if(cps->tidy == NULL) cps->tidy = (char*) malloc(MSG_SIZ);
TidyProgramName(cps->program, cps->host, cps->tidy);
cps->matchWins = 0;
- ASSIGN(cps->variants, appData.variant);
+ ASSIGN(cps->variants, appData.noChessProgram ? "" : appData.variant);
cps->analysisSupport = 2; /* detect */
cps->analyzing = FALSE;
cps->initDone = FALSE;
return;
case VariantNormal: /* definitely works! */
- if(strcmp(appData.variant, "normal") && appData.chessProgram) { // [HGM] hope this is an engine-defined variant
+ if(strcmp(appData.variant, "normal") && !appData.noChessProgram) { // [HGM] hope this is an engine-defined variant
safeStrCpy(engineVariant, appData.variant, MSG_SIZ);
return;
}
int wnum = -1;
VariantClass v = VariantNormal;
int i, found = FALSE;
- char buf[MSG_SIZ];
+ char buf[MSG_SIZ], c;
int len;
if (!e) return v;
/* [HGM] skip over optional board-size prefixes */
- if( sscanf(e, "%dx%d_", &i, &i) == 2 ||
- sscanf(e, "%dx%d+%d_", &i, &i, &i) == 3 ) {
+ if( sscanf(e, "%dx%d_%c", &i, &i, &c) == 3 ||
+ sscanf(e, "%dx%d+%d_%c", &i, &i, &i, &c) == 4 ) {
while( *e++ != '_');
}
} else
for (i=0; i<sizeof(variantNames)/sizeof(char*); i++) {
if (p = StrCaseStr(e, variantNames[i])) {
- if(p && i >= VariantShogi && isalpha(p[strlen(variantNames[i])])) continue;
+ if(p && i >= VariantShogi && (p != e || isalpha(p[strlen(variantNames[i])]))) continue;
v = (VariantClass) i;
found = TRUE;
break;
int p = piece >= BlackPawn ? BLACK_TO_WHITE piece : piece;
promotionZoneSize = BOARD_HEIGHT/3;
highestPromotingPiece = (p >= WhiteLion || PieceToChar(piece + 22) == '.') ? WhitePawn : WhiteLion;
- } else if(gameInfo.variant == VariantShogi || gameInfo.variant == VariantChuChess) {
+ } else if(gameInfo.variant == VariantShogi) {
promotionZoneSize = BOARD_HEIGHT/3;
highestPromotingPiece = (int)WhiteAlfil;
} else if(gameInfo.variant == VariantMakruk || gameInfo.variant == VariantGrand || gameInfo.variant == VariantChuChess) {
void
ApplyMove (int fromX, int fromY, int toX, int toY, int promoChar, Board board)
{
- ChessSquare captured = board[toY][toX], piece, king; int p, oldEP = EP_NONE, berolina = 0;
+ ChessSquare captured = board[toY][toX], piece, king; int p, rookX, oldEP = EP_NONE, berolina = 0;
int promoRank = gameInfo.variant == VariantMakruk || gameInfo.variant == VariantGrand || gameInfo.variant == VariantChuChess ? 3 : 1;
/* [HGM] compute & store e.p. status and castling rights for new position */
if( board[fromY][fromX] == WhitePawn ) {
if(fromY != toY) // [HGM] Xiangqi sideway Pawn moves should not count as 50-move breakers
board[EP_STATUS] = EP_PAWN_MOVE;
- if( toY-fromY==2) {
- board[EP_FILE] = (fromX + toX)/2; board[EP_RANK] = (fromY + toY)/2;
+ if( toY-fromY>=2) {
+ board[EP_FILE] = (fromX + toX)/2; board[EP_RANK] = toY - 1 | 128*(toY - fromY > 2);
if(toX>BOARD_LEFT && board[toY][toX-1] == BlackPawn &&
gameInfo.variant != VariantBerolina || toX < fromX)
board[EP_STATUS] = toX | berolina;
if( board[fromY][fromX] == BlackPawn ) {
if(fromY != toY) // [HGM] Xiangqi sideway Pawn moves should not count as 50-move breakers
board[EP_STATUS] = EP_PAWN_MOVE;
- if( toY-fromY== -2) {
- board[EP_FILE] = (fromX + toX)/2; board[EP_RANK] = (fromY + toY)/2;
