}
}
if(chattingPartner<0) // if not, look if there is a chatbox for this indivdual
- for(p=0; p<MAX_CHAT; p++) if(!strcasecmp(talker+1, chatPartner[p])) {
+ for(p=0; p<MAX_CHAT; p++) if(!StrCaseCmp(talker+1, chatPartner[p])) {
talker[0] = 0;
chattingPartner = p; break;
}
oldh = gameInfo.holdingsWidth,
oldv = gameInfo.variant;
- currentMove = forwardMostMove = backwardMostMove = 0;
if(appData.icsActive) shuffleOpenings = FALSE; // [HGM] shuffle: in ICS mode, only shuffle on ICS request
/* [AS] Initialize pv info list [HGM] and game status */
fprintf(debugFP, "Got premove: fromX %d,"
"fromY %d, toX %d, toY %d\n",
fromX, fromY, toX, toY);
+ if(!WhiteOnMove(currentMove) && gotPremove == 1) {
+ // [HGM] race: we must have been hit by an opponent move from the ICS while preparing the premove
+ if (appData.debugMode)
+ fprintf(debugFP, "Execute as normal move\n");
+ gotPremove = 0; break;
+ }
}
return ImpossibleMove;
}
fprintf(debugFP, "Got premove: fromX %d,"
"fromY %d, toX %d, toY %d\n",
fromX, fromY, toX, toY);
+ if(WhiteOnMove(currentMove) && gotPremove == 1) {
+ // [HGM] race: we must have been hit by an opponent move from the ICS while preparing the premove
+ if (appData.debugMode)
+ fprintf(debugFP, "Execute as normal move\n");
+ gotPremove = 0; break;
+ }
}
return ImpossibleMove;
}
*/
ChessMove moveType = UserMoveTest(fromX, fromY, toX, toY, promoChar);
if(appData.debugMode) fprintf(debugFP, "moveType 4 = %d, promochar = %x\n", moveType, promoChar);
- if(moveType != ImpossibleMove)
+ if(moveType == AmbiguousMove)
+ DrawPosition(FALSE, boards[currentMove]);
+ else if(moveType != ImpossibleMove)
FinishMove(moveType, fromX, fromY, toX, toY, promoChar);
}
}
#endif
if (pausing) PauseEvent();
+ if(appData.forceIllegal) {
+ // [HGM] illegal: machine refused move; force position after move into it
+ SendToProgram("force\n", cps);
+ if(!cps->useSetboard) { // hideous kludge on kludge, because SendBoard sucks.
+ // we have a real problem now, as SendBoard will use the a2a3 kludge
+ // when black is to move, while there might be nothing on a2 or black
+ // might already have the move. So send the board as if white has the move.
+ // But first we must change the stm of the engine, as it refused the last move
+ SendBoard(cps, 0); // always kludgeless, as white is to move on boards[0]
+ if(WhiteOnMove(forwardMostMove)) {
+ SendToProgram("a7a6\n", cps); // for the engine black still had the move
+ SendBoard(cps, forwardMostMove); // kludgeless board
+ } else {
+ SendToProgram("a2a3\n", cps); // for the engine white still had the move
+ CopyBoard(boards[forwardMostMove+1], boards[forwardMostMove]);
+ SendBoard(cps, forwardMostMove+1); // kludgeless board
+ }
+ } else SendBoard(cps, forwardMostMove); // FEN case, also sets stm properly
+ if(gameMode == MachinePlaysWhite || gameMode == MachinePlaysBlack ||
+ gameMode == TwoMachinesPlay)
+ SendToProgram("go\n", cps);
+ return;
+ } else
if (gameMode == PlayFromGameFile) {
/* Stop reading this game file */
gameMode = EditGame;
while(*r && *r != ',') r++; // path info is everything upto next ';' or end of string
c = *r; *r = 0; // temporarily null-terminate path info
*--q = 0; // strip of trailig ':' from name
- sprintf(buf, "egtbpath %s %s\n", name+1, s);
+ sprintf(buf, "egtpath %s %s\n", name+1, s);
*r = c;
SendToProgram(buf,cps); // send egtbpath command for this format
}
gameMode = BeginningOfGame;
ModeHighlight();
if(appData.icsActive) gameInfo.variant = VariantNormal;
+ currentMove = forwardMostMove = backwardMostMove = 0;
InitPosition(redraw);
for (i = 0; i < MAX_MOVES; i++) {
if (commentList[i] != NULL) {