/* EditPosition, empty square, or different color piece;
click-click move is possible */
if (toX == -2 || toY == -2) {
- boards[0][fromY][fromX] = EmptySquare;
+ boards[0][fromY][fromX] = (boards[0][fromY][fromX] == EmptySquare ? DarkSquare : EmptySquare);
DrawPosition(FALSE, boards[currentMove]);
return;
} else if (toX >= 0 && toY >= 0) {
gameInfo.variant == VariantMakruk || gameInfo.variant == VariantASEAN) return FALSE;
return (piece == BlackPawn && y <= zone ||
piece == WhitePawn && y >= BOARD_HEIGHT-1-zone ||
- piece == BlackLance && y == 1 ||
- piece == WhiteLance && y == BOARD_HEIGHT-2 );
+ piece == BlackLance && y <= zone ||
+ piece == WhiteLance && y >= BOARD_HEIGHT-1-zone );
}
void
SendToProgram(buf, &first);
}
+Boolean right; // instructs front-end to use button-1 events as if they were button 3
+
void
LeftClick (ClickType clickType, int xPix, int yPix)
{
ChessSquare piece;
static TimeMark lastClickTime, prevClickTime;
- if(SeekGraphClick(clickType, xPix, yPix, 0)) return;
-
- prevClickTime = lastClickTime; GetTimeMark(&lastClickTime);
-
- if (clickType == Press) ErrorPopDown();
- lastClickType = clickType, lastLeftX = xPix, lastLeftY = yPix; // [HGM] alien: remember state
-
x = EventToSquare(xPix, BOARD_WIDTH);
y = EventToSquare(yPix, BOARD_HEIGHT);
if (!flipView && y >= 0) {
x = BOARD_WIDTH - 1 - x;
}
+ if(appData.monoMouse && gameMode == EditPosition && fromX < 0 && clickType == Press && boards[currentMove][y][x] == EmptySquare) {
+ static int dummy;
+ RightClick(clickType, xPix, yPix, &dummy, &dummy);
+ right = TRUE;
+ return;
+ }
+
+ if(SeekGraphClick(clickType, xPix, yPix, 0)) return;
+
+ prevClickTime = lastClickTime; GetTimeMark(&lastClickTime);
+
+ if (clickType == Press) ErrorPopDown();
+ lastClickType = clickType, lastLeftX = xPix, lastLeftY = yPix; // [HGM] alien: remember state
+
if(promoSweep != EmptySquare) { // up-click during sweep-select of promo-piece
defaultPromoChoice = promoSweep;
promoSweep = EmptySquare; // terminate sweep
void
ApplyMove (int fromX, int fromY, int toX, int toY, int promoChar, Board board)
{
- ChessSquare captured = board[toY][toX], piece, king, killed; int p, rookX, oldEP = EP_NONE, berolina = 0;
+ ChessSquare captured = board[toY][toX], piece, pawn, king, killed; int p, rookX, oldEP, epRank, 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 */
/* we can always do that 'in place', now pointers to these rights are passed to ApplyMove */
if(gameInfo.variant == VariantBerolina) berolina = EP_BEROLIN_A;
- oldEP = (signed char)board[EP_STATUS];
+ oldEP = (signed char)board[EP_FILE]; epRank = board[EP_RANK];
board[EP_STATUS] = EP_NONE;
board[EP_FILE] = board[EP_RANK] = 100;
}
}
- piece = board[fromY][fromX];
- if( piece == WhiteLance || piece == BlackLance ) {
+ pawn = board[fromY][fromX];
+ if( pawn == WhiteLance || pawn == BlackLance ) {
if( gameInfo.variant != VariantSuper && gameInfo.variant != VariantChu ) {
if(gameInfo.variant == VariantSpartan) board[EP_STATUS] = EP_PAWN_MOVE; // in Spartan no e.p. rights must be set
- else piece += WhiteLance - WhitePawn; // Lance is Pawn-like in most variants, so let Pawn code treat it by this kludge
+ else pawn += WhitePawn - WhiteLance; // Lance is Pawn-like in most variants, so let Pawn code treat it by this kludge
}
}
- if( piece == WhitePawn ) {
+ if( pawn == 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_STATUS] = toX;
}
} else
- if( piece == BlackPawn ) {
+ if( pawn == 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) {
&& (toX != fromX)
&& gameInfo.variant != VariantXiangqi
&& gameInfo.variant != VariantBerolina
- && (board[fromY][fromX] == WhitePawn)
+ && (pawn == WhitePawn)
&& (board[toY][toX] == EmptySquare)) {
board[fromY][fromX] = EmptySquare;
- board[toY][toX] = WhitePawn;
- if(toY == board[EP_RANK] - 128 + 1)
+ board[toY][toX] = piece;
+ if(toY == epRank - 128 + 1)
captured = board[toY - 2][toX], board[toY - 2][toX] = EmptySquare;
else
captured = board[toY - 1][toX], board[toY - 1][toX] = EmptySquare;
&& (toX != fromX)
&& gameInfo.variant != VariantXiangqi
&& gameInfo.variant != VariantBerolina
- && (board[fromY][fromX] == BlackPawn)
+ && (pawn == BlackPawn)
&& (board[toY][toX] == EmptySquare)) {
board[fromY][fromX] = EmptySquare;
- board[toY][toX] = BlackPawn;
- if(toY == board[EP_RANK] - 128 - 1)
+ board[toY][toX] = piece;
+ if(toY == epRank - 128 - 1)
captured = board[toY + 2][toX], board[toY + 2][toX] = EmptySquare;
else
captured = board[toY + 1][toX], board[toY + 1][toX] = EmptySquare;
AAA + x, ONE + y);
SendToICS(buf);
}
- } else {
+ } else if(boards[0][y][x] != DarkSquare) {
if(boards[0][y][x] != p) nonEmpty++;
boards[0][y][x] = p;
}