shogivar-C-port-1.55b/0000755000175000017500000000000012426003113011563 500000000000000shogivar-C-port-1.55b/INSTALL0000644000175000017500000003661012302342414012545 00000000000000Installation Instructions ************************* Copyright (C) 1994-1996, 1999-2002, 2004-2013 Free Software Foundation, Inc. Copying and distribution of this file, with or without modification, are permitted in any medium without royalty provided the copyright notice and this notice are preserved. This file is offered as-is, without warranty of any kind. Basic Installation ================== Briefly, the shell command `./configure && make && make install' should configure, build, and install this package. The following more-detailed instructions are generic; see the `README' file for instructions specific to this package. Some packages provide this `INSTALL' file but do not implement all of the features documented below. The lack of an optional feature in a given package is not necessarily a bug. 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Run `configure --help' for more details. shogivar-C-port-1.55b/gtk/0000755000175000017500000000000012426003113012350 500000000000000shogivar-C-port-1.55b/gtk/xoptions.c0000644000175000017500000016772512402421572014350 00000000000000/* * xoptions.c -- generic dialog creator * * Copyright 2000, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc. * ------------------------------------------------------------------------ * * GNU XBoard is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or (at * your option) any later version. * * GNU XBoard is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://www.gnu.org/licenses/. * * *------------------------------------------------------------------------ ** See the file ChangeLog for a revision history. */ // [HGM] this file is the counterpart of woptions.c, containing xboard popup menus // similar to those of WinBoard, to set the most common options interactively. #include "config.h" #include #include #include #include #if STDC_HEADERS # include # include #else /* not STDC_HEADERS */ extern char *getenv(); # if HAVE_STRING_H # include # else /* not HAVE_STRING_H */ # include # endif /* not HAVE_STRING_H */ #endif /* not STDC_HEADERS */ #if HAVE_UNISTD_H # include #endif #include #include #include #include #include #ifdef __APPLE__ # include #endif #include "common.h" #include "gui.h" #include "dialogs.h" #include "menus.h" #include "gettext.h" #ifdef ENABLE_NLS # define _(s) gettext (s) # define N_(s) gettext_noop (s) #else # define _(s) (s) # define N_(s) s #endif // [HGM] the following code for makng menu popups was cloned from the FileNamePopUp routines static void *currentCps; static Option *currentOption; static Boolean browserUp; static GdkPixbuf *iconsGTK[8]; void UnCaret () { #ifdef TODO_GTK Arg args[2]; if(previous) { XtSetArg(args[0], XtNdisplayCaret, False); XtSetValues(previous, args, 1); } previous = NULL; #endif } #ifdef TODO_GTK void SetFocus (Widget w, XtPointer data, XEvent *event, Boolean *b) { Arg args[2]; char *s; int j; UnCaret(); XtSetArg(args[0], XtNstring, &s); XtGetValues(w, args, 1); j = 1; XtSetArg(args[0], XtNdisplayCaret, True); if(!strchr(s, '\n') && strlen(s) < 80) XtSetArg(args[1], XtNinsertPosition, strlen(s)), j++; XtSetValues(w, args, j); XtSetKeyboardFocus((Widget) data, w); previous = w; } #endif void BoardFocus () { #ifdef TODO_GTK XtSetKeyboardFocus(shellWidget, formWidget); #endif } //--------------------------- Engine-specific options menu ---------------------------------- int dialogError; Option *dialogOptions[NrOfDialogs]; #ifdef TODO_GTK static Arg layoutArgs[] = { { XtNborderWidth, 0 }, { XtNdefaultDistance, 0 }, }; static Arg formArgs[] = { { XtNborderWidth, 0 }, { XtNresizable, (XtArgVal) True }, }; #endif void MarkMenuItem (char *menuRef, int state) { MenuItem *item = MenuNameToItem(menuRef); if(item && item->handle) { ((GtkCheckMenuItem *) (item->handle))->active = state; } } void GetWidgetTextGTK(GtkWidget *w, char **buf) { GtkTextIter start; GtkTextIter end; if (GTK_IS_ENTRY(w)) { *buf = (char *) gtk_entry_get_text(GTK_ENTRY (w)); } else if (GTK_IS_TEXT_BUFFER(w)) { gtk_text_buffer_get_start_iter(GTK_TEXT_BUFFER(w), &start); gtk_text_buffer_get_end_iter(GTK_TEXT_BUFFER(w), &end); *buf = gtk_text_buffer_get_text(GTK_TEXT_BUFFER(w), &start, &end, FALSE); } else { printf("error in GetWidgetText, invalid widget\n"); *buf = NULL; } } void GetWidgetText (Option *opt, char **buf) { int x; static char val[12]; switch(opt->type) { case Fractional: case FileName: case PathName: case TextBox: GetWidgetTextGTK((GtkWidget *) opt->handle, buf); break; case Spin: x = gtk_spin_button_get_value (GTK_SPIN_BUTTON(opt->handle)); snprintf(val, 12, "%d", x); *buf = val; break; default: printf("unexpected case (%d) in GetWidgetText\n", opt->type); *buf = NULL; } } void SetSpinValue(Option *opt, char *val, int n) { if (opt->type == Spin) { if (!strcmp(val, _("Unused"))) gtk_widget_set_sensitive(opt->handle, FALSE); else { gtk_widget_set_sensitive(opt->handle, TRUE); gtk_spin_button_set_value(opt->handle, atoi(val)); } } else printf("error in SetSpinValue, unknown type %d\n", opt->type); } void SetWidgetTextGTK(GtkWidget *w, char *text) { if (GTK_IS_ENTRY(w)) { gtk_entry_set_text (GTK_ENTRY (w), text); } else if (GTK_IS_TEXT_BUFFER(w)) { gtk_text_buffer_set_text(GTK_TEXT_BUFFER(w), text, -1); } else printf("error: SetWidgetTextGTK arg is neitherGtkEntry nor GtkTextBuffer\n"); } void SetWidgetText (Option *opt, char *buf, int n) { switch(opt->type) { case Fractional: case FileName: case PathName: case TextBox: SetWidgetTextGTK((GtkWidget *) opt->handle, buf); break; case Spin: SetSpinValue(opt, buf, n); break; default: printf("unexpected case (%d) in GetWidgetText\n", opt->type); } #ifdef TODO_GTK // focus is automatic in GTK? if(n >= 0) SetFocus(opt->handle, shells[n], NULL, False); #endif } void GetWidgetState (Option *opt, int *state) { *state = gtk_toggle_button_get_active(opt->handle); } void SetWidgetState (Option *opt, int state) { gtk_toggle_button_set_active(opt->handle, state); } void SetWidgetLabel (Option *opt, char *buf) { if(opt->type == Button) // Chat window uses this routine for changing button labels gtk_button_set_label(opt->handle, buf); else gtk_label_set_text(opt->handle, buf); } void DrawWidgetIcon (Option *opt, int nIcon) { // as we are already in GTK front-end, so do GTK-stuff here if( nIcon != 0 ) gtk_image_set_from_pixbuf(GTK_IMAGE(opt->handle), GDK_PIXBUF(iconsGTK[nIcon])); } void SetDialogTitle (DialogClass dlg, char *title) { gtk_window_set_title(GTK_WINDOW(shells[dlg]), title); } void SetListBoxItem (GtkListStore *store, int n, char *msg) { GtkTreeIter iter; GtkTreePath *path = gtk_tree_path_new_from_indices(n, -1); gtk_tree_model_get_iter(GTK_TREE_MODEL (store), &iter, path); gtk_tree_path_free(path); gtk_list_store_set(store, &iter, 0, msg, -1); } void LoadListBox (Option *opt, char *emptyText, int n1, int n2) { char **data = (char **) (opt->target); GtkWidget *list = (GtkWidget *) (opt->handle); GtkTreeModel *model = gtk_tree_view_get_model(GTK_TREE_VIEW(list)); GtkListStore *store = GTK_LIST_STORE(model); GtkTreeIter iter; if(n1 >= 0 && n2 >= 0) { SetListBoxItem(store, n1, data[n1]); SetListBoxItem(store, n2, data[n2]); return; } if (gtk_tree_model_get_iter_first(model, &iter)) gtk_list_store_clear(store); while(*data) { // add elements to listbox one by one gtk_list_store_append(store, &iter); gtk_list_store_set(store, &iter, 0, *data++, -1); // 0 = first column } } void HighlightItem (Option *opt, int index, int scroll) { GtkWidget *list = (GtkWidget *) (opt->handle); GtkTreeSelection *selection = gtk_tree_view_get_selection(GTK_TREE_VIEW(list)); GtkTreePath *path = gtk_tree_path_new_from_indices(index, -1); gtk_tree_selection_select_path(selection, path); if(scroll) gtk_tree_view_scroll_to_cell(GTK_TREE_VIEW(list), path, NULL, 0, 0, 0); gtk_tree_path_free(path); } void HighlightListBoxItem (Option *opt, int index) { HighlightItem (opt, index, FALSE); } void HighlightWithScroll (Option *opt, int index, int max) { HighlightItem (opt, index, TRUE); // ignore max } void ScrollToCursor (Option *opt, int caretPos) { static GtkTextIter iter; GtkTextMark *mark = gtk_text_buffer_get_mark((GtkTextBuffer *) opt->handle, "scrollmark"); gtk_text_buffer_get_iter_at_offset((GtkTextBuffer *) opt->handle, &iter, caretPos); gtk_text_buffer_move_mark((GtkTextBuffer *) opt->handle, mark, &iter); gtk_text_view_scroll_to_mark((GtkTextView *) opt->textValue, mark, 0.0, 0, 0.5, 0.5); } int SelectedListBoxItem (Option *opt) { int i; char *value, **data = (char **) (opt->target); GtkWidget *list = (GtkWidget *) (opt->handle); GtkTreeSelection *selection = gtk_tree_view_get_selection(GTK_TREE_VIEW(list)); GtkTreeModel *model; GtkTreeIter iter; if (!gtk_tree_selection_get_selected(GTK_TREE_SELECTION(selection), &model, &iter)) return -1; gtk_tree_model_get(model, &iter, 0, &value, -1); for(i=0; data[i]; i++) if(!strcmp(data[i], value)) return i; g_free(value); return -1; } void ReadIcon (gchar *svgFilename, int iconNr) { iconsGTK[iconNr] = gdk_pixbuf_new_from_file(svgFilename, NULL); } void NewCursor (Option *opt, char *src) { static GdkCursor *cursor; GdkDisplay *gdisp = gdk_display_get_default(); if (gdisp == NULL) return; // if(!cursor) cursor = gdk_cursor_new_from_pixbuf(gdisp, GDK_PIXBUF(iconsGTK[3]), 0, 0); if(!cursor) cursor = gdk_cursor_new_for_display(gdisp, GDK_FLEUR); gdk_window_set_cursor(((GtkWidget*) opt->handle)->window, src ? cursor : NULL); } void FocusOnWidget (Option *opt, DialogClass dlg) { UnCaret(); #ifdef TODO_GTK XtSetKeyboardFocus(shells[dlg], opt->handle); #endif if(dlg) gtk_window_present(GTK_WINDOW(shells[dlg])); gtk_widget_grab_focus(opt->handle); } void SetIconName (DialogClass dlg, char *name) { #ifdef TODO_GTK Arg args[16]; int j = 0; XtSetArg(args[j], XtNiconName, (XtArgVal) name); j++; // XtSetArg(args[j], XtNtitle, (XtArgVal) name); j++; XtSetValues(shells[dlg], args, j); #endif } void ComboSelect(GtkWidget *widget, gpointer addr) { Option *opt = dialogOptions[((intptr_t)addr)>>8]; // applicable option list gint i = ((intptr_t)addr) & 255; // option number gint g; g = gtk_combo_box_get_active(GTK_COMBO_BOX(widget)); values[i] = g; // store in temporary, for transfer at OK #if TODO_GTK // Note: setting text on button is probably automatic // Is this still needed? Could be all comboboxes that needed a callbak are now listboxes! #endif if(opt[i].type == Graph || opt[i].min & COMBO_CALLBACK && (!currentCps || shellUp[BrowserDlg])) { ((ButtonCallback*) opt[i].target)(i); return; } } #ifdef TODO_GTK Widget CreateMenuItem (Widget menu, char *msg, XtCallbackProc CB, int n) { int j=0; Widget entry; Arg args[16]; XtSetArg(args[j], XtNleftMargin, 20); j++; XtSetArg(args[j], XtNrightMargin, 20); j++; if(!strcmp(msg, "----")) { XtCreateManagedWidget(msg, smeLineObjectClass, menu, args, j); return NULL; } XtSetArg(args[j], XtNlabel, msg); entry = XtCreateManagedWidget("item", smeBSBObjectClass, menu, args, j+1); XtAddCallback(entry, XtNcallback, CB, (caddr_t)(intptr_t) n); return entry; } #endif static void MenuSelect (gpointer addr) // callback for all combo items { Option *opt = dialogOptions[((intptr_t)addr)>>24]; // applicable option list int i = ((intptr_t)addr)>>16 & 255; // option number int j = 0xFFFF & (intptr_t) addr; values[i] = j; // store selected value in Option struct, for retrieval at OK ((ButtonCallback*) opt[i].target)(i); } static GtkWidget * CreateMenuPopup (Option *opt, int n, int def) { // fromList determines if the item texts are taken from a list of strings, or from a menu table int i; GtkWidget *menu, *entry; MenuItem *mb = (MenuItem *) opt->choice; menu = gtk_menu_new(); // menu = XtCreatePopupShell(opt->name, simpleMenuWidgetClass, parent, NULL, 0); for (i=0; 1; i++) { char *msg = mb[i].string; if(!msg) break; #ifdef __APPLE__ if(!strcmp(msg, "Quit ")) continue; // Quit item will appear automatically in App menu if(!strcmp(msg, "About XBoard")) msg = "About"; // 'XBoard' will be appended automatically when moved to App menu 1st item #endif if(!strcmp(msg, "ICS Input Box")) { mb[i].handle = NULL; continue; } // suppress ICS Input Box in GTK if(strcmp(msg, "----")) { // if(!(opt->min & NO_GETTEXT)) msg = _(msg); if(mb[i].type) { entry = gtk_check_menu_item_new_with_label(msg); // should be used for items that can be checkmarked if(mb[i].type == RADIO) gtk_check_menu_item_set_draw_as_radio(GTK_CHECK_MENU_ITEM(entry), True); } else entry = gtk_menu_item_new_with_label(msg); gtk_signal_connect_object (GTK_OBJECT (entry), "activate", GTK_SIGNAL_FUNC(MenuSelect), (gpointer) (intptr_t) ((n<<16)+i)); if(mb[i].accel) { guint accelerator_key; GdkModifierType accelerator_mods; gtk_accelerator_parse(mb[i].accel, &accelerator_key, &accelerator_mods); #ifdef __APPLE__ if(accelerator_mods & GDK_CONTROL_MASK) { // in OSX use Meta where Linux uses Ctrl accelerator_mods &= ~GDK_CONTROL_MASK; // clear Ctrl flag accelerator_mods |= GDK_META_MASK; // set Meta flag } #endif gtk_widget_add_accelerator (GTK_WIDGET(entry), "activate",GtkAccelerators, accelerator_key, accelerator_mods, GTK_ACCEL_VISIBLE); } } else entry = gtk_separator_menu_item_new(); gtk_widget_show(entry); gtk_menu_append(GTK_MENU (menu), entry); //CreateMenuItem(menu, opt->min & NO_GETTEXT ? msg : _(msg), (XtCallbackProc) ComboSelect, (n<<16)+i); mb[i].handle = (void*) entry; // save item ID, for enabling / checkmarking // if(i==def) { // XtSetArg(arg, XtNpopupOnEntry, entry); // XtSetValues(menu, &arg, 1); // } } return menu; } Option *icsBox; // kludge to distinguish type-in callback from input-box callback void CursorAtEnd (Option *opt) { gtk_editable_set_position(opt->handle, -1); } static gboolean ICSKeyEvent (int keyval) { // TODO_GTK: arrow-handling should really be integrated in type-in proc, and this should be a back-end OK handler switch(keyval) { // case GDK_Return: IcsKey(0); return TRUE; // case GDK_Up: IcsKey(1); return TRUE; // case GDK_Down: IcsKey(-1); return TRUE; default: return FALSE; } } int shiftState, controlState; static gboolean TypeInProc (GtkWidget *widget, GdkEventKey *event, gpointer gdata) { // This callback catches key presses on text-entries, and uses and as synonyms for dialog OK or Cancel // *** kludge alert *** If a dialog does want some other action, like sending the line typed in the text-entry to an ICS, // it should define an OK handler that does so, and returns FALSE to suppress the popdown. int n = (intptr_t) gdata; int dlg = n >> 16; Option *opt; n &= 0xFFFF; opt = &dialogOptions[dlg][n]; if(opt == icsBox) return ICSKeyEvent(event->keyval); // Intercept ICS Input Box, which needs special treatment shiftState = event->state & GDK_SHIFT_MASK; controlState = event->state & GDK_CONTROL_MASK; switch(event->keyval) { // case 'n': return (controlState && IcsHist(14, opt, dlg)); // case 'o': return (controlState && IcsHist(15, opt, dlg)); // case GDK_Tab: IcsHist(10, opt, dlg); break; // case GDK_Up: IcsHist(1, opt, dlg); break; // case GDK_Down: IcsHist(-1, opt, dlg); break; case GDK_Return: if(GenericReadout(dialogOptions[dlg], -1)) PopDown(dlg); break; case GDK_Escape: /* if(!IcsHist(33, opt, dlg)) */ PopDown(dlg); break; default: return FALSE; } return TRUE; } void HighlightText (Option *opt, int from, int to, Boolean highlight) { # define INIT 0x8000 static GtkTextIter start, end; if(!(opt->min & INIT)) { opt->min |= INIT; // each memo its own init flag! gtk_text_buffer_create_tag(opt->handle, "highlight", "background", "yellow", NULL); gtk_text_buffer_create_tag(opt->handle, "normal", "background", "white", NULL); } gtk_text_buffer_get_iter_at_offset(opt->handle, &start, from); gtk_text_buffer_get_iter_at_offset(opt->handle, &end, to); gtk_text_buffer_apply_tag_by_name(opt->handle, highlight ? "highlight" : "normal", &start, &end); } static char **names; static int curFG, curBG, curAttr; static GdkColor backgroundColor; void SetTextColor(char **cnames, int fg, int bg, int attr) { if(fg < 0) fg = 0; if(bg < 0) bg = 7; names = cnames; curFG = fg; curBG = bg, curAttr = attr; if(attr == -2) { // background color of ICS console. gdk_color_parse(cnames[bg&7], &backgroundColor); curAttr = 0; } } void AppendColorized (Option *opt, char *s, int count) { static GtkTextIter end; static GtkTextTag *fgTags[8], *bgTags[8], *font, *bold, *normal, *attr = NULL; if(!font) { font = gtk_text_buffer_create_tag(opt->handle, NULL, "font", "Monospace normal", NULL); gtk_widget_modify_base(GTK_WIDGET(opt->textValue), GTK_STATE_NORMAL, &backgroundColor); } gtk_text_buffer_get_end_iter(GTK_TEXT_BUFFER(opt->handle), &end); if(names) { if(curAttr == 1) { if(!bold) bold = gtk_text_buffer_create_tag(opt->handle, NULL, "weight", PANGO_WEIGHT_BOLD, NULL); attr = bold; } else { if(!normal) normal = gtk_text_buffer_create_tag(opt->handle, NULL, "weight", PANGO_WEIGHT_NORMAL, NULL); attr = normal; } if(!fgTags[curFG]) { fgTags[curFG] = gtk_text_buffer_create_tag(opt->handle, NULL, "foreground", names[curFG], NULL); } if(!bgTags[curBG]) { bgTags[curBG] = gtk_text_buffer_create_tag(opt->handle, NULL, "background", names[curBG], NULL); } gtk_text_buffer_insert_with_tags(opt->handle, &end, s, count, fgTags[curFG], bgTags[curBG], font, attr, NULL); } else gtk_text_buffer_insert_with_tags(opt->handle, &end, s, count, font, NULL); } void Show (Option *opt, int hide) { if(hide) gtk_widget_hide(opt->handle); else gtk_widget_show(opt->handle); } int ShiftKeys () { // bassic primitive for determining if modifier keys are pressed return 3*(shiftState != 0) + 0xC*(controlState != 0); // rely on what last mouse button press left us } static gboolean MemoEvent(GtkWidget *widget, GdkEvent *event, gpointer gdata) { // handle mouse clicks on text widgets that need it int w, h; int button=10, f=1; Option *memo = (Option *) gdata; MemoCallback *userHandler = (MemoCallback *) memo->choice; GdkEventButton *bevent = (GdkEventButton *) event; GdkEventMotion *mevent = (GdkEventMotion *) event; GtkTextIter start, end; String val = NULL; gboolean res; gint index = 0, x, y; switch(event->type) { // figure out what's up case GDK_MOTION_NOTIFY: f = 0; w = mevent->x; h = mevent->y; break; case GDK_BUTTON_RELEASE: f = -1; // release indicated by negative button numbers w = bevent->x; h = bevent->y; button = bevent->button; break; case GDK_BUTTON_PRESS: w = bevent->x; h = bevent->y; button = bevent->button; shiftState = bevent->state & GDK_SHIFT_MASK; controlState = bevent->state & GDK_CONTROL_MASK; if(memo->type == Label) { // only clock widgets use this ((ButtonCallback*) memo->target)(button == 1 ? memo->value : -memo->value); return TRUE; } if(memo->value == 250 // kludge to recognize ICS Console and Chat panes && gtk_text_buffer_get_selection_bounds(memo->handle, NULL, NULL) ) { printf("*** selected\n"); gtk_text_buffer_get_selection_bounds(memo->handle, &start, &end); // only return selected text index = -1; // kludge to indicate omething was selected } else { // GTK_TODO: is this really the most efficient way to get the character at the mouse cursor??? gtk_text_view_window_to_buffer_coords(GTK_TEXT_VIEW(widget), GTK_TEXT_WINDOW_WIDGET, w, h, &x, &y); gtk_text_view_get_iter_at_location(GTK_TEXT_VIEW(widget), &start, x, y); gtk_text_buffer_place_cursor(memo->handle, &start); /* get cursor position into index */ g_object_get(memo->handle, "cursor-position", &index, NULL); /* take complete contents */ gtk_text_buffer_get_start_iter (memo->handle, &start); gtk_text_buffer_get_end_iter (memo->handle, &end); } /* get text from textbuffer */ val = gtk_text_buffer_get_text (memo->handle, &start, &end, FALSE); break; default: return FALSE; // should not happen } button *= f; // hand click parameters as well as text & location to user res = (userHandler) (memo, button, w, h, val, index); if(val) g_free(val); return res; } void AddHandler (Option *opt, DialogClass dlg, int nr) { switch(nr) { case 0: // history (now uses generic textview callback) case 1: // comment (likewise) break; case 3: // input box icsBox = opt; case 2: // move type-in g_signal_connect(opt->handle, "key-press-event", G_CALLBACK (TypeInProc), (gpointer) (dlg<<16 | (opt - dialogOptions[dlg]))); break; case 5: // game list // g_signal_connect(opt->handle, "button-press-event", G_CALLBACK (GameListEvent), (gpointer) 0 ); case 4: // game-list filter // g_signal_connect(opt->handle, "key-press-event", G_CALLBACK (GameListEvent), (gpointer) (intptr_t) nr ); break; case 6: // engine output (uses generic textview callback) break; } } //----------------------------Generic dialog -------------------------------------------- // cloned from Engine Settings dialog (and later merged with it) GtkWidget *shells[NrOfDialogs]; DialogClass parents[NrOfDialogs]; WindowPlacement wpTags; WindowPlacement *wp[NrOfDialogs] = { // Beware! Order must correspond to DialogClass enum NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL }; int DialogExists (DialogClass n) { // accessor for use in back-end return shells[n] != NULL; } void RaiseWindow (DialogClass dlg) { #ifdef TODO_GTK static XEvent xev; Window root = RootWindow(xDisplay, DefaultScreen(xDisplay)); Atom atom = XInternAtom (xDisplay, "_NET_ACTIVE_WINDOW", False); xev.xclient.type = ClientMessage; xev.xclient.serial = 0; xev.xclient.send_event = True; xev.xclient.display = xDisplay; xev.xclient.window = XtWindow(shells[dlg]); xev.xclient.message_type = atom; xev.xclient.format = 32; xev.xclient.data.l[0] = 1; xev.xclient.data.l[1] = CurrentTime; XSendEvent (xDisplay, root, False,static gboolean MemoEvent(GtkWidget *widget, GdkEvent *event, gpointer gdata) SubstructureRedirectMask | SubstructureNotifyMask, &xev); XFlush(xDisplay); XSync(xDisplay, False); #endif } void Destroy(DialogClass n) { if(!shells[n]) return; gtk_widget_destroy(shells[n]); shells[n] = NULL; } int PopDown (DialogClass n) { //Arg args[10]; if (!shellUp[n] || !shells[n]) return 0; if(n && wp[n]) { // remember position GetActualPlacement(shells[n], wp[n]); } gtk_widget_hide(shells[n]); shellUp[n]--; // count rather than clear if(n == 0 || n >= PromoDlg && n != BoardDlg) { gtk_widget_destroy(shells[n]); shells[n] = NULL; } if(marked[n]) { MarkMenuItem(marked[n], False); marked[n] = NULL; } if(!n) currentCps = NULL; // if an Engine Settings dialog was up, we must be popping it down now currentOption = dialogOptions[TransientDlg]; // just in case a transient dialog was up (to allow its check and combo callbacks to work) #ifdef TODO_GTK RaiseWindow(parents[n]); // automatic in GTK? if(parents[n] == RootWindow) XtSetKeyboardFocus(shellWidget, formWidget); // also automatic??? #endif return 1; } /* GTK callback used when OK/cancel clicked in genericpopup for non-modal dialog */ gboolean GenericPopDown(w, resptype, gdata) GtkWidget *w; GtkResponseType resptype; gpointer gdata; { DialogClass dlg = (intptr_t) gdata; /* dialog number dlgnr */ GtkWidget *sh = shells[dlg]; currentOption = dialogOptions[dlg]; #ifdef TODO_GTK // I guess BrowserDlg will be abandoned, as GTK has a better browser of its own if(shellUp[BrowserDlg] && dlg != BrowserDlg || dialogError) return True; // prevent closing dialog when it has an open file-browse daughter #else if(browserUp || dialogError && dlg != FatalDlg || dlg == MasterDlg && shellUp[TransientDlg]) return True; // prevent closing dialog when it has an open file-browse, transient or error-popup daughter #endif shells[dlg] = w; // make sure we pop down the right one in case of multiple instances /* OK pressed */ if (resptype == GTK_RESPONSE_ACCEPT) { if (GenericReadout(currentOption, -1)) PopDown(dlg); return TRUE; } else /* cancel pressed */ { if(dlg == BoardDlg) return TRUE; // ShogiVar: Board ignores window-close if(dlg == RootWindow) exit(0); // ShogiVar: Quit without config save PopDown(dlg); } shells[dlg] = sh; // restore return TRUE; } int AppendText(Option *opt, char *s) { char *v; int len; GtkTextIter end; GetWidgetTextGTK(opt->handle, &v); len = strlen(v); g_free(v); gtk_text_buffer_get_end_iter(GTK_TEXT_BUFFER(opt->handle), &end); gtk_text_buffer_insert(opt->handle, &end, s, -1); return len; } void SetColor (char *colorName, Option *box) { // sets the color of a widget GdkColor color; /* set the colour of the colour button to the colour that will be used */ gdk_color_parse( colorName, &color ); gtk_widget_modify_bg ( GTK_WIDGET(box->handle), GTK_STATE_NORMAL, &color ); } #ifdef TODO_GTK void ColorChanged (Widget w, XtPointer data, XEvent *event, Boolean *b) { // for detecting a typed change in color char buf[10]; if ( (XLookupString(&(event->xkey), buf, 2, NULL, NULL) == 1) && *buf == '\r' ) RefreshColor((int)(intptr_t) data, 0); } #endif static void GraphEventProc(GtkWidget *widget, GdkEvent *event, gpointer gdata) { // handle expose and mouse events on Graph widget int w, h; int button=10, f=1, sizing=0; Option *opt, *graph = (Option *) gdata; PointerCallback *userHandler = graph->target; GdkEventExpose *eevent = (GdkEventExpose *) event; GdkEventButton *bevent = (GdkEventButton *) event; GdkEventMotion *mevent = (GdkEventMotion *) event; GtkAllocation a; cairo_t *cr; // if (!XtIsRealized(widget)) return; switch(event->type) { case GDK_EXPOSE: // make handling of expose events generic, just copying from memory buffer (->choice) to display (->textValue) /* Get window size */ gtk_widget_get_allocation(widget, &a); w = a.width; h = a.height; //printf("expose %dx%d @ (%d,%d): %dx%d @(%d,%d) opt: %dx%d\n", w, h, a.x, a.y, eevent->area.width, eevent->area.height, eevent->area.x, eevent->area.y, graph->max, graph->value); #ifdef TODO_GTK j = 0; XtSetArg(args[j], XtNwidth, &w); j++; XtSetArg(args[j], XtNheight, &h); j++; XtGetValues(widget, args, j); #endif if(w < graph->max || w > graph->max + 1 || h != graph->value) { // use width fudge of 1 pixel if(eevent->count >= 0) { // suppress sizing on expose for ordered redraw in response to sizing. sizing = 1; graph->max = w; graph->value = h; // note: old values are kept if we we don't exceed width fudge } } else w = graph->max; if(sizing && eevent->count > 0) { graph->max = 0; return; } // don't bother if further exposure is pending during resize #ifdef TODO_GTK if(!graph->textValue || sizing) { // create surfaces of new size for display widget if(graph->textValue) cairo_surface_destroy((cairo_surface_t *)graph->textValue); graph->textValue = (char*) cairo_xlib_surface_create(xDisplay, XtWindow(widget), DefaultVisual(xDisplay, 0), w, h); } #endif if(sizing) { // the memory buffer was already created in GenericPopup(), // to give drawing routines opportunity to use it before first expose event // (which are only processed when main gets to the event loop, so after all init!) // so only change when size is no longer good cairo_t *cr; if(graph->choice) cairo_surface_destroy((cairo_surface_t *) graph->choice); graph->choice = (char**) cairo_image_surface_create (CAIRO_FORMAT_ARGB32, w, h); // paint white, to prevent weirdness when people maximize window and drag pieces over space next to board cr = cairo_create ((cairo_surface_t *) graph->choice); cairo_rectangle (cr, 0, 0, w, h); cairo_set_source_rgba(cr, 1.0, 1.0, 1.0, 1.0); cairo_fill(cr); cairo_destroy (cr); break; } w = eevent->area.width; if(eevent->area.x + w > graph->max) w--; // cut off fudge pixel cr = gdk_cairo_create(((GtkWidget *) (graph->handle))->window); cairo_set_source_surface(cr, (cairo_surface_t *) graph->choice, 0, 0); //cairo_set_source_rgb(cr, 1, 0, 0); cairo_set_antialias(cr, CAIRO_ANTIALIAS_NONE); cairo_rectangle(cr, eevent->area.x, eevent->area.y, w, eevent->area.height); cairo_fill(cr); cairo_destroy(cr); default: return; case GDK_MOTION_NOTIFY: f = 0; w = mevent->x; h = mevent->y; break; case GDK_BUTTON_RELEASE: f = -1; // release indicated by negative button numbers case GDK_BUTTON_PRESS: w = bevent->x; h = bevent->y; button = bevent->button; shiftState = bevent->state & GDK_SHIFT_MASK; controlState = bevent->state & GDK_CONTROL_MASK; } button *= f; opt = userHandler(button, w, h); #ifdef TODO_GTK if(opt) { // user callback specifies a context menu; pop it up XUngrabPointer(xDisplay, CurrentTime); XtCallActionProc(widget, "XawPositionSimpleMenu", event, &(opt->name), 1); XtPopupSpringLoaded(opt->handle); } XSync(xDisplay, False); #endif } void GraphExpose (Option *opt, int x, int y, int w, int h) { #if 0 GdkRectangle r; r.x = x; r.y = y; r.width = w; r.height = h; gdk_window_invalidate_rect(((GtkWidget *)(opt->handle))->window, &r, FALSE); #endif GdkEventExpose e; if(!opt->handle) return; e.area.x = x; e.area.y = y; e.area.width = w; e.area.height = h; e.count = -1; e.type = GDK_EXPOSE; // count = -1: kludge to suppress sizing GraphEventProc(opt->handle, (GdkEvent *) &e, (gpointer) opt); // fake expose event } void GenericCallback(GtkWidget *widget, gpointer gdata) { int data = (intptr_t) gdata; DialogClass dlg; #ifdef TODO_GTK GtkWidget *sh = XtParent(XtParent(XtParent(w))), *oldSh; #else GtkWidget *sh, *oldSh; #endif currentOption = dialogOptions[dlg=data>>16]; data &= 0xFFFF; #ifndef TODO_GTK sh = shells[dlg]; // make following line a no-op, as we haven't found out what the real shell is yet (breaks multiple popups of same type!) #endif oldSh = shells[dlg]; shells[dlg] = sh; // bow to reality if (data == 30000) { // cancel PopDown(dlg); } else if (data == 30001) { // save buttons imply OK if(GenericReadout(currentOption, -1)) PopDown(dlg); // calls OK-proc after full readout, but no popdown if it returns false } else ((ButtonCallback*) currentOption[data].target)(data); shells[dlg] = oldSh; // in case of multiple instances, restore previous (as this one could be popped down now) } void BrowseGTK(GtkWidget *widget, gpointer gdata) { GtkWidget *entry; GtkWidget *dialog; GtkFileFilter *gtkfilter; GtkFileFilter *gtkfilter_all; int opt_i = (intptr_t) gdata; GtkFileChooserAction fc_action; gtkfilter = gtk_file_filter_new(); gtkfilter_all = gtk_file_filter_new(); char fileext[MSG_SIZ]; /* select file or folder depending on option_type */ if (currentOption[opt_i].type == PathName) fc_action = GTK_FILE_CHOOSER_ACTION_SELECT_FOLDER; else fc_action = GTK_FILE_CHOOSER_ACTION_OPEN; dialog = gtk_file_chooser_dialog_new ("Open File", NULL, fc_action, GTK_STOCK_CANCEL, GTK_RESPONSE_CANCEL, GTK_STOCK_OPEN, GTK_RESPONSE_ACCEPT, NULL); /* one filter to show everything */ gtk_file_filter_add_pattern(gtkfilter_all, "*"); gtk_file_filter_set_name (gtkfilter_all, "All Files"); gtk_file_chooser_add_filter(GTK_FILE_CHOOSER(dialog),gtkfilter_all); /* filter for specific filetypes e.g. pgn or fen */ if (currentOption[opt_i].textValue != NULL) { char *q, *p = currentOption[opt_i].textValue; gtk_file_filter_set_name (gtkfilter, p); while(*p) { snprintf(fileext, MSG_SIZ, "*%s", p); while(*p) if(*p++ == ' ') break; for(q=fileext; *q; q++) if(*q == ' ') { *q = '\0'; break; } gtk_file_filter_add_pattern(gtkfilter, fileext); } gtk_file_chooser_add_filter (GTK_FILE_CHOOSER(dialog),gtkfilter); /* activate filter */ gtk_file_chooser_set_filter (GTK_FILE_CHOOSER(dialog),gtkfilter); } else gtk_file_chooser_set_filter (GTK_FILE_CHOOSER(dialog),gtkfilter_all); if (gtk_dialog_run (GTK_DIALOG (dialog)) == GTK_RESPONSE_ACCEPT) { char *filename; filename = gtk_file_chooser_get_filename (GTK_FILE_CHOOSER (dialog)); entry = currentOption[opt_i].handle; gtk_entry_set_text (GTK_ENTRY (entry), filename); g_free (filename); } gtk_widget_destroy (dialog); dialog = NULL; } gboolean ListCallback (GtkWidget *widget, GdkEventButton *event, gpointer gdata) { int n = (intptr_t) gdata & 0xFFFF; int dlg = (intptr_t) gdata >> 16; Option *opt = dialogOptions[dlg] + n; if(event->type != GDK_2BUTTON_PRESS || event->button != 1) return FALSE; ((ListBoxCallback*) opt->textValue)(n, SelectedListBoxItem(opt)); return TRUE; } #ifdef TODO_GTK // This is needed for color pickers? static char *oneLiner = "Return: redraw-display() \n \ Tab: TabProc() \n "; #endif #ifdef TODO_GTK static void SqueezeIntoBox (Option *opt, int nr, int width) { // size buttons in bar to fit, clipping button names where necessary int i, wtot = 0; Dimension widths[20], oldWidths[20]; Arg arg; for(i=1; imin = wtot; if(width <= 0) return; while(wtot > width) { int wmax=0, imax=0; for(i=1; i wmax) wmax = widths[imax=i]; widths[imax]--; wtot--; } for(i=1; imin = wtot; } #endif #ifdef TODO_GTK int SetPositionAndSize (Arg *args, Widget leftNeigbor, Widget topNeigbor, int b, int w, int h, int chaining) { // sizing and positioning most widgets have in common int j = 0; // first position the widget w.r.t. earlier ones if(chaining & 1) { // same row: position w.r.t. last (on current row) and lastrow XtSetArg(args[j], XtNfromVert, topNeigbor); j++; XtSetArg(args[j], XtNfromHoriz, leftNeigbor); j++; } else // otherwise it goes at left margin (which is default), below the previous element XtSetArg(args[j], XtNfromVert, leftNeigbor), j++; // arrange chaining ('2'-bit indicates top and bottom chain the same) if((chaining & 14) == 6) XtSetArg(args[j], XtNtop, XtChainBottom), j++; if((chaining & 14) == 10) XtSetArg(args[j], XtNbottom, XtChainTop ), j++; if(chaining & 4) XtSetArg(args[j], XtNbottom, XtChainBottom ), j++; if(chaining & 8) XtSetArg(args[j], XtNtop, XtChainTop), j++; if(chaining & 0x10) XtSetArg(args[j], XtNright, XtChainRight), j++; if(chaining & 0x20) XtSetArg(args[j], XtNleft, XtChainRight), j++; if(chaining & 0x40) XtSetArg(args[j], XtNright, XtChainLeft ), j++; if(chaining & 0x80) XtSetArg(args[j], XtNleft, XtChainLeft ), j++; // set size (if given) if(w) XtSetArg(args[j], XtNwidth, w), j++; if(h) XtSetArg(args[j], XtNheight, h), j++; // color if(!appData.monoMode) { if(!b && appData.dialogColor[0]) XtSetArg(args[j], XtNbackground, dialogColor), j++; if(b == 3 && appData.buttonColor[0]) XtSetArg(args[j], XtNbackground, buttonColor), j++; } if(b == 3) b = 1; // border XtSetArg(args[j], XtNborderWidth, b); j++; return j; } #endif static int TableWidth (Option *opt) { // Hideous work-around! If the table is 3 columns, but 2 & 3 are always occupied together, the fixing of the width of column 1 does not work while(opt->type != EndMark && opt->type != Break) if(opt->type == FileName || opt->type == PathName || opt++->type == BarBegin) return 3; // This table needs browse button return 2; // no browse button; } static int SameRow (Option *opt) { return (opt->min & SAME_ROW && (opt->type == Button || opt->type == SaveButton || opt->type == Label || opt->type == ListBox || opt->type == BoxBegin || opt->type == Icon || opt->type == Graph)); } static void Pack (GtkWidget *hbox, GtkWidget *table, GtkWidget *entry, int left, int right, int top, GtkAttachOptions vExpand) { if(hbox) gtk_box_pack_start(GTK_BOX (hbox), entry, TRUE, vExpand == GTK_EXPAND, 0); else gtk_table_attach(GTK_TABLE(table), entry, left, right, top, top+1, GTK_FILL | GTK_EXPAND, GTK_FILL | vExpand, 2, 1); } int GenericPopUp (Option *option, char *title, DialogClass dlgNr, DialogClass parent, int modal, int topLevel) { GtkWidget *dialog = NULL; gint w; GtkWidget *label; GtkWidget *box, *align = NULL; GtkWidget *checkbutton; GtkWidget *entry; GtkWidget *oldHbox = NULL, *hbox = NULL; GtkWidget *pane = NULL; GtkWidget *button; GtkWidget *table; GtkWidget *spinner; GtkAdjustment *spinner_adj; GtkWidget *combobox; GtkWidget *textview; GtkTextBuffer *textbuffer; GdkColor color, fgcol; GtkWidget *actionarea; GtkWidget *sw; GtkWidget *list; GtkWidget *graph; GtkWidget *menuButton; GtkWidget *menuBar = NULL; GtkWidget *menu; int i, j, arraysize, left, top, height=999, boxStart=0, breakType = 0, r; char def[MSG_SIZ], *msg; gboolean expandable = FALSE; if(dlgNr != ErrorDlg && shellUp[dlgNr]) return 0; // already up if(dlgNr && dlgNr < PromoDlg && shells[dlgNr]) { // reusable, and used before (but popped down) gtk_widget_show(shells[dlgNr]); shellUp[dlgNr] = True; if(wp[dlgNr]) gtk_window_move(GTK_WINDOW(shells[dlgNr]), wp[dlgNr]->x, wp[dlgNr]->y); return 0; } if(dlgNr == TransientDlg && parent == RootWindow && shellUp[MasterDlg]) parent = MasterDlg; // MasterDlg can always take role of main window dialogOptions[dlgNr] = option; // make available to callback // post currentOption globally, so Spin and Combo callbacks can already use it // WARNING: this kludge does not work for persistent dialogs, so that these cannot have spin or combo controls! currentOption = option; parents[dlgNr] = parent; #ifdef TODO_GTK shells[RootWindow] = shellWidget; parents[dlgNr] = parent; if(dlgNr == RootWindow) dialog = shellWidget; else dialog = XtCreatePopupShell(title, !top || !appData.topLevel ? transientShellWidgetClass : topLevelShellWidgetClass, shells[parent], args, i); #endif if(topLevel) { dialog = gtk_window_new(GTK_WINDOW_TOPLEVEL); gtk_window_set_title(GTK_WINDOW(dialog), title); box = gtk_vbox_new(FALSE,0); gtk_container_add (GTK_CONTAINER (dialog), box); } else { dialog = gtk_dialog_new_with_buttons( title, GTK_WINDOW(shells[parent]), GTK_DIALOG_DESTROY_WITH_PARENT | GTK_DIALOG_NO_SEPARATOR | (modal ? GTK_DIALOG_MODAL : 0), GTK_STOCK_OK, GTK_RESPONSE_ACCEPT, GTK_STOCK_CANCEL, GTK_RESPONSE_REJECT, NULL ); box = gtk_dialog_get_content_area( GTK_DIALOG( dialog ) ); } shells[dlgNr] = dialog; // gtk_box_set_spacing(GTK_BOX(box), 5); arraysize = 0; for (i=0;option[i].type != EndMark;i++) { arraysize++; } table = gtk_table_new(arraysize, r=TableWidth(option), FALSE); left = 0; top = -1; for (i=0; 1; i++) { if(option[i].type == EndMark) { if(option[i].choice) { gdk_color_parse((gchar*) option[i].choice, &fgcol); gtk_widget_modify_bg(dialog, GTK_STATE_NORMAL, &fgcol); if(!pane) { // does not work when panes already packed into box! GtkWidget *a = gtk_hbox_new(TRUE, 0); align = gtk_vbox_new(TRUE, 0); gtk_box_pack_start(GTK_BOX(a), align, TRUE, TRUE, option[i].max); // hor margin gtk_box_pack_start(GTK_BOX(box), a, TRUE, TRUE, option[i].value); // vert margin box = align; } } break; } if(option[i].type == Skip) continue; top++; //printf("option =%2d, top =%2d\n", i, top); if (top >= height || breakType) { gtk_table_resize(GTK_TABLE(table), top - (breakType != 0), r); if(!pane) { // multi-column: put tables in intermediate hbox if(breakType & SAME_ROW) pane = gtk_hbox_new (FALSE, 0); else pane = gtk_vbox_new (FALSE, 0); gtk_box_set_spacing(GTK_BOX(pane), 5 + 5*breakType); gtk_box_pack_start (GTK_BOX (/*GTK_DIALOG (dialog)->vbox*/box), pane, TRUE, TRUE, 0); } gtk_box_pack_start (GTK_BOX (pane), table, expandable, TRUE, 0); table = gtk_table_new(arraysize - i, r=TableWidth(option + i), FALSE); top = breakType = 0; expandable = FALSE; } if(!SameRow(&option[i])) { if(SameRow(&option[i+1])) { GtkAttachOptions x = GTK_FILL; // make sure hbox is always available when we have more options on same row hbox = gtk_hbox_new (option[i].type == Button && option[i].textValue /*|| option[i].type == Graph*/, 0); if(!currentCps && option[i].value > 80) x |= GTK_EXPAND; // only vertically extended widgets should size vertically if (strcmp(option[i].name, "") == 0 || option[i].type == Label || option[i].type == Button) // for Label and Button name is contained inside option gtk_table_attach(GTK_TABLE(table), hbox, left, left+r, top, top+1, GTK_FILL | GTK_EXPAND, x, 2, 1); else gtk_table_attach(GTK_TABLE(table), hbox, left+1, left+r, top, top+1, GTK_FILL | GTK_EXPAND, x, 2, 1); } else hbox = NULL; //and also make sure no hbox exists if only singl option on row } else top--; switch(option[i].type) { case Fractional: snprintf(def, MSG_SIZ, "%.2f", *(float*)option[i].target); option[i].value = *(float*)option[i].target; goto tBox; case Spin: if(!currentCps) option[i].value = *(int*)option[i].target; snprintf(def, MSG_SIZ, "%d", option[i].value); case TextBox: case FileName: case PathName: tBox: label = gtk_label_new(option[i].name); /* Left Justify */ gtk_misc_set_alignment(GTK_MISC(label), 0, 0.5); /* width */ w = option[i].type == Spin || option[i].type == Fractional ? 70 : option[i].max ? option[i].max : 205; if(option[i].type == FileName || option[i].type == PathName) w -= 55; if (option[i].type==TextBox && option[i].value > 80){ GtkTextIter iter; expandable = TRUE; textview = gtk_text_view_new(); gtk_text_view_set_wrap_mode(GTK_TEXT_VIEW(textview), option[i].min & T_WRAP ? GTK_WRAP_WORD : GTK_WRAP_NONE); #ifdef TODO_GTK if(option[i].min & T_FILL) { XtSetArg(args[j], XtNautoFill, True); j++; } if(option[i].min & T_TOP) { XtSetArg(args[j], XtNtop, XtChainTop); j++; #endif /* add textview to scrolled window so we have vertical scroll bar */ sw = gtk_scrolled_window_new(NULL, NULL); gtk_scrolled_window_set_policy(GTK_SCROLLED_WINDOW(sw), option[i].min & T_HSCRL ? GTK_POLICY_ALWAYS : GTK_POLICY_AUTOMATIC, option[i].min & T_VSCRL ? GTK_POLICY_ALWAYS : GTK_POLICY_NEVER); gtk_container_add(GTK_CONTAINER(sw), textview); gtk_widget_set_size_request(GTK_WIDGET(sw), w, option[i].value); gtk_scrolled_window_set_shadow_type(GTK_SCROLLED_WINDOW(sw), GTK_SHADOW_OUT); textbuffer = gtk_text_view_get_buffer(GTK_TEXT_VIEW(textview)); /* check if label is empty */ if (strcmp(option[i].name,"") != 0) { gtk_table_attach(GTK_TABLE(table), label, left, left+1, top, top+1, GTK_FILL, GTK_FILL, 2, 1); Pack(hbox, table, sw, left+1, left+r, top, 0); } else { /* no label so let textview occupy all columns */ Pack(hbox, table, sw, left, left+r, top, GTK_EXPAND); } if ( *(char**)option[i].target != NULL ) gtk_text_buffer_set_text (textbuffer, *(char**)option[i].target, -1); else gtk_text_buffer_set_text (textbuffer, "", -1); option[i].handle = (void*)textbuffer; option[i].textValue = (char*)textview; gtk_text_buffer_get_iter_at_offset(textbuffer, &iter, -1); gtk_text_buffer_create_mark(textbuffer, "scrollmark", &iter, FALSE); // permanent mark if(option[i].choice) { // textviews can request a handler for mouse events in the choice field g_signal_connect(textview, "button-press-event", G_CALLBACK (MemoEvent), (gpointer) &option[i] ); g_signal_connect(textview, "button-release-event", G_CALLBACK (MemoEvent), (gpointer) &option[i] ); g_signal_connect(textview, "motion-notify-event", G_CALLBACK (MemoEvent), (gpointer) &option[i] ); } break; } entry = gtk_entry_new(); if (option[i].type==Spin || option[i].type==Fractional) gtk_entry_set_text (GTK_ENTRY (entry), def); else if (currentCps) gtk_entry_set_text (GTK_ENTRY (entry), option[i].textValue); else if ( *(char**)option[i].target != NULL ) gtk_entry_set_text (GTK_ENTRY (entry), *(char**)option[i].target); //gtk_entry_set_width_chars (GTK_ENTRY (entry), 18); gtk_entry_set_max_length (GTK_ENTRY (entry), w); // left, right, top, bottom if (strcmp(option[i].name, "") != 0) gtk_table_attach(GTK_TABLE(table), label, left, left+1, top, top+1, GTK_FILL, GTK_FILL, 2, 1); // leading names do not expand if (option[i].type == Spin) { spinner_adj = (GtkAdjustment *) gtk_adjustment_new (option[i].value, option[i].min, option[i].max, 1.0, 0.0, 0.0); spinner = gtk_spin_button_new (spinner_adj, 1.0, 0); gtk_table_attach(GTK_TABLE(table), spinner, left+1, left+r, top, top+1, GTK_FILL | GTK_EXPAND, GTK_FILL, 2, 1); option[i].handle = (void*)spinner; } else if (option[i].type == FileName || option[i].type == PathName) { gtk_table_attach(GTK_TABLE(table), entry, left+1, left+2, top, top+1, GTK_FILL | GTK_EXPAND, GTK_FILL, 2, 1); button = gtk_button_new_with_label ("Browse"); gtk_table_attach(GTK_TABLE(table), button, left+2, left+r, top, top+1, GTK_FILL, GTK_FILL, 2, 1); // Browse button does not expand g_signal_connect (button, "clicked", G_CALLBACK (BrowseGTK), (gpointer)(intptr_t) i); option[i].handle = (void*)entry; } else { Pack(hbox, table, entry, left + (strcmp(option[i].name, "") != 0), left+r, top, 0); option[i].handle = (void*)entry; } break; case CheckBox: checkbutton = gtk_check_button_new_with_label(option[i].name); if(!currentCps) option[i].value = *(Boolean*)option[i].target; gtk_toggle_button_set_active(GTK_TOGGLE_BUTTON(checkbutton), option[i].value); gtk_table_attach(GTK_TABLE(table), checkbutton, left, left+r, top, top+1, GTK_FILL | GTK_EXPAND, GTK_FILL, 2, 0); option[i].handle = (void *)checkbutton; break; case Icon: option[i].handle = (void *) (label = gtk_image_new_from_pixbuf(NULL)); gtk_widget_set_size_request(label, option[i].max ? option[i].max : -1, -1); Pack(hbox, table, label, left, left+2, top, 0); break; case Label: option[i].handle = (void *) (label = gtk_label_new(option[i].name)); /* Left Justify */ gtk_misc_set_alignment(GTK_MISC(label), 0, 0.5); if(option[i].min & BORDER) { GtkWidget *frame = gtk_frame_new(NULL); gtk_container_add(GTK_CONTAINER(frame), label); label = frame; } gtk_widget_set_size_request(label, option[i].max ? option[i].max : -1, -1); if(option[i].target) { // allow user to specify event handler for button presses button = gtk_event_box_new(); gtk_container_add(GTK_CONTAINER(button), label); label = button; gtk_widget_add_events(GTK_WIDGET(label), GDK_BUTTON_PRESS_MASK); g_signal_connect(label, "button-press-event", G_CALLBACK(MemoEvent), (gpointer) &option[i]); gtk_widget_set_sensitive(label, TRUE); } Pack(hbox, table, label, left, left+2, top, 0); break; case SaveButton: case Button: button = gtk_button_new_with_label (option[i].name); if(option[i].value) gtk_widget_set_size_request(GTK_WIDGET(button), option[i].max, -1); /* set button color on view board dialog */ if(option[i].choice && ((char*)option[i].choice)[0] == '#' && !currentCps) { gdk_color_parse( *(char**) option[i-1].target, &color ); gtk_widget_modify_bg ( GTK_WIDGET(button), GTK_STATE_NORMAL, &color ); } /* set button color on new variant dialog */ if(option[i].textValue) { gdk_color_parse( option[i].textValue, &color ); gtk_widget_modify_bg ( GTK_WIDGET(button), GTK_STATE_NORMAL, &color ); gtk_widget_set_sensitive(button, True); } Pack(hbox, table, button, left, left+1, top, 0); g_signal_connect (button, "clicked", G_CALLBACK (GenericCallback), (gpointer)(intptr_t) i + (dlgNr<<16)); option[i].handle = (void*)button; break; case ComboBox: label = gtk_label_new(option[i].name); /* Left Justify */ gtk_misc_set_alignment(GTK_MISC(label), 0, 0.5); gtk_table_attach(GTK_TABLE(table), label, left, left+1, top, top+1, GTK_FILL, GTK_FILL, 2, 1); combobox = gtk_combo_box_new_text(); for(j=0;;j++) { if ( ((char **) option[i].textValue)[j] == NULL) break; gtk_combo_box_append_text(GTK_COMBO_BOX(combobox), ((char **) option[i].choice)[j]); } if(currentCps) option[i].choice = (char**) option[i].textValue; else if(!