!appData.testLegality) {\r
+ if(appData.debugMode) \r
+ fprintf(debugFP, "replaced ICS move '%s' by '%s'\n", move_str, buf);\r
+ strcpy(move_str, buf);\r
+ }\r
+ valid = ParseOneMove(move_str, moveNum - 1, &moveType,\r
+ &fromX, &fromY, &toX, &toY, &promoChar)\r
+ || ParseOneMove(buf, moveNum - 1, &moveType,\r
+ &fromX, &fromY, &toX, &toY, &promoChar);\r
+ // end of long SAN patch\r
+ if (valid) {\r
(void) CoordsToAlgebraic(boards[moveNum - 1],\r
PosFlags(moveNum - 1), EP_UNKNOWN,\r
fromY, fromX, toY, toX, promoChar,\r
default:\r
break;\r
case MT_CHECK:\r
- strcat(parseList[moveNum - 1], "+");\r
+ if(gameInfo.variant != VariantShogi)\r
+ strcat(parseList[moveNum - 1], "+");\r
break;\r
case MT_CHECKMATE:\r
strcat(parseList[moveNum - 1], "#");\r
/* currentMoveString is set as a side-effect of ParseOneMove */\r
strcpy(moveList[moveNum - 1], currentMoveString);\r
strcat(moveList[moveNum - 1], "\n");\r
- } else if (strcmp(move_str, "none") == 0) {\r
- /* Again, we don't know what the board looked like;\r
- this is really the start of the game. */\r
- parseList[moveNum - 1][0] = NULLCHAR;\r
- moveList[moveNum - 1][0] = NULLCHAR;\r
- backwardMostMove = moveNum;\r
- startedFromSetupPosition = TRUE;\r
- fromX = fromY = toX = toY = -1;\r
- } else {\r
+ } else {\r
/* Move from ICS was illegal!? Punt. */\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "Illegal move from ICS '%s'\n", move_str);\r
+ fprintf(debugFP, "board L=%d, R=%d, H=%d, holdings=%d\n", BOARD_LEFT, BOARD_RGHT, BOARD_HEIGHT, gameInfo.holdingsWidth);\r
+ }\r
#if 0\r
if (appData.testLegality && appData.debugMode) {\r
sprintf(str, "Illegal move \"%s\" from ICS", move_str);\r
strcat(parseList[moveNum - 1], elapsed_time);\r
moveList[moveNum - 1][0] = NULLCHAR;\r
fromX = fromY = toX = toY = -1;\r
+ }\r
}\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "Move parsed to '%s'\n", parseList[moveNum - 1]);\r
+ setbuf(debugFP, NULL);\r
+ }\r
\r
#if ZIPPY\r
/* Send move to chess program (BEFORE animating it). */\r
if ((gameMode == IcsPlayingWhite && WhiteOnMove(moveNum)) ||\r
(gameMode == IcsPlayingBlack && !WhiteOnMove(moveNum))) {\r
if (moveList[moveNum - 1][0] == NULLCHAR) {\r
- sprintf(str, "Couldn't parse move \"%s\" from ICS",\r
+ sprintf(str, _("Couldn't parse move \"%s\" from ICS"),\r
move_str);\r
DisplayError(str, 0);\r
} else {\r
if (first.sendTime) {\r
SendTimeRemaining(&first, gameMode == IcsPlayingWhite);\r
}\r
- SendMoveToProgram(moveNum - 1, &first);\r
- if (firstMove) {\r
+ bookHit = SendMoveToBookUser(moveNum - 1, &first, FALSE); // [HGM] book\r
+ if (firstMove && !bookHit) {\r
firstMove = FALSE;\r
if (first.useColors) {\r
SendToProgram(gameMode == IcsPlayingWhite ?\r
}\r
} else if (gameMode == IcsObserving || gameMode == IcsExamining) {\r
if (moveList[moveNum - 1][0] == NULLCHAR) {\r
- sprintf(str, "Couldn't parse move \"%s\" from ICS", move_str);\r
+ sprintf(str, _("Couldn't parse move \"%s\" from ICS"), move_str);\r
DisplayError(str, 0);\r
} else {\r
+ if(gameInfo.variant == currentlyInitializedVariant) // [HGM] refrain sending moves engine can't understand!\r
SendMoveToProgram(moveNum - 1, &first);\r
}\r
}\r
if (gameInfo.variant != VariantBughouse &&\r
gameInfo.variant != VariantCrazyhouse) {\r
if (tinyLayout || smallLayout) {\r
- sprintf(str, "%s(%d) %s(%d) {%d %d}", \r
+ if(gameInfo.variant == VariantNormal)\r
+ sprintf(str, "%s(%d) %s(%d) {%d %d}", \r
gameInfo.white, white_stren, gameInfo.black, black_stren,\r
basetime, increment);\r
+ else\r
+ sprintf(str, "%s(%d) %s(%d) {%d %d w%d}", \r
+ gameInfo.white, white_stren, gameInfo.black, black_stren,\r
+ basetime, increment, (int) gameInfo.variant);\r
} else {\r
- sprintf(str, "%s (%d) vs. %s (%d) {%d %d}", \r
+ if(gameInfo.variant == VariantNormal)\r
+ sprintf(str, "%s (%d) vs. %s (%d) {%d %d}", \r
gameInfo.white, white_stren, gameInfo.black, black_stren,\r
basetime, increment);\r
+ else\r
+ sprintf(str, "%s (%d) vs. %s (%d) {%d %d %s}", \r
+ gameInfo.white, white_stren, gameInfo.black, black_stren,\r
+ basetime, increment, VariantName(gameInfo.variant));\r
}\r
DisplayTitle(str);\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "Display title '%s, gameInfo.variant = %d'\n", str, gameInfo.variant);\r
+ }\r
}\r
\r
\r
}\r
\r
HistorySet(parseList, backwardMostMove, forwardMostMove, currentMove-1);\r
+#if ZIPPY\r
+ if(bookHit) { // [HGM] book: simulate book reply\r
+ static char bookMove[MSG_SIZ]; // a bit generous?\r
+\r
+ programStats.nodes = programStats.depth = programStats.time = \r
+ programStats.score = programStats.got_only_move = 0;\r
+ sprintf(programStats.movelist, "%s (xbook)", bookHit);\r
+\r
+ strcpy(bookMove, "move ");\r
+ strcat(bookMove, bookHit);\r
+ HandleMachineMove(bookMove, &first);\r
+ }\r
+#endif\r
}\r
\r
void\r
ChessProgramState *cps;\r
{\r
char buf[MSG_SIZ];\r
+\r
if (cps->useUsermove) {\r
SendToProgram("usermove ", cps);\r
}\r
} else {\r
sprintf(buf, "%s\n", parseList[moveNum]);\r
}\r
- /* [HGM] decrement all digits to code ranks starting from 0 */\r
- if(BOARD_HEIGHT>8) {\r
- char *p = buf;\r
- while(*p) { if(*p < 'A') (*p)--; p++; }\r
- }\r
SendToProgram(buf, cps);\r
} else {\r
+ if(cps->alphaRank) { /* [HGM] shogi: temporarily convert to shogi coordinates before sending */\r
+ AlphaRank(moveList[moveNum], 4);\r
+ SendToProgram(moveList[moveNum], cps);\r
+ AlphaRank(moveList[moveNum], 4); // and back\r
+ } else\r
/* Added by Tord: Send castle moves in "O-O" in FRC games if required by\r
* the engine. It would be nice to have a better way to identify castle \r
* moves here. */\r
- if(gameInfo.variant == VariantFischeRandom && cps->useOOCastle) {\r
+ if((gameInfo.variant == VariantFischeRandom || gameInfo.variant == VariantCapaRandom)\r
+ && cps->useOOCastle) {\r
int fromX = moveList[moveNum][0] - AAA; \r
int fromY = moveList[moveNum][1] - ONE;\r
int toX = moveList[moveNum][2] - AAA; \r
int toY = moveList[moveNum][3] - ONE;\r
- if((boards[currentMove][fromY][fromX] == WhiteKing \r
- && boards[currentMove][toY][toX] == WhiteRook)\r
- || (boards[currentMove][fromY][fromX] == BlackKing \r
- && boards[currentMove][toY][toX] == BlackRook)) {\r
+ if((boards[moveNum][fromY][fromX] == WhiteKing \r
+ && boards[moveNum][toY][toX] == WhiteRook)\r
+ || (boards[moveNum][fromY][fromX] == BlackKing \r
+ && boards[moveNum][toY][toX] == BlackRook)) {\r
if(toX > fromX) SendToProgram("O-O\n", cps);\r
else SendToProgram("O-O-O\n", cps);\r
}\r
else SendToProgram(moveList[moveNum], cps);\r
/* End of additions by Tord */\r
}\r
+\r
+ /* [HGM] setting up the opening has brought engine in force mode! */\r
+ /* Send 'go' if we are in a mode where machine should play. */\r
+ if( (moveNum == 0 && setboardSpoiledMachineBlack && cps == &first) &&\r
+ (gameMode == TwoMachinesPlay ||\r
+#ifdef ZIPPY\r
+ gameMode == IcsPlayingBlack || gameMode == IcsPlayingWhite ||\r
+#endif\r
+ gameMode == MachinePlaysBlack || gameMode == MachinePlaysWhite) ) {\r
+ SendToProgram("go\n", cps);\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "(extra)\n");\r
+ }\r
+ }\r
+ setboardSpoiledMachineBlack = 0;\r
}\r
\r
void\r
\r
switch (moveType) {\r
default:\r
- sprintf(user_move, "say Internal error; bad moveType %d (%d,%d-%d,%d)",\r
+ sprintf(user_move, _("say Internal error; bad moveType %d (%d,%d-%d,%d)"),\r
(int)moveType, fromX, fromY, toX, toY);\r
DisplayError(user_move + strlen("say "), 0);\r
break;\r
case BlackPromotionKnight:\r
case WhitePromotionKing:\r
case BlackPromotionKing:\r
-#ifdef FAIRY\r
case WhitePromotionChancellor:\r
case BlackPromotionChancellor:\r
case WhitePromotionArchbishop:\r
case BlackPromotionArchbishop:\r
-#endif\r
- sprintf(user_move, "%c%c%c%c=%c\n",\r
+ if(gameInfo.variant == VariantShatranj || gameInfo.variant == VariantCourier)\r
+ sprintf(user_move, "%c%c%c%c=%c\n",\r
+ AAA + fromX, ONE + fromY, AAA + toX, ONE + toY,\r
+ PieceToChar(WhiteFerz));\r
+ else if(gameInfo.variant == VariantGreat)\r
+ sprintf(user_move, "%c%c%c%c=%c\n",\r
+ AAA + fromX, ONE + fromY, AAA + toX, ONE + toY,\r
+ PieceToChar(WhiteMan));\r
+ else\r
+ sprintf(user_move, "%c%c%c%c=%c\n",\r
AAA + fromX, ONE + fromY, AAA + toX, ONE + toY,\r
PieceToChar(PromoPiece(moveType)));\r
break;\r
AAA + ff, ONE + rf, AAA + ft, ONE + rt, promoChar);\r
}\r
}\r
- AlphaRank(move, 4);\r
}\r
\r
void\r
void\r
AlphaRank(char *move, int n)\r
{\r
- char *p = move, c;\r
-\r
- if( !appData.alphaRank ) return;\r
+// char *p = move, c; int x, y;\r
\r
- while(c = *p) {\r
- if(c>='0' && c<='9') *p += 'a'-'0'; else\r
- if(c>='a' && c<='z') *p -= 'a'-'0';\r
- p++;\r
- if(--n < 1) break;\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "alphaRank(%s,%d)\n", move, n);\r
+ }\r
+\r
+ if(move[1]=='*' && \r
+ move[2]>='0' && move[2]<='9' &&\r
+ move[3]>='a' && move[3]<='x' ) {\r
+ move[1] = '@';\r
+ move[2] = BOARD_RGHT -1 - (move[2]-'1') + AAA;\r
+ move[3] = BOARD_HEIGHT-1 - (move[3]-'a') + ONE;\r
+ } else\r
+ if(move[0]>='0' && move[0]<='9' &&\r
+ move[1]>='a' && move[1]<='x' &&\r
+ move[2]>='0' && move[2]<='9' &&\r
+ move[3]>='a' && move[3]<='x' ) {\r
+ /* input move, Shogi -> normal */\r
+ move[0] = BOARD_RGHT -1 - (move[0]-'1') + AAA;\r
+ move[1] = BOARD_HEIGHT-1 - (move[1]-'a') + ONE;\r
+ move[2] = BOARD_RGHT -1 - (move[2]-'1') + AAA;\r
+ move[3] = BOARD_HEIGHT-1 - (move[3]-'a') + ONE;\r
+ } else\r
+ if(move[1]=='@' &&\r
+ move[3]>='0' && move[3]<='9' &&\r
+ move[2]>='a' && move[2]<='x' ) {\r
+ move[1] = '*';\r
+ move[2] = BOARD_RGHT - 1 - (move[2]-AAA) + '1';\r
+ move[3] = BOARD_HEIGHT-1 - (move[3]-ONE) + 'a';\r
+ } else\r
+ if(\r
+ move[0]>='a' && move[0]<='x' &&\r
+ move[3]>='0' && move[3]<='9' &&\r
+ move[2]>='a' && move[2]<='x' ) {\r
+ /* output move, normal -> Shogi */\r
+ move[0] = BOARD_RGHT - 1 - (move[0]-AAA) + '1';\r
+ move[1] = BOARD_HEIGHT-1 - (move[1]-ONE) + 'a';\r
+ move[2] = BOARD_RGHT - 1 - (move[2]-AAA) + '1';\r
+ move[3] = BOARD_HEIGHT-1 - (move[3]-ONE) + 'a';\r
+ if(move[4] == PieceToChar(BlackQueen)) move[4] = '+';\r
+ }\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, " out = '%s'\n", move);\r
}\r
}\r
\r
if (appData.debugMode) {\r
fprintf(debugFP, "move to parse: %s\n", move);\r
}\r
- AlphaRank(move, 10);\r
*moveType = yylexstr(moveNum, move);\r
\r
switch (*moveType) {\r
-#ifdef FAIRY\r
case WhitePromotionChancellor:\r
case BlackPromotionChancellor:\r
case WhitePromotionArchbishop:\r
case BlackPromotionArchbishop:\r
-#endif\r
case WhitePromotionQueen:\r
case BlackPromotionQueen:\r
case WhitePromotionRook:\r
*promoChar = currentMoveString[4];\r
if (*fromX < BOARD_LEFT || *fromX >= BOARD_RGHT || *fromY < 0 || *fromY >= BOARD_HEIGHT ||\r
*toX < BOARD_LEFT || *toX >= BOARD_RGHT || *toY < 0 || *toY >= BOARD_HEIGHT) {\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "Off-board move (%d,%d)-(%d,%d)%c, type = %d\n", *fromX, *fromY, *toX, *toY, *promoChar, *moveType);\r
+ }\r
*fromX = *fromY = *toX = *toY = 0;\r
return FALSE;\r
}\r
case BlackDrop:\r
*fromX = *moveType == WhiteDrop ?\r
(int) CharToPiece(ToUpper(currentMoveString[0])) :\r
- (int) CharToPiece(ToLower(currentMoveString[0]));\r
+ (int) CharToPiece(ToLower(currentMoveString[0]));\r
*fromY = DROP_RANK;\r
*toX = currentMoveString[2] - AAA;\r
*toY = currentMoveString[3] - ONE;\r
case BlackWins:\r
case GameIsDrawn:\r
default:\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "Impossible move %s, type = %d\n", currentMoveString, *moveType);\r
+ }\r
/* bug? */\r
*fromX = *fromY = *toX = *toY = 0;\r
*promoChar = NULLCHAR;\r
}\r
}\r
\r
-/* [AS] FRC game initialization */\r
-static int FindEmptySquare( Board board, int n )\r
-{\r
- int i = 0;\r
+// [HGM] shuffle: a general way to suffle opening setups, applicable to arbitrary variants.\r
+// All positions will have equal probability, but the current method will not provide a unique\r
+// numbering scheme for arrays that contain 3 or more pieces of the same kind.\r
+#define DARK 1\r
+#define LITE 2\r
+#define ANY 3\r
\r
- while( 1 ) {\r
- while( board[0][i] != EmptySquare ) i++;\r
- if( n == 0 )\r
- break;\r
- n--;\r
- i++;\r
- }\r
+int squaresLeft[4];\r
+int piecesLeft[(int)BlackPawn];\r
+int seed, nrOfShuffles;\r
+\r
+void GetPositionNumber()\r
+{ // sets global variable seed\r
+ int i;\r
\r
- return i;\r
+ seed = appData.defaultFrcPosition;\r
+ if(seed < 0) { // randomize based on time for negative FRC position numbers\r
+ for(i=0; i<50; i++) seed += random();\r
+ seed = random() ^ random() >> 8 ^ random() << 8;\r
+ if(seed<0) seed = -seed;\r
+ }\r
}\r
\r
-static void ShuffleFRC( Board board )\r
+int put(Board board, int pieceType, int rank, int n, int shade)\r
+// put the piece on the (n-1)-th empty squares of the given shade\r
{\r
- int i;\r
+ int i;\r
\r
- srand( time(0) );\r
- \r
- for( i=0; i<8; i++ ) {\r
- board[0][i] = EmptySquare;\r
- }\r
+ for(i=BOARD_LEFT; i<BOARD_RGHT; i++) {\r
+ if( (((i-BOARD_LEFT)&1)+1) & shade && board[rank][i] == EmptySquare && n-- == 0) {\r
+ board[rank][i] = (ChessSquare) pieceType;\r
+ squaresLeft[((i-BOARD_LEFT)&1) + 1]--;\r
+ squaresLeft[ANY]--;\r
+ piecesLeft[pieceType]--; \r
+ return i;\r
+ }\r
+ }\r
+ return -1;\r
+}\r
\r
- board[0][(rand() % 4)*2 ] = WhiteBishop; /* On dark square */\r
- board[0][(rand() % 4)*2+1] = WhiteBishop; /* On lite square */\r
- board[0][FindEmptySquare(board, rand() % 6)] = WhiteQueen;\r
- board[0][FindEmptySquare(board, rand() % 5)] = WhiteKnight;\r
- board[0][FindEmptySquare(board, rand() % 4)] = WhiteKnight;\r
- board[0][FindEmptySquare(board, 0)] = WhiteRook;\r
- board[0][FindEmptySquare(board, 0)] = WhiteKing;\r
- board[0][FindEmptySquare(board, 0)] = WhiteRook;\r
\r
- for( i=BOARD_LEFT; i<BOARD_RGHT; i++ ) {\r
- board[BOARD_HEIGHT-1][i] = board[0][i] + BlackPawn - WhitePawn;\r
- }\r
+void AddOnePiece(Board board, int pieceType, int rank, int shade)\r
+// calculate where the next piece goes, (any empty square), and put it there\r
+{\r
+ int i;\r
+\r
+ i = seed % squaresLeft[shade];\r
+ nrOfShuffles *= squaresLeft[shade];\r
+ seed /= squaresLeft[shade];\r
+ put(board, pieceType, rank, i, shade);\r
}\r
\r
-static unsigned char FRC_KnightTable[10] = {\r
- 0x00, 0x01, 0x02, 0x03, 0x11, 0x12, 0x13, 0x22, 0x23, 0x33\r
-};\r
+void AddTwoPieces(Board board, int pieceType, int rank)\r
+// calculate where the next 2 identical pieces go, (any empty square), and put it there\r
+{\r
+ int i, n=squaresLeft[ANY], j=n-1, k;\r
\r
-static void SetupFRC( Board board, int pos_index )\r
+ k = n*(n-1)/2; // nr of possibilities, not counting permutations\r
+ i = seed % k; // pick one\r
+ nrOfShuffles *= k;\r
+ seed /= k;\r
+ while(i >= j) i -= j--;\r
+ j = n - 1 - j; i += j;\r
+ put(board, pieceType, rank, j, ANY);\r
+ put(board, pieceType, rank, i, ANY);\r
+}\r
+\r
+void SetUpShuffle(Board board, int number)\r
{\r
- int i;\r
- unsigned char knights;\r
+ int i, p, first=1;\r
\r
- /* Bring the position index into a safe range (just in case...) */\r
- if( pos_index < 0 ) pos_index = 0;\r
+ GetPositionNumber(); nrOfShuffles = 1;\r
\r
- pos_index %= 960;\r
+ squaresLeft[DARK] = (BOARD_RGHT - BOARD_LEFT + 1)/2;\r
+ squaresLeft[ANY] = BOARD_RGHT - BOARD_LEFT;\r
+ squaresLeft[LITE] = squaresLeft[ANY] - squaresLeft[DARK];\r
\r
- /* Clear the board */\r
- for( i=0; i<8; i++ ) {\r
- board[0][i] = EmptySquare;\r
- }\r
+ for(p = 0; p<=(int)WhiteKing; p++) piecesLeft[p] = 0;\r
\r
- /* Place bishops and queen */\r
- board[0][ (pos_index % 4)*2 + 1 ] = WhiteBishop; /* On lite square */\r
- pos_index /= 4;\r
- \r
- board[0][ (pos_index % 4)*2 ] = WhiteBishop; /* On dark square */\r
- pos_index /= 4;\r
+ for(i=BOARD_LEFT; i<BOARD_RGHT; i++) { // count pieces and clear board\r
+ p = (int) board[0][i];\r
+ if(p < (int) BlackPawn) piecesLeft[p] ++;\r
+ board[0][i] = EmptySquare;\r
+ }\r
+\r
+ if(PosFlags(0) & F_ALL_CASTLE_OK) {\r
+ // shuffles restricted to allow normal castling put KRR first\r
+ if(piecesLeft[(int)WhiteKing]) // King goes rightish of middle\r
+ put(board, WhiteKing, 0, (gameInfo.boardWidth+1)/2, ANY);\r
+ else if(piecesLeft[(int)WhiteUnicorn]) // in Knightmate Unicorn castles\r
+ put(board, WhiteUnicorn, 0, (gameInfo.boardWidth+1)/2, ANY);\r
+ if(piecesLeft[(int)WhiteRook]) // First supply a Rook for K-side castling\r
+ put(board, WhiteRook, 0, gameInfo.boardWidth-2, ANY);\r
+ if(piecesLeft[(int)WhiteRook]) // Then supply a Rook for Q-side castling\r
+ put(board, WhiteRook, 0, 0, ANY);\r
+ // in variants with super-numerary Kings and Rooks, we leave these for the shuffle\r
+ }\r
+\r
+ if(((BOARD_RGHT-BOARD_LEFT) & 1) == 0)\r
+ // only for even boards make effort to put pairs of colorbound pieces on opposite colors\r
+ for(p = (int) WhiteKing; p > (int) WhitePawn; p--) {\r
+ if(p != (int) WhiteBishop && p != (int) WhiteFerz && p != (int) WhiteAlfil) continue;\r
+ while(piecesLeft[p] >= 2) {\r
+ AddOnePiece(board, p, 0, LITE);\r
+ AddOnePiece(board, p, 0, DARK);\r
+ }\r
+ // Odd color-bound pieces are shuffled with the rest (to not run out of paired squares)\r
+ }\r
+\r
+ for(p = (int) WhiteKing - 2; p > (int) WhitePawn; p--) {\r
+ // Remaining pieces (non-colorbound, or odd color bound) can be put anywhere\r
+ // but we leave King and Rooks for last, to possibly obey FRC restriction\r
+ if(p == (int)WhiteRook) continue;\r
+ while(piecesLeft[p] >= 2) AddTwoPieces(board, p, 0); // add in pairs, for not counting permutations\r
+ if(piecesLeft[p]) AddOnePiece(board, p, 0, ANY); // add the odd piece\r
+ }\r
+\r
+ // now everything is placed, except perhaps King (Unicorn) and Rooks\r
+\r
+ if(PosFlags(0) & F_FRC_TYPE_CASTLING) {\r
+ // Last King gets castling rights\r
+ while(piecesLeft[(int)WhiteUnicorn]) {\r
+ i = put(board, WhiteUnicorn, 0, piecesLeft[(int)WhiteRook]/2, ANY);\r
+ initialRights[2] = initialRights[5] = castlingRights[0][2] = castlingRights[0][5] = i;\r
+ }\r
+\r
+ while(piecesLeft[(int)WhiteKing]) {\r
+ i = put(board, WhiteKing, 0, piecesLeft[(int)WhiteRook]/2, ANY);\r
+ initialRights[2] = initialRights[5] = castlingRights[0][2] = castlingRights[0][5] = i;\r
+ }\r
+\r
+\r
+ } else {\r
+ while(piecesLeft[(int)WhiteKing]) AddOnePiece(board, WhiteKing, 0, ANY);\r
+ while(piecesLeft[(int)WhiteUnicorn]) AddOnePiece(board, WhiteUnicorn, 0, ANY);\r
+ }\r
\r
- board[0][ FindEmptySquare(board, pos_index % 6) ] = WhiteQueen;\r
- pos_index /= 6;\r
+ // Only Rooks can be left; simply place them all\r
+ while(piecesLeft[(int)WhiteRook]) {\r
+ i = put(board, WhiteRook, 0, 0, ANY);\r
+ if(PosFlags(0) & F_FRC_TYPE_CASTLING) { // first and last Rook get FRC castling rights\r
+ if(first) {\r
+ first=0;\r
+ initialRights[1] = initialRights[4] = castlingRights[0][1] = castlingRights[0][4] = i;\r
+ }\r
+ initialRights[0] = initialRights[3] = castlingRights[0][0] = castlingRights[0][3] = i;\r
+ }\r
+ }\r
+ for(i=BOARD_LEFT; i<BOARD_RGHT; i++) { // copy black from white\r
+ board[BOARD_HEIGHT-1][i] = (int) board[0][i] < BlackPawn ? WHITE_TO_BLACK board[0][i] : EmptySquare;\r
+ }\r
\r
- /* Place knigths */\r
- knights = FRC_KnightTable[ pos_index ];\r
+ if(number >= 0) appData.defaultFrcPosition %= nrOfShuffles; // normalize\r
+}\r
+\r
+int SetCharTable( char *table, const char * map )\r
+/* [HGM] moved here from winboard.c because of its general usefulness */\r
+/* Basically a safe strcpy that uses the last character as King */\r
+{\r
+ int result = FALSE; int NrPieces;\r
\r
- board[0][ FindEmptySquare(board, knights / 16) ] = WhiteKnight;\r
- board[0][ FindEmptySquare(board, knights % 16) ] = WhiteKnight;\r
+ if( map != NULL && (NrPieces=strlen(map)) <= (int) EmptySquare \r
+ && NrPieces >= 12 && !(NrPieces&1)) {\r
+ int i; /* [HGM] Accept even length from 12 to 34 */\r
\r
- /* Place rooks and king */\r
- board[0][ FindEmptySquare(board, 0) ] = WhiteRook;\r
- board[0][ FindEmptySquare(board, 0) ] = WhiteKing;\r
- board[0][ FindEmptySquare(board, 0) ] = WhiteRook;\r
+ for( i=0; i<(int) EmptySquare; i++ ) table[i] = '.';\r
+ for( i=0; i<NrPieces/2-1; i++ ) {\r
+ table[i] = map[i];\r
+ table[i + (int)BlackPawn - (int) WhitePawn] = map[i+NrPieces/2];\r
+ }\r
+ table[(int) WhiteKing] = map[NrPieces/2-1];\r
+ table[(int) BlackKing] = map[NrPieces-1];\r
\r
- /* Mirror piece placement for black */\r
- for( i=BOARD_LEFT; i<BOARD_RGHT; i++ ) {\r
- board[BOARD_HEIGHT-1][i] = board[0][i] + BlackPawn - WhitePawn;\r
+ result = TRUE;\r
}\r
+\r
+ return result;\r
+}\r
+\r
+void Prelude(Board board)\r
+{ // [HGM] superchess: random selection of exo-pieces\r
+ int i, j, k; ChessSquare p; \r
+ static ChessSquare exoPieces[4] = { WhiteAngel, WhiteMarshall, WhiteSilver, WhiteLance };\r
+\r
+ GetPositionNumber(); // use FRC position number\r
+\r
+ if(appData.pieceToCharTable != NULL) { // select pieces to participate from given char table\r
+ SetCharTable(pieceToChar, appData.pieceToCharTable);\r
+ for(i=(int)WhiteQueen+1, j=0; i<(int)WhiteKing && j<4; i++) \r
+ if(PieceToChar((ChessSquare)i) != '.') exoPieces[j++] = (ChessSquare) i;\r
+ }\r
+\r
+ j = seed%4; seed /= 4; \r
+ p = board[0][BOARD_LEFT+j]; board[0][BOARD_LEFT+j] = EmptySquare; k = PieceToNumber(p);\r
+ board[k][BOARD_WIDTH-1] = p; board[k][BOARD_WIDTH-2]++;\r
+ board[BOARD_HEIGHT-1-k][0] = WHITE_TO_BLACK p; board[BOARD_HEIGHT-1-k][1]++;\r
+ j = seed%3 + (seed%3 >= j); seed /= 3; \r
+ p = board[0][BOARD_LEFT+j]; board[0][BOARD_LEFT+j] = EmptySquare; k = PieceToNumber(p);\r
+ board[k][BOARD_WIDTH-1] = p; board[k][BOARD_WIDTH-2]++;\r
+ board[BOARD_HEIGHT-1-k][0] = WHITE_TO_BLACK p; board[BOARD_HEIGHT-1-k][1]++;\r
+ j = seed%3; seed /= 3; \r
+ p = board[0][BOARD_LEFT+j+5]; board[0][BOARD_LEFT+j+5] = EmptySquare; k = PieceToNumber(p);\r
+ board[k][BOARD_WIDTH-1] = p; board[k][BOARD_WIDTH-2]++;\r
+ board[BOARD_HEIGHT-1-k][0] = WHITE_TO_BLACK p; board[BOARD_HEIGHT-1-k][1]++;\r
+ j = seed%2 + (seed%2 >= j); seed /= 2; \r
+ p = board[0][BOARD_LEFT+j+5]; board[0][BOARD_LEFT+j+5] = EmptySquare; k = PieceToNumber(p);\r
+ board[k][BOARD_WIDTH-1] = p; board[k][BOARD_WIDTH-2]++;\r
+ board[BOARD_HEIGHT-1-k][0] = WHITE_TO_BLACK p; board[BOARD_HEIGHT-1-k][1]++;\r
+ j = seed%4; seed /= 4; put(board, exoPieces[3], 0, j, ANY);\r
+ j = seed%3; seed /= 3; put(board, exoPieces[2], 0, j, ANY);\r
+ j = seed%2; seed /= 2; put(board, exoPieces[1], 0, j, ANY);\r
+ put(board, exoPieces[0], 0, 0, ANY);\r
+ for(i=BOARD_LEFT; i<BOARD_RGHT; i++) board[BOARD_HEIGHT-1][i] = WHITE_TO_BLACK board[0][i];\r
}\r
\r
void\r
int i, j, pawnRow, overrule,\r
oldx = gameInfo.boardWidth,\r
oldy = gameInfo.boardHeight,\r
- oldh = gameInfo.holdingsWidth;\r
+ oldh = gameInfo.holdingsWidth,\r
+ oldv = gameInfo.variant;\r
\r
currentMove = forwardMostMove = backwardMostMove = 0;\r
+ if(appData.icsActive) shuffleOpenings = FALSE; // [HGM] shuffle: in ICS mode, only shuffle on ICS request\r
\r
/* [AS] Initialize pv info list [HGM] and game status */\r
{\r
for( j=0; j<BOARD_SIZE; j++ ) castlingRights[i][j] = -1;\r
}\r
\r
- /* [HGM] Build normal castling rights */\r
- for( j=0; j<BOARD_SIZE; j++ ) initialRights[j] = -1;\r
- nrCastlingRights = 6;\r
- castlingRights[0][0] = initialRights[0] = BOARD_RGHT-1;\r
- castlingRights[0][1] = initialRights[1] = BOARD_LEFT;\r
- castlingRights[0][2] = initialRights[2] = BOARD_WIDTH>>1;\r
- castlingRights[0][3] = initialRights[3] = BOARD_RGHT-1;\r
- castlingRights[0][4] = initialRights[4] = BOARD_LEFT;\r
- castlingRights[0][5] = initialRights[5] = BOARD_WIDTH>>1;\r
+ initialRulePlies = 0; /* 50-move counter start */\r
\r
castlingRank[0] = castlingRank[1] = castlingRank[2] = 0;\r
castlingRank[3] = castlingRank[4] = castlingRank[5] = BOARD_HEIGHT-1;\r
-\r
- initialRulePlies = 0; /* 50-move counter start */\r
}\r
\r
\r
gameInfo.boardWidth = 8;\r
gameInfo.boardHeight = 8;\r
gameInfo.holdingsSize = 0;\r
+ nrCastlingRights = -1; /* [HGM] Kludge to indicate default should be used */\r
+ for(i=0; i<BOARD_SIZE; i++) initialRights[i] = -1; /* but no rights yet */\r
+ SetCharTable(pieceToChar, "PNBRQ...........Kpnbrq...........k"); \r
