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);
CoordsToAlgebraic(boards[endPV - 1],
int
MultiPV(ChessProgramState *cps)
-{ // check if engine supports MultiPV, and if so, return the nmber of the option that sets it
+{ // 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)
buf[index] = 0;
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++;
+ if(origIndex > 17 && origIndex < 24) { 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;
+ return FALSE;
}
- ParsePV(buf+startPV, FALSE, !shiftKey);
+ ParsePV(buf+startPV, FALSE, gameMode != AnalyzeMode);
*start = startPV; *end = index-1;
return TRUE;
}
int oldFMM = forwardMostMove; // N.B.: this was currentMove before PV was loaded!
if(endPV < 0) return;
endPV = -1;
- if(shiftKey && gameMode == AnalyzeMode) {
- if(pushed) storedGames--; // abandon shelved tail of original game
+ 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]);
}