+ if( toY-fromY<= -2) {
+ board[EP_FILE] = (fromX + toX)/2; board[EP_RANK] = toY + 1 | 128*(fromY - toY > 2);
if(toX>BOARD_LEFT && board[toY][toX-1] == WhitePawn &&
gameInfo.variant != VariantBerolina || toX < fromX)
board[EP_STATUS] = toX | berolina;
&& toY == fromY && toX > fromX+1) {
board[fromY][fromX] = EmptySquare;
board[toY][toX] = king;
- board[toY][toX-1] = board[fromY][BOARD_RGHT-1];
- board[fromY][BOARD_RGHT-1] = EmptySquare;
+ for(rookX=BOARD_RGHT-1; board[toY][rookX] == DarkSquare && rookX > toX + 1; rookX--);
+ board[toY][toX-1] = board[fromY][rookX];
+ board[fromY][rookX] = EmptySquare;
} else if (board[fromY][fromX] == king
&& fromX != BOARD_LEFT && fromX != BOARD_RGHT-1 // [HGM] cylinder */
&& toY == fromY && toX < fromX-1) {
board[fromY][fromX] = EmptySquare;
board[toY][toX] = king;
- board[toY][toX+1] = board[fromY][BOARD_LEFT];
- board[fromY][BOARD_LEFT] = EmptySquare;
+ for(rookX=BOARD_LEFT; board[toY][rookX] == DarkSquare && rookX < toX - 1; rookX++);
+ board[toY][toX+1] = board[fromY][rookX];
+ board[fromY][rookX] = EmptySquare;
} else if ((board[fromY][fromX] == WhitePawn && gameInfo.variant != VariantXiangqi ||
board[fromY][fromX] == WhiteLance && gameInfo.variant != VariantSuper && gameInfo.variant != VariantChu)
&& toY >= BOARD_HEIGHT-promoRank && promoChar // defaulting to Q is done elsewhere
&& (board[toY][toX] == EmptySquare)) {
board[fromY][fromX] = EmptySquare;
board[toY][toX] = WhitePawn;
- captured = board[toY - 1][toX];
- board[toY - 1][toX] = EmptySquare;
+ if(toY == board[EP_RANK] - 128 + 1)
+ captured = board[toY - 2][toX], board[toY - 2][toX] = EmptySquare;
+ else
+ captured = board[toY - 1][toX], board[toY - 1][toX] = EmptySquare;
} else if ((fromY == BOARD_HEIGHT-4)
&& (toX == fromX)
&& gameInfo.variant == VariantBerolina
&& toY == fromY && toX > fromX+1) {
board[fromY][fromX] = EmptySquare;
board[toY][toX] = king;
- board[toY][toX-1] = board[fromY][BOARD_RGHT-1];
- board[fromY][BOARD_RGHT-1] = EmptySquare;
+ for(rookX=BOARD_RGHT-1; board[toY][rookX] == DarkSquare && rookX > toX + 1; rookX--);
+ board[toY][toX-1] = board[fromY][rookX];
+ board[fromY][rookX] = EmptySquare;
} else if (board[fromY][fromX] == king
&& fromX != BOARD_LEFT && fromX != BOARD_RGHT-1 // [HGM] cylinder */
&& toY == fromY && toX < fromX-1) {
board[fromY][fromX] = EmptySquare;
board[toY][toX] = king;
- board[toY][toX+1] = board[fromY][BOARD_LEFT];
- board[fromY][BOARD_LEFT] = EmptySquare;
+ for(rookX=BOARD_LEFT; board[toY][rookX] == DarkSquare && rookX < toX - 1; rookX++);
+ board[toY][toX+1] = board[fromY][rookX];
+ board[fromY][rookX] = EmptySquare;
} else if (fromY == 7 && fromX == 3
&& board[fromY][fromX] == BlackKing
&& toY == 7 && toX == 5) {
&& (board[toY][toX] == EmptySquare)) {
board[fromY][fromX] = EmptySquare;
board[toY][toX] = BlackPawn;
- captured = board[toY + 1][toX];
- board[toY + 1][toX] = EmptySquare;
+ if(toY == board[EP_RANK] - 128 - 1)
+ captured = board[toY + 2][toX], board[toY + 2][toX] = EmptySquare;
+ else
+ captured = board[toY + 1][toX], board[toY + 1][toX] = EmptySquare;
} else if ((fromY == 3)
&& (toX == fromX)
&& gameInfo.variant == VariantBerolina