(option[i].min & COMBO_CALLBACK)) { for(j=0; option[i].choice[j]; j++) { if(*(char**)option[i].target && !strcmp(*(char**)option[i].target, ((char**)(option[i].textValue))[j])) break; } /* If choice is NULL set to first */ if (option[i].choice[j] == NULL) option[i].value = 0; else option[i].value = j; } //option[i].value = j + (option[i].choice[j] == NULL); gtk_combo_box_set_active(GTK_COMBO_BOX(combobox), option[i].value); Pack(hbox, table, combobox, left+1, left+r, top, 0); g_signal_connect(G_OBJECT(combobox), "changed", G_CALLBACK(ComboSelect), (gpointer) (intptr_t) (i + 256*dlgNr)); option[i].handle = (void*)combobox; values[i] = option[i].value; break; case ListBox: { GtkCellRenderer *renderer; GtkTreeViewColumn *column; GtkListStore *store; option[i].handle = (void *) (list = gtk_tree_view_new()); gtk_tree_view_set_headers_visible(GTK_TREE_VIEW(list), FALSE); renderer = gtk_cell_renderer_text_new(); column = gtk_tree_view_column_new_with_attributes("List Items", renderer, "text", 0, NULL); g_object_set(renderer, "font", "Monospace Bold", NULL); gtk_tree_view_append_column(GTK_TREE_VIEW(list), column); store = gtk_list_store_new(1, G_TYPE_STRING); // 1 column of text gtk_tree_view_set_model(GTK_TREE_VIEW(list), GTK_TREE_MODEL(store)); g_object_unref(store); LoadListBox(&option[i], "?", -1, -1); HighlightListBoxItem(&option[i], 0); /* add listbox to scrolled window so we have vertical scroll bar */ sw = gtk_scrolled_window_new(NULL, NULL); gtk_scrolled_window_set_policy(GTK_SCROLLED_WINDOW(sw), GTK_POLICY_NEVER, GTK_POLICY_AUTOMATIC); gtk_container_add(GTK_CONTAINER(sw), list); gtk_widget_set_size_request(GTK_WIDGET(sw), option[i].max ? option[i].max : -1, option[i].value ? option[i].value : -1); gtk_scrolled_window_set_shadow_type(GTK_SCROLLED_WINDOW(sw), GTK_SHADOW_OUT); if(option[i].textValue) // generic callback for double-clicking listbox item g_signal_connect(list, "button-press-event", G_CALLBACK(ListCallback), (gpointer) (intptr_t) (dlgNr<<16 | i) ); /* never has label, so let listbox occupy all columns */ Pack(hbox, table, sw, left, left+r, top, GTK_EXPAND); expandable = TRUE; } break; case Graph: option[i].handle = (void*) (graph = gtk_drawing_area_new()); // gtk_widget_set_size_request(graph, option[i].max, option[i].value); gtk_widget_set_size_request(GTK_WIDGET(graph), option[i].max, option[i].value); if(0){ GtkAllocation a; a.x = 0; a.y = 0; a.width = option[i].max, a.height = option[i].value; gtk_widget_set_allocation(graph, &a); } g_signal_connect (graph, "expose-event", G_CALLBACK (GraphEventProc), (gpointer) &option[i]); gtk_widget_add_events(GTK_WIDGET(graph), GDK_BUTTON_PRESS_MASK | GDK_BUTTON_RELEASE_MASK | GDK_POINTER_MOTION_MASK); g_signal_connect (graph, "button-press-event", G_CALLBACK (GraphEventProc), (gpointer) &option[i]); g_signal_connect (graph, "button-release-event", G_CALLBACK (GraphEventProc), (gpointer) &option[i]); g_signal_connect (graph, "motion-notify-event", G_CALLBACK (GraphEventProc), (gpointer) &option[i]); if(option[i].min & FIX_H) { // logo GtkWidget *frame = gtk_aspect_frame_new(NULL, 0.5, 0.5, option[i].max/(float)option[i].value, FALSE); gtk_frame_set_shadow_type(GTK_FRAME(frame), GTK_SHADOW_NONE); gtk_container_add(GTK_CONTAINER(frame), graph); graph = frame; } Pack(hbox, table, graph, left, left+r, top, 0*GTK_EXPAND); expandable = TRUE; #ifdef TODO_GTK if(option[i].min & SAME_ROW) last = forelast, forelast = lastrow; #endif option[i].choice = (char**) cairo_image_surface_create (CAIRO_FORMAT_ARGB32, option[i].max, option[i].value); // image buffer break; #ifdef TODO_GTK case PopUp: // note: used only after Graph, so 'last' refers to the Graph widget option[i].handle = (void*) CreateComboPopup(last, option + i, i + 256*dlgNr, TRUE, option[i].value); break; #else case PopUp: // arbitrary menu, assigned to nothing option[i].handle = (void*) CreateMenuPopup(option + i, i + 256*dlgNr, -1); top--; break; #endif case DropDown: top--; msg = _(option[i].name); // write name on the menu button #ifndef __APPLE__ // if(tinyLayout) { strcpy(def, msg); def[tinyLayout] = NULLCHAR; msg = def; } // clip menu text to keep menu bar small #endif option[i].handle = (void*) (menuButton = gtk_menu_item_new_with_label(msg)); gtk_widget_show(menuButton); option[i].textValue = (char*) (menu = CreateMenuPopup(option + i, i + 256*dlgNr, -1)); gtk_menu_item_set_submenu(GTK_MENU_ITEM (menuButton), menu); gtk_menu_bar_append (GTK_MENU_BAR (menuBar), menuButton); break; case BarBegin: menuBar = gtk_menu_bar_new (); gtk_widget_show (menuBar); boxStart = i; break; case BoxBegin: option[i+1].min |= SAME_ROW; // kludge to suppress allocation of new hbox oldHbox = hbox; option[i].handle = (void*) (hbox = gtk_hbox_new(FALSE, 0)); // hbox to collect buttons gtk_box_pack_start(GTK_BOX (oldHbox), hbox, FALSE, TRUE, 0); // *** Beware! Assumes button bar always on same row with other! *** // gtk_table_attach(GTK_TABLE(table), hbox, left+2, left+3, top, top+1, GTK_FILL | GTK_SHRINK, GTK_FILL, 2, 1); boxStart = i; break; case BarEnd: top--; #ifndef __APPLE__ gtk_table_attach(GTK_TABLE(table), menuBar, left, left+r, top, top+1, GTK_FILL | GTK_EXPAND, GTK_FILL, 2, 1); if(option[i].target) ((ButtonCallback*)option[i].target)(boxStart); // callback that can make sizing decisions #else top--; // in OSX menu bar is not put in window, so also don't count it { // in stead, offer it to OSX, and move About item to top of App menu GtkosxApplication *theApp = g_object_new(GTKOSX_TYPE_APPLICATION, NULL); extern MenuItem helpMenu[]; // oh, well... Adding items in help menu breaks this anyway gtk_widget_hide (menuBar); gtkosx_application_set_menu_bar(theApp, GTK_MENU_SHELL(menuBar)); gtkosx_application_insert_app_menu_item(theApp, GTK_MENU_ITEM(helpMenu[8].handle), 0); // hack gtkosx_application_sync_menubar(theApp); } #endif break; case BoxEnd: // XtManageChildren(&form, 1); // SqueezeIntoBox(&option[boxStart], i-boxStart, option[boxStart].max); hbox = oldHbox; top--; if(option[i].target) ((ButtonCallback*)option[i].target)(boxStart); // callback that can make sizing decisions break; case Break: breakType = option[i].min & SAME_ROW | BORDER; // kludge to flag we must break option[i].handle = table; break; default: printf("GenericPopUp: unexpected case in switch. i=%d type=%d name=%s.\n", i, option[i].type, option[i].name); break; } } gtk_table_resize(GTK_TABLE(table), top+1, r); if(pane) gtk_box_pack_start (GTK_BOX (pane), table, expandable, TRUE, 0); else gtk_box_pack_start (GTK_BOX (/*GTK_DIALOG (dialog)->vbox*/box), table, TRUE, TRUE, 0); option[i].handle = (void *) table; // remember last table in EndMark handle (for hiding Engine-Output pane). gtk_window_set_position(GTK_WINDOW(dialog), GTK_WIN_POS_NONE); /* Show dialog */ gtk_widget_show_all( dialog ); /* hide OK/cancel buttons */ if(!topLevel) { if((option[i].min & NO_OK)) { actionarea = gtk_dialog_get_action_area(GTK_DIALOG(dialog)); gtk_widget_hide(actionarea); if(!align) gtk_window_resize(GTK_WINDOW(dialog), 10, 10); // minimum size } else if((option[i].min & NO_CANCEL)) { button = gtk_dialog_get_widget_for_response(GTK_DIALOG(dialog), GTK_RESPONSE_REJECT); gtk_widget_hide(button); } g_signal_connect (dialog, "response", G_CALLBACK (GenericPopDown), (gpointer)(intptr_t) dlgNr); } g_signal_connect (dialog, "delete-event", G_CALLBACK (GenericPopDown), (gpointer)(intptr_t) dlgNr); shellUp[dlgNr]++; if(dlgNr && wp[dlgNr]) { // if persistent window-info available, reposition if(wp[dlgNr]->x > 0 && wp[dlgNr]->y > 0) gtk_window_move(GTK_WINDOW(dialog), wp[dlgNr]->x, wp[dlgNr]->y); if(wp[dlgNr]->width > 0 && wp[dlgNr]->height > 0) gtk_window_resize(GTK_WINDOW(dialog), wp[dlgNr]->width, wp[dlgNr]->height); } return 1; // tells caller he must do initialization (e.g. add specific event handlers) } void SendText (int n) { // char *p = (char*) textOptions[n].choice; // FIXME #ifdef TODO_GTK if(strstr(p, "$name")) { XtGetSelectionValue(menuBarWidget, XA_PRIMARY, XA_STRING, /* (XtSelectionCallbackProc) */ SendTextCB, (XtPointer) (intptr_t) n, /* client_data passed to PastePositionCB */ CurrentTime ); } else #endif // SendString(p); FIXME } void SetInsertPos (Option *opt, int pos) { if(opt->value > 80) ScrollToCursor(opt, pos); else gtk_editable_set_position(GTK_EDITABLE(opt->handle), pos); } void HardSetFocus (Option *opt, DialogClass dlg) { FocusOnWidget(opt, dlg); } shogivar-C-port-1.55b/gtk/gui.c0000644000175000017500000010016112422267157013237 00000000000000/* * xboard.c -- universal GTK front-end * * Copyright 1991 by Digital Equipment Corporation, Maynard, * Massachusetts. * * Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006, * 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc. * * The following terms apply to Digital Equipment Corporation's copyright * interest in XBoard: * ------------------------------------------------------------------------ * All Rights Reserved * * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, * provided that the above copyright notice appear in all copies and that * both that copyright notice and this permission notice appear in * supporting documentation, and that the name of Digital not be * used in advertising or publicity pertaining to distribution of the * software without specific, written prior permission. * * DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING * ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL * DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR * ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, * WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, * ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS * SOFTWARE. * ------------------------------------------------------------------------ * * The following terms apply to the enhanced version of XBoard * distributed by the Free Software Foundation: * ------------------------------------------------------------------------ * * GNU XBoard is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or (at * your option) any later version. * * GNU XBoard is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://www.gnu.org/licenses/. * * *------------------------------------------------------------------------ ** See the file ChangeLog for a revision history. */ #define HIGHDRAG 1 #include "config.h" #include #include #include #include #include #include #include #include #include #include #include #if !OMIT_SOCKETS # if HAVE_SYS_SOCKET_H # include # include # include # else /* not HAVE_SYS_SOCKET_H */ # if HAVE_LAN_SOCKET_H # include # include # include # else /* not HAVE_LAN_SOCKET_H */ # define OMIT_SOCKETS 1 # endif /* not HAVE_LAN_SOCKET_H */ # endif /* not HAVE_SYS_SOCKET_H */ #endif /* !OMIT_SOCKETS */ #if STDC_HEADERS # include # include #else /* not STDC_HEADERS */ extern char *getenv(); # if HAVE_STRING_H # include # else /* not HAVE_STRING_H */ # include # endif /* not HAVE_STRING_H */ #endif /* not STDC_HEADERS */ #if HAVE_SYS_FCNTL_H # include #else /* not HAVE_SYS_FCNTL_H */ # if HAVE_FCNTL_H # include # endif /* HAVE_FCNTL_H */ #endif /* not HAVE_SYS_FCNTL_H */ #if HAVE_SYS_SYSTEMINFO_H # include #endif /* HAVE_SYS_SYSTEMINFO_H */ #if TIME_WITH_SYS_TIME # include # include #else # if HAVE_SYS_TIME_H # include # else # include # endif #endif #if HAVE_UNISTD_H # include #endif #if HAVE_SYS_WAIT_H # include #endif #if HAVE_DIRENT_H # include # define NAMLEN(dirent) strlen((dirent)->d_name) # define HAVE_DIR_STRUCT #else # define dirent direct # define NAMLEN(dirent) (dirent)->d_namlen # if HAVE_SYS_NDIR_H # include # define HAVE_DIR_STRUCT # endif # if HAVE_SYS_DIR_H # include # define HAVE_DIR_STRUCT # endif # if HAVE_NDIR_H # include # define HAVE_DIR_STRUCT # endif #endif #if ENABLE_NLS #include #endif // [HGM] bitmaps: put before incuding the bitmaps / pixmaps, to know how many piece types there are. #include "common.h" #include "backend.h" #include "frontend.h" #include "gui.h" #include "menus.h" #include "dialogs.h" #include "gettext.h" #include "draw.h" #ifdef __APPLE__ # include // prevent pathname of positional file argument provided by OS X being be mistaken for option name // (price is that we won't recognize Windows option format anymore). # define SLASH '-' // redefine some defaults # undef ICS_LOGON # undef DATADIR # undef SETTINGS_FILE # define ICS_LOGON "Library/Preferences/XboardICS.conf" # define DATADIR dataDir # define SETTINGS_FILE masterSettings char dataDir[MSG_SIZ]; // for expanding ~~ char masterSettings[MSG_SIZ]; #else # define SLASH '/' #endif #ifdef __EMX__ #ifndef HAVE_USLEEP #define HAVE_USLEEP #endif #define usleep(t) _sleep2(((t)+500)/1000) #endif #ifdef ENABLE_NLS # define _(s) gettext (s) # define N_(s) gettext_noop (s) #else # define _(s) (s) # define N_(s) s #endif int main(int argc, char **argv); RETSIGTYPE CmailSigHandler(int sig); RETSIGTYPE IntSigHandler(int sig); RETSIGTYPE TermSizeSigHandler(int sig); char *InsertPxlSize(char *pattern, int targetPxlSize); #if ENABLE_NLS XFontSet CreateFontSet(char *base_fnt_lst); #else char *FindFont(char *pattern, int targetPxlSize); #endif void DelayedDrag(void); void ICSInputBoxPopUp(void); void MoveTypeInProc(GdkEventKey *eventkey); gboolean KeyPressProc(GtkWindow *window, GdkEventKey *eventkey, gpointer data); Boolean TempBackwardActive = False; void DisplayMove(int moveNumber); void update_ics_width(); int CopyMemoProc(); static gboolean EventProc(GtkWidget *widget, GdkEvent *event, gpointer g); #ifdef TODO_GTK #if ENABLE_NLS XFontSet fontSet, clockFontSet; #else Font clockFontID; XFontStruct *clockFontStruct; #endif Font coordFontID, countFontID; XFontStruct *coordFontStruct, *countFontStruct; #else void *shellWidget, *formWidget, *boardWidget, *titleWidget, *dropMenu, *menuBarWidget; GtkWidget *mainwindow; #endif Option *optList; // contains all widgets of main window char *layoutName; char *clockFont = "Sans Bold 9"; char installDir[] = "."; // [HGM] UCI: needed for UCI; probably needs run-time initializtion /* pixbufs */ static GdkPixbuf *mainwindowIcon=NULL; static GdkPixbuf *WhiteIcon=NULL; static GdkPixbuf *BlackIcon=NULL; /* key board accelerators */ GtkAccelGroup *GtkAccelerators; typedef unsigned int BoardSize; BoardSize boardSize; Boolean chessProgram; int minX, minY; // [HGM] placement: volatile limits on upper-left corner int smallLayout = 0, tinyLayout = 0, marginW, marginH, // [HGM] for run-time resizing fromX = -1, fromY = -1, toX, toY, commentUp = False, errorExitStatus = -1, defaultLineGap; void *currBoard; char *chessDir, *programName, *programVersion; Boolean alwaysOnTop = False; TimeMark programStartTime; WindowPlacement wpMain; /* This magic number is the number of intermediate frames used in each half of the animation. For short moves it's reduced by 1. The total number of frames will be factor * 2 + 1. */ #define kFactor 4 void BoardToTop () { gtk_window_present(GTK_WINDOW(shells[RootWindow])); } //--------------------------------------------------------------------------------------------------------- // some symbol definitions to provide the proper (= XBoard) context for the code in args.h #define CW_USEDEFAULT (1<<31) #define ICS_TEXT_MENU_SIZE 90 // front-end part of option handling int frameX, frameY; void GetActualPlacement (GtkWidget *shell, WindowPlacement *wp) { GtkAllocation a; if(!shell) return; gtk_widget_get_allocation(shell, &a); gtk_window_get_position(GTK_WINDOW(shell), &a.x, &a.y); wp->x = a.x; wp->y = a.y; wp->width = a.width; wp->height = a.height; //printf("placement: (%d,%d) %dx%d\n", a.x, a.y, a.width, a.height); frameX = 3; frameY = 3; // remember to decide if windows touch } void GetPlacement (DialogClass dlg, WindowPlacement *wp) { // wrapper to shield back-end from widget type if(shellUp[dlg]) GetActualPlacement(shells[dlg], wp); } void GetWindowCoords () { // wrapper to shield use of window handles from back-end (make addressible by number?) // In XBoard this will have to wait until awareness of window parameters is implemented GetActualPlacement(shellWidget, &wpMain); } void EnsureOnScreen (int *x, int *y, int minX, int minY) { return; } int MainWindowUp () { // [HGM] args: allows testing if main window is realized from back-end return DialogExists(RootWindow); } int clockKludge; void ResizeBoardWindow (int w, int h, int inhibit) { GtkAllocation a; // if(clockKludge) return; // ignore as long as clock does not have final height gtk_widget_get_allocation(optList[W_WHITE].handle, &a); w += marginW + 1; // [HGM] not sure why the +1 is (sometimes) needed... h += marginH + a.height + 1; gtk_window_resize(GTK_WINDOW(shellWidget), w, h); } void SlaveResize (Option *opt) { static int slaveW, slaveH, w, h; GtkAllocation a; if(!slaveH) { gtk_widget_get_allocation(shells[DummyDlg], &a); w = a.width; h = a.height; gtk_widget_get_allocation(opt->handle, &a); slaveW = w - opt->max; // [HGM] needed to set new shellWidget size when we resize board slaveH = h - a.height + 13; } gtk_window_resize(GTK_WINDOW(shells[DummyDlg]), slaveW + opt->max, slaveH + opt->value); } #ifdef __APPLE__ static char clickedFile[MSG_SIZ]; static int suppress; static gboolean StartNewXBoard(GtkosxApplication *app, gchar *path, gpointer user_data) { // handler of OSX OpenFile signal, which sends us the filename of clicked file or first argument if(suppress) { // we just started XBoard without arguments strncpy(clickedFile, path, MSG_SIZ); // remember file name, but otherwise ignore } else { // we are running something presumably useful char buf[MSG_SIZ]; snprintf(buf, MSG_SIZ, "open -n -a \"xboard\" --args \"%s\"", path); system(buf); // start new instance on this file } return TRUE; } #endif /* Get the current time as a TimeMark */ void GetTimeMark (TimeMark *tm) { #if HAVE_GETTIMEOFDAY struct timeval timeVal; struct timezone timeZone; gettimeofday(&timeVal, &timeZone); tm->sec = (long) timeVal.tv_sec; tm->ms = (int) (timeVal.tv_usec / 1000L); #else /*!HAVE_GETTIMEOFDAY*/ #if HAVE_FTIME // include / moved to just above start of function struct timeb timeB; ftime(&timeB); tm->sec = (long) timeB.time; tm->ms = (int) timeB.millitm; #else /*!HAVE_FTIME && !HAVE_GETTIMEOFDAY*/ tm->sec = (long) time(NULL); tm->ms = 0; #endif #endif } /* Return the difference in milliseconds between two time marks. We assume the difference will fit in a long! */ long SubtractTimeMarks (TimeMark *tm2, TimeMark *tm1) { return 1000L*(tm2->sec - tm1->sec) + (long) (tm2->ms - tm1->ms); } int main (int argc, char **argv) { int i; // int boardWidth, w, h; //, boardHeight; char *p; srandom(time(0)); // [HGM] book: make random truly random GetTimeMark(&programStartTime); setbuf(stdout, NULL); setbuf(stderr, NULL); #if 0 if(argc > 1 && (!strcmp(argv[1], "-v" ) || !strcmp(argv[1], "--version" ))) { printf("%s version %s\n\n configure options: %s\n", PACKAGE_NAME, PACKAGE_VERSION, CONFIGURE_OPTIONS); exit(0); } #endif /* set up GTK */ gtk_init (&argc, &argv); #ifdef __APPLE__ { // prepare to catch OX OpenFile signal, which will tell us the clicked file GtkosxApplication *theApp = g_object_new(GTKOSX_TYPE_APPLICATION, NULL); char *path = gtkosx_application_get_bundle_path(); strncpy(dataDir, path, MSG_SIZ); snprintf(masterSettings, MSG_SIZ, "%s/Contents/Resources/etc/xboard.conf", path); g_signal_connect(theApp, "NSApplicationOpenFile", G_CALLBACK(StartNewXBoard), NULL); // we must call application ready before we can get the signal, // and supply a (dummy) menu bar before that, to avoid problems with dual apples in it gtkosx_application_set_menu_bar(theApp, GTK_MENU_SHELL(gtk_menu_bar_new())); gtkosx_application_ready(theApp); suppress = (argc == 1 || argc > 1 && argv[1][00] != '-'); // OSX sends signal even if name was already argv[1]! if(argc == 1) { // called without args: OSX open-file signal might follow static char *fakeArgv[3] = {NULL, clickedFile, NULL}; usleep(10000); // wait 10 msec (and hope this is long enough). while(gtk_events_pending()) gtk_main_iteration(); // process all events that came in upto now suppress = 0; // future open-file signals should start new instance if(clickedFile[0]) { // we were sent an open-file signal with filename! fakeArgv[0] = argv[0]; argc = 2; argv = fakeArgv; // fake that we were called as "xboard filename" } } } #endif /* set up keyboard accelerators group */ GtkAccelerators = gtk_accel_group_new(); programName = strrchr(argv[0], '/'); if (programName == NULL) programName = argv[0]; else programName++; #ifdef ENABLE_NLS bindtextdomain(PACKAGE, LOCALEDIR); bind_textdomain_codeset(PACKAGE, "UTF-8"); // needed when creating markup for the clocks textdomain(PACKAGE); #endif p = getenv("HOME"); if (p == NULL) p = "/tmp"; i = strlen(p) + strlen("/.xboardXXXXXx.pgn") + 1; gameCopyFilename = (char*) malloc(i); gamePasteFilename = (char*) malloc(i); snprintf(gameCopyFilename,i, "%s/.xboard%05uc.pgn", p, getpid()); snprintf(gamePasteFilename,i, "%s/.xboard%05up.pgn", p, getpid()); #if ENABLE_NLS if (appData.debugMode) { fprintf(debugFP, "locale = %s\n", setlocale(LC_ALL, NULL)); } #endif // InitBackEnd1(); wpMain.width = -1; // prevent popup sizes window LoadStart(); /* check for GTK events and process them */ while(1) { gtk_main_iteration(); } return 0; } void LoadBoard(char *name) { // int boardWidth, w, h; //, boardHeight; InitBoard(name); optList = BoardPopUp(squareSize, lineGap, (void*) #ifdef TODO_GTK #if ENABLE_NLS &clockFontSet); #else clockFontStruct); #endif #else 0); #endif InitDrawingHandle(optList + W_BOARD); shellWidget = shells[BoardDlg]; currBoard = &optList[W_BOARD]; boardWidget = optList[W_BOARD].handle; menuBarWidget = optList[W_MENU].handle; InitMenuMarkers(); // add accelerators to main shell gtk_window_add_accel_group(GTK_WINDOW(shellWidget), GtkAccelerators); #if 0 /* * Create an icon. (Use two icons, to indicate whther it is white's or black's turn.) */ WhiteIcon = gdk_pixbuf_new_from_file(SVGDIR "/icon_white.svg", NULL); BlackIcon = gdk_pixbuf_new_from_file(SVGDIR "/icon_black.svg", NULL); mainwindowIcon = WhiteIcon; gtk_window_set_icon(GTK_WINDOW(shellWidget), mainwindowIcon); #endif #if 0 /* * Inhibit shell resizing. */ { // Note: We cannot do sensible sizing here, because the height of the clock widget is not yet known // It wil only become known asynchronously, when we first write a string into it. // This will then change the clock widget height, which triggers resizing the top-level window // and a configure event. Only then can we know the total height of the top-level window, // and calculate the height we need. The clockKludge flag suppresses all resizing until // that moment comes, after which the configure event-handler handles it through a (delayed) DragProg. int hc; GtkAllocation a; gtk_widget_get_allocation(shells[BoardDlg], &a); w = a.width; h = a.height; gtk_widget_get_allocation(optList[W_WHITE].handle, &a); clockKludge = hc = a.height; gtk_widget_get_allocation(boardWidget, &a); marginW = w - boardWidth; // [HGM] needed to set new shellWidget size when we resize board marginH = h - a.height - hc; // subtract current clock height, so it can be added back dynamically } #endif // CreateAnyPieces(); FIXME: next 3 // CreateGrid(); // CreateAnimVars(); g_signal_connect(shells[BoardDlg], "key-press-event", G_CALLBACK(KeyPressProc), NULL); g_signal_connect(shells[BoardDlg], "configure-event", G_CALLBACK(EventProc), NULL); // InitBackEnd2(); // InitDrawingSizes(); // InitPosition(TRUE); } RETSIGTYPE IntSigHandler (int sig) { return; // ExitEvent(sig); } #define Abs(n) ((n)<0 ? -(n) : (n)) void EnableNamedMenuItem (char *menuRef, int state) { MenuItem *item = MenuNameToItem(menuRef); if(item && item->handle) gtk_widget_set_sensitive(item->handle, state); } void SetMenuEnables (Enables *enab) { while (enab->name != NULL) { EnableNamedMenuItem(enab->name, enab->value); enab++; } } gboolean KeyPressProc(window, eventkey, data) GtkWindow *window; GdkEventKey *eventkey; gpointer data; { // MoveTypeInProc(eventkey); // pop up for typed in moves #ifdef TODO_GTK /* check for other key values */ switch(eventkey->keyval) { case GDK_question: AboutGameEvent(); break; default: break; } #endif return False; } #ifdef TODO_GTK void KeyBindingProc (Widget w, XEvent *event, String *prms, Cardinal *nprms) { // [HGM] new method of key binding: specify MenuItem(FlipView) in stead of FlipViewProc in translation string MenuItem *item; if(*nprms == 0) return; item = MenuNameToItem(prms[0]); if(item) ((MenuProc *) item->proc) (); } #endif /* Pause for `ms' milliseconds */ /* !! Ugh, this is a kludge. Fix it sometime. --tpm */ void TimeDelay (long ms) { TimeMark m1, m2; GetTimeMark(&m1); do { GetTimeMark(&m2); } while (SubtractTimeMarks(&m2, &m1) < ms); } static void do_flash_delay (unsigned long msec) { TimeDelay(msec); } void FlashDelay (int flash_delay) { if(flash_delay) do_flash_delay(flash_delay); } double Fraction (int x, int start, int stop) { double f = ((double) x - start)/(stop - start); if(f > 1.) f = 1.; else if(f < 0.) f = 0.; return f; } static WindowPlacement wpNew; void CoDrag (GtkWidget *sh, WindowPlacement *wp) { int touch=0, fudge = 2, f = 2; GetActualPlacement(sh, wp); if(abs(wpMain.x + wpMain.width + 2*frameX - f - wp->x) < fudge) touch = 1; else // right touch if(abs(wp->x + wp->width + 2*frameX + f - wpMain.x) < fudge) touch = 2; else // left touch if(abs(wpMain.y + wpMain.height + frameX - f + frameY - wp->y) < fudge) touch = 3; else // bottom touch if(abs(wp->y + wp->height + frameX + frameY + f - wpMain.y) < fudge) touch = 4; // top touch //printf("CoDrag: touch = %d x=%d w=%d x2=%d w2=%d fx=%d\n", touch, wpMain.x, wpMain.width, wp->x, wp->width, frameX); if(!touch ) return; // only windows that touch co-move if(touch < 3 && wpNew.height != wpMain.height) { // left or right and height changed int heightInc = wpNew.height - wpMain.height; double fracTop = Fraction(wp->y, wpMain.y, wpMain.y + wpMain.height + frameX + frameY); double fracBot = Fraction(wp->y + wp->height + frameX + frameY + 1, wpMain.y, wpMain.y + wpMain.height + frameX + frameY); wp->y += fracTop * heightInc; heightInc = (int) (fracBot * heightInc) - (int) (fracTop * heightInc); #ifdef TODO_GTK if(heightInc) XtSetArg(args[j], XtNheight, wp->height + heightInc), j++; #endif wp->height += heightInc; } else if(touch > 2 && wpNew.width != wpMain.width) { // top or bottom and width changed int widthInc = wpNew.width - wpMain.width; double fracLeft = Fraction(wp->x, wpMain.x, wpMain.x + wpMain.width + 2*frameX); double fracRght = Fraction(wp->x + wp->width + 2*frameX + 1, wpMain.x, wpMain.x + wpMain.width + 2*frameX); wp->y += fracLeft * widthInc; widthInc = (int) (fracRght * widthInc) - (int) (fracLeft * widthInc); #ifdef TODO_GTK if(widthInc) XtSetArg(args[j], XtNwidth, wp->width + widthInc), j++; #endif wp->width += widthInc; } wp->x += wpNew.x - wpMain.x; wp->y += wpNew.y - wpMain.y; if(touch == 1) wp->x += wpNew.width - wpMain.width; else if(touch == 3) wp->y += wpNew.height - wpMain.height; #ifdef TODO_GTK XtSetArg(args[j], XtNx, wp->x); j++; XtSetArg(args[j], XtNy, wp->y); j++; XtSetValues(sh, args, j); #endif gtk_window_move(GTK_WINDOW(sh), wp->x, wp->y); //printf("moved to (%d,%d)\n", wp->x, wp->y); gtk_window_resize(GTK_WINDOW(sh), wp->width, wp->height); } void ReSize (WindowPlacement *wp) { #if 0 GtkAllocation a; int sqx, sqy, w, h, hc, lg = lineGap; gtk_widget_get_allocation(optList[W_WHITE].handle, &a); hc = a.height; // clock height can depend on single / double line clock text! if(clockKludge && hc != clockKludge) wp->height += hc - clockKludge, clockKludge = 0; wpMain.height = BOARD_HEIGHT * (squareSize + lineGap) + lineGap + marginH + hc; if(wp->width == wpMain.width && wp->height == wpMain.height) return; // not sized sqx = (wp->width - lg - marginW) / BOARD_WIDTH - lg; sqy = (wp->height - lg - marginH - hc) / BOARD_HEIGHT - lg; if(sqy < sqx) sqx = sqy; if(sqx < 20) return; if(appData.overrideLineGap < 0) { // do second iteration with adjusted lineGap lg = lineGap = sqx < 37 ? 1 : sqx < 59 ? 2 : sqx < 116 ? 3 : 4; sqx = (wp->width - lg - marginW) / BOARD_WIDTH - lg; sqy = (wp->height - lg - marginH - hc) / BOARD_HEIGHT - lg; if(sqy < sqx) sqx = sqy; } if(sqx != squareSize) { squareSize = sqx; // adopt new square size CreatePNGPieces(); // make newly scaled pieces InitDrawingSizes(0, 0); // creates grid etc. } else ResizeBoardWindow(BOARD_WIDTH * (squareSize + lineGap) + lineGap, BOARD_HEIGHT * (squareSize + lineGap) + lineGap, 0); w = BOARD_WIDTH * (squareSize + lineGap) + lineGap; h = BOARD_HEIGHT * (squareSize + lineGap) + lineGap; if(optList[W_BOARD].max > w) optList[W_BOARD].max = w; if(optList[W_BOARD].value > h) optList[W_BOARD].value = h; #endif } static guint delayedDragTag = 0; void DragProc () { static int busy; if(busy) return; busy = 1; GetActualPlacement(shellWidget, &wpNew); if(wpNew.x == wpMain.x && wpNew.y == wpMain.y && // not moved wpNew.width == wpMain.width && wpNew.height == wpMain.height) { // not sized busy = 0; return; // false alarm } ReSize(&wpNew); // if(shellUp[EngOutDlg]) CoDrag(shells[EngOutDlg], &wpEngineOutput); wpMain = wpNew; DrawBoard(); if(delayedDragTag) g_source_remove(delayedDragTag); delayedDragTag = 0; // now drag executed, make sure next DelayedDrag will not cancel timer event (which could now be used by other) busy = 0; } void DelayedDrag () { //printf("old timr = %d\n", delayedDragTag); if(delayedDragTag) g_source_remove(delayedDragTag); delayedDragTag = g_timeout_add( 200, (GSourceFunc) DragProc, NULL); //printf("new timr = %d\n", delayedDragTag); } static gboolean EventProc (GtkWidget *widget, GdkEvent *event, gpointer g) { //printf("event proc (%d,%d) %dx%d\n", event->configure.x, event->configure.y, event->configure.width, event->configure.height); // immediately wpNew.x = event->configure.x; wpNew.y = event->configure.y; wpNew.width = event->configure.width; wpNew.height = event->configure.height; DelayedDrag(); // as long as events keep coming in faster than 50 msec, they destroy each other return FALSE; } /* Disable all user input other than deleting the window */ static int frozen = 0; void FreezeUI () { if (frozen) return; /* Grab by a widget that doesn't accept input */ gtk_grab_add(optList[W_PIECE].handle); frozen = 1; } /* Undo a FreezeUI */ void ThawUI () { if (!frozen) return; gtk_grab_remove(optList[W_PIECE].handle); frozen = 0; } /* * Button/menu procedures */ void CopyFileToClipboard(gchar *filename) { gchar *selection_tmp; GtkClipboard *cb; // read the file FILE* f = fopen(filename, "r"); long len; size_t count; if (f == NULL) return; fseek(f, 0, 2); len = ftell(f); rewind(f); selection_tmp = g_try_malloc(len + 1); if (selection_tmp == NULL) { printf("Malloc failed in CopyFileToClipboard\n"); return; } count = fread(selection_tmp, 1, len, f); fclose(f); if (len != count) { g_free(selection_tmp); return; } selection_tmp[len] = '\0'; // file is now in selection_tmp // copy selection_tmp to clipboard GdkDisplay *gdisp = gdk_display_get_default(); if (!gdisp) { g_free(selection_tmp); return; } cb = gtk_clipboard_get_for_display(gdisp, GDK_SELECTION_CLIPBOARD); gtk_clipboard_set_text(cb, selection_tmp, -1); g_free(selection_tmp); } void CopySomething (char *src) { GdkDisplay *gdisp = gdk_display_get_default(); GtkClipboard *cb; if(!src) { CopyFileToClipboard(gameCopyFilename); return; } if (gdisp == NULL) return; cb = gtk_clipboard_get_for_display(gdisp, GDK_SELECTION_CLIPBOARD); gtk_clipboard_set_text(cb, src, -1); } void SetWindowTitle (DialogClass dlg, char *title, char *icon) { gtk_window_set_title (GTK_WINDOW(shells[dlg]), title); } char * TimeString (long ms) { long second, minute, hour, day; char *sign = ""; static char buf[32]; if (ms > 0 && ms <= 9900) { /* convert milliseconds to tenths, rounding up */ double tenths = floor( ((double)(ms + 99L)) / 100.00 ); snprintf(buf,sizeof(buf)/sizeof(buf[0]), " %03.1f ", tenths/10.0); return buf; } /* convert milliseconds to seconds, rounding up */ /* use floating point to avoid strangeness of integer division with negative dividends on many machines */ second = (long) floor(((double) (ms + 999L)) / 1000.0); if (second < 0) { sign = "-"; second = -second; } day = second / (60 * 60 * 24); second = second % (60 * 60 * 24); hour = second / (60 * 60); second = second % (60 * 60); minute = second / 60; second = second % 60; if (day > 0) snprintf(buf, sizeof(buf)/sizeof(buf[0]), " %s%ld:%02ld:%02ld:%02ld ", sign, day, hour, minute, second); else if (hour > 0) snprintf(buf, sizeof(buf)/sizeof(buf[0]), " %s%ld:%02ld:%02ld ", sign, hour, minute, second); else snprintf(buf, sizeof(buf)/sizeof(buf[0]), " %s%2ld:%02ld ", sign, minute, second); return buf; } void SetColoredLabel (Option *opt, char *timer, char *fgcolor, char *bgcolor, char *clockFont) { GtkWidget *w = (GtkWidget *) opt->handle; GdkColor col; char *markup; gdk_color_parse( bgcolor, &col ); gtk_widget_modify_bg(gtk_widget_get_parent(opt->handle), GTK_STATE_NORMAL, &col); if (1) { // clock mode markup = g_markup_printf_escaped(" %s", clockFont, bgcolor, fgcolor, timer); // markup = g_markup_printf_escaped("%s:%s%s", // bgcolor, fgcolor, color, appData.logoSize && !partnerUp ? "\n" : " ", TimeString(timer)); } gtk_label_set_markup(GTK_LABEL(w), markup); g_free(markup); } static GdkPixbuf **clockIcons[] = { &WhiteIcon, &BlackIcon }; void SetClockIcon (int color) { GdkPixbuf *pm = *clockIcons[color]; if (mainwindowIcon != pm) { mainwindowIcon = pm; gtk_window_set_icon(GTK_WINDOW(shellWidget), mainwindowIcon); } } #define INPUT_SOURCE_BUF_SIZE 8192 #ifndef HAVE_USLEEP static Boolean frameWaiting; static RETSIGTYPE FrameAlarm (int sig) { frameWaiting = False; /* In case System-V style signals. Needed?? */ signal(SIGALRM, FrameAlarm); } void FrameDelay (int time) { struct itimerval delay; if (time > 0) { frameWaiting = True; signal(SIGALRM, FrameAlarm); delay.it_interval.tv_sec = delay.it_value.tv_sec = time / 1000; delay.it_interval.tv_usec = delay.it_value.tv_usec = (time % 1000) * 1000; setitimer(ITIMER_REAL, &delay, NULL); while (frameWaiting) pause(); delay.it_interval.tv_sec = delay.it_value.tv_sec = 0; delay.it_interval.tv_usec = delay.it_value.tv_usec = 0; setitimer(ITIMER_REAL, &delay, NULL); } } #else void FrameDelay (int time) { // gtk_main_iteration_do(False); if (time > 0) usleep(time * 1000); } #endif int FileNamePopUpWrapper (label, def, filter, proc, pathFlag, openMode, name, fp) char *label; char *def; char *filter; void (*proc)(); char *openMode; Boolean pathFlag; char *name; FILE **fp; { GtkWidget *dialog; GtkFileFilter *gtkfilter; GtkFileFilter *gtkfilter_all; char space[] = " "; char fileext[10] = ""; char *result = NULL; char *cp; int res = 0; /* make a copy of the filter string, so that strtok can work with it*/ cp = strdup(filter); /* add filters for file extensions */ gtkfilter = gtk_file_filter_new(); gtkfilter_all = gtk_file_filter_new(); /* one filter to show everything */ gtk_file_filter_add_pattern(gtkfilter_all, "*.*"); gtk_file_filter_set_name (gtkfilter_all, "All Files"); /* add filter if present */ result = strtok(cp, space); while( result != NULL ) { snprintf(fileext,10,"*%s",result); result = strtok( NULL, space ); gtk_file_filter_add_pattern(gtkfilter, fileext); }; /* second filter to only show what's useful */ gtk_file_filter_set_name (gtkfilter,filter); if (openMode[0] == 'r') { dialog = gtk_file_chooser_dialog_new (label, NULL, GTK_FILE_CHOOSER_ACTION_OPEN, GTK_STOCK_CANCEL, GTK_RESPONSE_CANCEL, GTK_STOCK_OPEN, GTK_RESPONSE_ACCEPT, NULL); } else { dialog = gtk_file_chooser_dialog_new (label, NULL, GTK_FILE_CHOOSER_ACTION_SAVE, GTK_STOCK_CANCEL, GTK_RESPONSE_CANCEL, GTK_STOCK_SAVE, GTK_RESPONSE_ACCEPT, NULL); /* add filename suggestions */ if (strlen(def) > 0 ) gtk_file_chooser_set_current_name(GTK_FILE_CHOOSER(dialog), def); //gtk_file_chooser_set_create_folders(GTK_FILE_CHOOSER (dialog),TRUE); } /* add filters */ gtk_file_chooser_add_filter (GTK_FILE_CHOOSER(dialog),gtkfilter_all); gtk_file_chooser_add_filter (GTK_FILE_CHOOSER(dialog),gtkfilter); /* activate filter */ gtk_file_chooser_set_filter (GTK_FILE_CHOOSER(dialog),gtkfilter); if (gtk_dialog_run (GTK_DIALOG (dialog)) == GTK_RESPONSE_ACCEPT && name) { char *filename; filename = gtk_file_chooser_get_filename (GTK_FILE_CHOOSER (dialog)); //see loadgamepopup strcpy(name, filename); if(filter && *filter && !strchr(name, '.')) strcat(name, filter+1); g_free (filename); res = 1; }; gtk_widget_destroy (dialog); free(cp); return res; } void DoEvents() { while(gtk_events_pending()) { gtk_main_iteration(); } } char * CommonBox (char *msg, int n, char *title, char *def) { GtkWidget *dialog, *box, *label, *shell = shells[BoardDlg]; int resp, content = n & 15, resp1, resp2; static char buf[MSG_SIZ]; char *textRep, *text1, *text2; switch(content) { case 1: text1 = GTK_STOCK_OK; text2 = GTK_STOCK_CANCEL; resp1 = 1; resp2 = 2; break; case 4: text1 = "Yes"; text2 = "No"; resp1 = 6; resp2 = 7; break; default: text1 = GTK_STOCK_OK; text2 = NULL; resp1 = 1; break; } if(shell == NULL) shell = shells[RootWindow]; dialog = gtk_dialog_new_with_buttons( title, GTK_WINDOW(shell), GTK_DIALOG_DESTROY_WITH_PARENT | GTK_DIALOG_NO_SEPARATOR | GTK_DIALOG_MODAL, text1, resp1, text2, resp2, NULL ); box = gtk_dialog_get_content_area( GTK_DIALOG( dialog ) ); if(def) { label = gtk_entry_new(); gtk_entry_set_text (GTK_ENTRY (label), def); } else label = gtk_label_new(msg); gtk_box_pack_start(GTK_BOX (box), label, TRUE, TRUE, 0); gtk_widget_show(label); resp = gtk_dialog_run( GTK_DIALOG(dialog) ); if(def) { textRep = (char *) gtk_entry_get_text(GTK_ENTRY (label)); strncpy(buf, textRep, MSG_SIZ); // g_free(textRep); // this makes it segfault!? } gtk_widget_destroy(dialog); return def ? buf : (char*) (intptr_t) resp; } int MsgBox (char *msg, int n, char *title) { return (int) (intptr_t) CommonBox(msg, n, title, NULL); } char * InputBoxSTR (char *prompt, char *title, char *def) { return CommonBox(prompt, 0, title, def); } shogivar-C-port-1.55b/gtk/gui.h0000644000175000017500000000614212376317652013254 00000000000000/* * xboard.h -- Parameter definitions for X front end * * Copyright 1991 by Digital Equipment Corporation, Maynard, * Massachusetts. * * Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006, * 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc. * * The following terms apply to Digital Equipment Corporation's copyright * interest in XBoard: * ------------------------------------------------------------------------ * All Rights Reserved * * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, * provided that the above copyright notice appear in all copies and that * both that copyright notice and this permission notice appear in * supporting documentation, and that the name of Digital not be * used in advertising or publicity pertaining to distribution of the * software without specific, written prior permission. * * DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING * ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL * DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR * ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, * WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, * ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS * SOFTWARE. * ------------------------------------------------------------------------ * * The following terms apply to the enhanced version of XBoard * distributed by the Free Software Foundation: * ------------------------------------------------------------------------ * * GNU XBoard is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or (at * your option) any later version. * * GNU XBoard is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://www.gnu.org/licenses/. * * *------------------------------------------------------------------------ ** See the file ChangeLog for a revision history. */ #include #define CLOCK_FONT_NAME "Sans Bold %d" #define COORD_FONT_NAME "Sans Bold %d" #define DEFAULT_FONT_NAME "Sans Normal %d" #define BORDER_X_OFFSET 3 #define BORDER_Y_OFFSET 27 void NewTagsPopup(char *text, char *msg); int AppendText(Option *opt, char *s); void NewCommentPopup(char *title, char *text, int index); void GetActualPlacement(GtkWidget *shell, WindowPlacement *wp); extern char memoTranslations[]; extern GtkAccelGroup *GtkAccelerators; extern GtkWidget *shells[]; extern int dialogError; extern int squareSize; extern char *layoutName; extern int useImages, useImageSqs; extern char ICSInputTranslations[]; extern char *selected_fen_position; shogivar-C-port-1.55b/gtk/xtimer.c0000644000175000017500000001257312377465460014002 00000000000000/* * xtimer.c -- timing functions for X front end of XBoard * * Copyright 1991 by Digital Equipment Corporation, Maynard, * Massachusetts. * * Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006, * 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc. * * The following terms apply to Digital Equipment Corporation's copyright * interest in XBoard: * ------------------------------------------------------------------------ * All Rights Reserved * * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, * provided that the above copyright notice appear in all copies and that * both that copyright notice and this permission notice appear in * supporting documentation, and that the name of Digital not be * used in advertising or publicity pertaining to distribution of the * software without specific, written prior permission. * * DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING * ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL * DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR * ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, * WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, * ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS * SOFTWARE. * ------------------------------------------------------------------------ * * The following terms apply to the enhanced version of XBoard * distributed by the Free Software Foundation: * ------------------------------------------------------------------------ * * GNU XBoard is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or (at * your option) any later version. * * GNU XBoard is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://www.gnu.org/licenses/. * * *------------------------------------------------------------------------ ** See the file ChangeLog for a revision history. */ #define HIGHDRAG 1 #include "config.h" #include #include #include #include #if STDC_HEADERS # include # include #else /* not STDC_HEADERS */ extern char *getenv(); # if HAVE_STRING_H # include # else /* not HAVE_STRING_H */ # include # endif /* not HAVE_STRING_H */ #endif /* not STDC_HEADERS */ #if HAVE_SYS_SYSTEMINFO_H # include #endif /* HAVE_SYS_SYSTEMINFO_H */ #if TIME_WITH_SYS_TIME # include # include #else # if HAVE_SYS_TIME_H # include # else # include # endif #endif #if HAVE_UNISTD_H # include #endif #if HAVE_SYS_WAIT_H # include #endif #include "common.h" #include "backend.h" #include "frontend.h" #ifdef __EMX__ #ifndef HAVE_USLEEP #define HAVE_USLEEP #endif #define usleep(t) _sleep2(((t)+500)/1000) #endif guint delayedEventTimerTag = 0; DelayedEventCallback delayedEventCallback = 0; void FireDelayedEvent(gpointer data) { g_source_remove(delayedEventTimerTag); delayedEventTimerTag = 0; delayedEventCallback(); } void ScheduleDelayedEvent (DelayedEventCallback cb, long millisec) { if(delayedEventTimerTag && delayedEventCallback == cb) // [HGM] alive: replace, rather than add or flush identical event g_source_remove(delayedEventTimerTag); delayedEventCallback = cb; delayedEventTimerTag = g_timeout_add(millisec,(GSourceFunc) FireDelayedEvent, NULL); } DelayedEventCallback GetDelayedEvent () { if (delayedEventTimerTag) { return delayedEventCallback; } else { return NULL; } } void CancelDelayedEvent () { if (delayedEventTimerTag) { g_source_remove(delayedEventTimerTag); delayedEventTimerTag = 0; } } guint loadGameTimerTag = 0; int LoadGameTimerRunning() { return loadGameTimerTag != 0; } int StopLoadGameTimer () { if (loadGameTimerTag != 0) { g_source_remove(loadGameTimerTag); loadGameTimerTag = 0; return TRUE; } else { return FALSE; } } void LoadGameTimerCallback(gpointer data) { g_source_remove(loadGameTimerTag); loadGameTimerTag = 0; // AutoPlayGameLoop(); } void StartLoadGameTimer (long millisec) { loadGameTimerTag = g_timeout_add( millisec, (GSourceFunc) LoadGameTimerCallback, NULL); } guint clockTimerTag = 0; int ClockTimerRunning () { return clockTimerTag != 0; } int StopClockTimer () { if (clockTimerTag != 0) { g_source_remove(clockTimerTag); clockTimerTag = 0; return TRUE; } else { return FALSE; } } void ClockTick () { if(Board.Timer1.Enabled) { Clock(); StartClockTimer(1000); // order next tick; UpdateCaptions(); } } void ClockTimerCallback(gpointer data) { /* remove timer */ g_source_remove(clockTimerTag); clockTimerTag = 0; ClockTick(); } void StartClockTimer (long millisec) { clockTimerTag = g_timeout_add(millisec,(GSourceFunc) ClockTimerCallback,NULL); } void Sleep (int ms) { usleep(1000*ms); } shogivar-C-port-1.55b/menus.h0000644000175000017500000000635112376317701013027 00000000000000/* * menus.h -- platform-indendent menu handling code for XBoard * * Copyright 1991 by Digital Equipment Corporation, Maynard, * Massachusetts. * * Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006, * 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc. * * The following terms apply to Digital Equipment Corporation's copyright * interest in XBoard: * ------------------------------------------------------------------------ * All Rights Reserved * * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, * provided that the above copyright notice appear in all copies and that * both that copyright notice and this permission notice appear in * supporting documentation, and that the name of Digital not be * used in advertising or publicity pertaining to distribution of the * software without specific, written prior permission. * * DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING * ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL * DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR * ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, * WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, * ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS * SOFTWARE. * ------------------------------------------------------------------------ * * The following terms apply to the enhanced version of XBoard * distributed by the Free Software Foundation: * ------------------------------------------------------------------------ * * GNU XBoard is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or (at * your option) any later version. * * GNU XBoard is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://www.gnu.org/licenses/. * * *------------------------------------------------------------------------ ** See the file ChangeLog for a revision history. */ typedef void MenuProc(void); typedef struct { char *string; char *accel; char *ref; MenuProc *proc; char type; void *handle; } MenuItem; typedef struct { char *name; char *ref; MenuItem *mi; } Menu; typedef struct { char *name; Boolean value; } Enables; extern Menu menuBar[]; void ErrorPopUp(char *title, char *text, int modal); void InitMenuMarkers(); void AppendMenuItem(char *text, int n); MenuItem *MenuNameToItem(char *menuName); void SetMenuEnables(Enables *enab); void CreateAnimVars(void); void CopySomething(char *s); void MarkMenuItem(char *menuRef, int state); void AboutProc(void); void QuitProc(); void LoadGameProc(); extern char *gameCopyFilename, *gamePasteFilename; #define CHECK 1 #define RADIO 2 #define OPTIONSDIALOG extern int shiftKey, controlKey; shogivar-C-port-1.55b/README0000644000175000017500000000276212376727652012423 00000000000000What is ShogiVar? ================= ShogiVar 1.55a is a free program which can referee games between human players for any of 17 ancient & modern variants of Shogi (the Japanese member of the chess family). There is also a computer player for all supported variants except Tenjiku (Exotic) Shogi. ShogiVar is free software, released under the GNU General Public License (GPL). See the file COPYING for details. O/S Requirements ------------------- ShogiVar originally was a 16-bit Windows Visual Basic 3.0 application that would run under any 16 or 32-bit version of Windows (from 3.1 onwards). It will not run under more modern 64-bit Windows operating systems. Steve Evans steve.evans@internode.on.net The Visual-Basic version of ShogiVar is no longer being developed. Keep this in mind when you send e-mail to Steve! Linux port ------------- ShogiVar has been translated to C, with a new GTK+ front-end providing the services formerly provided by Visual Basic. The code for this front-end was adapted from the GNU XBoard project. The Linux port of Shogivar can be built from source code by the commands: ./autogen.sh ./configure make sudo make install Note that installing is essential, as otherwise ShogiVar would not be able to find any of its graphics files for boards and pieces. H.G. Muller h.g.muller@hccnet.nl Bug reports on the C version of ShogiVar are best posted in the Shogi- Variants section of http://forum.81squareuniverse.com . shogivar-C-port-1.55b/gettext.h0000644000175000017500000002311212376317652013363 00000000000000/* Convenience header for conditional use of GNU . Copyright (C) 1995-1998, 2000-2002, 2004-2006, 2009, 2011 Free Software Foundation, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #ifndef XB_GETTEXT #define XB_GETTEXT /* NLS can be disabled through the configure --disable-nls option. */ #if ENABLE_NLS /* Get declarations of GNU message catalog functions. */ # include /* You can set the DEFAULT_TEXT_DOMAIN macro to specify the domain used by the gettext() and ngettext() macros. This is an alternative to calling textdomain(), and is useful for libraries. */ # ifdef DEFAULT_TEXT_DOMAIN # undef gettext # define gettext(Msgid) \ dgettext (DEFAULT_TEXT_DOMAIN, Msgid) # undef ngettext # define ngettext(Msgid1, Msgid2, N) \ dngettext (DEFAULT_TEXT_DOMAIN, Msgid1, Msgid2, N) # endif #else /* Solaris /usr/include/locale.h includes /usr/include/libintl.h, which chokes if dcgettext is defined as a macro. So include it now, to make later inclusions of a NOP. We don't include as well because people using "gettext.h" will not include , and also including would fail on SunOS 4, whereas is OK. */ #if defined(__sun) # include #endif /* Many header files from the libstdc++ coming with g++ 3.3 or newer include , which chokes if dcgettext is defined as a macro. So include it now, to make later inclusions of a NOP. */ #if defined(__cplusplus) && defined(__GNUG__) && (__GNUC__ >= 3) # include # if (__GLIBC__ >= 2) || _GLIBCXX_HAVE_LIBINTL_H # include # endif #endif /* Disabled NLS. The casts to 'const char *' serve the purpose of producing warnings for invalid uses of the value returned from these functions. On pre-ANSI systems without 'const', the config.h file is supposed to contain "#define const". */ # undef gettext # define gettext(Msgid) ((const char *) (Msgid)) # undef dgettext # define dgettext(Domainname, Msgid) ((void) (Domainname), gettext (Msgid)) # undef dcgettext # define dcgettext(Domainname, Msgid, Category) \ ((void) (Category), dgettext (Domainname, Msgid)) # undef ngettext # define ngettext(Msgid1, Msgid2, N) \ ((N) == 1 \ ? ((void) (Msgid2), (const char *) (Msgid1)) \ : ((void) (Msgid1), (const char *) (Msgid2))) # undef dngettext # define dngettext(Domainname, Msgid1, Msgid2, N) \ ((void) (Domainname), ngettext (Msgid1, Msgid2, N)) # undef dcngettext # define dcngettext(Domainname, Msgid1, Msgid2, N, Category) \ ((void) (Category), dngettext(Domainname, Msgid1, Msgid2, N)) # undef textdomain # define textdomain(Domainname) ((const char *) (Domainname)) # undef bindtextdomain # define bindtextdomain(Domainname, Dirname) \ ((void) (Domainname), (const char *) (Dirname)) # undef bind_textdomain_codeset # define bind_textdomain_codeset(Domainname, Codeset) \ ((void) (Domainname), (const char *) (Codeset)) #endif /* A pseudo function call that serves as a marker for the automated extraction of messages, but does not call gettext(). The run-time translation is done at a different place in the code. The argument, String, should be a literal string. Concatenated strings and other string expressions won't work. The macro's expansion is not parenthesized, so that it is suitable as initializer for static 'char[]' or 'const char[]' variables. */ #define gettext_noop(String) String /* The separator between msgctxt and msgid in a .mo file. */ #define GETTEXT_CONTEXT_GLUE "\004" /* Pseudo function calls, taking a MSGCTXT and a MSGID instead of just a MSGID. MSGCTXT and MSGID must be string literals. MSGCTXT should be short and rarely need to change. The letter 'p' stands for 'particular' or 'special'. */ #ifdef DEFAULT_TEXT_DOMAIN # define pgettext(Msgctxt, Msgid) \ pgettext_aux (DEFAULT_TEXT_DOMAIN, Msgctxt GETTEXT_CONTEXT_GLUE Msgid, Msgid, LC_MESSAGES) #else # define pgettext(Msgctxt, Msgid) \ pgettext_aux (NULL, Msgctxt GETTEXT_CONTEXT_GLUE Msgid, Msgid, LC_MESSAGES) #endif #define dpgettext(Domainname, Msgctxt, Msgid) \ pgettext_aux (Domainname, Msgctxt GETTEXT_CONTEXT_GLUE Msgid, Msgid, LC_MESSAGES) #define dcpgettext(Domainname, Msgctxt, Msgid, Category) \ pgettext_aux (Domainname, Msgctxt GETTEXT_CONTEXT_GLUE Msgid, Msgid, Category) #ifdef DEFAULT_TEXT_DOMAIN # define npgettext(Msgctxt, Msgid, MsgidPlural, N) \ npgettext_aux (DEFAULT_TEXT_DOMAIN, Msgctxt GETTEXT_CONTEXT_GLUE Msgid, Msgid, MsgidPlural, N, LC_MESSAGES) #else # define npgettext(Msgctxt, Msgid, MsgidPlural, N) \ npgettext_aux (NULL, Msgctxt GETTEXT_CONTEXT_GLUE Msgid, Msgid, MsgidPlural, N, LC_MESSAGES) #endif #define dnpgettext(Domainname, Msgctxt, Msgid, MsgidPlural, N) \ npgettext_aux (Domainname, Msgctxt GETTEXT_CONTEXT_GLUE Msgid, Msgid, MsgidPlural, N, LC_MESSAGES) #define dcnpgettext(Domainname, Msgctxt, Msgid, MsgidPlural, N, Category) \ npgettext_aux (Domainname, Msgctxt GETTEXT_CONTEXT_GLUE Msgid, Msgid, MsgidPlural, N, Category) #ifdef __GNUC__ __inline #else #ifdef __cplusplus inline #endif #endif static const char * pgettext_aux (const char *domain, const char *msg_ctxt_id, const char *msgid, int category) { const char *translation = dcgettext (domain, msg_ctxt_id, category); if (translation == msg_ctxt_id) return msgid; else return translation; } #ifdef __GNUC__ __inline #else #ifdef __cplusplus inline #endif #endif static const char * npgettext_aux (const char *domain, const char *msg_ctxt_id, const char *msgid, const char *msgid_plural, unsigned long int n, int category) { const char *translation = dcngettext (domain, msg_ctxt_id, msgid_plural, n, category); if (translation == msg_ctxt_id || translation == msgid_plural) return (n == 1 ? msgid : msgid_plural); else return translation; } /* The same thing extended for non-constant arguments. Here MSGCTXT and MSGID can be arbitrary expressions. But for string literals these macros are less efficient than those above. */ #include #define _LIBGETTEXT_HAVE_VARIABLE_SIZE_ARRAYS \ (((__GNUC__ >= 3 || __GNUG__ >= 2) && !