if(step && !(toggleFlag && Partner(&promoSweep))) promoSweep -= step;
if(promoSweep == EmptySquare) promoSweep = BlackPawn; // wrap
else if((int)promoSweep == -1) promoSweep = WhiteKing;
- else if(promoSweep == BlackPawn && step < 0) promoSweep = WhitePawn;
- else if(promoSweep == WhiteKing && step > 0) promoSweep = BlackKing;
+ else if(promoSweep == BlackPawn && step < 0 && !toggleFlag) promoSweep = WhitePawn;
+ else if(promoSweep == WhiteKing && step > 0 && !toggleFlag) promoSweep = BlackKing;
if(!step) step = -1;
} while(PieceToChar(promoSweep) == '.' || PieceToChar(promoSweep) == '~' || promoSweep == pawn ||
!toggleFlag && PieceToChar(promoSweep) == '+' || // skip promoted versions of other
toP = boards[currentMove][y][x];
frc = appData.fischerCastling || gameInfo.variant == VariantSChess;
if( (killX < 0 || x != fromX || y != fromY) && // [HGM] lion: do not interpret igui as deselect!
- legal[y][x] == 0 && // if engine told we can move to here, do it even if own piece
+ marker[y][x] == 0 && // if engine told we can move to here, do it even if own piece
((WhitePawn <= fromP && fromP <= WhiteKing &&
WhitePawn <= toP && toP <= WhiteKing &&
!(fromP == WhiteKing && toP == WhiteRook && frc) &&
return;
}
- if (clickType == Release && x == fromX && y == fromY && killX < 0) {
+ if (clickType == Release && x == fromX && y == fromY && killX < 0 && !sweepSelecting) {
DragPieceEnd(xPix, yPix); dragging = 0;
if(clearFlag) {
// a deferred attempt to click-click move an empty square on top of a piece
/* Undo animation damage if any */
DrawPosition(FALSE, NULL);
}
- if (second || sweepSelecting) {
+ if (second) {
/* Second up/down in same square; just abort move */
- if(sweepSelecting) DrawPosition(FALSE, boards[currentMove]);
- second = sweepSelecting = 0;
+ second = 0;
fromX = fromY = -1;
gatingPiece = EmptySquare;
MarkTargetSquares(1);
if(gatingPiece != EmptySquare && gameInfo.variant == VariantSChess) promoChoice = ToLower(PieceToChar(gatingPiece));
- if (HasPromotionChoice(fromX, fromY, toX, toY, &promoChoice, appData.sweepSelect)) {
+ if(legal[toY][toX] == 2) promoChoice = ToLower(PieceToChar(defaultPromoChoice)); // highlight-induced promotion
+
+ if (legal[toY][toX] == 2 || HasPromotionChoice(fromX, fromY, toX, toY, &promoChoice, appData.sweepSelect)) {
SetHighlights(fromX, fromY, toX, toY);
MarkTargetSquares(1);
if(gameInfo.variant == VariantSuper || gameInfo.variant == VariantGreat || gameInfo.variant == VariantGrand) {
Boolean
ParseFEN (Board board, int *blackPlaysFirst, char *fen, Boolean autoSize)
{
- int i, j, k, w=0, subst=0, shuffle=0;
+ int i, j, k, w=0, subst=0, shuffle=0, wKingRank = -1, bKingRank = -1;
char *p, c;
int emptycount, virgin[BOARD_FILES];
ChessSquare piece;
p++;
}
board[i][(j++)+gameInfo.holdingsWidth] = piece;
+ if(piece == WhiteKing) wKingRank = i;
+ if(piece == BlackKing) bKingRank = i;
} else {
return FALSE;
}
/* [HGM] We NO LONGER ignore the rest of the FEN notation */
/* return the extra info in global variiables */
+ while(*p==' ') p++;
+
+ if(!isdigit(*p) && *p != '-') { // we seem to have castling rights. Make sure they are on the rank the King actually is.
