if(buf_len >= 5 && buf[buf_len-5]=='\n' && buf[buf_len-4]=='\\' &&
buf[buf_len-3]==' ' && buf[buf_len-2]==' ' && buf[buf_len-1]==' ') {
buf_len -= 5; // [HGM] ICS: join continuation line of Lasker 2.2.3 server with previous
- buf[buf_len++] = ' '; // replace by space (assumes ICS does not break lines within word)
+ if(buf_len == 0 || buf[buf_len-1] != ' ')
+ buf[buf_len++] = ' '; // add space (assumes ICS does not break lines within word)
}
}
char lastLoadGameTitle[MSG_SIZ], lastLoadPositionTitle[MSG_SIZ];
ChessMove lastLoadGameStart = (ChessMove) 0;
-
ChessMove
-UserMoveTest(fromX, fromY, toX, toY, promoChar)
+UserMoveTest(fromX, fromY, toX, toY, promoChar, captureOwn)
int fromX, fromY, toX, toY;
int promoChar;
+ Boolean captureOwn;
{
ChessMove moveType;
ChessSquare pdown, pup;
if (fromX < 0 || fromY < 0) return ImpossibleMove;
- if ((fromX == toX) && (fromY == toY)) {
- return ImpossibleMove;
- }
/* [HGM] suppress all moves into holdings area and guard band */
if( toX < BOARD_LEFT || toX >= BOARD_RGHT || toY < 0 )
return ImpossibleMove;
/* [HGM] <sameColor> moved to here from winboard.c */
- /* note: this code seems to exist for filtering out some obviously illegal premoves */
+ /* note: capture of own piece can be legal as drag-drop premove. For click-click it is selection of new piece. */
pdown = boards[currentMove][fromY][fromX];
pup = boards[currentMove][toY][toX];
- if ( gameMode != EditPosition &&
+ if ( gameMode != EditPosition && !captureOwn &&
(WhitePawn <= pdown && pdown < BlackPawn &&
WhitePawn <= pup && pup < BlackPawn ||
BlackPawn <= pdown && pdown < EmptySquare &&
BlackPawn <= pup && pup < EmptySquare
) && !((gameInfo.variant == VariantFischeRandom || gameInfo.variant == VariantCapaRandom) &&
(pup == WhiteRook && pdown == WhiteKing && fromY == 0 && toY == 0||
- pup == BlackRook && pdown == BlackKing && fromY == BOARD_HEIGHT-1 && toY == BOARD_HEIGHT-1 )
+ pup == BlackRook && pdown == BlackKing && fromY == BOARD_HEIGHT-1 && toY == BOARD_HEIGHT-1 ||
+ pup == WhiteKing && pdown == WhiteRook && fromY == 0 && toY == 0|| // also allow RxK
+ pup == BlackKing && pdown == BlackRook && fromY == BOARD_HEIGHT-1 && toY == BOARD_HEIGHT-1 )
) )
- return ImpossibleMove;
+ return Comment;
/* Check if the user is playing in turn. This is complicated because we
let the user "pick up" a piece before it is his turn. So the piece he
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;
}
moveType = LegalityTest(boards[currentMove], PosFlags(currentMove),
epStatus[currentMove], castlingRights[currentMove],
fromY, fromX, toY, toX, promoChar);
-
/* [HGM] but possibly ignore an IllegalMove result */
if (appData.testLegality) {
if (moveType == IllegalMove || moveType == ImpossibleMove) {
FinishMove if the first part succeeded. Calls that do not need
to do anything in between, can call this routine the old way.
*/
- ChessMove moveType = UserMoveTest(fromX, fromY, toX, toY, promoChar);
+ ChessMove moveType = UserMoveTest(fromX, fromY, toX, toY, promoChar, FALSE);
if(appData.debugMode) fprintf(debugFP, "moveType 4 = %d, promochar = %x\n", moveType, promoChar);
if(moveType == AmbiguousMove)
DrawPosition(FALSE, boards[currentMove]);
- else if(moveType != ImpossibleMove)
+ else if(moveType != ImpossibleMove && moveType != Comment)
FinishMove(moveType, fromX, fromY, toX, toY, promoChar);
}
0, 1);
return;
}
- SwitchClocks();
- timeRemaining[0][forwardMostMove+1] = whiteTimeRemaining;
- timeRemaining[1][forwardMostMove+1] = blackTimeRemaining;
if (commentList[forwardMostMove+1] != NULL) {
free(commentList[forwardMostMove+1]);
commentList[forwardMostMove+1] = NULL;
ApplyMove(fromX, fromY, toX, toY, promoChar, boards[forwardMostMove+1],
castlingRights[forwardMostMove+1], &epStatus[forwardMostMove+1]);
forwardMostMove++; // [HGM] bare: moved to after ApplyMove, to make sure clock interrupt finds complete board
+ SwitchClocks(); // uses forwardMostMove, so must be done after incrementing it !
+ timeRemaining[0][forwardMostMove] = whiteTimeRemaining;
+ timeRemaining[1][forwardMostMove] = blackTimeRemaining;
gameInfo.result = GameUnfinished;
if (gameInfo.resultDetails != NULL) {
free(gameInfo.resultDetails);