\r
switch (gameInfo.variant) {\r
+ case VariantFischeRandom:\r
+ shuffleOpenings = TRUE;\r
default:\r
pieces = FIDEArray;\r
break;\r
case VariantShatranj:\r
pieces = ShatranjArray;\r
nrCastlingRights = 0;\r
- for(i=0; i<BOARD_SIZE; i++) initialRights[i] = -1;\r
+ SetCharTable(pieceToChar, "PN.R.QB...Kpn.r.qb...k"); \r
break;\r
case VariantTwoKings:\r
pieces = twoKingsArray;\r
- nrCastlingRights = 8; /* add rights for second King */\r
- castlingRights[0][6] = initialRights[2] = 5;\r
- castlingRights[0][7] = initialRights[5] = 5;\r
- castlingRank[6] = 0;\r
- castlingRank[6] = BOARD_HEIGHT-1;\r
- startedFromSetupPosition = TRUE;\r
break;\r
+ case VariantCapaRandom:\r
+ shuffleOpenings = TRUE;\r
case VariantCapablanca:\r
pieces = CapablancaArray;\r
gameInfo.boardWidth = 10;\r
+ SetCharTable(pieceToChar, "PNBRQ..ACKpnbrq..ack"); \r
break;\r
case VariantGothic:\r
pieces = GothicArray;\r
gameInfo.boardWidth = 10;\r
+ SetCharTable(pieceToChar, "PNBRQ..ACKpnbrq..ack"); \r
+ break;\r
+ case VariantJanus:\r
+ pieces = JanusArray;\r
+ gameInfo.boardWidth = 10;\r
+ SetCharTable(pieceToChar, "PNBRQ..JKpnbrq..jk"); \r
+ nrCastlingRights = 6;\r
+ castlingRights[0][0] = initialRights[0] = BOARD_RGHT-1;\r
+ castlingRights[0][1] = initialRights[1] = BOARD_LEFT;\r
+ castlingRights[0][2] = initialRights[2] =(BOARD_WIDTH-1)>>1;\r
+ castlingRights[0][3] = initialRights[3] = BOARD_RGHT-1;\r
+ castlingRights[0][4] = initialRights[4] = BOARD_LEFT;\r
+ castlingRights[0][5] = initialRights[5] =(BOARD_WIDTH-1)>>1;\r
+ break;\r
+ case VariantFalcon:\r
+ pieces = FalconArray;\r
+ gameInfo.boardWidth = 10;\r
+ SetCharTable(pieceToChar, "PNBRQ.............FKpnbrq.............fk"); \r
break;\r
case VariantXiangqi:\r
pieces = XiangqiArray;\r
gameInfo.boardWidth = 9;\r
gameInfo.boardHeight = 10;\r
nrCastlingRights = 0;\r
- for(i=0; i<BOARD_SIZE; i++) initialRights[i] = -1;\r
- strcpy(pieceToChar, "PN.R.MKE...C....pn.r.mke...c...."); \r
+ SetCharTable(pieceToChar, "PH.R.AE..K.C.ph.r.ae..k.c."); \r
break;\r
case VariantShogi:\r
pieces = ShogiArray;\r
gameInfo.boardHeight = 9;\r
gameInfo.holdingsSize = 7;\r
nrCastlingRights = 0;\r
- for(i=0; i<BOARD_SIZE; i++) initialRights[i] = -1;\r
- strcpy(pieceToChar, "PNBRLSGPNBRLS..Kpnbrlsgpnbrls..k"); \r
- break;\r
- case VariantShowgi:\r
- pieces = ShogiArray;\r
- gameInfo.boardWidth = 9;\r
- gameInfo.boardHeight = 9;\r
- gameInfo.holdingsSize = 7;\r
- nrCastlingRights = 0;\r
- for(i=0; i<BOARD_SIZE; i++) initialRights[i] = -1;\r
- strcpy(pieceToChar, "PNBRQFWEHACGOUMKpnbrlsgpnbrls..k"); \r
+ SetCharTable(pieceToChar, "PNBRLS...G.++++++Kpnbrls...g.++++++k"); \r
break;\r
case VariantCourier:\r
pieces = CourierArray;\r
gameInfo.boardWidth = 12;\r
nrCastlingRights = 0;\r
+ SetCharTable(pieceToChar, "PNBR.FE..WMKpnbr.fe..wmk"); \r
for(i=0; i<BOARD_SIZE; i++) initialRights[i] = -1;\r
break;\r
case VariantKnightmate:\r
pieces = KnightmateArray;\r
- strcpy(pieceToChar, "PNBRQFWEHACGOMK.pnbrqfwehacgomK."); \r
+ SetCharTable(pieceToChar, "P.BRQ.....M.........K.p.brq.....m.........k."); \r
break;\r
case VariantFairy:\r
pieces = fairyArray;\r
- strcpy(pieceToChar, "PNBRQFWEHACGOMUKpnbrqfwehacgomuk"); \r
+ SetCharTable(pieceToChar, "PNBRQFEACWMOHIJGDVSLUKpnbrqfeacwmohijgdvsluk"); \r
+ break;\r
+ case VariantGreat:\r
+ pieces = GreatArray;\r
+ gameInfo.boardWidth = 10;\r
+ SetCharTable(pieceToChar, "PN....E...S..HWGMKpn....e...s..hwgmk");\r
+ gameInfo.holdingsSize = 8;\r
+ break;\r
+ case VariantSuper:\r
+ pieces = FIDEArray;\r
+ SetCharTable(pieceToChar, "PNBRQ..SE.......V.AKpnbrq..se.......v.ak");\r
+ gameInfo.holdingsSize = 8;\r
startedFromSetupPosition = TRUE;\r
break;\r
case VariantCrazyhouse:\r
case VariantBughouse:\r
pieces = FIDEArray;\r
+ SetCharTable(pieceToChar, "PNBRQ.......~~~~Kpnbrq.......~~~~k"); \r
gameInfo.holdingsSize = 5;\r
- strcpy(pieceToChar, "PNBRQ...NBRQ...Kpnbrq...nbrq...k"); \r
break;\r
case VariantWildCastle:\r
pieces = FIDEArray;\r
/* !!?shuffle with kings guaranteed to be on d or e file */\r
+ shuffleOpenings = 1;\r
break;\r
case VariantNoCastle:\r
pieces = FIDEArray;\r
nrCastlingRights = 0;\r
for(i=0; i<BOARD_SIZE; i++) initialRights[i] = -1;\r
/* !!?unconstrained back-rank shuffle */\r
+ shuffleOpenings = 1;\r
break;\r
}\r
\r
gameInfo.boardWidth = appData.NrFiles;\r
}\r
if(appData.NrRanks >= 0) {\r
- if(gameInfo.boardHeight != appData.NrRanks) overrule++;\r
gameInfo.boardHeight = appData.NrRanks;\r
}\r
if(appData.holdingsSize >= 0) {\r
}\r
if(gameInfo.holdingsSize) gameInfo.holdingsWidth = 2;\r
if(BOARD_HEIGHT > BOARD_SIZE || BOARD_WIDTH > BOARD_SIZE)\r
- DisplayFatalError("Recompile to support this BOARD_SIZE!", 0, 2);\r
+ DisplayFatalError(_("Recompile to support this BOARD_SIZE!"), 0, 2);\r
\r
- pawnRow = gameInfo.boardHeight - 7; /* seems to work in all variants */\r
+ pawnRow = gameInfo.boardHeight - 7; /* seems to work in all common variants */\r
+ if(pawnRow < 1) pawnRow = 1;\r
\r
/* User pieceToChar list overrules defaults */\r
if(appData.pieceToCharTable != NULL)\r
- strcpy(pieceToChar, appData.pieceToCharTable);\r
+ SetCharTable(pieceToChar, appData.pieceToCharTable);\r
\r
for( j=0; j<BOARD_WIDTH; j++ ) { ChessSquare s = EmptySquare;\r
\r
}\r
initialPosition[BOARD_HEIGHT-1][j] = pieces[1][j-gameInfo.holdingsWidth];\r
}\r
- if( (gameInfo.variant == VariantShogi\r
- ||gameInfo.variant == VariantShowgi\r
- ) && !overrule ) {\r
+ if( (gameInfo.variant == VariantShogi) && !overrule ) {\r
+\r
j=BOARD_LEFT+1;\r
initialPosition[1][j] = WhiteBishop;\r
initialPosition[BOARD_HEIGHT-2][j] = BlackRook;\r
initialPosition[BOARD_HEIGHT-2][j] = BlackBishop;\r
}\r
\r
+ if( nrCastlingRights == -1) {\r
+ /* [HGM] Build normal castling rights (must be done after board sizing!) */\r
+ /* This sets default castling rights from none to normal corners */\r
+ /* Variants with other castling rights must set them themselves above */\r
+ nrCastlingRights = 6;\r
+ \r
+ castlingRights[0][0] = initialRights[0] = BOARD_RGHT-1;\r
+ castlingRights[0][1] = initialRights[1] = BOARD_LEFT;\r
+ castlingRights[0][2] = initialRights[2] = BOARD_WIDTH>>1;\r
+ castlingRights[0][3] = initialRights[3] = BOARD_RGHT-1;\r
+ castlingRights[0][4] = initialRights[4] = BOARD_LEFT;\r
+ castlingRights[0][5] = initialRights[5] = BOARD_WIDTH>>1;\r
+ }\r
+\r
+ if(gameInfo.variant == VariantSuper) Prelude(initialPosition);\r
+ if(gameInfo.variant == VariantGreat) { // promotion commoners\r
+ initialPosition[PieceToNumber(WhiteMan)][BOARD_WIDTH-1] = WhiteMan;\r
+ initialPosition[PieceToNumber(WhiteMan)][BOARD_WIDTH-2] = 9;\r
+ initialPosition[BOARD_HEIGHT-1-PieceToNumber(WhiteMan)][0] = BlackMan;\r
+ initialPosition[BOARD_HEIGHT-1-PieceToNumber(WhiteMan)][1] = 9;\r
+ }\r
+#if 0\r
if(gameInfo.variant == VariantFischeRandom) {\r
if( appData.defaultFrcPosition < 0 ) {\r
ShuffleFRC( initialPosition );\r
else {\r
SetupFRC( initialPosition, appData.defaultFrcPosition );\r
}\r
+ startedFromSetupPosition = TRUE;\r
+ } else \r
+#else\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "shuffleOpenings = %d\n", shuffleOpenings);\r
+ }\r
+ if(shuffleOpenings) {\r
+ SetUpShuffle(initialPosition, appData.defaultFrcPosition);\r
+ startedFromSetupPosition = TRUE;\r
+ }\r
+#endif\r
+ if(startedFromPositionFile) {\r
+ /* [HGM] loadPos: use PositionFile for every new game */\r
+ CopyBoard(initialPosition, filePosition);\r
+ for(i=0; i<nrCastlingRights; i++)\r
+ castlingRights[0][i] = initialRights[i] = fileRights[i];\r
+ startedFromSetupPosition = TRUE;\r
}\r
\r
CopyBoard(boards[0], initialPosition);\r
\r
if(oldx != gameInfo.boardWidth ||\r
oldy != gameInfo.boardHeight ||\r
- oldh != gameInfo.holdingsWidth )\r
- InitDrawingSizes(-1 ,0);\r
+ oldh != gameInfo.holdingsWidth\r
+#ifdef GOTHIC\r
+ || oldv == VariantGothic || // For licensing popups\r
+ gameInfo.variant == VariantGothic\r
+#endif\r
+#ifdef FALCON\r
+ || oldv == VariantFalcon ||\r
+ gameInfo.variant == VariantFalcon\r
+#endif\r
+ )\r
+ InitDrawingSizes(-2 ,0);\r
\r
if (redraw)\r
DrawPosition(TRUE, boards[currentMove]);\r
char message[MSG_SIZ];\r
\r
if (cps->useSetboard) {\r
- char* fen = PositionToFEN(moveNum, cps->useFEN960);\r
+ char* fen = PositionToFEN(moveNum, cps->fenOverride);\r
sprintf(message, "setboard %s\n", fen);\r
SendToProgram(message, cps);\r
free(fen);\r
SendToProgram("edit\n", cps);\r
SendToProgram("#\n", cps);\r
for (i = BOARD_HEIGHT - 1; i >= 0; i--) {\r
- bp = &boards[moveNum][i][0];\r
+ bp = &boards[moveNum][i][BOARD_LEFT];\r
for (j = BOARD_LEFT; j < BOARD_RGHT; j++, bp++) {\r
if ((int) *bp < (int) BlackPawn) {\r
sprintf(message, "%c%c%c\n", PieceToChar(*bp), \r
AAA + j, ONE + i);\r
+ if(message[0] == '+' || message[0] == '~') {\r
+ sprintf(message, "%c%c%c+\n",\r
+ PieceToChar((ChessSquare)(DEMOTED *bp)),\r
+ AAA + j, ONE + i);\r
+ }\r
+ if(cps->alphaRank) { /* [HGM] shogi: translate coords */\r
+ message[1] = BOARD_RGHT - 1 - j + '1';\r
+ message[2] = BOARD_HEIGHT - 1 - i + 'a';\r
+ }\r
SendToProgram(message, cps);\r
}\r
}\r
\r
SendToProgram("c\n", cps);\r
for (i = BOARD_HEIGHT - 1; i >= 0; i--) {\r
- bp = &boards[moveNum][i][0];\r
+ bp = &boards[moveNum][i][BOARD_LEFT];\r
for (j = BOARD_LEFT; j < BOARD_RGHT; j++, bp++) {\r
if (((int) *bp != (int) EmptySquare)\r
&& ((int) *bp >= (int) BlackPawn)) {\r
sprintf(message, "%c%c%c\n", ToUpper(PieceToChar(*bp)),\r
AAA + j, ONE + i);\r
+ if(message[0] == '+' || message[0] == '~') {\r
+ sprintf(message, "%c%c%c+\n",\r
+ PieceToChar((ChessSquare)(DEMOTED *bp)),\r
+ AAA + j, ONE + i);\r
+ }\r
+ if(cps->alphaRank) { /* [HGM] shogi: translate coords */\r
+ message[1] = BOARD_RGHT - 1 - j + '1';\r
+ message[2] = BOARD_HEIGHT - 1 - i + 'a';\r
+ }\r
SendToProgram(message, cps);\r
}\r
}\r
\r
SendToProgram(".\n", cps);\r
}\r
+ setboardSpoiledMachineBlack = 0; /* [HGM] assume WB 4.2.7 already solves this after sending setboard */\r
}\r
\r
int\r
piece = boards[currentMove][fromY][fromX];\r
if(gameInfo.variant == VariantShogi) {\r
promotionZoneSize = 3;\r
- highestPromotingPiece = (int)WhiteFerz; /* Silver */\r
+ highestPromotingPiece = (int)WhiteKing;\r
+ /* [HGM] Should be Silver = Ferz, really, but legality testing is off,\r
+ and if in normal chess we then allow promotion to King, why not\r
+ allow promotion of other piece in Shogi? */\r
}\r
if((int)piece >= BlackPawn) {\r
if(toY >= promotionZoneSize && fromY >= promotionZoneSize)\r
int x;\r
int y;\r
{\r
- if (x < BOARD_LEFT || x >= BOARD_RGHT || y < 0 || y >= BOARD_HEIGHT)\r
+ if (x < 0 || x >= BOARD_WIDTH || y < 0 || y >= BOARD_HEIGHT)\r
return -1;\r
else\r
return boards[currentMove][y][x];\r
case IcsPlayingBlack:\r
if (appData.zippyPlay) return FALSE;\r
if (white_piece) {\r
- DisplayMoveError("You are playing Black");\r
+ DisplayMoveError(_("You are playing Black"));\r
return FALSE;\r
}\r
break;\r
case IcsPlayingWhite:\r
if (appData.zippyPlay) return FALSE;\r
if (!white_piece) {\r
- DisplayMoveError("You are playing White");\r
+ DisplayMoveError(_("You are playing White"));\r
return FALSE;\r
}\r
break;\r
\r
case EditGame:\r
if (!white_piece && WhiteOnMove(currentMove)) {\r
- DisplayMoveError("It is White's turn");\r
+ DisplayMoveError(_("It is White's turn"));\r
return FALSE;\r
} \r
if (white_piece && !WhiteOnMove(currentMove)) {\r
- DisplayMoveError("It is Black's turn");\r
+ DisplayMoveError(_("It is Black's turn"));\r
return FALSE;\r
} \r
if (cmailMsgLoaded && (currentMove < cmailOldMove)) {\r
if (appData.icsActive) return FALSE;\r
if (!appData.noChessProgram) {\r
if (!white_piece) {\r
- DisplayMoveError("You are playing White");\r
+ DisplayMoveError(_("You are playing White"));\r
return FALSE;\r
}\r
}\r
\r
case Training:\r
if (!white_piece && WhiteOnMove(currentMove)) {\r
- DisplayMoveError("It is White's turn");\r
+ DisplayMoveError(_("It is White's turn"));\r
return FALSE;\r
} \r
if (white_piece && !WhiteOnMove(currentMove)) {\r
- DisplayMoveError("It is Black's turn");\r
+ DisplayMoveError(_("It is Black's turn"));\r
return FALSE;\r
} \r
break;\r
}\r
if (currentMove != forwardMostMove && gameMode != AnalyzeMode\r
&& gameMode != AnalyzeFile && gameMode != Training) {\r
- DisplayMoveError("Displayed position is not current");\r
+ DisplayMoveError(_("Displayed position is not current"));\r
return FALSE;\r
}\r
return TRUE;\r
int promoChar;\r
{\r
ChessMove moveType;\r
+ ChessSquare pdown, pup;\r
\r
if (fromX < 0 || fromY < 0) return ImpossibleMove;\r
if ((fromX == toX) && (fromY == toY)) {\r
return ImpossibleMove;\r
}\r
+\r
/* [HGM] suppress all moves into holdings area and guard band */\r
- if( toX < BOARD_LEFT || toX >= BOARD_RGHT ) return ImpossibleMove;\r
- \r
+ if( toX < BOARD_LEFT || toX >= BOARD_RGHT || toY < 0 )\r
+ return ImpossibleMove;\r
+\r
+ /* [HGM] <sameColor> moved to here from winboard.c */\r
+ /* note: this code seems to exist for filtering out some obviously illegal premoves */\r
+ pdown = boards[currentMove][fromY][fromX];\r
+ pup = boards[currentMove][toY][toX];\r
+ if ( gameMode != EditPosition &&\r
+ (WhitePawn <= pdown && pdown < BlackPawn &&\r
+ WhitePawn <= pup && pup < BlackPawn ||\r
+ BlackPawn <= pdown && pdown < EmptySquare &&\r
+ BlackPawn <= pup && pup < EmptySquare \r
+ ) && !((gameInfo.variant == VariantFischeRandom || gameInfo.variant == VariantCapaRandom) &&\r
+ (pup == WhiteRook && pdown == WhiteKing && fromY == 0 && toY == 0||\r
+ pup == BlackRook && pdown == BlackKing && fromY == BOARD_HEIGHT-1 && toY == BOARD_HEIGHT-1 ) \r
+ ) )\r
+ return ImpossibleMove;\r
+\r
/* Check if the user is playing in turn. This is complicated because we\r
let the user "pick up" a piece before it is his turn. So the piece he\r
tried to pick up may have been captured by the time he puts it down!\r
case MachinePlaysWhite:\r
/* User is moving for Black */\r
if (WhiteOnMove(currentMove)) {\r
- DisplayMoveError("It is White's turn");\r
+ DisplayMoveError(_("It is White's turn"));\r
return ImpossibleMove;\r
}\r
break;\r
case MachinePlaysBlack:\r
/* User is moving for White */\r
if (!WhiteOnMove(currentMove)) {\r
- DisplayMoveError("It is Black's turn");\r
+ DisplayMoveError(_("It is Black's turn"));\r
return ImpossibleMove;\r
}\r
break;\r
(int) boards[currentMove][fromY][fromX] < (int) EmptySquare) {\r
/* User is moving for Black */\r
if (WhiteOnMove(currentMove)) {\r
- DisplayMoveError("It is White's turn");\r
+ DisplayMoveError(_("It is White's turn"));\r
return ImpossibleMove;\r
}\r
} else {\r
/* User is moving for White */\r
if (!WhiteOnMove(currentMove)) {\r
- DisplayMoveError("It is Black's turn");\r
+ DisplayMoveError(_("It is Black's turn"));\r
return ImpossibleMove;\r
}\r
}\r
/* User is moving for Black */\r
if (WhiteOnMove(currentMove)) {\r
if (!appData.premove) {\r
- DisplayMoveError("It is White's turn");\r
+ DisplayMoveError(_("It is White's turn"));\r
} else if (toX >= 0 && toY >= 0) {\r
premoveToX = toX;\r
premoveToY = toY;\r
/* User is moving for White */\r
if (!WhiteOnMove(currentMove)) {\r
if (!appData.premove) {\r
- DisplayMoveError("It is Black's turn");\r
+ DisplayMoveError(_("It is Black's turn"));\r
} else if (toX >= 0 && toY >= 0) {\r
premoveToX = toX;\r
premoveToY = toY;\r
break;\r
\r
case EditPosition:\r
+ /* EditPosition, empty square, or different color piece;\r
+ click-click move is possible */\r
if (toX == -2 || toY == -2) {\r
boards[0][fromY][fromX] = EmptySquare;\r
- DrawPosition(FALSE, boards[currentMove]);\r
+ return AmbiguousMove;\r
} else if (toX >= 0 && toY >= 0) {\r
boards[0][toY][toX] = boards[0][fromY][fromX];\r
boards[0][fromY][fromX] = EmptySquare;\r
- DrawPosition(FALSE, boards[currentMove]);\r
+ return AmbiguousMove;\r
}\r
return ImpossibleMove;\r
}\r
\r
- if (toX < 0 || toY < 0) return ImpossibleMove;\r
-\r
/* [HGM] If move started in holdings, it means a drop */\r
- if( fromX == BOARD_LEFT-2 || fromX == BOARD_RGHT+1) {\r
- if( boards[currentMove][toY][toX] != EmptySquare ) return ImpossibleMove;\r
+ if( fromX == BOARD_LEFT-2 || fromX == BOARD_RGHT+1) { \r
+ if( pup != EmptySquare ) return ImpossibleMove;\r
+ if(appData.testLegality) {\r
+ /* it would be more logical if LegalityTest() also figured out\r
+ * which drops are legal. For now we forbid pawns on back rank.\r
+ * Shogi is on its own here...\r
+ */\r
+ if( (pdown == WhitePawn || pdown == BlackPawn) &&\r
+ (toY == 0 || toY == BOARD_HEIGHT -1 ) )\r
+ return(ImpossibleMove); /* no pawn drops on 1st/8th */\r
+ }\r
return WhiteDrop; /* Not needed to specify white or black yet */\r
}\r
\r
userOfferedDraw = FALSE;\r
\r
- if (appData.testLegality) {\r
- moveType = LegalityTest(boards[currentMove], PosFlags(currentMove),\r
- EP_UNKNOWN, castlingRights[currentMove],\r
+ /* [HGM] always test for legality, to get promotion info */\r
+ moveType = LegalityTest(boards[currentMove], PosFlags(currentMove),\r
+ epStatus[currentMove], castlingRights[currentMove],\r
fromY, fromX, toY, toX, promoChar);\r
+\r
+ /* [HGM] but possibly ignore an IllegalMove result */\r
+ if (appData.testLegality) {\r
if (moveType == IllegalMove || moveType == ImpossibleMove) {\r
- DisplayMoveError("Illegal move");\r
+ DisplayMoveError(_("Illegal move"));\r
return ImpossibleMove;\r
}\r
- } else {\r
- moveType = PromoCharToMoveType(WhiteOnMove(currentMove), promoChar);\r
}\r
-\r
+if(appData.debugMode) fprintf(debugFP, "moveType 3 = %d, promochar = %x\n", moveType, promoChar);\r
return moveType;\r
/* [HGM] <popupFix> in stead of calling FinishMove directly, this\r
function is made into one that returns an OK move type if FinishMove\r
}\r
\r
/* Common tail of UserMoveEvent and DropMenuEvent */\r
-void\r
+int\r
FinishMove(moveType, fromX, fromY, toX, toY, promoChar)\r
ChessMove moveType;\r
int fromX, fromY, toX, toY;\r
/*char*/int promoChar;\r
{\r
- /* [HGM] <popupFix> kludge to avoid having know the exact promotion\r
+ char *bookHit = 0;\r
+if(appData.debugMode) fprintf(debugFP, "moveType 5 = %d, promochar = %x\n", moveType, promoChar);\r
+ if((gameInfo.variant == VariantSuper || gameInfo.variant == VariantGreat) && promoChar != NULLCHAR) { \r
+ // [HGM] superchess: suppress promotions to non-available piece\r
+ int k = PieceToNumber(CharToPiece(ToUpper(promoChar)));\r
+ if(WhiteOnMove(currentMove)) {\r
+ if(!boards[currentMove][k][BOARD_WIDTH-2]) return 0;\r
+ } else {\r
+ if(!boards[currentMove][BOARD_HEIGHT-1-k][1]) return 0;\r
+ }\r
+ }\r
+\r
+ /* [HGM] <popupFix> kludge to avoid having to know the exact promotion\r
move type in caller when we know the move is a legal promotion */\r
- if(moveType == NormalMove)\r
+ if(moveType == NormalMove && promoChar)\r
moveType = PromoCharToMoveType(WhiteOnMove(currentMove), promoChar);\r
-\r
+if(appData.debugMode) fprintf(debugFP, "moveType 1 = %d, promochar = %x\n", moveType, promoChar);\r
/* [HGM] convert drag-and-drop piece drops to standard form */\r
if( fromX == BOARD_LEFT-2 || fromX == BOARD_RGHT+1) {\r
moveType = WhiteOnMove(currentMove) ? WhiteDrop : BlackDrop;\r
}\r
\r
/* [HGM] <popupFix> The following if has been moved here from\r
- UserMoveEnevt(). Because it seemed to belon here (why not allow\r
+ UserMoveEvent(). Because it seemed to belon here (why not allow\r
piece drops in training games?), and because it can only be\r
performed after it is known to what we promote. */\r
if (gameMode == Training) {\r
gameMode = PlayFromGameFile;\r
ModeHighlight();\r
SetTrainingModeOff();\r
- DisplayInformation("End of game");\r
+ DisplayInformation(_("End of game"));\r
}\r
} else {\r
- DisplayError("Incorrect move", 0);\r
+ DisplayError(_("Incorrect move"), 0);\r
}\r
- return;\r
+ return 1;\r
}\r
\r
/* Ok, now we know that the move is good, so we can kill\r
\r
MakeMove(fromX, fromY, toX, toY, promoChar); /*updates forwardMostMove*/\r
\r
+ if((gameInfo.variant == VariantSuper || gameInfo.variant == VariantGreat) \r
+ && promoChar != NULLCHAR && gameInfo.holdingsSize) { \r
+ // [HGM] superchess: take promotion piece out of holdings\r
+ int k = PieceToNumber(CharToPiece(ToUpper(promoChar)));\r
+ if(WhiteOnMove(forwardMostMove-1)) {\r
+ if(!--boards[forwardMostMove][k][BOARD_WIDTH-2])\r
+ boards[forwardMostMove][k][BOARD_WIDTH-1] = EmptySquare;\r
+ } else {\r
+ if(!--boards[forwardMostMove][BOARD_HEIGHT-1-k][1])\r
+ boards[forwardMostMove][BOARD_HEIGHT-1-k][0] = EmptySquare;\r
+ }\r
+ }\r
+\r
if (gameMode == BeginningOfGame) {\r
if (appData.noChessProgram) {\r
gameMode = EditGame;\r
} else {\r
char buf[MSG_SIZ];\r
gameMode = MachinePlaysBlack;\r
+ StartClocks();\r
SetGameInfo();\r
sprintf(buf, "%s vs. %s", gameInfo.white, gameInfo.black);\r
DisplayTitle(buf);\r
sprintf(buf, "name %s\n", gameInfo.white);\r
SendToProgram(buf, &first);\r
}\r
+ StartClocks();\r
}\r
ModeHighlight();\r
}\r
-\r
+if(appData.debugMode) fprintf(debugFP, "moveType 2 = %d, promochar = %x\n", moveType, promoChar);\r
/* Relay move to ICS or chess engine */\r
if (appData.icsActive) {\r
if (gameMode == IcsPlayingWhite || gameMode == IcsPlayingBlack ||\r
gameMode == MachinePlaysBlack)) {\r
SendTimeRemaining(&first, gameMode != MachinePlaysBlack);\r
}\r
- SendMoveToProgram(forwardMostMove-1, &first);\r
if (gameMode != EditGame && gameMode != PlayFromGameFile) {\r
- first.maybeThinking = TRUE;\r
- }\r
+ // [HGM] book: if program might be playing, let it use book\r
+ bookHit = SendMoveToBookUser(forwardMostMove-1, &first, FALSE);\r
+ first.maybeThinking = TRUE;\r
+ } else SendMoveToProgram(forwardMostMove-1, &first);\r
if (currentMove == cmailOldMove + 1) {\r
cmailMoveType[lastLoadGameNumber - 1] = CMAIL_MOVE;\r
}\r
default:\r
break;\r
}\r
+\r
+ if(bookHit) { // [HGM] book: simulate book reply\r
+ static char bookMove[MSG_SIZ]; // a bit generous?\r
+\r
+ programStats.nodes = programStats.depth = programStats.time = \r
+ programStats.score = programStats.got_only_move = 0;\r
+ sprintf(programStats.movelist, "%s (xbook)", bookHit);\r
+\r
+ strcpy(bookMove, "move ");\r
+ strcat(bookMove, bookHit);\r
+ HandleMachineMove(bookMove, &first);\r
+ }\r
+ return 1;\r
}\r
\r
void\r
to do anything in between, can call this routine the old way. \r
*/\r
ChessMove moveType = UserMoveTest(fromX, fromY, toX, toY, promoChar);\r
-\r
+if(appData.debugMode) fprintf(debugFP, "moveType 4 = %d, promochar = %x\n", moveType, promoChar);\r
if(moveType != ImpossibleMove)\r
FinishMove(moveType, fromX, fromY, toX, toY, promoChar);\r
}\r
\r
void SendProgramStatsToFrontend( ChessProgramState * cps, ChessProgramStats * cpstats )\r
{\r
- char * hint = lastHint;\r
+// char * hint = lastHint;\r
FrontEndProgramStats stats;\r
\r
stats.which = cps == &first ? 0 : 1;\r
SetProgramStats( &stats );\r
}\r
\r
+char *SendMoveToBookUser(int moveNr, ChessProgramState *cps, int initial)\r
+{ // [HGM] book: this routine intercepts moves to simulate book replies\r
+ char *bookHit = NULL;\r
+\r
+ //first determine if the incoming move brings opponent into his book\r
+ if(appData.usePolyglotBook && (cps == &first ? !appData.firstHasOwnBookUCI : !appData.secondHasOwnBookUCI))\r
+ bookHit = ProbeBook(moveNr+1, appData.polyglotBook); // returns move\r
+ if(appData.debugMode) fprintf(debugFP, "book hit = %s\n", bookHit ? bookHit : "(NULL)");\r
+ if(bookHit != NULL && !cps->bookSuspend) {\r
+ // make sure opponent is not going to reply after receiving move to book position\r
+ SendToProgram("force\n", cps);\r
+ cps->bookSuspend = TRUE; // flag indicating it has to be restarted\r
+ }\r
+ if(!initial) SendMoveToProgram(moveNr, cps); // with hit on initial position there is no move\r
+ // now arrange restart after book miss\r
+ if(bookHit) {\r
+ // after a book hit we never send 'go', and the code after the call to this routine\r
+ // has '&& !bookHit' added to suppress potential sending there (based on 'firstMove').\r
+ char buf[MSG_SIZ];\r
+ if (cps->useUsermove) sprintf(buf, "usermove "); // sorry, no SAN yet :(\r
+ sprintf(buf, "%s\n", bookHit); // force book move into program supposed to play it\r
+ SendToProgram(buf, cps);\r