__STRICT_ANSI__) \ /* || __STDC_VERSION__ >= 199901L */ ) #if !_LIBGETTEXT_HAVE_VARIABLE_SIZE_ARRAYS #include #endif #define pgettext_expr(Msgctxt, Msgid) \ dcpgettext_expr (NULL, Msgctxt, Msgid, LC_MESSAGES) #define dpgettext_expr(Domainname, Msgctxt, Msgid) \ dcpgettext_expr (Domainname, Msgctxt, Msgid, LC_MESSAGES) #ifdef __GNUC__ __inline #else #ifdef __cplusplus inline #endif #endif static const char * dcpgettext_expr (const char *domain, const char *msgctxt, const char *msgid, int category) { size_t msgctxt_len = strlen (msgctxt) + 1; size_t msgid_len = strlen (msgid) + 1; const char *translation; #if _LIBGETTEXT_HAVE_VARIABLE_SIZE_ARRAYS char msg_ctxt_id[msgctxt_len + msgid_len]; #else char buf[1024]; char *msg_ctxt_id = (msgctxt_len + msgid_len <= sizeof (buf) ? buf : (char *) malloc (msgctxt_len + msgid_len)); if (msg_ctxt_id != NULL) #endif { memcpy (msg_ctxt_id, msgctxt, msgctxt_len - 1); msg_ctxt_id[msgctxt_len - 1] = '\004'; memcpy (msg_ctxt_id + msgctxt_len, msgid, msgid_len); translation = dcgettext (domain, msg_ctxt_id, category); #if !_LIBGETTEXT_HAVE_VARIABLE_SIZE_ARRAYS if (msg_ctxt_id != buf) free (msg_ctxt_id); #endif if (translation != msg_ctxt_id) return translation; } return msgid; } #define npgettext_expr(Msgctxt, Msgid, MsgidPlural, N) \ dcnpgettext_expr (NULL, Msgctxt, Msgid, MsgidPlural, N, LC_MESSAGES) #define dnpgettext_expr(Domainname, Msgctxt, Msgid, MsgidPlural, N) \ dcnpgettext_expr (Domainname, Msgctxt, Msgid, MsgidPlural, N, LC_MESSAGES) #ifdef __GNUC__ __inline #else #ifdef __cplusplus inline #endif #endif static const char * dcnpgettext_expr (const char *domain, const char *msgctxt, const char *msgid, const char *msgid_plural, unsigned long int n, int category) { size_t msgctxt_len = strlen (msgctxt) + 1; size_t msgid_len = strlen (msgid) + 1; const char *translation; #if _LIBGETTEXT_HAVE_VARIABLE_SIZE_ARRAYS char msg_ctxt_id[msgctxt_len + msgid_len]; #else char buf[1024]; char *msg_ctxt_id = (msgctxt_len + msgid_len <= sizeof (buf) ? buf : (char *) malloc (msgctxt_len + msgid_len)); if (msg_ctxt_id != NULL) #endif { memcpy (msg_ctxt_id, msgctxt, msgctxt_len - 1); msg_ctxt_id[msgctxt_len - 1] = '\004'; memcpy (msg_ctxt_id + msgctxt_len, msgid, msgid_len); translation = dcngettext (domain, msg_ctxt_id, msgid_plural, n, category); #if !_LIBGETTEXT_HAVE_VARIABLE_SIZE_ARRAYS if (msg_ctxt_id != buf) free (msg_ctxt_id); #endif if (!(translation == msg_ctxt_id || translation == msgid_plural)) return translation; } return (n == 1 ? msgid : msgid_plural); } #endif /* XB_GETTEXT */ shogivar-C-port-1.55b/compile0000755000175000017500000001624512302342414013074 00000000000000#! /bin/sh # Wrapper for compilers which do not understand '-c -o'. scriptversion=2012-10-14.11; # UTC # Copyright (C) 1999-2013 Free Software Foundation, Inc. # Written by Tom Tromey . # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2, or (at your option) # any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see . # As a special exception to the GNU General Public License, if you # distribute this file as part of a program that contains a # configuration script generated by Autoconf, you may include it under # the same distribution terms that you use for the rest of that program. # This file is maintained in Automake, please report # bugs to or send patches to # . nl=' ' # We need space, tab and new line, in precisely that order. Quoting is # there to prevent tools from complaining about whitespace usage. IFS=" "" $nl" file_conv= # func_file_conv build_file lazy # Convert a $build file to $host form and store it in $file # Currently only supports Windows hosts. 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"$@" ret=$? if test -f "$cofile"; then test "$cofile" = "$ofile" || mv "$cofile" "$ofile" elif test -f "${cofile}bj"; then test "${cofile}bj" = "$ofile" || mv "${cofile}bj" "$ofile" fi rmdir "$lockdir" exit $ret # Local Variables: # mode: shell-script # sh-indentation: 2 # eval: (add-hook 'write-file-hooks 'time-stamp) # time-stamp-start: "scriptversion=" # time-stamp-format: "%:y-%02m-%02d.%02H" # time-stamp-time-zone: "UTC" # time-stamp-end: "; # UTC" # End: shogivar-C-port-1.55b/install-sh0000755000175000017500000003325512302342414013522 00000000000000#!/bin/sh # install - install a program, script, or datafile scriptversion=2011-11-20.07; # UTC # This originates from X11R5 (mit/util/scripts/install.sh), which was # later released in X11R6 (xc/config/util/install.sh) with the # following copyright and license. # # Copyright (C) 1994 X Consortium # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to # deal in the Software without restriction, including without limitation the # rights to use, copy, modify, merge, publish, distribute, sublicense, and/or # sell copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # X CONSORTIUM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN # AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNEC- # TION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. # # Except as contained in this notice, the name of the X Consortium shall not # be used in advertising or otherwise to promote the sale, use or other deal- # ings in this Software without prior written authorization from the X Consor- # tium. # # # FSF changes to this file are in the public domain. # # Calling this script install-sh is preferred over install.sh, to prevent # 'make' implicit rules from creating a file called install from it # when there is no Makefile. # # This script is compatible with the BSD install script, but was written # from scratch. nl=' ' IFS=" "" $nl" # set DOITPROG to echo to test this script # Don't use :- since 4.3BSD and earlier shells don't like it. doit=${DOITPROG-} if test -z "$doit"; then doit_exec=exec else doit_exec=$doit fi # Put in absolute file names if you don't have them in your path; # or use environment vars. chgrpprog=${CHGRPPROG-chgrp} chmodprog=${CHMODPROG-chmod} chownprog=${CHOWNPROG-chown} cmpprog=${CMPPROG-cmp} cpprog=${CPPROG-cp} mkdirprog=${MKDIRPROG-mkdir} mvprog=${MVPROG-mv} rmprog=${RMPROG-rm} stripprog=${STRIPPROG-strip} posix_glob='?' initialize_posix_glob=' test "$posix_glob" != "?" || { if (set -f) 2>/dev/null; then posix_glob= else posix_glob=: fi } ' posix_mkdir= # Desired mode of installed file. mode=0755 chgrpcmd= chmodcmd=$chmodprog chowncmd= mvcmd=$mvprog rmcmd="$rmprog -f" stripcmd= src= dst= dir_arg= dst_arg= copy_on_change=false no_target_directory= usage="\ Usage: $0 [OPTION]... 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Create the # directory the slow way, step by step, checking for races as we go. case $dstdir in /*) prefix='/';; [-=\(\)!]*) prefix='./';; *) prefix='';; esac eval "$initialize_posix_glob" oIFS=$IFS IFS=/ $posix_glob set -f set fnord $dstdir shift $posix_glob set +f IFS=$oIFS prefixes= for d do test X"$d" = X && continue prefix=$prefix$d if test -d "$prefix"; then prefixes= else if $posix_mkdir; then (umask=$mkdir_umask && $doit_exec $mkdirprog $mkdir_mode -p -- "$dstdir") && break # Don't fail if two instances are running concurrently. test -d "$prefix" || exit 1 else case $prefix in *\'*) qprefix=`echo "$prefix" | sed "s/'/'\\\\\\\\''/g"`;; *) qprefix=$prefix;; esac prefixes="$prefixes '$qprefix'" fi fi prefix=$prefix/ done if test -n "$prefixes"; then # Don't fail if two instances are running concurrently. (umask $mkdir_umask && eval "\$doit_exec \$mkdirprog $prefixes") || test -d "$dstdir" || exit 1 obsolete_mkdir_used=true fi fi fi if test -n "$dir_arg"; then { test -z "$chowncmd" || $doit $chowncmd "$dst"; } && { test -z "$chgrpcmd" || $doit $chgrpcmd "$dst"; } && { test "$obsolete_mkdir_used$chowncmd$chgrpcmd" = false || test -z "$chmodcmd" || $doit $chmodcmd $mode "$dst"; } || exit 1 else # Make a couple of temp file names in the proper directory. dsttmp=$dstdir/_inst.$$_ rmtmp=$dstdir/_rm.$$_ # Trap to clean up those temp files at exit. trap 'ret=$?; rm -f "$dsttmp" "$rmtmp" && exit $ret' 0 # Copy the file name to the temp name. (umask $cp_umask && $doit_exec $cpprog "$src" "$dsttmp") && # and set any options; do chmod last to preserve setuid bits. # # If any of these fail, we abort the whole thing. If we want to # ignore errors from any of these, just make sure not to ignore # errors from the above "$doit $cpprog $src $dsttmp" command. # { test -z "$chowncmd" || $doit $chowncmd "$dsttmp"; } && { test -z "$chgrpcmd" || $doit $chgrpcmd "$dsttmp"; } && { test -z "$stripcmd" || $doit $stripcmd "$dsttmp"; } && { test -z "$chmodcmd" || $doit $chmodcmd $mode "$dsttmp"; } && # If -C, don't bother to copy if it wouldn't change the file. if $copy_on_change && old=`LC_ALL=C ls -dlL "$dst" 2>/dev/null` && new=`LC_ALL=C ls -dlL "$dsttmp" 2>/dev/null` && eval "$initialize_posix_glob" && $posix_glob set -f && set X $old && old=:$2:$4:$5:$6 && set X $new && new=:$2:$4:$5:$6 && $posix_glob set +f && test "$old" = "$new" && $cmpprog "$dst" "$dsttmp" >/dev/null 2>&1 then rm -f "$dsttmp" else # Rename the file to the real destination. $doit $mvcmd -f "$dsttmp" "$dst" 2>/dev/null || # The rename failed, perhaps because mv can't rename something else # to itself, or perhaps because mv is so ancient that it does not # support -f. { # Now remove or move aside any old file at destination location. # We try this two ways since rm can't unlink itself on some # systems and the destination file might be busy for other # reasons. In this case, the final cleanup might fail but the new # file should still install successfully. { test ! -f "$dst" || $doit $rmcmd -f "$dst" 2>/dev/null || { $doit $mvcmd -f "$dst" "$rmtmp" 2>/dev/null && { $doit $rmcmd -f "$rmtmp" 2>/dev/null; :; } } || { echo "$0: cannot unlink or rename $dst" >&2 (exit 1); exit 1 } } && # Now rename the file to the real destination. $doit $mvcmd "$dsttmp" "$dst" } fi || exit 1 trap '' 0 fi done # Local variables: # eval: (add-hook 'write-file-hooks 'time-stamp) # time-stamp-start: "scriptversion=" # time-stamp-format: "%:y-%02m-%02d.%02H" # time-stamp-time-zone: "UTC" # time-stamp-end: "; # UTC" # End: shogivar-C-port-1.55b/ChangeLog0000644000175000017500000002634212426003035013267 00000000000000Shogi Variants - Version History -------------------------------- Version 1.55b (3 November '14) - Fixed several bugs from the original 1.55a version: - Fixed problem with extra (garbage) move after checkmate - Fixed not-recognizing check when Show Legal Moves was off - Allow interruption of comp-comp games - Fix handicapping with computer player Linux gcc port (12 August '14) - The source code was hand-converted to C. - The GTK GUI code was extracted from XBoard, and cleansed of all XBoard-specific stuff. - Dialog and menu definitions were written to mimic the ShogiVar UI. - Primary event handlers were written to mimic Visual-Basic events. Version 1.55a (of 14 May '98) - - Fixed the problem of the program occasionally incorrectly identifying 'Check' as 'Checkmate'. - Corrected the problem of a player being able to leave their King in check if giving check themselves. - Fixed the move of the White Tiger on the Dai-Dai Shogi piece help screen. Version 1.55 (of 30 April '98) The changes include: - Added the capacity to replay moves that have been previously taken back. - The code for taking back moves has been completely rewritten and improved, and a further user option for taking back moves has been added. - The player can now toggle the moves of a game forward and backwards using the TAB and BACKSPACE keys, or jump straight to the first or last move by pressing SHIFT+DEL or SHIFT+INS. - An option has been added to display the influence and threats of all pieces and keep the influence map on screen until a key or mouse button is pressed. This option is activated by the tilde '~' key. - Fixed some problems with the configuration settings of loaded games. Version 1.54 (of 23 April '98) The changes include: - Fixed a number of bugs that occurred only when the 'Show Legal Move' option was set to off. These included the fact that the computer did not correctly detect check and checkmate, errors in the move of the Emperor and in application of the Lion protection rules in Chu Shogi. (Thanks again to Rikard Nordgren for the report) - Continuing problems with the computer occasionally leaving its King in check have now been totally cured. (The earlier fix in version 1.53 only reduced the incidence of the problem). Version 1.53 (of 19 April '98) The changes include: - The bug that allowed a player to move a King next to the opponent's King has been fixed. (This move is now only possible if a player has more than one King-type piece) - The speed of the flashing of the last moved piece is not now dependent upon CPU speed (ie: the piece will now flash at the same speed on a 486 as on a Pentium II) - A bug that caused the computer player to occasionally ignore the fact that its King was in check has been fixed - There have been a number of changes to the AI. The most significant of which are that the computer will generally promote a piece even if it considers that it will be immediately lost, and it should now be less likely to make some of the foolhardy attacking moves it made at the higher playing level in version 1.52 - The kanji (Japanese characters) of the 'Horned Falcon' and 'Soaring Eagle' on the Tai Help Screen are now the right way around. (Thanks to Rikard Nordgren for reporting this problem) - It is now possible to effectively pass a turn with a Lion powered piece by double-clicking on it. (Thanks to Rikard for reporting this oversight as well) - The name of the executable file has been changed to "ShogiVar.exe". This name will be retained for future versions to assist with upgrades. Version 1.52 (of 13 April '98) The changes include: - Full implementation of the move of the 'Emperor' in Tai Shogi and Maka-Dai-Dai Shogi - The addition of a computer opponent for the Tai and Maka-Dai-Dai variants (leaving Tenjiku Shogi as the only variant that does not support a computer opponent) - Fixed a bug in Dai-Dai Shogi that occasionally caused the computer player's pieces to promote inappropriately. - Added an option that makes a moving piece flash for several seconds after the computer has made a move (to assist the beginner in following the game) - Thanks to John Bailey for the suggestion. - Pressing the space bar during a game at any stage will also now highlight the last moved piece. - Fixed a bug in the AI for Shogi that hindered the development of the computer's pieces. - Increased the randomness of the computer's moves (to produce more variation in the game of the computer opponent). - Improved the AI when dealing with multiple exchanges in the bigger games. - Various other small bug fixes and changes. Version 1.51 (of 27 March '98) Fixed a significant problem with the AI in the 25 March release that caused the computer to make unfavourable exchanges of pieces in the higher difficulty level. Version 1.5 (of 25 March '98) The changes include: - The addition of two new variants - Christian Freeling's Yari Shogi & - Judkin's Shogi (also known as Mini-shogi Plus) - Increases in the speed of the computer opponent at its basic level by 3 to 8 times (depending on variant) - The addition of a higher level of computer opponent (this level is only partially developed and will be enhanced in future versions) - The program now stops the game on checkmate (rather than requiring the capture of the King, or whatever). - Completed games can now be saved and reviewed. - The program files are now distributed as a self-extracting archive with all the data files in a separate directory from the main program - Pieces in check are now shown in 'red' on the move influence screen - Fixed some problems in the games with multiple king-type pieces - Fixed the crashes that occurred in Version 1.45 if certain menu selections were made during the computer's move - Fixed the move of the Vermillion Sparrow in Tai (thanks to Dave Oliphant for the bug report) - Fixed the move of the White Tiger on the Tai Help Screen (ditto) - Corrected a minor problem with the implementation of the special Lion capture rules in Chu and fully automated the validation checks for Lion moves in this variant (However, the restriction on not being able to capture a Lion on a second square if the first square is a Pawn or Go-Between has not yet been implemented). - Added a computer opponent for Chu Shogi, Dai Shogi and Dai-Dai Shogi (only the weakest level of play is currently available for these variants) - Various other bug fixes and minor changes Also new bugs added! - The computer versus computer option is broken (I will fix this as soon as possible) - The Evaluation option no longer works as it should (ditto) :-( Version 1.45 (of 10 Nov '97) The changes included: - Initial support for a computer opponent for the games up to Wa Shogi (11x11) - Other improvements and options resulting from the addition of a computer opponent such as Suggesting moves, Evaluating game positions, etc - The program saves game preferences on exiting. - The program recognises (and prevents) pawn drops that would result in checkmate. - Many other minor & cosmetic changes. Version 1.41 (of 18 Oct '97) Fixed a few bugs in 1.4 in particular the one that made Wa unplayable except with drops. Version 1.4 (of 7 Oct '97) Contained a number bugfixes/changes from Version 1.3 The changes included: - Program now recognises 'Check'. (Finally!) - Added provision to show all pieces threatening or protecting any given square or piece on the board (This is activated by a right mouse click on the square or piece). - Added the capacity to analyse the influence of friendly and enemy pieces on all squares (Left Mouse Click on any vacant square to activate). - Improved graphics for Shogi itself (& the smaller variants using shogi pieces). - Changed the scoring notation to be in line with the usual notation for shogi (ie: the starting square not given unless more than one piece of the same type can reach the destination square). - Changed many aspects of the game interface to reduce the number of intrusive dialog boxes. - Added an auto-promotion option for shogi and some variants. - Improved the text diagrams creation routines (diagrams can now be produced in a format identical to that recommended for use in posts to the Shogi-L discussion list) - Added the option to produce smaller format text diagrams. - Added the option to dump the game score to a text file, and changed the format of printed scores. - Fixed some further small bugs associated with the "take back moves" option. - Fixed a serious (fatal) bug in the game set-up "move piece" routines. - Changed the 'Add Pieces' set-up routines so that ALL pieces are available to be added. - Made a number of small cosmetic changes to the graphics. - Finally dropped the label "Beta". (Not because there are no more bugs (there are plenty), but because the program has been around for too long to get away with using that particular excuse for its shortcomings) Version 1.3 Introduced the variants Whale Shogi and Micro/Poppy Shogi, and fixed several minor bugs (such as correcting the move of the Heavenly Tetrarchs in Tenjiku, and improving the Take Back Move routines). This Version also included provision for saving board positions as text. Version 1.2.1a fixed a couple of minor bugs. Most notably problems with graphics in Wa on certain machines & a fatal promotion bug for one of the pieces in Maka-Dai-Dai, and an incorrect move in one of the pieces in Wa. Version 1.2.1 fixed a bug (introduced in version 1.2) that caused graphics problems on some systems when the program was run in 256 colour mode. Version 1.2 contained several bugfixes/changes from Version 1.1. The changes included: - another variant (Mini-Shogi) was added. - the capacity to rotate the board was added. - minor errors in interpretation of the ranging piece moves in Tenjiku were fixed. - bugs causing problems with the move of the Lion and Fire Demon in in Tenjiku were fixed. - errors with move of the Emperor in Maka-Dai-Dai and Tai Shogi were addressed. - alternative moves for the Lion Hawk in Tenjiku and the Teaching King in Maka-Dai-Dai and Tai Shogi were added. - several other minor cosmetic changes were made. Version 1.1 contained a number of amendments from Version 1.0 and was released in April 1996. The changes included: - errors in the initial set-up for Middle Shogi were fixed. - errors in recognizing the end of the game when Crown Princes and Kings/Emperors are in play in the larger variants were fixed. - 2 more variants (Heian Shogi and Little Shogi) were added to the program. - a new improved opening screen (with load game options) was included. - The game clocks could be turned on and off. - A number of other small bugs were fixed and cosmetic changes made. Version 1.0 was released in January 1996. shogivar-C-port-1.55b/shogivar.pod0000644000175000017500000000242712376317701014055 00000000000000=head1 NAME shogivar - Program to play shogi variants =head1 SYNOPSIS B =head1 DESCRIPTION B is a stand-alone program that allows you to play many different shogi variants against yourself (using it as an electronic shogi board), or against a computer opponent. It isn't a very strong opponent; you can choose between the levels Weak and LessWeak. ShogiVar comes with its own built-in help menus for explaining the rules of the various variants, and diagrams on how the pieces move there. It saves some of its configuration settings in the file .shogivarrc in the current directory, and tries to load them from there on later runs. ShogiVar was written in Visual Basic in 1998 by Steve Evans, who released it later under the GNU Public License. H.G. Muller ported the program in 2014 to Linux, after translating it to C, making use of code from the XBoard GTK front-end. =head1 SEE ALSO Report bugs and other feedback on: http://forum.81squareuniverse.com Screeshots: http://hgm.nubati.net/ShogiVar Descriptions of shogi variants: http://www.chessvariants.org XBoard shogi variants: http://hgm.nubati.net/ShogiVars =head1 AUTHOR Steve Evans (original ShogiVar author). H.G.Muller (GTK port). This manual page was generated with pod2man(1). shogivar-C-port-1.55b/NEWS0000644000175000017500000000052712376317701012225 00000000000000This is an attempt to port Steve Evans' ShogiVar program to Linux. It started by converting the Basic source of the business logic to C. Then it took XBoard's generic dialog- and menu-creation code, stripped it of all XBoard peculiarities, and added tables to describe the menu structure and game window of ShogiVar. H.G. Muller, August 2014 shogivar-C-port-1.55b/menus.c0000644000175000017500000003676412425774572013045 00000000000000/* * menus.c -- platform-indendent menu handling code for ShogiVar (adapted from XBoard) * * Copyright 1991 by Digital Equipment Corporation, Maynard, * Massachusetts. * * Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006, * 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc. * * The following terms apply to Digital Equipment Corporation's copyright * interest in XBoard: * ------------------------------------------------------------------------ * All Rights Reserved * * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, * provided that the above copyright notice appear in all copies and that * both that copyright notice and this permission notice appear in * supporting documentation, and that the name of Digital not be * used in advertising or publicity pertaining to distribution of the * software without specific, written prior permission. * * DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING * ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL * DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR * ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, * WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, * ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS * SOFTWARE. * ------------------------------------------------------------------------ * * The following terms apply to the enhanced version of XBoard * distributed by the Free Software Foundation: * ------------------------------------------------------------------------ * * GNU XBoard is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or (at * your option) any later version. * * GNU XBoard is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://www.gnu.org/licenses/. * * *------------------------------------------------------------------------ ** See the file ChangeLog for a revision history. */ #define HIGHDRAG 1 #include "config.h" #include #include #include #include #include #include #include #include #include #if STDC_HEADERS # include # include #else /* not STDC_HEADERS */ extern char *getenv(); # if HAVE_STRING_H # include # else /* not HAVE_STRING_H */ # include # endif /* not HAVE_STRING_H */ #endif /* not STDC_HEADERS */ #if HAVE_UNISTD_H # include #endif #if ENABLE_NLS #include #endif // [HGM] bitmaps: put before incuding the bitmaps / pixmaps, to know how many piece types there are. #include "common.h" #include "backend.h" #include "frontend.h" #include "menus.h" #include "dialogs.h" #include "gettext.h" #ifdef ENABLE_NLS # define _(s) gettext (s) # define N_(s) gettext_noop (s) #else # define _(s) (s) # define N_(s) s #endif /* * Button/menu procedures */ int shiftKey, controlKey; char *gameCopyFilename, *gamePasteFilename; void DoChange () { Destroy(BoardDlg); Main(); } void ChangeGameProc () { Board.Timer1.Enabled = False; BoardPopDown(); ChangeGame(); ScheduleDelayedEvent(&DoChange, 500); } void SaveGameProc () { if(FileNamePopUpWrapper("Save Game", "", "*.svar", NULL, 0, "w", Board.CMSave.Filename, NULL)) SaveGame(); } void ScoreProc () { if(FileNamePopUpWrapper("Create Text Score", "", "*.txt", NULL, 0, "w", Board.CMDiagram.Filename, NULL)) PrintScore(); } void DiagramProc () { if(FileNamePopUpWrapper("Create Text Diagram", "", "*.txt", NULL, 0, "w", Board.CMDiagram.Filename, NULL)) DiagramFile(); } void SmallProc () { if(FileNamePopUpWrapper("Create Small Text Diagram", "", "*.txt", NULL, 0, "w", Board.CMDiagram.Filename, NULL)) DiagramSmall(); } void LoadGameProc () { if(FileNamePopUpWrapper("Load Game", "", "*.svar", NULL, 0, "r", Board.CMSave.Filename, NULL)) LoadGame(); DrawBoard(); } void ReplayProc () { Forwards = 1; Replay(); Forwards = 0; DrawBoard(); } void TakeBackProc () { Tabbing = 1; TakeBack(); Tabbing = 0; DrawBoard(); } void TerritoryProc () { Tilde = 1; Territory(); } void QuitProc () { // Unload Start; ConfigSave(); exit(0); } void ClearProc () { EndSetup(); ClearBoard(); DrawBoard(); } void RotateProc () { UnloadImages(); // FIXME: why is the board image reloaded at all by Rotate()? Rotate(); DrawBoard(); } void AddBlackProc () { strcpy(ExtraPiece, "Black"); CheckAdd(); } void AddWhiteProc () { strcpy(ExtraPiece, "White"); CheckAdd(); } void RemoveProc () { EndSetup(); Reduce = 1; SetHandicap(); } void TurnProc () { if(strcmp(Turn, "White") ) strcpy(Turn, "White"); else strcpy(Turn, "Black"); MarkMenuItem("Board.Turn", !strcpy(Turn, "White")); } void MovePieceProc () { EndSetup(); MovePieces(); } void ForceProc () { EndMove = 1; } void NewGameProc () { if(LegalMoves == 0) { NewGame = 1; SetPieces(); } DrawBoard(); } void PieceHelpProc () { // PieceHelp.Show(); LoadPieceHelp(); } void HandicapProc () { EndSetup(); SetHandicap(); } void NothingProc () { return; } # define MARK_MENU_ITEM(X,Y) MarkMenuItem(X, Y) void ShowLegalProc () { SeeMove = !SeeMove; SeeMoves(); MARK_MENU_ITEM("Moves.ShowLegal", SeeMove); } void ShowThreatsProc () { strcpy(Threat, strcmp(Threat, "On") ? "On" : "Off"); SetThreat(); MARK_MENU_ITEM("Moves.ShowTheat", !strcmp(Threat, "On")); } void EvaluateProc () { Eval = !Eval; if (!Eval) strcpy(Board.Caption, Cap); strcpy(Board.PieceID.Caption, Eval ? "Evaluation On" : "Evaluation Off"); SetEval(); MARK_MENU_ITEM("Moves.Evaluate", Eval); } void CompWhiteProc () { int w=0; // white is a computer player if(!strcmp(Computer, "White")) strcpy( Computer, "None"); else if(!strcmp(Computer, "Both")) strcpy( Computer, "Black"); else if(!strcmp(Computer, "Black")) strcpy( Computer, "Both"), w = 2; else if(!strcmp(Computer, "None")) strcpy( Computer, "White"), w = 1; MARK_MENU_ITEM("Setup.CompWhite", w > 0); SetWhitePlayer(); if (w == 1 && !strcmp(Turn, "White")) w = SeeMove, SeeMove = 1, CompMain(), SeeMove = w; // "Both" handled in SetWhitePlayer } void CompBlackProc () { int b=0; // black is a computer player if(!strcmp(Computer, "Black")) strcpy( Computer, "None"); else if(!strcmp(Computer, "Both")) strcpy( Computer, "White"); else if(!strcmp(Computer, "White")) strcpy( Computer, "Both"), b = 2; else if(!strcmp(Computer, "None")) strcpy( Computer, "Black"), b = 1; MARK_MENU_ITEM("Setup.CompBlack", b > 0); SetBlackPlayer(); if (b == 1 && !strcmp(Turn, "Black")) b = SeeMove, SeeMove = 1, CompMain(), SeeMove = b; // "Both" handled in SetBlackPlayer } void LevelProc () { // Toggle between Weak and Less Weak strcpy(Grade, strcmp(Grade, "LessWeak") ? "LessWeak": "Weak"); SetDifficulty(); MARK_MENU_ITEM("Setup.LessWeak", !strcmp(Grade, "LessWeak")); } void NotateProc () { Notate = !Notate; Notation(); DrawBoard(); MARK_MENU_ITEM("Setup.Notate", !Notate); } void FlashProc () { ShowLast = !ShowLast; SetLastMove(); MARK_MENU_ITEM("Moves.Flash", ShowLast); } void AutoPromProc () { AutoPromote = !AutoPromote; SetAutoPromote(); MARK_MENU_ITEM("Setup.AutoProm", AutoPromote); } void ClocksProc () { Timing = !Timing; if(Timing) ClocksOff(); else ClocksOn(); MARK_MENU_ITEM("Setup.Clocks", !Timing); if(Board.Timer1.Enabled) StartClockTimer(1000); } void PiecesProc () { static int western; western = !western; MARK_MENU_ITEM("Setup.Japanese", western); } void LionHawkProc () { int v; char c; if(LionHawkVer == 2) LionHawkVer = 1, v = 42, c = 'L'; else LionHawkVer = 2, v = 26, c = 'D'; Pieces[47].Value = Pieces[64].Value = Pieces[18].PrValue = v; Pieces[47].special = Pieces[64].special = c; SetLionHawk(); MARK_MENU_ITEM("Board.LionHawk", LionHawkVer == 2); } /* * Menu definition tables */ MenuItem gameMenu[] = { {N_("New Game"), "n", "NewGame", NewGameProc }, {N_("Load Game"), "l", "LoadGame", LoadGameProc }, {N_("Save Game"), "s", "SaveGame", SaveGameProc }, {N_("Change Game"), "c", "ChangeGame", ChangeGameProc }, {"----", NULL, NULL, NothingProc }, {N_("Quit "), "q", "Quit", QuitProc }, {NULL, NULL, NULL, NULL} }; MenuItem movesMenu[] = { {N_("Show Legal Moves"), NULL, "ShowLegal", ShowLegalProc, CHECK }, {N_("Show Influence/Threats"), "i", "ShowThreat", ShowThreatsProc, CHECK }, {N_("Flash Last Move"), NULL, "Flash", FlashProc, CHECK }, {"----", NULL, NULL, NothingProc }, {N_("Force Move"), "f", "ForceMove", ForceProc }, {"----", NULL, NULL, NothingProc }, {N_("Take Back"), "b", "TakeBack", TakeBack }, {N_("Take Back All"), "Delete", "BackAll", TakeAll }, {"----", NULL, NULL, NothingProc}, {N_("Replay"), "r", "Replay", Replay }, {N_("Replay All"), "Insert", "RepAll", ReplayAll }, {"----", NULL, NULL, NothingProc }, {N_("Suggest Move"), "m", "Suggest", SetSuggest }, {"----", NULL, NULL, NothingProc}, {N_("Evaluate"), "e", "Evaluate", EvaluateProc, CHECK }, {"----", NULL, NULL, NothingProc }, {N_("Print Moves"), "p", "PrintMoves", PrintScore }, {"----", NULL, NULL, NothingProc }, {N_("Create Text Score"), "t", "Score", ScoreProc }, {N_("Create Text Diagram"), "y", "CreateLarge", DiagramProc }, {N_("Create Small Diagram"), "z" , "CreateSmall", SmallProc }, {NULL, NULL, NULL, NULL} }; MenuItem setupMenu[] = { {N_("Computer White"), NULL, "CompWhite", CompWhiteProc, CHECK }, {N_("Computer Black"), NULL, "CompBlack", CompBlackProc, CHECK }, {"----", NULL, NULL, NothingProc }, {N_("Rotate Board"), "w", "Rotate", RotateProc }, {"----", NULL, NULL, NothingProc }, {N_("Switch Sides"), "x", "SwitchSides", SwitchCompPlayer }, {"----", NULL, NULL, NothingProc }, {N_("Difficulty Less Weak"), NULL, "LessWeak", LevelProc, CHECK }, {"----", NULL, NULL, NothingProc }, {N_("Notation"), NULL, "Notation", NotateProc, CHECK }, {N_("Clocks"), NULL, "Clocks", ClocksProc, CHECK }, {N_("Auto Promotion"), "a", "AutoProm", AutoPromProc, CHECK }, {"----", NULL, NULL, NothingProc }, {N_("International Pieces"), NULL, "Japanese", PiecesProc, CHECK }, {NULL, NULL, NULL, NULL} }; MenuItem boardMenu[] = { {N_("Clear Board"), NULL, "Clear", ClearProc }, {N_("Add Black Pieces"), NULL, "AddBlack", AddBlackProc }, {N_("Add White Pieces"), NULL, "AddWhite", AddWhiteProc }, {N_("Remove Pieces"), NULL, "Remove", RemoveProc }, {N_("Move Pieces"), NULL, "Setup", MovePieceProc }, {N_("White to Move"), NULL, "Turn", TurnProc, CHECK }, {N_("Set Handicap"), "h", "Handicap", HandicapProc }, {"----", NULL, NULL, NothingProc }, {N_("Lion Hawk Version 2"), NULL, "LionHawk", LionHawkProc, CHECK }, {NULL, NULL, NULL, NULL} }; MenuItem helpMenu[] = { {N_("About"), "F1", "About", AboutProc }, {"----", NULL, NULL, NothingProc}, {N_("General"), "F2", "General", SetGeneral }, {N_("Rules"), "F3", "Rules", SetRules }, {N_("Piece Help"), "F4", "PieceHelp", PieceHelpProc}, {NULL, NULL, NULL, NULL} }; // dummy menu, used only for key bindings without menu item MenuItem noMenu[] = { {N_("Take Back"), "Delete", "TakeBack", TakeBackProc }, {N_("Replay"), "Insert", "Replay", ReplayProc }, {N_("Flash"), "space", "Flash", FlashPiece }, {N_("Comp"), "Pause", "Comp", CompTurn }, {N_("Territory"), "asciitilde", "Territory", TerritoryProc }, {N_("Influence"), "j", "Influence", ShowThreatsProc }, {NULL, NULL, NULL, NULL} }; Menu menuBar[] = { {N_("Game"), "Game", gameMenu}, {N_("Moves"), "Moves", movesMenu}, {N_("Options"), "Setup", setupMenu}, {N_("Set-Up"), "Board", boardMenu}, {N_("Help"), "Help", helpMenu}, {N_("None"), "None", noMenu}, // BEWARE! must be 5th (see dialogs.c BoardPopUp()) {NULL, NULL, NULL} }; MenuItem * MenuNameToItem (char *menuName) { int i=0; char buf[512], *p; MenuItem *menuTab; static MenuItem a = { NULL, NULL, NULL, NothingProc }; extern Option mainOptions[]; strncpy(buf, menuName, 511); p = strchr(buf, '.'); if(!p) menuTab = noMenu, p = menuName; else { *p++ = '\0'; for(i=0; menuBar[i].name; i++) if(!strcmp(buf, menuBar[i].ref)) break; if(!menuBar[i].name) return NULL; // main menu not found menuTab = menuBar[i].mi; } if(*p == '\0') { a.handle = mainOptions[i+1].handle; return &a; } // main menu bar for(i=0; menuTab[i].string; i++) if(menuTab[i].ref && !strcmp(p, menuTab[i].ref)) return menuTab + i; return NULL; // item not found } Enables icsEnables[] = { { "File.MailMove", False }, { NULL, False } }; void GreyRevert (Boolean grey) { EnableNamedMenuItem("Edit.Revert", !grey); EnableNamedMenuItem("Edit.Annotate", !grey); } void InitMenuMarkers() { MarkMenuItem("Setup.Japanese", False); MarkMenuItem("Setup.Clocks", !Timing); MarkMenuItem("Setup.Notation", !Notate); MarkMenuItem("Moves.Flash", ShowLast); MarkMenuItem("Moves.ShowLegal", SeeMove); MarkMenuItem("Moves.Evaluate", Eval); MarkMenuItem("Moves.ShowThreat", !strcmp(Threat, "On")); MarkMenuItem("Setup.LessWeak", !strcmp(Grade, "LessWeak")); MarkMenuItem("Setup.CompWhite", !strcmp(Computer, "White") || !strcmp(Computer, "Both")); MarkMenuItem("Setup.CompBlack", !strcmp(Computer, "Black") || !strcmp(Computer, "Both")); if(strcmp(Choice, "Tenjiku")) { EnableNamedMenuItem("Board.LionHawk", False); } else { EnableNamedMenuItem("Board.LionHawk", True); MarkMenuItem("Board.LionHawk", LionHawkVer == 2); } EnableNamedMenuItem("Setup.Japanese", False); // could be dependent on Choice in future } shogivar-C-port-1.55b/common.h0000644000175000017500000000275012376317701013167 00000000000000#define MSG_SIZ 512 #define NPIECES 1000 /* FIXME: how many, really? */ #define NSQUARES 1000 /* FIXME: how many, really? */ #define NTYPES 100 /* FIXME: how many, really? */ #define ASSIGN(X, Y) if(X) free(X); X = strdup(Y) typedef int Boolean; typedef char *String; typedef void (*DelayedEventCallback)(void); typedef int (*FileProc)(FILE *f, int n, char *title); typedef enum { Press, Release } ClickType; typedef enum { CheckBox, ComboBox, TextBox, Button, Spin, ResetButton, SaveButton, ListBox, Graph, PopUp, FileName, PathName, Slider, Message, Fractional, Label, Icon, BoxBegin, BoxEnd, BarBegin, BarEnd, DropDown, Break, EndMark, Skip } Control; typedef struct _opt { // [HGM] options: descriptor of UCI-style option int value; // current setting, starts as default int min; // Also used for flags int max; void *handle; // for use by front end void *target; // for use by front end char *textValue; // points to beginning of text value in name field char **choice; // points to array of combo choices in cps->combo Control type; char *name; // holds both option name and text value (in allocated memory) } Option; typedef struct { Boolean visible; int x; int y; int width; int height; } WindowPlacement; /* A point in time */ typedef struct { long sec; /* Assuming this is >= 32 bits */ int ms; /* Assuming this is >= 16 bits */ } TimeMark; extern TimeMark programStartTime; shogivar-C-port-1.55b/frontend.h0000644000175000017500000000226712425774572013531 00000000000000 INT MsgBox(char *msg, int buttons, char *title); void DoEvents(); char *InputBoxSTR(STRING prompt, STRING title, STRING def); void *LoadPicture(STRING filename); char *Cleanse(char *s); int StartTime(); int GetTime(); void Sleep(int ms); void DisplayError(char *message, int error); void UpdateCaptions(void); void DrawBoard(); void InitBoard(); void UnloadImages(void); void LoadStart(); void UnloadStart(); void LoadAddPieces(); void UnloadAddPieces(); void LoadBoard(); void UnloadBoard(); void LoadPieceHelp(); void UnloadPieceHelp(); void UnloadRulesHelp(); void BoardPopDown(); void MoveObject(int redraw, OBJECT *piece, int x, int y); void DrawCircle(int x, int y, int r, int fg, int fill, int style); void DrawLine(int x1, int y1, int x2, int y2, int color, char *options); void StartClockTimer(long millisec); void ScheduleDelayedEvent(DelayedEventCallback cb, long millisec); void MarkMenuItem(char *menuRef, int mark); void EnableNamedMenuItem(char *menuRef, int enable); void TagsPopUp(char *text, char *title); int FileNamePopUpWrapper( char *label, char *def, char *filter, void (*proc)(), Boolean pathFlag, char *openMode, char *name, FILE **fp ); shogivar-C-port-1.55b/config.sub0000755000175000017500000010577512404676534013530 00000000000000#! /bin/sh # Configuration validation subroutine script. # Copyright 1992-2014 Free Software Foundation, Inc. timestamp='2014-09-11' # This file is free software; you can redistribute it and/or modify it # under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, but # WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU # General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, see . # # As a special exception to the GNU General Public License, if you # distribute this file as part of a program that contains a # configuration script generated by Autoconf, you may include it under # the same distribution terms that you use for the rest of that # program. This Exception is an additional permission under section 7 # of the GNU General Public License, version 3 ("GPLv3"). # Please send patches with a ChangeLog entry to config-patches@gnu.org. # # Configuration subroutine to validate and canonicalize a configuration type. # Supply the specified configuration type as an argument. # If it is invalid, we print an error message on stderr and exit with code 1. # Otherwise, we print the canonical config type on stdout and succeed. # You can get the latest version of this script from: # http://git.savannah.gnu.org/gitweb/?p=config.git;a=blob_plain;f=config.sub;hb=HEAD # This file is supposed to be the same for all GNU packages # and recognize all the CPU types, system types and aliases # that are meaningful with *any* GNU software. # Each package is responsible for reporting which valid configurations # it does not support. The user should be able to distinguish # a failure to support a valid configuration from a meaningless # configuration. # The goal of this file is to map all the various variations of a given # machine specification into a single specification in the form: # CPU_TYPE-MANUFACTURER-OPERATING_SYSTEM # or in some cases, the newer four-part form: # CPU_TYPE-MANUFACTURER-KERNEL-OPERATING_SYSTEM # It is wrong to echo any other type of specification. me=`echo "$0" | sed -e 's,.*/,,'` usage="\ Usage: $0 [OPTION] CPU-MFR-OPSYS $0 [OPTION] ALIAS Canonicalize a configuration name. Operation modes: -h, --help print this help, then exit -t, --time-stamp print date of last modification, then exit -v, --version print version number, then exit Report bugs and patches to ." version="\ GNU config.sub ($timestamp) Copyright 1992-2014 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE." help=" Try \`$me --help' for more information." # Parse command line while test $# -gt 0 ; do case $1 in --time-stamp | --time* | -t ) echo "$timestamp" ; exit ;; --version | -v ) echo "$version" ; exit ;; --help | --h* | -h ) echo "$usage"; exit ;; -- ) # Stop option processing shift; break ;; - ) # Use stdin as input. break ;; -* ) echo "$me: invalid option $1$help" exit 1 ;; *local*) # First pass through any local machine types. echo $1 exit ;; * ) break ;; esac done case $# in 0) echo "$me: missing argument$help" >&2 exit 1;; 1) ;; *) echo "$me: too many arguments$help" >&2 exit 1;; esac # Separate what the user gave into CPU-COMPANY and OS or KERNEL-OS (if any). # Here we must recognize all the valid KERNEL-OS combinations. maybe_os=`echo $1 | sed 's/^\(.*\)-\([^-]*-[^-]*\)$/\2/'` case $maybe_os in nto-qnx* | linux-gnu* | linux-android* | linux-dietlibc | linux-newlib* | \ linux-musl* | linux-uclibc* | uclinux-uclibc* | uclinux-gnu* | kfreebsd*-gnu* | \ knetbsd*-gnu* | netbsd*-gnu* | \ kopensolaris*-gnu* | \ storm-chaos* | os2-emx* | rtmk-nova*) os=-$maybe_os basic_machine=`echo $1 | sed 's/^\(.*\)-\([^-]*-[^-]*\)$/\1/'` ;; android-linux) os=-linux-android basic_machine=`echo $1 | sed 's/^\(.*\)-\([^-]*-[^-]*\)$/\1/'`-unknown ;; *) basic_machine=`echo $1 | sed 's/-[^-]*$//'` if [ $basic_machine != $1 ] then os=`echo $1 | sed 's/.*-/-/'` else os=; fi ;; esac ### Let's recognize common machines as not being operating systems so ### that things like config.sub decstation-3100 work. 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-sco5) os=-sco3.2v5 basic_machine=`echo $1 | sed -e 's/86-.*/86-pc/'` ;; -sco4) os=-sco3.2v4 basic_machine=`echo $1 | sed -e 's/86-.*/86-pc/'` ;; -sco3.2.[4-9]*) os=`echo $os | sed -e 's/sco3.2./sco3.2v/'` basic_machine=`echo $1 | sed -e 's/86-.*/86-pc/'` ;; -sco3.2v[4-9]*) # Don't forget version if it is 3.2v4 or newer. basic_machine=`echo $1 | sed -e 's/86-.*/86-pc/'` ;; -sco5v6*) # Don't forget version if it is 3.2v4 or newer. basic_machine=`echo $1 | sed -e 's/86-.*/86-pc/'` ;; -sco*) os=-sco3.2v2 basic_machine=`echo $1 | sed -e 's/86-.*/86-pc/'` ;; -udk*) basic_machine=`echo $1 | sed -e 's/86-.*/86-pc/'` ;; -isc) os=-isc2.2 basic_machine=`echo $1 | sed -e 's/86-.*/86-pc/'` ;; -clix*) basic_machine=clipper-intergraph ;; -isc*) basic_machine=`echo $1 | sed -e 's/86-.*/86-pc/'` ;; -lynx*178) os=-lynxos178 ;; -lynx*5) os=-lynxos5 ;; -lynx*) os=-lynxos ;; -ptx*) basic_machine=`echo $1 | sed -e 's/86-.