void
ApplyMove (int fromX, int fromY, int toX, int toY, int promoChar, Board board)
{
- ChessSquare captured = board[toY][toX], piece, pawn, king, killed, killed2; int p, rookX, oldEP, epRank, berolina = 0;
+ ChessSquare captured = board[toY][toX], piece, pawn, king, killed, killed2; int p, rookX, oldEP, epRank, epFile, 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_FILE]; epRank = board[EP_RANK];
+ oldEP = (signed char)board[EP_FILE]; epRank = board[EP_RANK]; epFile = board[EP_FILE];
board[EP_STATUS] = EP_NONE;
board[EP_FILE] = board[EP_RANK] = 100;
}
pawn = board[fromY][fromX];
+ if(pieceDesc[pawn] && strchr(pieceDesc[pawn], 'e')) { // piece with user-defined e.p. capture
+ if(captured == EmptySquare && toX == epFile && (toY == (epRank & 127) || toY + (pawn < BlackPawn ? -1 : 1) == epRank - 128)) {
+ captured = board[epRank + (pawn < BlackPawn ? -1 : 1)][oldEP & berolina-1]; // remove victim
+ board[epRank + (pawn < BlackPawn ? -1 : 1)][oldEP & berolina-1] = EmptySquare;
+ pawn = EmptySquare; // kludge to suppress old e.p. code
+ }
+ }
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