+ if(!initial) firstMove = FALSE; // normally we would clear the firstMove condition after return & sending 'go'\r
+ } else if(initial) { // 'go' was needed irrespective of firstMove, and it has to be done in this routine\r
+ SendToProgram("go\n", cps);\r
+ cps->bookSuspend = FALSE; // after a 'go' we are never suspended\r
+ } else { // 'go' might be sent based on 'firstMove' after this routine returns\r
+ if(cps->bookSuspend && !firstMove) // 'go' needed, and it will not be done after we return\r
+ SendToProgram("go\n", cps); \r
+ cps->bookSuspend = FALSE; // anyhow, we will not be suspended after a miss\r
+ }\r
+ return bookHit; // notify caller of hit, so it can take action to send move to opponent\r
+}\r
+\r
+char *savedMessage;\r
+ChessProgramState *savedState;\r
+void DeferredBookMove(void)\r
+{\r
+ if(savedState->lastPing != savedState->lastPong)\r
+ ScheduleDelayedEvent(DeferredBookMove, 10);\r
+ else\r
+ HandleMachineMove(savedMessage, savedState);\r
+}\r
+\r
void\r
HandleMachineMove(message, cps)\r
char *message;\r
char promoChar;\r
char *p;\r
int machineWhite;\r
+ char *bookHit;\r
\r
+FakeBookMove: // [HGM] book: we jump here to simulate machine moves after book hit\r
/*\r
* Kludge to ignore BEL characters\r
*/\r
while (*message == '\007') message++;\r
\r
/*\r
+ * [HGM] engine debug message: ignore lines starting with '#' character\r
+ */\r
+ if(cps->debug && *message == '#') return;\r
+\r
+ /*\r
* Look for book output\r
*/\r
if (cps == &first && bookRequested) {\r
return;\r
}\r
\r
+ if (appData.debugMode) { int f = forwardMostMove;\r
+ fprintf(debugFP, "machine move %d, castling = %d %d %d %d %d %d\n", f,\r
+ castlingRights[f][0],castlingRights[f][1],castlingRights[f][2],castlingRights[f][3],castlingRights[f][4],castlingRights[f][5]);\r
+ }\r
+ if(cps->alphaRank) AlphaRank(machineMove, 4);\r
if (!ParseOneMove(machineMove, forwardMostMove, &moveType,\r
&fromX, &fromY, &toX, &toY, &promoChar)) {\r
/* Machine move could not be parsed; ignore it. */\r
- sprintf(buf1, "Illegal move \"%s\" from %s machine",\r
+ sprintf(buf1, _("Illegal move \"%s\" from %s machine"),\r
machineMove, cps->which);\r
DisplayError(buf1, 0);\r
- sprintf(buf1, "Xboard: Forfeit due to invalid move: %s (%c%c%c%c) res=%d%c",\r
- machineMove, fromX+AAA, fromY+ONE, toX+AAA, toY+ONE, 0);\r
+ sprintf(buf1, "Xboard: Forfeit due to invalid move: %s (%c%c%c%c) res=%d",\r
+ machineMove, fromX+AAA, fromY+ONE, toX+AAA, toY+ONE, moveType);\r
if (gameMode == TwoMachinesPlay) {\r
GameEnds(machineWhite ? BlackWins : WhiteWins,\r
buf1, GE_XBOARD);\r
/* to make sure an illegal e.p. capture does not slip through, */\r
/* to cause a forfeit on a justified illegal-move complaint */\r
/* of the opponent. */\r
- if(gameMode==TwoMachinesPlay && appData.testLegality &&\r
- fromY != DROP_RANK && /* [HGM] temporary; should still add legality test for drops */\r
- LegalityTest(boards[forwardMostMove], PosFlags(forwardMostMove),\r
+ if( gameMode==TwoMachinesPlay && appData.testLegality\r
+ && fromY != DROP_RANK /* [HGM] temporary; should still add legality test for drops */\r
+ ) {\r
+ ChessMove moveType;\r
+ moveType = LegalityTest(boards[forwardMostMove], PosFlags(forwardMostMove),\r
epStatus[forwardMostMove], castlingRights[forwardMostMove],\r
- fromY, fromX, toY, toX, promoChar) == IllegalMove)\r
- {\r
+ fromY, fromX, toY, toX, promoChar);\r
if (appData.debugMode) {\r
int i;\r
for(i=0; i< nrCastlingRights; i++) fprintf(debugFP, "(%d,%d) ",\r
castlingRights[forwardMostMove][i], castlingRank[i]);\r
fprintf(debugFP, "castling rights\n");\r
}\r
- sprintf(buf1, "Xboard: Forfeit due to illegal move: %s (%c%c%c%c)%c",\r
- machineMove, fromX+AAA, fromY+ONE, toX+AAA, toY+ONE, 0);\r
- GameEnds(machineWhite ? BlackWins : WhiteWins,\r
- buf1, GE_XBOARD);\r
+ if(moveType == IllegalMove) {\r
+ sprintf(buf1, "Xboard: Forfeit due to illegal move: %s (%c%c%c%c)%c",\r
+ machineMove, fromX+AAA, fromY+ONE, toX+AAA, toY+ONE, 0);\r
+ GameEnds(machineWhite ? BlackWins : WhiteWins,\r
+ buf1, GE_XBOARD);\r
+ return;\r
+ } else if(gameInfo.variant != VariantFischeRandom && gameInfo.variant != VariantCapaRandom)\r
+ /* [HGM] Kludge to handle engines that send FRC-style castling\r
+ when they shouldn't (like TSCP-Gothic) */\r
+ switch(moveType) {\r
+ case WhiteASideCastleFR:\r
+ case BlackASideCastleFR:\r
+ toX+=2;\r
+ currentMoveString[2]++;\r
+ break;\r
+ case WhiteHSideCastleFR:\r
+ case BlackHSideCastleFR:\r
+ toX--;\r
+ currentMoveString[2]--;\r
+ break;\r
+ default: ; // nothing to do, but suppresses warning of pedantic compilers\r
}\r
+ }\r
hintRequested = FALSE;\r
lastHint[0] = NULLCHAR;\r
bookRequested = FALSE;\r
first.initDone) {\r
SendMoveToICS(moveType, fromX, fromY, toX, toY);\r
ics_user_moved = 1;\r
+ if(appData.autoKibitz && !appData.icsEngineAnalyze ) { /* [HGM] kibitz: send most-recent PV info to ICS */\r
+ char buf[3*MSG_SIZ];\r
+\r
+ sprintf(buf, "kibitz %d/%+.2f (%.2f sec, %.0f nodes, %1.0f knps) PV = %s\n",\r
+ programStats.depth,\r
+ programStats.score / 100.,\r
+ programStats.time / 100.,\r
+ u64ToDouble(programStats.nodes),\r
+ u64ToDouble(programStats.nodes) / (10*abs(programStats.time) + 1.),\r
+ programStats.movelist);\r
+ SendToICS(buf);\r
+ }\r
}\r
#endif\r
/* currentMoveString is set as a side-effect of ParseOneMove */\r
/* [AS] Save move info and clear stats for next move */\r
pvInfoList[ forwardMostMove ].score = programStats.score;\r
pvInfoList[ forwardMostMove ].depth = programStats.depth;\r
- pvInfoList[ forwardMostMove ].time = -1;\r
+ pvInfoList[ forwardMostMove ].time = programStats.time; // [HGM] PGNtime: take time from engine stats\r
ClearProgramStats();\r
thinkOutput[0] = NULLCHAR;\r
hiddenThinkOutputState = 0;\r
}\r
}\r
\r
-#ifdef ADJUDICATE // [HGM] some adjudications useful with buggy engines\r
-\r
- if( gameMode == TwoMachinesPlay && gameInfo.holdingsSize == 0) {\r
- int count = 0, epFile = epStatus[forwardMostMove];\r
-\r
- if(appData.testLegality && appData.checkMates) \r
- // don't wait for engine to announce game end if we can judge ourselves\r
- switch (MateTest(boards[forwardMostMove],\r
- PosFlags(forwardMostMove), epFile,\r
- castlingRights[forwardMostMove]) ) {\r
- case MT_NONE:\r
- case MT_CHECK:\r
- default:\r
- break;\r
- case MT_STALEMATE:\r
- ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
- GameEnds( GameIsDrawn, "Xboard adjudication: Stalemate",\r
- GE_XBOARD );\r
- break;\r
- case MT_CHECKMATE:\r
- ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
- GameEnds( WhiteOnMove(forwardMostMove) ? BlackWins : WhiteWins, \r
- "Xboard adjudication: Checkmate", \r
- GE_XBOARD );\r
- break;\r
- }\r
-\r
- if( appData.testLegality )\r
- { /* [HGM] Some more adjudications for obstinate engines */\r
- int NrWN=0, NrBN=0, NrWB=0, NrBB=0, NrWR=0, NrBR=0,\r
- NrWQ=0, NrBQ=0,\r
- NrPieces=0, NrPawns=0, PawnAdvance=0, i, j, k;\r
- static int moveCount;\r
-\r
- /* First absolutely insufficient mating material. Count what is on board. */\r
- for(i=0; i<BOARD_HEIGHT; i++) for(j=BOARD_LEFT; j<BOARD_RGHT; j++)\r
- { ChessSquare p = boards[forwardMostMove][i][j];\r
- int m=i;\r
-\r
- switch((int) p)\r
- { /* count B,N,R and other of each side */\r
+ if( gameMode == TwoMachinesPlay ) {\r
+ // [HGM] some adjudications useful with buggy engines\r
+ int k, count = 0, epFile = epStatus[forwardMostMove]; static int bare = 1;\r
+ if(gameInfo.holdingsSize == 0 || gameInfo.variant == VariantSuper || gameInfo.variant == VariantGreat) {\r
+\r
+ if( appData.testLegality )\r
+ { /* [HGM] Some more adjudications for obstinate engines */\r
+ int NrWN=0, NrBN=0, NrWB=0, NrBB=0, NrWR=0, NrBR=0,\r
+ NrWQ=0, NrBQ=0, NrW=0, NrK=0, bishopsColor = 0,\r
+ NrPieces=0, NrPawns=0, PawnAdvance=0, i, j;\r
+ static int moveCount = 6;\r
+\r
+ /* Count what is on board. */\r
+ for(i=0; i<BOARD_HEIGHT; i++) for(j=BOARD_LEFT; j<BOARD_RGHT; j++)\r
+ { ChessSquare p = boards[forwardMostMove][i][j];\r
+ int m=i;\r
+\r
+ switch((int) p)\r
+ { /* count B,N,R and other of each side */\r
+ case WhiteKing:\r
+ case BlackKing:\r
+ NrK++; break; // [HGM] atomic: count Kings\r
case WhiteKnight:\r
NrWN++; break;\r
case WhiteBishop:\r
+ case WhiteFerz: // [HGM] shatranj: kludge to mke it work in shatranj\r
+ bishopsColor |= 1 << ((i^j)&1);\r
NrWB++; break;\r
case BlackKnight:\r
- NrWN++; break;\r
+ NrBN++; break;\r
case BlackBishop:\r
+ case BlackFerz: // [HGM] shatranj: kludge to mke it work in shatranj\r
+ bishopsColor |= 1 << ((i^j)&1);\r
NrBB++; break;\r
case WhiteRook:\r
NrWR++; break;\r
case BlackRook:\r
NrBR++; break;\r
case WhiteQueen:\r
- NrWR++; break;\r
+ NrWQ++; break;\r
case BlackQueen:\r
- NrBR++; break;\r
+ NrBQ++; break;\r
case EmptySquare: \r
break;\r
case BlackPawn:\r
PawnAdvance += m; NrPawns++;\r
}\r
NrPieces += (p != EmptySquare);\r
+ NrW += ((int)p < (int)BlackPawn);\r
+ if(gameInfo.variant == VariantXiangqi && \r
+ (p == WhiteFerz || p == WhiteAlfil || p == BlackFerz || p == BlackAlfil)) {\r
+ NrPieces--; // [HGM] XQ: do not count purely defensive pieces\r
+ NrW -= ((int)p < (int)BlackPawn);\r
+ }\r
}\r
\r
- if( NrPieces == 3 && NrWN+NrBN+NrWB+NrBB == 1 || NrPieces == 2 )\r
- { /* KBK, KNK or KK */\r
+ /* Some material-based adjudications that have to be made before stalemate test */\r
+ if(gameInfo.variant == VariantAtomic && NrK < 2) {\r
+ // [HGM] atomic: stm must have lost his King on previous move, as destroying own K is illegal\r
+ epStatus[forwardMostMove] = EP_CHECKMATE; // make claimable as if stm is checkmated\r
+ if(appData.checkMates) {\r
+ SendMoveToProgram(forwardMostMove-1, cps->other); // make sure opponent gets move\r
+ ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
+ GameEnds( WhiteOnMove(forwardMostMove) ? BlackWins : WhiteWins, \r
+ "Xboard adjudication: King destroyed", GE_XBOARD );\r
+ return;\r
+ }\r
+ }\r
+\r
+ /* Bare King in Shatranj (loses) or Losers (wins) */\r
+ if( NrW == 1 || NrPieces - NrW == 1) {\r
+ if( gameInfo.variant == VariantLosers) { // [HGM] losers: bare King wins (stm must have it first)\r
+ epStatus[forwardMostMove] = EP_STALEMATE; // kludge to make position claimable as win\r
+ if(appData.checkMates) {\r
+ SendMoveToProgram(forwardMostMove-1, cps->other); /* make sure opponent gets to see move */\r
+ ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
+ GameEnds( WhiteOnMove(forwardMostMove) ? WhiteWins : BlackWins, \r
+ "Xboard adjudication: Bare king", GE_XBOARD );\r
+ return;\r
+ }\r
+ } else\r
+ if( gameInfo.variant == VariantShatranj && --bare < 0)\r
+ { /* bare King */\r
+ epStatus[forwardMostMove] = EP_CHECKMATE; // make claimable as win for stm\r
+ if(appData.checkMates) {\r
+ /* but only adjudicate if adjudication enabled */\r
+ SendMoveToProgram(forwardMostMove-1, cps->other); // make sure opponent gets move\r
+ ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
+ GameEnds( NrW > 1 ? WhiteWins : NrPieces - NrW > 1 ? BlackWins : GameIsDrawn, \r
+ "Xboard adjudication: Bare king", GE_XBOARD );\r
+ return;\r
+ }\r
+ }\r
+ } else bare = 1;\r
+\r
+\r
+ // don't wait for engine to announce game end if we can judge ourselves\r
+ switch (MateTest(boards[forwardMostMove],\r
+ PosFlags(forwardMostMove), epFile,\r
+ castlingRights[forwardMostMove]) ) {\r
+ case MT_NONE:\r
+ case MT_CHECK:\r
+ default:\r
+ break;\r
+ case MT_STALEMATE:\r
+ if(epStatus[forwardMostMove] != EP_CHECKMATE) // [HGM] spare win through baring or K-capt\r
+ epStatus[forwardMostMove] = EP_STALEMATE;\r
+ if(appData.checkMates) {\r
+ SendMoveToProgram(forwardMostMove-1, cps->other); /* make sure opponent gets to see move */\r
+ ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
+ if(gameInfo.variant == VariantLosers || gameInfo.variant == VariantSuicide\r
+ || gameInfo.variant == VariantGiveaway) // [HGM] losers:\r
+ GameEnds( WhiteOnMove(forwardMostMove) ? WhiteWins : BlackWins, // stalemated side wins!\r
+ "Xboard adjudication: Stalemate", GE_XBOARD );\r
+ else\r
+ GameEnds( GameIsDrawn, "Xboard adjudication: Stalemate", GE_XBOARD );\r
+ return;\r
+ }\r
+ break;\r
+ case MT_CHECKMATE:\r
+ epStatus[forwardMostMove] = EP_CHECKMATE;\r
+ if(appData.checkMates) {\r
+ SendMoveToProgram(forwardMostMove-1, cps->other); /* make sure opponent gets to see move */\r
+ ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
+ GameEnds( WhiteOnMove(forwardMostMove) != (gameInfo.variant == VariantLosers) // [HGM] losers:\r
+ ? BlackWins : WhiteWins, // reverse the result ( A!=1 is !A for a boolean)\r
+ "Xboard adjudication: Checkmate", GE_XBOARD );\r
+ return;\r
+ }\r
+ break;\r
+ }\r
+\r
+ /* Next absolutely insufficient mating material. */\r
+ if( NrPieces == 2 || gameInfo.variant != VariantXiangqi && \r
+ gameInfo.variant != VariantShatranj && // [HGM] baring will remain possible\r
+ (NrPieces == 3 && NrWN+NrBN+NrWB+NrBB == 1 ||\r
+ NrPieces == NrBB+NrWB+2 && bishopsColor != 3)) // [HGM] all Bishops (Ferz!) same color\r
+ { /* KBK, KNK, KK of KBKB with like Bishops */\r
\r
/* always flag draws, for judging claims */\r
epStatus[forwardMostMove] = EP_INSUF_DRAW;\r
\r
if(appData.materialDraws) {\r
/* but only adjudicate them if adjudication enabled */\r
+ SendToProgram("force\n", cps->other); // suppress reply\r
+ SendMoveToProgram(forwardMostMove-1, cps->other); /* make sure opponent gets to see last move */\r
ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
GameEnds( GameIsDrawn, "Xboard adjudication: Insufficient mating material", GE_XBOARD );\r
return;\r
) ) {\r
if(--moveCount < 0 && appData.trivialDraws)\r
{ /* if the first 3 moves do not show a tactical win, declare draw */\r
+ SendToProgram("force\n", cps->other); // suppress reply\r
+ SendMoveToProgram(forwardMostMove-1, cps->other); /* make sure opponent gets to see move */\r
ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
GameEnds( GameIsDrawn, "Xboard adjudication: Trivial draw", GE_XBOARD );\r
return;\r
}\r
} else moveCount = 6;\r
-\r
+ }\r
+ }\r
+#if 1\r
if (appData.debugMode) { int i;\r
fprintf(debugFP, "repeat test fmm=%d bmm=%d ep=%d, reps=%d\n",\r
forwardMostMove, backwardMostMove, epStatus[backwardMostMove],\r
fprintf(debugFP, "%d ep=%d\n", i, epStatus[i]);\r
\r
}\r
+#endif\r
/* Check for rep-draws */\r
count = 0;\r
for(k = forwardMostMove-2;\r
k>=backwardMostMove && k>=forwardMostMove-100 &&\r
- epStatus[k] <= EP_NONE && epStatus[k+1] <= EP_NONE;\r
+ epStatus[k] < EP_UNKNOWN &&\r
+ epStatus[k+2] <= EP_NONE && epStatus[k+1] <= EP_NONE;\r
k-=2)\r
{ int rights=0;\r
+#if 0\r
if (appData.debugMode) {\r
fprintf(debugFP, " loop\n");\r
}\r
+#endif\r
if(CompareBoards(boards[k], boards[forwardMostMove])) {\r
+#if 0\r
if (appData.debugMode) {\r
fprintf(debugFP, "match\n");\r
}\r
+#endif\r
/* compare castling rights */\r
if( castlingRights[forwardMostMove][2] != castlingRights[k][2] &&\r
(castlingRights[k][0] >= 0 || castlingRights[k][1] >= 0) )\r
castlingRights[forwardMostMove][4] != castlingRights[k][4] )\r
rights++;\r
}\r
+#if 0\r
if (appData.debugMode) {\r
for(i=0; i<nrCastlingRights; i++)\r
fprintf(debugFP, " (%d,%d)", castlingRights[forwardMostMove][i], castlingRights[k][i]);\r
if (appData.debugMode) {\r
fprintf(debugFP, " %d %d\n", rights, k);\r
}\r
+#endif\r
if( rights == 0 && ++count > appData.drawRepeats-2\r
&& appData.drawRepeats > 1) {\r
/* adjudicate after user-specified nr of repeats */\r
+ SendToProgram("force\n", cps->other); // suppress reply\r
+ SendMoveToProgram(forwardMostMove-1, cps->other); /* make sure opponent gets to see move */\r
ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
+ if(gameInfo.variant == VariantXiangqi && appData.testLegality) { \r
+ // [HGM] xiangqi: check for forbidden perpetuals\r
+ int m, ourPerpetual = 1, hisPerpetual = 1;\r
+ for(m=forwardMostMove; m>k; m-=2) {\r
+ if(MateTest(boards[m], PosFlags(m), \r
+ EP_NONE, castlingRights[m]) != MT_CHECK)\r
+ ourPerpetual = 0; // the current mover did not always check\r
+ if(MateTest(boards[m-1], PosFlags(m-1), \r
+ EP_NONE, castlingRights[m-1]) != MT_CHECK)\r
+ hisPerpetual = 0; // the opponent did not always check\r
+ }\r
+ if(appData.debugMode) fprintf(debugFP, "XQ perpetual test, our=%d, his=%d\n",\r
+ ourPerpetual, hisPerpetual);\r
+ if(ourPerpetual && !hisPerpetual) { // we are actively checking him: forfeit\r
+ GameEnds( WhiteOnMove(forwardMostMove) ? WhiteWins : BlackWins, \r
+ "Xboard adjudication: perpetual checking", GE_XBOARD );\r
+ return;\r
+ }\r
+ if(hisPerpetual && !ourPerpetual) // he is checking us, but did not repeat yet\r
+ break; // (or we would have caught him before). Abort repetition-checking loop.\r
+ // Now check for perpetual chases\r
+ if(!ourPerpetual && !hisPerpetual) { // no perpetual check, test for chase\r
+ hisPerpetual = PerpetualChase(k, forwardMostMove);\r
+ ourPerpetual = PerpetualChase(k+1, forwardMostMove);\r
+ if(ourPerpetual && !hisPerpetual) { // we are actively checking him: forfeit\r
+ GameEnds( WhiteOnMove(forwardMostMove) ? WhiteWins : BlackWins, \r
+ "Xboard adjudication: perpetual chasing", GE_XBOARD );\r
+ return;\r
+ }\r
+ if(hisPerpetual && !ourPerpetual) // he is chasing us, but did not repeat yet\r
+ break; // Abort repetition-checking loop.\r
+ }\r
+ // if neither of us is checking or chasing all the time, or both are, it is draw\r
+ }\r
GameEnds( GameIsDrawn, "Xboard adjudication: repetition draw", GE_XBOARD );\r
return;\r
}\r
epStatus[forwardMostMove] = EP_RULE_DRAW;\r
/* this is used to judge if draw claims are legal */\r
if(appData.ruleMoves > 0 && count >= 2*appData.ruleMoves) {\r
+ SendToProgram("force\n", cps->other); // suppress reply\r
+ SendMoveToProgram(forwardMostMove-1, cps->other); /* make sure opponent gets to see move */\r
ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
GameEnds( GameIsDrawn, "Xboard adjudication: 50-move rule", GE_XBOARD );\r
return;\r
- }\r
- }\r
+ }\r
+\r
+ /* if draw offer is pending, treat it as a draw claim\r
+ * when draw condition present, to allow engines a way to\r
+ * claim draws before making their move to avoid a race\r
+ * condition occurring after their move\r
+ */\r
+ if( cps->other->offeredDraw || cps->offeredDraw ) {\r
+ char *p = NULL;\r
+ if(epStatus[forwardMostMove] == EP_RULE_DRAW)\r
+ p = "Draw claim: 50-move rule";\r
+ if(epStatus[forwardMostMove] == EP_REP_DRAW)\r
+ p = "Draw claim: 3-fold repetition";\r
+ if(epStatus[forwardMostMove] == EP_INSUF_DRAW)\r
+ p = "Draw claim: insufficient mating material";\r
+ if( p != NULL ) {\r
+ SendToProgram("force\n", cps->other); // suppress reply\r
+ SendMoveToProgram(forwardMostMove-1, cps->other); /* make sure opponent gets to see move */\r
+ GameEnds( GameIsDrawn, p, GE_XBOARD );\r
+ ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
+ return;\r
+ }\r
+ }\r
\r
\r
- }\r
-#endif\r
- if( appData.adjudicateDrawMoves > 0 && forwardMostMove > (2*appData.adjudicateDrawMoves) ) {\r
- ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
+ if( appData.adjudicateDrawMoves > 0 && forwardMostMove > (2*appData.adjudicateDrawMoves) ) {\r
+ SendToProgram("force\n", cps->other); // suppress reply\r
+ SendMoveToProgram(forwardMostMove-1, cps->other); /* make sure opponent gets to see move */\r
+ ShowMove(fromX, fromY, toX, toY); /*updates currentMove*/\r
\r
- GameEnds( GameIsDrawn, "Xboard adjudication: long game", GE_XBOARD );\r
+ GameEnds( GameIsDrawn, "Xboard adjudication: long game", GE_XBOARD );\r
\r
- return;\r
+ return;\r
+ }\r
}\r
\r
+ bookHit = NULL;\r
if (gameMode == TwoMachinesPlay) {\r
+ /* [HGM] relaying draw offers moved to after reception of move */\r
+ /* and interpreting offer as claim if it brings draw condition */\r
+ if (cps->offeredDraw == 1 && cps->other->sendDrawOffers) {\r
+ SendToProgram("draw\n", cps->other);\r
+ }\r
if (cps->other->sendTime) {\r
SendTimeRemaining(cps->other,\r
cps->other->twoMachinesColor[0] == 'w');\r
}\r
- SendMoveToProgram(forwardMostMove-1, cps->other);\r
- if (firstMove) {\r
+ bookHit = SendMoveToBookUser(forwardMostMove-1, cps->other, FALSE);\r
+ if (firstMove && !bookHit) {\r
firstMove = FALSE;\r
if (cps->other->useColors) {\r
SendToProgram(cps->other->twoMachinesColor, cps->other);\r
if (gameMode != TwoMachinesPlay)\r
SetUserThinkingEnables();\r
\r
+ // [HGM] book: after book hit opponent has received move and is now in force mode\r
+ // force the book reply into it, and then fake that it outputted this move by jumping\r
+ // back to the beginning of HandleMachineMove, with cps toggled and message set to this move\r
+ if(bookHit) {\r
+ static char bookMove[MSG_SIZ]; // a bit generous?\r
+\r
+ strcpy(bookMove, "move ");\r
+ strcat(bookMove, bookHit);\r
+ message = bookMove;\r
+ cps = cps->other;\r
+ programStats.nodes = programStats.depth = programStats.time = \r
+ programStats.score = programStats.got_only_move = 0;\r
+ sprintf(programStats.movelist, "%s (xbook)", bookHit);\r
+\r
+ if(cps->lastPing != cps->lastPong) {\r
+ savedMessage = message; // args for deferred call\r
+ savedState = cps;\r
+ ScheduleDelayedEvent(DeferredBookMove, 10);\r
+ return;\r
+ }\r
+ goto FakeBookMove;\r
+ }\r
+\r
return;\r
}\r
\r
cps->useSigterm = FALSE;\r
}\r
\r
+ /* [HGM] Allow engine to set up a position. Don't ask me why one would\r
+ * want this, I was asked to put it in, and obliged.\r
+ */\r
+ if (!strncmp(message, "setboard ", 9)) {\r
+ Board initial_position; int i;\r
+\r
+ GameEnds(GameUnfinished, "Engine aborts game", GE_XBOARD);\r
+\r
+ if (!ParseFEN(initial_position, &blackPlaysFirst, message + 9)) {\r
+ DisplayError(_("Bad FEN received from engine"), 0);\r
+ return ;\r
+ } else {\r
+ Reset(FALSE, FALSE);\r
+ CopyBoard(boards[0], initial_position);\r
+ initialRulePlies = FENrulePlies;\r
+ epStatus[0] = FENepStatus;\r
+ for( i=0; i<nrCastlingRights; i++ )\r
+ castlingRights[0][i] = FENcastlingRights[i];\r
+ if(blackPlaysFirst) gameMode = MachinePlaysWhite;\r
+ else gameMode = MachinePlaysBlack; \r
+ DrawPosition(FALSE, boards[currentMove]);\r
+ }\r
+ return;\r
+ }\r
+\r
/*\r
* Look for communication commands\r
*/\r
ParseFeatures(message+8, cps);\r
}\r
if (sscanf(message, "pong %d", &cps->lastPong) == 1) {\r
- return;\r
+ return;\r
}\r
/*\r
* If the move is illegal, cancel it and redraw the board.\r
cps->analysisSupport = FALSE;\r
cps->analyzing = FALSE;\r
Reset(FALSE, TRUE);\r
- sprintf(buf2, "%s does not support analysis", cps->tidy);\r
+ sprintf(buf2, _("%s does not support analysis"), cps->tidy);\r
DisplayError(buf2, 0);\r
return;\r
}\r
DisplayMove(currentMove-1); /* before DisplayMoveError */\r
SwitchClocks();\r
DisplayBothClocks();\r
- sprintf(buf1, "Illegal move \"%s\" (rejected by %s chess program)",\r
+ sprintf(buf1, _("Illegal move \"%s\" (rejected by %s chess program)"),\r
parseList[currentMove], cps->which);\r
DisplayMoveError(buf1);\r
DrawPosition(FALSE, boards[currentMove]);\r
|| (StrStr(message, "Permission denied") != NULL)) {\r
\r
cps->maybeThinking = FALSE;\r
- sprintf(buf1, "Failed to start %s chess program %s on %s: %s\n",\r
+ sprintf(buf1, _("Failed to start %s chess program %s on %s: %s\n"),\r
cps->which, cps->program, cps->host, message);\r
RemoveInputSource(cps->isr);\r
DisplayFatalError(buf1, 0, 1);\r
(void) CoordsToAlgebraic(boards[forwardMostMove],\r
PosFlags(forwardMostMove), EP_UNKNOWN,\r
fromY, fromX, toY, toX, promoChar, buf1);\r
- sprintf(buf2, "Hint: %s", buf1);\r
+ sprintf(buf2, _("Hint: %s"), buf1);\r
DisplayInformation(buf2);\r
} else {\r
/* Hint move could not be parsed!? */\r
sprintf(buf2,\r
- "Illegal hint move \"%s\"\nfrom %s chess program",\r
+ _("Illegal hint move \"%s\"\nfrom %s chess program"),\r
buf1, cps->which);\r
DisplayError(buf2, 0);\r
}\r
} else if (strncmp(message, "Black resign", 12) == 0) {\r
GameEnds(WhiteWins, "Black resigns", GE_ENGINE1 + (cps != &first));\r
return;\r
+ } else if (strncmp(message, "White matches", 13) == 0 ||\r
+ strncmp(message, "Black matches", 13) == 0 ) {\r
+ /* [HGM] ignore GNUShogi noises */\r
+ return;\r
} else if (strncmp(message, "White", 5) == 0 &&\r
message[5] != '(' &&\r
StrStr(message, "Black") == NULL) {\r
if (gameMode == TwoMachinesPlay) {\r
if (cps->other->offeredDraw) {\r
GameEnds(GameIsDrawn, "Draw agreed", GE_XBOARD);\r
- } else {\r
+ /* [HGM] in two-machine mode we delay relaying draw offer */\r
+ /* until after we also have move, to see if it is really claim */\r
+ }\r
+#if 0\r
+ else {\r
if (cps->other->sendDrawOffers) {\r
SendToProgram("draw\n", cps->other);\r
}\r
}\r
+#endif\r
} else if (gameMode == MachinePlaysWhite ||\r
gameMode == MachinePlaysBlack) {\r
if (userOfferedDraw) {\r
- DisplayInformation("Machine accepts your draw offer");\r
+ DisplayInformation(_("Machine accepts your draw offer"));\r
GameEnds(GameIsDrawn, "Draw agreed", GE_XBOARD);\r
} else {\r
- DisplayInformation("Machine offers a draw\nSelect Action / Draw to agree");\r
+ DisplayInformation(_("Machine offers a draw\nSelect Action / Draw to agree"));\r
}\r
}\r
}\r
/*\r
* Look for thinking output\r
*/\r
- if ( appData.showThinking) {\r
+ if ( appData.showThinking // [HGM] thinking: test all options that cause this output\r
+ || !appData.hideThinkingFromHuman || appData.adjudicateLossThreshold != 0 || EngineOutputIsUp()\r
+ ) {\r
int plylev, mvleft, mvtot, curscore, time;\r
char mvname[MOVE_LEN];\r
- unsigned long nodes;\r
+ u64 nodes; // [DM]\r
char plyext;\r
int ignore = FALSE;\r
int prefixHint = FALSE;\r
break;\r
case AnalyzeMode:\r
case AnalyzeFile:\r
+ break;\r
+ case IcsObserving: /* [DM] icsEngineAnalyze */\r
+ if (!appData.icsEngineAnalyze) ignore = TRUE;\r
break;\r
case TwoMachinesPlay:\r
if ((cps->twoMachinesColor[0] == 'w') != WhiteOnMove(forwardMostMove)) {\r
\r
if (!ignore) {\r
buf1[0] = NULLCHAR;\r
- if (sscanf(message, "%d%c %d %d %lu %[^\n]\n",\r
+ if (sscanf(message, "%d%c %d %d " u64Display " %[^\n]\n",\r
&plylev, &plyext, &curscore, &time, &nodes, buf1) >= 5) {\r
\r
if (plyext != ' ' && plyext != '\t') {\r
programStats.score = curscore;\r
programStats.got_only_move = 0;\r
\r
+ if(cps->nps >= 0) { /* [HGM] nps: use engine nodes or time to decrement clock */\r
+ int ticklen;\r
+\r
+ if(cps->nps == 0) ticklen = 10*time; // use engine reported time\r
+ else ticklen = (1000. * u64ToDouble(nodes)) / cps->nps; // convert node count to time\r
+ if(WhiteOnMove(forwardMostMove)) \r
+ whiteTimeRemaining = timeRemaining[0][forwardMostMove] - ticklen;\r
+ else blackTimeRemaining = timeRemaining[1][forwardMostMove] - ticklen;\r
+ }\r
+\r
/* Buffer overflow protection */\r
if (buf1[0] != NULLCHAR) {\r
if (strlen(buf1) >= sizeof(programStats.movelist)\r
strcat( thinkOutput, buf1 );\r
}\r
\r
- if (currentMove == forwardMostMove || gameMode == AnalyzeMode || gameMode == AnalyzeFile) {\r
+ if (currentMove == forwardMostMove || gameMode == AnalyzeMode\r
+ || gameMode == AnalyzeFile || appData.icsEngineAnalyze) {\r
DisplayMove(currentMove - 1);\r
DisplayAnalysis();\r
}\r
\r
SendProgramStatsToFrontend( cps, &programStats );\r
\r
- if (currentMove == forwardMostMove || gameMode==AnalyzeMode || gameMode == AnalyzeFile) {\r
+ if (currentMove == forwardMostMove || gameMode==AnalyzeMode || \r
+ gameMode == AnalyzeFile || appData.icsEngineAnalyze) {\r
DisplayMove(currentMove - 1);\r
DisplayAnalysis();\r
}\r
return;\r
- } else if (sscanf(message,"stat01: %d %lu %d %d %d %s",\r
+ } else if (sscanf(message,"stat01: %d " u64Display " %d %d %d %s",\r
&time, &nodes, &plylev, &mvleft,\r
&mvtot, mvname) >= 5) {\r
/* The stat01: line is from Crafty (9.29+) in response\r
strcat(programStats.movelist, p);\r
}\r
\r
- if (currentMove == forwardMostMove || gameMode==AnalyzeMode || gameMode == AnalyzeFile) {\r
+ if (currentMove == forwardMostMove || gameMode==AnalyzeMode ||\r
+ gameMode == AnalyzeFile || appData.icsEngineAnalyze) {\r
DisplayMove(currentMove - 1);\r
DisplayAnalysis();\r
}\r
else {\r
buf1[0] = NULLCHAR;\r
\r
- if (sscanf(message, "%d%c %d %d %lu %[^\n]\n",\r
+ if (sscanf(message, "%d%c %d %d " u64Display " %[^\n]\n",\r
&plylev, &plyext, &curscore, &time, &nodes, buf1) >= 5) \r
{\r
ChessProgramStats cpstats;\r
yyboardindex = boardIndex;\r
moveType = (ChessMove) yylex();\r
switch (moveType) {\r
-#ifdef FAIRY\r
+ case IllegalMove: /* maybe suicide chess, etc. */\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "Illegal move from ICS: '%s'\n", yy_text);\r
+ fprintf(debugFP, "board L=%d, R=%d, H=%d, holdings=%d\n", BOARD_LEFT, BOARD_RGHT, BOARD_HEIGHT, gameInfo.holdingsWidth);\r
+ setbuf(debugFP, NULL);\r
+ }\r
case WhitePromotionChancellor:\r
case BlackPromotionChancellor:\r
case WhitePromotionArchbishop:\r
case BlackPromotionArchbishop:\r
-#endif\r
case WhitePromotionQueen:\r
case BlackPromotionQueen:\r
case WhitePromotionRook:\r
case BlackHSideCastleFR:\r
case BlackASideCastleFR:\r
/* POP Fabien */\r
- case IllegalMove: /* maybe suicide chess, etc. */\r
fromX = currentMoveString[0] - AAA;\r
fromY = currentMoveString[1] - ONE;\r
toX = currentMoveString[2] - AAA;\r
break;\r
case AmbiguousMove:\r
/* bug? */\r
- sprintf(buf, "Ambiguous move in ICS output: \"%s\"", yy_text);\r
+ sprintf(buf, _("Ambiguous move in ICS output: \"%s\""), yy_text);\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "Ambiguous move from ICS: '%s'\n", yy_text);\r
+ fprintf(debugFP, "board L=%d, R=%d, H=%d, holdings=%d\n", BOARD_LEFT, BOARD_RGHT, BOARD_HEIGHT, gameInfo.holdingsWidth);\r
+ setbuf(debugFP, NULL);\r
+ }\r
DisplayError(buf, 0);\r
return;\r
case ImpossibleMove:\r
/* bug? */\r
- sprintf(buf, "Illegal move in ICS output: \"%s\"", yy_text);\r
+ sprintf(buf, _("Illegal move in ICS output: \"%s\""), yy_text);\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "Impossible move from ICS: '%s'\n", yy_text);\r
+ fprintf(debugFP, "board L=%d, R=%d, H=%d, holdings=%d\n", BOARD_LEFT, BOARD_RGHT, BOARD_HEIGHT, gameInfo.holdingsWidth);\r
+ setbuf(debugFP, NULL);\r
+ }\r
DisplayError(buf, 0);\r
return;\r
case (ChessMove) 0: /* end of file */\r
if (boardIndex < backwardMostMove) {\r
/* Oops, gap. How did that happen? */\r
- DisplayError("Gap in move list", 0);\r
+ DisplayError(_("Gap in move list"), 0);\r
return;\r
}\r
backwardMostMove = blackPlaysFirst ? 1 : 0;\r
default:\r
break;\r
case MT_CHECK:\r
- strcat(parseList[boardIndex - 1], "+");\r
+ if(gameInfo.variant != VariantShogi)\r
+ strcat(parseList[boardIndex - 1], "+");\r
break;\r
case MT_CHECKMATE:\r
strcat(parseList[boardIndex - 1], "#");\r
int promoChar;\r
Board board;\r
{\r
- ChessSquare captured = board[toY][toX], piece; int p;\r
+ ChessSquare captured = board[toY][toX], piece, king; int p, oldEP = EP_NONE, berolina = 0;\r
+\r
+ /* [HGM] compute & store e.p. status and castling rights for new position */\r
+ /* if we are updating a board for which those exist (i.e. in boards[]) */\r
+ if((p = ((int)board - (int)boards[0])/((int)boards[1]-(int)boards[0])) < MAX_MOVES && p > 0)\r
+ { int i;\r
+\r
+ if(gameInfo.variant == VariantBerolina) berolina = EP_BEROLIN_A;\r
+ oldEP = epStatus[p-1];\r
+ epStatus[p] = EP_NONE;\r
+\r
+ if( board[toY][toX] != EmptySquare ) \r
+ epStatus[p] = EP_CAPTURE; \r
+\r
+ if( board[fromY][fromX] == WhitePawn ) {\r
+ if(fromY != toY) // [HGM] Xiangqi sideway Pawn moves should not count as 50-move breakers\r
+ epStatus[p] = EP_PAWN_MOVE;\r
+ if( toY-fromY==2) {\r
+ if(toX>BOARD_LEFT && board[toY][toX-1] == BlackPawn &&\r
+ gameInfo.variant != VariantBerolina || toX < fromX)\r
+ epStatus[p] = toX | berolina;\r
+ if(toX<BOARD_RGHT-1 && board[toY][toX+1] == BlackPawn &&\r
+ gameInfo.variant != VariantBerolina || toX > fromX) \r
+ epStatus[p] = toX;\r
+ }\r
+ } else \r
+ if( board[fromY][fromX] == BlackPawn ) {\r
+ if(fromY != toY) // [HGM] Xiangqi sideway Pawn moves should not count as 50-move breakers\r
+ epStatus[p] = EP_PAWN_MOVE; \r
+ if( toY-fromY== -2) {\r
+ if(toX>BOARD_LEFT && board[toY][toX-1] == WhitePawn &&\r
+ gameInfo.variant != VariantBerolina || toX < fromX)\r
+ epStatus[p] = toX | berolina;\r
+ if(toX<BOARD_RGHT-1 && board[toY][toX+1] == WhitePawn &&\r
+ gameInfo.variant != VariantBerolina || toX > fromX) \r
+ epStatus[p] = toX;\r
+ }\r
+ }\r
\r
- /* [HGM] In Shatranj and Courier all promotions are to Ferz */\r
- if((gameInfo.variant==VariantShatranj || gameInfo.variant==VariantCourier)\r
- && promoChar != 0) promoChar = 'F';\r
+ for(i=0; i<nrCastlingRights; i++) {\r
+ castlingRights[p][i] = castlingRights[p-1][i];\r
+ if(castlingRights[p][i] == fromX && castlingRank[i] == fromY ||\r
+ castlingRights[p][i] == toX && castlingRank[i] == toY \r
+ ) castlingRights[p][i] = -1; // revoke for moved or captured piece\r
+ }\r
+\r
+ }\r
+\r
+ /* [HGM] In Shatranj and Courier all promotions are to Ferz */\r
+ if((gameInfo.variant==VariantShatranj || gameInfo.variant==VariantCourier)\r
+ && promoChar != 0) promoChar = PieceToChar(WhiteFerz);\r
\r
- if (fromY == DROP_RANK) {\r
+ if (fromX == toX && fromY == toY) return;\r
+\r
+ if (fromY == DROP_RANK) {\r
/* must be first */\r
- board[toY][toX] = (ChessSquare) fromX;\r
- } else if (fromX == toX && fromY == toY) {\r
- return;\r
- }\r
+ piece = board[toY][toX] = (ChessSquare) fromX;\r
+ } else {\r
+ piece = board[fromY][fromX]; /* [HGM] remember, for Shogi promotion */\r
+ king = piece < (int) BlackPawn ? WhiteKing : BlackKing; /* [HGM] Knightmate simplify testing for castling */\r
+ if(gameInfo.variant == VariantKnightmate)\r
+ king += (int) WhiteUnicorn - (int) WhiteKing;\r
\r
- piece = board[fromY][fromX];\r
- \r
/* Code added by Tord: */\r
/* FRC castling assumed when king captures friendly rook. */\r
- else if (board[fromY][fromX] == WhiteKing &&\r
+ if (board[fromY][fromX] == WhiteKing &&\r
board[toY][toX] == WhiteRook) {\r
board[fromY][fromX] = EmptySquare;\r
board[toY][toX] = EmptySquare;\r
}\r
/* End of code added by Tord */\r
\r
- } else if (initialPosition[fromY][fromX] == WhiteKing\r
- && board[fromY][fromX] == WhiteKing\r
+ } else if (board[fromY][fromX] == king\r
+ && fromX != BOARD_LEFT && fromX != BOARD_RGHT-1 // [HGM] cylinder */\r
&& toY == fromY && toX > fromX+1) {\r
board[fromY][fromX] = EmptySquare;\r
- board[toY][toX] = WhiteKing;\r
+ board[toY][toX] = king;\r
+ board[toY][toX-1] = board[fromY][BOARD_RGHT-1];\r
board[fromY][BOARD_RGHT-1] = EmptySquare;\r
- board[toY][toX-1] = WhiteRook;\r
- } else if (initialPosition[fromY][fromX] == WhiteKing\r
- && board[fromY][fromX] == WhiteKing\r
+ } else if (board[fromY][fromX] == king\r
+ && fromX != BOARD_LEFT && fromX != BOARD_RGHT-1 // [HGM] cylinder */\r
&& toY == fromY && toX < fromX-1) {\r
board[fromY][fromX] = EmptySquare;\r
- board[toY][toX] = WhiteKing;\r
+ board[toY][toX] = king;\r
+ board[toY][toX+1] = board[fromY][BOARD_LEFT];\r
board[fromY][BOARD_LEFT] = EmptySquare;\r
- board[toY][toX+1] = WhiteRook;\r
- } else if (fromY == 0 && fromX == 3\r
- && board[fromY][fromX] == WhiteKing\r
- && toY == 0 && toX == 5) {\r
- board[fromY][fromX] = EmptySquare;\r
- board[toY][toX] = WhiteKing;\r
- board[fromY][7] = EmptySquare;\r
- board[toY][4] = WhiteRook;\r
- } else if (fromY == 0 && fromX == 3\r
- && board[fromY][fromX] == WhiteKing\r
- && toY == 0 && toX == 1) {\r
- board[fromY][fromX] = EmptySquare;\r
- board[toY][toX] = WhiteKing;\r
- board[fromY][0] = EmptySquare;\r
- board[toY][2] = WhiteRook;\r
} else if (board[fromY][fromX] == WhitePawn\r
&& toY == BOARD_HEIGHT-1\r
-#ifdef FAIRY\r
&& gameInfo.variant != VariantXiangqi\r
-#endif\r
) {\r
/* white pawn promotion */\r
board[toY][toX] = CharToPiece(ToUpper(promoChar));\r
if (board[toY][toX] == EmptySquare) {\r
board[toY][toX] = WhiteQueen;\r
}\r
- if(gameInfo.variant==VariantCrazyhouse) /* [HGM] use shadow piece */\r
- board[toY][toX] += (int) WhiteAlfil - (int) WhitePawn;\r
+ if(gameInfo.variant==VariantBughouse ||\r
+ gameInfo.variant==VariantCrazyhouse) /* [HGM] use shadow piece */\r
+ board[toY][toX] = (ChessSquare) (PROMOTED board[toY][toX]);\r
board[fromY][fromX] = EmptySquare;\r
} else if ((fromY == BOARD_HEIGHT-4)\r
&& (toX != fromX)\r
+ && gameInfo.variant != VariantXiangqi\r
+ && gameInfo.variant != VariantBerolina\r
&& (board[fromY][fromX] == WhitePawn)\r
&& (board[toY][toX] == EmptySquare)) {\r
board[fromY][fromX] = EmptySquare;\r
board[toY][toX] = WhitePawn;\r
captured = board[toY - 1][toX];\r
board[toY - 1][toX] = EmptySquare;\r
- } else if (initialPosition[fromY][fromX] == BlackKing\r
- && board[fromY][fromX] == BlackKing\r
+ } else if ((fromY == BOARD_HEIGHT-4)\r
+ && (toX == fromX)\r
+ && gameInfo.variant == VariantBerolina\r
+ && (board[fromY][fromX] == WhitePawn)\r
+ && (board[toY][toX] == EmptySquare)) {\r
+ board[fromY][fromX] = EmptySquare;\r
+ board[toY][toX] = WhitePawn;\r
+ if(oldEP & EP_BEROLIN_A) {\r
+ captured = board[fromY][fromX-1];\r
+ board[fromY][fromX-1] = EmptySquare;\r
+ }else{ captured = board[fromY][fromX+1];\r
+ board[fromY][fromX+1] = EmptySquare;\r
+ }\r
+ } else if (board[fromY][fromX] == king\r
+ && fromX != BOARD_LEFT && fromX != BOARD_RGHT-1 // [HGM] cylinder */\r
&& toY == fromY && toX > fromX+1) {\r
board[fromY][fromX] = EmptySquare;\r
- board[toY][toX] = BlackKing;\r
+ board[toY][toX] = king;\r
+ board[toY][toX-1] = board[fromY][BOARD_RGHT-1];\r
board[fromY][BOARD_RGHT-1] = EmptySquare;\r
- board[toY][toX-1] = BlackRook;\r
- } else if (initialPosition[fromY][fromX] == BlackKing\r
- && board[fromY][fromX] == BlackKing\r
+ } else if (board[fromY][fromX] == king\r
+ && fromX != BOARD_LEFT && fromX != BOARD_RGHT-1 // [HGM] cylinder */\r
&& toY == fromY && toX < fromX-1) {\r
board[fromY][fromX] = EmptySquare;\r
- board[toY][toX] = BlackKing;\r
+ board[toY][toX] = king;\r
+ board[toY][toX+1] = board[fromY][BOARD_LEFT];\r
board[fromY][BOARD_LEFT] = EmptySquare;\r
- board[toY][toX+1] = BlackRook;\r
} else if (fromY == 7 && fromX == 3\r
&& board[fromY][fromX] == BlackKing\r
&& toY == 7 && toX == 5) {\r
board[toY][2] = BlackRook;\r
} else if (board[fromY][fromX] == BlackPawn\r
&& toY == 0\r
-#ifdef FAIRY\r
&& gameInfo.variant != VariantXiangqi\r
-#endif\r
) {\r
/* black pawn promotion */\r
board[0][toX] = CharToPiece(ToLower(promoChar));\r
if (board[0][toX] == EmptySquare) {\r
board[0][toX] = BlackQueen;\r
}\r
- if(gameInfo.variant==VariantCrazyhouse) /* [HGM] use shadow piece */\r
- board[toY][toX] += (int) WhiteAlfil - (int) WhitePawn;\r
+ if(gameInfo.variant==VariantBughouse ||\r
+ gameInfo.variant==VariantCrazyhouse) /* [HGM] use shadow piece */\r
+ board[toY][toX] = (ChessSquare) (PROMOTED board[toY][toX]);\r
board[fromY][fromX] = EmptySquare;\r
} else if ((fromY == 3)\r
&& (toX != fromX)\r
+ && gameInfo.variant != VariantXiangqi\r
+ && gameInfo.variant != VariantBerolina\r
&& (board[fromY][fromX] == BlackPawn)\r
&& (board[toY][toX] == EmptySquare)) {\r
board[fromY][fromX] = EmptySquare;\r
board[toY][toX] = BlackPawn;\r
captured = board[toY + 1][toX];\r
board[toY + 1][toX] = EmptySquare;\r
+ } else if ((fromY == 3)\r
+ && (toX == fromX)\r
+ && gameInfo.variant == VariantBerolina\r
+ && (board[fromY][fromX] == BlackPawn)\r
+ && (board[toY][toX] == EmptySquare)) {\r
+ board[fromY][fromX] = EmptySquare;\r
+ board[toY][toX] = BlackPawn;\r
+ if(oldEP & EP_BEROLIN_A) {\r
+ captured = board[fromY][fromX-1];\r
+ board[fromY][fromX-1] = EmptySquare;\r
+ }else{ captured = board[fromY][fromX+1];\r
+ board[fromY][fromX+1] = EmptySquare;\r
+ }\r
} else {\r
board[toY][toX] = board[fromY][fromX];\r
board[fromY][fromX] = EmptySquare;\r
}\r
+\r
+ /* [HGM] now we promote for Shogi, if needed */\r
+ if(gameInfo.variant == VariantShogi && promoChar == 'q')\r
+ board[toY][toX] = (ChessSquare) (PROMOTED piece);\r
+ }\r
+\r
if (gameInfo.holdingsWidth != 0) {\r
\r
/* !!A lot more code needs to be written to support holdings */\r
}\r
if (captured != EmptySquare && gameInfo.holdingsSize > 0\r
&& gameInfo.variant != VariantBughouse ) {\r
- /* Add to holdings, if holdings exist */\r
+ /* [HGM] holdings: Add to holdings, if holdings exist */\r
+ if(gameInfo.variant == VariantSuper || gameInfo.variant == VariantGreat) { \r
+ // [HGM] superchess: suppress flipping color of captured pieces by reverse pre-flip\r
+ captured = (int) captured >= (int) BlackPawn ? BLACK_TO_WHITE captured : WHITE_TO_BLACK captured;\r
+ }\r
p = (int) captured;\r
if (p >= (int) BlackPawn) {\r
p -= (int)BlackPawn;\r
captured = (ChessSquare) (DEMOTED captured);\r
p = DEMOTED p;\r
}\r
+ p = PieceToNumber((ChessSquare)p);\r
if(p >= gameInfo.holdingsSize) { p = 0; captured = BlackPawn; }\r
board[p][BOARD_WIDTH-2]++;\r
- board[p][BOARD_WIDTH-1] =\r
- BLACK_TO_WHITE captured;\r
+ board[p][BOARD_WIDTH-1] = BLACK_TO_WHITE captured;\r
} else {\r
p -= (int)WhitePawn;\r
if(gameInfo.variant == VariantShogi && DEMOTED p >= 0) {\r
captured = (ChessSquare) (DEMOTED captured);\r
p = DEMOTED p;\r
}\r
+ p = PieceToNumber((ChessSquare)p);\r
if(p >= gameInfo.holdingsSize) { p = 0; captured = WhitePawn; }\r
board[BOARD_HEIGHT-1-p][1]++;\r
- board[BOARD_HEIGHT-1-p][0] =\r
- WHITE_TO_BLACK captured;\r
+ board[BOARD_HEIGHT-1-p][0] = WHITE_TO_BLACK captured;\r
}\r
}\r
\r
board[toY][toX] = EmptySquare;\r
}\r
}\r
- if(gameInfo.variant == VariantShogi && promoChar != NULLCHAR) {\r
+ if(gameInfo.variant == VariantShogi && promoChar != NULLCHAR && promoChar != '=') {\r
/* [HGM] Shogi promotions */\r
board[toY][toX] = (ChessSquare) (PROMOTED piece);\r
}\r
int fromX, fromY, toX, toY;\r
int promoChar;\r
{\r
- forwardMostMove++;\r
+// forwardMostMove++; // [HGM] bare: moved downstream\r
+\r
+ if(serverMoves != NULL) { /* [HGM] write moves on file for broadcasting (should be separate routine, really) */\r
+ int timeLeft; static int lastLoadFlag=0; int king, piece;\r
+ piece = boards[forwardMostMove][fromY][fromX];\r
+ king = piece < (int) BlackPawn ? WhiteKing : BlackKing;\r
+ if(gameInfo.variant == VariantKnightmate)\r
+ king += (int) WhiteUnicorn - (int) WhiteKing;\r
+ if(forwardMostMove == 0) {\r
+ if(blackPlaysFirst) \r
+ fprintf(serverMoves, "%s;", second.tidy);\r
+ fprintf(serverMoves, "%s;", first.tidy);\r
+ if(!blackPlaysFirst) \r
+ fprintf(serverMoves, "%s;", second.tidy);\r
+ } else fprintf(serverMoves, loadFlag|lastLoadFlag ? ":" : ";");\r
+ lastLoadFlag = loadFlag;\r
+ // print base move\r
+ fprintf(serverMoves, "%c%c:%c%c", AAA+fromX, ONE+fromY, AAA+toX, ONE+toY);\r
+ // print castling suffix\r
+ if( toY == fromY && piece == king ) {\r
+ if(toX-fromX > 1)\r
+ fprintf(serverMoves, ":%c%c:%c%c", AAA+BOARD_RGHT-1, ONE+fromY, AAA+toX-1,ONE+toY);\r
+ if(fromX-toX >1)\r
+ fprintf(serverMoves, ":%c%c:%c%c", AAA+BOARD_LEFT, ONE+fromY, AAA+toX+1,ONE+toY);\r
+ }\r
+ // e.p. suffix\r
+ if( (boards[forwardMostMove][fromY][fromX] == WhitePawn ||\r
+ boards[forwardMostMove][fromY][fromX] == BlackPawn ) &&\r
+ boards[forwardMostMove][toY][toX] == EmptySquare\r
+ && fromX != toX )\r
+ fprintf(serverMoves, ":%c%c:%c%c", AAA+fromX, ONE+fromY, AAA+toX, ONE+fromY);\r
+ // promotion suffix\r
+ if(promoChar != NULLCHAR)\r
+ fprintf(serverMoves, ":%c:%c%c", promoChar, AAA+toX, ONE+toY);\r
+ if(!loadFlag) {\r
+ fprintf(serverMoves, "/%d/%d",\r
+ pvInfoList[forwardMostMove].depth, pvInfoList[forwardMostMove].score);\r
+ if(forwardMostMove+1 & 1) timeLeft = whiteTimeRemaining/1000;\r
+ else timeLeft = blackTimeRemaining/1000;\r
+ fprintf(serverMoves, "/%d", timeLeft);\r
+ }\r
+ fflush(serverMoves);\r
+ }\r
\r
- if (forwardMostMove >= MAX_MOVES) {\r
- DisplayFatalError("Game too long; increase MAX_MOVES and recompile",\r
+ if (forwardMostMove+1 >= MAX_MOVES) {\r
+ DisplayFatalError(_("Game too long; increase MAX_MOVES and recompile"),\r
0, 1);\r
return;\r
}\r
SwitchClocks();\r
- timeRemaining[0][forwardMostMove] = whiteTimeRemaining;\r
- timeRemaining[1][forwardMostMove] = blackTimeRemaining;\r
- if (commentList[forwardMostMove] != NULL) {\r
- free(commentList[forwardMostMove]);\r
- commentList[forwardMostMove] = NULL;\r
- }\r
- CopyBoard(boards[forwardMostMove], boards[forwardMostMove - 1]);\r
- /* [HGM] compute & store e.p. status and castling rights for new position */\r
- { int i, j;\r
-\r
- epStatus[forwardMostMove] = EP_NONE;\r
-\r
- if( boards[forwardMostMove][toY][toX] != EmptySquare ) \r
- epStatus[forwardMostMove] = EP_CAPTURE; \r
-\r
- if( boards[forwardMostMove][fromY][fromX] == WhitePawn ) {\r
- epStatus[forwardMostMove] = EP_PAWN_MOVE; \r
- if( toY-fromY==2 &&\r
- (toX>BOARD_LEFT+1 && boards[forwardMostMove][toY][toX-1] == BlackPawn ||\r
- toX<BOARD_RGHT-1 && boards[forwardMostMove][toY][toX+1] == BlackPawn ) )\r
- epStatus[forwardMostMove] = toX;\r
- } else \r
- if( boards[forwardMostMove][fromY][fromX] == BlackPawn ) {\r
- epStatus[forwardMostMove] = EP_PAWN_MOVE; \r
- if( toY-fromY== -2 &&\r
- (toX>BOARD_LEFT+1 && boards[forwardMostMove][toY][toX-1] == WhitePawn ||\r
- toX<BOARD_RGHT-1 && boards[forwardMostMove][toY][toX+1] == WhitePawn ) )\r
- epStatus[forwardMostMove] = toX;\r
- }\r
-\r
- for(i=0; i<nrCastlingRights; i++) {\r
- castlingRights[forwardMostMove][i] = castlingRights[forwardMostMove-1][i];\r
- if(castlingRights[forwardMostMove][i] == fromX && castlingRank[i] == fromY ||\r
- castlingRights[forwardMostMove][i] == toX && castlingRank[i] == toY \r
- ) castlingRights[forwardMostMove][i] = -1; // revoke for moved or captured piece\r
-\r
- }\r
-\r
- }\r
- ApplyMove(fromX, fromY, toX, toY, promoChar, boards[forwardMostMove]);\r
+ timeRemaining[0][forwardMostMove+1] = whiteTimeRemaining;\r
+ timeRemaining[1][forwardMostMove+1] = blackTimeRemaining;\r
+ if (commentList[forwardMostMove+1] != NULL) {\r
+ free(commentList[forwardMostMove+1]);\r
+ commentList[forwardMostMove+1] = NULL;\r
+ }\r
+ CopyBoard(boards[forwardMostMove+1], boards[forwardMostMove]);\r
+ ApplyMove(fromX, fromY, toX, toY, promoChar, boards[forwardMostMove+1]);\r
+ forwardMostMove++; // [HGM] bare: moved to after ApplyMove, to make sure clock interrupt finds complete board\r
gameInfo.result = GameUnfinished;\r
if (gameInfo.resultDetails != NULL) {\r
free(gameInfo.resultDetails);\r
default:\r
break;\r
case MT_CHECK:\r
- strcat(parseList[forwardMostMove - 1], "+");\r
+ if(gameInfo.variant != VariantShogi)\r
+ strcat(parseList[forwardMostMove - 1], "+");\r
break;\r
case MT_CHECKMATE:\r
strcat(parseList[forwardMostMove - 1], "#");\r
break;\r
}\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "move: %s, parse: %s (%c)\n", moveList[forwardMostMove-1], parseList[forwardMostMove-1], moveList[forwardMostMove-1][4]);\r
+ }\r
+\r
}\r
\r
/* Updates currentMove if not pausing */\r
{\r
int instant = (gameMode == PlayFromGameFile) ?\r
(matchMode || (appData.timeDelay == 0 && !pausing)) : pausing;\r
+ if(appData.noGUI) return;\r
if (!pausing || gameMode == PlayFromGameFile || gameMode == AnalyzeFile) {\r
if (!instant) {\r
if (forwardMostMove == currentMove + 1) {\r
HistorySet(parseList,backwardMostMove,forwardMostMove,currentMove-1);\r
}\r
\r
+void SendEgtPath(ChessProgramState *cps)\r
+{ /* [HGM] EGT: match formats given in feature with those given by user, and send info for each match */\r
+ char buf[MSG_SIZ], name[MSG_SIZ], *p;\r
+\r
+ if((p = cps->egtFormats) == NULL || appData.egtFormats == NULL) return;\r
+\r
+ while(*p) {\r
+ char c, *q = name+1, *r, *s;\r
+\r
+ name[0] = ','; // extract next format name from feature and copy with prefixed ','\r
+ while(*p && *p != ',') *q++ = *p++;\r
+ *q++ = ':'; *q = 0;\r
+ if( appData.defaultPathEGTB && appData.defaultPathEGTB[0] && \r
+ strcmp(name, ",nalimov:") == 0 ) {\r
+ // take nalimov path from the menu-changeable option first, if it is defined\r
+ sprintf(buf, "egtpath nalimov %s\n", appData.defaultPathEGTB);\r
+ SendToProgram(buf,cps); // send egtbpath command for nalimov\r
+ } else\r
+ if( (s = StrStr(appData.egtFormats, name+1)) == appData.egtFormats ||\r
+ (s = StrStr(appData.egtFormats, name)) != NULL) {\r
+ // format name occurs amongst user-supplied formats, at beginning or immediately after comma\r
+ s = r = StrStr(s, ":") + 1; // beginning of path info\r