*/86-sequent/'` ;; -windowsnt*) os=`echo $os | sed -e 's/windowsnt/winnt/'` ;; -psos*) os=-psos ;; -mint | -mint[0-9]*) basic_machine=m68k-atari os=-mint ;; esac # Decode aliases for certain CPU-COMPANY combinations. case $basic_machine in # Recognize the basic CPU types without company name. # Some are omitted here because they have special meanings below. 1750a | 580 \ | a29k \ | aarch64 | aarch64_be \ | alpha | alphaev[4-8] | alphaev56 | alphaev6[78] | alphapca5[67] \ | alpha64 | alpha64ev[4-8] | alpha64ev56 | alpha64ev6[78] | alpha64pca5[67] \ | am33_2.0 \ | arc | arceb \ | arm | arm[bl]e | arme[lb] | armv[2-8] | armv[3-8][lb] | armv7[arm] \ | avr | avr32 \ | be32 | be64 \ | bfin \ | c4x | c8051 | clipper \ | d10v | d30v | dlx | dsp16xx \ | epiphany \ | fido | fr30 | frv \ | h8300 | h8500 | hppa | hppa1.[01] | hppa2.0 | hppa2.0[nw] | hppa64 \ | hexagon \ | i370 | i860 | i960 | ia64 \ | ip2k | iq2000 \ | k1om \ | le32 | le64 \ | lm32 \ | m32c | m32r | m32rle | m68000 | m68k | m88k \ | maxq | mb | microblaze | microblazeel | mcore | mep | metag \ | mips | mipsbe | mipseb | mipsel | mipsle \ | mips16 \ | mips64 | mips64el \ | mips64octeon | mips64octeonel \ | mips64orion | mips64orionel \ | mips64r5900 | mips64r5900el \ | mips64vr | mips64vrel \ | mips64vr4100 | mips64vr4100el \ | mips64vr4300 | mips64vr4300el \ | mips64vr5000 | mips64vr5000el \ | mips64vr5900 | mips64vr5900el \ | mipsisa32 | mipsisa32el \ | mipsisa32r2 | mipsisa32r2el \ | mipsisa32r6 | mipsisa32r6el \ | mipsisa64 | mipsisa64el \ | mipsisa64r2 | mipsisa64r2el \ | mipsisa64r6 | mipsisa64r6el \ | mipsisa64sb1 | mipsisa64sb1el \ | mipsisa64sr71k | mipsisa64sr71kel \ | mipsr5900 | mipsr5900el \ | mipstx39 | mipstx39el \ | mn10200 | mn10300 \ | moxie \ | mt \ | msp430 \ | nds32 | nds32le | nds32be \ | nios | nios2 | nios2eb | nios2el \ | ns16k | ns32k \ | open8 | or1k | or1knd | or32 \ | pdp10 | pdp11 | pj | pjl \ | powerpc | powerpc64 | powerpc64le | powerpcle \ | pyramid \ | riscv32 | riscv64 \ | rl78 | rx \ | score \ | sh | sh[1234] | sh[24]a | sh[24]aeb | sh[23]e | sh[34]eb | sheb | shbe | shle | sh[1234]le | sh3ele \ | sh64 | sh64le \ | sparc | sparc64 | sparc64b | sparc64v | sparc86x | sparclet | sparclite \ | sparcv8 | sparcv9 | sparcv9b | sparcv9v \ | spu \ | tahoe | tic4x | tic54x | tic55x | tic6x | tic80 | tron \ | ubicom32 \ | v850 | v850e | v850e1 | v850e2 | v850es | v850e2v3 \ | we32k \ | x86 | xc16x | xstormy16 | xtensa \ | z8k | z80) basic_machine=$basic_machine-unknown ;; c54x) basic_machine=tic54x-unknown ;; c55x) basic_machine=tic55x-unknown ;; c6x) basic_machine=tic6x-unknown ;; m6811 | m68hc11 | m6812 | m68hc12 | m68hcs12x | nvptx | picochip) basic_machine=$basic_machine-unknown os=-none ;; m88110 | m680[12346]0 | m683?2 | m68360 | m5200 | v70 | w65 | z8k) ;; ms1) basic_machine=mt-unknown ;; strongarm | thumb | xscale) basic_machine=arm-unknown ;; xgate) basic_machine=$basic_machine-unknown os=-none ;; xscaleeb) basic_machine=armeb-unknown ;; xscaleel) basic_machine=armel-unknown ;; # We use `pc' rather than `unknown' # because (1) that's what they normally are, and # (2) the word "unknown" tends to confuse beginning users. i*86 | x86_64) basic_machine=$basic_machine-pc ;; # Object if more than one company name word. *-*-*) echo Invalid configuration \`$1\': machine \`$basic_machine\' not recognized 1>&2 exit 1 ;; # Recognize the basic CPU types with company name. 580-* \ | a29k-* \ | aarch64-* | aarch64_be-* \ | alpha-* | alphaev[4-8]-* | alphaev56-* | alphaev6[78]-* \ | alpha64-* | alpha64ev[4-8]-* | alpha64ev56-* | alpha64ev6[78]-* \ | alphapca5[67]-* | alpha64pca5[67]-* | arc-* | arceb-* \ | arm-* | armbe-* | armle-* | armeb-* | armv*-* \ | avr-* | avr32-* \ | be32-* | be64-* \ | bfin-* | bs2000-* \ | c[123]* | c30-* | [cjt]90-* | c4x-* \ | c8051-* | clipper-* | craynv-* | cydra-* \ | d10v-* | d30v-* | dlx-* \ | elxsi-* \ | f30[01]-* | f700-* | fido-* | fr30-* | frv-* | fx80-* \ | h8300-* | h8500-* \ | hppa-* | hppa1.[01]-* | hppa2.0-* | hppa2.0[nw]-* | hppa64-* \ | hexagon-* \ | i*86-* | i860-* | i960-* | ia64-* \ | ip2k-* | iq2000-* \ | k1om-* \ | le32-* | le64-* \ | lm32-* \ | m32c-* | m32r-* | m32rle-* \ | m68000-* | m680[012346]0-* | m68360-* | m683?2-* | m68k-* \ | m88110-* | m88k-* | maxq-* | mcore-* | metag-* \ | microblaze-* | microblazeel-* \ | mips-* | mipsbe-* | mipseb-* | mipsel-* | mipsle-* \ | mips16-* \ | mips64-* | mips64el-* \ | mips64octeon-* | mips64octeonel-* \ | mips64orion-* | mips64orionel-* \ | mips64r5900-* | mips64r5900el-* \ | mips64vr-* | mips64vrel-* \ | mips64vr4100-* | mips64vr4100el-* \ | mips64vr4300-* | mips64vr4300el-* \ | mips64vr5000-* | mips64vr5000el-* \ | mips64vr5900-* | mips64vr5900el-* \ | mipsisa32-* | mipsisa32el-* \ | mipsisa32r2-* | mipsisa32r2el-* \ | mipsisa32r6-* | mipsisa32r6el-* \ | mipsisa64-* | mipsisa64el-* \ | mipsisa64r2-* | mipsisa64r2el-* \ | mipsisa64r6-* | mipsisa64r6el-* \ | mipsisa64sb1-* | mipsisa64sb1el-* \ | mipsisa64sr71k-* | mipsisa64sr71kel-* \ | mipsr5900-* | mipsr5900el-* \ | mipstx39-* | mipstx39el-* \ | mmix-* \ | mt-* \ | msp430-* \ | nds32-* | nds32le-* | nds32be-* \ | nios-* | nios2-* | nios2eb-* | nios2el-* \ | none-* | np1-* | ns16k-* | ns32k-* \ | open8-* \ | or1k*-* \ | orion-* \ | pdp10-* | pdp11-* | pj-* | pjl-* | pn-* | power-* \ | powerpc-* | powerpc64-* | powerpc64le-* | powerpcle-* \ | pyramid-* \ | rl78-* | romp-* | rs6000-* | rx-* \ | sh-* | sh[1234]-* | sh[24]a-* | sh[24]aeb-* | sh[23]e-* | sh[34]eb-* | sheb-* | shbe-* \ | shle-* | sh[1234]le-* | sh3ele-* | sh64-* | sh64le-* \ | sparc-* | sparc64-* | sparc64b-* | sparc64v-* | sparc86x-* | sparclet-* \ | sparclite-* \ | sparcv8-* | sparcv9-* | sparcv9b-* | sparcv9v-* | sv1-* | sx?-* \ | tahoe-* \ | tic30-* | tic4x-* | tic54x-* | tic55x-* | tic6x-* | tic80-* \ | tile*-* \ | tron-* \ | ubicom32-* \ | v850-* | v850e-* | v850e1-* | v850es-* | v850e2-* | v850e2v3-* \ | vax-* \ | we32k-* \ | x86-* | x86_64-* | xc16x-* | xps100-* \ | xstormy16-* | xtensa*-* \ | ymp-* \ | z8k-* | z80-*) ;; # Recognize the basic CPU types without company name, with glob match. xtensa*) basic_machine=$basic_machine-unknown ;; # Recognize the various machine names and aliases which stand # for a CPU type and a company and sometimes even an OS. 386bsd) basic_machine=i386-unknown os=-bsd ;; 3b1 | 7300 | 7300-att | att-7300 | pc7300 | safari | unixpc) basic_machine=m68000-att ;; 3b*) basic_machine=we32k-att ;; a29khif) basic_machine=a29k-amd os=-udi ;; abacus) basic_machine=abacus-unknown ;; adobe68k) basic_machine=m68010-adobe os=-scout ;; alliant | fx80) basic_machine=fx80-alliant ;; altos | altos3068) basic_machine=m68k-altos ;; am29k) basic_machine=a29k-none os=-bsd ;; amd64) basic_machine=x86_64-pc ;; amd64-*) basic_machine=x86_64-`echo $basic_machine | sed 's/^[^-]*-//'` ;; amdahl) basic_machine=580-amdahl os=-sysv ;; amiga | amiga-*) basic_machine=m68k-unknown ;; amigaos | amigados) basic_machine=m68k-unknown os=-amigaos ;; amigaunix | amix) basic_machine=m68k-unknown os=-sysv4 ;; apollo68) basic_machine=m68k-apollo os=-sysv ;; apollo68bsd) basic_machine=m68k-apollo os=-bsd ;; aros) basic_machine=i386-pc os=-aros ;; aux) basic_machine=m68k-apple os=-aux ;; balance) basic_machine=ns32k-sequent os=-dynix ;; blackfin) basic_machine=bfin-unknown os=-linux ;; blackfin-*) basic_machine=bfin-`echo $basic_machine | sed 's/^[^-]*-//'` os=-linux ;; bluegene*) basic_machine=powerpc-ibm os=-cnk ;; c54x-*) basic_machine=tic54x-`echo $basic_machine | sed 's/^[^-]*-//'` ;; c55x-*) basic_machine=tic55x-`echo $basic_machine | sed 's/^[^-]*-//'` ;; c6x-*) basic_machine=tic6x-`echo $basic_machine | sed 's/^[^-]*-//'` ;; c90) basic_machine=c90-cray os=-unicos ;; cegcc) basic_machine=arm-unknown os=-cegcc ;; convex-c1) basic_machine=c1-convex os=-bsd ;; convex-c2) basic_machine=c2-convex os=-bsd ;; convex-c32) basic_machine=c32-convex os=-bsd ;; convex-c34) basic_machine=c34-convex os=-bsd ;; convex-c38) basic_machine=c38-convex os=-bsd ;; cray | j90) basic_machine=j90-cray os=-unicos ;; craynv) basic_machine=craynv-cray os=-unicosmp ;; cr16 | cr16-*) basic_machine=cr16-unknown os=-elf ;; crds | unos) basic_machine=m68k-crds ;; crisv32 | crisv32-* | etraxfs*) basic_machine=crisv32-axis ;; cris | cris-* | etrax*) basic_machine=cris-axis ;; crx) basic_machine=crx-unknown os=-elf ;; da30 | da30-*) basic_machine=m68k-da30 ;; decstation | decstation-3100 | pmax | pmax-* | pmin | dec3100 | decstatn) basic_machine=mips-dec ;; decsystem10* | dec10*) basic_machine=pdp10-dec os=-tops10 ;; decsystem20* | dec20*) basic_machine=pdp10-dec os=-tops20 ;; delta | 3300 | motorola-3300 | motorola-delta \ | 3300-motorola | delta-motorola) basic_machine=m68k-motorola ;; delta88) basic_machine=m88k-motorola os=-sysv3 ;; dicos) basic_machine=i686-pc os=-dicos ;; djgpp) basic_machine=i586-pc os=-msdosdjgpp ;; dpx20 | dpx20-*) basic_machine=rs6000-bull os=-bosx ;; dpx2* | dpx2*-bull) basic_machine=m68k-bull os=-sysv3 ;; ebmon29k) basic_machine=a29k-amd os=-ebmon ;; elxsi) basic_machine=elxsi-elxsi os=-bsd ;; encore | umax | mmax) basic_machine=ns32k-encore ;; es1800 | OSE68k | ose68k | ose | OSE) basic_machine=m68k-ericsson os=-ose ;; fx2800) basic_machine=i860-alliant ;; genix) basic_machine=ns32k-ns ;; gmicro) basic_machine=tron-gmicro os=-sysv ;; go32) basic_machine=i386-pc os=-go32 ;; h3050r* | hiux*) basic_machine=hppa1.1-hitachi os=-hiuxwe2 ;; h8300hms) basic_machine=h8300-hitachi os=-hms ;; h8300xray) basic_machine=h8300-hitachi os=-xray ;; h8500hms) basic_machine=h8500-hitachi os=-hms ;; harris) basic_machine=m88k-harris os=-sysv3 ;; hp300-*) basic_machine=m68k-hp ;; hp300bsd) basic_machine=m68k-hp os=-bsd ;; hp300hpux) basic_machine=m68k-hp os=-hpux ;; hp3k9[0-9][0-9] | hp9[0-9][0-9]) basic_machine=hppa1.0-hp ;; hp9k2[0-9][0-9] | hp9k31[0-9]) basic_machine=m68000-hp ;; hp9k3[2-9][0-9]) basic_machine=m68k-hp ;; hp9k6[0-9][0-9] | hp6[0-9][0-9]) basic_machine=hppa1.0-hp ;; hp9k7[0-79][0-9] | hp7[0-79][0-9]) basic_machine=hppa1.1-hp ;; hp9k78[0-9] | hp78[0-9]) # FIXME: really hppa2.0-hp basic_machine=hppa1.1-hp ;; hp9k8[67]1 | hp8[67]1 | hp9k80[24] | hp80[24] | hp9k8[78]9 | hp8[78]9 | hp9k893 | hp893) # FIXME: really hppa2.0-hp basic_machine=hppa1.1-hp ;; hp9k8[0-9][13679] | hp8[0-9][13679]) basic_machine=hppa1.1-hp ;; hp9k8[0-9][0-9] | hp8[0-9][0-9]) basic_machine=hppa1.0-hp ;; hppa-next) os=-nextstep3 ;; hppaosf) basic_machine=hppa1.1-hp os=-osf ;; hppro) basic_machine=hppa1.1-hp os=-proelf ;; i370-ibm* | ibm*) basic_machine=i370-ibm ;; i*86v32) basic_machine=`echo $1 | sed -e 's/86.*/86-pc/'` os=-sysv32 ;; i*86v4*) basic_machine=`echo $1 | sed -e 's/86.*/86-pc/'` os=-sysv4 ;; i*86v) basic_machine=`echo $1 | sed -e 's/86.*/86-pc/'` os=-sysv ;; i*86sol2) basic_machine=`echo $1 | sed -e 's/86.*/86-pc/'` os=-solaris2 ;; i386mach) basic_machine=i386-mach os=-mach ;; i386-vsta | vsta) basic_machine=i386-unknown os=-vsta ;; iris | iris4d) basic_machine=mips-sgi case $os in -irix*) ;; *) os=-irix4 ;; esac ;; isi68 | isi) basic_machine=m68k-isi os=-sysv ;; m68knommu) basic_machine=m68k-unknown os=-linux ;; m68knommu-*) basic_machine=m68k-`echo $basic_machine | sed 's/^[^-]*-//'` os=-linux ;; m88k-omron*) basic_machine=m88k-omron ;; magnum | m3230) basic_machine=mips-mips os=-sysv ;; merlin) basic_machine=ns32k-utek os=-sysv ;; microblaze*) basic_machine=microblaze-xilinx ;; mingw64) basic_machine=x86_64-pc os=-mingw64 ;; mingw32) basic_machine=i686-pc os=-mingw32 ;; mingw32ce) basic_machine=arm-unknown os=-mingw32ce ;; miniframe) basic_machine=m68000-convergent ;; *mint | -mint[0-9]* | *MiNT | *MiNT[0-9]*) basic_machine=m68k-atari os=-mint ;; mips3*-*) basic_machine=`echo $basic_machine | sed -e 's/mips3/mips64/'` ;; mips3*) basic_machine=`echo $basic_machine | sed -e 's/mips3/mips64/'`-unknown ;; monitor) basic_machine=m68k-rom68k os=-coff ;; morphos) basic_machine=powerpc-unknown os=-morphos ;; moxiebox) basic_machine=moxie-unknown os=-moxiebox ;; msdos) basic_machine=i386-pc os=-msdos ;; ms1-*) basic_machine=`echo $basic_machine | sed -e 's/ms1-/mt-/'` ;; msys) basic_machine=i686-pc os=-msys ;; mvs) basic_machine=i370-ibm os=-mvs ;; nacl) basic_machine=le32-unknown os=-nacl ;; ncr3000) basic_machine=i486-ncr os=-sysv4 ;; netbsd386) basic_machine=i386-unknown os=-netbsd ;; netwinder) basic_machine=armv4l-rebel os=-linux ;; news | news700 | news800 | news900) basic_machine=m68k-sony os=-newsos ;; news1000) basic_machine=m68030-sony os=-newsos ;; news-3600 | risc-news) basic_machine=mips-sony os=-newsos ;; necv70) basic_machine=v70-nec os=-sysv ;; next | m*-next ) basic_machine=m68k-next case $os in -nextstep* ) ;; -ns2*) os=-nextstep2 ;; *) os=-nextstep3 ;; esac ;; nh3000) basic_machine=m68k-harris os=-cxux ;; nh[45]000) basic_machine=m88k-harris os=-cxux ;; nindy960) basic_machine=i960-intel os=-nindy ;; mon960) basic_machine=i960-intel os=-mon960 ;; nonstopux) basic_machine=mips-compaq os=-nonstopux ;; np1) basic_machine=np1-gould ;; neo-tandem) basic_machine=neo-tandem ;; nse-tandem) basic_machine=nse-tandem ;; nsr-tandem) basic_machine=nsr-tandem ;; op50n-* | op60c-*) basic_machine=hppa1.1-oki os=-proelf ;; openrisc | openrisc-*) basic_machine=or32-unknown ;; os400) basic_machine=powerpc-ibm os=-os400 ;; OSE68000 | ose68000) basic_machine=m68000-ericsson os=-ose ;; os68k) basic_machine=m68k-none os=-os68k ;; pa-hitachi) basic_machine=hppa1.1-hitachi os=-hiuxwe2 ;; paragon) basic_machine=i860-intel os=-osf ;; parisc) basic_machine=hppa-unknown os=-linux ;; parisc-*) basic_machine=hppa-`echo $basic_machine | sed 's/^[^-]*-//'` os=-linux ;; pbd) basic_machine=sparc-tti ;; pbb) basic_machine=m68k-tti ;; pc532 | pc532-*) basic_machine=ns32k-pc532 ;; pc98) basic_machine=i386-pc ;; pc98-*) basic_machine=i386-`echo $basic_machine | sed 's/^[^-]*-//'` ;; pentium | p5 | k5 | k6 | nexgen | viac3) basic_machine=i586-pc ;; pentiumpro | p6 | 6x86 | athlon | athlon_*) basic_machine=i686-pc ;; pentiumii | pentium2 | pentiumiii | pentium3) basic_machine=i686-pc ;; pentium4) basic_machine=i786-pc ;; pentium-* | p5-* | k5-* | k6-* | nexgen-* | viac3-*) basic_machine=i586-`echo $basic_machine | sed 's/^[^-]*-//'` ;; pentiumpro-* | p6-* | 6x86-* | athlon-*) basic_machine=i686-`echo $basic_machine | sed 's/^[^-]*-//'` ;; pentiumii-* | pentium2-* | pentiumiii-* | pentium3-*) basic_machine=i686-`echo $basic_machine | sed 's/^[^-]*-//'` ;; pentium4-*) basic_machine=i786-`echo $basic_machine | sed 's/^[^-]*-//'` ;; pn) basic_machine=pn-gould ;; power) basic_machine=power-ibm ;; ppc | ppcbe) basic_machine=powerpc-unknown ;; ppc-* | ppcbe-*) basic_machine=powerpc-`echo $basic_machine | sed 's/^[^-]*-//'` ;; ppcle | powerpclittle | ppc-le | powerpc-little) basic_machine=powerpcle-unknown ;; ppcle-* | powerpclittle-*) basic_machine=powerpcle-`echo $basic_machine | sed 's/^[^-]*-//'` ;; ppc64) basic_machine=powerpc64-unknown ;; ppc64-*) basic_machine=powerpc64-`echo $basic_machine | sed 's/^[^-]*-//'` ;; ppc64le | powerpc64little | ppc64-le | powerpc64-little) basic_machine=powerpc64le-unknown ;; ppc64le-* | powerpc64little-*) basic_machine=powerpc64le-`echo $basic_machine | sed 's/^[^-]*-//'` ;; ps2) basic_machine=i386-ibm ;; pw32) basic_machine=i586-unknown os=-pw32 ;; rdos | rdos64) basic_machine=x86_64-pc os=-rdos ;; rdos32) basic_machine=i386-pc os=-rdos ;; rom68k) basic_machine=m68k-rom68k os=-coff ;; rm[46]00) basic_machine=mips-siemens ;; rtpc | rtpc-*) basic_machine=romp-ibm ;; s390 | s390-*) basic_machine=s390-ibm ;; s390x | s390x-*) basic_machine=s390x-ibm ;; sa29200) basic_machine=a29k-amd os=-udi ;; sb1) basic_machine=mipsisa64sb1-unknown ;; sb1el) basic_machine=mipsisa64sb1el-unknown ;; sde) basic_machine=mipsisa32-sde os=-elf ;; sei) basic_machine=mips-sei os=-seiux ;; sequent) basic_machine=i386-sequent ;; sh) basic_machine=sh-hitachi os=-hms ;; sh5el) basic_machine=sh5le-unknown ;; sh64) basic_machine=sh64-unknown ;; sparclite-wrs | simso-wrs) basic_machine=sparclite-wrs os=-vxworks ;; sps7) basic_machine=m68k-bull os=-sysv2 ;; spur) basic_machine=spur-unknown ;; st2000) basic_machine=m68k-tandem ;; stratus) basic_machine=i860-stratus os=-sysv4 ;; strongarm-* | thumb-*) basic_machine=arm-`echo $basic_machine | sed 's/^[^-]*-//'` ;; sun2) basic_machine=m68000-sun ;; sun2os3) basic_machine=m68000-sun os=-sunos3 ;; sun2os4) basic_machine=m68000-sun os=-sunos4 ;; sun3os3) basic_machine=m68k-sun os=-sunos3 ;; sun3os4) basic_machine=m68k-sun os=-sunos4 ;; sun4os3) basic_machine=sparc-sun os=-sunos3 ;; sun4os4) basic_machine=sparc-sun os=-sunos4 ;; sun4sol2) basic_machine=sparc-sun os=-solaris2 ;; sun3 | sun3-*) basic_machine=m68k-sun ;; sun4) basic_machine=sparc-sun ;; sun386 | sun386i | roadrunner) basic_machine=i386-sun ;; sv1) basic_machine=sv1-cray os=-unicos ;; symmetry) basic_machine=i386-sequent os=-dynix ;; t3e) basic_machine=alphaev5-cray os=-unicos ;; t90) basic_machine=t90-cray os=-unicos ;; tile*) basic_machine=$basic_machine-unknown os=-linux-gnu ;; tx39) basic_machine=mipstx39-unknown ;; tx39el) basic_machine=mipstx39el-unknown ;; toad1) basic_machine=pdp10-xkl os=-tops20 ;; tower | tower-32) basic_machine=m68k-ncr ;; tpf) basic_machine=s390x-ibm os=-tpf ;; udi29k) basic_machine=a29k-amd os=-udi ;; ultra3) basic_machine=a29k-nyu os=-sym1 ;; v810 | necv810) basic_machine=v810-nec os=-none ;; vaxv) basic_machine=vax-dec os=-sysv ;; vms) basic_machine=vax-dec os=-vms ;; vpp*|vx|vx-*) basic_machine=f301-fujitsu ;; vxworks960) basic_machine=i960-wrs os=-vxworks ;; vxworks68) basic_machine=m68k-wrs os=-vxworks ;; vxworks29k) basic_machine=a29k-wrs os=-vxworks ;; w65*) basic_machine=w65-wdc os=-none ;; w89k-*) basic_machine=hppa1.1-winbond os=-proelf ;; xbox) basic_machine=i686-pc os=-mingw32 ;; xps | xps100) basic_machine=xps100-honeywell ;; xscale-* | xscalee[bl]-*) basic_machine=`echo $basic_machine | sed 's/^xscale/arm/'` ;; ymp) basic_machine=ymp-cray os=-unicos ;; z8k-*-coff) basic_machine=z8k-unknown os=-sim ;; z80-*-coff) basic_machine=z80-unknown os=-sim ;; none) basic_machine=none-none os=-none ;; # Here we handle the default manufacturer of certain CPU types. It is in # some cases the only manufacturer, in others, it is the most popular. w89k) basic_machine=hppa1.1-winbond ;; op50n) basic_machine=hppa1.1-oki ;; op60c) basic_machine=hppa1.1-oki ;; romp) basic_machine=romp-ibm ;; mmix) basic_machine=mmix-knuth ;; rs6000) basic_machine=rs6000-ibm ;; vax) basic_machine=vax-dec ;; pdp10) # there are many clones, so DEC is not a safe bet basic_machine=pdp10-unknown ;; pdp11) basic_machine=pdp11-dec ;; we32k) basic_machine=we32k-att ;; sh[1234] | sh[24]a | sh[24]aeb | sh[34]eb | sh[1234]le | sh[23]ele) basic_machine=sh-unknown ;; sparc | sparcv8 | sparcv9 | sparcv9b | sparcv9v) basic_machine=sparc-sun ;; cydra) basic_machine=cydra-cydrome ;; orion) basic_machine=orion-highlevel ;; orion105) basic_machine=clipper-highlevel ;; mac | mpw | mac-mpw) basic_machine=m68k-apple ;; pmac | pmac-mpw) basic_machine=powerpc-apple ;; *-unknown) # Make sure to match an already-canonicalized machine name. ;; *) echo Invalid configuration \`$1\': machine \`$basic_machine\' not recognized 1>&2 exit 1 ;; esac # Here we canonicalize certain aliases for manufacturers. case $basic_machine in *-digital*) basic_machine=`echo $basic_machine | sed 's/digital.*/dec/'` ;; *-commodore*) basic_machine=`echo $basic_machine | sed 's/commodore.*/cbm/'` ;; *) ;; esac # Decode manufacturer-specific aliases for certain operating systems. if [ x"$os" != x"" ] then case $os in # First match some system type aliases # that might get confused with valid system types. # -solaris* is a basic system type, with this one exception. -auroraux) os=-auroraux ;; -solaris1 | -solaris1.*) os=`echo $os | sed -e 's|solaris1|sunos4|'` ;; -solaris) os=-solaris2 ;; -svr4*) os=-sysv4 ;; -unixware*) os=-sysv4.2uw ;; -gnu/linux*) os=`echo $os | sed -e 's|gnu/linux|linux-gnu|'` ;; # First accept the basic system types. # The portable systems comes first. # Each alternative MUST END IN A *, to match a version number. # -sysv* is not here because it comes later, after sysvr4. -gnu* | -bsd* | -mach* | -minix* | -genix* | -ultrix* | -irix* \ | -*vms* | -sco* | -esix* | -isc* | -aix* | -cnk* | -sunos | -sunos[34]*\ | -hpux* | -unos* | -osf* | -luna* | -dgux* | -auroraux* | -solaris* \ | -sym* | -kopensolaris* | -plan9* \ | -amigaos* | -amigados* | -msdos* | -newsos* | -unicos* | -aof* \ | -aos* | -aros* \ | -nindy* | -vxsim* | -vxworks* | -ebmon* | -hms* | -mvs* \ | -clix* | -riscos* | -uniplus* | -iris* | -rtu* | -xenix* \ | -hiux* | -386bsd* | -knetbsd* | -mirbsd* | -netbsd* \ | -bitrig* | -openbsd* | -solidbsd* \ | -ekkobsd* | -kfreebsd* | -freebsd* | -riscix* | -lynxos* \ | -bosx* | -nextstep* | -cxux* | -aout* | -elf* | -oabi* \ | -ptx* | -coff* | -ecoff* | -winnt* | -domain* | -vsta* \ | -udi* | -eabi* | -lites* | -ieee* | -go32* | -aux* \ | -chorusos* | -chorusrdb* | -cegcc* \ | -cygwin* | -msys* | -pe* | -psos* | -moss* | -proelf* | -rtems* \ | -mingw32* | -mingw64* | -linux-gnu* | -linux-android* \ | -linux-newlib* | -linux-musl* | -linux-uclibc* \ | -uxpv* | -beos* | -mpeix* | -udk* | -moxiebox* \ | -interix* | -uwin* | -mks* | -rhapsody* | -darwin* | -opened* \ | -openstep* | -oskit* | -conix* | -pw32* | -nonstopux* \ | -storm-chaos* | -tops10* | -tenex* | -tops20* | -its* \ | -os2* | -vos* | -palmos* | -uclinux* | -nucleus* \ | -morphos* | -superux* | -rtmk* | -rtmk-nova* | -windiss* \ | -powermax* | -dnix* | -nx6 | -nx7 | -sei* | -dragonfly* \ | -skyos* | -haiku* | -rdos* | -toppers* | -drops* | -es* | -tirtos*) # Remember, each alternative MUST END IN *, to match a version number. ;; -qnx*) case $basic_machine in x86-* | i*86-*) ;; *) os=-nto$os ;; esac ;; -nto-qnx*) ;; -nto*) os=`echo $os | sed -e 's|nto|nto-qnx|'` ;; -sim | -es1800* | -hms* | -xray | -os68k* | -none* | -v88r* \ | -windows* | -osx | -abug | -netware* | -os9* | -beos* | -haiku* \ | -macos* | -mpw* | -magic* | -mmixware* | -mon960* | -lnews*) ;; -mac*) os=`echo $os | sed -e 's|mac|macos|'` ;; -linux-dietlibc) os=-linux-dietlibc ;; -linux*) os=`echo $os | sed -e 's|linux|linux-gnu|'` ;; -sunos5*) os=`echo $os | sed -e 's|sunos5|solaris2|'` ;; -sunos6*) os=`echo $os | sed -e 's|sunos6|solaris3|'` ;; -opened*) os=-openedition ;; -os400*) os=-os400 ;; -wince*) os=-wince ;; -osfrose*) os=-osfrose ;; -osf*) os=-osf ;; -utek*) os=-bsd ;; -dynix*) os=-bsd ;; -acis*) os=-aos ;; -atheos*) os=-atheos ;; -syllable*) os=-syllable ;; -386bsd) os=-bsd ;; -ctix* | -uts*) os=-sysv ;; -nova*) os=-rtmk-nova ;; -ns2 ) os=-nextstep2 ;; -nsk*) os=-nsk ;; # Preserve the version number of sinix5. -sinix5.*) os=`echo $os | sed -e 's|sinix|sysv|'` ;; -sinix*) os=-sysv4 ;; -tpf*) os=-tpf ;; -triton*) os=-sysv3 ;; -oss*) os=-sysv3 ;; -svr4) os=-sysv4 ;; -svr3) os=-sysv3 ;; -sysvr4) os=-sysv4 ;; # This must come after -sysvr4. -sysv*) ;; -ose*) os=-ose ;; -es1800*) os=-ose ;; -xenix) os=-xenix ;; -*mint | -mint[0-9]* | -*MiNT | -MiNT[0-9]*) os=-mint ;; -aros*) os=-aros ;; -zvmoe) os=-zvmoe ;; -dicos*) os=-dicos ;; -nacl*) ;; -none) ;; *) # Get rid of the `-' at the beginning of $os. os=`echo $os | sed 's/[^-]*-//'` echo Invalid configuration \`$1\': system \`$os\' not recognized 1>&2 exit 1 ;; esac else # Here we handle the default operating systems that come with various machines. # The value should be what the vendor currently ships out the door with their # machine or put another way, the most popular os provided with the machine. # Note that if you're going to try to match "-MANUFACTURER" here (say, # "-sun"), then you have to tell the case statement up towards the top # that MANUFACTURER isn't an operating system. Otherwise, code above # will signal an error saying that MANUFACTURER isn't an operating # system, and we'll never get to this point. case $basic_machine in score-*) os=-elf ;; spu-*) os=-elf ;; *-acorn) os=-riscix1.2 ;; arm*-rebel) os=-linux ;; arm*-semi) os=-aout ;; c4x-* | tic4x-*) os=-coff ;; c8051-*) os=-elf ;; hexagon-*) os=-elf ;; tic54x-*) os=-coff ;; tic55x-*) os=-coff ;; tic6x-*) os=-coff ;; # This must come before the *-dec entry. pdp10-*) os=-tops20 ;; pdp11-*) os=-none ;; *-dec | vax-*) os=-ultrix4.2 ;; m68*-apollo) os=-domain ;; i386-sun) os=-sunos4.0.2 ;; m68000-sun) os=-sunos3 ;; m68*-cisco) os=-aout ;; mep-*) os=-elf ;; mips*-cisco) os=-elf ;; mips*-*) os=-elf ;; or32-*) os=-coff ;; *-tti) # must be before sparc entry or we get the wrong os. os=-sysv3 ;; sparc-* | *-sun) os=-sunos4.1.1 ;; *-be) os=-beos ;; *-haiku) os=-haiku ;; *-ibm) os=-aix ;; *-knuth) os=-mmixware ;; *-wec) os=-proelf ;; *-winbond) os=-proelf ;; *-oki) os=-proelf ;; *-hp) os=-hpux ;; *-hitachi) os=-hiux ;; i860-* | *-att | *-ncr | *-altos | *-motorola | *-convergent) os=-sysv ;; *-cbm) os=-amigaos ;; *-dg) os=-dgux ;; *-dolphin) os=-sysv3 ;; m68k-ccur) os=-rtu ;; m88k-omron*) os=-luna ;; *-next ) os=-nextstep ;; *-sequent) os=-ptx ;; *-crds) os=-unos ;; *-ns) os=-genix ;; i370-*) os=-mvs ;; *-next) os=-nextstep3 ;; *-gould) os=-sysv ;; *-highlevel) os=-bsd ;; *-encore) os=-bsd ;; *-sgi) os=-irix ;; *-siemens) os=-sysv4 ;; *-masscomp) os=-rtu ;; f30[01]-fujitsu | f700-fujitsu) os=-uxpv ;; *-rom68k) os=-coff ;; *-*bug) os=-coff ;; *-apple) os=-macos ;; *-atari*) os=-mint ;; *) os=-none ;; esac fi # Here we handle the case where we know the os, and the CPU type, but not the # manufacturer. We pick the logical manufacturer. vendor=unknown case $basic_machine in *-unknown) case $os in -riscix*) vendor=acorn ;; -sunos*) vendor=sun ;; -cnk*|-aix*) vendor=ibm ;; -beos*) vendor=be ;; -hpux*) vendor=hp ;; -mpeix*) vendor=hp ;; -hiux*) vendor=hitachi ;; -unos*) vendor=crds ;; -dgux*) vendor=dg ;; -luna*) vendor=omron ;; -genix*) vendor=ns ;; -mvs* | -opened*) vendor=ibm ;; -os400*) vendor=ibm ;; -ptx*) vendor=sequent ;; -tpf*) vendor=ibm ;; -vxsim* | -vxworks* | -windiss*) vendor=wrs ;; -aux*) vendor=apple ;; -hms*) vendor=hitachi ;; -mpw* | -macos*) vendor=apple ;; -*mint | -mint[0-9]* | -*MiNT | -MiNT[0-9]*) vendor=atari ;; -vos*) vendor=stratus ;; esac basic_machine=`echo $basic_machine | sed "s/unknown/$vendor/"` ;; esac echo $basic_machine$os exit # Local variables: # eval: (add-hook 'write-file-hooks 'time-stamp) # time-stamp-start: "timestamp='" # time-stamp-format: "%:y-%02m-%02d" # time-stamp-end: "'" # End: shogivar-C-port-1.55b/backend.h0000644000175000017500000001033612402421572013255 00000000000000// data types used in backend.c #define False 0 #define True 1 typedef int INT; typedef char STRING[80]; typedef float SINGLE; typedef long int LONG; typedef struct { INT number; STRING Name; char sname[5]; // As String * 4; INT Value; INT PrValue; INT Promotes; INT Graphic; INT PrGraphic; INT Moves[9]; char special; // As String * 1; INT Mask; INT Range; } Piece; // form??? typedef struct { STRING Filename; STRING DialogTitle; int Flags; int Action; } DIALOG; typedef struct { STRING Caption; int Visible; int Enabled; int Checked; int dragged; int Interval; void *Picture; int Value; STRING List[10]; int ListIndex; int ForeColor; int x, y, width, height; int oldX, oldY, oldWidth, oldHeight, oldVisible; void (*Move)(int draw, int x, int y), (*Drag)(int mode); } OBJECT, MENU; typedef struct { STRING Caption; OBJECT Frame; OBJECT Held[NTYPES]; OBJECT Timer1; OBJECT Timer2; OBJECT showpic[NSQUARES]; OBJECT HandPic[NTYPES]; OBJECT WhiteClock; OBJECT BlackClock; OBJECT LastMove; OBJECT PieceID; OBJECT NextMove; OBJECT NotTop, NotSide; OBJECT Pix[NPIECES]; OBJECT White, Black; OBJECT Game[18]; OBJECT Title[18]; OBJECT CmdPiece; int FillColor; int FillStyle; int ForeColor; int MousePointer; int ScaleWidth, DrawWidth; int CurrentX, CurrentY; int AutoRedraw; void *Picture; int WindowState; int Top, Left, Height; MENU MnuClockOn; MENU MnuClockOff; MENU MnuSwitch; MENU MnuVer1, MnuVer2; MENU MnuShowOn, MnuShowOff; MENU MnuShowLastOn, MnuShowLastOff; MENU MnuThreatOn, MnuThreatOff; MENU MnuAutoOn, MnuAutoOff; MENU MnuEvalOn, MnuEvalOff; MENU MnuLVer1, MnuLVer2; MENU MnuNotOn, MnuNotOff; MENU MnuWhitePlayer, MnuBlackPlayer; MENU MnuWhiteComp, MnuBlackComp; MENU MnuWhite, MnuBlack; MENU MnuHandicap; MENU MnuNextWhite, MnuNextBlack; MENU MnuWeak, MnuBest, MnuLessWeak; DIALOG CMDiagram; DIALOG CMSave; void (*Refresh)(), (*Hide)(), (*Show)(); void (*Line)(int x1, int y1, int x2, int y2, int color, char *options); void (*Circle)(int x, int y, int r); void (*Print)(char *c); // prints the passed character } FORM; typedef struct { STRING Caption; OBJECT NewPiece; int Visible; int Enabled; } ADDPIECES; // backend.c functions called from menus void ConfigSave(); void SetPieces(); void EndSetup(); void SetHandicap(); void SeeMoves(); void SetThreat(); void SetEval(); void CompMain(); void SetWhitePlayer(); void SetBlackPlayer(); void Compute(); void SetWhitePlayer(); void Notation(); void SetAutoPromote(); void ClocksOn(); void ClocksOff(); void SetLionHawk(); void LoadGame(); void SaveGame(); void ChangeGame(); void TakeBack(); void TakeAll(); void Replay(); void ReplayAll(); void SetSuggest(); void PrintScore(); void DiagramFile(); void DiagramSmall(); void Rotate(); void SwitchCompPlayer(); void SetGeneral(); void SetRules(); void SetDifficulty(); void SetLastMove(); void Clock(); void ClearBoard(); void CheckAdd(); void MovePieces(); void AddSomePieces(); void StartUp(); void ResetHand(); void NotSet(); void PicDrop(); void ShowProm(); void DropPiece(); void DropPiece2(); void ClearLegal(); void HeldDown(); void HeldProm(); void FillSquare(); void FormDrop(); void EndTilde(); void PicDown(); void FlashPiece(); void CompTurn(); void Territory(); void Main(); // globals in backend.c altered by menus extern STRING Direct; extern STRING Threat; extern STRING Cap; extern STRING Computer; extern STRING Turn; extern STRING Grade; extern STRING Choice; extern STRING ExtraPiece; extern INT Reverse; extern INT Timing; extern INT EndMove; extern INT NewGame; extern INT ShowLast; extern INT SeeMove; extern INT Eval; extern INT Notate; extern INT AutoPromote; extern INT LionHawkVer; extern INT LegalMoves; extern INT CCC, I; extern SINGLE NewX, NewY; extern INT NewButton; extern INT NewIndex; extern INT ClickPiece; extern INT PieceNum; extern INT Drop; extern INT Selection; extern INT Reduce; extern INT MovePiece; extern INT MoveCount; extern INT TurnCount; extern INT PromDotY; extern INT XStart; extern INT Pixels; extern INT BoardSizeX, BoardSizeY; extern INT Forwards, Tabbing; extern INT Tilde; extern Piece Pieces[]; extern FORM Board; extern FORM PieceHelp; shogivar-C-port-1.55b/configure.ac0000644000175000017500000003415312426003035014002 00000000000000dnl| configure.in dnl| dnl| Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006, 2007, dnl| 2008, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc. dnl| dnl| GNU XBoard is free software: you can redistribute it and/or modify dnl| it under the terms of the GNU General Public License as published by dnl| the Free Software Foundation, either version 3 of the License, or (at dnl| your option) any later version. dnl| dnl| GNU XBoard is distributed in the hope that it will be useful, but dnl| WITHOUT ANY WARRANTY; without even the implied warranty of dnl| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU dnl| General Public License for more details. dnl| dnl| You should have received a copy of the GNU General Public License dnl| along with this program. If not, see http://www.gnu.org/licenses/. dnl| dnl| -------------------------------------------------------------------- dnl| dnl| You can process this file with autoconf to produce a configure script. dnl| However, normally the supplied configure script will work fine. dnl| dnl| If you do need to change the configure script, instead of editing dnl| it directly, try to edit configure.in (in a way that will keep dnl| it portable to sites and systems other than your own), and run autoconf dnl| to regenerate configure. Then submit your changes to be folded into dnl| the standard version of xboard. dnl| define second argument as VERSION.PATCHLEVEL. e.g. 4.4.0j AC_INIT([shogivar],[C-port-1.55b],[bug-xboard@gnu.org]) dnl| need this to be able to compile some files in a subdir (filebrowser) AM_INIT_AUTOMAKE([subdir-objects]) m4_ifdef([AM_SILENT_RULES], [AM_SILENT_RULES([yes])]) AC_CONFIG_HEADERS([config.h]) dnl | a bunch of templates for defines used below AH_TEMPLATE([FIRST_PTY_LETTER],[template]) AH_TEMPLATE([HAVE_FCNTL_H],[template]) AH_TEMPLATE([HAVE_GETHOSTNAME],[template]) AH_TEMPLATE([HAVE_GETTIMEOFDAY],[template]) AH_TEMPLATE([HAVE_RANDOM],[template]) AH_TEMPLATE([HAVE_SYS_SOCKET_H],[template]) AH_TEMPLATE([IBMRTAIX],[template]) AH_TEMPLATE([LAST_PTY_LETTER],[template]) AH_TEMPLATE([PTY_ITERATION],[template]) AH_TEMPLATE([PTY_NAME_SPRINTF],[template]) AH_TEMPLATE([PTY_OPEN],[template]) AH_TEMPLATE([PTY_TTY_NAME_SPRINTF],[template]) AH_TEMPLATE([REMOTE_SHELL],[template]) AH_TEMPLATE([RTU],[template]) AH_TEMPLATE([UNIPLUS],[template]) AH_TEMPLATE([USE_PTYS],[template]) AH_TEMPLATE([X_WCHAR],[template]) AH_TEMPLATE([ATTENTION],[template]) AH_TEMPLATE([DEFINED_SYS_ERRLIST],[template]) AH_TEMPLATE([X_LOCALE],[template]) if test -z "$CFLAGS" ; then dnl| Prevent the next macro from setting CFLAGS to -g CFLAGS=" " fi AC_PROG_CC dnl| need this to be able to compile files in a subdir AM_PROG_CC_C_O AC_PROG_CPP AC_ISC_POSIX AC_PROG_INSTALL AC_CHECK_PROGS(RSH, remsh rsh, rsh) AC_CHECK_PROGS(MINFO, makeinfo, makeinfo_not_found) if test "$MINFO" = makeinfo_not_found ; then echo Please install \"makeinfo\" exit 1 fi AC_DEFINE_UNQUOTED(REMOTE_SHELL, "$RSH") AC_CHECK_PROG(NROFF, nroff, [nroff -man], cat) AC_SUBST(NROFFFLAGS) AC_PATH_PROGS(AWKPATH, awk mawk gawk nawk) AC_PATH_PROGS(PERLPATH, perl) AC_HEADER_STDC AC_HEADER_TIME AC_HEADER_SYS_WAIT AC_HEADER_DIRENT AC_TYPE_SIGNAL AC_CHECK_HEADERS(stropts.h sys/time.h string.h unistd.h sys/systeminfo.h) AC_CHECK_HEADERS(fcntl.h sys/fcntl.h, break) AC_CHECK_HEADERS(sys/socket.h lan/socket.h, break) AC_CHECK_HEADER(stddef.h, [], AC_DEFINE(X_WCHAR, 1)) AC_CHECK_FUNCS(_getpty grantpt setitimer usleep) AC_CHECK_FUNCS(gettimeofday ftime, break) AC_CHECK_FUNCS(random rand48, break) AC_CHECK_FUNCS(gethostname sysinfo, break) AC_CHECK_FUNC(setlocale, [], AC_CHECK_LIB(i, setlocale, [], AC_DEFINE(X_LOCALE, 1))) AC_CHECK_LIB(seq, getpseudotty) dnl | add compiler warnings only if compiler understands them AC_MSG_CHECKING(whether compiler understands -Wall -Wno-parentheses) SAVE_CFLAGS="$CFLAGS" CFLAGS="$CFLAGS -Wall -Wno-parentheses" AC_TRY_COMPILE([],[], AC_MSG_RESULT(yes), AC_MSG_RESULT(no) CFLAGS="$SAVE_CFLAGS") dnl | check for pkg-config AC_CHECK_PROGS([PKGCONFIG], [pkg-config], pkgconfig_not_found) AS_IF( [test "x$PKGCONFIG" = xpkgconfig_not_found], AC_MSG_ERROR([cannot find pkg-config! Please install it.])) dnl | check for cairo and librsvg PKG_CHECK_MODULES([CAIRO], [ cairo >= 1.2.0 librsvg-2.0 >= 2.14.0 ]) AC_SUBST(CAIRO_CFLAGS) AC_SUBST(CAIRO_LIBS) dnl | check which front end to use dnl | first check for gtk FRONTEND_CFLAGS="" FRONTEND_LIBS="" AC_ARG_WITH([gtk], [AS_HELP_STRING([--with-gtk],[use GTK front-end (default)])], [with_GTK=$withval], [with_GTK="yes"]) AC_ARG_WITH([iconsdir], [AS_HELP_STRING([--with-iconsdir=DIR], [path where icons get installed (default: $datadir/icons/hicolor/48x48/apps)])], [ICONSDIR="$withval"], [ICONSDIR='$(datadir)/icons/hicolor/48x48/apps']) AC_ARG_WITH([svgiconsdir], [AS_HELP_STRING([--with-svgiconsdir=DIR], [path where svg icons get installed (default: $datadir/icons/hicolor/scalable/apps)])], [SVGICONSDIR="$withval"], [SVGICONSDIR='$(datadir)/icons/hicolor/scalable/apps']) AC_ARG_WITH([desktopdir], [AS_HELP_STRING([--with-desktopdir=DIR], [path where desktop files get installed (default: $datadir/applications)])], [DESKTOPDIR="$withval"], [DESKTOPDIR='$(datadir)/applications']) AC_ARG_WITH([mimedir], [AS_HELP_STRING([--with-mimedir=DIR], [path where mime files get installed (default: $datadir/mime/packages)])], [MIMEDIR="$withval"], [MIMEDIR='$(datadir)/mime/packages']) AC_ARG_WITH([gamedatadir], [AS_HELP_STRING([--with-gamedatadir=DIR], [path where game data files get installed (default: $datadir/games/shogivar)])], [GAMEDATADIR="$withval"], [GAMEDATADIR='$(datadir)/games/shogivar']) AC_SUBST(ICONSDIR) AC_SUBST(SVGICONSDIR) AC_SUBST(DESKTOPDIR) AC_SUBST(MIMEDIR) AC_SUBST(GAMEDATADIR) dnl | check for libraries if test x"$with_GTK" = x"yes" ; then PKG_CHECK_MODULES([GTK], [ gtk+-2.0 >= 2.16.0 gmodule-2.0 ]) FRONTEND_CFLAGS=$GTK_CFLAGS FRONTEND_LIBS=$GTK_LIBS else AC_MSG_ERROR([Gtk headers not found. Please install the Gtk package and headers.]) fi dnl | make results available in Makefile.am AM_CONDITIONAL([withGTK], [test x"$with_GTK" = x"yes"]) dnl | end Front-end check AC_CANONICAL_HOST dnl| The following info is mostly gathered from GNU Emacs 19.24. Basically, dnl| we are trying to find out whether this is a System-V derivative in dnl| which pipes don't work with select() and if so, whether there is anything dnl| strange about the way to open a pty. Some of the work was done above dnl| by looking for _getpty, grantpt, and getpseudotty. A few other strange dnl| properties of particular systems are also handled here. dnl| 4/6/97 I'm not sure there really are any systems where pipes dnl| don't work with select(), and ptys cause problems on many dnl| systems, so I'm changing the default to disable ptys in all dnl| cases. I will change it back if I get bug reports that are fixed dnl| by doing a "configure --enable-ptys" USE_PTYS=0 case "$host" in *-*-hpux* ) AC_DEFINE(PTY_TTY_NAME_SPRINTF, [sprintf (pty_name, "/dev/pty/tty%c%x", c, i);]) AC_DEFINE(PTY_NAME_SPRINTF, [sprintf (pty_name, "/dev/ptym/pty%c%x", c, i);]) dnl| USE_PTYS=1 if test "$GCC" = yes; then CONF_CFLAGS="-fwritable-strings" else dnl| Note: You might be able to build shogivar even if your compiler does not dnl| support ANSI C (-Aa). shogivar itself does not require ANSI C. I don't dnl| know whether the X header files on HP-UX require it. CONF_CFLAGS="-Aa -D_HPUX_SOURCE" fi ;; romp-ibm-aix* ) AC_DEFINE(IBMRTAIX, 1) dnl| USE_PTYS=1 ;; i386-ibm-aix ) dnl| USE_PTYS=1 if test "$GCC" = yes; then CONF_CFLAGS="-fwritable-strings" fi ;; *-*-aix3* | *-*-bosx* ) AC_DEFINE(PTY_ITERATION, [for (c = 0; !c; c++)]) AC_DEFINE(PTY_NAME_SPRINTF, [strcpy (pty_name, "/dev/ptc");]) AC_DEFINE(PTY_TTY_NAME_SPRINTF, [strcpy (pty_name, ttyname (fd));]) dnl| USE_PTYS=1 ;; *-*-cxux* ) AC_DEFINE(FIRST_PTY_LETTER, 'A') AC_DEFINE(LAST_PTY_LETTER, 'P') dnl| USE_PTYS=1 ;; *-*-uniplus* ) AC_DEFINE(UNIPLUS, 1) dnl| USE_PTYS=1 ;; *-*-rtu* ) AC_DEFINE(FIRST_PTY_LETTER, 'z') AC_DEFINE(PTY_TTY_NAME_SPRINTF, [sprintf (pty_name, "/dev/ttyp%x", i);]) AC_DEFINE(PTY_NAME_SPRINTF, [sprintf (pty_name, "/dev/pty%x", i);]) AC_DEFINE(RTU, 1) dnl| USE_PTYS=1 ;; *-*-iris* | *-*-irix3* ) AC_DEFINE(PTY_ITERATION, [for (c = 0; !c; c++)]) AC_DEFINE(PTY_NAME_SPRINTF, [strcpy (pty_name, "/dev/ptc");]) AC_DEFINE(PTY_TTY_NAME_SPRINTF, [sprintf (pty_name, "/dev/ttyq%d", minor(stb.st_rdev));]) dnl| USE_PTYS=1 ;; *-*-irix* ) dnl| USE_PTYS=1 ;; *-*-sunos4* | *-*-solaris1* ) dnl| Work around a bug in the SunOS 4.x linker. Not needed if you have patches dnl| 100512-02 and 100573-03 from Sun. The X FAQ says that the following is dnl| "overkill," but doesn't explain what should be done instead. if test "$GCC" = yes; then PRE_XMULIB="-static" POST_XMULIB="-dynamic" else PRE_XMULIB="-Bstatic" POST_XMULIB="-Bdynamic" fi ;; *-*-sunos5* | *-*-solaris2* ) dnl| USE_PTYS=1 dnl| I'm not sure -lelf is needed, but it was in the old Imakefile. dnl| The other libraries should all be found by Ac_PATH_XTRA or other dnl| code above. ;; *-*-sco* ) AC_DEFINE(PTY_ITERATION, [for (i = 0; ; i++)]) AC_DEFINE(PTY_NAME_SPRINTF, [sprintf (pty_name, "/dev/ptyp%d", i);]) AC_DEFINE(PTY_TTY_NAME_SPRINTF, [sprintf (pty_name, "/dev/ttyp%d", i);]) dnl| USE_PTYS=1 ;; *-*-dynix* | *-*-ptx* ) dnl| USE_PTYS=1 ;; *-*-esix* ) dnl| USE_PTYS=1 ;; *-*-usg5-4* | *-*-sysvr4* ) dnl| USE_PTYS=1 ;; *-*-usg* | *-*-sysv* | *-*-aix* ) dnl| USE_PTYS=1 ;; vax-*-ultrix ) if test "$GCC" = yes; then CONF_CFLAGS="-fwritable-strings" fi ;; dnl| add some libs for OS X *-apple-* ) AC_MSG_WARN([Apple support is experimental, please report any problems to bug-xboard@gnu.org]) AC_PATH_PROG(SW_VERS, sw_vers) if test "x$SW_VERS" != "x"; then AC_MSG_CHECKING(Mac OS X version) MACOSX_VERSION=`$SW_VERS -productVersion` AC_MSG_RESULT([$MACOSX_VERSION]) fi case "$MACOSX_VERSION" in 10.0*|10.1|10.1.*|10.2*|10.3*|10.4*|10.5*|10.6*) FRONTEND_LIBS= "$FRONTEND_LIBS -lgtkmacintegration -headerpad_max_install_names mmacosx-version-min=10.6 -isysroot /Developer/SDKs/MacOSX10.6.sdk" ;; *) FRONTEND_LIBS = "$FRONTEND_LIBS -lgtkmacintegration -headerpad_max_install_names" ;; esac ;; esac AC_SUBST(FRONTEND_CFLAGS) AC_SUBST(FRONTEND_LIBS) AC_SUBST(PRE_XMULIB) AC_SUBST(POST_XMULIB) AC_SUBST(CONF_CFLAGS) AC_SUBST(CONF_LDFLAGS) AC_MSG_CHECKING(whether ptys or pipes should be used) AC_ARG_ENABLE( [ptys], [AS_HELP_STRING([--enable-ptys],[force use of pseudo-ttys with child processes])], [if test "$enableval" = yes; then USE_PTYS=1 enable_ptys="ptys" AC_MSG_RESULT([ptys (user override)]) fi if test "$enableval" = no; then USE_PTYS=0 enable_ptys="pipes" AC_MSG_RESULT([pipes (user override)]) fi], [if test "$USE_PTYS" = 1; then AC_MSG_RESULT(ptys) enable_ptys="ptys" else AC_MSG_RESULT(pipes) enable_ptys="pipes" fi]) AC_DEFINE_UNQUOTED(USE_PTYS, $USE_PTYS) dnl | define not to build zippy as a default, so that autoheader is happy AC_ARG_ENABLE( [zippy], [AS_HELP_STRING([--enable-zippy],[support interfacing a chess program to ICS (default)])], [], [enable_zippy="no"]) if test x"$enable_zippy" != xno; then AC_DEFINE(ZIPPY, 1,[should zippy be enabled]) else AC_DEFINE(ZIPPY, 0,[should zippy be enabled]) fi AM_CONDITIONAL([ZIPPY], [test x$enable_zippy != xno]) AC_ARG_ENABLE(sigint, [AS_HELP_STRING([--enable-sigint],[sending SIGINT (^C) wakes up GNU Chess (default)])], [if test "$enableval" = yes; then AC_DEFINE(ATTENTION, 1) fi enable_sigint=$enableval ], [enable_sigint="yes" AC_DEFINE(ATTENTION, 1)]) dnl | should we install desktop icons and mime associations? AC_ARG_ENABLE( [update-mimedb], [AS_HELP_STRING([--disable-update-mimedb],[disable the update-mime-database after install [default=no]])], [enable_mimedb="no"], [enable_mimedb="yes"]) AM_CONDITIONAL(ENABLE_UPDATE_MIMEDB, test x"$enable_mimedb" = "xyes") if test x"$enable_mimedb" = "xyes"; then AC_PATH_PROG([XDG_MIME],[xdg-mime]) AC_SUBST(XDG_MIME) AC_PATH_PROG([XDG_DESKTOP_MENU],[xdg-desktop-menu]) AC_SUBST(XDG_DESKTOP_MENU) AC_PATH_PROG([XDG_ICON_RESOURCE],[xdg-icon-resource]) AC_SUBST(XDG_ICON_RESOURCE) fi dnl create a string with configure options that can be passed to the dnl program, good for bug reports and version printout, see output below CONFIGURE_OPTIONS="prefix=$prefix; datarootdir=$datarootdir; \ datadir=$datadir; gamedatadir=$GAMEDATADIR; desktopdir=$DESKTOPDIR; \ mimedir=$MIMEDIR; iconsdir=$ICONSDIR; svgiconsdir=$SVGICONSDIR; infodir=$infodir; \ sysconfigdir=$sysconfigdir; update_mimedb=$enable_mimedb; \ GKT=$with_GTK; \ ptys=$enable_ptys; zippy=$enable_zippy; sigint=$enable_sigint" AC_SUBST(CONFIGURE_OPTIONS) dnl | output Makefile AC_CONFIG_FILES([Makefile]) AC_CONFIG_COMMANDS([test-stamp-h],[test -z "$CONFIG_HEADERS" || date > stamp-h]) AC_OUTPUT dnl dnl Output a summary dnl echo "" echo " Configurations summary:" echo "" echo " prefix: $prefix " echo " datarootdir: $datarootdir " echo " datadir: $datadir " echo " gamedatadir: $GAMEDATADIR " echo " desktopdir: $DESKTOPDIR " echo " mimedir: $MIMEDIR " echo " iconsdir: $ICONSDIR " echo " svgiconsdir: $SVGICONSDIR " echo " infodir: $infodir (info files will go here)" echo " sysconfdir: $sysconfdir (xboard.conf will go here)" echo "" echo " update mimedb: $enable_mimedb" echo "" echo " NLS support: $USE_NLS" echo "" echo " GTK: $with_GTK" echo "" echo " ptys: $enable_ptys" echo " zippy: $enable_zippy" echo " sigint: $enable_sigint" shogivar-C-port-1.55b/Copyright.txt0000644000175000017500000000152312376317701014234 00000000000000COPYRIGHTS ShogiVar -- a program to play shogi variants Original author: Steve Evans Copyright 1996-1998 by Steve Evans Translation copyright 2014 by H.G. Muller GUI code taken from XBoard copyright Free Software Foundation ShogiVar is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. ShogiVar is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/. shogivar-C-port-1.55b/Data/0000755000175000017500000000000012426003110012431 500000000000000shogivar-C-port-1.55b/Data/WhiteDn.png0000644000175000017500000000044512376317701014446 00000000000000‰PNG  IHDRðŸ9"0PLTEÿÿ;;¿;[Ÿ;ŸŸÃ———·‡kÇ#;ÏÏÏÿÿç§sÿÇŸÿÿÿ[[[ÿÿÿJtòu vpAgZÀpø9IDAT×cHƒ‚$Vî]¸de‚YÓ@²`V.Ö\ ã&˜Ò| Rµc.PÔ¶»èöÂX§¡J~,€óA%tEXtdate:create2014-08-10T10:33:02+02:00z“ÿß%tEXtdate:modify1997-04-13T10:14:28+02:00Á.ÑIEND®B`‚shogivar-C-port-1.55b/Data/Mini.dat0000644000175000017500000000261512376317701013765 00000000000000Mini Shogi MiniBord.bmp 1,5,0,1,170,21,60,12,20,20 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,1,6,9,6,10,1,0,0,0,0,0,0,0,1,5,0 3,Silver,S,5,6,10,5,9,1,0,0,0,1,1,1,1,0,4,0 4,Gold,G,6,0,0,4,0,1,1,1,1,1,1,0,0,0,3,0 5,Bishop,B,10,14,7,3,8,0,0,0,0,64,64,64,64,0,2,1 6,Rook,R,12,15,8,2,7,64,64,64,64,0,0,0,0,0,2,1 7,Horse,+B,14,0,0,8,5,1,1,1,1,64,64,64,64,0,2,1 8,Dragon,+R,15,0,0,7,6,64,64,64,64,1,1,1,1,0,2,1 9,Tokin,+P,6,0,0,10,2,1,1,1,1,1,1,0,0,0,5,0 10,Promoted Silver,+S,6,0,0,9,3,1,1,1,1,1,1,0,0,0,3,0 -6,-5,-3,-4,-1,0,0,0,0,-2,0,0,0,0,0,2,0,0,0,0,1,4,3,5,6 5,6,5,4,3,2,5 58,58,58,54,47,40,34,26,19,12,8,8,7,7,7,6,6,6,5,5,5,5,4 4,4,3,3,3,2,2,2,2,2,3,3,3,4,4,4,5,5,5,5,6,6,6,7,7,8,12,18 24,30,37,43,49,56,58,58 58,58,58,54,47,40,34,26,19,12,10,10,10,9,9,9,8,8,7,7,7,6 6,5,5,5,4,4,4,4,4,4,5,5,5,5,6,6,7,7,7,7,8,8,8,9,9,11,17,23 30,36,42,48,54,58,58,58,58 58,58,58,58,58,58,54,47,41,35,28,22,15,14,14,13,12,12,12,12 11,11,11,10,9,9,9,8,8,8,8,8,8,8,9,9,10,10,11,11,11,11,12 12,13,13,14,20,25,32,37,43,48,54,58,58,58,58,58 58,58,58,58,58,58,58,58,54,48,39,30,24,18,14,14,13,13,12,12,12 12,12,11,11,11,10,10,10,9,9,9,9,9,10,10,11,11,11,11,12,12 12,12,12,13,14,16,19,23,30,38,44,50,58,58,58,58,58 58,58,58,58,58,58,58,51,43,37,31,23,17,17,16,16,15,15,15 14,14,14,13,13,13,12,12,12,12,12,12,12,13,13,13,13,14,14,14 15,15,15,16,17,20,25,30,36,44,50,58,58,58,58,58,58,58,58,58 shogivar-C-port-1.55b/Data/Yari.rul0000644000175000017500000002224212375455313014026 00000000000000" INTRODUCTION ============== Yari Shogi was invented by the noted chess variant and games inventor Christiaan Freeling in 1981. In Shogi most of the pieces in their unpromoted form are very weak in defense (ie: they have very limited powers of movement in the reverse direction). In Yari Shogi this trait has been extended to its logical conclusion in that none of pieces in the initial array other than the 'King' can move backwards at all. THE GAME ========= Yari Shogi is played on a board of 7 x 9 squares and each player has 14 pieces (including 7 pawns). The pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. As in Western Chess, when a 'King' is about to be captured next move and no legal move can be made to prevent the capture, the piece is said to be 'Checkmated'. On each turn a player can either: a) move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed); or, b) 'Drop' (re-enter) a previously captured piece on almost any vacant square. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Yari Knight' is the only piece in Yari Shogi that has the power to jump over occupied squares. The 'Yari Knight' has the same move as the equivalent piece in the Western game (ie: it is a jumping piece that may move one square orthogonally then one square diagonally), except that its move is limited to the forward direction only. Unlike the Shogi 'Knight', the Yari piece can also move directly forwards any number of unobstructed squares (effectively combining the moves of the 'Knight' and 'Lance' in Shogi). PROMOTION ========== Each player has a Promotion Zone consisting of the three ranks (rows of squares) furthest away from him. All pieces except the 'King' have a promoted rank and can promote on entering, moving within, or leaving the Promotion Zone. On promotion: - The 'Yari Rook' gains the power to move any number of unobstructed squares orthogonally backwards. The promoted 'Yari Rook' is therefore identical to the 'Rook' in Shogi or Western Chess. - The 'Yari Bishop' and 'Yari Knight' promote to 'Yari Gold'. The 'Yari Gold' has the same powers of movement as the 'Gold' in Shogi, but can also move any number of unobstructed squares orthogonally backwards. - The 'Pawn' promotes to 'Yari Silver'. The 'Yari Silver' can move to any of the adjacent 3 squares on the row in front of it, and can also move any number of unobstructed squares orthogonally backwards. Promotion is not compulsory unless the piece would be unable to make a further legal move in its unpromoted state. This means that all pieces except the 'Yari Rook' must promote on reaching the last rank (that furthest from the player) As in all the games in the Shogi family, in Yari Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========= A captured piece is removed from the board and is held by the capturing player. The held piece (which is said to be 'in hand') may subsequently be 'dropped' back into play on the side of the player who made the capture. All promoted pieces revert to their unpromoted ranks when captured. DROPS ====== In place of a move a player may elect to 'drop' a piece held in hand back into play. In general, a piece held in hand may be re-entered on any vacant square, subject to the following restrictions: a) A piece may not be dropped on a square from which it has no further legal move. (ie: only the 'Yari Rook' can be dropped on the last rank). b) A 'Pawn' can not be dropped in any file (column of squares) already containing an unpromoted 'Pawn' of the same side. NOTE: Unlike in many other variants, in Yari Shogi it IS legal for a 'Pawn' to be dropped in front of the opposing 'King' to give 'Checkmate'. A piece dropped inside the player's Promotion Zone is not promoted until after it has made a further move on the board. REPETITION OF MOVES ======================= It is not legal to move so as to repeat a board position for the third time. STALEMATE ========= While it is a very rare occurence, 'stalemate' is possible in Yari Shogi. When it occurs the game is drawn. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. In Japan, there is a comprehensive system of determining the appropriate handicap according to the respective rankings of the players. The player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. Pieces removed as a handicap are totally removed from play and are not held in-hand by 'Black'. Handicaps are also offered in this program as an option for Yari Shogi. NOTATION ========== The following notation system is used for recording Yari Shogi games in this program. The files are designated by numbers (1 to 7), and the ranks by letters (a to i). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: P for Pawn); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, '*' for a drop, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. A 'Yari Knight' moving from 5d to 5c (which was occupied by an enemy piece) and promoting is therefore recorded as YNx5c+. NOTE: This system is the official notation system of 'The Shogi Association' for Shogi variants. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece on the board or 'in hand' during play will show all the legal moves of that piece: - All legal moves (including 'drops') to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. " shogivar-C-port-1.55b/Data/Tori.dat0000644000175000017500000000311612376317701014003 00000000000000Tori Shogi (Bird Shogi) Toribord.bmp 1,7,1,2,110,21,60,32,18,18 1,Phoenix,Ph,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Crane,Cr,6,0,0,2,0,1,1,0,0,1,1,1,1,0,6,0 3,Pheasant,Pt,3,0,0,5,0,128,0,0,0,0,0,1,1,0,3,0 4,Left Quail,LQ,5,0,0,6,0,64,0,0,0,0,0,1,64,0,4,1 5,Right Quail,RQ,5,0,0,7,0,64,0,0,0,0,0,64,1,0,4,1 6,Falcon,Fa,7,14,8,3,4,1,0,1,1,1,1,1,1,0,2,0 7,Swallow,Sw,1,2,9,8,9,1,0,0,0,0,0,0,0,1,5,0 8,Eagle,Eg,14,0,0,4,6,1,64,1,1,64,64,2,2,0,2,1 9,Goose,Go,2,0,0,9,7,0,128,0,0,128,128,0,0,0,5,0 -5,-3,-2,-1,-2,-3,-4,0,0,0,-6,0,0,0,-7,-7,-7,-7,-7,-7,-7,0,0,-7,0 7,0,0,7,7,7,7,7,7,7,0,0,0,6,0,0,0,4,3,2,1,2,3,5 6,6,2,4,5,3,7,6 58,58,58,54,47,40,34,26,19,12,8,8,7,7,7,6,6,6,5,5,5,5,4 4,4,3,3,3,2,2,2,2,2,3,3,3,4,4,4,5,5,5,5,6,6,6,7,7,8,12,18 24,30,37,43,49,56,58,58 58,58,58,54,47,40,34,26,19,12,10,10,10,9,9,9,8,8,7,7,7,6 6,5,5,5,4,4,4,4,4,4,4,5,5,5,6,6,7,7,7,7,8,8,8,9,9,11,17,23 30,36,42,48,54,58,58,58,58 58,58,58,58,58,58,54,47,41,35,28,22,15,14,14,13,12,12,12,12 11,11,11,10,9,9,9,8,8,8,8,8,8,8,9,9,10,10,11,11,11,11,12 12,13,13,14,20,25,32,37,43,48,54,58,58,58,58,58 58,58,58,58,58,58,58,58,54,48,39,30,24,18,14,14,13,13,12,12,12 12,12,11,11,11,10,10,10,9,9,9,9,9,10,10,11,11,11,11,12,12 12,12,12,13,14,16,19,23,30,38,44,50,58,58,58,58,58 58,58,58,58,58,58,58,58,51,43,37,31,23,17,17,16,16,15,15,15 14,14,14,13,13,13,12,12,12,12,12,12,12,13,13,13,13,14,14,14 15,15,15,16,17,20,25,30,36,44,50,58,58,58,58,58,58,58,58 58,58,58,58,54,47,40,34,27,20,13,11,11,11,10,10,10,9,9,8,8,8,7,7 6,6,6,5,5,5,5,5,5,6,6,6,7,7,8,8,8,8,9,9,9,10,10,12,18,24 30,37,42,48,54,58,58,58,58,58 shogivar-C-port-1.55b/Data/Wa.rul0000644000175000017500000002147212375455313013475 00000000000000" INTRODUCTION ============== Wa Shogi is first mentioned in literature in the late seventeenth century. The pieces are all named after birds or animals, and the names are very whimsical (even by Shogi variant standards). Other than the initial board setup and moves of the pieces, little definite is known about the game. It is assumed that in most respects the rules were identical to Shogi, but it is unclear whether or not the game was played with 'drops'. In this program players have the option of playing with or without drops. There are believed to be many more tactical ploys and ways of mating in Wa Shogi than in modern Shogi, and many mating problems were composed, but sadly none seem to have survived. THE GAME ========== Wa Shogi is played on a board of 11 x 11 squares and each player has 27 pieces. As in all Shogi games, the pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'Crane-King'. When the 'Crane-King' is about to be captured next move and no legal move can be made to prevent the capture, the piece is said to be 'Checkmated'. On each turn a player must move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed). If Wa Shogi is being played with 'Drops' the player may instead of making a move on the board, re-enter a previously captured piece on almost any vacant square. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES ================ The 'Treacherous Fox' and 'Heavenly Horse' are the only pieces in Wa Shogi that have the power to jump over occupied squares. The 'Treacherous Fox' may jump to the second square in any of the directions indicated by red circles on the Piece Help diagram. The 'Heavenly Horse' can jump in the same way as a Knight in Western Chess, but only in the forward and reverse directions. The 'Cloud-Eagle' can move to the second or third squares on the forward diagonals only if the intervening squares are vacant. The 'Liberated Horse' can move to the second square in the reverse direction only if the first square is unoccupied. The 'Cloud-Eagle' and 'Liberated Horse' are therefore not Jumping pieces. PROMOTION =========== Each player has a Promotion Zone consisting of the three ranks (rows of squares) furthest away from him. All pieces except the 'Crane-King', 'Cloud-Eagle' and 'Treacherous Fox' have a promoted rank and can promote on entering, moving within, or leaving the Promotion Zone. The promoted ranks of the Wa Shogi pieces are shown on the Piece Help screens. Promotion is not compulsory unless the piece would be unable to make a further legal move in its unpromoted state. The 'Sparrow Pawn' and 'Oxcart' must therefore promote on reaching the last rank (that furthest from the player). As in all the games in the Shogi family, in Wa Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========== If Wa Shogi is being played with 'drops', a piece that is captured is removed from the board and held by the capturing player. The held piece (which is said to be 'in hand') may subsequently be 'dropped' back into play on the side of the player who made the capture. All promoted pieces revert to their unpromoted ranks when captured. If the game is being played without 'drops', captured pieces are removed totally from play. DROPS ======= If the 'drop' option is used, a player may elect to 'drop' a piece held in hand back into play instead of making a move on the board. In general, a piece held in hand may be re-entered on any vacant square, subject to the following restrictions: a) A piece may not be dropped on a square from which it has no further legal move. (ie: a 'Sparrow Pawn' or 'Oxcart' can not be dropped on the last rank). b) A 'Sparrow Pawn' can not be dropped in any file (column of squares) already containing an unpromoted 'Sparrow Pawn' of the same side. c) A 'Sparrow Pawn' can not be re-entered directly in front of the opposing 'Crane-King' so as to give instant 'Checkmate'. A piece dropped inside the player's Promotion Zone is not promoted until after it has made a further move on the board. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. Wa Shogi also lends itself to handicap play (especially if played with 'drops'). In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. For Shogi in Japan, there is a comprehensive system of determining the appropriate handicap according to the respective rankings of the players. The player offering the handicap plays 'White' and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. Pieces removed as a handicap are totally removed from play and are not held in-hand by 'Black'. NOTATION ========== The following notation system is used for recording Wa Shogi games in this program. The files are designated by numbers (1 to 11), and the ranks by letters (a to k). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: SP for 'Sparrow Pawn'); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, '*' for a drop, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. A 'Sparrow Pawn' moving from 5d to 5c (which was occupied by an enemy piece) and not promoting is therefore recorded as SPx5c=. NOTE: This system is the official notation system of 'The Shogi Association'. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece on the board or 'in hand' during play will show all the legal moves of that piece: - All legal moves (including 'drops') to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. " shogivar-C-port-1.55b/Data/Tai.dat0000644000175000017500000002050712376317701013606 00000000000000Tai Shogi (Grand Shogi) Taiboard.bmp 0,25,0,0,100,21,22,354,230,230 1,Emperor,E,999,0,0,1,0,0,0,0,0,0,0,0,0,E,1,1 2,Pawn,P,1,0,0,2,0,1,0,0,0,0,0,0,0,0,3,0 3,Lance,L,3,0,0,3,0,64,0,0,0,0,0,0,0,0,2,1 4,Silver General,S,5,0,0,4,0,1,0,0,0,1,1,1,1,0,1,0 5,Gold General,G,6,0,0,5,0,1,1,1,1,1,1,0,0,0,1,0 6,Copper General,C,4,0,0,6,0,1,1,0,0,1,1,0,0,0,1,0 7,Bishop,B,9,6,102,7,102,0,0,0,0,64,64,64,64,0,1,1 8,Rook,R,11,6,102,8,102,64,64,64,64,0,0,0,0,0,1,1 9,Angry Boar,AB,5,0,0,9,0,1,1,1,1,0,0,0,0,0,1,0 10,Dragon Horse,DH,17,0,0,10,0,1,1,1,1,64,64,64,64,0,1,1 11,Dragon King,DK,20,0,0,11,0,64,64,64,64,1,1,1,1,0,1,1 12,Blind Bear,BB,7,0,0,12,0,0,64,0,0,1,1,1,1,0,1,0 13,Ferocious Leopard,FL,6,0,0,13,0,1,1,0,0,1,1,1,1,0,1,0 14,Free King,FK,28,0,0,14,0,64,64,64,64,64,64,64,64,0,1,1 15,Blind Tiger,BT,7,0,0,15,0,0,1,1,1,1,1,1,1,0,1,0 16,Kylin,Ky,10,16,107,16,107,128,128,128,128,1,1,1,1,0,1,0 17,Phoenix,Ph,10,16,110,17,110,1,1,1,1,128,128,128,128,0,1,0 18,Lion,Ln,32,35,96,18,96,0,0,0,0,0,0,0,0,L,1,0 19,Reverse Chariot,RC,5,0,0,19,0,64,64,0,0,0,0,0,0,0,2,1 20,Side Mover,SM,7,6,102,20,102,1,1,64,64,0,0,0,0,0,2,1 21,Vertical Mover,VM,7,6,102,21,102,64,64,1,1,0,0,0,0,0,2,1 22,Buddhist Devil,BDe,7,6,102,22,102,0,1,1,1,3,3,0,0,0,1,1 23,Cat Sword,CSw,4,0,0,23,0,0,0,0,0,1,1,1,1,0,1,0 24,Capricorn,Ca,26,6,102,24,102,0,0,0,0,2048,2048,2048,2048,0,1,1 25,Chinese Cock,CC,7,16,101,25,101,0,1,1,1,1,1,0,0,0,1,0 26,Coiled Serpent,CS,4,0,0,26,0,1,1,0,0,0,0,1,1,0,1,0 27,Dark Spirit,DSp,18,50,94,27,94,0,0,0,1,1,1,1,0,0,1,0 28,Evil Wolf,EW,4,0,0,28,0,1,0,1,1,1,1,0,0,0,1,0 29,Deva,DV,18,66,100,29,100,0,0,1,0,1,1,0,1,0,1,0 30,Flying Dragon,FD,6,6,102,30,102,0,0,0,0,2,2,2,2,0,1,1 31,Donkey,Do,4,6,102,31,102,128,128,1,1,0,0,0,0,0,1,0 32,Drunk Elephant,DE,20,75,103,32,103,1,0,1,1,1,1,1,1,0,1,0 33,Earth General,Ea,2,0,0,33,0,1,1,0,0,0,0,0,0,0,1,0 34,Go-Between,GB,2,0,0,34,0,1,1,0,0,0,0,0,0,0,3,0 35,Guardian of the Gods,GG,8,6,102,35,102,3,3,3,3,1,1,0,0,0,1,1 36,Knight,N,3,6,102,36,102,1024,0,0,0,0,0,0,0,0,2,0 37,Hook Mover,HM,30,6,102,37,102,2048,2048,2048,2048,0,0,0,0,0,1,1 38,Old Monkey,OM,5,0,0,38,0,0,1,0,0,1,1,1,1,0,1,0 39,Iron General,I,3,0,0,39,0,1,0,0,0,1,1,0,0,0,1,0 40,Left Chariot,LCh,10,0,0,40,0,64,1,0,0,64,0,0,64,0,1,1 41,Reclining Dragon,RD,6,0,0,41,0,1,1,1,1,0,0,1,1,0,1,0 42,Lion Dog,LD,14,16,97,42,97,3,3,3,3,3,3,3,3,0,1,1 43,Blue Dragon,BD,13,0,0,43,0,2,2,64,64,1,64,0,0,0,1,1 44,Tile General,T,3,0,0,44,0,0,1,0,0,1,1,0,0,0,1,0 45,Wrestler,Wr,8,6,102,45,102,0,0,1,1,3,3,3,3,0,1,1 46,Right Chariot,RCh,10,0,0,46,0,64,1,0,0,0,64,64,0,0,1,1 47,She-Devil,SD,11,6,102,47,102,5,5,5,5,2,2,2,2,0,1,1 48,Stone General,St,2,0,0,48,0,0,0,0,0,1,1,0,0,0,1,0 49,Violent Ox,VO,7,0,0,49,0,2,2,2,2,0,0,0,0,0,1,1 50,Old Rat,OR,8,16,101,50,101,0,2,0,0,2,2,0,0,0,1,1 51,Blind Monkey,BM,9,16,98,51,98,0,0,1,1,1,1,1,1,0,1,0 52,Crown Prince,CP,150,0,0,52,0,1,1,1,1,1,1,1,1,C,1,0 53,Dove,D,16,0,0,53,0,2,2,2,2,5,5,5,5,0,1,1 54,Eastern Barbarian,EB,16,32,104,54,104,2,2,1,1,1,1,0,0,0,1,1 55,Enchanted Badger,EBa,8,16,105,55,105,2,0,2,2,0,0,0,0,0,2,1 56,Flying Horse,FH,12,28,106,56,106,1,1,1,1,2,2,0,0,0,1,1 57,Free Demon,FDe,26,0,0,57,0,5,5,64,64,64,64,64,64,0,1,1 58,Free Tapir,FTp,26,0,0,58,0,64,64,5,5,64,64,64,64,0,1,1 59,Golden Bird,GBd,16,0,0,59,0,64,64,2,2,3,3,3,3,0,1,1 60,Great Dragon,GD,16,0,0,60,0,2,2,64,64,3,3,3,3,0,1,1 61,Howling Dog,HD,4,0,0,61,0,64,1,0,0,0,0,0,0,0,2,1 62,Left General,LG,7,0,0,62,0,1,1,0,1,1,1,1,1,0,1,1 63,Right General,RG,7,0,0,63,0,1,1,1,0,1,1,1,1,0,1,1 64,Long-Nosed Goblin,LGn,64,0,0,64,0,1,1,1,1,2048,2048,2048,2048,0,1,1 65,Neighbouring King,NK,9,16,108,65,108,1,0,1,1,1,1,1,1,0,1,0 66,Northern Barbarian,NB,9,15,95,66,95,0,0,1,1,2,2,1,1,0,1,1 67,Old Kite Hawk,OK,32,64,109,67,109,2,2,2,2,1,1,0,0,0,1,1 68,Rushing Bird,RB,24,26,112,68,112,64,0,64,64,64,64,64,64,0,1,1 69,Southern Barbarian,SB,9,15,113,69,113,0,0,1,1,1,1,2,2,0,1,1 70,Standard Bearer,SBr,16,0,0,70,0,64,2,2,2,64,64,2,2,0,1,1 71,Water Buffalo,WBf,23,26,114,71,114,2,2,64,64,64,64,64,64,0,1,1 72,Western Barbarian,WB,9,14,115,72,115,1,1,2,2,1,1,0,0,0,1,1 73,Whale,W,14,0,0,73,0,64,64,0,0,0,0,64,64,0,2,1 74,White Elephant,WE,15,0,0,74,0,2,2,2,2,2,2,64,64,0,1,1 75,White Horse,WH,14,0,0,75,0,64,64,0,0,64,64,0,0,0,2,1 76,White Tiger,WT,13,0,0,76,0,64,64,2,2,64,1,0,0,0,1,1 77,Wood General,Wo,3,0,0,77,0,0,0,0,0,2,2,0,0,0,1,1 78,Fierce Eagle,FE,8,0,0,78,0,0,0,1,1,2,2,2,2,0,1,1 79,Flying Ox,FO,20,0,0,79,0,64,64,0,0,64,64,64,64,0,1,1 80,Golden Deer,GDe,9,0,0,80,0,0,0,0,0,64,64,2,2,0,1,1 81,Horned Falcon,HF,28,0,0,81,0,512,64,64,64,64,64,64,64,0,1,1 82,Peacock,PC,36,0,0,82,0,0,0,0,0,2048,2048,2,2,0,1,1 83,Poisonous Snake,PS,48,96,111,83,111,128,0,1,1,0,0,128,128,0,1,0 84,Prancing Stag,PSt,11,18,99,84,99,1,0,2,2,1,1,1,1,0,1,1 85,Ramshead Soldier,RS,5,0,0,85,0,0,0,0,0,64,64,0,0,0,2,1 86,Side Dragon,SDr,10,6,102,86,102,64,1,64,64,0,0,0,0,0,1,1 87,Sideways 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The earliest mention of Dai Shogi played on a 15x15 board are from the fifteenth century. While the pieces in Dai Shogi are for the most part the same as those in Chu Shogi, the game has a different feel as a result of the much larger board. The power of the Lion is greatly diminished in Dai Shogi, and there are no special rules restricting the capture of the Lion. As with Chu and the other larger variants, there is no provision for returning captured pieces into play in Dai Shogi. This makes Dai Shogi more similar to Western Chess than modern Shogi. THE GAME ========= Dai Shogi is played on a board of 15 x 15 squares and each player has 65 pieces (including 15 pawns). As in all Shogi games, the pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. If the opposing player has obtained a 'Crown Prince' by promotion, that piece must also be captured in order to win the game. On each turn a player can move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed from the game). In the case of the 'Lion' and pieces with 'Lion' power a second move can sometimes be made in the same turn. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Kylin' and 'Phoenix' (and those pieces with 'Lion' powers) are the only pieces in Dai Shogi that have the power to jump over occupied squares. As indicated by red circles on the Piece Help screens, the 'Kylin' can jump to the second square in any orthogonal direction, and the 'Phoenix' may jump to the second square when moving diagonally. The 'Flying Dragon' and 'Violent Ox' can only move to the 2nd square in the directions indicated on the Piece Help screens (diagonally and orthogonally, respectively) if the intervening square is unoccupied (ie: they can not jump). THE LION ========= The 'Lion' has a very unusual and powerful move. If the 8 squares immediately adjacent to the 'Lion' are called the 'A' squares (shown as Dark Blue Circles on the Piece Help screen), and the 16 squares two away from the piece are called the 'B' squares (represented as Light Blue Circles), then the 'Lion' may do anyone of the following things in a single turn: - Move directly to any 'A' or 'B' square, jumping an intervening square if necessary; - Capture a piece on an 'A' square and continue moving one more square in any direction from the point of capture, making another capture if the 2nd square is also occupied by an enemy piece. - Capture a piece on any 'A' square without moving (this is known as 'igui' and counts as a turn). - Move to an adjacent square and return to the starting square (effectively passing the turn). This move can be made by double- clicking the left mouse button on the Lion. In Dai Shogi there are no restrictions on the capture of Lions (as there are in Chu Shogi). The 'Horned Falcon' and 'Soaring Eagle' also have 'Lion' power, but only in the directions indicated by Blue Circles on the Piece Help Screens. THE CROWN PRINCE ================== The 'Drunk Elephant' is potentially a very important piece, as it promotes to a 'Crown Prince'. A player who gains a 'Crown Prince' effectively acquires a second 'King' as the 'Crown Prince' must also be captured before the opponent can win the game. PROMOTION ========== Each player has a Promotion Zone consisting of the five ranks (rows of squares) furthest away from him. All pieces except the 'King', 'Lion' and 'Free King' have a promoted rank and can promote on entering, moving within, or leaving the Promotion Zone. Promotion is not compulsory, but a piece must promote if it would have no further legal moves in its unpromoted form (ie: a 'Pawn','Lance','Iron General','Stone General' or 'Knight' must promote on reaching the last rank). As in all the games in the Shogi family, in Dai Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========= Unlike in Shogi, captured pieces in Dai can not be 'dropped' back into play. A captured piece is removed from play and takes no further part in the game. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. While Dai does not lend itself to handicaps as well as Shogi (as there are no 'drops' in Dai), provision for handicap play has nevertheless been included in this program. The same rules for handicaps as in Shogi have been adopted. Under these rules, the player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. NOTATION ========== The following notation system is used for recording Dai Shogi games in this program. The files are designated by numbers (1 to 15), and the ranks by letters (a to o). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: Ln for Lion); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. When a 'Lion', 'Horned Falcon' or 'Soaring Eagle' captures by 'igui' (ie: without moving) the square of the piece being captured is used instead of the destination square, and this is preceded by the symbol '!'. (eg: a Lion on 8c capturing a piece on 9d would be shown as Lnx!9d). When a piece makes a double capture with 'Lion' powers both captures are shown in the order that they were made. (eg: a Lion on 3g capturing a piece on 3h and then capturing another on 2i, would be represented by Lnx3hx2i). NOTE: This system is the official notation system of 'The Shogi Association'. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece during play will show all the legal moves of that piece: - Legal moves to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. - Legal moves by a piece with 'Lion' powers to an 'A' square (including captures) are shown as a Dark Blue Circle. - Legal moves by a piece with 'Lion' powers to a 'B' square (including captures) are indicated by a Light Blue Circle." shogivar-C-port-1.55b/Data/Whale.dat0000644000175000017500000000226112376317701014126 00000000000000Whale Shogi Whalebrd.bmp 1,6,0,0,140,21,60,24,16,16 1,White Whale,W,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Porpoise,P,2,0,0,2,8,0,0,1,1,0,0,0,0,0,2,0 3,Grey Whale,G,7,0,0,3,0,64,0,0,0,0,0,64,64,0,2,1 4,Narwhal,N,4,0,0,4,0,128,1,1,1,0,0,0,0,0,2,0 5,Blue Whale,B,4,0,0,5,0,1,1,0,0,1,1,0,0,0,3,0 6,Humpback Whale,H,5,0,0,6,0,0,1,0,0,1,1,1,1,0,3,0 7,Dolphin,D,1,0,0,7,0,1,0,0,0,0,0,0,0,1,4,1 8,Killer Whale,K,12,2,2,8,2,64,64,64,64,1,1,1,1,0,2,1 -5,-4,-2,-1,-3,-6,-7,-7,-7,-7,-7,-7,0,0,0,0,0,0 0,0,0,0,0,0,7,7,7,7,7,7,6,3,1,2,4,5 6,8,3,4,5,6,7,4 58,58,58,54,47,40,34,26,19,12,8,8,7,7,7,6,6,6,5,5,5,5,4 4,4,3,3,3,2,2,2,2,2,3,3,3,4,4,4,5,5,5,5,6,6,6,7,7,8,12,18 24,30,37,43,49,56,58,58 58,58,58,54,47,40,34,26,19,12,10,10,10,9,9,9,8,8,7,7,7,6 6,5,5,5,4,4,4,4,4,4,5,5,5,6,6,7,7,7,7,8,8,8,9,9,11,11,17,23 30,36,42,48,54,58,58,58,58 58,58,58,58,58,58,54,47,41,35,28,22,15,14,14,13,12,12,12,12 11,11,11,10,9,9,9,8,8,8,8,8,8,8,9,9,10,10,11,11,11,11,12 12,13,13,14,20,25,32,37,43,48,54,58,58,58,58,58 58,58,58,58,58,58,58,58,51,43,37,31,23,17,17,16,16,15,15,15 14,14,14,13,13,13,12,12,12,12,12,12,12,13,13,13,13,14,14,14 15,15,15,16,17,20,25,30,36,44,50,58,58,58,58,58,58,58,58 shogivar-C-port-1.55b/Data/Chu.dat0000644000175000017500000000603312376317701013606 00000000000000Chu Shogi (Middle Shogi) Chuboard.bmp 0,12,0,4,100,21,35,92,78,78 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,1,6,22,5,39,1,0,0,0,0,0,0,0,1,5,0 3,Lance,L,3,10,30,7,24,64,0,0,0,0,0,0,0,1,4,1 4,Silver General,S,5,8,39,9,29,1,0,0,0,1,1,1,1,0,3,0 5,Gold General,G,6,12,35,3,37,1,1,1,1,1,1,0,0,0,3,0 6,Copper General,C,4,8,32,11,28,1,1,0,0,1,1,0,0,0,3,0 7,Bishop,B,10,14,31,4,38,0,0,0,0,64,64,64,64,0,6,1 8,Rook,R,12,15,38,2,35,64,64,64,64,0,0,0,0,0,2,1 9,Blind Tiger,BT,7,10,24,10,26,0,1,1,1,1,1,1,1,0,3,0 10,Dragon Horse,DH,14,21,27,8,22,1,1,1,1,64,64,64,64,0,6,1 11,Dragon King,DK,15,22,28,6,23,64,64,64,64,1,1,1,1,0,6,1 12,Drunk Elephant,DE,12,50,23,13,31,1,0,1,1,1,1,1,1,0,6,0 13,Ferocious Leopard,FL,6,10,33,14,36,1,1,0,0,1,1,1,1,0,3,0 14,Free King,FK,22,0,0,15,0,64,64,64,64,64,64,64,64,0,6,1 15,Go-Between,GB,2,7,34,12,34,1,1,0,0,0,0,0,0,0,5,0 16,Kylin,Ky,15,40,36,16,32,128,128,128,128,1,1,1,1,0,6,0 17,Phoenix,Ph,12,22,37,18,33,1,1,1,1,128,128,128,128,0,6,0 18,Lion,Ln,40,0,0,17,0,0,0,0,0,0,0,0,0,L,6,0 19,Reverse Chariot,RC,6,10,29,19,25,64,64,0,0,0,0,0,0,0,4,1 20,Side Mover,SM,8,15,26,20,27,1,1,64,64,0,0,0,0,0,4,1 21,Vertical Mover,VM,8,15,25,21,30,64,64,1,1,0,0,0,0,0,4,1 22,Tokin,+P,6,0,0,39,0,1,1,1,1,1,1,0,0,0,5,0 23,Crown Prince,+DE,50,0,0,31,0,1,1,1,1,1,1,1,1,C,6,0 24,Flying Stag,+BT,10,0,0,26,0,64,64,1,1,1,1,1,1,0,3,1 25,Flying Ox,+VM,15,0,0,30,0,64,64,0,0,64,64,64,64,0,4,1 26,Free Boar,+SM,15,0,0,27,0,0,0,64,64,64,64,64,64,0,4,1 27,Horned Falcon,+DH,22,0,0,22,0,512,64,64,64,64,64,64,64,0,6,1 28,Soaring Eagle,+DK,23,0,0,23,0,64,64,64,64,512,512,64,64,0,6,1 29,Whale,+RC,10,0,0,25,0,64,64,0,0,0,0,64,64,0,4,1 30,White Horse,+L,10,0,0,24,0,64,64,0,0,64,64,0,0,0,4,1 31,Dragon Horse,+B,14,0,0,38,0,1,1,1,1,64,64,64,64,0,6,1 32,Side Mover,+C,8,0,0,28,0,1,1,64,64,0,0,0,0,0,3,1 33,Bishop,+FL,10,0,0,36,0,0,0,0,0,64,64,64,64,0,3,1 34,Drunk Elephant,+GB,7,0,0,34,0,1,0,1,1,1,1,1,1,0,5,0 35,Rook,+G,12,0,0,37,0,64,64,64,64,0,0,0,0,0,3,1 36,Lion,+Ky,40,0,0,32,0,0,0,0,0,0,0,0,0,L,6,0 37,Free King,+Ph,22,0,0,33,0,64,64,64,64,64,64,64,64,0,6,1 38,Dragon King,+R,15,0,0,35,0,64,64,64,64,1,1,1,1,0,6,1 39,Vertical Mover,+S,8,0,0,29,0,64,64,1,1,0,0,0,0,0,3,1 -3,-13,-6,-4,-5,-12,-1,-5,-4,-6,-13,-3,-19,0,-7,0,-9,-17,-16,-9,0,-7,0,-19 -20,-21,-8,-10,-11,-14,-18,-11,-10,-8,-21,-20 -2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,0,0,0,-15,0,0,0,0,-15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,15,0,0,0,0,15,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2 20,21,8,10,11,18,14,11,10,8,21,20,19,0,7,0,9,16,17,9,0,7,0,19 3,13,6,4,5,1,12,5,4,6,13,3 6 34,34,32,23,14,8,5,5,5,5,4,4,4,3,3,2,2,2,2,2,2,2,3,3,4,5,5,5,6,8,14,20,26,34 34,34,32,24,15,8,6,5,5,5,5,4,4,4,4,3,3,3,3,3,3,3,4,4,5,5,5,5,7,8,14,21,26,34 34,34,34,32,24,16,10,8,7,7,6,6,6,5,5,5,4,4,4,4,5,5,5,6,6,7,7,8,10,12,18,26,34,34 34,34,34,34,29,23,17,11,9,9,8,8,8,7,7,6,6,6,6,6,6,7,8,8,8,9,9,10,11,17,27,34,34,34 34,34,34,34,34,26,20,13,10,9,9,8,8,8,8,8,7,7,7,7,8,8,8,8,9,9,10,11,13,21,30,34,34,34 34,34,32,26,17,9,7,6,6,5,5,5,5,4,4,3,3,3,3,3,3,3,4,4,5,5,5,6,7,9,14,21,26,34 shogivar-C-port-1.55b/Data/Tenjiku.rul0000644000175000017500000004073012375455313014535 00000000000000" INTRODUCTION ============== Tenjiku Shogi (Exotic Shogi) is believed to have been invented in the sixteenth century by Buddhist monks, and certainly lives up to its name. While based on Chu Shogi (Middle Shogi), Tenjiku boasts a menagarie of wonderfully powerful pieces which make it a far more dynamic and fast- paced game than the other large variants. The exotic pieces include range jumpers which can jump over any number of pieces in order make a capture, and the 'Fire Demon' which can 'burn' all enemy pieces on the squares adjacent to where it lands! Unlike in most other Shogi variants, tactics in Tenjiku are critical right from the first move of the game. Despite the large board, the power of the pieces can mean that careless play is rewarded with a lost game in only a few moves. THE GAME ========= Tenjiku Shogi is played on a board of 16 x 16 squares and each player has 78 pieces (including 16 pawns). As in all Shogi games, the pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. If the opposing player has obtained a 'Crown Prince' by promotion, that piece must also be captured in order to win the game. On each turn a player can move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed from the game). In addition the 'Fire Demon' can also capture any enemy pieces adjacent to the destination square. In the case of the 'Lion' and pieces with 'Lion' power a second move can sometimes be made in the same turn. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== There are a number of pieces in Tenjiku Shogi that have the power to jump over occupied squares. The 'Kylin','Phoenix' and 'Free Eagle' may all jump to the second square in the directions indicated by red circles on the Piece Help screens (ie: the 'Kylin' and 'Free Eagle' can jump to the second square in any orthogonal direction, and the 'Phoenix' may jump to the second square when moving diagonally). The 'Free Eagle' may also move any number of unobstructed squares in any orthogonal or diagonal direction. The 'Knight' has the same move as its Western Chess counterpart (1 square ahead, followed by 1 square diagonally ahead) but is limited to making this move in the forwards direction (toward the opponent). The 'Lion' and the 'Horned Falcon' and 'Soaring Eagle' may use their 'Lion' powers to jump over adjacent pieces. The 'Heavenly Tetrarchs' is another piece that may jump occupied squares. The peculiar move of this piece is described separately. In addition, Tenjiku has several 'Range Jumping' pieces that may jump over multiple squares when making a capture. THE LION ========= The 'Lion' is one of the unusual pieces in Tenjiku Shogi, having a move which is unlike any piece in Western Chess. If the 8 squares immediately adjacent to the 'Lion' are called the 'A' squares (shown as Dark Blue Circles on the Piece Help screen), and the 16 squares two away from the piece are called the 'B' squares (represented as Light Blue Circles), then the 'Lion' may do any one of the following things in a single turn: - Move directly to any 'A' or 'B' square, jumping an intervening square if necessary; - Capture a piece on an 'A' square and continue moving one more square in any direction from the point of capture, making another capture if the 2nd square is also occupied by an enemy piece. - Capture a piece on any 'A' square without moving (this is known as 'igui' and counts as a turn). - Move to an adjacent square and return to the starting square (effectively passing the turn). This move can be made by double- clicking the left mouse button on the Lion. In Tenjiku Shogi there are no restrictions on the capture of Lions (as there are in Chu Shogi). One of the two versions of the 'Lion Hawk' included in this program also has the powers of the 'Lion' combined with those of the Bishop (for details see 'The Lion Hawk'). The 'Horned Falcon' and 'Soaring Eagle' also have 'Lion' power, but only in the directions indicated by Blue Circles on the Piece Help screen. RANGE JUMPING PIECES ====================== The 'Bishop General','Rook General', 'Vice General' and 'Great General' are special pieces with a very powerful and penetrating move. In addition to moving any number of unoccupied squares in the directions indicated by red arrows on the Piece Help screens, these pieces may also jump over any number of pieces (of either side) in those directions to effect a capture. This 'range jumping' power is, however, subject to certain restrictions. The range jumping pieces (together with the 'King') are ranked in the following order of precedence: 1. 'King' 2. 'Great General' 3. 'Vice General' 4. 'Rook General' & 'Bishop General' 5. All other pieces. When capturing by jumping, a piece may only jump over or capture lower ranked pieces. Note that the 'Bishop General' and 'Rook General' are considered to be of equal rank and neither may therefore jump the other, or capture the other by jumping. The range jumping pieces only have the power to jump other pieces on a move in which they are making a capture. AREA MOVE PIECES ================== The 'Fire Demon' and 'Vice General' can in one turn reach any square that could be reached by the equivalent of three consecutive single step 'King- type' moves. This means that when using their 'area move' power on an otherwise empty board these pieces can reach any square in an area within three squares of the starting point. The first version of the 'Lion Hawk' included in the program may make the equivalent of two 'King-type' moves, if used as an 'area mover', and therefore if unobstructed can reach any square in an area within two squares of its initial position (for further details see 'The Lion Hawk'). A piece moving as an 'area mover' can not continue its move after making a capture. The three square moves of the 'Fire Demon' and 'Vice General' are shown as a blue square around the piece in the Piece Help diagrams. The two square move of the 'Lion Hawk' (Version 1) is represented by a red square around the piece. THE LION HAWK ================ Two interpretations of the 'Lion Hawk' have been included in this program. The first has the move attributed to it in the 'Shogi Association' rules leaflet. In this form the piece moves either as a two square 'area mover' or as a 'Bishop'. This is the default setting, and it should be stressed that this is regarded by George Hodges as THE historically accurate move for this piece). Colin Adams, in his internet book on Tenjuki Shogi has advocated an alternative move for the 'Lion Hawk'. In this second form it may move as either the 'Lion' or the 'Bishop'. This version can be selected from the 'Set-up' menu, and has been included for those who may wish to try Colin's suggested alternative. THE FIRE DEMON ================ The 'Fire Demon' dominates the other fabulous beasts in Tenjiku Shogi in much the same way as the 'Lion' reigns supreme in Chu Shogi. The 'Fire Demon' has a powerful move as either an area mover or ranging piece, but its devastating feature is the power to 'burn' any adjacent enemy pieces. After the 'Fire Demon' completes its move, ALL enemy pieces unfortunate enough to be on one of the eight adjacent squares are captured and removed from play. This power is retained even during the opponents turn, in that a piece that ends its move next to an enemy 'Fire Demon' is still 'burnt' and removed from the game. Such a capture does not constitute a move for the 'Fire Demon'. If a 'Fire Demon' lands next to an opposing 'Fire Demon' it is the moving piece that is 'burnt'. THE HEAVENLY TETRARCHS ======================== The 'Heavenly Tetrarchs' is the promoted form of the 'Chariot Soldier', and has a move unlike any other piece in the game. The Tetrarchs can not move to any of the eight adjacent squares, but can capture a piece on one of those squares without moving (ie: capture by igui). This move is shown as a green circle on the Piece Help screen. In addition, the Tetrarchs can jump over an adjacent square (even if occupied) to move from the second square onwards on the diagonals as a ranging piece, or to move to the second or third squares in a sideways direction. THE CROWN PRINCE ================== The 'Drunk Elephant' is potentially a very important piece, as it promotes to a 'Crown Prince'. A player who gains a 'Crown Prince' effectively acquires a second 'King' as the 'Crown Prince' must also be captured before the opponent can win the game. PROMOTION ========== Each player has a Promotion Zone consisting of the five ranks (rows of squares) furthest away from him. Most of the pieces in Tenjiku Shogi have a promoted rank and can promote on entering, moving within, or leaving the Promotion Zone. Promotion is not compulsory, but a piece must promote if it would be unable to make another legal move as an unpromoted piece (ie: the 'Pawn', 'Lance' and 'Iron General' must promote on reaching the last rank; the 'Knight' must promote on reaching the second-last rank). As in all the games in the Shogi family, in Tenjiku Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========= As in all the larger Shogi variants, captured pieces in Tenjiku can not be 'dropped' back into play. A captured piece is removed from play and takes no further part in the game. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. While Tenjiku does not lend itself to handicaps as well as Shogi (as there are no 'drops' in Tenjiku), provision for handicap play has nevertheless been included in this program. The same rules for handicaps as in Shogi have been adopted. Under these rules, the player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. NOTATION ========== The following notation system is used for recording Tenjiku Shogi games in this program. The files are designated by numbers (1 to 16), and the ranks by letters (a to p). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: Ln for Lion); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. When a 'Lion', 'Lion Hawk' (Version 2),'Horned Falcon', 'Soaring Eagle' or 'Heavenly Tetrarchs' captures by 'igui' (ie: without moving) the square of the piece being captured is used instead of the destination square, and this is preceded by the symbol '!'(eg: a Lion on 8c capturing a piece on 9d would be shown as Lnx!9d). The same notation is used for pieces 'burnt' on the move of a 'Fire Demon'. Where several pieces are 'burnt' they are separated by commas (eg: a 'Fire Demon' on 1k moving to 15k, capturing a piece on 15k and 'burning' pieces on 14j,15j and 16k, would be represented as FiDx15kx!14j,15j,16k). A 'suicide' move resulting from moving next to a 'Fire Demon' is shown by adding '*' after the move (eg: Ln-6g*, indicates that a Lion moved to 6g and was automatically burnt by an adjacent 'Fire Demon'). When a piece makes a double capture with 'Lion' powers both captures are shown in the order that they were made. (eg: a Lion on 3g capturing a piece on 3h and then capturing another on 2i, would be represented by Lnx3hx2i). NOTE: This system is the official notation system of 'The Shogi Association'. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece during play will show all the legal moves of that piece: - Legal moves to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. - Legal moves by a piece with 'Lion' powers to an 'A' square (including captures) are shown as a Dark Blue Circle. - Legal moves by a piece with 'Lion' powers to a 'B' square (including captures) are indicated by a Light Blue Circle. - Pieces that may be 'burnt' after a legal move by a 'Fire Demon' are represented by Yellow Circles. - A move that will result in the moving piece being 'burnt' by a 'Fire Demon' is shown by a Black Circle. - A legal 'igui' capture by a Heavenly Tetrarchs is indicated by a Green Circle." shogivar-C-port-1.55b/Data/Maka.rul0000644000175000017500000003310112375455313013767 00000000000000" INTRODUCTION ============== It is believed that Maka-Dai-Dai Shogi (Ultra Great Great Shogi) was invented by Buddhist monks as an alternative game for play on the 19x19 square 'Go' board, and some of the pieces are named after Buddhist deities and demons. The oldest surviving record of the moves of the pieces is in Nishizawa Teijin's SHO SHOGI ZUSHIKI, published in 1694. While Maka-Dai-Dai Shogi is played on a larger board than Dai-Dai Shogi it has the same number of pieces per side and has only 50 different types of piece (as against 64 types in the 17x17 game). In Maka-Dai-Dai Shogi pieces attain their promoted rank by capture, as is the case in Dai-Dai and Tai Shogi. The fabulous 'hook moving' pieces of Dai-Dai Shogi are also present in Maka-Dai-Dai, but together with many of the other powerful pieces, they start directly behind the 'Pawns' making for a more dynamic opening game. Most of the pieces in Maka-Dai-Dai Shogi have promoted forms, even the 'King' which promotes to the almost omnipotent 'Emperor'! As with the other larger variants, there is no provision for returning captured pieces into play in Maka-Dai-Dai Shogi. THE GAME ========= Maka-Dai-Dai Shogi is played on a board of 19 x 19 squares and each player has 96 pieces (including 19 pawns). As in all Shogi games, the pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King' (or 'Emperor' if the 'King' has been promoted). If a player has acquired a 'Prince' (by promoting the 'Drunk Elephant') that piece must also be captured before the game can be won. On each turn a player can move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed from the game). In the case of the 'Lion' and pieces with 'Lion' power a second move can sometimes be made in the same turn. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Kylin','Phoenix', 'Donkey','Free Bear' and 'Knight' (and the 'Emperor' and those pieces with 'Lion' powers) have the power to jump over occupied squares. As indicated by red circles on the Piece Help screens, the 'Kylin' can jump to the second square in any orthogonal direction, the 'Phoenix' may jump to the 2nd square when moving diagonally, the 'Donkey' can jump to the 2nd square directly forwards, and the 'Free Bear' can jump in the forward diagonal directions. The 'Knight' has the same move as the Knight in Western Chess, but only in the forwards direction. The pieces shown on the 'Piece Help Screen' as having moves of 2, 3 or 5 squares can only move more than one square in the directions indicated if the intervening squares are unoccupied (ie: they can not jump). THE LION ========= The 'Lion' has an unusual and powerful move. If the 8 squares immediately adjacent to the 'Lion' are called the 'A' squares (shown as Dark Blue Circles on the Piece Help screen), and the 16 squares two away from the piece are called the 'B' squares (represented as Light Blue Circles), then the 'Lion' may do anyone of the following things in a single turn: - Move directly to any 'A' or 'B' square, jumping an intervening square if necessary; - Capture a piece on an 'A' square and continue moving one more square in any direction from the point of capture, making another capture if the 2nd square is also occupied by an enemy piece. - Capture a piece on any 'A' square without moving (this is known as 'igui' and counts as a turn). - Move to an adjacent square and return to the starting square (effectively passing the turn). This move can be made by double- clicking the left mouse button on the Lion. In Maka-Dai-Dai Shogi there are no restrictions on the capture of Lions (as there are in Chu Shogi). On promoting to 'Furious Fiend' the 'Lion' gains the power of the 'Lion Dog' (ie: it can move up to 3 squares in any orthogonal or diagonal direction). The 'Furious Fiend' can move as either a 'Lion' or 'Lion Dog' on any one turn (it can not combine the two powers in the same move). The 'Buddhist Spirit' (promoted 'Dark Spirit') has the combined powers of the 'Lion' and 'Free King', and can move as either (but not both) on any one turn. The 'Buddhist Spirit' is therefore a very mobile and dangerous piece. TEACHING KING =============== In Nishizawa Teijin's SHO SHOGI ZUSHIKI, the 'Teaching King' (promoted 'Deva') is described as having the combined moves of the 'Lion Dog' (up to 3 squares in any orthogonal or diagonal direction) and the 'Free King'. The moves of the 'Lion Dog' are completely subsumed by the powers of the 'Free King' anyway, so this piece only has one way of moving (ie: as a 'Free King'). Another interpretation of the powers of the 'Teaching King' (mentioned, but not advocated in the Shogi Association rules leaflet) gives it the combined move of the 'Free King' or a 3 square move with full 'Lion' powers. This immensely powerful interpretation is not now considered to be the move intended in SHO SHOGI ZUSHIKI, but has nevertheless been included as an alternative for those who may wish to try it. This 2nd version can be selected from the 'Set-up' menu. HOOK MOVERS ============== The pieces with 'hook moving' capabilities are very powerful pieces. The 'Hook Mover' itself has a Double Rook move, being able to move any number of squares in any orthogonal direction, immediately followed by a further move at right angles to the first. The two legs of the 'Hook Mover' move do not have to be of the same length, and it is not compulsory that it make the 2nd Rook move. To give some idea of the power of this move it is worth noting that the 'Hook Mover' on an empty board would be able to reach any square in one turn! The 'Hook Mover' is not a jumping piece, and must end its move on making a capture. The 'Capricorn' has hook moving powers in the diagonal directions (ie: it is effectively a Double Bishop). THE PRINCE ============ The 'Drunk Elephant' is potentially a very important piece, as it promotes to a 'Prince'. A player who gains a 'Prince' effectively acquires a second 'King' as the 'Prince' must also be captured before the opponent can win the game. THE EMPEROR ============= The 'King' on making a capture promotes to an 'Emperor'. The 'Emperor' has the greatest power of any piece in any of the Shogi variants as it may move in one turn to almost any square on the board, jumping over any number of pieces of either side in the process. The only restriction on the movement of the 'Emperor' is that it may not capture an enemy piece that is protected by another piece. It is this rule which prevents the 'Emperor' from simply capturing the opposing 'King' on its first move. PROMOTION ========== The promotion rules in Maka-Dai-Dai Shogi (and its other large cousins) are very different from those in the smaller variants. In Maka-Dai-Dai there are no Promotion Zones. A piece is promoted when it captures an enemy piece. If a piece has a promoted rank and makes a capture, promotion is compulsory. A piece that reaches the last rank of the board and does not have the power to retreat is left in play on the last rank until captured. As in all the games in the Shogi family, in Maka-Dai-Dai Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========= Unlike in Shogi, captured pieces in Maka-Dai-Dai can not be 'dropped' back into play. A captured piece is removed from play and takes no further part in the game. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. While Maka-Dai-Dai does not lend itself to handicaps as well as Shogi (as there are no 'drops' in Maka-Dai-Dai), provision for handicap play has nevertheless been included in this program. The same rules for handicaps as in Shogi have been adopted. Under these rules, the player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. NOTATION ========== The following notation system is used for recording Maka-Dai-Dai Shogi games in this program. The files are designated by numbers (1 to 19), and the ranks by letters (a to s). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: Ln for Lion); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. When a 'Lion','Furious Fiend' or 'Buddhist Spirit' captures by 'igui' (ie: without moving) the square of the piece being captured is used instead of the destination square, and this is preceded by the symbol '!' (eg: a Lion on 8c capturing a piece on 9d would be shown as Lnx!9d). When a piece makes a double capture with 'Lion' powers both captures are shown in the order that they were made. (eg: a Lion on 3g capturing a piece on 3h and then capturing another on 2i, would be represented by Lnx3hx2i). NOTE: This system is the official notation system of 'The Shogi Association'. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece during play will show all the legal moves of that piece: - Legal moves to vacant squares are represented as White Circles. - Legal captures are shown as Red Circles. - Legal moves by a piece with 'Lion' powers to an 'A' square, are shown as a Dark Blue Circle. - Legal moves by a piece with 'Lion' powers to a 'B' square, are indicated by a Light Blue Circle. - The move of the 'Teaching King' (Version 2) to an adjacent square is shown as a Purple Circle, with a move to the 2nd square represented by a Dark Blue Circle, and the 3rd as a Light Blue Circle. - The 'Emperor's' influence is shown in Blue, with any possible captures identified in Red." shogivar-C-port-1.55b/Data/Tai.rul0000644000175000017500000003406512375455313013645 00000000000000" INTRODUCTION ============== Tai Shogi (Grand Shogi) with its 25x25 square board and 354 pieces is thought to be the largest chess game in the world. (While there is a suggestion that there was once a form of Shogi called 'Tai-Kyoku' played on a board of 36x36 squares, no rules have ever been found.) Tai Shogi is a gargantuan of a game both in terms of strategy and playing time. A serious game of Tai will require several long sessions to complete and may need over 1000 moves per player. The game is simply too big to be played strategically, and therefore the game typically proceeds as a series of local skirmishes as both players try to develop their pieces and improve their position. The exact date Tai Shogi was invented is not known. The oldest surviving record of the moves of the pieces is in Nishizawa Teijin's SHO SHOGI ZUSHIKI, published in 1694. While most of the 101 different pieces in Tai Shogi are also found in other variants, one unique feature of Tai is the presence right from the beginning of the game of the all powerful 'Emperors'. THE GAME ========= Tai Shogi is played on a board of 25 x 25 squares and each player has 177 pieces (including 25 pawns)! As in all Shogi games, the pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'Emperor' AND the 'Crown Prince'. If a player has acquired a 2nd 'Crown Prince' (by promoting the 'Drunk Elephant') that piece must also be captured before the game can be won. On each turn a player can move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed from the game). In the case of the 'Lion' and pieces with 'Lion' power a second move can sometimes be made in the same turn. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Kylin','Phoenix', 'Donkey', 'Poisonous Snake' and 'Knight' (and the 'Emperor' and those pieces with 'Lion' powers) have the power to jump over occupied squares. As indicated by red circles on the Piece Help screens, the 'Kylin' can jump to the second square in any orthogonal direction, the 'Phoenix' may jump to the 2nd square when moving diagonally, the 'Donkey' can jump to the 2nd square directly forwards or backwards, and the 'Poisonous Snake' can jump either forwards or to the backward diagonals. The pieces shown on the 'Piece Help Screen' as having moves of 2, 3 or 5 squares can only move more than one square in the directions indicated if the intervening squares are unoccupied (ie: they can not jump). THE LION ========= The 'Lion' has an unusual and powerful move. If the 8 squares immediately adjacent to the 'Lion' are called the 'A' squares (shown as Dark Blue Circles on the Piece Help screen), and the 16 squares two away from the piece are called the 'B' squares (represented as Light Blue Circles), then the 'Lion' may do anyone of the following things in a single turn: - Move directly to any 'A' or 'B' square, jumping an intervening square if necessary; - Capture a piece on an 'A' square and continue moving one more square in any direction from the point of capture, making another capture if the 2nd square is also occupied by an enemy piece. - Capture a piece on any 'A' square without moving (this is known as 'igui' and counts as a turn). - Move to an adjacent square and return to the starting square (effectively passing the turn). This move can be made by double- clicking the left mouse button on the Lion. In Tai Shogi there are no restrictions on the capture of Lions (as there are in Chu Shogi). On promoting to 'Furious Fiend' the 'Lion' gains the power of the 'Lion Dog' (ie: it can move up to 3 squares in any orthogonal or diagonal direction). The 'Furious Fiend' can move as either a 'Lion' or 'Lion Dog' on any one turn (it can not combine the two powers in the same move). The 'Buddhist Spirit' (promoted 'Dark Spirit') has the combined powers of the 'Lion' and 'Free King', and can move as either (but not both) on any one turn. The 'Buddhist Spirit' is therefore a very mobile and dangerous piece. TEACHING KING =============== In Nishizawa Teijin's SHO SHOGI ZUSHIKI, the 'Teaching King' (promoted 'Deva') is described as having the combined moves of the 'Lion Dog' (up to 3 squares in any orthogonal or diagonal direction) and the 'Free King'. The moves of the 'Lion Dog' are completely subsumed by the powers of the 'Free King' anyway, so this piece only has one way of moving (ie: as a 'Free King'). Another interpretation of the powers of the 'Teaching King' (mentioned, but not advocated in the Shogi Association rules leaflet on 'Maka-Dai-Dai Shogi) gives it the combined move of the 'Free King' or a 3 square move with full 'Lion' powers. This immensely powerful interpretation is not now considered to be the move intended in SHO SHOGI ZUSHIKI, but has nevertheless been included as an alternative for those who may wish to try it. This 2nd version can be selected from the 'Set-up' menu. HOOK MOVERS ============ The pieces with 'hook moving' capabilities are very powerful pieces. The 'Hook Mover' itself has a Double Rook move, being able to move any number of squares in any orthogonal direction, immediately followed by a further move at right angles to the first. The two legs of the 'Hook Mover' move do not have to be of the same length, and it is not compulsory that it make the 2nd Rook move. To give some idea of the power of this move it is worth noting that the 'Hook Mover' on an empty board would be able to reach any square in one turn! The 'Hook Mover' is not a jumping piece, and must end its move on making a capture. The 'Capricorn' has hook moving powers in the diagonal directions (ie: it is effectively a Double Bishop). The 'Long-Nosed Goblin' can either 'hook move' in the diagonal directions or move one square orthogonally. The other hook mover in Tai Shogi is the 'Peacock' which is a 'hook mover' in the forward diagonal directions only, and can move one or two squares along the backward diagonals. THE CROWN PRINCE ================== In Tai Shogi there is a 'Crown Prince' in the game at the start of play and this piece must be captured (along with the 'Emperor') before the game is won. In addition, the 'Drunk Elephant' can also be promoted to a second 'Crown Prince'. If this occurs both 'Crown Princes' (and 'Emperor') must be taken before the game is ended. THE EMPEROR ============= A unique feature of Tai Shogi is the presence right from the start of the game of the all powerful 'Emperors'. The 'Emperor' has the greatest power of any piece in any of the Shogi variants as it may move in one turn to almost any square on the board, jumping over any number of pieces of either side in the process. The only restriction on the movement of the 'Emperor' is that it may not capture an enemy piece that is protected by another piece. It is this rule which prevents the 'Emperor' from simply capturing the opposing 'Emperor' (or 'Crown Prince') on its first move. While you might think that the power of the 'Emperors' would have a great impact on the course of the game, their powers tend to offset each other. It should be noted that any otherwise unprotected piece is always protected by its own 'Emperor'. PROMOTION ========== The promotion rules in Tai Shogi (and its other large cousins) are very different from those in the smaller variants. In Tai there are no Promotion Zones. A piece is promoted when it captures an enemy piece. If a piece has a promoted rank and makes a capture, promotion is compulsory. A piece that reaches the last rank of the board and does not have the power to retreat is left in play on the last rank until captured. As in all the games in the Shogi family, in Tai Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========= Unlike in Shogi, captured pieces in Tai can not be 'dropped' back into play. A captured piece is removed from play and takes no further part in the game. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. While Tai does not lend itself to handicaps as well as Shogi (as there are no 'drops' in Tai), provision for handicap play has nevertheless been included in this program. The same rules for handicaps as in Shogi have been adopted. Under these rules, the player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. NOTATION ========== The following notation system is used for recording Tai Shogi games in this program. The files are designated by numbers (1 to 25), and the ranks by letters (a to y). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: Ln for Lion); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. When a 'Lion','Furious Fiend' or 'Buddhist Spirit' captures by 'igui' (ie: without moving) the square of the piece being captured is used instead of the destination square, and this is preceded by the symbol '!' (eg: a Lion on 8c capturing a piece on 9d would be shown as Lnx!9d). When a piece makes a double capture with 'Lion' powers both captures are shown in the order that they were made. (eg: a Lion on 3g capturing a piece on 3h and then capturing another on 2i, would be represented by Lnx3hx2i). NOTE: This system is the official notation system of 'The Shogi Association'. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece during play will show all the legal moves of that piece: - Legal moves to vacant squares are represented as White Circles. - Legal captures are shown as Red Circles. - Legal moves by a piece with 'Lion' powers to an 'A' square, are shown as a Dark Blue Circle. - Legal moves by a piece with 'Lion' powers to a 'B' square are indicated by a Light Blue Circle. - The move of the 'Teaching King' (Version 2) to an adjacent square is shown as a Purple Circle, with a move to the 2nd square represented by a Dark Blue Circle, and the 3rd as a Light Blue Circle. - The 'Emperor's' influence is shown in Blue, with any possible captures identified in Red." shogivar-C-port-1.55b/Data/Yari.dat0000644000175000017500000000233212376317701013771 00000000000000Yari Shogi Yaribord.bmp 1,7,0,3,140,21,47,28,18,18 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,1,7,6,2,6,1,0,0,0,0,0,0,0,1,5,0 3,Yari Knight,YN,5,9,7,3,7,1088,0,0,0,0,0,0,0,1,3,1 4,Yari Bishop,YB,5,9,8,4,8,64,0,0,0,1,1,0,0,1,3,1 5,Yari Rook,YR,8,12,9,5,9,64,0,64,64,0,0,0,0,0,2,1 6,Yari Silver,+P,7,0,0,6,2,1,64,0,0,1,1,0,0,0,5,1 7,Yari Gold,+YN,9,0,0,7,3,1,64,1,1,1,1,0,0,0,3,1 8,Yari Gold,+YB,9,0,0,8,4,1,64,1,1,1,1,0,0,0,3,1 9,Rook,+YR,12,0,0,9,5,64,64,64,64,0,0,0,0,0,2,1 -5,-3,-3,-1,-4,-4,-5,0,0,0,0,0,0,0,-2,-2,-2 -2,-2,-2,-2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 2,2,2,2,2,2,2,0,0,0,0,0,0,0,5,4,4,1,3,3,5 4,5,4,3,2,5 45,45,45,41,33,26,18,9,6,6,5,5,5,5,4,4,4,3,3,3,2,2,2 2,2,2,2,2,2,2,3,3,4,4,5,5,5,5,7,9,17,25,32,39,45,45 45,45,45,42,34,27,19,10,7,7,6,6,6,6,5,5,5,4,4,4,3,3,3 3,3,3,3,3,3,3,4,4,5,5,6,6,6,6,8,10,18,26,33,40,45,45 45,45,45,45,42,34,28,20,12,9,9,8,8,8,7,7,7,6,6,6,5,5,5 5,5,5,5,5,5,6,6,7,7,8,8,8,8,10,12,19,27,33,40,45,45,45 45,45,45,45,45,42,35,29,21,13,11,10,10,10,10,9,9,8,8,8,7 7,7,7,7,7,7,7,7,8,8,9,9,10,10,10,12,13,20,28,34,41,45,45,45,45 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·-—žݾüTÈQ¥›a4a%tEXtdate:create2014-08-10T10:33:02+02:00z“ÿß%tEXtdate:modify1996-01-07T11:23:22+01:00«v"2IEND®B`‚shogivar-C-port-1.55b/Data/Tenjiku.dat0000644000175000017500000001146112376317701014501 00000000000000Tenjiku Shogi (Exotic Shogi) Tenjbord.bmp 0,16,0,5,100,21,26,156,132,132 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,G,1,0 2,Pawn,P,1,6,22,5,66,1,0,0,0,0,0,0,0,1,5,0 3,Lance,L,3,10,30,7,45,64,0,0,0,0,0,0,0,1,4,1 4,Silver General,S,5,8,39,9,49,1,0,0,0,1,1,1,1,0,3,0 5,Gold General,G,6,12,35,3,54,1,1,1,1,1,1,0,0,0,3,0 6,Copper General,C,4,8,32,12,59,1,1,0,0,1,1,0,0,0,3,0 7,Bishop,B,10,14,31,4,61,0,0,0,0,64,64,64,64,0,2,1 8,Rook,R,12,15,38,2,60,64,64,64,64,0,0,0,0,0,2,1 9,Blind Tiger,BT,7,10,24,10,46,0,1,1,1,1,1,1,1,0,3,0 10,Dragon Horse,DH,14,21,27,8,58,1,1,1,1,64,64,64,64,0,2,1 11,Dragon King,DK,15,22,28,6,57,64,64,64,64,1,1,1,1,0,2,1 12,Drunk Elephant,DE,7,50,23,14,63,1,0,1,1,1,1,1,1,0,2,0 13,Ferocious Leopard,FL,6,10,33,15,56,1,1,0,0,1,1,1,1,0,3,0 14,Free King,FK,22,24,40,16,55,64,64,64,64,64,64,64,64,0,2,1 15,Knight,N,3,8,41,26,39,1024,0,0,0,0,0,0,0,2,4,0 16,Kylin,Ky,8,32,36,17,52,128,128,128,128,1,1,1,1,0,2,0 17,Phoenix,Ph,8,22,37,19,51,1,1,1,1,128,128,128,128,0,2,0 18,Lion,Ln,32,26,47,18,37,0,0,0,0,0,0,0,0,L,2,0 19,Reverse Chariot,RC,6,10,29,20,44,64,64,0,0,0,0,0,0,0,4,1 20,Side Mover,SM,8,15,26,21,42,1,1,64,64,0,0,0,0,0,4,1 21,Vertical Mover,VM,8,15,25,11,64,64,64,1,1,0,0,0,0,0,4,1 22,Tokin,+P,6,0,0,66,0,1,1,1,1,1,1,0,0,0,5,0 23,Crown Prince,CP,50,0,0,63,0,1,1,1,1,1,1,1,1,C,2,0 24,Flying Stag,FS,10,0,0,46,0,64,64,1,1,1,1,1,1,0,3,1 25,Flying Ox,FO,15,0,0,64,0,64,64,0,0,64,64,64,64,0,3,1 26,Free Boar,FBo,15,0,0,42,0,0,0,64,64,64,64,64,64,0,3,1 27,Horned Falcon,HF,22,0,0,58,0,512,64,64,64,64,64,64,64,0,2,1 28,Soaring Eagle,SE,23,0,0,57,0,64,64,64,64,512,512,64,64,0,2,1 29,Whale,W,10,0,0,44,0,64,64,0,0,0,0,64,64,0,4,1 30,White Horse,WH,10,0,0,45,0,64,64,0,0,64,64,0,0,0,4,1 31,Dragon Horse,DH,14,0,0,61,0,1,1,1,1,64,64,64,64,0,2,1 32,Side Mover,SM,8,0,0,59,0,1,1,64,64,0,0,0,0,0,4,1 33,Bishop,B,10,0,0,56,0,0,0,0,0,64,64,64,64,0,3,1 34,Dog,Dg,3,8,46,13,43,1,0,0,0,0,0,1,1,0,5,0 35,Rook,R,12,0,0,54,0,64,64,64,64,0,0,0,0,0,3,1 36,Lion,Ln,32,0,0,52,0,0,0,0,0,0,0,0,0,L,2,0 37,Free King,FK,22,0,0,51,0,64,64,64,64,64,64,64,64,0,2,1 38,Dragon King,DK,15,0,0,60,0,64,64,64,64,1,1,1,1,0,2,1 39,Vertical Mover,VM,8,0,0,49,0,64,64,1,1,0,0,0,0,0,4,1 40,Free Eagle,FEg,24,0,0,55,0,192,192,192,192,64,64,64,64,0,2,1 41,Side Soldier,SSo,8,0,0,39,0,2,1,64,64,0,0,0,0,0,3,1 42,Bishop General,BGn,30,0,0,53,0,0,0,0,0,320,320,320,320,G,2,1 43,Rook General,RGn,36,0,0,38,0,320,320,320,320,0,0,0,0,G,2,1 44,Horned Falcon,HF,22,30,42,22,53,512,64,64,64,64,64,64,64,0,2,1 45,Soaring Eagle,SE,23,36,43,23,38,64,64,64,64,512,512,64,64,0,2,1 46,Multi General,MGn,8,0,0,43,0,64,0,0,0,0,0,64,64,0,5,1 47,Lion Hawk,LHk,26,0,0,37,0,0,0,0,0,64,64,64,64,D,2,1 48,Iron General,I,3,7,49,29,40,1,0,0,0,1,1,0,0,1,3,0 49,Vertical Soldier,VSo,7,0,0,40,0,64,1,2,2,0,0,0,0,0,3,1 50,Chariot Soldier,ChS,18,20,51,25,62,64,64,2,2,64,64,64,64,0,3,1 51,Heavenly Tetrarchs,HT,20,0,0,62,0,0,0,131,131,64,64,64,64,T,3,1 52,Free Eagle,FEg,24,0,0,27,0,192,192,192,192,64,64,64,64,0,2,1 53,Water Buffalo,WBf,18,120,54,32,65,2,2,64,64,64,64,64,64,0,2,1 54,Fire Demon,FiD,150,0,0,65,0,64,64,0,0,64,64,64,64,F,2,1 55,Vertical Soldier,VSo,7,18,56,33,41,64,1,2,2,0,0,0,0,0,3,1 56,Chariot Soldier,ChS,18,0,0,41,0,64,64,2,2,64,64,64,64,0,3,1 57,Side Soldier,SSo,8,18,58,34,47,2,1,64,64,0,0,0,0,0,3,1 58,Water Buffalo,WBf,18,0,0,47,0,2,2,64,64,64,64,64,64,0,4,1 59,Bishop General,BGn,30,48,60,24,48,0,0,0,0,320,320,320,320,G,2,1 60,Vice General,VGn,48,0,0,48,0,0,0,0,0,320,320,320,320,G,2,1 61,Rook General,RGn,36,60,62,35,50,320,320,320,320,0,0,0,0,G,2,1 62,Great General,GGn,60,0,0,50,0,320,320,320,320,320,320,320,320,G,2,1 63,Vice General,VGn,48,0,0,31,0,0,0,0,0,320,320,320,320,G,2,1 64,Lion Hawk,LHk,26,0,0,36,0,0,0,0,0,64,64,64,64,D,2,1 65,Great General,GGn,60,0,0,28,0,320,320,320,320,320,320,320,320,G,2,1 66,Fire Demon,FiD,150,0,0,30,0,64,64,0,0,64,64,64,64,F,2,1 -3,-15,-13,-48,-6,-4,-5,-12,-1,-5,-4,-6,-48,-13,-15,-3 -19,0,-50,-50,0,-9,-17,-14,-18,-16,-9,0,-50,-50,0,-19 -57,-55,-7,-10,-11,-53,-66,-52,-64,-66,-53,-11,-10,-7,-55,-57 -20,-21,-8,-44,-45,-59,-61,-63,-65,-61,-59,-45,-44,-8,-21,-20 -2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,0,0,0,0,-34,0,0,0,0,0,0,-34,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 34,0,0,0,0,0,0,34,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 20,21,8,44,45,59,61,65,63,61,59,45,44,8,21,20 57,55,7,10,11,53,66,64,52,66,53,11,10,7,55,57 19,0,50,50,0,9,16,18,14,17,9,0,50,50,0,19,3,15,13,48,6,4,5,1,12,5,4,6,48,13,15,3 5 25,25,17,8,4,4,3,3,2,2,2,1,1,1,1,2,2,3,3,4,4,5,11,20,25 25,20,14,7,5,4,4,4,3,3,3,2,2,2,2,2,3,3,3,4,4,6,12,19,25 25,25,25,18,10,6,5,5,5,4,4,4,3,3,3,4,4,4,5,5,6,8,14,20,25 25,25,25,17,13,8,7,6,6,5,5,5,4,4,5,5,6,6,7,7,8,13,20,25,25 25,25,25,20,13,8,7,7,6,6,6,5,5,5,6,6,6,7,7,8,10,20,25,25,25 shogivar-C-port-1.55b/Data/Wa.dat0000644000175000017500000000514312376317701013437 00000000000000Wa Shogi Waboard.bmp 0,11,0,3,111,21,38,54,62,62 1,Crane-King,CK,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Cloud-Eagle,CE,13,0,0,2,0,64,64,1,1,3,3,1,1,0,2,1 3,Flying Falcon,FFa,12,17,25,3,25,1,0,0,0,64,64,64,64,0,2,1 4,Blind Dog,BDg,5,7,26,4,26,0,1,1,1,1,1,0,0,0,3,0 5,Climbing Monkey,CM,4,5,27,5,27,1,1,0,0,1,1,0,0,0,3,0 6,Flying Cock,FC,4,10,23,6,23,0,0,1,1,1,1,0,0,0,3,0 7,Flying Goose,FGs,4,8,28,7,28,1,1,0,0,1,1,0,0,0,3,0 8,Liberated Horse,LH,3,4,21,8,21,64,2,0,0,0,0,0,0,0,4,1 9,Ox Cart,OC,2,8,22,9,22,64,0,0,0,0,0,0,0,1,4,0 10,Running Rabbit,RR,8,12,29,10,29,64,1,0,0,1,1,1,1,0,3,1 11,Sparrow Pawn,SP,1,6,20,11,20,1,0,0,0,0,0,0,0,1,5,0 12,Strutting Crow,SC,3,12,30,12,30,1,0,0,0,0,0,1,1,0,4,0 13,Swallow's Wings,SW,8,12,19,13,19,1,1,64,64,0,0,0,0,0,3,1 14,Swooping Owl,SO,3,13,31,14,31,1,0,0,0,0,0,1,1,0,4,0 15,Treacherous Fox,TFo,12,0,0,15,0,129,129,0,0,129,129,129,129,0,3,0 16,Violent Stag,VSt,5,7,24,16,24,1,0,0,0,1,1,1,1,0,3,0 17,Violent Wolf,VW,6,8,18,17,18,1,1,1,1,1,1,0,0,0,3,0 18,Bear's Eyes,+VW,8,0,0,18,17,1,1,1,1,1,1,1,1,0,3,0 19,Gliding Swallow,+SW,12,0,0,19,13,64,64,64,64,0,0,0,0,0,3,1 20,Golden Bird,+SP,6,0,0,20,11,1,1,1,1,1,1,0,0,0,5,0 21,Heavenly Horse,+LH,4,0,0,21,8,1024,1024,0,0,0,0,0,0,0,4,0 22,Plodding Ox,+OC,8,0,0,22,9,1,1,1,1,1,1,1,1,0,4,0 23,Raiding Falcon,+FC,10,0,0,23,6,64,64,1,1,1,1,0,0,0,3,1 24,Roaming Boar,+VSt,7,0,0,24,16,1,0,1,1,1,1,1,1,0,3,0 25,Tenacious Falcon,+FFa,17,0,0,25,3,64,64,1,1,64,64,64,64,0,2,1 26,Violent Wolf,+BDg,6,0,0,26,4,1,1,1,1,1,1,0,0,0,3,0 27,Violent Stag,+CM,5,0,0,27,5,1,0,0,0,1,1,1,1,0,3,0 28,Swallow's Wings,+FGs,8,0,0,28,7,1,1,64,64,0,0,0,0,0,3,1 29,Treacherous Fox,+RR,12,0,0,29,10,129,129,0,0,129,129,129,129,0,3,0 30,Flying Falcon,+SC,12,0,0,30,12,1,0,0,0,64,64,64,64,0,4,1 31,Cloud-Eagle,+SO,13,0,0,31,14,64,64,1,1,3,3,1,1,0,4,1 -8,-5,-14,-6,-16,-1,-17,-7,-12,-4,-9,0,-2,0,0,0,-13,0,0,0,-3,0,-11,-11,-11,-10 -11,-11,-11,-15,-11,-11,-11,0,0,0,-11,0,0,0,-11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 11,0,0,0,11,0,0,0,11,11,11,15,11,11,11,10,11,11,11,0,3,0,0,0,13,0,0,0,2,0 9,4,12,7,17,1,16,6,14,5,8 16,2,3,15,10,13,17,16,4,7,6,5,14,12,8,9,11 5 36,34,24,14,7,6,5,4,4,4,3,3,3,2,2,1,1,1,1,1,1,1,1,2,2,3,3 4,4,4,5,7,14,21,28,36,36 36,36,34,25,15,8,5,5,5,5,4,4,4,4,3,3,2,2,2,2,2,2,2,3,3,3 4,5,5,5,6,8,15,21,28,36,36 36,36,36,34,25,16,10,7,7,7,7,6,6,6,5,5,4,4,4,4,4,4,4,5,5 6,7,7,7,8,10,16,22,28,36,36,36 36,36,36,36,36,34,26,18,12,10,9,9,8,8,8,7,7,7,6,6,6,6,7,7,7 8,8,9,9,10,12,14,20,28,36,36,36 36,36,36,36,36,31,25,19,13,11,11,10,10,10,9,9,8,8,8,8,8,8 9,10,10,10,11,11,12,13,19,29,36,36,36,36,36 shogivar-C-port-1.55b/Data/Micro.dat0000644000175000017500000000223212376317701014135 00000000000000Micro Shogi Microbrd.bmp 1,4,0,0,110,21,60,10,18,18 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,2,2,4,2,4,1,0,0,0,0,0,0,0,0,4,0 3,Lance,L,4,4,5,3,5,64,0,0,0,0,0,0,0,0,3,1 4,Knight,N,2,2,2,4,2,1024,0,0,0,0,0,0,0,0,4,0 5,Silver,S,4,4,3,5,3,1,0,0,0,1,1,1,1,0,3,0 6,Gold,G,9,9,8,6,8,1,1,1,1,1,1,0,0,0,2,0 7,Bishop,B,8,8,9,7,9,0,0,0,0,64,64,64,64,0,2,1 8,Rook,R,9,9,6,8,6,64,64,64,64,0,0,0,0,0,2,1 9,Tokin,+P,8,8,7,9,7,1,1,1,1,1,1,0,0,0,2,0 -1,-7,-6,-5,-2,0,0,0,0,0,0,0,0,0,0,2,5,6,7,1 8,8,7,5,4,6,9,3,2,4 58,58,58,54,47,40,33,26,19,12,8,8,7,7,7,6,6,6,5,5,5,5,4 4,4,3,3,3,2,2,2,2,2,3,3,3,4,4,4,5,5,5,5,6,6,6,7,7,8,12,18 24,30,37,43,49,56,58,58 58,58,58,54,47,40,34,26,19,12,10,10,10,9,9,9,8,8,7,7,7,6 6,5,5,5,4,4,4,4,4,4,5,5,5,6,6,7,7,7,7,8,8,8,9,9,10,11,17,23 30,36,42,48,54,58,58,58,58 58,58,58,58,58,58,58,58,54,48,39,30,24,18,14,14,13,13,12,12,12 12,12,11,11,11,10,10,10,9,9,9,9,9,10,10,11,11,11,11,12,12,12 12,12,13,14,16,19,23,30,38,44,50,58,58,58,58,58 58,58,58,58,58,58,58,51,43,37,31,23,17,17,16,16,15,15,15 14,14,14,13,13,13,12,12,12,12,12,12,12,13,13,13,13,14,14,14 15,15,15,16,17,20,25,30,36,44,50,58,58,58,58,58,58,58,58,58 shogivar-C-port-1.55b/Data/Whale.rul0000644000175000017500000001525212375455313014165 00000000000000" INTRODUCTION =============== Whale Shogi was invented in 1981 by R. Wayne Schmittberger of the USA, who is arguably the West's leading player and exponent of the Shogi variants. As in several other variants, the pieces are named after animals - in this case the whales and their close relatives. Whale Shogi is played with drops (returning captured pieces into play) and is comparable in many ways to Tori (Bird) Shogi. THE GAME ========= Whale Shogi is played on a board of 6 x 6 squares and each player has 12 pieces (plus a further piece that is not in the initial array). As in all Shogi variants the pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'White Whale'. When a 'White Whale' is about to be captured next move and no legal move can be made to prevent the capture, the piece is said to be 'Checkmated'. On each turn a player can either: a) move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed); or, b) 'Drop' (re-enter) a previously captured piece on almost any vacant square. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Narwhal' is the only piece in Whale Shogi that has the power to jump over occupied squares. The 'Narwhal' can jump to the second square in the forwards direction only as indicated with a red circle on the Piece Help diagram. THE DOLPHIN ============ The 'Dolphin' may only move one square directly forwards unless it is on the last rank (that furthest from the player). In which case it may make a single move diagonally backwards (like a 'Bishop' in Shogi or Chess). PROMOTION ========== There is no promotion of pieces in Whale Shogi, with the exception of the 'Porpoise' (see 'Captures'). CAPTURES ========= A captured piece is removed from the board and is held by the capturing player. The held piece (which is said to be 'in-hand') may subsequently be 'dropped' back into play on the side of the player who made the capture. A 'Porpoise' when captured is permanently removed from play and is replaced in the capturing players hand by the far more powerful 'Killer Whale', a piece not in the initial array. DROPS ====== In place of a move a player may elect to 'drop' a piece held in-hand back into play. Pieces other than 'Dolphins' may be returned to play on any vacant square. The following restrictions apply to drops involving 'Dolphins'. A Dolphin may not be dropped: a) on the last rank (that furthest from the player), b) in any file (column of squares) already containing two Dolphins, 'Swallows' of the same side, c) directly in front of the opposing 'White Whale' so as to give instant 'Checkmate'. HANDICAP PLAY ============== As in Shogi, a player of Whale Shogi may offer a handicap of one or more pieces to an opponent of less strength. The player giving the handicap plays 'White' and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. Pieces removed as a handicap are totally removed from play and are not held in-hand by 'Black'. NOTATION ========== The following notation system is used for recording Whale Shogi games in this program. The files are designated by numbers (1 to 6), and the ranks by letters (a to f). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: D for Dolphin), b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, '*' for a drop, c) and finally, the destination square is recorded. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. A 'Dolphin' moving from 5c to 5b is therefore recorded as D-5b. NOTE: This system is the official notation system of 'The Shogi Association' for Shogi variants. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece on the board or 'in hand' during play will show all the legal moves of that piece: - All legal moves (including 'drops') to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. " shogivar-C-port-1.55b/Data/Chu.rul0000644000175000017500000002527212375455313013647 00000000000000" INTRODUCTION ============== Chu Shogi (Middle Shogi) is a very ancient game. It was mentioned in diaries as long ago as the twelfth century and therefore predates modern Shogi (and the modern game of Western Chess) by centuries. Chu was the most popular of the enlarged forms of Japanese Chess, and still had many adherents in parts of Japan until very recent times. Chu Shogi is the only variant (except Shogi itself) for which sets are still commercially available in Japan. There are many unusual and powerful pieces which make Chu a very exciting and challenging game. The game is dominated (particularly in the early stages) by the 'Lion', a piece totally unlike any piece in Western Chess. There is no provision for returning captured pieces into play in Chu; the game may therefore seem more familiar to players of the western game than modern Shogi. THE GAME ========= Chu Shogi is played on a board of 12 x 12 squares and each player has 46 pieces (including 12 pawns). As in all Shogi games, the pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. If the opposing player has obtained a 'Crown Prince' by promotion, that piece must also be captured in order to win the game. The game can also be won by capturing all pieces except the 'King' (the 'bare king' rule). A bare King may secure a draw if it can also bare the opposing 'King' on the following move. On each turn a player can move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed from the game). In the case of the 'Lion' and pieces with 'Lion' power a second move can sometimes be made in the same turn. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Kylin' and 'Phoenix' (and those pieces with 'Lion' powers) are the only pieces in Chu Shogi that have the power to jump over occupied squares. As indicated by red circles on the Piece Help screens, the 'Kylin' can jump to the second square in any orthogonal direction, and the 'Phoenix' may jump to the second square when moving diagonally. THE LION ========= The 'Lion' has a very unusual move, and a number of special rules involving its capture. If the 8 squares immediately adjacent to the 'Lion' are called the 'A' squares (shown as Dark Blue Circles on the Piece Help screen), and the 16 squares two away from the piece are called the 'B' squares (represented as Light Blue Circles), then the 'Lion' may do anyone of the following things in a single turn: - Move directly to any 'A' or 'B' square, jumping an intervening square if necessary; - Capture a piece on an 'A' square and continue moving one more square in any direction from the point of capture, making another capture if the 2nd square is also occupied by an enemy piece. - Capture a piece on any 'A' square without moving (this is known as 'igui' and counts as a turn). - Move to an adjacent square and return to the starting square (effectively passing the turn). This move can be made by double- clicking the left mouse button on the Lion. The following restrictions apply to the capture of Lions in Chu Shogi: - A Lion may capture an opposing Lion on a 'B' square, only if it also made a capture on an 'A' square (unless the captured piece was a 'Pawn' or 'Go-Between'), or if the opposing Lion is undefended. - If a player captures a Lion with a non-Lion piece, the opponent may not capture a Lion except with another Lion, on his next turn. These rules ensure that the 'Lions' which are the most powerful pieces in Chu Shogi are on the board for most of the game. The 'Horned Falcon' and 'Soaring Eagle' also have 'Lion' power, but only in the directions indicated by Blue Circles on the Piece Help Screens. There are no special rules concerning the capture of 'Horned Falcons' or 'Soaring Eagles'. THE CROWN PRINCE ================== The 'Drunk Elephant' is potentially a very important piece, as it promotes to a 'Crown Prince'. A player who gains a 'Crown Prince' effectively acquires a second 'King' as the 'Crown Prince' must also be captured (or bared) before the opponent can win the game. PROMOTION ========== Each player has a Promotion Zone consisting of the four ranks (rows of squares) furthest away from him. All pieces except the 'King', 'Lion' and 'Free King' have a promoted rank and can promote on entering, moving within, or leaving the Promotion Zone. Promotion is not compulsory, but is subject to the following restrictions: - If a piece does not promote on entering the Promotion Zone it may not promote on the next turn unless making a capture. The piece may, however, promote on any subsequent turn (as long as part of the move is within the Promotion Zone). - If a 'Pawn' is not promoted on entering the Promotion Zone, it must remain unpromoted until reaching the last (twelfth) rank, at which time it must promote. - A 'Lance' must promote on reaching the last rank (as it would otherwise have no further legal move). As in all the games in the Shogi family, in Chu Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========= Unlike in Shogi, captured pieces in Chu can not be 'dropped' back into play. A captured piece is removed from play and takes no further part in the game. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. While Chu does not lend itself to handicaps as well as Shogi (as there are no 'drops' in Chu), provision for handicap play has nevertheless been included in this program. The same rules for handicaps as in Shogi have been adopted. Under these rules, the player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. NOTATION ========== The following notation system is used for recording Chu Shogi games in this program. The files are designated by numbers (1 to 12), and the ranks by letters (a to l). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: Ln for Lion); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. When a 'Lion', 'Horned Falcon' or 'Soaring Eagle' captures by 'igui' (ie: without moving) the square of the piece being captured is used instead of the destination square, and this is preceded by the symbol '!'. (eg: a Lion on 8c capturing a piece on 9d would be shown as Lnx!9d). When a piece makes a double capture with 'Lion' powers both captures are shown in the order that they were made. (eg: a Lion on 3g, capturing a piece on 3h and then capturing another on 2i, would be represented by Lnx3hx2i). NOTE: This system is the official notation system of 'The Shogi Association'. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece during play will show all the legal moves of that piece: - Legal moves to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. - Legal moves by a piece with 'Lion' powers to an 'A' square (including captures) are shown as a Dark Blue Circle. - Legal moves by a piece with 'Lion' powers to a 'B' square (including captures) are indicated by a Light Blue Circle." shogivar-C-port-1.55b/Data/HShogi.rul0000644000175000017500000001736512375455313014315 00000000000000" INTRODUCTION ============== It is thought that the original Japanese chess dates from about the 8th or 9th century, and was introduced either from China or from Burma and Thailand. While there are references to the game dating from the 10th century, the earliest account of the rules are given in a history text entitled NICHUREKI dated between 1126 and 1130. The description gives the moves of the pieces, says that all pieces promote to Gold General on reaching the 3rd rank, and that baring the opponents King wins the game. There is, however, no mention of the number of pieces, size of the board, or the initial set-up. Versions of the game have been reconstructed using either an 8x9 or 8x8 board (and it is believed possible that both versions may have existed). The 8x8 reconstruction has only one Gold General in the array, with the 8x9 having an extra Gold on the back rank as in Modern Shogi. The 8x9 square version is the one that has been included in this program. There are no drops in Heian Shogi,and the game does not have Rooks or Bishops. The pieces in Heian Shogi therefore have very limited powers of movement and the game is much slower and less interesting than later variants. Heian Shogi is therefore primarily of historical interest only. THE GAME ========= The reconstruction of Heian Shogi included in this program is played on a board of 8 x 9 squares and each player has 18 pieces (including 9 pawns). The pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. As in Western Chess, when a 'King' is about to be captured next move and no legal move can be made to prevent the capture, the piece is said to be 'Checkmated'. In common with other ancient chess games, the game can also be won by capturing all pieces except the 'King' (the 'bare king' rule). A bare King may secure a draw if it can also bare the opposing 'King' on the following move. On each turn a player can move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed from the game). THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Knight' is the only piece in Heian Shogi that has the power to jump over occupied squares. The Heian 'Knight' has the same move as the equivalent piece in the Western game (ie: it may move one square orthogonally then one square diagonally), except that its move is limited to the forward direction only. PROMOTION ========== Each player has a Promotion Zone consisting of the three ranks (rows of squares) furthest away from him. All pieces except the 'King' can promote to 'Gold General' on entering, moving within, or leaving the Promotion Zone. Promotion is not compulsory unless the piece would be unable to make a further legal move in its unpromoted state. The 'Pawn' and 'Lance' must therefore promote on reaching the last rank (that furthest from the player) and the 'Knight' must promote if it reaches the 2nd last rank. There can be advantages with some pieces of not promoting immediately on entering the Promotion Zone. As in all the games in the Shogi family, the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========= Unlike in the modern game of Shogi, captured pieces in Heian Shogi can not be 'dropped' back into play. A captured piece is removed from play and takes no further part in the game. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. While Heian Shogi does not lend itself to handicaps as well as Shogi, provision for handicap play has nevertheless been included in this program. The same rules for handicaps as in Shogi have been adopted. Under these rules, the player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. NOTATION ========= The following notation system is used for recording Heian Shogi games in this program. The files are designated by numbers (1 to 9), and the ranks by letters (a to h). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: L for Lance); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. A 'Lance' moving from 5d to 5c (which was occupied by an enemy piece) and promoting is therefore recorded as Lx5c+. NOTE: This system is the official notation system of 'The Shogi Association' for Shogi variants. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece during play will show allthe legal moves of that piece: - All legal moves to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. " shogivar-C-port-1.55b/Data/Micro.rul0000644000175000017500000001533412375455313014177 00000000000000" INTRODUCTION ============== Micro-Shogi (also known as Poppy Shogi) is a recent variant which has been attributed to the Shogi master Oyama Yasuharu. Although Micro-Shogi is played on a board of only 20 squares(!), it is certainly not a trivial game, and may even lay claim to being the world's smallest playable chess variant. The excitement in Micro-Shogi comes from the fact that all pieces (except the King) are reversed automatically every time they make a capture (effectively being alternately promoted and then demoted again with each successive capture). THE GAME ========= Micro-Shogi is played on a board of 4 x 5 squares and each player has 5 pieces (including a single pawn). The pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. As in Western Chess, when a 'King' is about to be captured next move and no legal move can be made to prevent the capture, the piece is said to be 'Checkmated'. On each turn a player can either: a) move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed); or, b) 'Drop' (re-enter) a previously captured piece on any vacant square. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] PROMOTION ========== Promotion in Micro-Shogi is unlike that in any other Shogi variant. All pieces except the King have different ranks on each side and a piece is automatically flipped over to reveal it's alternate rank EVERY time it makes a capture. The pieces are as follows: King Pawn / Knight Gold / Rook Silver / Lance Bishop / Tokin (moves as Gold) Thus, a Pawn on making a capture would become a Knight, and on making a further capture as a Knight would revert to being a Pawn again. CAPTURES ========= A captured piece is removed from the board and is held by the capturing player. The held piece (which is said to be 'in hand') may subsequently be 'dropped' back into play on the side of the player who made the capture. A piece in hand may be dropped as either of it's two ranks when being re-entered into play (ie: a captured Pawn may be re-entered as a Pawn or as a Knight). DROPS ====== Unlike in other variants a piece in hand may be re-entered onto ANY vacant square. There are therefore no restrictions on entering a piece on a square from which it has no further legal move. Similarly Pawns CAN be dropped so as to give Checkmate or onto a file containing an unpromoted pawn of the same player. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. A handicap option has also been included for Micro-Shogi. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. In Japan, there is a comprehensive system of determining the appropriate handicap according to the respective rankings of the players. The player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. Pieces removed as a handicap are totally removed from play and are not held in-hand by 'Black'. NOTATION ========== The following notation system is used for recording Micro-Shogi games in this program. The files are designated by numbers (1 to 4), and the ranks by letters (a to e). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: R for Rook); b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, '*' for a drop, c) then the destination square is recorded, d) finally if the piece promoted (made a capture) on that turn, this is recorded by adding '+' after the move. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. A 'Rook' moving from 4d to 4c (which was occupied by an enemy piece) is therefore recorded as Rx4c+. NOTE: This system is the official notation system of 'The Shogi Association' for Shogi variants. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece on the board or 'in hand' during play will show all the legal moves of that piece: - All legal moves (including 'drops') to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. " shogivar-C-port-1.55b/Data/General.rul0000644000175000017500000002737712377465457014531 00000000000000" =================================================================== Introduction =================================================================== The 'Shogi Variants' program has been designed as an aid to assist the beginner in learning and playing the many ancient variations of the Japanese member of the Chess family. These Japanese games range from the largest, and most innovative and challenging interpretations of the Chess theme right through to perhaps the smallest non-trivial chess variant in existence. The program is based primarily on the rules leaflets published by Mr G F Hodges, of PO Box 77, Bromley, Kent, UK. In addition to the leaflets, Mr Hodges also has available sets and literature on 'Shogi' and its variants. These can still be ordered through e-mailing his widow Angela at george.hodges@talk21.com . The variants 'Sho Shogi' and 'Heian Shogi' are reconstructions of historical precursors of the Modern game, and are based on an article by John Fairbairn in Shogi magazine (Issue 27), Sept '80. The implementation of 'Micro-Shogi' is based on descriptions provided to NOST in 1996 by Kerry Handscomb, of Vancouver. The rules for 'Whale Shogi' and 'Yari Shogi' are those given by David Pritchard in his 'Encyclopedia of Chess Variants'. Thanks go to all those who have provided comments/suggestions in relation to the program, including George Hodges, David Willey, Colin Adams, John Kewley, Randy Andrews, Victor Contoski, John Lawson, Dave Oliphant, Rikard Nordgren and Benjamin Good. =================================================================== Playing 'Shogi Variants' =================================================================== The pieces in 'Shogi' are wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. 'Black' plays from the ranks at the bottom of the screen towards the top, and 'White' (not surprisingly) from the top to the bottom (this can be reversed using the 'Rotate Board' option in the Set-up menu). 'Black' makes the first move on the board unless 'White' has given a handicap, in which case 'Black's' removal of the handicap pieces represents the opening move. Use the Left mouse button to select and move pieces. When a piece is selected its name is shown in 'blue' in a box near the bottom left of the screen. If the Right mouse button is pressed instead the promoted state of the piece (if any) is shown in 'green'. The rules for the individual variants can be found under 'Rules' in the Help menu (or by pressing F3). Diagrams giving the moves of the pieces are provided under 'Piece Help' in the Help menu (or by pressing F4). The last move made in the game is shown (in 'black') in a box near the bottom right of the screen. For games in which captured pieces can be returned to play, the pieces a player has 'in-hand' are shown at the sides of the board. The pieces 'Black' has captured are at the right and 'White's' captives at the left. A player can select an 'in-hand' piece and return it to play in preference to moving a piece on the board. The program will stop a game on checkmate of a King, Crown Prince (or whatever). Completed games can be saved and reviewed. The program does not yet recognise checkmate in the variants Tenjiku Shogi, Maka-Dai-Dai Shogi or Tai Shogi. There is a computer opponent available for all variants except Tenjiku Shogi. In the case of the games from Chu Shogi and larger only the weakest level of play is currently available. The option of playing any of the variants with an alternate An-nan (Korean) ruleset will be added in the next version of 'Shogi Variants'. Under these rules a piece (including the King) may move as any of the pieces protecting it. =================================================================== Taking Back and Replaying Moves =================================================================== - Pressing CTRL B (or selecting the 'Take Back' menu option) at any time during play will take back the last move made by the player AND the last computer move (if there is a computer opponent). - Pressing the DELETE key during play will take back the last move made by EITHER the computer OR the player. If after taking back a move it is the computer's turn, the = key must be pressed to continue the game. - Pressing the INSERT key during play will replay the last move that has been taken back of EITHER the computer OR the player. If after replaying the move it is the computer's turn, the PAUSE key must be pressed to continue the game. The replay option may also be selected by pressing CTRL R or by using the 'Replay' menu option. - Pressing the SHIFT and DELETE keys together will take back all moves that have been made in the game. This is also available using the 'Take Back All' menu option. - Pressing the SHIFT and INSERT keys simultaneously will take the game forward through any taken back moves to the last move made in the game. This is also available using the 'Replay All' menu option. The CTRL B option is primarily designed for a player who wishes to amend their last move. The other options are for analysing game positions and previously saved games. =================================================================== Visual Aids for Game Play =================================================================== - Pressing the Left button on a piece will show its legal moves as solid circles, or as an outline only if it is the other player's move. - Pressing the Right Button on a piece or vacant square will show those pieces protecting or threatening that square (White pieces are shown with White squares, and Black pieces are shown in 'Black'). - Pressing the Left Button on a vacant square will show the influence or threats on all squares of the board:- - White squares are those influenced by White only. - Black squares are those influenced by the Black player. - Grey squares are influenced by both players. - Blue squares indicate a threatened and unprotected piece. (ie: a piece left 'en prise') - Red squares show that a piece is in 'check'. - Pressing the Space Bar at any time during play will cause the last moved piece to 'flash' for several seconds to help with its identification. - Pressing the tilde '~' key will show the influence and threats of all pieces on the board. It is the same as pressing the Left Mouse button on an empty square except that the influence and threats continue to be shown until another key is pressed or a mouse button is pressed. This option is also available even if the Show Influences/Threats menu item is set to OFF. =================================================================== The Menu Options =================================================================== Game Menu (F10) ================== New (Ctrl N) --------------- Commence a new game (of the current variant). Load (Ctrl L) ---------------- Load a previously saved game (of any variant). Save (Ctrl S) ---------------- Save the current game. Change (Ctrl C) ------------------ Commence a new game of another variant. Quit (Ctrl Q) ----------------- Exit the program. Moves Menu ============ Show Legal On/Off ---------------------- Toggles the display of legal moves when a piece is selected. (Also controls the display of influences & threats) Show Influences/Threats (Ctrl I) or (Ctrl J) ------------------------------------------------- Toggles the display of Influences & Threats (only). Flash Last Move ------------------- Toggles the option to have the last moved piece 'flash' for several seconds at the completion of the computer's move. Force Move (Ctrl F) ----------------------- Force the computer to make the best move it has found. (* Not Yet Implemented *) Take Back (Ctrl B) ----------------------- Take back the last move made by the player (and the last computer move if there is a computer opponent). Take Back All (Shift Del) -------------------------------- Take back all moves made in current game. Replay (Ctrl R) ---------------------- Replay the last move that was taken back. Replay All (Shift Ins) ---------------------- Take the game forward through any previously taken back moves directly to the last move made. Suggest Move (Ctrl M) --------------------------- Have the computer to suggest a move. Evaluate (Ctrl E) ------------------------ Toggle move evaluation on and off Print Moves (Ctrl P) ------------------------- Print a record of all moves made in the current game. The output is appended to the fixed file printed_scores.txt in the current directory. Create Text Score (Ctrl T) ----------------------------------- Dump a record of the moves made in the current game to a text file. Create Text Diagram (Ctrl Y) or (Ctrl Z) ----------------------------------------------- Save the current board position as a text file in one of two formats. Set-Up Menu ============= Player/Computer Options ------------------------------- Select which side(s) if any will be played by the computer. Rotate Board (Ctrl W) ------------------------- Rotate the view of the board. Switch Sides (Ctrl X) ------------------------- Change the side of the computer player (Note: This option can be used at the start of a game to make the computer play White instead of Black) Notation On/Off ----------------------- Toggle the Board Notation on and off. Clocks On/Off ----------------------- Toggle the Game Clocks on and off. Auto-Promotion On/Off (Ctrl A) -------------------------- Toggle the option to have pieces promote automatically as the default. (Not available in all variants) Set-Up Position -------------------- The menu choices of 'Clear Board','Add Pieces','Remove Pieces','Move Pieces' and 'Next Turn' may be used to set-up any position on the board (including positions that would be impossible in normal play). Set Handicap (Ctrl H) --------------------------- Remove some White Pieces as a handicap (This option is only available before the first move has been made). Pieces (International/Japanese) ---------------------------------------------- (* Not Yet Implemented *) Lion Hawk ------------ Select from 2 alternative versions of the 'Lion Hawk' (Tenjiku Shogi only). Teaching King ------------------ Select from 2 alternative versions of the 'Teaching King'. (Tai Shogi and Maka-Dai-Dai Shogi only) Help Menu =========== About (F1) ------------- Basic Version & Copyright Info. General (F2) --------------- You're reading it! Rules (F3) ------------- The rules of the variant currently being played. Piece Help (F4) ------------------- Diagrams showing the powers of movement of all pieces in the variant currently being played." shogivar-C-port-1.55b/Data/Heiansho.dat0000644000175000017500000000201712376317701014623 00000000000000Heian Shogi (Early Shogi) Shogbrd3.bmp 0,9,0,2,110,21,47,36,32,34 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,0 2,Pawn,P,1,6,11,5,14,1,0,0,0,0,0,0,0,1,0 3,Lance,L,3,6,12,12,17,64,0,0,0,0,0,0,0,1,1 4,Knight,N,3,6,13,11,17,1024,0,0,0,0,0,0,0,2,0 5,Silver General,S,5,6,14,9,17,1,0,0,0,1,1,1,1,0,0 6,Gold General,G,6,0,0,3,0,1,1,1,1,1,1,0,0,0,0 7,Bishop,B,10,14,9,6,7,0,0,0,0,64,64,64,64,0,1 8,Rook,R,12,15,10,2,8,64,64,64,64,0,0,0,0,0,1 9,Dragon Horse,+B,14,0,0,7,7,1,1,1,1,64,64,64,64,0,1 10,Dragon King,+R,15,0,0,8,8,64,64,64,64,1,1,1,1,0,1 11,Tokin,+P,6,0,0,14,2,1,1,1,1,1,1,0,0,0,0 12,Gold General,+L,6,0,0,17,3,1,1,1,1,1,1,0,0,0,0 13,Gold General,+N,6,0,0,17,4,1,1,1,1,1,1,0,0,0,0 14,Gold General,+S,6,0,0,17,5,1,1,1,1,1,1,0,0,0,0 15,Drunk Elephant,DE,7,500,16,15,16,1,0,1,1,1,1,1,1,0,0 16,Crown Prince,CP,500,0,0,16,15,1,1,1,1,1,1,1,1,0,0 -3,-4,-5,-6,-1,-6,-5,-4,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,3,4,5,6,1,6,5,4,3 7,8,7,6,5,4,3,2 shogivar-C-port-1.55b/Data/Mini.rul0000644000175000017500000001735712375455313014031 00000000000000" INTRODUCTION ============== The exact origins of Mini-Shogi are uncertain. The game was either invented or was rediscovered by Shigeo Kusumoto of Osaka around 1970. There has been and perhaps still is a Mini-Shogi Association based in Osaka. Despite being one of the world's smallest chess games, Mini-Shogi is not a trivial game and is very playable. THE GAME ========= Mini-Shogi is played on a board of 5 x 5 squares and each player has 6 pieces (including a single pawn). The pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. As in Western Chess, when a 'King' is about to be captured next move and no legal move can be made to prevent the capture, the piece is said to be 'Checkmated'. On each turn a player can either: a) move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed); or, b) 'Drop' (re-enter) a previously captured piece on almost any vacant square. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] PROMOTION ========== Each player has a Promotion Zone consisting of the rank (row of squares) furthest away from him. All pieces except the 'King' and 'Gold' have a promoted rank and can promote on entering, moving within, or leaving the Promotion Zone. On promotion: - The 'Rook' gains the power to move 1 square in any diagonal direction. The 'Promoted Rook' is sometimes known as the 'Dragon'. - The 'Bishop' gains the power to move 1 square in any orthogonal direction and its promoted form is often referred to as the 'Horse'. - The 'Pawn' and 'Silver' move as a 'Gold' on promotion. Promotion is not compulsory unless the piece would be unable to make a further legal move in its unpromoted state. The 'Pawn' must therefore promote on entering the promotion zone (the last rank). There can be advantages in not promoting the 'Silver' immediately on entering the Promotion Zone. As in all the games in the Shogi family, in Mini-Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. The promoted 'Silver' and 'Pawn' use different cursive forms of the Japanese character for 'Gold', so that they can be distinguished from each other. CAPTURES ========= A captured piece is removed from the board and is held by the capturing player. The held piece (which is said to be 'in hand') may subsequently be 'dropped' back into play on the side of the player who made the capture. All promoted pieces revert to their unpromoted ranks when captured. DROPS ====== In place of a move a player may elect to 'drop' a piece held in hand back into play. In general, a piece held in hand may be re-entered on any vacant square, subject to the following restrictions: a) A piece may not be dropped on a square from which it has no further legal move. (ie: a Pawn can not be dropped on the last rank). b) A Pawn can not be dropped in any file (column of squares) already containing an unpromoted Pawn of the same side. c) A Pawn can not be re-entered directly in front of the opposing 'King' so as to give instant 'Checkmate'. A piece dropped inside the player's Promotion Zone is not promoted until after it has made a further move on the board. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. A handicap option has also been included for Mini-Shogi. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. In Japan, there is a comprehensive system of determining the appropriate handicap according to the respective rankings of the players. The player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. Pieces removed as a handicap are totally removed from play and are not held in-hand by 'Black'. NOTATION ========== The following notation system is used for recording Mini-Shogi games in this program. The files are designated by numbers (1 to 5), and the ranks by letters (a to e). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: R for Rook); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, '*' for a drop, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. A 'Rook' moving from 5d to 5a (which was occupied by an enemy piece) and promoting is therefore recorded as Rx5a+. NOTE: This system is the official notation system of 'The Shogi Association' for Shogi variants. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece on the board or 'in hand' during play will show all the legal moves of that piece: - All legal moves (including 'drops') to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. " shogivar-C-port-1.55b/Data/Judkin.rul0000644000175000017500000001724712375455313014357 00000000000000" INTRODUCTION ============== Judkin's Shogi (which is also known as Mini-Shogi Plus) is a modern variant which is similar in many respects to Mini-Shogi, but is played on a larger board and has a two row promotion zone. THE GAME ========= Judkin's Shogi is played on a board of 6 x 6 squares and each player has 7 pieces (including a single pawn). The pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. As in Western Chess, when a 'King' is about to be captured next move and no legal move can be made to prevent the capture, the piece is said to be 'Checkmated'. On each turn a player can either: a) move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed); or, b) 'Drop' (re-enter) a previously captured piece on almost any vacant square. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] PROMOTION ========== Each player has a Promotion Zone consisting of the two ranks (rows of squares) furthest away from him. All pieces except the 'King' and 'Gold' have a promoted rank and can promote on entering, moving within, or leaving the Promotion Zone. On promotion: - The 'Rook' gains the power to move 1 square in any diagonal direction. The 'Promoted Rook' is sometimes known as the 'Dragon'. - The 'Bishop' gains the power to move 1 square in any orthogonal direction and its promoted form is often referred to as the 'Horse'. - The promoted 'Knight' moves as a 'Gold'. - The 'Pawn' and 'Silver' move as a 'Gold' on promotion. Promotion is not compulsory unless the piece would be unable to make a further legal move in its unpromoted state. The 'Pawn' must therefore promote on entering the promotion zone (the last rank). There can be advantages in not promoting the 'Silver' immediately on entering the Promotion Zone. As in all the games in the Shogi family, in Judkin's Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. The promoted 'Silver' and 'Pawn' use different cursive forms of the Japanese character for 'Gold', so that they can be distinguished from each other. CAPTURES ========= A captured piece is removed from the board and is held by the capturing player. The held piece (which is said to be 'in hand') may subsequently be 'dropped' back into play on the side of the player who made the capture. All promoted pieces revert to their unpromoted ranks when captured. DROPS ====== In place of a move a player may elect to 'drop' a piece held in hand back into play. In general, a piece held in hand may be re-entered on any vacant square, subject to the following restrictions: a) A piece may not be dropped on a square from which it has no further legal move. (ie: a Pawn can not be dropped on the last rank). b) A Pawn can not be dropped in any file (column of squares) already containing an unpromoted Pawn of the same side. c) A Pawn can not be re-entered directly in front of the opposing 'King' so as to give instant 'Checkmate'. A piece dropped inside the player's Promotion Zone is not promoted until after it has made a further move on the board. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. A handicap option has also been included for Judkin's Shogi. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. In Japan, there is a comprehensive system of determining the appropriate handicap according to the respective rankings of the players. The player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. Pieces removed as a handicap are totally removed from play and are not held in-hand by 'Black'. NOTATION ========== The following notation system is used for recording Judkin's Shogi games in this program. The files are designated by numbers (1 to 6), and the ranks by letters (a to f). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: R for Rook); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, '*' for a drop, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. A 'Rook' moving from 5d to 5a (which was occupied by an enemy piece) and promoting is therefore recorded as Rx5a+. NOTE: This system is the official notation system of 'The Shogi Association' for Shogi variants. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece on the board or 'in hand' during play will show all the legal moves of that piece: - All legal moves (including 'drops') to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. " shogivar-C-port-1.55b/Data/BlackUp.png0000644000175000017500000000045212376317701014423 00000000000000‰PNG  IHDR‰l0PLTEÿÿ;;¿;[Ÿ;ŸŸÃ———·‡kÇ#;ÏÏÏÿÿç§sÿÇŸÿÿÿ[[[ÿÿÿJtòu vpAg—š~f>IDAT×c˜ PXó^BYø ¬y @AkʼnÆzdñY €‹5Ìz9¬¨Í^t¿¿<Þ F#Â%tEXtdate:create2014-08-10T10:33:02+02:00z“ÿß%tEXtdate:modify1997-04-13T10:14:00+02:00°äQËIEND®B`‚shogivar-C-port-1.55b/Data/Heian.dat0000644000175000017500000000410612376317701014112 00000000000000Heian Dai Shogi (Early Great Shogi) Heianbrd.bmp 0,13,0,3,100,21,32,68,48,32 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,1,6,13,13,16,1,0,0,0,0,0,0,0,1,5,0 3,Lance,L,3,6,18,11,15,64,0,0,0,0,0,0,0,1,4,1 4,Knight,N,3,6,19,10,15,1024,0,0,0,0,0,0,0,2,4,0 5,Silver General,S,5,6,15,4,15,1,0,0,0,1,1,1,1,0,3,0 6,Gold General,G,6,0,0,3,0,1,1,1,1,1,1,0,0,0,3,0 7,Copper General,C,4,6,16,5,15,1,1,0,0,1,1,0,0,0,3,0 8,Fierce Tiger,FT,3,6,23,7,15,0,0,0,0,1,1,1,1,0,3,0 9,Flying Dragon,FD,8,14,14,2,14,0,0,0,0,64,64,64,64,0,2,0 10,Go-Between,GB,2,6,22,12,15,1,1,0,0,0,0,0,0,0,5,0 11,Free Chariot,FC,6,6,20,9,15,64,64,0,0,0,0,0,0,0,3,1 12,Side Mover,SM,8,6,21,8,15,1,1,64,64,0,0,0,0,0,3,1 13,Tokin,+P,6,0,0,16,0,1,1,1,1,1,1,0,0,0,5,0 14,Promoted Dragon,+FD,14,0,0,14,0,1,1,1,1,64,64,64,64,0,2,1 15,Gold General,+S,6,0,0,15,0,1,1,1,1,1,1,0,0,0,3,0 16,Gold General,+C,6,0,0,15,0,1,1,1,1,1,1,0,0,0,3,0 17,Gold General,+I,6,0,0,15,0,1,1,1,1,1,1,0,0,0,3,0 18,Gold General,+L,6,0,0,15,0,1,1,1,1,1,1,0,0,0,3,0 19,Gold General,+N,6,0,0,15,0,1,1,1,1,1,1,0,0,0,3,0 20,Gold General,+FC,6,0,0,15,0,1,1,1,1,1,1,0,0,0,3,0 21,Gold General,+SM,6,0,0,15,0,1,1,1,1,1,1,0,0,0,3,0 22,Gold General,+GB,6,0,0,15,0,1,1,1,1,1,1,0,0,0,3,0 23,Gold General,+FT,6,0,0,15,0,1,1,1,1,1,1,0,0,0,3,0 24,Iron General,I,3,6,17,6,15,1,0,0,0,1,1,0,0,1,3,0 -3,-4,-24,-7,-5,-6,-1,-6,-5,-7,-24,-4,-3 -11,-9,0,0,-8,0,-12,0,-8,0,0,-9,-11,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2 0,0,0,0,0,0,-10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,10,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2 11,9,0,0,8,0,12,0,8,0,0,9,11,3,4,24,7,5,6,1,6,5,7,24,4,3 5 31,29,21,13,7,5,4,4,3,3,3,2,2,2,1,1,1,1,2,2,2,3,3,4,4,5 7,9,15,23,31 31,31,26,20,14,8,6,6,5,5,5,4,4,3,3,3,3,3,3,4,5,5,5,6,6,7 8,14,24,31,31 31,31,31,23,17,10,7,6,6,5,5,5,5,5,4,4,4,4,5,5,5,5,6,6,7,8 10,18,27,31,31 31,31,31,29,23,14,9,9,9,8,8,8,7,7,6,6,6,6,6,7,7,8,8,9,9 10,15,21,29,31,31 31,31,31,31,27,22,15,10,10,9,9,9,8,8,7,7,7,7,7,8,8,8,9,9 10,15,23,29,31,31,31 shogivar-C-port-1.55b/Data/Sho.dat0000644000175000017500000000320712376317701013620 00000000000000Sho Shogi (Little Shogi) Shogbrd2.bmp 0,9,0,3,110,21,47,42,32,34 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,1,6,11,5,14,1,0,0,0,0,0,0,0,1,5,0 3,Lance,L,3,6,12,12,17,64,0,0,0,0,0,0,0,1,4,1 4,Knight,N,3,6,13,11,17,1024,0,0,0,0,0,0,0,2,4,0 5,Silver General,S,5,6,14,9,17,1,0,0,0,1,1,1,1,0,3,0 6,Gold General,G,6,0,0,3,0,1,1,1,1,1,1,0,0,0,3,0 7,Bishop,B,10,14,9,6,7,0,0,0,0,64,64,64,64,0,2,1 8,Rook,R,12,15,10,2,8,64,64,64,64,0,0,0,0,0,2,1 9,Dragon Horse,+B,14,0,0,7,7,1,1,1,1,64,64,64,64,0,2,1 10,Dragon King,+R,15,0,0,8,8,64,64,64,64,1,1,1,1,0,2,1 11,Tokin,+P,6,0,0,14,2,1,1,1,1,1,1,0,0,0,5,0 12,Gold General,+L,6,0,0,17,3,1,1,1,1,1,1,0,0,0,3,0 13,Gold General,+N,6,0,0,17,4,1,1,1,1,1,1,0,0,0,3,0 14,Gold General,+S,6,0,0,17,5,1,1,1,1,1,1,0,0,0,3,0 15,Drunk Elephant,DE,9,500,16,15,16,1,0,1,1,1,1,1,1,0,2,0 16,Crown Prince,CP,500,0,0,16,15,1,1,1,1,1,1,1,1,0,2,0 -3,-4,-5,-6,-1,-6,-5,-4,-3,0,-8,0,0,-15,0,0,-7,0 -2,-2,-2,-2,-2,-2,-2,-2,-2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,0,7,0,0,15,0,0,8,0,3,4,5,6,1,6,5,4,3 5 45,45,45,41,33,26,18,9,6,6,5,5,5,5,4,4,4,3,3,3,2,2,2 2,2,2,2,2,2,2,3,3,4,4,5,5,5,5,7,9,17,25,32,39,45,45 45,45,45,42,34,27,19,10,7,7,6,6,6,6,5,5,5,4,4,4,3,3,3 3,3,3,3,3,3,3,4,4,5,5,6,6,6,6,8,10,18,26,33,40,45,45 45,45,45,45,42,34,28,20,12,9,9,8,8,8,7,7,7,6,6,6,5,5,5 5,5,5,5,5,5,6,6,7,7,8,8,8,8,10,12,19,27,33,40,45,45,45 45,45,45,45,45,42,35,29,21,13,11,10,10,10,10,9,9,8,8,8,7 7,7,7,7,7,7,7,7,8,8,9,9,10,10,10,12,13,20,28,34,41,45,45,45,45 45,45,45,45,45,45,42,34,25,18,12,12,11,11,11,10,10,10,10,9,9,9 8,8,8,8,9,9,9,10,10,10,11,11,11,12,14,16,24,32,39,45,45,45,45,45 shogivar-C-port-1.55b/Data/DaiDai.dat0000644000175000017500000001353212376317701014204 00000000000000Dai-Dai Shogi (Great Great Shogi) Daidaibd.bmp 0,17,0,0,100,21,25,192,170,170 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,1,0,0,2,0,1,0,0,0,0,0,0,0,0,5,0 3,Lance,L,2,0,0,3,0,64,0,0,0,0,0,0,0,0,4,1 4,Silver General,S,5,0,0,4,0,1,0,0,0,1,1,1,1,0,3,0 5,Gold General,G,6,0,0,5,0,1,1,1,1,1,1,0,0,0,3,0 6,Copper General,C,4,0,0,6,0,1,1,0,0,1,1,0,0,0,3,0 7,Bishop,B,12,0,0,7,0,0,0,0,0,64,64,64,64,0,2,1 8,Rook,R,16,0,0,8,0,64,64,64,64,0,0,0,0,0,2,1 9,Angry Boar,AB,5,0,0,9,0,1,1,1,1,0,0,0,0,0,4,0 10,Dragon Horse,DH,17,0,0,10,0,1,1,1,1,64,64,64,64,0,2,1 11,Dragon King,DK,20,0,0,11,0,64,64,64,64,1,1,1,1,0,2,1 12,Blind Monkey,BM,8,16,67,12,67,0,0,1,1,1,1,1,1,0,3,0 13,Ferocious Leopard,FL,6,0,0,13,0,1,1,0,0,1,1,1,1,0,3,0 14,Free King,FK,28,0,0,14,0,64,64,64,64,64,64,64,64,0,2,1 15,Blue Dragon,BD,13,0,0,15,0,2,2,64,64,1,64,0,0,0,3,1 16,Kylin,Ky,10,16,75,16,75,128,128,128,128,1,1,1,1,0,2,0 17,Phoenix,Ph,10,16,79,17,79,1,1,1,1,128,128,128,128,0,2,0 18,Lion,Ln,32,35,65,18,65,0,0,0,0,0,0,0,0,L,2,0 19,Reverse Chariot,RC,5,0,0,19,0,64,64,0,0,0,0,0,0,0,4,1 20,Side Mover,SM,8,0,0,20,0,1,1,64,64,0,0,0,0,0,4,1 21,Vertical Mover,VM,8,0,0,21,0,64,64,1,1,0,0,0,0,0,4,1 22,Western Barbarian,WB,9,14,85,22,85,1,1,2,2,1,1,0,0,0,3,1 23,Cat Sword,CSw,8,17,69,23,69,0,0,0,0,1,1,1,1,0,4,0 24,Dove,D,16,0,0,24,0,2,2,2,2,5,5,5,5,0,3,1 25,Eastern Barbarian,EB,18,32,70,25,70,2,2,1,1,1,1,0,0,0,3,1 26,Enchanted Badger,EBa,8,16,71,26,71,2,0,2,2,0,0,0,0,0,4,1 27,Enchanted Fox,EF,9,16,72,27,72,0,2,0,0,2,2,0,0,0,4,1 28,Evil Wolf,EW,4,0,0,28,0,1,0,1,1,1,1,0,0,0,3,0 29,Side Chariot,FCh,18,0,0,29,0,64,64,64,64,0,0,1,1,0,4,1 30,Flying Dragon,FD,12,20,73,30,73,0,0,0,0,2,2,2,2,0,3,1 31,Flying Horse,FH,16,28,74,31,74,1,1,1,1,2,2,0,0,0,3,1 32,Fragrant Elephant,FEl,15,0,0,32,0,2,2,2,2,64,64,2,2,0,3,1 33,Free Demon,FDe,26,0,0,33,0,5,5,64,64,64,64,64,64,0,3,1 34,Free Tapir,FTp,26,0,0,34,0,64,64,5,5,64,64,64,64,0,2,1 35,Golden Bird,GBd,16,0,0,35,0,64,64,2,2,3,3,3,3,0,3,1 36,Great Dragon,GD,16,0,0,36,0,2,2,64,64,3,3,3,3,0,3,1 37,Hook Mover,HM,96,0,0,37,0,2048,2048,2048,2048,0,0,0,0,0,2,1 38,Howling Dog,HD,4,0,0,38,0,64,1,0,0,0,0,0,0,0,4,1 39,Iron General,I,3,0,0,39,0,1,0,0,0,1,1,0,0,0,3,0 40,Left Chariot,LCh,10,0,0,40,0,64,1,0,0,64,0,0,64,0,3,1 41,Left General,LG,7,0,0,41,0,1,1,0,1,1,1,1,1,0,3,1 42,Lion Dog,LD,14,16,66,42,66,3,3,3,3,3,3,3,3,0,3,1 43,Long-Nosed Goblin,LGn,64,0,0,43,0,1,1,1,1,2048,2048,2048,2048,0,2,1 44,Neighbouring King,NK,10,16,76,44,76,1,0,1,1,1,1,1,1,0,2,0 45,Northern Barbarian,NB,9,15,77,45,77,0,0,1,1,2,2,1,1,0,3,1 46,Old Kite Hawk,OK,32,64,78,46,78,2,2,2,2,1,1,0,0,0,3,1 47,Old Rat,OR,8,16,68,47,68,0,2,0,0,2,2,0,0,0,3,1 48,Poisonous Snake,PS,48,96,80,48,80,128,0,1,1,0,0,128,128,0,3,0 49,Prancing Stag,PSt,10,18,81,49,81,1,0,2,2,1,1,1,1,0,3,1 50,Right Chariot,RCh,10,0,0,50,0,64,1,0,0,0,64,64,0,0,3,1 51,Right General,RG,7,0,0,51,0,1,1,1,0,1,1,1,1,0,3,0 52,Rushing Bird,RB,24,26,82,52,82,64,0,64,64,64,64,64,64,0,3,1 53,Savage Tiger,ST,5,0,0,53,0,2,2,0,0,1,1,0,0,0,3,1 54,She-Devil,SD,16,0,0,54,0,5,5,5,5,2,2,2,2,0,3,1 55,Southern Barbarian,SB,9,15,83,55,83,0,0,1,1,1,1,2,2,0,3,1 56,Square Mover,SMo,18,0,0,56,0,64,64,64,64,1,1,0,0,0,3,1 57,Standard Bearer,SBr,16,0,0,57,0,64,2,2,2,64,64,2,2,0,3,1 58,Stone General,St,2,0,0,58,0,0,0,0,0,1,1,0,0,0,3,0 59,Violent Bear,VBe,5,0,0,59,0,0,0,1,1,2,2,0,0,0,3,1 60,Violent Ox,VO,7,0,0,60,0,2,2,2,2,0,0,0,0,0,3,1 61,Water Buffalo,WBf,23,26,84,61,84,2,2,64,64,64,64,64,64,0,3,1 62,White Elephant,WE,15,0,0,62,0,2,2,2,2,2,2,64,64,0,3,1 63,White Tiger,WT,13,0,0,63,0,64,64,2,2,64,1,0,0,0,3,1 64,Wood General,Wo,3,0,0,64,0,0,0,0,0,2,2,0,0,0,3,1 65,Furious Fiend,FF,35,0,0,65,0,3,3,3,3,3,3,3,3,L,2,1 66,Great Elephant,GE,16,0,0,66,0,3,3,5,5,3,3,5,5,0,3,1 67,Mountain Witch,MW,16,0,0,67,0,1,64,0,0,64,64,64,64,0,2,1 68,Wizard Stork,WS,16,0,0,68,0,64,1,0,0,64,64,64,64,0,2,1 69,Dragon Horse,DH,17,0,0,69,0,1,1,1,1,64,64,64,64,0,2,1 70,Lion,Ln,32,0,0,70,0,0,0,0,0,0,0,0,0,L,2,0 71,Dove,D,16,0,0,71,0,2,2,2,2,5,5,5,5,0,3,1 72,She-Devil,SD,16,0,0,72,0,5,5,5,5,2,2,2,2,0,3,1 73,Dragon King,DK,20,0,0,73,0,64,64,64,64,1,1,1,1,0,2,1 74,Free King,FK,28,0,0,74,0,64,64,64,64,64,64,64,64,0,2,1 75,Great Dragon,GD,16,0,0,75,0,2,2,64,64,3,3,3,3,0,3,1 76,Standard Bearer,SBr,16,0,0,76,0,64,2,2,2,64,64,2,2,0,3,1 77,Fragrant Elephant,FEl,15,0,0,77,0,2,2,2,2,64,64,2,2,0,3,1 78,Long-Nosed Goblin,LGn,64,0,0,78,0,1,1,1,1,2048,2048,2048,2048,0,2,1 79,Golden Bird,GBd,16,0,0,79,0,64,64,2,2,3,3,3,3,0,3,1 80,Hook Mover,HM,96,0,0,80,0,2048,2048,2048,2048,0,0,0,0,0,2,1 81,Square Mover,SMo,18,0,0,81,0,64,64,64,64,1,1,0,0,0,3,1 82,Free Demon,FDe,26,0,0,82,0,5,5,64,64,64,64,64,64,0,2,1 83,White Elephant,WE,15,0,0,83,0,2,2,2,2,2,2,64,64,0,3,1 84,Free Tapir,FTp,26,0,0,84,0,64,64,5,5,64,64,64,64,0,2,1 85,Lion Dog,LD,14,0,0,85,0,3,3,3,3,3,3,3,3,0,2,1 -3,-37,-24,-8,-56,-11,-34,-51,-1,-41,-14,-33,-10,-29,-54,-43,-3 -19,-48,-42,-12,-30,-52,-16,-5,-44,-5,-17,-23,-49,-47,-18,-46,-19 0,-7,0,-26,0,-31,0,-4,-36,-4,0,-61,0,-27,0,-21,0 -63,-62,-55,-25,-64,-58,-39,-6,-35,-6,-39,-58,-64,-22,-45,-32,-15 -50,-20,-60,-9,-28,-59,-13,-53,-57,-53,-13,-59,-28,-9,-60,-20,-40 -2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,0,0,0,0,0,-38,0,0,0,0,0,-38,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,38,0,0,0,0,0,38,0,0,0,0,0 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 40,20,60,9,28,59,13,53,57,53,13,59,28,9,60,20,50 15,32,45,22,64,58,39,6,35,6,39,58,64,25,55,62,63 0,21,0,27,0,61,0,4,36,4,0,31,0,26,0,7,0 19,46,18,47,49,23,17,5,44,5,16,52,30,12,42,48,19 3,43,54,29,10,33,14,41,1,51,34,11,56,8,24,37,3 5 23,15,6,2,2,1,1,0,0,0,-1,-1,-1,-1,0,0,1,1,2,2,3,9,18,23 23,20,11,4,3,2,2,2,1,1,1,0,0,0,0,1,1,2,2,2,3,6,16,23 23,21,13,6,4,3,3,2,2,2,2,1,1,1,2,2,2,3,3,4,6,12,21,23 23,23,15,11,6,5,4,4,3,3,2,2,3,3,4,4,5,6,6,7,11,18,23,23 23,23,18,11,6,5,5,4,4,4,3,3,3,4,4,4,5,5,6,8,18,23,23,23 shogivar-C-port-1.55b/Data/Shogi.dat0000644000175000017500000000277512376317701014151 00000000000000Modern Shogi Shogbord.bmp 1,9,0,3,110,21,47,40,28,34 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,1,6,11,5,14,1,0,0,0,0,0,0,0,1,5,0 3,Lance,L,3,6,12,12,13,64,0,0,0,0,0,0,0,1,4,1 4,Knight,N,3,6,13,11,4,1024,0,0,0,0,0,0,0,2,4,0 5,Silver,S,5,6,14,9,10,1,0,0,0,1,1,1,1,0,3,0 6,Gold,G,6,0,0,3,0,1,1,1,1,1,1,0,0,0,3,0 7,Bishop,B,10,14,9,6,7,0,0,0,0,64,64,64,64,0,2,1 8,Rook,R,12,15,10,2,8,64,64,64,64,0,0,0,0,0,2,1 9,Horse,+B,14,0,0,7,7,1,1,1,1,64,64,64,64,0,2,1 10,Dragon,+R,15,0,0,8,8,64,64,64,64,1,1,1,1,0,2,1 11,Tokin,+P,6,0,0,14,2,1,1,1,1,1,1,0,0,0,5,0 12,Promoted Lance,+L,6,0,0,13,3,1,1,1,1,1,1,0,0,0,4,0 13,Promoted Knight,+N,6,0,0,4,4,1,1,1,1,1,1,0,0,0,4,0 14,Promoted Silver,+S,6,0,0,10,5,1,1,1,1,1,1,0,0,0,3,0 -3,-4,-5,-6,-1,-6,-5,-4,-3,0,-8,0,0,0,0,0,-7,0 -2,-2,-2,-2,-2,-2,-2,-2,-2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,0,7,0,0,0,0,0,8,0,3,4,5,6,1,6,5,4,3 7,8,7,6,5,4,3,2,5 45,45,45,41,33,26,18,9,6,6,5,5,5,5,4,4,4,3,3,3,2,2,2 2,2,2,2,2,2,2,3,3,4,4,5,5,5,5,7,9,17,25,32,39,45,45 45,45,45,42,34,27,19,10,7,7,6,6,6,6,5,5,5,4,4,4,3,3,3 3,3,3,3,3,3,3,4,4,5,5,6,6,6,6,8,10,18,26,33,40,45,45 45,45,45,45,42,34,28,20,12,9,9,8,8,8,7,7,7,6,6,6,5,5,5 5,5,5,5,5,5,6,6,7,7,8,8,8,8,10,12,19,27,33,40,45,45,45 45,45,45,45,45,42,35,29,21,13,11,10,10,10,10,9,9,8,8,8,7 7,7,7,7,7,7,7,7,8,8,9,9,10,10,10,12,13,20,28,34,41,45,45,45,45 45,45,45,45,45,45,42,34,25,18,12,12,11,11,11,10,10,10,10,9,9,9 8,8,8,8,9,9,9,10,10,10,11,11,11,12,14,16,24,32,39,45,45,45,45,45 shogivar-C-port-1.55b/Data/Dai.dat0000644000175000017500000000765012376317701013572 00000000000000Dai Shogi (Great Shogi) Daiboard.bmp 0,15,0,5,100,21,28,130,110,96 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,1,6,22,22,48,1,0,0,0,0,0,0,0,1,5,0 3,Lance,L,3,10,30,17,45,64,0,0,0,0,0,0,0,1,4,1 4,Silver General,S,5,8,21,12,31,1,0,0,0,1,1,1,1,0,3,0 5,Gold General,G,6,12,35,11,39,1,1,1,1,1,1,0,0,0,3,0 6,Copper General,C,4,8,20,14,30,1,1,0,0,1,1,0,0,0,3,0 7,Bishop,B,10,14,31,3,42,0,0,0,0,64,64,64,64,0,2,1 8,Rook,R,12,15,38,2,40,64,64,64,64,0,0,0,0,0,2,1 9,Blind Tiger,BT,7,10,24,13,36,0,1,1,1,1,1,1,1,0,3,0 10,Dragon Horse,DH,14,21,27,5,32,1,1,1,1,64,64,64,64,0,2,1 11,Dragon King,DK,15,22,28,4,33,64,64,64,64,1,1,1,1,0,2,1 12,Drunk Elephant,DE,12,50,23,6,44,1,0,1,1,1,1,1,1,0,2,0 13,Ferocious Leopard,FL,6,10,33,15,41,1,1,0,0,1,1,1,1,0,3,0 14,Free King,FK,22,0,0,7,0,64,64,64,64,64,64,64,64,0,2,1 15,Go-Between,GB,2,7,34,23,35,1,1,0,0,0,0,0,0,0,5,0 16,Kylin,Ky,15,40,36,8,38,128,128,128,128,1,1,1,1,0,2,0 17,Phoenix,Ph,12,22,37,10,37,1,1,1,1,128,128,128,128,0,2,0 18,Lion,Ln,40,0,0,9,0,0,0,0,0,0,0,0,0,L,2,0 19,Reverse Chariot,RC,6,10,29,19,46,64,64,0,0,0,0,0,0,0,4,1 20,Side Mover,SM,8,15,26,20,34,1,1,64,64,0,0,0,0,0,4,1 21,Vertical Mover,VM,8,15,25,18,43,64,64,1,1,0,0,0,0,0,4,1 22,Tokin,+P,6,0,0,48,0,1,1,1,1,1,1,0,0,0,5,0 23,Crown Prince,+DE,50,0,0,44,0,1,1,1,1,1,1,1,1,C,2,0 24,Flying Stag,+BT,10,0,0,36,0,64,64,1,1,1,1,1,1,0,3,1 25,Flying Ox,+VM,15,0,0,43,0,64,64,0,0,64,64,64,64,0,4,1 26,Free Boar,+SM,15,0,0,34,0,0,0,64,64,64,64,64,64,0,4,1 27,Horned Falcon,+DH,22,0,0,32,0,512,64,64,64,64,64,64,64,0,2,1 28,Soaring Eagle,+DK,23,0,0,33,0,64,64,64,64,512,512,64,64,0,2,1 29,Whale,+RC,10,0,0,46,0,64,64,0,0,0,0,64,64,0,4,1 30,White Horse,+L,10,0,0,45,0,64,64,0,0,64,64,0,0,0,4,1 31,Dragon Horse,+B,14,0,0,42,0,1,1,1,1,64,64,64,64,0,2,1 32,Side Mover,+C,8,0,0,30,0,1,1,64,64,0,0,0,0,0,3,1 33,Bishop,+FL,10,0,0,41,0,0,0,0,0,64,64,64,64,0,2,1 34,Drunk Elephant,+GB,7,0,0,35,0,1,0,1,1,1,1,1,1,0,5,0 35,Rook,+G,12,0,0,39,0,64,64,64,64,0,0,0,0,0,2,1 36,Lion,+Ky,40,0,0,38,0,0,0,0,0,0,0,0,0,L,2,0 37,Free King,+Ph,22,0,0,37,0,64,64,64,64,64,64,64,64,0,2,1 38,Dragon King,+R,15,0,0,40,0,64,64,64,64,1,1,1,1,0,2,1 39,Vertical Mover,+S,8,0,0,31,0,64,64,1,1,0,0,0,0,0,3,1 40,Angry Boar,AB,4,6,41,25,47,1,1,1,1,0,0,0,0,0,3,0 41,Gold General,+AB,6,0,0,47,0,1,1,1,1,1,1,0,0,0,3,0 42,Cat Sword,CSw,4,6,43,26,47,0,0,0,0,1,1,1,1,0,3,0 43,Gold General,+CSw,6,0,0,47,0,1,1,1,1,1,1,0,0,0,3,0 44,Evil Wolf,EW,5,6,45,27,47,1,0,1,1,1,1,0,0,0,3,0 45,Gold General,+EW,6,0,0,47,0,1,1,1,1,1,1,0,0,0,3,0 46,Flying Dragon,FD,6,6,47,28,47,0,0,0,0,2,2,2,2,0,3,1 47,Gold General,+FD,6,0,0,47,0,1,1,1,1,1,1,0,0,0,3,0 48,Iron General,I,3,6,49,16,47,1,0,0,0,1,1,0,0,1,3,0 49,Gold General,+I,6,0,0,47,0,1,1,1,1,1,1,0,0,0,3,0 50,Stone General,St,2,6,51,24,47,0,0,0,0,1,1,0,0,1,3,0 51,Gold General,+St,6,0,0,47,0,1,1,1,1,1,1,0,0,0,3,0 52,Violent Ox,VO,6,6,53,29,47,2,2,2,2,0,0,0,0,0,3,1 53,Gold General,+VO,6,0,0,47,0,1,1,1,1,1,1,0,0,0,3,0 54,Knight,N,3,6,55,21,47,1024,0,0,0,0,0,0,0,2,4,0 55,Gold General,+N,6,0,0,47,0,1,1,1,1,1,1,0,0,0,3,0 -3,-54,-50,-48,-6,-4,-5,-1,-5,-4,-6,-48,-50,-54,-3 -19,0,-42,0,-13,0,-9,-12,-9,0,-13,0,-42,0,-19 0,-52,0,-40,0,-44,-17,-18,-16,-44,0,-40,0,-52,0 -8,-46,-20,-21,-7,-10,-11,-14,-11,-10,-7,-21,-20,-46,-8 -2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2 0,0,0,0,-15,0,0,0,0,0,-15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,15,0,0,0,0,0,15,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 8,46,20,21,7,10,11,14,11,10,7,21,20,46,8 0,52,0,40,0,44,16,18,17,44,0,40,0,52,0,19,0,42,0,13,0,9,12,9,0,13,0,42,0,19 3,54,50,48,6,4,5,1,5,4,6,48,50,54,3 5 27,25,19,10,5,5,5,4,4,4,3,3,2,2,2,2,3,3,4,4,4,5,5,11,17,25,27 27,27,19,12,6,6,6,5,5,4,4,4,3,3,3,3,3,4,4,5,5,5,6,12,17,25,27 27,27,23,18,11,6,6,5,5,5,4,4,3,3,3,4,4,4,5,5,6,6,7,12,21,27,27 27,27,27,23,16,9,7,6,6,6,5,5,5,4,4,4,5,5,6,6,7,7,11,18,25,27,27 27,27,27,24,18,12,8,7,7,6,6,6,6,5,5,5,5,6,6,7,7,8,9,18,23,27,27 shogivar-C-port-1.55b/Data/BlackDn.png0000644000175000017500000000044712376317701014404 00000000000000‰PNG  IHDR‰l0PLTEÿÿ;;¿;[Ÿ;ŸŸÃ———·‡kÇ#;ÏÏÏÿÿç§sÿÇŸÿÿÿ[[[ÿÿÿJtòu vpAg—š~f;IDAT×c˜ °²&0€'5Ìz ’³fâb=2øÀ,fN4Ș—;•AXó€BØ][<Þ$Ç„,%tEXtdate:create2014-08-10T10:33:02+02:00z“ÿß%tEXtdate:modify1997-04-13T10:12:40+02:009°/vIEND®B`‚shogivar-C-port-1.55b/Data/WhiteUp.png0000644000175000017500000000044612376317701014472 00000000000000‰PNG  IHDRðŸ9"0PLTEÿÿ;;¿;[Ÿ;ŸŸÃ———·‡kÇ#;ÏÏÏÿÿç§sÿÇŸÿÿÿ[[[ÿÿÿJtòu vpAgZÀpø:IDAT×cHƒ‚TÖ]kîÝ›PÖÝ»w!¬\ ëk.u̺ ¸X™`Ö4 +̺†n/˜ûÛJ~ÃóŽÆ%tEXtdate:create2014-08-10T10:33:02+02:00z“ÿß%tEXtdate:modify1997-04-13T10:15:18+02:00 ct IEND®B`‚shogivar-C-port-1.55b/Data/HShogi.dat0000644000175000017500000000316112376317701014247 00000000000000Heian Shogi (Early Shogi) Shogbrd3.bmp 0,9,0,3,110,21,47,36,32,34 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,1,6,11,5,14,1,0,0,0,0,0,0,0,1,5,0 3,Lance,L,3,6,12,12,17,64,0,0,0,0,0,0,0,1,4,1 4,Knight,N,3,6,13,11,17,1024,0,0,0,0,0,0,0,2,4,0 5,Silver General,S,5,6,14,9,17,1,0,0,0,1,1,1,1,0,3,0 6,Gold General,G,6,0,0,3,0,1,1,1,1,1,1,0,0,0,3,0 7,Bishop,B,10,14,9,6,7,0,0,0,0,64,64,64,64,0,2,1 8,Rook,R,12,15,10,2,8,64,64,64,64,0,0,0,0,0,2,1 9,Dragon Horse,+B,14,0,0,7,7,1,1,1,1,64,64,64,64,0,2,1 10,Dragon King,+R,15,0,0,8,8,64,64,64,64,1,1,1,1,0,2,1 11,Tokin,+P,6,0,0,14,2,1,1,1,1,1,1,0,0,0,5,0 12,Gold General,+L,6,0,0,17,3,1,1,1,1,1,1,0,0,0,3,0 13,Gold General,+N,6,0,0,17,4,1,1,1,1,1,1,0,0,0,3,0 14,Gold General,+S,6,0,0,17,5,1,1,1,1,1,1,0,0,0,3,0 15,Drunk Elephant,DE,7,500,16,15,16,1,0,1,1,1,1,1,1,0,2,0 16,Crown Prince,CP,500,0,0,16,15,1,1,1,1,1,1,1,1,0,2,0 -3,-4,-5,-6,-1,-6,-5,-4,-3,0,0,0,0,0,0,0,0,0,-2,-2,-2,-2,-2,-2,-2,-2,-2 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,3,4,5,6,1,6,5,4,3 5 45,45,45,41,33,26,18,9,6,6,5,5,5,5,4,4,4,3,3,3,2,2,2 2,2,2,2,2,2,2,3,3,4,4,5,5,5,5,7,9,17,25,32,39,45,45 45,45,45,42,34,27,19,10,7,7,6,6,6,6,5,5,5,4,4,4,3,3,3 3,3,3,3,3,3,3,4,4,5,5,6,6,6,6,8,10,18,26,33,40,45,45 45,45,45,45,42,34,28,20,12,9,9,8,8,8,7,7,7,6,6,6,5,5,5 5,5,5,5,5,5,6,6,7,7,8,8,8,8,10,12,19,27,33,40,45,45,45 45,45,45,45,45,42,35,29,21,13,11,10,10,10,10,9,9,8,8,8,7 7,7,7,7,7,7,7,7,8,8,9,9,10,10,10,12,13,20,28,34,41,45,45,45,45 45,45,45,45,45,45,42,34,25,18,12,12,11,11,11,10,10,10,10,9,9,9 8,8,8,8,9,9,9,10,10,10,11,11,11,12,14,16,24,32,39,45,45,45,45,45 shogivar-C-port-1.55b/Data/Shogi.rul0000644000175000017500000002377112375455313014203 00000000000000" INTRODUCTION ============== Shogi (or Japanese Chess) is one of the world's best strategy games. The modern game of Shogi dates from the sixteenth century, and is based on a far more ancient game (Little Shogi) which was similar in most respects but which was played without the capacity to re-enter (drop) captured pieces back into play. The ability to return captured pieces to the board adds greatly to the appeal, scope and depth of the game. Shogi is more complex than Western Chess and has deeper strategy. While the options in the Western game are reduced by the time the end game is reached, in Shogi the number of possible lines of play is increased which makes for a very challenging and exciting game. Shogi has a large following in Japan, where it is played by over 10 million people, and supports a number of profession players. The popularity of the game is steadily increasing in the West. THE GAME ========= Shogi is played on a board of 9 x 9 squares and each player has 20 pieces (including 9 pawns). The pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. As in Western Chess, when a 'King' is about to be captured next move and no legal move can be made to prevent the capture, the piece is said to be 'Checkmated'. On each turn a player can either: a) move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed); or, b) 'Drop' (re-enter) a previously captured piece on almost any vacant square. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Knight' is the only piece in Shogi that has the power to jump over occupied squares. The Shogi 'Knight' has the same move as the equivalent piece in the Western game (ie: it may move one square orthogonally then one square diagonally), except that its move is limited to the forward direction only. PROMOTION ========== Each player has a Promotion Zone consisting of the three ranks (rows of squares) furthest away from him. All pieces except the 'King' and 'Gold' have a promoted rank and can promote on entering, moving within, or leaving the Promotion Zone. On promotion: - The 'Rook' gains the power to move 1 square in any diagonal direction. The 'Promoted Rook' is sometimes known as the 'Dragon'. - The 'Bishop' gains the power to move 1 square in any orthogonal direction and its promoted form is often referred to as the 'Horse'. - All other pieces move as a 'Gold' on promotion. Promotion is not compulsory unless the piece would be unable to make a further legal move in its unpromoted state. The 'Pawn' and 'Lance' must therefore promote on reaching the last rank (that furthest from the player) and the 'Knight' must promote if it reaches either of the last two ranks. There can be advantages, particularly with the 'Silver', but also with the 'Knight' and 'Lance' of not promoting immediately on entering the Promotion Zone. As in all the games in the Shogi family, in Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. The promoted 'Silver','Lance','Knight' and 'Pawn' all use slightly different cursive forms of the Japanese character for 'Gold', so that they can be distinguished from each other. CAPTURES ========= A captured piece is removed from the board and is held by the capturing player. The held piece (which is said to be 'in hand') may subsequently be 'dropped' back into play on the side of the player who made the capture. All promoted pieces revert to their unpromoted ranks when captured. DROPS ====== In place of a move a player may elect to 'drop' a piece held in hand back into play. In general, a piece held in hand may be re-entered on any vacant square, subject to the following restrictions: a) A piece may not be dropped on a square from which it has no further legal move. (ie: a Pawn or Lance can not be dropped on the last rank, and a Knight can not be dropped on either of the last two ranks). b) A Pawn can not be dropped in any file (column of squares) already containing an unpromoted Pawn of the same side. c) A Pawn can not be re-entered directly in front of the opposing 'King' so as to give instant 'Checkmate'. A piece dropped inside the player's Promotion Zone is not promoted until after it has made a further move on the board. DRAWN GAMES ============= Drawn games are very rare in Shogi, but they can occur either through repetition of moves, or by impasse. A game is declared no-contest if the same position occurs four times during the game. The positions of the pieces on the board, the pieces in hand and the turn to play must all be the same for a position to be considered to have been repeated. A player is not permitted to cause repetition of moves by continuously 'Checking' (threatening to capture) the opposing King. An impasse may be reached (and no-contest declared) if both players have advanced their Kings into the enemy camp and neither player has sufficient pieces on the board or in hand to force 'Checkmate'. This situation can arise as many of the pieces in Shogi are restricted in backwards movement and can not be used to full advantage against an opposing King that has advanced into the player's own camp. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. In Japan, there is a comprehensive system of determining the appropriate handicap according to the respective rankings of the players. The player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. Pieces removed as a handicap are totally removed from play and are not held in-hand by 'Black'. NOTATION ========== The following notation system is used for recording Shogi games in this program. The files are designated by numbers (1 to 9), and the ranks by letters (a to i). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: L for Lance); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, '*' for a drop, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. A 'Lance' moving from 5d to 5c (which was occupied by an enemy piece) and promoting is therefore recorded as Lx5c+. NOTE: This system is the official notation system of 'The Shogi Association'. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece on the board or 'in hand' during play will show all the legal moves of that piece: - All legal moves (including 'drops') to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. " shogivar-C-port-1.55b/Data/Heian.rul0000644000175000017500000001657612375455313014163 00000000000000" INTRODUCTION ============== Heian-Dai Shogi is so named as it dates from 'Heian' times. The game is noteworthy as being the earliest known Shogi variant, and was described in some detail in a history text entitled NICHUREKI dated between 1126 and 1130. There is some doubt as to the exact moves and promotions of the pieces. The rules used in this program are in accordance with recent research on the game in Japan. The pieces in Heian-Dai Shogi have limited powers of movement and captured pieces are not returned to play. The game is much slower and on the whole less interesting than later variants. Heian-Dai Shogi is therefore primarily of historical interest only. THE GAME ========= Heian-Dai Shogi is played on a board of 13 x 13 squares and each player has 34 pieces (including 13 pawns). The pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. As in Western Chess, when a 'King' is about to be captured next move and no legal move can be made to prevent the capture, the piece is said to be 'Checkmated'. In common with other ancient chess games, the game can also be won by capturing all pieces except the 'King' (the 'bare king' rule). A bare King may secure a draw if it can also bare the opposing 'King' on the following move. On each turn a player can move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed from the game). THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Knight' is the only piece in Heian-Dai Shogi that has the power to jump over occupied squares. The Heian-Dai 'Knight' has the same move as the equivalent piece in the Western game (ie: it may move one square orthogonally then one square diagonally), except that its move is limited to the forward direction only. PROMOTION ========== Each player has a Promotion Zone consisting of the three ranks (rows of squares) furthest away from him. All pieces except the 'King' and 'Gold General' have a promoted rank and can promote on entering, moving within, or leaving the Promotion Zone. All pieces except the 'Flying Dragon' promote to 'Gold General' (in the case of the 'Pawn' the promoted form is called 'Tokin'). On promotion the 'Flying Dragon' gains the power to move one square orthogonally. Promotion is not compulsory unless the piece would be unable to make a further legal move in its unpromoted state. The 'Pawn','Lance' and 'Iron General' must therefore promote on reaching the last rank (that furthest from the player) and the 'Knight' must promote if it reaches either of the last two ranks. There can be advantages with some pieces of not promoting immediately on entering the Promotion Zone. As in all the games in the Shogi family, the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========= Unlike in the modern game of Shogi, captured pieces in Heian-Dai Shogi can not be 'dropped' back into play. A captured piece is removed from play and takes no further part in the game. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. While Heian-Dai does not lend itself to handicaps as well as Shogi, provision for handicap play has nevertheless been included in this program. The same rules for handicaps as in Shogi have been adopted. Under these rules, the player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. NOTATION ========= The following notation system is used for recording Heian-Dai Shogi games in this program. The files are designated by numbers (1 to 13), and the ranks by letters (a to m). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: L for Lance); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. A 'Lance' moving from 5d to 5c (which was occupied by an enemy piece) and promoting is therefore recorded as Lx5c+. NOTE: This system is the official notation system of 'The Shogi Association' for Shogi variants. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece during play will show allthe legal moves of that piece: - All legal moves to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. " shogivar-C-port-1.55b/Data/Maka.dat0000644000175000017500000001263512376317701013745 00000000000000Maka-Dai-Dai Shogi (Ultra Great Great Shogi) Makabord.bmp 0,19,0,0,100,21,22,192,156,156 1,King,K,666,999,54,1,54,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,1,6,75,2,75,1,0,0,0,0,0,0,0,0,3,0 3,Lance,L,3,6,78,3,78,64,0,0,0,0,0,0,0,0,2,1 4,Silver General,S,8,16,66,4,66,1,0,0,0,1,1,1,1,0,1,0 5,Gold General,G,10,22,62,5,62,1,1,1,1,1,1,0,0,0,1,0 6,Copper General,C,7,14,58,6,58,1,1,0,0,1,1,0,0,0,1,0 7,Bishop,B,9,6,78,7,78,0,0,0,0,64,64,64,64,0,1,1 8,Rook,R,11,6,78,8,78,64,64,64,64,0,0,0,0,0,1,1 9,Angry Boar,AB,10,20,56,9,56,1,1,1,1,0,0,0,0,0,1,0 10,Dragon Horse,DH,17,0,0,10,0,1,1,1,1,64,64,64,64,0,1,1 11,Dragon King,DK,20,0,0,11,0,64,64,64,64,1,1,1,1,0,1,1 12,Blind Bear,BB,12,22,55,12,55,0,64,0,0,1,1,1,1,0,1,0 13,Ferocious Leopard,FL,10,20,64,13,64,1,1,0,0,1,1,1,1,0,1,0 14,Free King,FK,28,0,0,14,0,64,64,64,64,64,64,64,64,0,1,1 15,Blind Tiger,BT,11,24,68,15,68,0,1,1,1,1,1,1,1,0,1,0 16,Kylin,Ky,10,16,72,16,72,128,128,128,128,1,1,1,1,0,1,0 17,Phoenix,Ph,10,16,71,17,71,1,1,1,1,128,128,128,128,0,1,0 18,Lion,Ln,32,35,51,18,51,0,0,0,0,0,0,0,0,L,1,0 19,Reverse Chariot,RC,5,6,78,19,78,64,64,0,0,0,0,0,0,0,2,1 20,Side Mover,SM,7,6,78,20,78,1,1,64,64,0,0,0,0,0,2,1 21,Vertical Mover,VM,7,6,78,21,78,64,64,1,1,0,0,0,0,0,2,1 22,Buddhist Devil,BDe,6,6,78,22,78,0,1,1,1,3,3,0,0,0,1,1 23,Cat Sword,CSw,7,12,57,23,57,0,0,0,0,1,1,1,1,0,1,0 24,Capricorn,Ca,26,6,78,24,78,0,0,0,0,2048,2048,2048,2048,0,1,1 25,Chinese Cock,CC,8,16,77,25,77,0,1,1,1,1,1,0,0,0,1,0 26,Coiled Serpent,CS,7,14,65,26,65,1,1,0,0,0,0,1,1,0,1,0 27,Dark Spirit,DSp,18,50,53,27,53,0,0,0,1,1,1,1,0,0,1,0 28,Evil Wolf,EW,10,25,70,28,70,1,0,1,1,1,1,0,0,0,1,0 29,Deva,DV,18,66,76,29,76,0,0,1,0,1,1,0,1,0,1,0 30,Flying Dragon,FD,6,6,78,30,78,0,0,0,0,2,2,2,2,0,1,1 31,Donkey,Do,4,6,78,31,78,128,128,1,1,0,0,0,0,0,1,0 32,Drunk Elephant,DE,20,75,74,32,74,1,0,1,1,1,1,1,1,0,1,0 33,Earth General,Ea,2,5,60,33,60,1,1,0,0,0,0,0,0,0,1,0 34,Go-Between,GB,2,5,61,34,61,1,1,0,0,0,0,0,0,0,3,0 35,Guardian of the Gods,GG,8,6,78,35,78,3,3,3,3,1,1,0,0,0,1,1 36,Knight,N,3,6,78,36,78,1024,0,0,0,0,0,0,0,0,2,0 37,Hook Mover,HM,30,6,78,37,78,2048,2048,2048,2048,0,0,0,0,0,1,1 38,Old Monkey,OM,8,16,73,38,73,0,1,0,0,1,1,1,1,0,1,0 39,Iron General,I,5,9,63,39,63,1,0,0,0,1,1,0,0,0,1,0 40,Left Chariot,LCh,8,6,78,40,78,64,1,0,0,64,0,0,64,0,1,1 41,Reclining Dragon,RD,8,13,59,41,59,1,1,1,1,0,0,1,1,0,1,0 42,Lion Dog,LD,10,6,78,42,78,3,3,3,3,3,3,3,3,0,1,1 43,Side Flyer,SF,8,6,78,43,78,0,0,64,64,1,1,1,1,0,1,1 44,Tile General,T,5,9,69,44,69,0,1,0,0,1,1,0,0,0,1,1 45,Wrestler,Wr,8,6,78,45,78,0,0,1,1,3,3,3,3,0,1,1 46,Right Chariot,RCh,8,6,78,46,78,64,1,0,0,0,64,64,0,0,1,1 47,She-Devil,SD,11,6,78,47,78,5,5,5,5,2,2,2,2,0,1,1 48,Stone General,St,2,6,67,48,67,0,0,0,0,1,1,0,0,0,1,0 49,Violent Ox,VO,7,6,78,49,78,2,2,2,2,0,0,0,0,0,1,1 50,Old Rat,OR,5,9,52,50,52,0,2,0,0,2,2,0,0,0,1,1 51,Furious Fiend,FF,35,0,0,51,0,3,3,3,3,3,3,3,3,L,1,1 52,Bat,Bt,9,0,0,52,0,64,0,0,0,0,0,64,64,0,1,1 53,Buddhist Spirit,BSp,50,0,0,53,0,64,64,64,64,64,64,64,64,L,1,1 54,Emperor,E,999,0,0,54,0,0,0,0,0,0,0,0,0,E,1,1 55,Free Bear,FBe,22,0,0,55,0,0,0,64,64,192,192,64,64,0,1,1 56,Free Boar,FBo,20,0,0,56,0,0,0,64,64,64,64,64,64,0,1,1 57,Free Cat,FC,12,0,0,57,0,0,0,0,0,64,64,64,64,0,1,1 58,Free Copper,FCo,14,0,0,58,0,64,64,0,0,64,64,0,0,0,1,1 59,Free Dragon,FDr,13,0,0,59,0,64,1,0,0,64,64,1,1,0,1,1 60,Free Earth,FEa,5,0,0,60,0,64,64,0,0,0,0,0,0,0,1,1 61,Free Goer,FG,5,0,0,61,0,64,64,0,0,0,0,0,0,0,3,1 62,Free Gold,FGo,22,0,0,62,0,64,64,64,64,64,64,0,0,0,1,1 63,Free Iron,FIr,9,0,0,63,0,64,0,0,0,64,64,0,0,0,1,1 64,Free Leopard,FLp,20,0,0,64,0,64,64,0,0,64,64,64,64,0,1,1 65,Free Serpent,FSe,14,0,0,65,0,64,64,0,0,0,0,64,64,0,1,1 66,Free Silver,FSi,16,0,0,66,0,64,0,0,0,64,64,64,64,0,1,1 67,Free Stone,FSt,6,0,0,67,0,0,0,0,0,64,64,0,0,0,1,1 68,Free Tiger,FT,24,0,0,68,0,0,64,64,64,64,64,64,64,0,1,1 69,Free Tile,FTi,9,0,0,69,0,0,64,0,0,64,64,0,0,0,1,1 70,Free Wolf,FW,25,0,0,70,0,64,64,5,5,64,64,64,64,0,1,1 71,Golden Bird,GBd,16,0,0,71,0,64,64,2,2,3,3,3,3,0,1,1 72,Great Dragon,GD,16,0,0,72,0,2,2,64,64,3,3,3,3,0,1,1 73,Mountain Witch,MW,16,0,0,73,0,1,64,0,0,64,64,64,64,0,1,1 74,Prince,Pr,150,0,0,74,0,1,1,1,1,1,1,1,1,C,1,0 75,Tokin,+P,6,0,0,75,0,1,1,1,1,1,1,0,0,0,3,0 76,Teaching King,TK,28,0,0,76,0,64,64,64,64,64,64,64,64,0,1,1 77,Wizard Stork,WS,16,0,0,77,0,64,1,0,0,64,64,64,64,0,1,1 78,Gold General,G,6,0,0,78,0,1,1,1,1,1,1,0,0,0,1,0 -3,-33,-48,-44,-39,-6,-4,-5,-27,-1,-29,-5,-4,-6,-39,-44,-48,-33,-3 -19,0,-23,0,-38,0,-41,-13,-15,-32,-15,-13,-26,0,-25,0,-23,0,-19 0,-50,0,-9,0,-12,0,-28,-17,-18,-16,-28,0,-12,0,-9,0,-50,0 -31,0,-36,0,-49,0,-30,-47,-35,-42,-45,-22,-30,0,-49,0,-36,0,-31 -8,-46,-20,-43,-21,-7,-10,-11,-37,-14,-24,-11,-10,-7,-21,-43,-20,-40,-8 -2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,0,0,0,0,0,-34,0,0,0,0,0,0,0,-34 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,0,0,0,0,0,0,0,34,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 8,40,20,43,21,7,10,11,24,14,37,11,10,7,21,43,20,46,8 31,0,36,0,49,0,30,22,45,42,35,47,30,0,49,0,36,0,31 0,50,0,9,0,12,0,28,16,18,17,28,0,12,0,9,0,50,0 19,0,23,0,25,0,26,13,15,32,15,13,41,0,38,0,23,0,19 3,33,48,44,39,6,4,5,29,1,27,5,4,6,39,44,48,33,3 3 15,8,4,2,1,1,0,0,-1,-1,-1,-1,0,0,1,1,2,2,3,8,16 20,13,9,4,3,2,2,1,1,1,0,0,1,1,2,3,3,4,4,9,16 20,16,9,4,3,3,2,2,2,1,1,1,2,2,2,3,3,4,6,16,20,20 shogivar-C-port-1.55b/Data/Judkin.dat0000644000175000017500000000303212376317701014307 00000000000000Judkin's Shogi Judboard.bmp 1,6,0,2,170,21,60,16,24,24 1,King,K,999,0,0,1,0,1,1,1,1,1,1,1,1,0,1,0 2,Pawn,P,1,6,9,6,10,1,0,0,0,0,0,0,0,1,5,0 3,Silver,S,5,6,10,5,9,1,0,0,0,1,1,1,1,0,4,0 4,Gold,G,6,0,0,4,0,1,1,1,1,1,1,0,0,0,3,0 5,Bishop,B,10,14,7,3,8,0,0,0,0,64,64,64,64,0,2,1 6,Rook,R,12,15,8,2,7,64,64,64,64,0,0,0,0,0,2,1 7,Horse,+B,14,0,0,8,5,1,1,1,1,64,64,64,64,0,2,1 8,Dragon,+R,15,0,0,7,6,64,64,64,64,1,1,1,1,0,2,1 9,Tokin,+P,6,0,0,10,2,1,1,1,1,1,1,0,0,0,5,0 10,Promoted Silver,+S,6,0,0,9,3,1,1,1,1,1,1,0,0,0,3,0 11,Knight,N,3,6,12,11,12,1024,0,0,0,0,0,0,0,2,5,0 12,Promoted Knight,+N,6,0,0,12,11,1,1,1,1,1,1,0,0,0,5,0 -6,-5,-11,-3,-4,-1,0,0,0,0,0,-2,0,0,0,0,0,0,0,0,0,0,0,0,2 0,0,0,0,0,1,4,3,11,5,6 6,6,5,4,3,11,2,5 58,58,58,54,47,40,34,26,19,12,8,8,7,7,7,6,6,6,5,5,5,5,4 4,4,3,3,3,2,2,2,2,2,3,3,3,4,4,4,5,5,5,5,6,6,6,7,7,8,12,18 24,30,37,43,49,56,58,58 58,58,58,54,47,40,34,26,19,12,10,10,10,9,9,9,8,8,7,7,7,6 6,5,5,5,4,4,4,4,4,4,5,5,5,5,6,6,7,7,7,7,8,8,8,9,9,11,17,23 30,36,42,48,54,58,58,58,58 58,58,58,58,58,58,54,47,41,35,28,22,15,14,14,13,12,12,12,12 11,11,11,10,9,9,9,8,8,8,8,8,8,8,9,9,10,10,11,11,11,11,12 12,13,13,14,20,25,32,37,43,48,54,58,58,58,58,58 58,58,58,58,58,58,58,58,54,48,39,30,24,18,14,14,13,13,12,12,12 12,12,11,11,11,10,10,10,9,9,9,9,9,10,10,11,11,11,11,12,12 12,12,12,13,14,16,19,23,30,38,44,50,58,58,58,58,58 58,58,58,58,58,58,58,51,43,37,31,23,17,17,16,16,15,15,15 14,14,14,13,13,13,12,12,12,12,12,12,12,13,13,13,13,14,14,14 15,15,15,16,17,20,25,30,36,44,50,58,58,58,58,58,58,58,58,58 shogivar-C-port-1.55b/Data/Sho.rul0000644000175000017500000002122112376317701013646 00000000000000" INTRODUCTION ============== Sho Shogi (or Little Shogi) was the precursor of modern Shogi and was similar in most respects to the game which replaced it in the sixteenth century. The major difference is that Sho Shogi did not include the capacity to re-enter (drop) captured pieces back into play. While Little Shogi was no doubt popular in Japan, there is very little literature on the game. The 1696 edition of 'Sho-Shogi Zushiki' includes a single diagram which shows the Sho Shogi board set-up to be identical with the modern game but for the presence of the Drunk Elephant (a piece known from Middle Shogi). The text states that this piece was removed by order of Emperor Gonara (reigned 1536-1557). As the Drunk Elephant promotes to a piece (the Crown Prince) that is effectively a second King, it did not lend itself to a game played with drops. The removal of the Drunk Elephant has therefore been linked with the transition to the modern game. The presence of the Rook, Bishop and Drunk Elephant make Little Shogi a far more interesting game than the even earlier game from Heian times, but without drops it lacks the strategy and unique excitement of Modern Shogi. While the exact rules of the game are not known, for the purposes of this program they have been reconstructed based on the rules of the larger Chu and Dai Shogi, which were themselves contemporary to and based on Sho Shogi. THE GAME ========= Sho Shogi is played on a board of 9 x 9 squares and each player has 21 pieces (including 9 pawns). As in all Shogi games, the pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. If the opposing player has obtained a 'Crown Prince' by promotion, that piece must also be captured in order to win the game. The game can also be won by capturing all pieces except the 'King' (the 'bare king' rule). A bare King may secure a draw if it can also bare the opposing 'King' on the following move. On each turn a player can move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed from the game). THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Knight' is the only piece in Sho Shogi that has the power to jump over occupied squares. The Little Shogi 'Knight' has the same move as the equivalent piece in the Western game (ie: it may move one square orthogonally then one square diagonally), except that its move is limited to the forward direction only. THE CROWN PRINCE ================== The 'Drunk Elephant' is potentially a very important piece, as it promotes to a 'Crown Prince'. A player who gains a 'Crown Prince' effectively acquires a second 'King' as the 'Crown Prince' must also be captured (or bared) before the opponent can win the game. PROMOTION ========== Each player has a Promotion Zone consisting of the three ranks (rows of squares) furthest away from him. All pieces except the 'King' and 'Gold General' have a promoted rank and can promote on entering, moving within, or leaving the Promotion Zone. On promotion: - The 'Rook' gains the power to move 1 square in any diagonal direction. The 'Promoted Rook' is known as the 'Dragon King'. - The 'Bishop' gains the power to move 1 square in any orthogonal direction and its promoted form is called the 'Dragon Horse'. - The 'Drunk Elephant' becomes a 'Crown Prince' which has the powers of the 'King'. - All other pieces move as a 'Gold General' on promotion. Promotion is not compulsory unless the piece would be unable to make a further legal move in its unpromoted state. The 'Pawn' and 'Lance' must therefore promote on reaching the last rank (that furthest from the player) and the 'Knight' must promote if it reaches either of the last two ranks. There can be advantages with some pieces of not promoting immediately on entering the Promotion Zone. As in all the games in the Shogi family, in Sho Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========= Unlike in Modern Shogi, captured pieces in Sho can not be 'dropped' back into play. A captured piece is removed from play and takes no further part in the game. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. While Little Shogi does not lend itself to handicaps as well as the modern game (as there are no 'drops'), provision for handicap play has nevertheless been included in this program. The same rules for handicaps as in Shogi have been adopted. Under these rules, the player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. NOTATION ========== The following notation system is used for recording Sho Shogi games in this program. The files are designated by numbers (1 to 9), and the ranks by letters (a to i). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: DE for Drunk Elephant); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. NOTE: This system is the official notation system for shogi variants of 'The Shogi Association'. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece on the board during play will show all the legal moves of that piece: - All legal moves to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. 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Dai-Dai Shogi boasts no less than 64 different types of piece and has an asymmetrical starting set-up. The 'promotion by capture' rules and the presence of the very powerful 'Hook Movers' make Dai-Dai Shogi a very different game from the smaller variants. Nevertheless, careful and deliberate development of the pieces is still as important in Dai-Dai Shogi as it is in games such as Chu or Dai. As in the other larger variants, there is no provision for returning captured pieces into play in Dai-Dai Shogi. THE GAME ========= Dai-Dai Shogi is played on a board of 17 x 17 squares and each player has 96 pieces (including 17 pawns). As in all Shogi games, the pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'King'. On each turn a player can move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed from the game). In the case of the 'Lion' and pieces with 'Lion' power a second move can sometimes be made in the same turn. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Kylin','Phoenix' and 'Poisonous Snake'(and those pieces with 'Lion' powers) have the power to jump over occupied squares. As indicated by red circles on the Piece Help screens, the 'Kylin' can jump to the second square in any orthogonal direction, the 'Phoenix' may jump to the second square when moving diagonally, and the 'Poisonous Snake' can jump to the 2nd square directly forwards or in the reverse diagonal directions. The pieces shown on the 'Piece Help Screen' as having moves of 2, 3 or 5 squares can only move more than one square in the directions indicated if the intervening squares are unoccupied (ie: they can not jump). THE LION ========= The 'Lion' has a very unusual and powerful move. If the 8 squares immediately adjacent to the 'Lion' are called the 'A' squares (shown as Dark Blue Circles on the Piece Help screen), and the 16 squares two away from the piece are called the 'B' squares (represented as Light Blue Circles), then the 'Lion' may do anyone of the following things in a single turn: - Move directly to any 'A' or 'B' square, jumping an intervening square if necessary; - Capture a piece on an 'A' square and continue moving one more square in any direction from the point of capture, making another capture if the 2nd square is also occupied by an enemy piece. - Capture a piece on any 'A' square without moving (this is known as 'igui' and counts as a turn). - Move to an adjacent square and return to the starting square (effectively passing the turn). This move can be made by double- clicking the left mouse button on the Lion. In Dai-Dai Shogi there are no restrictions on the capture of Lions (as there are in Chu Shogi). On promoting to 'Furious Fiend' the 'Lion' gains the power of the 'Lion Dog' (ie: it can move up to 3 squares in any orthogonal or diagonal direction). The 'Furious Fiend' can move as either a 'Lion' or 'Lion Dog' on any one turn (it can not combine the two powers in the same move). HOOK MOVERS ============ The most powerful pieces in Dai-Dai Shogi are the hook movers. The 'Hook Mover' itself has a Double Rook move, being able to move any number of squares in any orthogonal direction, immediately followed by a further move at right angles to the first. The two legs of the 'Hook Mover' move do not have to be of the same length, and it is not compulsory that it make the 2nd Rook move. To give some idea of the power of this move it is worth noting that the 'Hook Mover' on an empty board would be able to reach any square in one turn! The 'Hook Mover' is not a jumping piece, and must end its move on making a capture. The 'Long-Nosed Goblin' has hook moving powers in the diagonal directions (ie: it is effectively a Double Bishop), and in addition has the power to move one square orthogonally. PROMOTION ========== The promotion rules in Dai-Dai Shogi (and its larger cousins) are very different from those in the smaller variants. In Dai-Dai there are no Promotion Zones. A piece is promoted when it captures of an enemy piece. If a piece has a promoted rank and makes a capture, promotion is compulsory. A piece that reaches the last rank of the board and does not have the power to retreat is left in play on the last rank until captured. As in all the games in the Shogi family, in Dai-Dai Shogi sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========= Unlike in Shogi, captured pieces in Dai-Dai can not be 'dropped' back into play. A captured piece is removed from play and takes no further part in the game. HANDICAP PLAY =============== Handicaps are often given when players of unequal strength play Shogi in Japan. The reason that handicap play is common is that the handicap system in Shogi works far better than that used in Western Chess. In a handicap game a player offers a handicap of one or more pieces to an opponent of less strength. While Dai-Dai does not lend itself to handicaps as well as Shogi (as there are no 'drops' in Dai-Dai), provision for handicap play has nevertheless been included in this program. The same rules for handicaps as in Shogi have been adopted. Under these rules, the player offering the handicap plays 'White'and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. NOTATION ========== The following notation system is used for recording Dai-Dai Shogi games in this program. The files are designated by numbers (1 to 17), and the ranks by letters (a to q). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: Ln for Lion); this designation is preceded by a '+' if it is at its promoted rank, b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, c) then the destination square is recorded, d) finally if the piece promoted on that turn, this is recorded by adding '+' after the move, or if promotion was possible but was refused, the symbol '=' is added. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. When a 'Lion', or 'Furious Fiend' captures by 'igui' (ie: without moving) the square of the piece being captured is used instead of the destination square, and this is preceded by the symbol '!'. (eg: a Lion on 8c capturing a piece on 9d would be shown as Lnx!9d). When a piece makes a double capture with 'Lion' powers both captures are shown in the order that they were made. (eg: a Lion on 3g capturing a piece on 3h and then capturing another on 2i, would be represented by Lnx3hx2i). NOTE: This system is the official notation system of 'The Shogi Association'. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece during play will show all the legal moves of that piece: - Legal moves to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. - Legal moves by a piece with 'Lion' powers to an 'A' square (including captures) are shown as a Dark Blue Circle. - Legal moves by a piece with 'Lion' powers to a 'B' square (including captures) are indicated by a Light Blue Circle." shogivar-C-port-1.55b/Data/Tori.rul0000644000175000017500000001647012375455313014045 00000000000000" INTRODUCTION =============== Tori Shogi is the smallest ancient member of the Japanese family of chess games. The game dates from the end of the eighteenth century and is attributed to Ohashi Soei, a famous master of Shogi. Tori Shogi literally means 'Bird Chess' and all of the pieces are named after birds. Apart from Shogi itself (and possibly Wa Shogi), Tori is the only old variant that is played with 'drops' (returning captured pieces into play), a feature which adds greatly to the appeal and depth of strategy of the game. THE GAME ========= Tori Shogi is played on a board of 7 x 7 squares and each player has 16 pieces. As in all Shogi variants the pieces are flat and wedge-shaped and are not distinguished by colour. Although the pieces are of uniform colour the first player is still conventionally referred to as 'Black' and the second player as 'White'. Ownership of the pieces is indicated by the direction in which they face, with a player's pieces always pointing towards the opponent. The players make alternate moves, with the object being to capture the opposing 'Phoenix'. When a 'Phoenix' is about to be captured next move and no legal move can be made to prevent the capture, the piece is said to be 'Checkmated'. On each turn a player can either: a) move one piece according to its power of movement to a vacant square on the board, or to a square occupied by an enemy piece (in which case the enemy piece is captured and removed); or, b) 'Drop' (re-enter) a previously captured piece on almost any vacant square. THE PIECES =========== The Piece Help screen provides the names, notation symbols, promotion details, and powers of movement for all of the pieces in the game. [The Piece Help screen can be reached by clicking on the 'Pieces' button] JUMPING PIECES =============== The 'Goose' and 'Pheasant' are the only pieces in Tori Shogi that have the power to jump over occupied squares. Both can jump to the second square in the directions indicated with red circles on the Piece Help diagram. The 'Eagle' can move to the second square in the reverse diagonal directions only if the first square is vacant (ie: it can not jump). PROMOTION ========== Each player has a Promotion Zone consisting of the two ranks (rows of squares) furthest away from him. Whenever a 'Swallow' or 'Falcon' makes a move wholly or partly within the Promotion Zone the piece assumes its promoted rank. The 'Swallow' promotes to a 'Goose' and a 'Falcon' becomes an 'Eagle'. It should be noted that unlike in Shogi, promotion is compulsory. As in other Shogi games, in Tori sets the promoted rank is shown on the reverse side of the piece, and the piece is turned over on promotion to reveal the new rank. CAPTURES ========= A captured piece is removed from the board and is held by the capturing player. The held piece (which is said to be 'in-hand') may subsequently be 'dropped' back into play on the side of the player who made the capture. 'Eagles' and 'Geese' revert to their unpromoted ranks when captured. DROPS ====== In place of a move a player may elect to 'drop' a piece held in-hand back into play. Pieces other than 'Swallows' may be returned to play on any vacant square. The following restrictions apply to drops involving 'Swallows'. A Swallow may not be dropped: a) on the last rank (that furthest from the player), b) in any file (column of squares) already containing two unpromoted 'Swallows' of the same side, c) directly in front of the opposing 'Phoenix' so as to give instant 'Checkmate'. A 'Swallow' or 'Falcon' that is dropped inside the player's Promotion Zone is not promoted until after it has made a further move on the board. REPETITION OF MOVES ===================== If the same position occurs three times by repetition of moves, the player starting the sequence must vary his move. HANDICAP PLAY ============== As in Shogi, a player of Tori may offer a handicap of one or more pieces to an opponent of less strength. The player giving the handicap plays 'White' and his opponent (as 'Black') removes the handicap pieces as the first move of the game. In handicap play 'White' therefore makes the first move on the board. Pieces removed as a handicap are totally removed from play and are not held in-hand by 'Black'. NOTATION ========== The following notation system is used for recording Tori games in this program. The files are designated by numbers (1 to 7), and the ranks by letters (a to g). The files are numbered from right to left (in the Japanese fashion), and the ranks from top to bottom (from Black's point of view). The top right square is therefore 1a. A move is described by giving: a) the designation of the piece (eg: Sw for Swallow), b) followed by the method of moving; '-' for a simple move on the board, 'x' for a capture, '*' for a drop, c) then the destination square is recorded, d) finally if the piece promoted, this is recorded by adding '+' after the move. If more than one piece of the same type can reach the destination square then the starting square is also given after the piece designation to avoid confusion. A 'Swallow' moving from 5c to 5b and promoting to a 'Goose' is therefore recorded as Sw-5b+. NOTE: This system is the official notation system of 'The Shogi Association'. DISPLAYING LEGAL MOVES ========================= If the 'Show Move' option is selected from the Moves Menu, clicking the left mouse button on a piece on the board or 'in hand' during play will show all the legal moves of that piece: - All legal moves (including 'drops') to vacant squares are represented as White Circles, - Legal captures are shown as Red Circles. " shogivar-C-port-1.55b/dialogs.h0000644000175000017500000002107612425774572013333 00000000000000/* * dialogs.h -- shared variables for generic dialog popup * * Copyright 2000, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc. * ------------------------------------------------------------------------ * * GNU XBoard is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or (at * your option) any later version. * * GNU XBoard is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://www.gnu.org/licenses/. * * *------------------------------------------------------------------------ ** See the file ChangeLog for a revision history. */ // [HGM] Some remarks about the generic dialog creator of XBoard: // GenericPopUp is needed to create a dialog from the lists of options supplied by the engines. // But once it is there, it provides a very easy way for creating other settings dialogs as well, // by letting XBoard provide its own, compiled-in lists of XBoard options (located in dialogs.c). // The Option struct uses the following fields (E = for engine options, X = for XBoard options): // Option types | XBoard-only -> // TYPE NAME spin check string combo button box label list graph menu break end // int value E E (h) X/E [w] (h) (h) // int min X/E (2) (3) (1) (1) (1) (1) (3) (1) (4) // int max X/E (w) (w) (w) (w) (w) (w) (w) (w) // void* handle X/E X/E X/E X/E X/E X X X X X // void* target X X X X/C C X X C C // char* textValue E X/E * // char ** choice X/E * X // enum type X/E X/E X/E X/E X X X X X X X X // char[] name X/E X/E X/E X/E X X X X X // File and Path options are like String (but get a browse button added in the dialog), and Slider // is like Spin. Menu can be PopUp or PopDown; both need the COMBO_CALLBACK bit (3) set! // (h) or (w) means the field optionally (when non-null) specifies the height or width of the main // control element (excluding accompanying description texts). [w] means the width is written there. // C specifies the 'target' is a user-supplied callback function, which will be executed when the // option is exercised. /* Flags Option.min used (2) for TextBox (-string): */ #define T_VSCRL (1 << 0) #define T_HSCRL (1 << 1) #define T_FILL (1 << 2) #define T_WRAP (1 << 3) #define T_TOP (1 << 4) /* Flags Option.min used (3) for ComboBox (-combo) and menus (PopUp, PopDown): */ #define COMBO_CALLBACK (1 << 8) #define NO_GETTEXT (1 << 2) /* Flags for Option.min used (1) for Button, SaveButton, ListBox, Label: */ #define SAME_ROW (1 << 0) /* also in Break & EndMark */ #define BORDER (1 << 1) /* Label */ #define FIX_H (1 << 1) /* in other, this bit specifies top and botom of the control chain to same window edge */ #define B2B (1 << 2) /* chain bottom to bottom (by default, no chaining is done) */ #define T2T (1 << 3) #define R2R (1 << 4) #define L2R (1 << 5) #define R2L (1 << 6) #define L2L (1 << 7) #define TT (T2T|FIX_H) /* useful combinations: 0xA = entirely to top */ #define BB (B2B|FIX_H) /* 6 = entirely to bottom */ #define TB (B2B|T2T) /* 0xC = absorb all vertical size change */ #define LL (L2L|R2L) /* 0xC0 = entirely to left */ #define RR (L2R|R2R) /* 0x30 = entirely to right */ #define LR (L2L|R2R) /* 0x90 = absorb all horizontal size change */ /* Flags for Option.min used (4) for EndMark: */ #define NO_OK (1 << 1) #define NO_CANCEL (1 << 2) #define MODAL 1 #define NONMODAL 0 #define MAX_OPTIONS 100 /* Board widget numbers, MUST correspond to mainOptions array */ #define W_MENU 0 // main menu bar #define W_BOARD 7 #define W_BLACK 8 // clock #define W_BICON 9 #define W_PIECE 10 // PieceID #define W_LAST 11 // LastMove #define W_NEXT 12 // side to move #define W_WICON 13 #define W_WHITE 14 // clock #define W_BIND 15 // key bindings dummy popup typedef enum { // identifier of dialogs done by GenericPopup TransientDlg=0, // transient: grabs mouse events and is destroyed at pop-down (so other dialog can use this ID next time) CommentDlg, TagsDlg, TextMenuDlg, InputBoxDlg, ChatDlg, DummyDlg, HistoryDlg, // persistent: no grab and reused GameListDlg, EngOutDlg, RootWindow, PromoDlg, // this and beyond are destroyed at pop-down ErrorDlg, PieceDlg, AskDlg, // this and beyond do grab mouse events (and are destroyed) FatalDlg, BrowserDlg, BoardDlg, MasterDlg, NrOfDialogs // dummy for total } DialogClass; typedef int MemoCallback (Option *opt, int n, int x, int y, char *text, int index); typedef Option *PointerCallback(int n, int x, int y); typedef void ListBoxCallback(int n, int selected); typedef void ButtonCallback(int n); typedef int OKCallback(int n); extern char commentTranslations[]; extern char historyTranslations[]; extern int values[]; extern int dialogError; extern void *dotSmall, *dotLarge; extern WindowPlacement wpComment, wpTags, wpMoveHistory, wpMain, wpDualBoard, wpConsole; extern char *marked[]; extern Boolean shellUp[]; extern Option textOptions[], typeOptions[], dualOptions[], mainOptions[]; void GetPlacement(DialogClass dlg, WindowPlacement *wp); int DialogExists(DialogClass n); int GenericPopUp(Option *option, char *title, DialogClass dlgNr, DialogClass parent, int modal, int topLevel); int GenericReadout(Option *currentOption, int selected); int PopDown(DialogClass n); void Destroy(DialogClass n); void MarkMenu(char *item, int dlgNr); int AppendText(Option *opt, char *s); void AppendColorized(Option *opt, char *s, int count); void Show(Option *opt, int hide); int IcsHist(int dir, Option *opt, DialogClass dlg); void HighlightText(Option *opt, int from, int to, Boolean highlight); void SetColor(char *colorName, Option *box); //void ColorChanged(Widget w, XtPointer data, XEvent *event, Boolean *b); void SetInsertPos(Option *opt, int pos); void HardSetFocus(Option *opt, DialogClass dlg); void CursorAtEnd(Option *opt); void GetWidgetText (Option *opt, char **buf); void SetWidgetText (Option *opt, char *buf, int n); void GetWidgetState (Option *opt, int *state); void SetWidgetState (Option *opt, int state); void SetWidgetLabel(Option *opt, char *buf); void SetDialogTitle (DialogClass dlg, char *title); void LoadListBox(Option *opt, char *emptyText, int n1, int n2); void HighlightListBoxItem(Option *opt, int nr); void HighlightWithScroll(Option *opt, int sel, int max); void ScrollToCursor(Option *opt, int pos); int SelectedListBoxItem(Option *opt); void BoardFocus(void); void FocusOnWidget(Option *opt, DialogClass dlg); void UnCaret(void); void SetIconName(DialogClass dlg, char *name); int ReadScroll(Option *opt, float *top, float *bottom); void SetScroll(Option *opt, float f); void AddHandler (Option *opt, DialogClass dlg, int nr); void SendText(int n); void DisplayLogos(Option *left, Option *right); void Browse(DialogClass dlg, char *label, char *proposed, char *ext, Boolean pathFlag, char *mode, char **name, FILE **fp); void InitDrawingParams(int reload); // in draw.c void InitDrawingHandle(Option *opt); void ExposeRedraw(Option *opt, int x, int y, int w, int h); void DrawLogo(Option *opt, void *logo); void ErrorPopUp(char *title, char *text, int modal); int ShiftKeys(void); void SetClockIcon(int color); void DelayedLoad(void); void DisplayTimerLabel(Option *opt, char *color, long timer, int highlight); void SetWindowTitle(DialogClass dlg, char *title, char *icon); void SetupDropMenu(void); Option *BoardPopUp(int squareSize, int lineGap, void *clockFontThingy); void SlaveResize(Option *opt); int SetCurrentComboSelection(Option *opt); void BoxAutoPopUp(char *buf); void ConsoleAutoPopUp(char *buf); void IcsKey(int n); void ICSInputBoxPopUp(void); void LoadOptionsPopUp(DialogClass parent); void GameListOptionsPopUp(DialogClass parent); void RefreshColor(int source, int n); void SendString(char *p); void NewCursor(Option *opt, char *src); void GetTimeMark(TimeMark *t); void ReadIcon(char *filename, int number); void DrawWidgetIcon(Option *opt, int number); void SetColoredLabel(Option *opt, char *text, char *fgcolor, char *bgcolor, char *font); shogivar-C-port-1.55b/config.h.in0000644000175000017500000001020412426003107013526 00000000000000/* config.h.in. Generated from configure.ac by autoheader. */ /* template */ #undef ATTENTION /* template */ #undef DEFINED_SYS_ERRLIST /* template */ #undef FIRST_PTY_LETTER /* Define to 1 if you have the header file, and it defines `DIR'. */ #undef HAVE_DIRENT_H /* Define to 1 if you have the header file. */ #undef HAVE_FCNTL_H /* Define to 1 if you have the `ftime' function. */ #undef HAVE_FTIME /* Define to 1 if you have the `gethostname' function. */ #undef HAVE_GETHOSTNAME /* Define to 1 if you have the `gettimeofday' function. */ #undef HAVE_GETTIMEOFDAY /* Define to 1 if you have the `grantpt' function. */ #undef HAVE_GRANTPT /* Define to 1 if you have the header file. */ #undef HAVE_INTTYPES_H /* Define to 1 if you have the header file. */ #undef HAVE_LAN_SOCKET_H /* Define to 1 if you have the `i' library (-li). */ #undef HAVE_LIBI /* Define to 1 if you have the `seq' library (-lseq). */ #undef HAVE_LIBSEQ /* Define to 1 if you have the header file. */ #undef HAVE_MEMORY_H /* Define to 1 if you have the header file, and it defines `DIR'. */ #undef HAVE_NDIR_H /* Define to 1 if you have the `rand48' function. */ #undef HAVE_RAND48 /* Define to 1 if you have the `random' function. */ #undef HAVE_RANDOM /* Define to 1 if you have the `setitimer' function. */ #undef HAVE_SETITIMER /* Define to 1 if you have the header file. */ #undef HAVE_STDINT_H /* Define to 1 if you have the header file. */ #undef HAVE_STDLIB_H /* Define to 1 if you have the header file. */ #undef HAVE_STRINGS_H /* Define to 1 if you have the header file. */ #undef HAVE_STRING_H /* Define to 1 if you have the header file. */ #undef HAVE_STROPTS_H /* Define to 1 if you have the `sysinfo' function. */ #undef HAVE_SYSINFO /* Define to 1 if you have the header file, and it defines `DIR'. */ #undef HAVE_SYS_DIR_H /* Define to 1 if you have the header file. */ #undef HAVE_SYS_FCNTL_H /* Define to 1 if you have the header file, and it defines `DIR'. */ #undef HAVE_SYS_NDIR_H /* Define to 1 if you have the header file. */ #undef HAVE_SYS_SOCKET_H /* Define to 1 if you have the header file. */ #undef HAVE_SYS_STAT_H /* Define to 1 if you have the header file. */ #undef HAVE_SYS_SYSTEMINFO_H /* Define to 1 if you have the header file. */ #undef HAVE_SYS_TIME_H /* Define to 1 if you have the header file. */ #undef HAVE_SYS_TYPES_H /* Define to 1 if you have that is POSIX.1 compatible. */ #undef HAVE_SYS_WAIT_H /* Define to 1 if you have the header file. */ #undef HAVE_UNISTD_H /* Define to 1 if you have the `usleep' function. */ #undef HAVE_USLEEP /* Define to 1 if you have the `_getpty' function. */ #undef HAVE__GETPTY /* template */ #undef IBMRTAIX /* template */ #undef LAST_PTY_LETTER /* Name of package */ #undef PACKAGE /* Define to the address where bug reports for this package should be sent. */ #undef PACKAGE_BUGREPORT /* Define to the full name of this package. */ #undef PACKAGE_NAME /* Define to the full name and version of this package. */ #undef PACKAGE_STRING /* Define to the one symbol short name of this package. */ #undef PACKAGE_TARNAME /* Define to the home page for this package. */ #undef PACKAGE_URL /* Define to the version of this package. */ #undef PACKAGE_VERSION /* template */ #undef PTY_ITERATION /* template */ #undef PTY_NAME_SPRINTF /* template */ #undef PTY_OPEN /* template */ #undef PTY_TTY_NAME_SPRINTF /* template */ #undef REMOTE_SHELL /* Define as the return type of signal handlers (`int' or `void'). */ #undef RETSIGTYPE /* template */ #undef RTU /* Define to 1 if you have the ANSI C header files. */ #undef STDC_HEADERS /* Define to 1 if you can safely include both and . */ #undef TIME_WITH_SYS_TIME /* template */ #undef UNIPLUS /* template */ #undef USE_PTYS /* Version number of package */ #undef VERSION /* template */ #undef X_LOCALE /* template */ #undef X_WCHAR /* should zippy be enabled */ #undef ZIPPY shogivar-C-port-1.55b/dialogs.c0000644000175000017500000007545212425774572013335 00000000000000/* * dialogs.c -- platform-independent code for dialogs of XBoard * * Copyright 2000, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc. * ------------------------------------------------------------------------ * * GNU XBoard is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or (at * your option) any later version. * * GNU XBoard is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://www.gnu.org/licenses/. * * *------------------------------------------------------------------------ ** See the file ChangeLog for a revision history. */ // [HGM] this file is the counterpart of woptions.c, containing xboard popup menus // similar to those of WinBoard, to set the most common options interactively. #include "config.h" #include #include #include #include #if STDC_HEADERS # include # include #else /* not STDC_HEADERS */ extern char *getenv(); # if HAVE_STRING_H # include # else /* not HAVE_STRING_H */ # include # endif /* not HAVE_STRING_H */ #endif /* not STDC_HEADERS */ #if HAVE_UNISTD_H # include #endif #include #include "common.h" #include "backend.h" #include "frontend.h" #include "menus.h" #include "dialogs.h" #include "draw.h" #include "gettext.h" #ifdef ENABLE_NLS # define _(s) gettext (s) # define N_(s) gettext_noop (s) #else # define _(s) (s) # define N_(s) s #endif #define FALSE 0 #define TRUE 1 #define TOPLEVEL 1 /* preference item; 1 = make popup windows toplevel */ int values[MAX_OPTIONS]; int *currentCps; // FIXME: dummies to prevent compile errors int lineGap, squareSize; //----------------------------Generic dialog -------------------------------------------- // cloned from Engine Settings dialog (and later merged with it) char *marked[NrOfDialogs]; Boolean shellUp[NrOfDialogs]; void MarkMenu (char *item, int dlgNr) { MarkMenuItem(marked[dlgNr] = item, True); } void AddLine (Option *opt, char *s) { AppendText(opt, s); AppendText(opt, "\n"); } //---------------------------------------------- Update dialog controls ------------------------------------ int SetCurrentComboSelection (Option *opt) { int j; if(!opt->textValue) opt->value = *(int*)opt->target; /* numeric */else { for(j=0; opt->choice[j]; j++) // look up actual value in list of possible values, to get selection nr if(*(char**)opt->target && !strcmp(*(char**)opt->target, ((char**)opt->textValue)[j])) break; opt->value = j + (opt->choice[j] == NULL); } return opt->value; } void GenericUpdate (Option *opts, int selected) { int i; char buf[MSG_SIZ]; for(i=0; ; i++) { if(selected >= 0) { if(i < selected) continue; else if(i > selected) break; } switch(opts[i].type) { case TextBox: case FileName: case PathName: SetWidgetText(&opts[i], *(char**) opts[i].target, -1); break; case Spin: sprintf(buf, "%d", *(int*) opts[i].target); SetWidgetText(&opts[i], buf, -1); break; case Fractional: sprintf(buf, "%4.2f", *(float*) opts[i].target); SetWidgetText(&opts[i], buf, -1); break; case CheckBox: SetWidgetState(&opts[i], *(Boolean*) opts[i].target); break; case ComboBox: if(opts[i].min & COMBO_CALLBACK) break; SetCurrentComboSelection(opts+i); // TODO: actually display this (but it is never used that way...) break; case EndMark: return; default: printf("GenericUpdate: unexpected case in switch.\n"); case ListBox: case Button: case SaveButton: case Label: case Graph: case Skip: case Icon: case Break: break; } } } //------------------------------------------- Read out dialog controls ------------------------------------ int GenericReadout (Option *opts, int selected) { int i, j, res=1; char *val; char **dest; float x; for(i=0; ; i++) { // send all options that had to be OK-ed to engine if(selected >= 0) { if(i < selected) continue; else if(i > selected) break; } switch(opts[i].type) { case TextBox: case FileName: case PathName: GetWidgetText(&opts[i], &val); dest = currentCps ? &(opts[i].textValue) : (char**) opts[i].target; if(*dest == NULL || strcmp(*dest, val)) { if(*dest) free(*dest); *dest = malloc(strlen(val)+1); strncpy(*dest, val, MSG_SIZ - (*dest - opts[i].name) - 1); // copy text there } break; case Spin: case Fractional: GetWidgetText(&opts[i], &val); x = 0.0; // Initialise because sscanf() will fail if non-numeric text is entered sscanf(val, "%f", &x); if(x > opts[i].max) x = opts[i].max; if(x < opts[i].min) x = opts[i].min; if(opts[i].type == Fractional) *(float*) opts[i].target = x; else { *(int*) opts[i].target = x; opts[i].value = x; } break; case CheckBox: j = 0; GetWidgetState(&opts[i], &j); if(opts[i].value != j) { opts[i].value = j; } break; case ComboBox: if(opts[i].min & COMBO_CALLBACK) break; if(!opts[i].textValue) { *(int*)opts[i].target = values[i]; break; } // numeric val = ((char**)opts[i].textValue)[values[i]]; if(val && (*(char**) opts[i].target == NULL || strcmp(*(char**) opts[i].target, val))) { if(*(char**) opts[i].target) free(*(char**) opts[i].target); *(char**) opts[i].target = strdup(val); } break; case EndMark: if(opts[i].target && selected != -2) // callback for implementing necessary actions on OK (like redraw) res = ((OKCallback*) opts[i].target)(i); break; default: printf("GenericReadout: unexpected case in switch.\n"); case ListBox: case Button: case SaveButton: case Label: case Break: case Skip: case Graph: case Icon: break; } if(opts[i].type == EndMark) break; } return res; } //------------------------------------------------------ Edit Tags ---------------------------------- static char *tagsText, **resPtr, *general; static int TagsClick(Option *opt, int n, int x, int y, char *val, int index); static Option *ExpTags(int n, int x, int y); static int NewTagsCallback (int n) { if(resPtr) { ASSIGN(*resPtr, tagsText); } return 1; } static void TagButton (int n) { PopDown(TagsDlg); if(n == 4) LoadPieceHelp(); } static Option tagsOptions[] = { { 59, FIX_H, 59, NULL, (void*) &ExpTags, NULL, NULL, Graph, "" }, { 33,SAME_ROW|FIX_H,266, NULL, (void*) &ExpTags, NULL, NULL, Graph, "" }, { 59,SAME_ROW|FIX_H, 59, NULL, (void*) &ExpTags, NULL, NULL, Graph, "" }, { 400, T_VSCRL | T_FILL | T_WRAP | T_TOP, 595, NULL, (void*) &tagsText, "", (char **) &TagsClick, TextBox, "" }, { 1, 0, 100, NULL, (void*) &TagButton, NULL, NULL, Button, N_("Piece Help") }, { 2,SAME_ROW, 100, NULL, (void*) &TagButton, NULL, NULL, Button, N_("Print") }, { 3,SAME_ROW, 100, NULL, (void*) &TagButton, NULL, NULL, Button, N_("Exit") }, { 0, NO_OK, 40, NULL, (void*) &NewTagsCallback, "", (char**) "#008080", EndMark , "" } }; static Option * ExpTags (int n, int x, int y) { char buf[MSG_SIZ]; if(n == 10) { snprintf(buf, MSG_SIZ, DATADIR "/titles/%sTit.png", general ? general : Choice); DrawLogo(&tagsOptions[1], buf); snprintf(buf, MSG_SIZ, DATADIR "/titles/Piece.png"); DrawLogo(&tagsOptions[2], buf); DrawLogo(&tagsOptions[0], buf); } return NULL; } static int TagsClick (Option *opt, int n, int x, int y, char *val, int index) { // PlayBookMove(val, index); return TRUE; } void NewTagsPopup (char *text, char *msg) { char *title = "Rules Help"; if(DialogExists(TagsDlg)) { // if already exists, alter title and content SetWidgetText(&tagsOptions[3], text, TagsDlg); // SetDialogTitle(TagsDlg, title); } if(tagsText) free(tagsText); tagsText = strdup(text); // MarkMenu("View.Tags", TagsDlg); GenericPopUp(tagsOptions, title, TagsDlg, BoardDlg, NONMODAL, TOPLEVEL); ExpTags(10, 0, 0); } void TagsPopUp (char *tags, char *msg) { general = msg; NewTagsPopup(tags, NULL); } void EditTagsPopUp (char *tags, char **dest) { // wrapper to preserve old name used in back-end resPtr = dest; NewTagsPopup(tags, NULL); } void UnloadRulesHelp() { PopDown(TagsDlg); } //----------------------------- Error popup in various uses ----------------------------- /* * [HGM] Note: * XBoard has always had some pathologic behavior with multiple simultaneous error popups, * (which can occur even for modal popups when asynchrounous events, e.g. caused by engine, request a popup), * and this new implementation reproduces that as well: * Only the shell of the last instance is remembered in shells[ErrorDlg] (which replaces errorShell), * so that PopDowns ordered from the code always refer to that instance, and once that is down, * have no clue as to how to reach the others. For the Delete Window button calling PopDown this * has now been repaired, as the action routine assigned to it gets the shell passed as argument. */ int errorUp = False; void ErrorPopDown () { if (!errorUp) return; dialogError = errorUp = False; PopDown(ErrorDlg); PopDown(FatalDlg); // on explicit request we pop down any error dialog // if (errorExitStatus != -1) ExitEvent(errorExitStatus); } static int ErrorOK (int n) { dialogError = errorUp = False; PopDown(n == 1 ? FatalDlg : ErrorDlg); // kludge: non-modal dialogs have one less (dummy) option // if (errorExitStatus != -1) ExitEvent(errorExitStatus); return FALSE; // prevent second Popdown ! } static Option errorOptions[] = { { 0, 0, 0, NULL, NULL, NULL, NULL, Label, NULL }, // dummy option: will never be displayed { 0, 0, 0, NULL, NULL, NULL, NULL, Label, NULL }, // textValue field will be set before popup { 0,NO_CANCEL,0, NULL, (void*) &ErrorOK, "", NULL, EndMark , "" } }; void ErrorPopUp (char *title, char *label, int modal) { errorUp = True; errorOptions[1].name = label; if(dialogError = shellUp[TransientDlg]) GenericPopUp(errorOptions+1, title, FatalDlg, TransientDlg, MODAL, 0); // pop up as daughter of the transient dialog else GenericPopUp(errorOptions+modal, title, modal ? FatalDlg: ErrorDlg, BoardDlg, modal, 0); // kludge: option start address indicates modality } void DisplayError (char *message, int error) { ErrorPopUp(_("Error"), message, FALSE); } void DisplayFatalError (char *message, int error, int status) { if(mainOptions[W_BOARD].handle) { ErrorPopUp(status ? _("Fatal Error") : _("Exiting"), message, TRUE); } } void DisplayInformation (char *message) { ErrorPopDown(); ErrorPopUp(_("Information"), message, TRUE); } void DisplayNote (char *message) { ErrorPopDown(); ErrorPopUp(_("Note"), message, FALSE); } //-------------------------------- About Box -------------------------------------- static Option *ExpAbout(int n, int x, int y); static Option aboutOptions[] = { { 201, L2L|T2T, 321,NULL, (char*) &ExpAbout, NULL, NULL, Graph, "logo" }, // image { 0, NO_OK, 0, NULL, NULL, "", NULL, EndMark , "" } }; static Option * ExpAbout (int n, int x, int y) { if(n == 10) { DrawLogo(&aboutOptions[0], DATADIR "/titles/About.png"); } return NULL; } void AboutProc() { GenericPopUp(aboutOptions, "About", TransientDlg, BoardDlg, MODAL, 0); ExpAbout(10, 0, 0); } //------------------------------- Piece Help dialog -------------------------------- static int helpNr; static char helpFile[MSG_SIZ]; static Option *ExpHelp(int n, int x, int y); static void MoreClick(int n); void ExitClick (int n) { PopDown(PieceDlg); } void RulesClick (int n) { PopDown(PieceDlg); SetRules(); } static Option pieceOptions[] = { { 480, L2L|T2T, 640,NULL, (char*) &ExpHelp, NULL, NULL, Graph, "logo" }, // image { 0, SAME_ROW, 0, NULL, NULL, NULL, NULL, Break, "" }, { 1, 0, 60, NULL, (void*) &MoreClick, NULL, NULL, Button, N_("More") }, { 2, 0, 60, NULL, (void*) &RulesClick, NULL, NULL, Button, N_("Rules") }, { 3, 0, 60, NULL, (void*) &ExitClick, NULL, NULL, Button, N_("Exit") }, { 0, NO_OK, 0, NULL, NULL, "", NULL, EndMark , "" } }; static void MoreClick (int n) { FILE *f; snprintf(helpFile, MSG_SIZ, DATADIR "/help/%sHelp%d.png", Choice, 3 - helpNr); if((f = fopen(helpFile, "r"))) { fclose(f); helpNr = 3 - helpNr; // toggle between 1 and 2 DrawLogo(&pieceOptions[0], helpFile); } } static Option * ExpHelp (int n, int x, int y) { if(n == 10) { snprintf(helpFile, MSG_SIZ, DATADIR "/help/%sHelp%d.png", Choice, helpNr); DrawLogo(&pieceOptions[0], helpFile); } return NULL; } void LoadPieceHelp () { helpNr = 1; GenericPopUp(pieceOptions, "Piece Help", PieceDlg, BoardDlg, NONMODAL, 0); ExpHelp(10, 0, 0); } void UnloadPieceHelp () { PopDown(PieceDlg); } //-------------------------------- AddPieces dialog -------------------------------- static char *pieceList[NPIECES]; static void AddClick(int n); static void AddExit(void); static Option *ExpAdd(int n, int x, int y); static void CancelClick (int n) { AddExit(); PopDown(HistoryDlg); UpdateCaptions(); } static Option addOptions[] = { { 50, FIX_H, 283, NULL, (void*) &ExpAdd, NULL, NULL, Graph, "" }, { 400, LR, 0, NULL, (void*) pieceList, (char*) &AddClick, NULL, ListBox, "" }, // list of pieces { 1, 0, 100, NULL, (void*) &AddClick, NULL, NULL, Button, N_("Add Piece") }, { 2, SAME_ROW, 100, NULL, (void*) &CancelClick, NULL, NULL, Button, N_("Cancel") }, { 0, NO_OK, 0, NULL, NULL, "", NULL, EndMark , "" } }; static Option * ExpAdd (int n, int x, int y) { if(n == 10) { DrawLogo(&addOptions[0], DATADIR "/titles/AddBanner.png"); } return NULL; } static void AddClick (int n) { Selection = SelectedListBoxItem(&addOptions[1]) + 1; if(Selection > 0) AddSomePieces(); UpdateCaptions(); DrawBoard(); } static void AddExit () { I = SelectedListBoxItem(&addOptions[1]); if(Drop == 1) ResetHand(); Selection = 0; Reduce = 0; MovePiece = 0; if(!Board.Timer1.Enabled) StartClockTimer(1000); Board.Timer1.Enabled = True; MoveCount = 0; TurnCount = 0; strcpy(ExtraPiece, ""); if(!strcmp(Turn, "White") ) MoveCount = 1; strcpy(Board.LastMove.Caption, ""); UpdateCaptions(); } void LoadAddPieces () { STRING ASTR, Newt; INT L; for(L = 1; L <= PieceNum / 2; L++) { sprintf(ASTR, "%s %s", ExtraPiece, Pieces[L].Name); sprintf(Newt, "%-30s %-5s %6d", ASTR, Pieces[L].sname, Pieces[L].number); ASSIGN(pieceList[L-1], Newt); } pieceList[L] = NULL; // if(NewPiece.ListIndex == -1 ) AddPiece.Enabled = False; FIXME // AddPieces.Visible = True; GenericPopUp(addOptions, "Add Pieces", HistoryDlg, BoardDlg, NONMODAL, 1); LoadListBox(&addOptions[1], _("No Pieces"), -1, -1); ExpAdd(10, 0, 0); } void UnloadAddPieces() { // AddExit(); PopDown(HistoryDlg); } //----------------------------------- Startup dialog ------------------------------------- static Option *ExpLogo(int n, int x, int y); static Option *ExpSamurai(int n, int x, int y); char *choice; static char *variantList[] = { N_("-------- Modern Games --------"), N_("Micro Shogi (4x5)"), N_("Mini Shogi (5x5)"), N_("Judkins Shogi (6x6)"), N_("Whale Shogi (6x6)"), N_("Yari Shogi (7x9)"), N_("Modern Shogi (9x9)"), N_("-------- 1200-1800 AD --------"), N_("Tori Shogi (7x7)"), N_("Sho Shogi (9x9)"), N_("Wa Shogi (11x11)"), N_("Chu Shogi (12x12)"), N_("Dai Shogi (15x15)"), N_("Tenjiku Shogi (16x16)"), N_("Dai Dai Shogi (17x17)"), N_("Maka Dai Dai Shogi (19x19)"), N_("Tai Shogi (25x25)"), N_("--------- 800-1200 AD --------"), N_("Heian Shogi (9x8)"), N_("Heian Dai Shogi (13x13)"), NULL }; static char *variantNames[] = { // sound files corresponding to above names "", "Micro", "Mini", "Judkin", "Whale", "Yari", "Shogi", "", "Tori", "Sho", "Wa", "Chu", "Dai", "Tenjiku", "DaiDai", "Maka", "Tai", "", "HShogi", "Heian", NULL }; typedef struct { int x, y; } Point; static Point windowSize[] = { { 0, 0 }, { 640, 469 }, { 640, 469 }, { 640, 469 }, { 640, 469 }, { 640, 469 }, { 640, 469 }, { 0, 0 }, { 640, 469 }, { 640, 469 }, { 639, 469 }, { 640, 470 }, { 640, 470 }, { 640, 470 }, { 639, 469 }, { 639, 469 }, { 799, 600 }, { 0, 0 }, { 640, 470 }, { 640, 469 } }; void Go (int n); void Change (int n) { ASSIGN(choice, variantNames[values[n]]); Go(3); // simulate 'Play' press } static Option startOptions[] = { { 6, COMBO_CALLBACK, 0, NULL, (void*) &Change, (char*) variantNames, variantList, ComboBox, N_("Select Variant:") }, { 103, L2L|T2T, 319,NULL, (char*) &ExpLogo, NULL, NULL, Graph, "logo" }, // board { 7, LR, 0, NULL, NULL, NULL, NULL, Label, N_("Linux / GTK+ / C port by H.G.Muller (2014)") }, // black clock { 1, 0, 100, NULL, (void*) &Go, NULL, NULL, Button, N_("Play") }, { 2, SAME_ROW, 100, NULL, (void*) &Go, NULL, NULL, Button, N_("Load Game") }, { 3, SAME_ROW, 100, NULL, (void*) &Go, NULL, NULL, Button, N_("Quit") }, { 0, SAME_ROW, 0, NULL, NULL, NULL, NULL, Break, "" }, { 179, LR|TB, 125, NULL, (char*) &ExpSamurai, NULL, NULL, Graph, "samurai" }, // board { 0, NO_OK, 0, NULL, NULL, "", NULL, EndMark , "" } }; void Go (int n) { static int used; n = startOptions[n].value; switch(n) { case 1: GenericReadout(startOptions, -1); if(!choice) { ASSIGN(choice, "Shogi"); } if(!*choice) return; // prevent selecting separator strcpy(Choice, choice); StartUp(); UpdateCaptions(); used = 1; break; // Play case 2: *Choice = '\0'; LoadGameProc(); break; // FIXME: this uses LoadGame instead of LoadGame2 case 3: if(used) QuitProc(); else exit(0); break; // Quit } InitMenuMarkers(); PopDown(RootWindow); } static Option * ExpLogo(int n, int x, int y) { if(n == 10) DrawLogo(&startOptions[1], DATADIR "/titles/logo.png"); return NULL; } static Option * ExpSamurai(int n, int x, int y) { if(n == 10) DrawLogo(&startOptions[7], DATADIR "/titles/armour.png"); return NULL; } void UnloadStart() { PopDown(RootWindow); } void LoadStart() { GenericPopUp(startOptions, "ShogiVar", RootWindow, RootWindow, MODAL, 0); ExpSamurai(10, 0, 0); ExpLogo(10, 0, 0); SetColoredLabel(&startOptions[2], startOptions[2].name, "blue", "#F0F0F0", "Sans Bold 9"); } // [HGM] experimental code to pop up window just like the main window, using GenercicPopUp static int boardWidth, boardHeight; void *dotLarge, *dotSmall; void Dot(int x, int y) { int w = 6, h = 7, d = 4; void *dot = dotSmall; if(Pixels > 50) dot = dotLarge, w = 10, h = 9, d = 5; if(BoardSizeY >= 12 && BoardSizeY <= 16) d--; CopyRectangle(dot, 0, 0, w, h, XStart + x*Pixels - d, 11 + y*Pixels - d); } void Render (OBJECT *p) { if(!p->Visible) return; CopyRectangle(p->Picture, 0, 0, p->width, p->height, p->x, p->y); } void DrawBoard () { int i, dotX, dotY = PromDotY, Pixels = Board.Pix[1].width; CopyRectangle(Board.Picture, 0, 0, boardWidth, boardHeight, 0, 0); for(i=0; i 320) off = - off, h = 640 - h; if(h > Pixels) off = -off; DrawSeekText(Board.Held[i].Caption, mid - off + (off < 0 & Pixels), // odd mid was rounded down Board.HandPic[i].y + Pixels/2 - 5); } dotX = (2*BoardSizeY)/3 + 1 >> 1; // divide as equal as possible if(BoardSizeY > 16) dotY = 6 + (BoardSizeY > 20); // force dots in DaiDai+ if(dotY) { // repair board dots overwritten by pieces if(BoardSizeX - 2*dotX <= 1 || BoardSizeY == 11) dotX--; Dot(dotX, dotY); Dot(BoardSizeX - dotX, dotY); Dot(dotX, BoardSizeY - dotY); Dot(BoardSizeX - dotX, BoardSizeY - dotY); } GraphExpose(&mainOptions[W_BOARD], 0, 0, boardWidth, boardHeight); DrawWidgetIcon(&mainOptions[W_BICON], 3 + Reverse); DrawWidgetIcon(&mainOptions[W_WICON], 2 - Reverse); if(Notate) NotSet(); } static Option *Exp(int n, int x, int y); void MenuCallback(int n); static void CCB (int n) { shiftKey = (ShiftKeys() & 3) != 0; if(n < 0) { // button != 1 n = -n; if(shiftKey) { // AdjustClock(n == W_BLACK, 1); } } else ;// ClockClick(n == W_BLACK); } Option mainOptions[] = { // description of main window in terms of generic dialog creator { 0, 0xCA, 0, NULL, NULL, "", NULL, BarBegin, "" }, // menu bar { 0, COMBO_CALLBACK, 0, NULL, (void*)&MenuCallback, NULL, NULL, DropDown, N_("Game") }, { 0, COMBO_CALLBACK, 0, NULL, (void*)&MenuCallback, NULL, NULL, DropDown, N_("Moves") }, { 0, COMBO_CALLBACK, 0, NULL, (void*)&MenuCallback, NULL, NULL, DropDown, N_("Preferences") }, { 0, COMBO_CALLBACK, 0, NULL, (void*)&MenuCallback, NULL, NULL, DropDown, N_("Set-Up") }, { 0, COMBO_CALLBACK, 0, NULL, (void*)&MenuCallback, NULL, NULL, DropDown, N_("Help") }, { 0, 0, 0, NULL, NULL, "", NULL, BarEnd, "" }, { 401, LR|TB, 401, NULL, (char*) &Exp, NULL, NULL, Graph, "shadow board" }, // board { 7, L2L, 70, NULL, (void*) &CCB, NULL, NULL, Label, "Black" }, // black clock { 0, SAME_ROW, 18, NULL, NULL, NULL, NULL, Icon, " " }, { 0, BORDER|SAME_ROW, 260, NULL, NULL, "", NULL, Label, "" }, // PieceID field { 0, BORDER|SAME_ROW, 90, NULL, NULL, "", NULL, Label, "" }, // LastMove field { 0, BORDER|SAME_ROW, 110, NULL, NULL, "", NULL, Label, "" }, // NextMove field { 0, SAME_ROW, 18, NULL, NULL, NULL, NULL, Icon, " " }, { 10, R2R|SAME_ROW, 70, NULL, (void*) &CCB, NULL, NULL, Label, "White" }, // white clock { 0, COMBO_CALLBACK, 0, NULL, (void*)&MenuCallback, NULL, NULL, PopUp, "Bindings" }, // BEWARE! Must be 15th! { 0, NO_OK, 0, NULL, NULL, "", NULL, EndMark , "" } }; void MenuCallback (int n) { MenuProc *proc = (MenuProc *) (((MenuItem*)(mainOptions[n].choice))[values[n]].proc); if(proc) (proc)(); if( !(n == 1 && values[n] == 3) ) UpdateCaptions(); } static int grabbed; // encodes dragged item static int Dispatch(int button, int x, int y); static int ShowpicsClick(int index, int button, int x, int y) { if(button == 9) { // DragDrop NewIndex = index; PicDrop(); return 0; } NewButton = abs(button); I = index; if(button > 0) { // press grabbed = index + 1; // remember what we drag CCC = 1; ClickPiece = 1; EndTilde(); if(button == 1) PicDown(); else ShowProm(); if(button == 1 && Board.showpic[index].dragged) NewCursor(&mainOptions[W_BOARD], ""); } else { // release int n = Board.showpic[index].dragged; if(n) Dispatch(9, x, y); // generate DragDrop event DropPiece(); if(button == -1 && n) NewCursor(&mainOptions[W_BOARD], NULL); } return 0; } static int HandpicsClick(int index, int button, int x, int y) { if(button == 9) { // DragDrop ClearLegal(); } else if(button > 0) { // press grabbed = -1 - index; // remember what we drag CCC = 1; NewButton = abs(button); I = index; EndTilde(); if(button == 1) HeldDown(); else HeldProm(); if(button == 1 && Board.HandPic[index].dragged) NewCursor(&mainOptions[W_BOARD], ""); } else { // release int n = Board.HandPic[index].dragged; if(n) