Boolean pushed = FALSE;
void
-ParsePV(char *pv, Boolean storeComments)
+ParsePV(char *pv, Boolean storeComments, Boolean atEnd)
{ // Parse a string of PV moves, and append to current game, behind forwardMostMove
int fromX, fromY, toX, toY; char promoChar;
ChessMove moveType;
endPV++;
CopyBoard(boards[endPV], boards[endPV-1]);
ApplyMove(fromX, fromY, toX, toY, promoChar, boards[endPV]);
- moveList[endPV-1][0] = fromX + AAA;
- moveList[endPV-1][1] = fromY + ONE;
- moveList[endPV-1][2] = toX + AAA;
- moveList[endPV-1][3] = toY + ONE;
- moveList[endPV-1][4] = promoChar;
- moveList[endPV-1][5] = NULLCHAR;
+ CoordsToComputerAlgebraic(fromY, fromX, toY, toX, promoChar, moveList[endPV - 1]);
strncat(moveList[endPV-1], "\n", MOVE_LEN);
- if(storeComments)
- CoordsToAlgebraic(boards[endPV - 1],
+ CoordsToAlgebraic(boards[endPV - 1],
PosFlags(endPV - 1),
fromY, fromX, toY, toX, promoChar,
parseList[endPV - 1]);
- else
- parseList[endPV-1][0] = NULLCHAR;
} while(valid);
- currentMove = endPV;
+ currentMove = (atEnd || endPV == forwardMostMove) ? endPV : forwardMostMove + 1;
if(currentMove == forwardMostMove) ClearPremoveHighlights(); else
SetPremoveHighlights(moveList[currentMove-1][0]-AAA, moveList[currentMove-1][1]-ONE,
moveList[currentMove-1][2]-AAA, moveList[currentMove-1][3]-ONE);
DrawPosition(TRUE, boards[currentMove]);
}
+int
+MultiPV(ChessProgramState *cps)
+{ // check if engine supports MultiPV, and if so, return the number of the option that sets it
+ int i;
+ for(i=0; i<cps->nrOptions; i++)
+ if(!strcmp(cps->option[i].name, "MultiPV") && cps->option[i].type == Spin)
+ return i;
+ return -1;
+}
+
Boolean
LoadMultiPV(int x, int y, char *buf, int index, int *start, int *end)
{
- int startPV;
- char *p;
+ int startPV, multi, lineStart, origIndex = index;
+ char *p, buf2[MSG_SIZ];
if(index < 0 || index >= strlen(buf)) return FALSE; // sanity
lastX = x; lastY = y;
while(index > 0 && buf[index-1] != '\n') index--; // beginning of line
- startPV = index;
+ lineStart = startPV = index;
while(buf[index] != '\n') if(buf[index++] == '\t') startPV = index;
if(index == startPV && (p = StrCaseStr(buf+index, "PV="))) startPV = p - buf + 3;
index = startPV;
do{ while(buf[index] && buf[index] != '\n') index++;
} while(buf[index] == '\n' && buf[index+1] == '\\' && buf[index+2] == ' ' && index++); // join kibitzed PV continuation line
buf[index] = 0;
- ParsePV(buf+startPV, FALSE);
+ if(lineStart == 0 && gameMode == AnalyzeMode && (multi = MultiPV(&first)) >= 0) {
+ int n = first.option[multi].value;
+ if(origIndex < 10) { if(n>1) n--; } else if(origIndex > index - 6) n++;
+ snprintf(buf2, MSG_SIZ, "option MultiPV=%d\n", n);
+ if(first.option[multi].value != n) SendToProgram(buf2, &first);
+ first.option[multi].value = n;
+ *start = *end = 0;
+ return TRUE;
+ }
+ ParsePV(buf+startPV, FALSE, gameMode != AnalyzeMode);
*start = startPV; *end = index-1;
return TRUE;
}
{ // called on right mouse click to load PV
int which = gameMode == TwoMachinesPlay && (WhiteOnMove(forwardMostMove) == (second.twoMachinesColor[0] == 'w'));
lastX = x; lastY = y;
- ParsePV(lastPV[which], FALSE); // load the PV of the thinking engine in the boards array.
+ ParsePV(lastPV[which], FALSE, TRUE); // load the PV of the thinking engine in the boards array.
return TRUE;
}
void
UnLoadPV()
{
+ int oldFMM = forwardMostMove; // N.B.: this was currentMove before PV was loaded!
if(endPV < 0) return;
endPV = -1;
+ if(gameMode == AnalyzeMode && currentMove > forwardMostMove) {
+ Boolean saveAnimate = appData.animate;
+ if(pushed) {
+ if(shiftKey && storedGames < MAX_VARIATIONS-2) { // wants to start variation, and there is space
+ if(storedGames == 1) GreyRevert(FALSE); // we already pushed the tail, so just make it official
+ } else storedGames--; // abandon shelved tail of original game
+ }
+ pushed = FALSE;
+ forwardMostMove = currentMove;
+ currentMove = oldFMM;
+ appData.animate = FALSE;
+ ToNrEvent(forwardMostMove);
+ appData.animate = saveAnimate;
+ }
currentMove = forwardMostMove;
- if(pushed) { PopInner(0); pushed = FALSE; } // restore shelved game contnuation
+ if(pushed) { PopInner(0); pushed = FALSE; } // restore shelved game continuation
ClearPremoveHighlights();
DrawPosition(TRUE, boards[currentMove]);
}
PushTail(currentMove, forwardMostMove); // shelve main variation. This truncates game
// kludge: use ParsePV() to append variation to game
move = currentMove;
- ParsePV(start, TRUE);
+ ParsePV(start, TRUE, TRUE);
forwardMostMove = endPV; endPV = -1; currentMove = move; // cleanup what ParsePV did
ClearPremoveHighlights();
CommentPopDown();