+ while(*r && *r != ',') r++; // path info is everything upto next ';' or end of string\r
+ c = *r; *r = 0; // temporarily null-terminate path info\r
+ *--q = 0; // strip of trailig ':' from name\r
+ sprintf(buf, "egtbpath %s %s\n", name+1, s);\r
+ *r = c;\r
+ SendToProgram(buf,cps); // send egtbpath command for this format\r
+ }\r
+ if(*p == ',') p++; // read away comma to position for next format name\r
+ }\r
+}\r
\r
void\r
-InitChessProgram(cps)\r
+InitChessProgram(cps, setup)\r
ChessProgramState *cps;\r
+ int setup; /* [HGM] needed to setup FRC opening position */\r
{\r
- char buf[MSG_SIZ], *b; int overruled;\r
+ char buf[MSG_SIZ], b[MSG_SIZ]; int overruled;\r
if (appData.noChessProgram) return;\r
hintRequested = FALSE;\r
bookRequested = FALSE;\r
+\r
+ /* [HGM] some new WB protocol commands to configure engine are sent now, if engine supports them */\r
+ /* moved to before sending initstring in 4.3.15, so Polyglot can delay UCI 'isready' to recepton of 'new' */\r
+ if(cps->memSize) { /* [HGM] memory */\r
+ sprintf(buf, "memory %d\n", appData.defaultHashSize + appData.defaultCacheSizeEGTB);\r
+ SendToProgram(buf, cps);\r
+ }\r
+ SendEgtPath(cps); /* [HGM] EGT */\r
+ if(cps->maxCores) { /* [HGM] SMP: (protocol specified must be last settings command before new!) */\r
+ sprintf(buf, "cores %d\n", appData.smpCores);\r
+ SendToProgram(buf, cps);\r
+ }\r
+\r
SendToProgram(cps->initString, cps);\r
if (gameInfo.variant != VariantNormal &&\r
gameInfo.variant != VariantLoadable\r
/* [HGM] also send variant if board size non-standard */\r
- || gameInfo.boardWidth != 8 || gameInfo.boardHeight != 8\r
+ || gameInfo.boardWidth != 8 || gameInfo.boardHeight != 8 || gameInfo.holdingsSize != 0\r
) {\r
char *v = VariantName(gameInfo.variant);\r
- if (StrStr(cps->variants, v) == NULL) {\r
- sprintf(buf, "Variant %s not supported by %s", v, cps->tidy);\r
+ if (cps->protocolVersion != 1 && StrStr(cps->variants, v) == NULL) {\r
+ /* [HGM] in protocol 1 we have to assume all variants valid */\r
+ sprintf(buf, _("Variant %s not supported by %s"), v, cps->tidy);\r
DisplayFatalError(buf, 0, 1);\r
return;\r
}\r
- b = buf;\r
+\r
/* [HGM] make prefix for non-standard board size. Awkward testing... */\r
overruled = gameInfo.boardWidth != 8 || gameInfo.boardHeight != 8 || gameInfo.holdingsSize != 0;\r
if( gameInfo.variant == VariantXiangqi )\r
overruled = gameInfo.boardWidth != 9 || gameInfo.boardHeight != 9 || gameInfo.holdingsSize != 7;\r
if( gameInfo.variant == VariantBughouse || gameInfo.variant == VariantCrazyhouse )\r
overruled = gameInfo.boardWidth != 8 || gameInfo.boardHeight != 8 || gameInfo.holdingsSize != 5;\r
- if( gameInfo.variant == VariantCapablanca || gameInfo.variant == VariantGothic )\r
+ if( gameInfo.variant == VariantCapablanca || gameInfo.variant == VariantCapaRandom || \r
+ gameInfo.variant == VariantGothic || gameInfo.variant == VariantFalcon )\r
overruled = gameInfo.boardWidth != 10 || gameInfo.boardHeight != 8 || gameInfo.holdingsSize != 0;\r
if( gameInfo.variant == VariantCourier )\r
overruled = gameInfo.boardWidth != 12 || gameInfo.boardHeight != 8 || gameInfo.holdingsSize != 0;\r
+ if( gameInfo.variant == VariantSuper )\r
+ overruled = gameInfo.boardWidth != 8 || gameInfo.boardHeight != 8 || gameInfo.holdingsSize != 8;\r
+ if( gameInfo.variant == VariantGreat )\r
+ overruled = gameInfo.boardWidth != 10 || gameInfo.boardHeight != 8 || gameInfo.holdingsSize != 8;\r
\r
if(overruled) {\r
-#if 0\r
- // doesn't work in protocol 1\r
- if (StrStr(cps->variants, "boardsize") == NULL,) {\r
- sprintf(buf, "Board size %dx%d+%d not supported by %s",\r
- gameInfo.boardWidth, gameInfo.boardHeight, gameInfo.holdingsSize, cps->tidy);\r
- DisplayFatalError(buf, 0, 1);\r
- return;\r
+ sprintf(b, "%dx%d+%d_%s", gameInfo.boardWidth, gameInfo.boardHeight, \r
+ gameInfo.holdingsSize, VariantName(gameInfo.variant)); // cook up sized variant name\r
+ /* [HGM] varsize: try first if this defiant size variant is specifically known */\r
+ if(StrStr(cps->variants, b) == NULL) { \r
+ // specific sized variant not known, check if general sizing allowed\r
+ if (cps->protocolVersion != 1) { // for protocol 1 we cannot check and hope for the best\r
+ if(StrStr(cps->variants, "boardsize") == NULL) {\r
+ sprintf(buf, "Board size %dx%d+%d not supported by %s",\r
+ gameInfo.boardWidth, gameInfo.boardHeight, gameInfo.holdingsSize, cps->tidy);\r
+ DisplayFatalError(buf, 0, 1);\r
+ return;\r
+ }\r
+ /* [HGM] here we really should compare with the maximum supported board size */\r
+ }\r
}\r
-#endif\r
- sprintf(buf, "%dx%d+%d_", gameInfo.boardWidth,\r
- gameInfo.boardHeight, gameInfo.holdingsSize );\r
- while(*b++ != '_');\r
- }\r
- sprintf(b, "variant %s\n", VariantName(gameInfo.variant));\r
+ } else sprintf(b, "%s", VariantName(gameInfo.variant));\r
+ sprintf(buf, "variant %s\n", b);\r
SendToProgram(buf, cps);\r
}\r
+ currentlyInitializedVariant = gameInfo.variant;\r
+\r
+ /* [HGM] send opening position in FRC to first engine */\r
+ if(setup) {\r
+ SendToProgram("force\n", cps);\r
+ SendBoard(cps, 0);\r
+ /* engine is now in force mode! Set flag to wake it up after first move. */\r
+ setboardSpoiledMachineBlack = 1;\r
+ }\r
+\r
if (cps->sendICS) {\r
sprintf(buf, "ics %s\n", appData.icsActive ? appData.icsHost : "-");\r
SendToProgram(buf, cps);\r
timeIncrement, appData.searchDepth,\r
searchTime);\r
}\r
- if (appData.showThinking) {\r
+ if (appData.showThinking \r
+ // [HGM] thinking: four options require thinking output to be sent\r
+ || !appData.hideThinkingFromHuman || appData.adjudicateLossThreshold != 0 || EngineOutputIsUp()\r
+ ) {\r
SendToProgram("post\n", cps);\r
}\r
SendToProgram("hard\n", cps);\r
}\r
\r
if (err != 0) {\r
- sprintf(buf, "Startup failure on '%s'", cps->program);\r
+ sprintf(buf, _("Startup failure on '%s'"), cps->program);\r
DisplayFatalError(buf, err, 1);\r
cps->pr = NoProc;\r
cps->isr = NULL;\r
cps->isr = AddInputSource(cps->pr, TRUE, ReceiveFromProgram, cps);\r
if (cps->protocolVersion > 1) {\r
sprintf(buf, "xboard\nprotover %d\n", cps->protocolVersion);\r
+ cps->nrOptions = 0; // [HGM] options: clear all engine-specific options\r
+ cps->comboCnt = 0; // and values of combo boxes\r
SendToProgram(buf, cps);\r
} else {\r
SendToProgram("xboard\n", cps);\r
TwoMachinesEventIfReady P((void))\r
{\r
if (first.lastPing != first.lastPong) {\r
- DisplayMessage("", "Waiting for first chess program");\r
- ScheduleDelayedEvent(TwoMachinesEventIfReady, 1000);\r
+ DisplayMessage("", _("Waiting for first chess program"));\r
+ ScheduleDelayedEvent(TwoMachinesEventIfReady, 10); // [HGM] fast: lowered from 1000\r
return;\r
}\r
if (second.lastPing != second.lastPong) {\r
- DisplayMessage("", "Waiting for second chess program");\r
- ScheduleDelayedEvent(TwoMachinesEventIfReady, 1000);\r
+ DisplayMessage("", _("Waiting for second chess program"));\r
+ ScheduleDelayedEvent(TwoMachinesEventIfReady, 10); // [HGM] fast: lowered from 1000\r
return;\r
}\r
ThawUI();\r
void\r
NextMatchGame P((void))\r
{\r
+ int index; /* [HGM] autoinc: step lod index during match */\r
Reset(FALSE, TRUE);\r
if (*appData.loadGameFile != NULLCHAR) {\r
+ index = appData.loadGameIndex;\r
+ if(index < 0) { // [HGM] autoinc\r
+ lastIndex = index = (index == -2 && first.twoMachinesColor[0] == 'b') ? lastIndex : lastIndex+1;\r
+ if(appData.rewindIndex > 0 && index > appData.rewindIndex) lastIndex = index = 1;\r
+ } \r
LoadGameFromFile(appData.loadGameFile,\r
- appData.loadGameIndex,\r
+ index,\r
appData.loadGameFile, FALSE);\r
} else if (*appData.loadPositionFile != NULLCHAR) {\r
+ index = appData.loadPositionIndex;\r
+ if(index < 0) { // [HGM] autoinc\r
+ lastIndex = index = (index == -2 && first.twoMachinesColor[0] == 'b') ? lastIndex : lastIndex+1;\r
+ if(appData.rewindIndex > 0 && index > appData.rewindIndex) lastIndex = index = 1;\r
+ } \r
LoadPositionFromFile(appData.loadPositionFile,\r
- appData.loadPositionIndex,\r
+ index,\r
appData.loadPositionFile);\r
}\r
TwoMachinesEventIfReady();\r
int isIcsGame;\r
char buf[MSG_SIZ];\r
\r
+ if(endingGame) return; /* [HGM] crash: forbid recursion */\r
+ endingGame = 1;\r
+\r
if (appData.debugMode) {\r
fprintf(debugFP, "GameEnds(%d, %s, %d)\n",\r
result, resultDetails ? resultDetails : "(null)", whosays);\r
}\r
\r
- if (appData.icsActive && whosays == (GE_ENGINE || whosays >= GE_ENGINE1)) {\r
+ if (appData.icsActive && (whosays == GE_ENGINE || whosays >= GE_ENGINE1)) {\r
/* If we are playing on ICS, the server decides when the\r
game is over, but the engine can offer to draw, claim \r
a draw, or resign. \r
}\r
}\r
#endif\r
- return;\r
+ endingGame = 0; /* [HGM] crash */\r
+ return;\r
}\r
\r
/* If we're loading the game from a file, stop */\r
}\r
\r
/* Cancel draw offers */\r
- first.offeredDraw = second.offeredDraw = 0;\r
+ first.offeredDraw = second.offeredDraw = 0;\r
\r
/* If this is an ICS game, only ICS can really say it's done;\r
if not, anyone can. */\r
if (!isIcsGame || whosays == GE_ICS) {\r
/* OK -- not an ICS game, or ICS said it was done */\r
StopClocks();\r
- if (appData.debugMode) {\r
- fprintf(debugFP, "GameEnds(%d, %s, %d) clock stopped\n",\r
- result, resultDetails ? resultDetails : "(null)", whosays);\r
- }\r
if (!isIcsGame && !appData.noChessProgram) \r
SetUserThinkingEnables();\r
\r
/* [HGM] if a machine claims the game end we verify this claim */\r
- if( appData.testLegality && gameMode == TwoMachinesPlay &&\r
- appData.testClaims && whosays >= GE_ENGINE1 ) {\r
+ if(gameMode == TwoMachinesPlay && appData.testClaims) {\r
+ if(appData.testLegality && whosays >= GE_ENGINE1 ) {\r
char claimer;\r
+ ChessMove trueResult = (ChessMove) -1;\r
\r
- if (appData.debugMode) {\r
- fprintf(debugFP, "GameEnds(%d, %s, %d) test claims\n",\r
- result, resultDetails ? resultDetails : "(null)", whosays);\r
- }\r
claimer = whosays == GE_ENGINE1 ? /* color of claimer */\r
first.twoMachinesColor[0] :\r
second.twoMachinesColor[0] ;\r
- if( result == WhiteWins && claimer == 'w' ||\r
- result == BlackWins && claimer == 'b' ) {\r
- /* Xboard immediately adjudicates all mates, so win claims must be false */\r
- sprintf(buf, "False win claim: '%s'", resultDetails);\r
- result = claimer == 'w' ? BlackWins : WhiteWins;\r
- resultDetails = buf;\r
+\r
+ // [HGM] losers: because the logic is becoming a bit hairy, determine true result first\r
+ if(epStatus[forwardMostMove] == EP_CHECKMATE) {\r
+ /* [HGM] verify: engine mate claims accepted if they were flagged */\r
+ trueResult = WhiteOnMove(forwardMostMove) != (gameInfo.variant == VariantLosers)\r
+ ? BlackWins : WhiteWins; // [HGM] losers: reverse the result in VariantLosers!\r
+ } else\r
+ if(epStatus[forwardMostMove] == EP_STALEMATE) {\r
+ trueResult = GameIsDrawn; // default; in variants where stalemate loses, Status is CHECKMATE\r
+ if(gameInfo.variant == VariantGiveaway || gameInfo.variant == VariantSuicide || \r
+ gameInfo.variant == VariantLosers) // [HGM] losers: in giveaway variants stalemate wins\r
+ trueResult = WhiteOnMove(forwardMostMove) ? WhiteWins : BlackWins;\r
+ }\r
+\r
+ // now verify win claims, but not in drop games, as we don't understand those yet\r
+ if( (gameInfo.holdingsWidth == 0 || gameInfo.variant == VariantSuper\r
+ || gameInfo.variant == VariantGreat) &&\r
+ (result == WhiteWins && claimer == 'w' ||\r
+ result == BlackWins && claimer == 'b' ) ) { // case to verify: engine claims own win\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "result=%d sp=%d move=%d\n",\r
+ result, epStatus[forwardMostMove], forwardMostMove);\r
+ }\r
+ if(result != trueResult) {\r
+ sprintf(buf, "False win claim: '%s'", resultDetails);\r
+ result = claimer == 'w' ? BlackWins : WhiteWins;\r
+ resultDetails = buf;\r
+ }\r
} else\r
- if( result == GameIsDrawn && epStatus[forwardMostMove] > EP_DRAWS ) {\r
- /* Draw that was not flagged by Xboard is false */\r
+ if( result == GameIsDrawn && epStatus[forwardMostMove] > EP_DRAWS\r
+ && (forwardMostMove <= backwardMostMove ||\r
+ epStatus[forwardMostMove-1] > EP_DRAWS ||\r
+ (claimer=='b')==(forwardMostMove&1))\r
+ ) {\r
+ /* [HGM] verify: draws that were not flagged are false claims */\r
sprintf(buf, "False draw claim: '%s'", resultDetails);\r
result = claimer == 'w' ? BlackWins : WhiteWins;\r
resultDetails = buf;\r
}\r
/* (Claiming a loss is accepted no questions asked!) */\r
+ }\r
+ /* [HGM] bare: don't allow bare King to win */\r
+ if((gameInfo.holdingsWidth == 0 || gameInfo.variant == VariantSuper || gameInfo.variant == VariantGreat)\r
+ && gameInfo.variant != VariantLosers && gameInfo.variant != VariantGiveaway \r
+ && gameInfo.variant != VariantSuicide // [HGM] losers: except in losers, of course...\r
+ && result != GameIsDrawn)\r
+ { int i, j, k=0, color = (result==WhiteWins ? (int)WhitePawn : (int)BlackPawn);\r
+ for(j=BOARD_LEFT; j<BOARD_RGHT; j++) for(i=0; i<BOARD_HEIGHT; i++) {\r
+ int p = (int)boards[forwardMostMove][i][j] - color;\r
+ if(p >= 0 && p <= (int)WhiteKing) k++;\r
+ }\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "GE(%d, %s, %d) bare king k=%d color=%d\n",\r
+ result, resultDetails ? resultDetails : "(null)", whosays, k, color);\r
+ }\r
+ if(k <= 1) {\r
+ result = GameIsDrawn;\r
+ sprintf(buf, "%s but bare king", resultDetails);\r
+ resultDetails = buf;\r
+ }\r
+ }\r
}\r
\r
- if (appData.debugMode) {\r
- fprintf(debugFP, "GameEnds(%d, %s, %d) after test\n",\r
- result, resultDetails ? resultDetails : "(null)", whosays);\r
- }\r
- if (resultDetails != NULL) {\r
+\r
+ if(serverMoves != NULL && !loadFlag) { char c = '=';\r
+ if(result==WhiteWins) c = '+';\r
+ if(result==BlackWins) c = '-';\r
+ if(resultDetails != NULL)\r
+ fprintf(serverMoves, ";%c;%s\n", c, resultDetails);\r
+ }\r
+ if (resultDetails != NULL) {\r
gameInfo.result = result;\r
gameInfo.resultDetails = StrSave(resultDetails);\r
\r
+ /* display last move only if game was not loaded from file */\r
+ if ((whosays != GE_FILE) && (currentMove == forwardMostMove))\r
+ DisplayMove(currentMove - 1);\r
+ \r
+ if (forwardMostMove != 0) {\r
+ if (gameMode != PlayFromGameFile && gameMode != EditGame) {\r
+ if (*appData.saveGameFile != NULLCHAR) {\r
+ SaveGameToFile(appData.saveGameFile, TRUE);\r
+ } else if (appData.autoSaveGames) {\r
+ AutoSaveGame();\r
+ }\r
+ if (*appData.savePositionFile != NULLCHAR) {\r
+ SavePositionToFile(appData.savePositionFile);\r
+ }\r
+ }\r
+ }\r
+\r
/* Tell program how game ended in case it is learning */\r
+ /* [HGM] Moved this to after saving the PGN, just in case */\r
+ /* engine died and we got here through time loss. In that */\r
+ /* case we will get a fatal error writing the pipe, which */\r
+ /* would otherwise lose us the PGN. */\r
+ /* [HGM] crash: not needed anymore, but doesn't hurt; */\r
+ /* output during GameEnds should never be fatal anymore */\r
if (gameMode == MachinePlaysWhite ||\r
gameMode == MachinePlaysBlack ||\r
gameMode == TwoMachinesPlay ||\r
SendToProgram(buf, &second);\r
}\r
}\r
-\r
- /* display last move only if game was not loaded from file */\r
- if ((whosays != GE_FILE) && (currentMove == forwardMostMove))\r
- DisplayMove(currentMove - 1);\r
- \r
- if (forwardMostMove != 0) {\r
- if (gameMode != PlayFromGameFile && gameMode != EditGame) {\r
- if (*appData.saveGameFile != NULLCHAR) {\r
- SaveGameToFile(appData.saveGameFile, TRUE);\r
- } else if (appData.autoSaveGames) {\r
- AutoSaveGame();\r
- }\r
- if (*appData.savePositionFile != NULLCHAR) {\r
- SavePositionToFile(appData.savePositionFile);\r
- }\r
- }\r
- }\r
}\r
\r
if (appData.icsActive) {\r
if (appData.noChessProgram) {\r
gameMode = nextGameMode;\r
ModeHighlight();\r
- return;\r
+ endingGame = 0; /* [HGM] crash */\r
+ return;\r
}\r
\r
if (first.reuse) {\r
}\r
if (matchGame < appData.matchGames) {\r
char *tmp;\r
- tmp = first.twoMachinesColor;\r
- first.twoMachinesColor = second.twoMachinesColor;\r
- second.twoMachinesColor = tmp;\r
+ if(appData.sameColorGames <= 1) { /* [HGM] alternate: suppress color swap */\r
+ tmp = first.twoMachinesColor;\r
+ first.twoMachinesColor = second.twoMachinesColor;\r
+ second.twoMachinesColor = tmp;\r
+ }\r
gameMode = nextGameMode;\r
matchGame++;\r
if(appData.matchPause>10000 || appData.matchPause<10)\r
appData.matchPause = 10000; /* [HGM] make pause adjustable */\r
ScheduleDelayedEvent(NextMatchGame, appData.matchPause);\r
+ endingGame = 0; /* [HGM] crash */\r
return;\r
} else {\r
char buf[MSG_SIZ];\r
gameMode = nextGameMode;\r
- sprintf(buf, "Match %s vs. %s: final score %d-%d-%d",\r
+ sprintf(buf, _("Match %s vs. %s: final score %d-%d-%d"),\r
first.tidy, second.tidy,\r
first.matchWins, second.matchWins,\r
appData.matchGames - (first.matchWins + second.matchWins));\r
ExitAnalyzeMode();\r
gameMode = nextGameMode;\r
ModeHighlight();\r
+ endingGame = 0; /* [HGM] crash */\r
}\r
\r
/* Assumes program was just initialized (initString sent).\r
fprintf(debugFP, "Feeding %smoves %d through %d to %s chess program\n",\r
startedFromSetupPosition ? "position and " : "",\r
backwardMostMove, upto, cps->which);\r
+ if(currentlyInitializedVariant != gameInfo.variant) { char buf[MSG_SIZ];\r
+ // [HGM] variantswitch: make engine aware of new variant\r
+ if(cps->protocolVersion > 1 && StrStr(cps->variants, VariantName(gameInfo.variant)) == NULL)\r
+ return; // [HGM] refrain from feeding moves altogether if variant is unsupported!\r
+ sprintf(buf, "variant %s\n", VariantName(gameInfo.variant));\r
+ SendToProgram(buf, cps);\r
+ currentlyInitializedVariant = gameInfo.variant;\r
+ }\r
SendToProgram("force\n", cps);\r
if (startedFromSetupPosition) {\r
SendBoard(cps, backwardMostMove);\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "feedMoves\n");\r
+ }\r
}\r
for (i = backwardMostMove; i < upto; i++) {\r
SendMoveToProgram(i, cps);\r
if (appData.noChessProgram || first.pr != NoProc) return;\r
\r
StartChessProgram(&first);\r
- InitChessProgram(&first);\r
+ InitChessProgram(&first, FALSE);\r
FeedMovesToProgram(&first, currentMove);\r
\r
if (!first.sendTime) {\r
timeRemaining[1][currentMove] = blackTimeRemaining;\r
}\r
\r
- if ((gameMode == AnalyzeMode || gameMode == AnalyzeFile) &&\r
- first.analysisSupport) {\r
+ if ((gameMode == AnalyzeMode || gameMode == AnalyzeFile ||\r
+ appData.icsEngineAnalyze) && first.analysisSupport) {\r
SendToProgram("analyze\n", &first);\r
first.analyzing = TRUE;\r
}\r
fprintf(debugFP, "Reset(%d, %d) from gameMode %d\n",\r
redraw, init, gameMode);\r
}\r
-\r
pausing = pauseExamInvalid = FALSE;\r
startedFromSetupPosition = blackPlaysFirst = FALSE;\r
firstMove = TRUE;\r
hintRequested = bookRequested = FALSE;\r
first.maybeThinking = FALSE;\r
second.maybeThinking = FALSE;\r
+ first.bookSuspend = FALSE; // [HGM] book\r
+ second.bookSuspend = FALSE;\r
thinkOutput[0] = NULLCHAR;\r
lastHint[0] = NULLCHAR;\r
ClearGameInfo(&gameInfo);\r
ics_gamenum = -1;\r
white_holding[0] = black_holding[0] = NULLCHAR;\r
ClearProgramStats();\r
+ opponentKibitzes = FALSE; // [HGM] kibitz: do not reserve space in engine-output window in zippy mode\r
\r
ResetFrontEnd();\r
ClearHighlights();\r
alarmSounded = FALSE;\r
\r
GameEnds((ChessMove) 0, NULL, GE_PLAYER);\r
+ if(appData.serverMovesName != NULL) {\r
+ /* [HGM] prepare to make moves file for broadcasting */\r
+ clock_t t = clock();\r
+ if(serverMoves != NULL) fclose(serverMoves);\r
+ serverMoves = fopen(appData.serverMovesName, "r");\r
+ if(serverMoves != NULL) {\r
+ fclose(serverMoves);\r
+ /* delay 15 sec before overwriting, so all clients can see end */\r
+ while(clock()-t < appData.serverPause*CLOCKS_PER_SEC);\r
+ }\r
+ serverMoves = fopen(appData.serverMovesName, "w");\r
+ }\r
+\r
ExitAnalyzeMode();\r
gameMode = BeginningOfGame;\r
ModeHighlight();\r
+ if(appData.icsActive) gameInfo.variant = VariantNormal;\r
InitPosition(redraw);\r
for (i = 0; i < MAX_MOVES; i++) {\r
if (commentList[i] != NULL) {\r
if (first.pr == NULL) {\r
StartChessProgram(&first);\r
}\r
- if (init) InitChessProgram(&first);\r
+ if (init) {\r
+ InitChessProgram(&first, startedFromSetupPosition);\r
+ }\r
DisplayTitle("");\r
DisplayMessage("", "");\r
HistorySet(parseList, backwardMostMove, forwardMostMove, currentMove-1);\r
SendMoveToProgram(currentMove++, &first);\r
DisplayBothClocks();\r
DrawPosition(FALSE, boards[currentMove]);\r
- if (commentList[currentMove] != NULL) {\r
- DisplayComment(currentMove - 1, commentList[currentMove]);\r
- }\r
+ // [HGM] PV info: always display, routine tests if empty\r
+ DisplayComment(currentMove - 1, commentList[currentMove]);\r
return TRUE;\r
}\r
\r
\r
case WhiteCapturesEnPassant:\r
case BlackCapturesEnPassant:\r
-#ifdef FAIRY\r
case WhitePromotionChancellor:\r
case BlackPromotionChancellor:\r
case WhitePromotionArchbishop:\r
case BlackPromotionArchbishop:\r
-#endif\r
+ case WhitePromotionCentaur:\r
+ case BlackPromotionCentaur:\r
case WhitePromotionQueen:\r
case BlackPromotionQueen:\r
case WhitePromotionRook:\r
if (appData.testLegality) {\r
if (appData.debugMode)\r
fprintf(debugFP, "Parsed IllegalMove: %s\n", yy_text);\r
- sprintf(move, "Illegal move: %d.%s%s",\r
+ sprintf(move, _("Illegal move: %d.%s%s"),\r
(forwardMostMove / 2) + 1,\r
WhiteOnMove(forwardMostMove) ? " " : ".. ", yy_text);\r
DisplayError(move, 0);\r
case AmbiguousMove:\r
if (appData.debugMode)\r
fprintf(debugFP, "Parsed AmbiguousMove: %s\n", yy_text);\r
- sprintf(move, "Ambiguous move: %d.%s%s",\r
+ sprintf(move, _("Ambiguous move: %d.%s%s"),\r
(forwardMostMove / 2) + 1,\r
WhiteOnMove(forwardMostMove) ? " " : ".. ", yy_text);\r
DisplayError(move, 0);\r
default:\r
case ImpossibleMove:\r
if (appData.debugMode)\r
- fprintf(debugFP, "Parsed ImpossibleMove: %s\n", yy_text);\r
- sprintf(move, "Illegal move: %d.%s%s",\r
+ fprintf(debugFP, "Parsed ImpossibleMove (type = %d): %s\n", moveType, yy_text);\r
+ sprintf(move, _("Illegal move: %d.%s%s"),\r
(forwardMostMove / 2) + 1,\r
WhiteOnMove(forwardMostMove) ? " " : ".. ", yy_text);\r
DisplayError(move, 0);\r
if (appData.matchMode || (appData.timeDelay == 0 && !pausing)) {\r
DrawPosition(FALSE, boards[currentMove]);\r
DisplayBothClocks();\r
- if (!appData.matchMode && commentList[currentMove] != NULL)\r
+ if (!appData.matchMode) // [HGM] PV info: routine tests if empty\r
DisplayComment(currentMove - 1, commentList[currentMove]);\r
}\r
(void) StopLoadGameTimer();\r
} else {\r
f = fopen(filename, "rb");\r
if (f == NULL) {\r
- sprintf(buf, "Can't open \"%s\"", filename);\r
+ sprintf(buf, _("Can't open \"%s\""), filename);\r
DisplayError(buf, errno);\r
return FALSE;\r
}\r
if (useList && n == 0) {\r
int error = GameListBuild(f);\r
if (error) {\r
- DisplayError("Cannot build game list", error);\r
+ DisplayError(_("Cannot build game list"), error);\r
} else if (!ListEmpty(&gameList) &&\r
((ListGame *) gameList.tailPred)->number > 1) {\r
GameListPopUp(f, title);\r
int retVal;\r
\r
if (gameNumber > nCmailGames) {\r
- DisplayError("No more games in this message", 0);\r
+ DisplayError(_("No more games in this message"), 0);\r
return FALSE;\r
}\r
if (f == lastLoadGameFP) {\r
{\r
int gameNumber = lastLoadGameNumber + offset;\r
if (lastLoadGameFP == NULL) {\r
- DisplayError("No game has been loaded yet", 0);\r
+ DisplayError(_("No game has been loaded yet"), 0);\r
return FALSE;\r
}\r
if (gameNumber <= 0) {\r
- DisplayError("Can't back up any further", 0);\r
+ DisplayError(_("Can't back up any further"), 0);\r
return FALSE;\r
}\r
if (cmailMsgLoaded) {\r
int numPGNTags = 0;\r
int err;\r
GameMode oldGameMode;\r
+ VariantClass oldVariant = gameInfo.variant; /* [HGM] PGNvariant */\r
\r
if (appData.debugMode) \r
fprintf(debugFP, "LoadGame(): on entry, gameMode %d\n", gameMode);\r
gn = 1;\r
}\r
else {\r
- DisplayError("Game number out of range", 0);\r
+ DisplayError(_("Game number out of range"), 0);\r
return FALSE;\r
}\r
} else {\r
gameNumber == 1) {\r
gn = 1;\r
} else {\r
- DisplayError("Can't seek on game file", 0);\r
+ DisplayError(_("Can't seek on game file"), 0);\r
return FALSE;\r
}\r