+ if(wKingRank >= 0) for(i=0; i<3; i++) castlingRank[i] = wKingRank;
+ if(bKingRank >= 0) for(i=3; i<6; i++) castlingRank[i] = bKingRank;
+ }
+
/* set defaults in case FEN is incomplete */
board[EP_STATUS] = EP_UNKNOWN;
for(i=0; i<nrCastlingRights; i++ ) {
&& board[castlingRank[5]][initialRights[5]] != BlackKing) board[CASTLING][5] = NoRights;
FENrulePlies = 0;
- while(*p==' ') p++;
if(nrCastlingRights) {
int fischer = 0;
if(gameInfo.variant == VariantSChess) for(i=0; i<BOARD_FILES; i++) virgin[i] = 0;
int c = *p++, whiteKingFile=NoRights, blackKingFile=NoRights;
for(i=BOARD_LEFT; i<BOARD_RGHT; i++) {
- if(board[BOARD_HEIGHT-1][i] == BlackKing) blackKingFile = i;
- if(board[0 ][i] == WhiteKing) whiteKingFile = i;
+ if(board[castlingRank[5]][i] == BlackKing) blackKingFile = i;
+ if(board[castlingRank[2]][i] == WhiteKing) whiteKingFile = i;
}
if(gameInfo.variant == VariantTwoKings || gameInfo.variant == VariantKnightmate)
whiteKingFile = blackKingFile = BOARD_WIDTH >> 1; // for these variant scanning fails
&& board[BOARD_HEIGHT-1][blackKingFile] != BlackKing) blackKingFile = NoRights;
switch(c) {
case'K':
- for(i=BOARD_RGHT-1; board[0][i]!=WhiteRook && i>whiteKingFile; i--);
+ for(i=BOARD_RGHT-1; board[castlingRank[2]][i]!=WhiteRook && i>whiteKingFile; i--);
board[CASTLING][0] = i != whiteKingFile ? i : NoRights;
board[CASTLING][2] = whiteKingFile;
if(board[CASTLING][0] != NoRights) virgin[board[CASTLING][0]] |= VIRGIN_W;
if(whiteKingFile != BOARD_WIDTH>>1|| i != BOARD_RGHT-1) fischer = 1;
break;
case'Q':
- for(i=BOARD_LEFT; i<BOARD_RGHT && board[0][i]!=WhiteRook && i<whiteKingFile; i++);
+ for(i=BOARD_LEFT; i<BOARD_RGHT && board[castlingRank[2]][i]!=WhiteRook && i<whiteKingFile; i++);
board[CASTLING][1] = i != whiteKingFile ? i : NoRights;
board[CASTLING][2] = whiteKingFile;
if(board[CASTLING][1] != NoRights) virgin[board[CASTLING][1]] |= VIRGIN_W;
if(whiteKingFile != BOARD_WIDTH>>1|| i != BOARD_LEFT) fischer = 1;
break;
case'k':
- for(i=BOARD_RGHT-1; board[BOARD_HEIGHT-1][i]!=BlackRook && i>blackKingFile; i--);
+ for(i=BOARD_RGHT-1; board[castlingRank[5]][i]!=BlackRook && i>blackKingFile; i--);
board[CASTLING][3] = i != blackKingFile ? i : NoRights;
board[CASTLING][5] = blackKingFile;
if(board[CASTLING][3] != NoRights) virgin[board[CASTLING][3]] |= VIRGIN_B;
if(blackKingFile != BOARD_WIDTH>>1|| i != BOARD_RGHT-1) fischer = 1;
break;
case'q':
- for(i=BOARD_LEFT; i<BOARD_RGHT && board[BOARD_HEIGHT-1][i]!=BlackRook && i<blackKingFile; i++);
+ for(i=BOARD_LEFT; i<BOARD_RGHT && board[castlingRank[5]][i]!=BlackRook && i<blackKingFile; i++);
board[CASTLING][4] = i != blackKingFile ? i : NoRights;
board[CASTLING][5] = blackKingFile;
if(board[CASTLING][4] != NoRights) virgin[board[CASTLING][4]] |= VIRGIN_B;