From: H.G.Muller Date: Sat, 7 May 2016 10:06:51 +0000 (+0200) Subject: Allow engine to force user to make non-standard promotion X-Git-Url: http://winboard.nl/cgi-bin?a=commitdiff_plain;h=2b10b920d6b538dc57a08e3f709bcbf3f8cad235;p=xboard.git Allow engine to force user to make non-standard promotion The engine can now force an unexpected promotion on moves entered by the user, by marking the to-square of such a move in blue. Releasing a piece on such a blue square will then defer further processing of the move (after having send the 'put' command to the engine) until reception of a 'choice' command to specify what the piece should promote to. This solves problems in Maka Dai Dai Shogi, where a piece capturing a contageous piece would only be allowed to promote to its normal promoted form if the to-square was marked in purple (offering a P / +P toggle). --- diff --git a/backend.c b/backend.c index 79cc86c..a67ca7c 100644 --- a/backend.c +++ b/backend.c @@ -6702,6 +6702,8 @@ HasPromotionChoice (int fromX, int fromY, int toX, int toY, char *promoChoice, i !(fromX >=0 && fromY >= 0 && toX >= 0 && toY >= 0) ) // invalid move return FALSE; + if(legal[toY][toX] == 4) return FALSE; + piece = boards[currentMove][fromY][fromX]; if(gameInfo.variant == VariantChu) { promotionZoneSize = BOARD_HEIGHT/3; @@ -7403,6 +7405,7 @@ MarkByFEN(char *fen) int s = 0; marker[r][f] = 0; if(*fen == 'M') legal[r][f] = 2; else // request promotion choice + if(*fen == 'B') legal[r][f] = 4; else // request auto-promotion to victim if(*fen >= 'A' && *fen <= 'Z') legal[r][f] = 3; else if(*fen >= 'a' && *fen <= 'z') *fen += 'A' - 'a'; if(*fen == '/' && f > BOARD_LEFT) f = BOARD_LEFT, r--; else @@ -7537,12 +7540,13 @@ void ReportClick(char *action, int x, int y) } Boolean right; // instructs front-end to use button-1 events as if they were button 3 +Boolean deferChoice; void LeftClick (ClickType clickType, int xPix, int yPix) { int x, y; - Boolean saveAnimate; + static Boolean saveAnimate; static int second = 0, promotionChoice = 0, clearFlag = 0, sweepSelecting = 0, flashing = 0, saveFlash; char promoChoice = NULLCHAR; ChessSquare piece; @@ -7550,6 +7554,7 @@ LeftClick (ClickType clickType, int xPix, int yPix) if(flashing) return; + if(!deferChoice) { // when called for a retry, skip everything to the point where we left off x = EventToSquare(xPix, BOARD_WIDTH); y = EventToSquare(yPix, BOARD_HEIGHT); if (!flipView && y >= 0) { @@ -7897,10 +7902,18 @@ LeftClick (ClickType clickType, int xPix, int yPix) else ReportClick("put", x, y); if(gatingPiece != EmptySquare && gameInfo.variant == VariantSChess) promoChoice = ToLower(PieceToChar(gatingPiece)); + } if(legal[toY][toX] == 2) { // highlight-induced promotion if(piece == defaultPromoChoice) promoChoice = NULLCHAR; // deferral else promoChoice = ToLower(PieceToChar(defaultPromoChoice)); + } else if(legal[toY][toX] == 4) { // blue target square: engine must supply promotion choice + if(!*promoRestrict) { // but has not done that yet + deferChoice = TRUE; // set up retry for when it does + return; // and wait for that + } + promoChoice = ToLower(*promoRestrict); // force engine's choice + deferChoice = FALSE; } if (legal[toY][toX] == 2 && !appData.sweepSelect || HasPromotionChoice(fromX, fromY, toX, toY, &promoChoice, appData.sweepSelect)) { @@ -9170,9 +9183,13 @@ FakeBookMove: // [HGM] book: we jump here to simulate machine moves after book h } return; } - if(sscanf(message, "choice %s", promoRestrict) == 1 && promoSweep != EmptySquare) { - promoSweep = CharToPiece(currentMove&1 ? ToLower(*promoRestrict) : ToUpper(*promoRestrict)); - Sweep(0); + if(sscanf(message, "choice %s", promoRestrict) == 1) { + if(deferChoice) { + LeftClick(Press, 0, 0); // finish the click that was interrupted + } else if(promoSweep != EmptySquare) { + promoSweep = CharToPiece(currentMove&1 ? ToLower(*promoRestrict) : ToUpper(*promoRestrict)); + if(strlen(promoRestrict) > 1) Sweep(0); + } return; } /* [HGM] Allow engine to set up a position. Don't ask me why one would