}\r
\r
yynewfile(f);\r
\r
-\r
if (lg && lg->gameInfo.white && lg->gameInfo.black) {\r
sprintf(buf, "%s vs. %s", lg->gameInfo.white,\r
lg->gameInfo.black);\r
nCmailGames = CMAIL_MAX_GAMES - gn;\r
} else {\r
Reset(TRUE, TRUE);\r
- DisplayError("Game not found in file", 0);\r
+ DisplayError(_("Game not found in file"), 0);\r
}\r
return FALSE;\r
\r
err = ParsePGNTag(yy_text, &gameInfo);\r
if (!err) numPGNTags++;\r
\r
+ /* [HGM] PGNvariant: automatically switch to variant given in PGN tag */\r
+ if(gameInfo.variant != oldVariant) {\r
+ startedFromPositionFile = FALSE; /* [HGM] loadPos: variant switch likely makes position invalid */\r
+ InitPosition(TRUE);\r
+ oldVariant = gameInfo.variant;\r
+ if (appData.debugMode) \r
+ fprintf(debugFP, "New variant %d\n", (int) oldVariant);\r
+ }\r
+\r
+\r
if (gameInfo.fen != NULL) {\r
Board initial_position;\r
startedFromSetupPosition = TRUE;\r
if (!ParseFEN(initial_position, &blackPlaysFirst, gameInfo.fen)) {\r
Reset(TRUE, TRUE);\r
- DisplayError("Bad FEN position in file", 0);\r
+ DisplayError(_("Bad FEN position in file"), 0);\r
return FALSE;\r
}\r
CopyBoard(boards[0], initial_position);\r
- /* [HGM] copy FEN attributes as well */\r
- { int i;\r
- initialRulePlies = FENrulePlies;\r
- epStatus[0] = FENepStatus;\r
- for( i=0; i< nrCastlingRights; i++ )\r
- castlingRights[0][i] = FENcastlingRights[i];\r
- }\r
if (blackPlaysFirst) {\r
currentMove = forwardMostMove = backwardMostMove = 1;\r
CopyBoard(boards[1], initial_position);\r
} else {\r
currentMove = forwardMostMove = backwardMostMove = 0;\r
}\r
+ /* [HGM] copy FEN attributes as well. Bugfix 4.3.14m and 4.3.15e: moved to after 'blackPlaysFirst' */\r
+ { int i;\r
+ initialRulePlies = FENrulePlies;\r
+ epStatus[forwardMostMove] = FENepStatus;\r
+ for( i=0; i< nrCastlingRights; i++ )\r
+ initialRights[i] = castlingRights[forwardMostMove][i] = FENcastlingRights[i];\r
+ }\r
yyboardindex = forwardMostMove;\r
free(gameInfo.fen);\r
gameInfo.fen = NULL;\r
if (first.pr == NoProc) {\r
StartChessProgram(&first);\r
}\r
- InitChessProgram(&first);\r
+ InitChessProgram(&first, FALSE);\r
SendToProgram("force\n", &first);\r
if (startedFromSetupPosition) {\r
SendBoard(&first, forwardMostMove);\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "Load Game\n");\r
+ }\r
DisplayBothClocks();\r
} \r
\r
+ /* [HGM] server: flag to write setup moves in broadcast file as one */\r
+ loadFlag = appData.suppressLoadMoves;\r
+\r
while (cm == Comment) {\r
char *p;\r
if (appData.debugMode) \r
if ((cm == (ChessMove) 0 && lastLoadGameStart != (ChessMove) 0) ||\r
cm == WhiteWins || cm == BlackWins ||\r
cm == GameIsDrawn || cm == GameUnfinished) {\r
- DisplayMessage("", "No moves in game");\r
+ DisplayMessage("", _("No moves in game"));\r
if (cmailMsgLoaded) {\r
if (appData.debugMode)\r
fprintf(debugFP, "Setting flipView to %d.\n", FALSE);\r
return TRUE;\r
}\r
\r
- if (commentList[currentMove] != NULL) {\r
- if (!matchMode && (pausing || appData.timeDelay != 0)) {\r
+ // [HGM] PV info: routine tests if comment empty\r
+ if (!matchMode && (pausing || appData.timeDelay != 0)) {\r
DisplayComment(currentMove - 1, commentList[currentMove]);\r
- }\r
}\r
if (!matchMode && appData.timeDelay != 0) \r
DrawPosition(FALSE, boards[currentMove]);\r
\r
if (appData.debugMode) \r
fprintf(debugFP, "LoadGame(): on exit, gameMode %d\n", gameMode);\r
+\r
+ loadFlag = 0; /* [HGM] true game starts */\r
return TRUE;\r
}\r
\r
{\r
int positionNumber = lastLoadPositionNumber + offset;\r
if (lastLoadPositionFP == NULL) {\r
- DisplayError("No position has been loaded yet", 0);\r
+ DisplayError(_("No position has been loaded yet"), 0);\r
return FALSE;\r
}\r
if (positionNumber <= 0) {\r
- DisplayError("Can't back up any further", 0);\r
+ DisplayError(_("Can't back up any further"), 0);\r
return FALSE;\r
}\r
return LoadPosition(lastLoadPositionFP, positionNumber,\r
} else {\r
f = fopen(filename, "rb");\r
if (f == NULL) {\r
- sprintf(buf, "Can't open \"%s\"", filename);\r
+ sprintf(buf, _("Can't open \"%s\""), filename);\r
DisplayError(buf, errno);\r
return FALSE;\r
} else {\r
strcpy(lastLoadPositionTitle, title);\r
if (first.pr == NoProc) {\r
StartChessProgram(&first);\r
- InitChessProgram(&first);\r
+ InitChessProgram(&first, FALSE);\r
} \r
pn = positionNumber;\r
if (positionNumber < 0) {\r
/* Negative position number means to seek to that byte offset */\r
if (fseek(f, -positionNumber, 0) == -1) {\r
- DisplayError("Can't seek on position file", 0);\r
+ DisplayError(_("Can't seek on position file"), 0);\r
return FALSE;\r
};\r
pn = 1;\r
positionNumber == 1) {\r
pn = 1;\r
} else {\r
- DisplayError("Can't seek on position file", 0);\r
+ DisplayError(_("Can't seek on position file"), 0);\r
return FALSE;\r
}\r
}\r
}\r
/* See if this file is FEN or old-style xboard */\r
if (fgets(line, MSG_SIZ, f) == NULL) {\r
- DisplayError("Position not found in file", 0);\r
+ DisplayError(_("Position not found in file"), 0);\r
return FALSE;\r
}\r
+#if 0\r
switch (line[0]) {\r
case '#': case 'x':\r
default:\r
case 'P': case 'N': case 'B': case 'R': case 'Q': case 'K':\r
case '1': case '2': case '3': case '4': case '5': case '6':\r
case '7': case '8': case '9':\r
-#ifdef FAIRY\r
case 'H': case 'A': case 'M': case 'h': case 'a': case 'm':\r
case 'E': case 'F': case 'G': case 'e': case 'f': case 'g':\r
case 'C': case 'W': case 'c': case 'w': \r
-#endif\r
fenMode = TRUE;\r
break;\r
}\r
+#else\r
+ // [HGM] FEN can begin with digit, any piece letter valid in this variant, or a + for Shogi promoted pieces\r
+ fenMode = line[0] >= '0' && line[0] <= '9' || line[0] == '+' || CharToPiece(line[0]) != EmptySquare;\r
+#endif\r
\r
if (pn >= 2) {\r
if (fenMode || line[0] == '#') pn--;\r
while (pn > 0) {\r
- /* skip postions before number pn */\r
+ /* skip positions before number pn */\r
if (fgets(line, MSG_SIZ, f) == NULL) {\r
Reset(TRUE, TRUE);\r
- DisplayError("Position not found in file", 0);\r
+ DisplayError(_("Position not found in file"), 0);\r
return FALSE;\r
}\r
if (fenMode || line[0] == '#') pn--;\r
\r
if (fenMode) {\r
if (!ParseFEN(initial_position, &blackPlaysFirst, line)) {\r
- DisplayError("Bad FEN position in file", 0);\r
+ DisplayError(_("Bad FEN position in file"), 0);\r
return FALSE;\r
}\r
} else {\r
\r
SendToProgram("force\n", &first);\r
CopyBoard(boards[0], initial_position);\r
- /* [HGM] copy FEN attributes as well */\r
- { int i;\r
- initialRulePlies = FENrulePlies;\r
- epStatus[0] = FENepStatus;\r
- for( i=0; i< nrCastlingRights; i++ )\r
- castlingRights[0][i] = FENcastlingRights[i];\r
- }\r
if (blackPlaysFirst) {\r
currentMove = forwardMostMove = backwardMostMove = 1;\r
strcpy(moveList[0], "");\r
strcpy(parseList[0], "");\r
CopyBoard(boards[1], initial_position);\r
- DisplayMessage("", "Black to play");\r
+ DisplayMessage("", _("Black to play"));\r
} else {\r
currentMove = forwardMostMove = backwardMostMove = 0;\r
- DisplayMessage("", "White to play");\r
+ DisplayMessage("", _("White to play"));\r
}\r
+ /* [HGM] copy FEN attributes as well */\r
+ { int i;\r
+ initialRulePlies = FENrulePlies;\r
+ epStatus[forwardMostMove] = FENepStatus;\r
+ for( i=0; i< nrCastlingRights; i++ )\r
+ castlingRights[forwardMostMove][i] = FENcastlingRights[i];\r
+ }\r
SendBoard(&first, forwardMostMove);\r
+ if (appData.debugMode) {\r
+int i, j;\r
+ for(i=0;i<2;i++){for(j=0;j<6;j++)fprintf(debugFP, " %d", castlingRights[i][j]);fprintf(debugFP,"\n");}\r
+ for(j=0;j<6;j++)fprintf(debugFP, " %d", initialRights[j]);fprintf(debugFP,"\n");\r
+ fprintf(debugFP, "Load Position\n");\r
+ }\r
\r
if (positionNumber > 1) {\r
sprintf(line, "%s %d", title, positionNumber);\r
} else {\r
f = fopen(filename, append ? "a" : "w");\r
if (f == NULL) {\r
- sprintf(buf, "Can't open \"%s\"", filename);\r
+ sprintf(buf, _("Can't open \"%s\""), filename);\r
DisplayError(buf, errno);\r
return FALSE;\r
} else {\r
{\r
int i, offset, linelen, newblock;\r
time_t tm;\r
- char *movetext;\r
+// char *movetext;\r
char numtext[32];\r
int movelen, numlen, blank;\r
char move_buffer[100]; /* [AS] Buffer for move+PV info */\r
PrintPGNTags(f, &gameInfo);\r
\r
if (backwardMostMove > 0 || startedFromSetupPosition) {\r
- char *fen = PositionToFEN(backwardMostMove, 1);\r
+ char *fen = PositionToFEN(backwardMostMove, NULL);\r
fprintf(f, "[FEN \"%s\"]\n[SetUp \"1\"]\n", fen);\r
fprintf(f, "\n{--------------\n");\r
PrintPosition(f, backwardMostMove);\r
linelen += numlen;\r
\r
/* Get move */\r
- movetext = SavePart(parseList[i]);\r
+ movelen = strlen(parseList[i]); /* [HGM] pgn: line-break point before move */\r
+\r
+ /* Print move */\r
+ blank = linelen > 0 && movelen > 0;\r
+ if (linelen + (blank ? 1 : 0) + movelen > PGN_MAX_LINE) {\r
+ fprintf(f, "\n");\r
+ linelen = 0;\r
+ blank = 0;\r
+ }\r
+ if (blank) {\r
+ fprintf(f, " ");\r
+ linelen++;\r
+ }\r
+ fprintf(f, parseList[i]);\r
+ linelen += movelen;\r
\r
/* [AS] Add PV info if present */\r
if( i >= 0 && appData.saveExtendedInfoInPGN && pvInfoList[i].depth > 0 ) {\r
/* [HGM] add time */\r
char buf[MSG_SIZ]; int seconds = 0;\r
\r
+#if 0\r
if(i >= backwardMostMove) {\r
- /* take the time that changed */\r
- seconds = timeRemaining[0][i] - timeRemaining[0][i+1];\r
- if(seconds <= 0)\r
- seconds = timeRemaining[1][i] - timeRemaining[1][i+1];\r
+ if(WhiteOnMove(i))\r
+ seconds = timeRemaining[0][i] - timeRemaining[0][i+1]\r
+ + GetTimeQuota(i/2) / WhitePlayer()->timeOdds;\r
+ else\r
+ seconds = timeRemaining[1][i] - timeRemaining[1][i+1]\r
+ + GetTimeQuota(i/2) / WhitePlayer()->other->timeOdds;\r
}\r
- seconds /= 1000;\r
- if (appData.debugMode) {\r
- fprintf(debugFP, "times = %d %d %d %d, seconds=%d\n",\r
- timeRemaining[0][i+1], timeRemaining[0][i],\r
- timeRemaining[1][i+1], timeRemaining[1][i], seconds\r
- );\r
- }\r
+ seconds = (seconds+50)/100; // deci-seconds, rounded to nearest\r
+#else\r
+ seconds = (pvInfoList[i].time + 5)/10; // [HGM] PVtime: use engine time\r
+#endif\r
\r
- if( seconds < 0 ) buf[0] = 0; else\r
- if( seconds < 60 ) sprintf(buf, " %d%c", seconds, 0);\r
- else sprintf(buf, " %d:%02d%c", seconds/60, seconds%60, 0);\r
+ if( seconds <= 0) buf[0] = 0; else\r
+ if( seconds < 30 ) sprintf(buf, " %3.1f%c", seconds/10., 0); else {\r
+ seconds = (seconds + 4)/10; // round to full seconds\r
+ if( seconds < 60 ) sprintf(buf, " %d%c", seconds, 0); else\r
+ sprintf(buf, " %d:%02d%c", seconds/60, seconds%60, 0);\r
+ }\r
\r
- sprintf( move_buffer, "%s {%s%.2f/%d%s}", \r
- movetext, \r
+ sprintf( move_buffer, "{%s%.2f/%d%s}", \r
pvInfoList[i].score >= 0 ? "+" : "",\r
pvInfoList[i].score / 100.0,\r
pvInfoList[i].depth,\r
- buf );\r
- movetext = move_buffer;\r
- }\r
+ buf );\r
\r
- movelen = strlen(movetext);\r
+ movelen = strlen(move_buffer); /* [HGM] pgn: line-break point after move */\r
\r
- /* Print move */\r
- blank = linelen > 0 && movelen > 0;\r
- if (linelen + (blank ? 1 : 0) + movelen > PGN_MAX_LINE) {\r
- fprintf(f, "\n");\r
- linelen = 0;\r
- blank = 0;\r
- }\r
- if (blank) {\r
- fprintf(f, " ");\r
- linelen++;\r
- }\r
- fprintf(f, movetext);\r
- linelen += movelen;\r
+ /* Print score/depth */\r
+ blank = linelen > 0 && movelen > 0;\r
+ if (linelen + (blank ? 1 : 0) + movelen > PGN_MAX_LINE) {\r
+ fprintf(f, "\n");\r
+ linelen = 0;\r
+ blank = 0;\r
+ }\r
+ if (blank) {\r
+ fprintf(f, " ");\r
+ linelen++;\r
+ }\r
+ fprintf(f, move_buffer);\r
+ linelen += movelen;\r
+ }\r
\r
i++;\r
}\r
} else {\r
f = fopen(filename, "a");\r
if (f == NULL) {\r
- sprintf(buf, "Can't open \"%s\"", filename);\r
+ sprintf(buf, _("Can't open \"%s\""), filename);\r
DisplayError(buf, errno);\r
return FALSE;\r
} else {\r
PrintPosition(f, currentMove);\r
fprintf(f, "--------------]\n");\r
} else {\r
- fen = PositionToFEN(currentMove, 1);\r
+ fen = PositionToFEN(currentMove, NULL);\r
fprintf(f, "%s\n", fen);\r
free(fen);\r
}\r
}\r
\r
if (cmailOldMove == -1) {\r
- DisplayError("You have edited the game history.\nUse Reload Same Game and make your move again.", 0);\r
+ DisplayError(_("You have edited the game history.\nUse Reload Same Game and make your move again."), 0);\r
return FALSE;\r
}\r
\r
if (currentMove > cmailOldMove + 1) {\r
- DisplayError("You have entered too many moves.\nBack up to the correct position and try again.", 0);\r
+ DisplayError(_("You have entered too many moves.\nBack up to the correct position and try again."), 0);\r
return FALSE;\r
}\r
\r
if (currentMove < cmailOldMove) {\r
- DisplayError("Displayed position is not current.\nStep forward to the correct position and try again.", 0);\r
+ DisplayError(_("Displayed position is not current.\nStep forward to the correct position and try again."), 0);\r
return FALSE;\r
}\r
\r
cmailMoveRegistered[lastLoadGameNumber - 1] = TRUE;\r
nCmailMovesRegistered ++;\r
} else if (nCmailGames == 1) {\r
- DisplayError("You have not made a move yet", 0);\r
+ DisplayError(_("You have not made a move yet"), 0);\r
return FALSE;\r
}\r
\r
char *arcDir;\r
\r
if (! cmailMsgLoaded) {\r
- DisplayError("The cmail message is not loaded.\nUse Reload CMail Message and make your move again.", 0);\r
+ DisplayError(_("The cmail message is not loaded.\nUse Reload CMail Message and make your move again."), 0);\r
return;\r
}\r
\r
if (nCmailGames == nCmailResults) {\r
- DisplayError("No unfinished games", 0);\r
+ DisplayError(_("No unfinished games"), 0);\r
return;\r
}\r
\r
#if CMAIL_PROHIBIT_REMAIL\r
if (cmailMailedMove) {\r
- sprintf(msg, "You have already mailed a move.\nWait until a move arrives from your opponent.\nTo resend the same move, type\n\"cmail -remail -game %s\"\non the command line.", appData.cmailGameName);\r
+ sprintf(msg, _("You have already mailed a move.\nWait until a move arrives from your opponent.\nTo resend the same move, type\n\"cmail -remail -game %s\"\non the command line."), appData.cmailGameName);\r
DisplayError(msg, 0);\r
return;\r
}\r
|| (nCmailMovesRegistered + nCmailResults == nCmailGames)) {\r
sprintf(string, partCommandString,\r
appData.debugMode ? " -v" : "", appData.cmailGameName);\r
- commandOutput = popen(string, "rb");\r
+ commandOutput = popen(string, "r");\r
\r
if (commandOutput == NULL) {\r
- DisplayError("Failed to invoke cmail", 0);\r
+ DisplayError(_("Failed to invoke cmail"), 0);\r
} else {\r
for (nBuffers = 0; (! feof(commandOutput)); nBuffers ++) {\r
nBytes = fread(buffer, 1, MSG_SIZ - 1, commandOutput);\r
if (!cmailMsgLoaded) return "";\r
\r
if (cmailMailedMove) {\r
- sprintf(cmailMsg, "Waiting for reply from opponent\n");\r
+ sprintf(cmailMsg, _("Waiting for reply from opponent\n"));\r
} else {\r
/* Create a list of games left */\r
sprintf(string, "[");\r
switch (nCmailGames) {\r
case 1:\r
sprintf(cmailMsg,\r
- "Still need to make move for game\n");\r
+ _("Still need to make move for game\n"));\r
break;\r
\r
case 2:\r
sprintf(cmailMsg,\r
- "Still need to make moves for both games\n");\r
+ _("Still need to make moves for both games\n"));\r
break;\r
\r
default:\r
sprintf(cmailMsg,\r
- "Still need to make moves for all %d games\n",\r
+ _("Still need to make moves for all %d games\n"),\r
nCmailGames);\r
break;\r
}\r
switch (nCmailGames - nCmailMovesRegistered - nCmailResults) {\r
case 1:\r
sprintf(cmailMsg,\r
- "Still need to make a move for game %s\n",\r
+ _("Still need to make a move for game %s\n"),\r
string);\r
break;\r
\r
case 0:\r
if (nCmailResults == nCmailGames) {\r
- sprintf(cmailMsg, "No unfinished games\n");\r
+ sprintf(cmailMsg, _("No unfinished games\n"));\r
} else {\r
- sprintf(cmailMsg, "Ready to send mail\n");\r
+ sprintf(cmailMsg, _("Ready to send mail\n"));\r
}\r
break;\r
\r
default:\r
sprintf(cmailMsg,\r
- "Still need to make moves for games %s\n",\r
+ _("Still need to make moves for games %s\n"),\r
string);\r
}\r
}\r
}\r
}\r
\r
-static int exiting = 0;\r
-\r
void\r
ExitEvent(status)\r
int status;\r
if (icsPR != NoProc) {\r
DestroyChildProcess(icsPR, TRUE);\r
}\r
+#if 0\r
/* Save game if resource set and not already saved by GameEnds() */\r
- if (gameInfo.resultDetails == NULL && forwardMostMove > 0) {\r
+ if ((gameInfo.resultDetails == NULL || errorExitFlag )\r
+ && forwardMostMove > 0) {\r
if (*appData.saveGameFile != NULLCHAR) {\r
SaveGameToFile(appData.saveGameFile, TRUE);\r
} else if (appData.autoSaveGames) {\r
}\r
}\r
GameEnds((ChessMove) 0, NULL, GE_PLAYER);\r
+#else\r
+ /* [HGM] crash: leave writing PGN and position entirely to GameEnds() */\r
+ GameEnds(gameInfo.result, gameInfo.resultDetails==NULL ? "xboard exit" : gameInfo.resultDetails, GE_PLAYER);\r
+#endif\r
+ /* [HGM] crash: the above GameEnds() is a dud if another one was running */\r
+ /* make sure this other one finishes before killing it! */\r
+ if(endingGame) { int count = 0;\r
+ if(appData.debugMode) fprintf(debugFP, "ExitEvent() during GameEnds(), wait\n");\r
+ while(endingGame && count++ < 10) DoSleep(1);\r
+ if(appData.debugMode && endingGame) fprintf(debugFP, "GameEnds() seems stuck, proceed exiting\n");\r
+ }\r
\r
/* Kill off chess programs */\r
if (first.pr != NoProc) {\r
char title[MSG_SIZ];\r
\r
if (currentMove < 1 || parseList[currentMove - 1][0] == NULLCHAR) {\r
- strcpy(title, "Edit comment");\r
+ strcpy(title, _("Edit comment"));\r
} else {\r
- sprintf(title, "Edit comment on %d.%s%s", (currentMove - 1) / 2 + 1,\r
+ sprintf(title, _("Edit comment on %d.%s%s"), (currentMove - 1) / 2 + 1,\r
WhiteOnMove(currentMove - 1) ? " " : ".. ",\r
parseList[currentMove - 1]);\r
}\r
return;\r
\r
if (gameMode != AnalyzeFile) {\r
- EditGameEvent();\r
- if (gameMode != EditGame) return;\r
+ if (!appData.icsEngineAnalyze) {\r
+ EditGameEvent();\r
+ if (gameMode != EditGame) return;\r
+ }\r
ResurrectChessProgram();\r
SendToProgram("analyze\n", &first);\r
first.analyzing = TRUE;\r
/*first.maybeThinking = TRUE;*/\r
first.maybeThinking = FALSE; /* avoid killing GNU Chess */\r
- AnalysisPopUp("Analysis",\r
- "Starting analysis mode...\nIf this message stays up, your chess program does not support analysis.");\r
+ AnalysisPopUp(_("Analysis"),\r
+ _("Starting analysis mode...\nIf this message stays up, your chess program does not support analysis."));\r
}\r
- gameMode = AnalyzeMode;\r
+ if (!appData.icsEngineAnalyze) gameMode = AnalyzeMode;\r
pausing = FALSE;\r
ModeHighlight();\r
SetGameInfo();\r
first.analyzing = TRUE;\r
/*first.maybeThinking = TRUE;*/\r
first.maybeThinking = FALSE; /* avoid killing GNU Chess */\r
- AnalysisPopUp("Analysis",\r
- "Starting analysis mode...\nIf this message stays up, your chess program does not support analysis.");\r
+ AnalysisPopUp(_("Analysis"),\r
+ _("Starting analysis mode...\nIf this message stays up, your chess program does not support analysis."));\r
}\r
gameMode = AnalyzeFile;\r
pausing = FALSE;\r
MachineWhiteEvent()\r
{\r
char buf[MSG_SIZ];\r
+ char *bookHit = NULL;\r
\r
if (appData.noChessProgram || (gameMode == MachinePlaysWhite))\r
return;\r
EditPositionDone();\r
\r
if (!WhiteOnMove(currentMove)) {\r
- DisplayError("It is not White's turn", 0);\r
+ DisplayError(_("It is not White's turn"), 0);\r
return;\r
}\r
\r
TruncateGame();\r
\r
ResurrectChessProgram(); /* in case it isn't running */\r
+ if(gameMode == BeginningOfGame) { /* [HGM] time odds: to get right odds in human mode */\r
+ gameMode = MachinePlaysWhite;\r
+ ResetClocks();\r
+ } else\r
gameMode = MachinePlaysWhite;\r
pausing = FALSE;\r
ModeHighlight();\r
SendTimeRemaining(&first, TRUE);\r
}\r
if (first.useColors) {\r
- SendToProgram("white\ngo\n", &first);\r
- } else {\r
- SendToProgram("go\n", &first);\r
+ SendToProgram("white\n", &first); // [HGM] book: send 'go' separately\r
}\r
+ bookHit = SendMoveToBookUser(forwardMostMove-1, &first, TRUE); // [HGM] book: send go or retrieve book move\r
SetMachineThinkingEnables();\r
first.maybeThinking = TRUE;\r
StartClocks();\r
if (appData.autoFlipView && !flipView) {\r
flipView = !flipView;\r
DrawPosition(FALSE, NULL);\r
+ DisplayBothClocks(); // [HGM] logo: clocks might have to be exchanged;\r
+ }\r
+\r
+ if(bookHit) { // [HGM] book: simulate book reply\r
+ static char bookMove[MSG_SIZ]; // a bit generous?\r
+\r
+ programStats.nodes = programStats.depth = programStats.time = \r
+ programStats.score = programStats.got_only_move = 0;\r
+ sprintf(programStats.movelist, "%s (xbook)", bookHit);\r
+\r
+ strcpy(bookMove, "move ");\r
+ strcat(bookMove, bookHit);\r
+ HandleMachineMove(bookMove, &first);\r
}\r
}\r
\r
MachineBlackEvent()\r
{\r
char buf[MSG_SIZ];\r
+ char *bookHit = NULL;\r
\r
if (appData.noChessProgram || (gameMode == MachinePlaysBlack))\r
return;\r
EditPositionDone();\r
\r
if (WhiteOnMove(currentMove)) {\r
- DisplayError("It is not Black's turn", 0);\r
+ DisplayError(_("It is not Black's turn"), 0);\r
return;\r
}\r
\r
SendTimeRemaining(&first, FALSE);\r
}\r
if (first.useColors) {\r
- SendToProgram("black\ngo\n", &first);\r
- } else {\r
- SendToProgram("go\n", &first);\r
+ SendToProgram("black\n", &first); // [HGM] book: 'go' sent separately\r
}\r
+ bookHit = SendMoveToBookUser(forwardMostMove-1, &first, TRUE); // [HGM] book: send go or retrieve book move\r
SetMachineThinkingEnables();\r
first.maybeThinking = TRUE;\r
StartClocks();\r
if (appData.autoFlipView && flipView) {\r
flipView = !flipView;\r
DrawPosition(FALSE, NULL);\r
+ DisplayBothClocks(); // [HGM] logo: clocks might have to be exchanged;\r
+ }\r
+ if(bookHit) { // [HGM] book: simulate book reply\r
+ static char bookMove[MSG_SIZ]; // a bit generous?\r
+\r
+ programStats.nodes = programStats.depth = programStats.time = \r
+ programStats.score = programStats.got_only_move = 0;\r
+ sprintf(programStats.movelist, "%s (xbook)", bookHit);\r
+\r
+ strcpy(bookMove, "move ");\r
+ strcat(bookMove, bookHit);\r
+ HandleMachineMove(bookMove, &first);\r
}\r
}\r
\r
int i;\r
char buf[MSG_SIZ];\r
ChessProgramState *onmove;\r
+ char *bookHit = NULL;\r
\r
if (appData.noChessProgram) return;\r
\r
case MachinePlaysWhite:\r
case MachinePlaysBlack:\r
if (WhiteOnMove(forwardMostMove) == (gameMode == MachinePlaysWhite)) {\r
- DisplayError("Wait until your turn,\nor select Move Now", 0);\r
+ DisplayError(_("Wait until your turn,\nor select Move Now"), 0);\r
return;\r
}\r
/* fall through */\r
} else {\r
/* kludge: allow timeout for initial "feature" command */\r
FreezeUI();\r
- DisplayMessage("", "Starting second chess program");\r
+ DisplayMessage("", _("Starting second chess program"));\r
ScheduleDelayedEvent(TwoMachinesEventIfReady, FEATURE_TIMEOUT);\r
}\r
return;\r
}\r
DisplayMessage("", "");\r
- InitChessProgram(&second);\r
+ InitChessProgram(&second, FALSE);\r
SendToProgram("force\n", &second);\r
if (startedFromSetupPosition) {\r
SendBoard(&second, backwardMostMove);\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "Two Machines\n");\r
+ }\r
}\r
for (i = backwardMostMove; i < forwardMostMove; i++) {\r
SendMoveToProgram(i, &second);\r
SendToProgram(buf, &second);\r
}\r
\r
+ ResetClocks();\r
if (!first.sendTime || !second.sendTime) {\r
- ResetClocks();\r
timeRemaining[0][forwardMostMove] = whiteTimeRemaining;\r
timeRemaining[1][forwardMostMove] = blackTimeRemaining;\r
}\r
if (onmove->useColors) {\r
SendToProgram(onmove->twoMachinesColor, onmove);\r
}\r
- SendToProgram("go\n", onmove);\r
+ bookHit = SendMoveToBookUser(forwardMostMove-1, onmove, TRUE); // [HGM] book: send go or retrieve book move\r
+// SendToProgram("go\n", onmove);\r
onmove->maybeThinking = TRUE;\r
SetMachineThinkingEnables();\r
\r
StartClocks();\r
+\r
+ if(bookHit) { // [HGM] book: simulate book reply\r
+ static char bookMove[MSG_SIZ]; // a bit generous?\r
+\r
+ programStats.nodes = programStats.depth = programStats.time = \r
+ programStats.score = programStats.got_only_move = 0;\r
+ sprintf(programStats.movelist, "%s (xbook)", bookHit);\r
+\r
+ strcpy(bookMove, "move ");\r
+ strcat(bookMove, bookHit);\r
+ HandleMachineMove(bookMove, &first);\r
+ }\r
}\r
\r
void\r
if (gameMode == Training) {\r
SetTrainingModeOff();\r
gameMode = PlayFromGameFile;\r
- DisplayMessage("", "Training mode off");\r
