fixed some bugs in the animation of atomic captures
[xboard.git] / backend.c
index 711d1e0..0f24243 100644 (file)
--- a/backend.c
+++ b/backend.c
@@ -619,6 +619,7 @@ InitBackEnd1()
     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
@@ -748,6 +749,8 @@ InitBackEnd1()
     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
@@ -4255,106 +4258,7 @@ ParseOneMove(move, moveNum, moveType, fromX, fromY, toX, toY, promoChar)
     }\r
 }\r
 \r
-#if 0\r
-/* [AS] FRC game initialization */\r
-static int FindEmptySquare( Board board, int n )\r
-{\r
-    int i = 0;\r
-\r
-    while( 1 ) {\r
-        while( board[0][i] != EmptySquare ) i++;\r
-        if( n == 0 )\r
-            break;\r
-        n--;\r
-        i++;\r
-    }\r
-\r
-    return i;\r
-}\r
-\r
-static void ShuffleFRC( Board board )\r
-{\r
-    int i;\r
-\r
-    srand( time(0) );\r
-    \r
-    for( i=0; i<8; i++ ) {\r
-        board[0][i] = EmptySquare;\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][ i=FindEmptySquare(board, 0) ] = WhiteRook;\r
-    initialRights[1]  = initialRights[4]  =\r
-    castlingRights[0][1] = castlingRights[0][4] = i;\r
-    board[0][ i=FindEmptySquare(board, 0) ] = WhiteKing;\r
-    initialRights[2]  = initialRights[5]  =\r
-    castlingRights[0][2] = castlingRights[0][5] = i;\r
-    board[0][ i=FindEmptySquare(board, 0) ] = WhiteRook;\r
-    initialRights[0]  = initialRights[3]  =\r
-    castlingRights[0][0] = castlingRights[0][3] = i;\r
-\r
-    for( i=BOARD_LEFT; i<BOARD_RGHT; i++ ) {\r
-        board[BOARD_HEIGHT-1][i] = board[0][i] + BlackPawn - WhitePawn;\r
-    }\r
-}\r
-\r
-static unsigned char FRC_KnightTable[10] = {\r
-    0x00, 0x01, 0x02, 0x03, 0x11, 0x12, 0x13, 0x22, 0x23, 0x33\r
-};\r
-\r
-static void SetupFRC( Board board, int pos_index )\r
-{\r
-    int i;\r
-    unsigned char knights;\r
-\r
-    /* Bring the position index into a safe range (just in case...) */\r
-    if( pos_index < 0 ) pos_index = 0;\r
-\r
-    pos_index %= 960;\r
-\r
-    /* Clear the board */\r
-    for( i=0; i<8; i++ ) {\r
-        board[0][i] = EmptySquare;\r
-    }\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
-\r
-    board[0][ FindEmptySquare(board, pos_index % 6) ] = WhiteQueen;\r
-    pos_index /= 6;\r
-\r
-    /* Place knigths */\r
-    knights = FRC_KnightTable[ pos_index ];\r
-\r
-    board[0][ FindEmptySquare(board, knights / 16) ] = WhiteKnight;\r
-    board[0][ FindEmptySquare(board, knights % 16) ] = WhiteKnight;\r
-\r
-    /* Place rooks and king */\r
-    board[0][ i=FindEmptySquare(board, 0) ] = WhiteRook;\r
-    initialRights[1]  = initialRights[4]  =\r
-    castlingRights[0][1] = castlingRights[0][4] = i;\r
-    board[0][ i=FindEmptySquare(board, 0) ] = WhiteKing;\r
-    initialRights[2]  = initialRights[5]  =\r
-    castlingRights[0][2] = castlingRights[0][5] = i;\r
-    board[0][ i=FindEmptySquare(board, 0) ] = WhiteRook;\r
-    initialRights[0]  = initialRights[3]  =\r
-    castlingRights[0][0] = castlingRights[0][3] = i;\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
-    }\r
-}\r
-#else\r
-// [HGM] shuffle: a more general way to suffle opening setups, applicable to arbitrry variants.\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
@@ -4363,7 +4267,7 @@ static void SetupFRC( Board board, int pos_index )
 \r
 int squaresLeft[4];\r
 int piecesLeft[(int)BlackPawn];\r
-u64 seed, nrOfShuffles;\r
+int seed, nrOfShuffles;\r
 \r
 void GetPositionNumber()\r
 {      // sets global variable seed\r
@@ -4371,7 +4275,6 @@ void GetPositionNumber()
 \r
        seed = appData.defaultFrcPosition;\r
        if(seed < 0) { // randomize based on time for negative FRC position numbers\r
-               srandom(time(0)); \r
                for(i=0; i<50; i++) seed += random();\r
                seed = random() ^ random() >> 8 ^ random() << 8;\r
                if(seed<0) seed = -seed;\r
@@ -4510,8 +4413,6 @@ void SetUpShuffle(Board board, int number)
        if(number >= 0) appData.defaultFrcPosition %= nrOfShuffles; // normalize\r
 }\r
 \r
-#endif\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
@@ -4854,7 +4755,7 @@ SendBoard(cps, moveNum)
     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
@@ -5705,6 +5606,7 @@ FakeBookMove: // [HGM] book: we jump here to simulate machine moves after book h
                         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
@@ -5798,42 +5700,6 @@ FakeBookMove: // [HGM] book: we jump here to simulate machine moves after book h
             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
-            // 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
-               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
            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
@@ -5841,7 +5707,7 @@ FakeBookMove: // [HGM] book: we jump here to simulate machine moves after book h
                     NrPieces=0, NrPawns=0, PawnAdvance=0, i, j;\r
                static int moveCount = 6;\r
 \r
-                /* First absolutely insufficient mating material. Count what is on board. */\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
@@ -5887,6 +5753,7 @@ FakeBookMove: // [HGM] book: we jump here to simulate machine moves after book h
                    }\r
                 }\r
 \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
@@ -5926,6 +5793,43 @@ FakeBookMove: // [HGM] book: we jump here to simulate machine moves after book h
                 } 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
@@ -9585,7 +9489,7 @@ SaveGamePGN(f)
     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
@@ -9858,7 +9762,7 @@ SavePosition(f, dummy, dummy2)
        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
@@ -13394,9 +13298,9 @@ PGNDate()
 \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
@@ -13471,6 +13375,9 @@ PositionToFEN(move, useFEN960)
     *p++ = whiteToPlay ? 'w' : 'b';\r
     *p++ = ' ';\r
 \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
@@ -13528,6 +13435,7 @@ PositionToFEN(move, useFEN960)
     }\r
     *p++ = ' ';\r
   }\r
+  }\r
 \r
     /* [HGM] find reversible plies */\r
     {   int i = 0, j=move;\r