#define FALSE 0\r
#endif\r
\r
+#define UNKNOWN -1 /* [HGM] nps */\r
+\r
#if !HAVE_RANDOM\r
# if HAVE_RAND48\r
# define srandom srand48\r
\r
/* End compatibility grunge */\r
\r
-#define PROTOVER 2 /* engine protocol version */\r
+#define PROTOVER 2 /* engine protocol version */
+
+// [HGM] license: Messages that engines must print to satisfy their license requirements for patented variants\r
+#define GOTHIC "Gothic Chess (see www.GothicChess.com) is licensed under U.S. Patent #6,481,716 by Ed Trice"\r
+#define NOFALCON "Falcon Chess (see www.chessvariants.com) is licensed under U.S. Patent #5,690,334 by George W. Duke"\r
\r
/* [HGM] Some notes about board sizes:\r
In games that allow piece drops, the holdings are considered part of the\r
#define ZIPPY_GAME_START ""\r
#define ZIPPY_ADJOURN FALSE\r
#define ZIPPY_ABORT FALSE\r
-#define ZIPPY_VARIANTS "normal"\r
+#define ZIPPY_VARIANTS "normal,fischerandom,crazyhouse,losers,suicide,3checks,twokings,bughouse,shatranj"\r
#define ZIPPY_MAX_GAMES 0\r
#define ZIPPY_REPLAY_TIMEOUT 120\r
\r
/* only the first N pieces can go into the holdings, and */\r
/* promotions in those variants shift P-W to U-S */\r
WhitePawn, WhiteKnight, WhiteBishop, WhiteRook, WhiteQueen, \r
- WhiteFerz, WhiteWazir, WhiteAlfil, WhiteMan, WhiteCannon, WhiteUnicorn,\r
- WhiteNightrider, WhiteCardinal, WhiteMarshall, WhiteGrasshopper,\r
- WhiteSilver, WhiteKing,\r
+ WhiteFerz, WhiteAlfil, WhiteAngel, WhiteMarshall, WhiteWazir, WhiteMan, \r
+ WhiteCannon, WhiteNightrider, WhiteCardinal, WhiteDragon, WhiteGrasshopper,\r
+ WhiteSilver, WhiteFalcon, WhiteLance, WhiteCobra, WhiteUnicorn, WhiteKing,\r
BlackPawn, BlackKnight, BlackBishop, BlackRook, BlackQueen,\r
- BlackFerz, BlackWazir, BlackAlfil, BlackMan, BlackCannon, BlackUnicorn,\r
- BlackNightrider, BlackCardinal, BlackMarshall, BlackGrasshopper,\r
- BlackSilver, BlackKing,\r
+ BlackFerz, BlackAlfil, BlackAngel, BlackMarshall, BlackWazir, BlackMan, \r
+ BlackCannon, BlackNightrider, BlackCardinal, BlackDragon, BlackGrasshopper,\r
+ BlackSilver, BlackFalcon, BlackLance, BlackCobra, BlackUnicorn, BlackKing,\r
EmptySquare, \r
ClearBoard, WhitePlay, BlackPlay, PromotePiece, DemotePiece /*for use on EditPosition menus*/\r
} ChessSquare;\r
/* [HGM] some macros that can be used as prefixes to convert piece types */\r
#define WHITE_TO_BLACK (int)BlackPawn - (int)WhitePawn + (int)\r
#define BLACK_TO_WHITE (int)WhitePawn - (int)BlackPawn + (int)\r
-#define PROMOTED (int)WhiteUnicorn - (int)WhitePawn + (int)\r
-#define DEMOTED (int)WhitePawn - (int)WhiteUnicorn + (int)\r
+#define PROMOTED (int)WhiteDragon - (int)WhiteRook + (int)\r
+#define DEMOTED (int)WhiteRook - (int)WhiteDragon + (int)\r
#define SHOGI (int)EmptySquare + (int)\r
\r
\r
BlackHSideCastleFR, BlackASideCastleFR, \r
WhitePromotionKnight, WhitePromotionBishop,\r
WhitePromotionRook, WhitePromotionQueen, WhitePromotionKing,\r
- WhitePromotionChancellor, WhitePromotionArchbishop,\r
+ WhitePromotionChancellor, WhitePromotionArchbishop, WhitePromotionCentaur,\r
BlackPromotionKnight, BlackPromotionBishop,\r
BlackPromotionRook, BlackPromotionQueen, BlackPromotionKing,\r
- BlackPromotionChancellor, BlackPromotionArchbishop,\r
+ BlackPromotionChancellor, BlackPromotionArchbishop, BlackPromotionCentaur,\r
WhiteCapturesEnPassant, BlackCapturesEnPassant,\r
WhiteDrop, BlackDrop, \r
NormalMove, AmbiguousMove, IllegalMove, ImpossibleMove,\r
VariantCapablanca,\r
VariantKnightmate,\r
VariantFairy, \r
- VariantShowgi,\r
+ VariantCylinder,\r
+ VariantFalcon,\r
+ VariantCapaRandom,\r
+ VariantBerolina,\r
+ VariantJanus,\r
+ VariantSuper,\r
+ VariantGreat,\r
VariantUnknown /* Catchall for other unknown variants */\r
} VariantClass;\r
\r
"capablanca", \\r
"knightmate", \\r
"fairy", \\r
- "showgi", \\r
+ "cylinder", \\r
+ "falcon",\\r
+ "caparandom",\\r
+ "berolina",\\r
+ "janus",\\r
+ "super",\\r
+ "great",\\r
"unknown" \\r
}\r
\r
int firstProtocolVersion;\r
int secondProtocolVersion;\r
Boolean showButtonBar;\r
+ Boolean icsEngineAnalyze; \r
\r
/* [AS] New properties (down to the "ZIPPY" part) */\r
Boolean firstScoreIsAbsolute; /* If true, engine score is always from white side */\r
int zippyMaxGames;\r
int zippyReplayTimeout; /*seconds*/\r
#endif\r
+\r
+ char *serverMovesName;\r
+ Boolean suppressLoadMoves;\r
+ int serverPause;\r
+ int firstTimeOdds;\r
+ int secondTimeOdds;\r
+ int timeOddsMode;\r
+ int firstAccumulateTC;\r
+ int secondAccumulateTC;\r
+ int firstNPS;\r
+ int secondNPS;\r
+ Boolean autoKibitz;\r
+ int engineComments;\r
+ char *userName;\r
+ int rewindIndex; /* [HGM] autoinc */\r
+ int sameColorGames; /* [HGM] alternate */\r
+ int smpCores; /* [HGM] SMP */\r
+ char *egtFormats;\r
+ int niceEngines; /* [HGM] nice */\r
+ char *firstLogo; /* [HGM] logo */\r
+ char *secondLogo;\r
+ Boolean autoLogo;\r
+ Boolean noGUI; /* [HGM] fast: suppress all display updates */\r
} AppData, *AppDataPtr;\r
\r
/* [AS] PGN tags (for showing in the game list) */\r