+ DisplayMessage("", _("Training mode off"));\r
} else {\r
gameMode = Training;\r
animateTraining = appData.animate;\r
/* make sure we are not already at the end of the game */\r
if (currentMove < forwardMostMove) {\r
SetTrainingModeOn();\r
- DisplayMessage("", "Training mode on");\r
+ DisplayMessage("", _("Training mode on"));\r
} else {\r
gameMode = PlayFromGameFile;\r
- DisplayError("Already at end of game", 0);\r
+ DisplayError(_("Already at end of game"), 0);\r
}\r
}\r
ModeHighlight();\r
break;\r
case IcsPlayingBlack:\r
case IcsPlayingWhite:\r
- DisplayError("Warning: You are still playing a game", 0);\r
+ DisplayError(_("Warning: You are still playing a game"), 0);\r
break;\r
case IcsObserving:\r
- DisplayError("Warning: You are still observing a game", 0);\r
+ DisplayError(_("Warning: You are still observing a game"), 0);\r
break;\r
case IcsExamining:\r
- DisplayError("Warning: You are still examining a game", 0);\r
+ DisplayError(_("Warning: You are still examining a game"), 0);\r
break;\r
case IcsIdle:\r
break;\r
void\r
ExitAnalyzeMode()\r
{\r
+ /* [DM] icsEngineAnalyze - possible call from other functions */\r
+ if (appData.icsEngineAnalyze) {\r
+ appData.icsEngineAnalyze = FALSE;\r
+\r
+ DisplayMessage("",_("Close ICS engine analyze..."));\r
+ }\r
if (first.analysisSupport && first.analyzing) {\r
SendToProgram("exit\n", &first);\r
first.analyzing = FALSE;\r
EditPositionDone()\r
{\r
startedFromSetupPosition = TRUE;\r
- InitChessProgram(&first);\r
+ InitChessProgram(&first, FALSE);\r
SendToProgram("force\n", &first);\r
if (blackPlaysFirst) {\r
strcpy(moveList[0], "");\r
strcpy(parseList[0], "");\r
currentMove = forwardMostMove = backwardMostMove = 1;\r
CopyBoard(boards[1], boards[0]);\r
+ /* [HGM] copy rights as well, as this code is also used after pasting a FEN */\r
+ { int i;\r
+ epStatus[1] = epStatus[0];\r
+ for(i=0; i<nrCastlingRights; i++) castlingRights[1][i] = castlingRights[0][i];\r
+ }\r
} else {\r
currentMove = forwardMostMove = backwardMostMove = 0;\r
}\r
SendBoard(&first, forwardMostMove);\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "EditPosDone\n");\r
+ }\r
DisplayTitle("");\r
timeRemaining[0][forwardMostMove] = whiteTimeRemaining;\r
timeRemaining[1][forwardMostMove] = blackTimeRemaining;\r
int x, y;\r
{\r
char buf[MSG_SIZ];\r
+ ChessSquare piece = boards[0][y][x];\r
\r
if (gameMode != EditPosition && gameMode != IcsExamining) return;\r
\r
SendToICS(ics_prefix);\r
SendToICS("clearboard\n");\r
} else {\r
- for (x = 0; x < BOARD_WIDTH; x++) {\r
+ for (x = 0; x < BOARD_WIDTH; x++) { ChessSquare p = EmptySquare;\r
+ if(x == BOARD_LEFT-1 || x == BOARD_RGHT) p = (ChessSquare) 0; /* [HGM] holdings */\r
for (y = 0; y < BOARD_HEIGHT; y++) {\r
if (gameMode == IcsExamining) {\r
if (boards[currentMove][y][x] != EmptySquare) {\r
SendToICS(buf);\r
}\r
} else {\r
- boards[0][y][x] = EmptySquare;\r
+ boards[0][y][x] = p;\r
}\r
}\r
}\r
}\r
break;\r
\r
+ case PromotePiece:\r
+ if(piece >= (int)WhitePawn && piece < (int)WhiteMan ||\r
+ piece >= (int)BlackPawn && piece < (int)BlackMan ) {\r
+ selection = (ChessSquare) (PROMOTED piece);\r
+ } else if(piece == EmptySquare) selection = WhiteSilver;\r
+ else selection = (ChessSquare)((int)piece - 1);\r
+ goto defaultlabel;\r
+\r
+ case DemotePiece:\r
+ if(piece > (int)WhiteMan && piece <= (int)WhiteKing ||\r
+ piece > (int)BlackMan && piece <= (int)BlackKing ) {\r
+ selection = (ChessSquare) (DEMOTED piece);\r
+ } else if(piece == EmptySquare) selection = BlackSilver;\r
+ else selection = (ChessSquare)((int)piece + 1); \r
+ goto defaultlabel;\r
+\r
+ case WhiteQueen:\r
+ case BlackQueen:\r
+ if(gameInfo.variant == VariantShatranj ||\r
+ gameInfo.variant == VariantXiangqi ||\r
+ gameInfo.variant == VariantCourier )\r
+ selection = (ChessSquare)((int)selection - (int)WhiteQueen + (int)WhiteFerz);\r
+ goto defaultlabel;\r
+\r
+ case WhiteKing:\r
+ case BlackKing:\r
+ if(gameInfo.variant == VariantXiangqi)\r
+ selection = (ChessSquare)((int)selection - (int)WhiteKing + (int)WhiteWazir);\r
+ if(gameInfo.variant == VariantKnightmate)\r
+ selection = (ChessSquare)((int)selection - (int)WhiteKing + (int)WhiteUnicorn);\r
default:\r
+ defaultlabel:\r
if (gameMode == IcsExamining) {\r
sprintf(buf, "%s%c@%c%c\n", ics_prefix,\r
PieceToChar(selection), AAA + x, ONE + y);\r
case IcsPlayingWhite:\r
case MachinePlaysBlack:\r
if (!WhiteOnMove(currentMove)) {\r
- DisplayMoveError("It is Black's turn");\r
+ DisplayMoveError(_("It is Black's turn"));\r
return;\r
}\r
moveType = WhiteDrop;\r
case IcsPlayingBlack:\r
case MachinePlaysWhite:\r
if (WhiteOnMove(currentMove)) {\r
- DisplayMoveError("It is White's turn");\r
+ DisplayMoveError(_("It is White's turn"));\r
return;\r
}\r
moveType = BlackDrop;\r
+ (int) BlackPawn - (int) WhitePawn);\r
}\r
if (boards[currentMove][y][x] != EmptySquare) {\r
- DisplayMoveError("That square is occupied");\r
+ DisplayMoveError(_("That square is occupied"));\r
return;\r
}\r
\r
GameEnds(GameIsDrawn, "Draw agreed", GE_PLAYER);\r
cmailMoveType[lastLoadGameNumber - 1] = CMAIL_ACCEPT;\r
} else {\r
- DisplayError("There is no pending offer on this move", 0);\r
+ DisplayError(_("There is no pending offer on this move"), 0);\r
cmailMoveType[lastLoadGameNumber - 1] = CMAIL_MOVE;\r
}\r
} else {\r
DisplayComment(cmailOldMove - 1, "Draw declined");\r
#endif /*NOTDEF*/\r
} else {\r
- DisplayError("There is no pending offer on this move", 0);\r
+ DisplayError(_("There is no pending offer on this move"), 0);\r
}\r
} else {\r
/* Not used for offers from chess program */\r
else\r
GameEnds(BlackWins, "Black wins on time", GE_PLAYER);\r
} else {\r
- DisplayError("Your opponent is not out of time", 0);\r
+ DisplayError(_("Your opponent is not out of time"), 0);\r
}\r
break;\r
case MachinePlaysBlack:\r
else\r
GameEnds(WhiteWins, "White wins on time", GE_PLAYER);\r
} else {\r
- DisplayError("Your opponent is not out of time", 0);\r
+ DisplayError(_("Your opponent is not out of time"), 0);\r
}\r
break;\r
}\r
DisplayComment(currentMove - 1, offer);\r
cmailMoveType[lastLoadGameNumber - 1] = CMAIL_DRAW;\r
} else {\r
- DisplayError("You must make your move before offering a draw", 0);\r
+ DisplayError(_("You must make your move before offering a draw"), 0);\r
cmailMoveType[lastLoadGameNumber - 1] = CMAIL_MOVE;\r
}\r
} else if (first.offeredDraw) {\r
DisplayMove(currentMove - 1);\r
DrawPosition(FALSE, boards[currentMove]);\r
HistorySet(parseList,backwardMostMove,forwardMostMove,currentMove-1);\r
- if (commentList[currentMove] && !matchMode && gameMode != Training) {\r
+ if ( !matchMode && gameMode != Training) { // [HGM] PV info: routine tests if empty\r
DisplayComment(currentMove - 1, commentList[currentMove]);\r
}\r
}\r
DisplayMove(currentMove - 1);\r
DrawPosition(full_redraw, boards[currentMove]);\r
HistorySet(parseList,backwardMostMove,forwardMostMove,currentMove-1);\r
- if (commentList[currentMove] != NULL) {\r
- DisplayComment(currentMove - 1, commentList[currentMove]);\r
- }\r
+ // [HGM] PV info: routine tests if comment empty\r
+ DisplayComment(currentMove - 1, commentList[currentMove]);\r
}\r
\r
void\r
RevertEvent()\r
{\r
if (gameMode != IcsExamining) {\r
- DisplayError("You are not examining a game", 0);\r
+ DisplayError(_("You are not examining a game"), 0);\r
return;\r
}\r
if (pausing) {\r
- DisplayError("You can't revert while pausing", 0);\r
+ DisplayError(_("You can't revert while pausing"), 0);\r
return;\r
}\r
SendToICS(ics_prefix);\r
case MachinePlaysWhite:\r
case MachinePlaysBlack:\r
if (WhiteOnMove(forwardMostMove) == (gameMode == MachinePlaysWhite)) {\r
- DisplayError("Wait until your turn,\nor select Move Now", 0);\r
+ DisplayError(_("Wait until your turn,\nor select Move Now"), 0);\r
return;\r
}\r
if (forwardMostMove < 2) return;\r
switch (gameMode) {\r
case MachinePlaysWhite:\r
if (!WhiteOnMove(forwardMostMove)) {\r
- DisplayError("It is your turn", 0);\r
+ DisplayError(_("It is your turn"), 0);\r
return;\r
}\r
cps = &first;\r
break;\r
case MachinePlaysBlack:\r
if (WhiteOnMove(forwardMostMove)) {\r
- DisplayError("It is your turn", 0);\r
+ DisplayError(_("It is your turn"), 0);\r
return;\r
}\r
cps = &first;\r
switch (gameMode) {\r
case MachinePlaysWhite:\r
if (WhiteOnMove(forwardMostMove)) {\r
- DisplayError("Wait until your turn", 0);\r
+ DisplayError(_("Wait until your turn"), 0);\r
return;\r
}\r
break;\r
case BeginningOfGame:\r
case MachinePlaysBlack:\r
if (!WhiteOnMove(forwardMostMove)) {\r
- DisplayError("Wait until your turn", 0);\r
+ DisplayError(_("Wait until your turn"), 0);\r
return;\r
}\r
break;\r
default:\r
- DisplayError("No hint available", 0);\r
+ DisplayError(_("No hint available"), 0);\r
return;\r
}\r
SendToProgram("hint\n", &first);\r
switch (gameMode) {\r
case MachinePlaysWhite:\r
if (WhiteOnMove(forwardMostMove)) {\r
- DisplayError("Wait until your turn", 0);\r
+ DisplayError(_("Wait until your turn"), 0);\r
return;\r
}\r
break;\r
case BeginningOfGame:\r
case MachinePlaysBlack:\r
if (!WhiteOnMove(forwardMostMove)) {\r
- DisplayError("Wait until your turn", 0);\r
+ DisplayError(_("Wait until your turn"), 0);\r
return;\r
}\r
break;\r
p = q;\r
while (p >= prog && *p != '/' && *p != '\\') p--;\r
p++;\r
+ if(p == prog && *p == '"') p++;\r
if (q - p >= 4 && StrCaseCmp(q - 4, ".exe") == 0) q -= 4;\r
memcpy(buf, p, q - p);\r
buf[q - p] = NULLCHAR;\r
int oldlen, len;\r
char *old;\r
\r
- GetInfoFromComment( index, text );\r
+ text = GetInfoFromComment( index, text ); /* [HGM] PV time: strip PV info from comment */\r
\r
CrushCRs(text);\r
while (*text == '\n') text++;\r
}\r
\r
/* [AS] Try to extract PV info from PGN comment */\r
-void GetInfoFromComment( int index, char * text )\r
+/* [HGM] PV time: and then remove it, to prevent it appearing twice */\r
+char *GetInfoFromComment( int index, char * text )\r
{\r
+ char * sep = text;\r
+\r
if( text != NULL && index > 0 ) {\r
int score = 0;\r
int depth = 0;\r
- int time = -1;\r
+ int time = -1, sec = 0, deci;\r
char * s_eval = FindStr( text, "[%eval " );\r
char * s_emt = FindStr( text, "[%emt " );\r
\r
\r
if( s_eval != NULL ) {\r
if( sscanf( s_eval, "%d,%d%c", &score, &depth, &delim ) != 3 ) {\r
- return;\r
+ return text;\r
}\r
\r
if( delim != ']' ) {\r
- return;\r
+ return text;\r
}\r
}\r
\r
}\r
else {\r
/* We expect something like: [+|-]nnn.nn/dd */\r
- char * sep = strchr( text, '/' );\r
int score_lo = 0;\r
\r
+ sep = strchr( text, '/' );\r
if( sep == NULL || sep < (text+4) ) {\r
- return;\r
+ return text;\r
}\r
\r
- if( sscanf( text, "%d.%d/%d", &score, &score_lo, &depth ) != 3 ) {\r
- return;\r
+ time = -1; sec = -1; deci = -1;\r
+ if( sscanf( text, "%d.%d/%d %d:%d", &score, &score_lo, &depth, &time, &sec ) != 5 &&\r
+ sscanf( text, "%d.%d/%d %d.%d", &score, &score_lo, &depth, &time, &deci ) != 5 &&\r
+ sscanf( text, "%d.%d/%d %d", &score, &score_lo, &depth, &time ) != 4 &&\r
+ sscanf( text, "%d.%d/%d", &score, &score_lo, &depth ) != 3 ) {\r
+ return text;\r
}\r
\r
if( score_lo < 0 || score_lo >= 100 ) {\r
- return;\r
+ return text;\r
}\r
\r
+ if(sec >= 0) time = 600*time + 10*sec; else\r
+ if(deci >= 0) time = 10*time + deci; else time *= 10; // deci-sec\r
+\r
score = score >= 0 ? score*100 + score_lo : score*100 - score_lo;\r
+\r
+ /* [HGM] PV time: now locate end of PV info */\r
+ while( *++sep >= '0' && *sep <= '9'); // strip depth\r
+ if(time >= 0)\r
+ while( *++sep >= '0' && *sep <= '9'); // strip time\r
+ if(sec >= 0)\r
+ while( *++sep >= '0' && *sep <= '9'); // strip seconds\r
+ if(deci >= 0)\r
+ while( *++sep >= '0' && *sep <= '9'); // strip fractional seconds\r
+ while(*sep == ' ') sep++;\r
}\r
\r
if( depth <= 0 ) {\r
- return;\r
+ return text;\r
}\r
\r
if( time < 0 ) {\r
\r
pvInfoList[index-1].depth = depth;\r
pvInfoList[index-1].score = score;\r
- pvInfoList[index-1].time = time;\r
+ pvInfoList[index-1].time = 10*time; // centi-sec\r
}\r
+ return sep;\r
}\r
\r
void\r
\r
count = strlen(message);\r
outCount = OutputToProcess(cps->pr, message, count, &error);\r
- if (outCount < count && !exiting) {\r
- sprintf(buf, "Error writing to %s chess program", cps->which);\r
- DisplayFatalError(buf, error, 1);\r
+ if (outCount < count && !exiting \r
+ && !endingGame) { /* [HGM] crash: to not hang GameEnds() writing to deceased engines */\r
+ sprintf(buf, _("Error writing to %s chess program"), cps->which);\r
+ if(gameInfo.resultDetails==NULL) { /* [HGM] crash: if game in progress, give reason for abort */\r
+ if(epStatus[forwardMostMove] <= EP_DRAWS) {\r
+ gameInfo.result = GameIsDrawn; /* [HGM] accept exit as draw claim */\r
+ sprintf(buf, "%s program exits in draw position (%s)", cps->which, cps->program);\r
+ } else {\r
+ gameInfo.result = cps->twoMachinesColor[0]=='w' ? BlackWins : WhiteWins;\r
+ }\r
+ gameInfo.resultDetails = buf;\r
+ }\r
+ DisplayFatalError(buf, error, 1);\r
}\r
}\r
\r
if (count <= 0) {\r
if (count == 0) {\r
sprintf(buf,\r
- "Error: %s chess program (%s) exited unexpectedly",\r
+ _("Error: %s chess program (%s) exited unexpectedly"),\r
cps->which, cps->program);\r
+ if(gameInfo.resultDetails==NULL) { /* [HGM] crash: if game in progress, give reason for abort */\r
+ if(epStatus[forwardMostMove] <= EP_DRAWS) {\r
+ gameInfo.result = GameIsDrawn; /* [HGM] accept exit as draw claim */\r
+ sprintf(buf, _("%s program exits in draw position (%s)"), cps->which, cps->program);\r
+ } else {\r
+ gameInfo.result = cps->twoMachinesColor[0]=='w' ? BlackWins : WhiteWins;\r
+ }\r
+ gameInfo.resultDetails = buf;\r
+ }\r
RemoveInputSource(cps->isr);\r
DisplayFatalError(buf, 0, 1);\r
} else {\r
sprintf(buf,\r
- "Error reading from %s chess program (%s)",\r
+ _("Error reading from %s chess program (%s)"),\r
cps->which, cps->program);\r
RemoveInputSource(cps->isr);\r
\r
\r
DisplayFatalError(buf, error, 1);\r
}\r
- GameEnds((ChessMove) 0, NULL, GE_PLAYER);\r
return;\r
}\r
\r
*end_str = NULLCHAR;\r
\r
if (appData.debugMode) {\r
- TimeMark now;\r
- GetTimeMark(&now);\r
- fprintf(debugFP, "%ld <%-6s: %s\n", \r
- SubtractTimeMarks(&now, &programStartTime),\r
- cps->which, message);\r
+ TimeMark now; int print = 1;\r
+ char *quote = ""; char c; int i;\r
+\r
+ if(appData.engineComments != 1) { /* [HGM] debug: decide if protocol-violating output is written */\r
+ char start = message[0];\r
+ if(start >='A' && start <= 'Z') start += 'a' - 'A'; // be tolerant to capitalizing\r
+ if(sscanf(message, "%d%c%d%d%d", &i, &c, &i, &i, &i) != 5 && \r
+ sscanf(message, "move %c", &c)!=1 && sscanf(message, "offer%c", &c)!=1 &&\r
+ sscanf(message, "resign%c", &c)!=1 && sscanf(message, "feature %c", &c)!=1 &&\r
+ sscanf(message, "error %c", &c)!=1 && sscanf(message, "illegal %c", &c)!=1 &&\r
+ sscanf(message, "tell%c", &c)!=1 && sscanf(message, "0-1 %c", &c)!=1 &&\r
+ sscanf(message, "1-0 %c", &c)!=1 && sscanf(message, "1/2-1/2 %c", &c)!=1 && start != '#')\r
+ { quote = "# "; print = (appData.engineComments == 2); }\r
+ message[0] = start; // restore original message\r
+ }\r
+ if(print) {\r
+ GetTimeMark(&now);\r
+ fprintf(debugFP, "%ld <%-6s: %s%s\n", \r
+ SubtractTimeMarks(&now, &programStartTime), cps->which, \r
+ quote,\r
+ message);\r
+ }\r
+ }\r
+\r
+ /* [DM] if icsEngineAnalyze is active we block all whisper and kibitz output, because nobody want to see this */\r
+ if (appData.icsEngineAnalyze) {\r
+ if (strstr(message, "whisper") != NULL ||\r
+ strstr(message, "kibitz") != NULL || \r
+ strstr(message, "tellics") != NULL) return;\r
}\r
+\r
HandleMachineMove(message, cps);\r
}\r
\r
long tc;\r
{\r
char buf[MSG_SIZ];\r
- int seconds = (tc / 1000) % 60;\r
+ int seconds;\r
\r
if( timeControl_2 > 0 ) {\r
if( (gameMode == MachinePlaysBlack) || (gameMode == TwoMachinesPlay && cps->twoMachinesColor[0] == 'b') ) {\r
tc = timeControl_2;\r
}\r
}\r
+ tc /= cps->timeOdds; /* [HGM] time odds: apply before telling engine */\r
+ inc /= cps->timeOdds;\r
+ st /= cps->timeOdds;\r
+\r
+ seconds = (tc / 1000) % 60; /* [HGM] displaced to after applying odds */\r
\r
if (st > 0) {\r
/* Set exact time per move, normally using st command */\r
}\r
SendToProgram(buf, cps);\r
}\r
+\r
+ if(cps->nps > 0) { /* [HGM] nps */\r
+ if(cps->supportsNPS == FALSE) cps->nps = -1; // don't use if engine explicitly says not supported!\r
+ else {\r
+ sprintf(buf, "nps %d\n", cps->nps);\r
+ SendToProgram(buf, cps);\r
+ }\r
+ }\r
+}\r
+\r
+ChessProgramState *WhitePlayer()\r
+/* [HGM] return pointer to 'first' or 'second', depending on who plays white */\r
+{\r
+ if(gameMode == TwoMachinesPlay && first.twoMachinesColor[0] == 'b' || \r
+ gameMode == BeginningOfGame || gameMode == MachinePlaysBlack)\r
+ return &second;\r
+ return &first;\r
}\r
\r
void\r
time = blackTimeRemaining / 10;\r
otime = whiteTimeRemaining / 10;\r
}\r
+ /* [HGM] translate opponent's time by time-odds factor */\r
+ otime = (otime * cps->other->timeOdds) / cps->timeOdds;\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "time odds: %d %d \n", cps->timeOdds, cps->other->timeOdds);\r
+ }\r
+\r
if (time <= 0) time = 1;\r
if (otime <= 0) otime = 1;\r
\r
return FALSE;\r
}\r
\r
+int \r
+ParseOption(Option *opt, ChessProgramState *cps)\r
+// [HGM] options: process the string that defines an engine option, and determine\r
+// name, type, default value, and allowed value range\r
+{\r
+ char *p, *q, buf[MSG_SIZ];\r
+ int n, min = (-1)<<31, max = 1<<31, def;\r
+\r
+ if(p = strstr(opt->name, " -spin ")) {\r
+ if((n = sscanf(p, " -spin %d %d %d", &def, &min, &max)) < 3 ) return FALSE;\r
+ if(max < min) max = min; // enforce consistency\r
+ if(def < min) def = min;\r
+ if(def > max) def = max;\r
+ opt->value = def;\r
+ opt->min = min;\r
+ opt->max = max;\r
+ opt->type = Spin;\r
+ } else if(p = strstr(opt->name, " -string ")) {\r
+ opt->textValue = p+9;\r
+ opt->type = TextBox;\r
+ } else if(p = strstr(opt->name, " -check ")) {\r
+ if(sscanf(p, " -check %d", &def) < 1) return FALSE;\r
+ opt->value = (def != 0);\r
+ opt->type = CheckBox;\r
+ } else if(p = strstr(opt->name, " -combo ")) {\r
+ opt->textValue = (char*) (&cps->comboList[cps->comboCnt]); // cheat with pointer type\r
+ cps->comboList[cps->comboCnt++] = q = p+8; // holds possible choices\r
+ opt->value = n = 0;\r
+ while(q = StrStr(q, " /// ")) {\r
+ n++; *q = 0; // count choices, and null-terminate each of them\r
+ q += 5;\r
+ if(*q == '*') { // remember default, which is marked with * prefix\r
+ q++;\r
+ opt->value = n;\r
+ }\r
+ cps->comboList[cps->comboCnt++] = q;\r
+ }\r
+ cps->comboList[cps->comboCnt++] = NULL;\r
+ opt->max = n + 1;\r
+ opt->type = ComboBox;\r
+ } else if(p = strstr(opt->name, " -button")) {\r
+ opt->type = Button;\r
+ } else if(p = strstr(opt->name, " -save")) {\r
+ opt->type = SaveButton;\r
+ } else return FALSE;\r
+ *p = 0; // terminate option name\r
+ // now look if the command-line options define a setting for this engine option.\r
+ if(cps->optionSettings && cps->optionSettings[0])\r
+ p = strstr(cps->optionSettings, opt->name); else p = NULL;\r
+ if(p && (p == cps->optionSettings || p[-1] == ',')) {\r
+ sprintf(buf, "option %s", p);\r
+ if(p = strstr(buf, ",")) *p = 0;\r
+ strcat(buf, "\n");\r
+ SendToProgram(buf, cps);\r
+ }\r
+ return TRUE;\r
+}\r
+\r
void\r
FeatureDone(cps, val)\r
ChessProgramState* cps;\r
if (BoolFeature(&p, "oocastle", &cps->useOOCastle, cps)) continue;\r
/* End of additions by Tord */\r
\r
+ /* [HGM] added features: */\r
+ if (BoolFeature(&p, "debug", &cps->debug, cps)) continue;\r
+ if (BoolFeature(&p, "nps", &cps->supportsNPS, cps)) continue;\r
+ if (IntFeature(&p, "level", &cps->maxNrOfSessions, cps)) continue;\r
+ if (BoolFeature(&p, "memory", &cps->memSize, cps)) continue;\r
+ if (BoolFeature(&p, "smp", &cps->maxCores, cps)) continue;\r
+ if (StringFeature(&p, "egt", &cps->egtFormats, cps)) continue;\r
+ if (StringFeature(&p, "option", &(cps->option[cps->nrOptions].name), cps)) {\r
+ ParseOption(&(cps->option[cps->nrOptions++]), cps); // [HGM] options: add option feature\r
+ if(cps->nrOptions >= MAX_OPTIONS) {\r
+ cps->nrOptions--;\r
+ sprintf(buf, "%s engine has too many options\n", cps->which);\r
+ DisplayError(buf, 0);\r
+ }\r
+ continue;\r
+ }\r
+ if (BoolFeature(&p, "smp", &cps->maxCores, cps)) continue;\r
+ /* End of additions by HGM */\r
+\r
/* unknown feature: complain and skip */\r
q = p;\r
while (*q && *q != '=') q++;\r
}\r
\r
void\r
-ShowThinkingEvent(newState)\r
- int newState;\r
+NewSettingEvent(option, command, value)\r
+ char *command;\r
+ int option, value;\r
{\r
- if (newState == appData.showThinking) return;\r
+ char buf[MSG_SIZ];\r
+\r
if (gameMode == EditPosition) EditPositionDone();\r
- if (newState) {\r
+ sprintf(buf, "%s%s %d\n", (option ? "option ": ""), command, value);\r
+ SendToProgram(buf, &first);\r
+ if (gameMode == TwoMachinesPlay) {\r
+ SendToProgram(buf, &second);\r
+ }\r
+}\r
+\r
+void\r
+ShowThinkingEvent()\r
+// [HGM] thinking: this routine is now also called from "Options -> Engine..." popup\r
+{\r
+ static int oldState = 2; // kludge alert! Neither true nor fals, so first time oldState is always updated\r
+ int newState = appData.showThinking\r
+ // [HGM] thinking: other features now need thinking output as well\r
+ || !appData.hideThinkingFromHuman || appData.adjudicateLossThreshold != 0 || EngineOutputIsUp();\r
+ \r
+ if (oldState == newState) return;\r
+ oldState = newState;\r
+ if (gameMode == EditPosition) EditPositionDone();\r
+ if (oldState) {\r
SendToProgram("post\n", &first);\r
if (gameMode == TwoMachinesPlay) {\r
SendToProgram("post\n", &second);\r
SendToProgram("nopost\n", &second);\r
}\r
}\r
- appData.showThinking = newState;\r
+// appData.showThinking = newState; // [HGM] thinking: responsible option should already have be changed when calling this routine!\r
}\r
\r
void\r
char res[MSG_SIZ];\r
char cpThinkOutput[MSG_SIZ];\r
\r
+ if(appData.noGUI) return; // [HGM] fast: suppress display of moves\r
+ \r
if (moveNumber == forwardMostMove - 1 || \r
gameMode == AnalyzeMode || gameMode == AnalyzeFile) {\r
\r
} else {\r
res[0] = NULLCHAR;\r
}\r
- \r
+\r
if (moveNumber < 0 || parseList[moveNumber][0] == NULLCHAR) {\r
DisplayMessage(res, cpThinkOutput);\r
} else {\r
{\r
char buf[MSG_SIZ];\r
\r
- if (gameMode == AnalyzeMode || gameMode == AnalyzeFile) {\r
+ if (gameMode == AnalyzeMode || gameMode == AnalyzeFile \r
+ || appData.icsEngineAnalyze) {\r
sprintf(buf, "Analysis (%s)", first.tidy);\r
AnalysisPopUp(buf, text);\r
}\r
} else {\r
safeStrCpy( lst, programStats.movelist, sizeof(lst));\r
\r
- nps = (((double)programStats.nodes) /\r
- (((double)programStats.time)/100.0));\r
+ nps = (u64ToDouble(programStats.nodes) /\r
+ ((double)programStats.time /100.0));\r
\r
cs = programStats.time % 100;\r
s = programStats.time / 100;\r
\r
if (programStats.moves_left > 0 && appData.periodicUpdates) {\r
if (programStats.move_name[0] != NULLCHAR) {\r
- sprintf(buf, "depth=%d %d/%d(%s) %+.2f %s%s\nNodes: %lu NPS: %d\nTime: %02d:%02d:%02d.%02d",\r
+ sprintf(buf, "depth=%d %d/%d(%s) %+.2f %s%s\nNodes: " u64Display " NPS: %d\nTime: %02d:%02d:%02d.%02d",\r
programStats.depth,\r
programStats.nr_moves-programStats.moves_left,\r
programStats.nr_moves, programStats.move_name,\r
((float)programStats.score)/100.0, lst,\r
only_one_move(lst)?\r
xtra[programStats.got_fail] : "",\r
- programStats.nodes, (int)nps, h, m, s, cs);\r
+ (u64)programStats.nodes, (int)nps, h, m, s, cs);\r
} else {\r
- sprintf(buf, "depth=%d %d/%d %+.2f %s%s\nNodes: %lu NPS: %d\nTime: %02d:%02d:%02d.%02d",\r
+ sprintf(buf, "depth=%d %d/%d %+.2f %s%s\nNodes: " u64Display " NPS: %d\nTime: %02d:%02d:%02d.%02d",\r
programStats.depth,\r
programStats.nr_moves-programStats.moves_left,\r
programStats.nr_moves, ((float)programStats.score)/100.0,\r
lst,\r
only_one_move(lst)?\r
xtra[programStats.got_fail] : "",\r
- programStats.nodes, (int)nps, h, m, s, cs);\r
+ (u64)programStats.nodes, (int)nps, h, m, s, cs);\r
}\r
} else {\r
- sprintf(buf, "depth=%d %+.2f %s%s\nNodes: %lu NPS: %d\nTime: %02d:%02d:%02d.%02d",\r
+ sprintf(buf, "depth=%d %+.2f %s%s\nNodes: " u64Display " NPS: %d\nTime: %02d:%02d:%02d.%02d",\r
programStats.depth,\r
((float)programStats.score)/100.0,\r
lst,\r
only_one_move(lst)?\r
xtra[programStats.got_fail] : "",\r
- programStats.nodes, (int)nps, h, m, s, cs);\r
+ (u64)programStats.nodes, (int)nps, h, m, s, cs);\r
}\r
}\r
DisplayAnalysisText(buf);\r
char *text;\r
{\r
char title[MSG_SIZ];\r
+ char buf[8000]; // comment can be long!\r
+ int score, depth;\r
\r
if( appData.autoDisplayComment ) {\r
if (moveNumber < 0 || parseList[moveNumber][0] == NULLCHAR) {\r
WhiteOnMove(moveNumber) ? " " : ".. ",\r
parseList[moveNumber]);\r
}\r
-\r
+ } else title[0] = 0;\r
+\r
+ // [HGM] PV info: display PV info together with (or as) comment\r
+ if(moveNumber >= 0 && (depth = pvInfoList[moveNumber].depth) > 0) {\r
+ if(text == NULL) text = ""; \r
+ score = pvInfoList[moveNumber].score;\r
+ sprintf(buf, "%s%.2f/%d %d\n%s", score>0 ? "+" : "", score/100.,\r
+ depth, (pvInfoList[moveNumber].time+50)/100, text);\r
+ CommentPopUp(title, buf);\r
+ } else\r
+ if (text != NULL)\r
CommentPopUp(title, text);\r
- }\r
}\r
\r
/* This routine sends a ^C interrupt to gnuchess, to awaken it if it\r
}\r
} else {\r
if (blackFlag) {\r
- if(gameMode != TwoMachinesPlay) DisplayTitle("Both flags fell");\r
+ if(gameMode != TwoMachinesPlay) DisplayTitle(_("Both flags fell"));\r
} else {\r
- if(gameMode != TwoMachinesPlay) DisplayTitle("White's flag fell");\r
+ if(gameMode != TwoMachinesPlay) DisplayTitle(_("White's flag fell"));\r
if (appData.autoCallFlag) {\r
GameEnds(BlackWins, "Black wins on time", GE_XBOARD);\r
return TRUE;\r
}\r
} else {\r
if (whiteFlag) {\r
- if(gameMode != TwoMachinesPlay) DisplayTitle("Both flags fell");\r
+ if(gameMode != TwoMachinesPlay) DisplayTitle(_("Both flags fell"));\r
} else {\r
- if(gameMode != TwoMachinesPlay) DisplayTitle("Black's flag fell");\r
+ if(gameMode != TwoMachinesPlay) DisplayTitle(_("Black's flag fell"));\r
if (appData.autoCallFlag) {\r
GameEnds(WhiteWins, "White wins on time", GE_XBOARD);\r
return TRUE;\r
if (!appData.clockMode || appData.icsActive ||\r
gameMode == PlayFromGameFile || forwardMostMove == 0) return;\r
\r
- if (timeIncrement >= 0) {\r
- if (WhiteOnMove(forwardMostMove)) {\r
- blackTimeRemaining += timeIncrement;\r
- } else {\r
- whiteTimeRemaining += timeIncrement;\r
- }\r
- }\r
/*\r
- * add time to clocks when time control is achieved\r
+ * add time to clocks when time control is achieved ([HGM] now also used for increment)\r
*/\r
- if (movesPerSession) {\r
- switch ((forwardMostMove + 1) % (movesPerSession * 2)) {\r
- case 0:\r
+ if ( !WhiteOnMove(forwardMostMove) )\r
/* White made time control */\r
- whiteTimeRemaining += GetTimeControlForWhite();\r
- break;\r
- case 1:\r
+ whiteTimeRemaining += GetTimeQuota((forwardMostMove-1)/2)\r
+ /* [HGM] time odds: correct new time quota for time odds! */\r
+ / WhitePlayer()->timeOdds;\r
+ else\r
/* Black made time control */\r
- blackTimeRemaining += GetTimeControlForBlack();\r
- break;\r
- default:\r
- break;\r
- }\r
- }\r
+ blackTimeRemaining += GetTimeQuota((forwardMostMove-1)/2)\r
+ / WhitePlayer()->other->timeOdds;\r
}\r
\r
void\r
you have neither ftime nor gettimeofday.\r
*/\r
\r
+/* VS 2008 requires the #include outside of the function */\r
+#if !HAVE_GETTIMEOFDAY && HAVE_FTIME\r
+#include <sys/timeb.h>\r
+#endif\r
+\r
/* Get the current time as a TimeMark */\r
void\r
GetTimeMark(tm)\r
#else /*!HAVE_GETTIMEOFDAY*/\r
#if HAVE_FTIME\r
\r
-#include <sys/timeb.h>\r
+// include <sys/timeb.h> / moved to just above start of function\r
struct timeb timeB;\r
\r
ftime(&timeB);\r
return nextTickLength;\r
}\r
\r
+/* Adjust clock one minute up or down */\r
+void\r
+AdjustClock(Boolean which, int dir)\r
+{\r
+ if(which) blackTimeRemaining += 60000*dir;\r
+ else whiteTimeRemaining += 60000*dir;\r
+ DisplayBothClocks();\r
+}\r
+\r
/* Stop clocks and reset to a fresh time control */\r
void\r
ResetClocks() \r
(void) StopClockTimer();\r
if (appData.icsActive) {\r
whiteTimeRemaining = blackTimeRemaining = 0;\r
- } else {\r
- whiteTimeRemaining = GetTimeControlForWhite();\r
- blackTimeRemaining = GetTimeControlForBlack();\r
+ } else { /* [HGM] correct new time quote for time odds */\r
+ whiteTimeRemaining = GetTimeQuota(-1) / WhitePlayer()->timeOdds;\r
+ blackTimeRemaining = GetTimeQuota(-1) / WhitePlayer()->other->timeOdds;\r
}\r
if (whiteFlag || blackFlag) {\r
DisplayTitle("");\r
if (fudge < 0 || fudge > FUDGE) fudge = 0;\r
\r
if (WhiteOnMove(forwardMostMove)) {\r
+ if(whiteNPS >= 0) lastTickLength = 0;\r
timeRemaining = whiteTimeRemaining -= lastTickLength;\r
DisplayWhiteClock(whiteTimeRemaining - fudge,\r
WhiteOnMove(currentMove));\r
} else {\r
+ if(blackNPS >= 0) lastTickLength = 0;\r
timeRemaining = blackTimeRemaining -= lastTickLength;\r
DisplayBlackClock(blackTimeRemaining - fudge,\r
!WhiteOnMove(currentMove));\r
if (StopClockTimer() && appData.clockMode) {\r
lastTickLength = SubtractTimeMarks(&now, &tickStartTM);\r
if (WhiteOnMove(forwardMostMove)) {\r
+ if(blackNPS >= 0) lastTickLength = 0;\r
blackTimeRemaining -= lastTickLength;\r
+ /* [HGM] PGNtime: save time for PGN file if engine did not give it */\r
+// if(pvInfoList[forwardMostMove-1].time == -1)\r
+ pvInfoList[forwardMostMove-1].time = // use GUI time\r
+ (timeRemaining[1][forwardMostMove-1] - blackTimeRemaining)/10;\r
} else {\r
- whiteTimeRemaining -= lastTickLength;\r
+ if(whiteNPS >= 0) lastTickLength = 0;\r
+ whiteTimeRemaining -= lastTickLength;\r
+ /* [HGM] PGNtime: save time for PGN file if engine did not give it */\r
+// if(pvInfoList[forwardMostMove-1].time == -1)\r
+ pvInfoList[forwardMostMove-1].time = \r
+ (timeRemaining[0][forwardMostMove-1] - whiteTimeRemaining)/10;\r
}\r
- /* [HGM] save time for PGN file if engine did not give it */\r
- if(pvInfoList[forwardMostMove-1].time == -1)\r
- pvInfoList[forwardMostMove-1].time = lastTickLength/100;\r
flagged = CheckFlags();\r
}\r
CheckTimeControl();\r
\r
lastTickLength = SubtractTimeMarks(&now, &tickStartTM);\r
if (WhiteOnMove(forwardMostMove)) {\r
+ if(whiteNPS >= 0) lastTickLength = 0;\r
whiteTimeRemaining -= lastTickLength;\r
DisplayWhiteClock(whiteTimeRemaining, WhiteOnMove(currentMove));\r
} else {\r
+ if(blackNPS >= 0) lastTickLength = 0;\r
blackTimeRemaining -= lastTickLength;\r
DisplayBlackClock(blackTimeRemaining, !WhiteOnMove(currentMove));\r
}\r
GetTimeMark(&tickStartTM);\r
intendedTickLength = NextTickLength(WhiteOnMove(forwardMostMove) ?\r
whiteTimeRemaining : blackTimeRemaining);\r
+\r
+ /* [HGM] nps: figure out nps factors, by determining which engine plays white and/or black once and for all */\r
+ whiteNPS = blackNPS = -1; \r
+ if(gameMode == MachinePlaysWhite || gameMode == TwoMachinesPlay && first.twoMachinesColor[0] == 'w'\r
+ || appData.zippyPlay && gameMode == IcsPlayingBlack) // first (perhaps only) engine has white\r
+ whiteNPS = first.nps;\r
+ if(gameMode == MachinePlaysBlack || gameMode == TwoMachinesPlay && first.twoMachinesColor[0] == 'b'\r
+ || appData.zippyPlay && gameMode == IcsPlayingWhite) // first (perhaps only) engine has black\r
+ blackNPS = first.nps;\r
+ if(gameMode == TwoMachinesPlay && first.twoMachinesColor[0] == 'b') // second only used in Two-Machines mode\r
+ whiteNPS = second.nps;\r
+ if(gameMode == TwoMachinesPlay && first.twoMachinesColor[0] == 'w')\r
+ blackNPS = second.nps;\r
+ if(appData.debugMode) fprintf(debugFP, "nps: w=%d, b=%d\n", whiteNPS, blackNPS);\r
+\r
StartClockTimer(intendedTickLength);\r
}\r
\r
\r
\r
char *\r
-PositionToFEN(move, useFEN960)\r
+PositionToFEN(move, overrideCastling)\r
int move;\r
- int useFEN960;\r
+ char *overrideCastling;\r
{\r
int i, j, fromX, fromY, toX, toY;\r
int whiteToPlay;\r
for (j = BOARD_LEFT; j < BOARD_RGHT; j++) {\r
if (boards[move][i][j] == EmptySquare) {\r
emptycount++;\r
- } else {\r
+ } else { ChessSquare piece = boards[move][i][j];\r
if (emptycount > 0) {\r
if(emptycount<10) /* [HGM] can be >= 10 */\r
*p++ = '0' + emptycount;\r
else { *p++ = '0' + emptycount/10; *p++ = '0' + emptycount%10; }\r
emptycount = 0;\r
}\r
- *p++ = PieceToChar(boards[move][i][j]);\r
- if(gameInfo.variant == VariantCrazyhouse) {\r
- /* [HGM] flag Crazyhouse promoted pieces */\r
- if( (int)boards[move][i][j] > (int) WhiteQueen && (int)boards[move][i][j] < (int) WhiteKing ||\r
- (int)boards[move][i][j] > (int) BlackQueen && (int)boards[move][i][j] < (int) BlackKing ) {\r
- p[-1] = PieceToChar((ChessSquare)((int)boards[move][i][j]-(int)WhiteAlfil+(int)WhitePawn));\r
- *p++ = '~';\r
- }\r
+ if(PieceToChar(piece) == '+') {\r
+ /* [HGM] write promoted pieces as '+<unpromoted>' (Shogi) */\r
+ *p++ = '+';\r
+ piece = (ChessSquare)(DEMOTED piece);\r
+ } \r
+ *p++ = PieceToChar(piece);\r
+ if(p[-1] == '~') {\r
+ /* [HGM] flag promoted pieces as '<promoted>~' (Crazyhouse) */\r
+ p[-1] = PieceToChar((ChessSquare)(DEMOTED piece));\r
+ *p++ = '~';\r
}\r
}\r
}\r
}\r
*(p - 1) = ' ';\r
\r
+ /* [HGM] print Crazyhouse or Shogi holdings */\r
+ if( gameInfo.holdingsWidth ) {\r
+ *(p-1) = '['; /* if we wanted to support BFEN, this could be '/' */\r
+ q = p;\r
+ for(i=0; i<gameInfo.holdingsSize; i++) { /* white holdings */\r
+ piece = boards[move][i][BOARD_WIDTH-1];\r
+ if( piece != EmptySquare )\r
+ for(j=0; j<(int) boards[move][i][BOARD_WIDTH-2]; j++)\r
+ *p++ = PieceToChar(piece);\r
+ }\r
+ for(i=0; i<gameInfo.holdingsSize; i++) { /* black holdings */\r
+ piece = boards[move][BOARD_HEIGHT-i-1][0];\r
+ if( piece != EmptySquare )\r
+ for(j=0; j<(int) boards[move][BOARD_HEIGHT-i-1][1]; j++)\r
+ *p++ = PieceToChar(piece);\r
+ }\r
+\r
+ if( q == p ) *p++ = '-';\r
+ *p++ = ']';\r
+ *p++ = ' ';\r
+ }\r
+\r
/* Active color */\r
*p++ = whiteToPlay ? 'w' : 'b';\r
*p++ = ' ';\r
\r
- /* HACK: we don't keep track of castling availability, so fake it! */\r
- /* Tord! please fix with the aid of castlingRights[move][...] */\r
-\r
- /* PUSH Fabien & Tord */\r
-\r
- /* Declare all potential FRC castling rights (conservative) */\r
- /* outermost rook on each side of the king */\r
-\r
- if( gameInfo.variant == VariantFischeRandom ) {\r
- int fk, fr;\r
-\r
- q = p;\r
-\r
- /* White castling rights */\r
-\r
- for (fk = BOARD_LEFT+1; fk < BOARD_RGHT-1; fk++) {\r
-\r
- if (boards[move][0][fk] == WhiteKing) {\r
-\r
- for (fr = BOARD_RGHT-1; fr > fk; fr--) { /* H side */\r
- if (boards[move][0][fr] == WhiteRook) {\r
- *p++ = useFEN960 ? 'A' + fr : 'K';\r
- break;\r
- }\r
- }\r
-\r
- for (fr = BOARD_LEFT; fr < fk; fr++) { /* A side */\r
- if (boards[move][0][fr] == WhiteRook) {\r
- *p++ = useFEN960 ? 'A' + fr : 'Q';\r
- break;\r
- }\r
- }\r
- }\r
- }\r
-\r
- /* Black castling rights */\r
-\r
- for (fk = BOARD_LEFT+1; fk < BOARD_RGHT-1; fk++) {\r
-\r
- if (boards[move][BOARD_HEIGHT-1][fk] == BlackKing) {\r
-\r
- for (fr = BOARD_RGHT-1; fr > fk; fr--) { /* H side */\r
- if (boards[move][BOARD_HEIGHT-1][fr] == BlackRook) {\r
- *p++ = useFEN960 ? 'a' + fr : 'k';\r
- break;\r
- }\r
- }\r
-\r
- for (fr = BOARD_LEFT; fr < fk; fr++) { /* A side */\r
- if (boards[move][BOARD_HEIGHT-1][fr] == BlackRook) {\r
- *p++ = useFEN960 ? 'a' + fr : 'q';\r
- break;\r
- }\r
- }\r
- }\r
- }\r
-\r
- if (q == p) *p++ = '-'; /* No castling rights */\r
- *p++ = ' ';\r
- }\r
- else {\r
- q = p;\r
+ if(q = overrideCastling) { // [HGM] FRC: override castling & e.p fields for non-compliant engines\r
+ while(*p++ = *q++); if(q != overrideCastling+1) p[-1] = ' ';\r
+ } else {\r
+ if(nrCastlingRights) {\r
+ q = p;\r
+ if(gameInfo.variant == VariantFischeRandom || gameInfo.variant == VariantCapaRandom) {\r
+ /* [HGM] write directly from rights */\r
+ if(castlingRights[move][2] >= 0 &&\r
+ castlingRights[move][0] >= 0 )\r
+ *p++ = castlingRights[move][0] + AAA + 'A' - 'a';\r
+ if(castlingRights[move][2] >= 0 &&\r
+ castlingRights[move][1] >= 0 )\r
+ *p++ = castlingRights[move][1] + AAA + 'A' - 'a';\r
+ if(castlingRights[move][5] >= 0 &&\r
+ castlingRights[move][3] >= 0 )\r
+ *p++ = castlingRights[move][3] + AAA;\r
+ if(castlingRights[move][5] >= 0 &&\r
+ castlingRights[move][4] >= 0 )\r
+ *p++ = castlingRights[move][4] + AAA;\r
+ } else {\r
\r
-#ifdef OLDCASTLINGCODE\r
- if (boards[move][0][BOARD_WIDTH>>1] == WhiteKing) {\r
- if (boards[move][0][BOARD_RGHT-1] == WhiteRook) *p++ = 'K';\r
- if (boards[move][0][BOARD_LEFT] == WhiteRook) *p++ = 'Q';\r
- }\r
- if (boards[move][BOARD_HEIGHT-1][BOARD_WIDTH>>1] == BlackKing) {\r
- if (boards[move][BOARD_HEIGHT-1][BOARD_HEIGHT-1] == BlackRook) *p++ = 'k';\r
- if (boards[move][BOARD_HEIGHT-1][BOARD_LEFT] == BlackRook) *p++ = 'q';\r
- } \r
-#else\r
/* [HGM] write true castling rights */\r
if( nrCastlingRights == 6 ) {\r
if(castlingRights[move][0] == BOARD_RGHT-1 &&\r
if(castlingRights[move][4] == BOARD_LEFT &&\r
castlingRights[move][5] >= 0 ) *p++ = 'q';\r
}\r
-#endif\r
- if (q == p) *p++ = '-';\r
- *p++ = ' ';\r
- }\r
-\r
- /* POP Fabien & Tord */\r
+ }\r
+ if (q == p) *p++ = '-'; /* No castling rights */\r
+ *p++ = ' ';\r
+ }\r
\r
+ if(gameInfo.variant != VariantShogi && gameInfo.variant != VariantXiangqi &&\r
+ gameInfo.variant != VariantShatranj && gameInfo.variant != VariantCourier ) { \r
/* En passant target square */\r
if (move > backwardMostMove) {\r
fromX = moveList[move - 1][0] - AAA;\r
} else {\r
*p++ = '-';\r
}\r
-\r
- /* [HGM] print Crazyhouse holdings */\r
- if( gameInfo.variant == VariantCrazyhouse ) {\r
- *p++ = ' '; q = p;\r
- for(i=0; i<gameInfo.holdingsSize; i++) { /* white holdings */\r
- piece = boards[move][i][BOARD_WIDTH-1];\r
- if( piece != EmptySquare )\r
- for(j=0; j<(int) boards[move][i][BOARD_WIDTH-2]; j++)\r
- *p++ = PieceToChar(piece);\r
- }\r
- for(i=0; i<gameInfo.holdingsSize; i++) { /* black holdings */\r
- piece = boards[move][BOARD_HEIGHT-i-1][0];\r
- if( piece != EmptySquare )\r
- for(j=0; j<(int) boards[move][BOARD_HEIGHT-i-1][1]; j++)\r
- *p++ = PieceToChar(piece);\r
- }\r
-\r
- if( q == p ) *p++ = '-';\r
- *p++ = ' ';\r
- }\r
+ *p++ = ' ';\r
+ }\r
+ }\r
\r
/* [HGM] find reversible plies */\r
{ int i = 0, j=move;\r
\r
- if (appData.debugMode) { int k;\r
- fprintf(debugFP, "write FEN 50-move: %d %d %d\n", initialRulePlies, forwardMostMove, backwardMostMove);\r
- for(k=backwardMostMove; k<=forwardMostMove; k++)\r
- fprintf(debugFP, "e%d. p=%d\n", k, epStatus[k]);\r
+ if (appData.debugMode) { int k;\r
+ fprintf(debugFP, "write FEN 50-move: %d %d %d\n", initialRulePlies, forwardMostMove, backwardMostMove);\r
+ for(k=backwardMostMove; k<=forwardMostMove; k++)\r
+ fprintf(debugFP, "e%d. p=%d\n", k, epStatus[k]);\r
\r
- }\r
+ }\r
\r
while(j > backwardMostMove && epStatus[j] <= EP_NONE) j--,i++;\r
if( j == backwardMostMove ) i += initialRulePlies;\r
- sprintf(p, " %d", i);\r
- p += i>=100 ? 4 : i >= 10 ? 3 : 2;\r
+ sprintf(p, "%d ", i);\r
+ p += i>=100 ? 4 : i >= 10 ? 3 : 2;\r
}\r
/* Fullmove number */\r
- sprintf(p, " %d", (move / 2) + 1);\r
+ sprintf(p, "%d", (move / 2) + 1);\r
\r
return StrSave(buf);\r
}\r
p = fen;\r
\r
/* [HGM] by default clear Crazyhouse holdings, if present */\r
- if(gameInfo.holdingsWidth) {\r
+ if(gameInfo.holdingsWidth) {\r
for(i=0; i<BOARD_HEIGHT; i++) {\r
board[i][0] = EmptySquare; /* black holdings */\r
board[i][BOARD_WIDTH-1] = EmptySquare; /* white holdings */\r
board[i][1] = (ChessSquare) 0; /* black counts */\r
board[i][BOARD_WIDTH-2] = (ChessSquare) 0; /* white counts */\r
}\r
- }\r
+ }\r
\r
/* Piece placement data */\r
for (i = BOARD_HEIGHT - 1; i >= 0; i--) {\r
j = 0;\r
for (;;) {\r
- if (*p == '/' || *p == ' ') {\r
- if (*p == '/') p++;\r
+ if (*p == '/' || *p == ' ' || (*p == '[' && i == 0) ) {\r
+ if (*p == '/') p++;\r
emptycount = gameInfo.boardWidth - j;\r
while (emptycount--)\r
board[i][(j++)+gameInfo.holdingsWidth] = EmptySquare;\r
if (j + emptycount > gameInfo.boardWidth) return FALSE;\r
while (emptycount--)\r
board[i][(j++)+gameInfo.holdingsWidth] = EmptySquare;\r
- } else if (isalpha(*p)) {\r
+ } else if (*p == '+' || isalpha(*p)) {\r
if (j >= gameInfo.boardWidth) return FALSE;\r
- piece = CharToPiece(*p++);\r
+ if(*p=='+') {\r
+ piece = CharToPiece(*++p);\r
+ if(piece == EmptySquare) return FALSE; /* unknown piece */\r
+ piece = (ChessSquare) (PROMOTED piece ); p++;\r
+ if(PieceToChar(piece) != '+') return FALSE; /* unpromotable piece */\r
+ } else piece = CharToPiece(*p++);\r
+\r
+ if(piece==EmptySquare) return FALSE; /* unknown piece */\r
if(*p == '~') { /* [HGM] make it a promoted piece for Crazyhouse */\r
- piece = (ChessSquare) ((int)piece + (int)WhiteAlfil - (int)WhitePawn);\r
+ piece = (ChessSquare) (PROMOTED piece);\r
+ if(PieceToChar(piece) != '~') return FALSE; /* cannot be a promoted piece */\r
p++;\r
}\r
board[i][(j++)+gameInfo.holdingsWidth] = piece;\r
}\r
while (*p == '/' || *p == ' ') p++;\r
\r
+ /* [HGM] look for Crazyhouse holdings here */\r
+ while(*p==' ') p++;\r
+ if( gameInfo.holdingsWidth && p[-1] == '/' || *p == '[') {\r
+ if(*p == '[') p++;\r
+ if(*p == '-' ) *p++; /* empty holdings */ else {\r
+ if( !gameInfo.holdingsWidth ) return FALSE; /* no room to put holdings! */\r
+ /* if we would allow FEN reading to set board size, we would */\r
+ /* have to add holdings and shift the board read so far here */\r
+ while( (piece = CharToPiece(*p) ) != EmptySquare ) {\r
+ *p++;\r
+ if((int) piece >= (int) BlackPawn ) {\r
+ i = (int)piece - (int)BlackPawn;\r
+ i = PieceToNumber((ChessSquare)i);\r
+ if( i >= gameInfo.holdingsSize ) return FALSE;\r
+ board[BOARD_HEIGHT-1-i][0] = piece; /* black holdings */\r
+ board[BOARD_HEIGHT-1-i][1]++; /* black counts */\r
+ } else {\r
+ i = (int)piece - (int)WhitePawn;\r
+ i = PieceToNumber((ChessSquare)i);\r
+ if( i >= gameInfo.holdingsSize ) return FALSE;\r
+ board[i][BOARD_WIDTH-1] = piece; /* white holdings */\r
+ board[i][BOARD_WIDTH-2]++; /* black holdings */\r
+ }\r
+ }\r
+ }\r
+ if(*p == ']') *p++;\r
+ }\r
+\r
+ while(*p == ' ') p++;\r
+\r
/* Active color */\r
switch (*p++) {\r
case 'w':\r
\r
/* [HGM] We NO LONGER ignore the rest of the FEN notation */\r
/* return the extra info in global variiables */\r
- {\r
+\r
/* set defaults in case FEN is incomplete */\r
FENepStatus = EP_UNKNOWN;\r
for(i=0; i<nrCastlingRights; i++ ) {\r
- FENcastlingRights[i] = initialRights[i];\r
+ FENcastlingRights[i] =\r
+ gameInfo.variant == VariantFischeRandom || gameInfo.variant == VariantCapaRandom ? -1 : initialRights[i];\r
} /* assume possible unless obviously impossible */\r
if(initialRights[0]>=0 && board[castlingRank[0]][initialRights[0]] != WhiteRook) FENcastlingRights[0] = -1;\r
if(initialRights[1]>=0 && board[castlingRank[1]][initialRights[1]] != WhiteRook) FENcastlingRights[1] = -1;\r
FENrulePlies = 0;\r
\r
while(*p==' ') p++;\r
-\r
- if(*p=='K' || *p=='Q' || *p=='k' || *p=='q' || *p=='-') {\r
- /* castling indicator present, so default is no castlings */\r
- for(i=0; i<nrCastlingRights; i++ ) {\r
- FENcastlingRights[i] = -1;\r
- }\r
- }\r
- while(*p=='K' || *p=='Q' || *p=='k' || *p=='q' || *p=='-') {\r
- switch(*p++) {\r
+ if(nrCastlingRights) {\r
+ if(*p=='K' || *p=='Q' || *p=='k' || *p=='q' || *p=='-') {\r
+ /* castling indicator present, so default becomes no castlings */\r
+ for(i=0; i<nrCastlingRights; i++ ) {\r
+ FENcastlingRights[i] = -1;\r
+ }\r
+ }\r
+ while(*p=='K' || *p=='Q' || *p=='k' || *p=='q' || *p=='-' ||\r
+ (gameInfo.variant == VariantFischeRandom || gameInfo.variant == VariantCapaRandom) &&\r
+ ( *p >= 'a' && *p < 'a' + gameInfo.boardWidth) ||\r
+ ( *p >= 'A' && *p < 'A' + gameInfo.boardWidth) ) {\r
+ char c = *p++; int whiteKingFile=-1, blackKingFile=-1;\r
+\r
+ for(i=BOARD_LEFT; i<BOARD_RGHT; i++) {\r
+ if(board[BOARD_HEIGHT-1][i] == BlackKing) blackKingFile = i;\r
+ if(board[0 ][i] == WhiteKing) whiteKingFile = i;\r
+ }\r
+ switch(c) {\r
case'K':\r
- FENcastlingRights[0] = BOARD_RGHT-1;\r
- FENcastlingRights[2] = BOARD_WIDTH>>1;\r
+ for(i=BOARD_RGHT-1; board[0][i]!=WhiteRook && i>whiteKingFile; i--);\r
+ FENcastlingRights[0] = i != whiteKingFile ? i : -1;\r
+ FENcastlingRights[2] = whiteKingFile;\r
break;\r
case'Q':\r
- FENcastlingRights[1] = BOARD_LEFT;\r
- FENcastlingRights[2] = BOARD_WIDTH>>1;\r
+ for(i=BOARD_LEFT; board[0][i]!=WhiteRook && i<whiteKingFile; i++);\r
+ FENcastlingRights[1] = i != whiteKingFile ? i : -1;\r
+ FENcastlingRights[2] = whiteKingFile;\r
break;\r
case'k':\r
- FENcastlingRights[3] = BOARD_RGHT-1;\r
- FENcastlingRights[5] = BOARD_WIDTH>>1;\r
+ for(i=BOARD_RGHT-1; board[BOARD_HEIGHT-1][i]!=BlackRook && i>blackKingFile; i--);\r
+ FENcastlingRights[3] = i != blackKingFile ? i : -1;\r
+ FENcastlingRights[5] = blackKingFile;\r
break;\r
case'q':\r
- FENcastlingRights[4] = BOARD_LEFT;\r
- FENcastlingRights[5] = BOARD_WIDTH>>1;\r
+ for(i=BOARD_LEFT; board[BOARD_HEIGHT-1][i]!=BlackRook && i<blackKingFile; i++);\r
+ FENcastlingRights[4] = i != blackKingFile ? i : -1;\r
+ FENcastlingRights[5] = blackKingFile;\r
+ case '-':\r
break;\r
- /* Tord! FRC! */\r
+ default: /* FRC castlings */\r
+ if(c >= 'a') { /* black rights */\r
+ for(i=BOARD_LEFT; i<BOARD_RGHT; i++)\r
+ if(board[BOARD_HEIGHT-1][i] == BlackKing) break;\r
+ if(i == BOARD_RGHT) break;\r
+ FENcastlingRights[5] = i;\r
+ c -= AAA;\r
+ if(board[BOARD_HEIGHT-1][c] < BlackPawn ||\r
+ board[BOARD_HEIGHT-1][c] >= BlackKing ) break;\r
+ if(c > i)\r
+ FENcastlingRights[3] = c;\r
+ else\r
+ FENcastlingRights[4] = c;\r
+ } else { /* white rights */\r
+ for(i=BOARD_LEFT; i<BOARD_RGHT; i++)\r
+ if(board[0][i] == WhiteKing) break;\r
+ if(i == BOARD_RGHT) break;\r
+ FENcastlingRights[2] = i;\r
+ c -= AAA - 'a' + 'A';\r
+ if(board[0][c] >= WhiteKing) break;\r
+ if(c > i)\r
+ FENcastlingRights[0] = c;\r
+ else\r
+ FENcastlingRights[1] = c;\r
+ }\r
}\r
+ }\r
+ if (appData.debugMode) {\r
+ fprintf(debugFP, "FEN castling rights:");\r
+ for(i=0; i<nrCastlingRights; i++)\r
+ fprintf(debugFP, " %d", FENcastlingRights[i]);\r
+ fprintf(debugFP, "\n");\r
}\r
\r
- while(*p==' ') p++;\r
-\r
+ while(*p==' ') p++;\r
+ }\r
\r
- if(*p=='-') {\r
+ /* read e.p. field in games that know e.p. capture */\r
+ if(gameInfo.variant != VariantShogi && gameInfo.variant != VariantXiangqi &&\r
+ gameInfo.variant != VariantShatranj && gameInfo.variant != VariantCourier ) { \r
+ if(*p=='-') {\r
p++; FENepStatus = EP_NONE;\r
- } else {\r
- char c = *p++ - AAA;\r
-\r
- if(c < BOARD_LEFT || c >= BOARD_RGHT) return TRUE;\r
- if(*p >= '0' && *p <='9') *p++;\r
- FENepStatus = c;\r
- }\r
+ } else {\r
+ char c = *p++ - AAA;\r
\r
- /* [HGM] look for Crazyhouse holdings here */\r
- while(*p==' ') p++;\r
- if( !isdigit(*p) ) {\r
- if(*p == '-' ) *p++; /* empty holdings */ else {\r
- if( !gameInfo.holdingsWidth ) return FALSE; /* no room to put holdings! */\r
- /* if we would allow FEN reading to set board size, we would */\r
- /* have to add holdings and shift the board read so far here */\r
- while( (piece = CharToPiece(*p) ) != EmptySquare ) {\r
- *p++;\r
- if((int) piece >= (int) BlackPawn ) {\r
- i = (int)piece - (int)BlackPawn;\r
- if( i >= BOARD_HEIGHT ) return FALSE;\r
- board[BOARD_HEIGHT-1-i][0] = piece; /* black holdings */\r
- board[BOARD_HEIGHT-1-i][1]++; /* black counts */\r
- } else {\r
- i = (int)piece - (int)WhitePawn;\r
- if( i >= BOARD_HEIGHT ) return FALSE;\r
- board[i][BOARD_WIDTH-1] = piece; /* white holdings */\r
- board[i][BOARD_WIDTH-2]++; /* black holdings */\r
- }\r
- }\r
- }\r
+ if(c < BOARD_LEFT || c >= BOARD_RGHT) return TRUE;\r
+ if(*p >= '0' && *p <='9') *p++;\r
+ FENepStatus = c;\r
+ }\r
}\r
\r
\r
-\r
if(sscanf(p, "%d", &i) == 1) {\r
FENrulePlies = i; /* 50-move ply counter */\r
/* (The move number is still ignored) */\r
}\r
- }\r
+\r
return TRUE;\r
}\r
\r
Board initial_position;\r
\r
if (!ParseFEN(initial_position, &blackPlaysFirst, fen)) {\r
- DisplayError("Bad FEN position in clipboard", 0);\r
+ DisplayError(_("Bad FEN position in clipboard"), 0);\r
return ;\r
} else {\r
int savedBlackPlaysFirst = blackPlaysFirst;\r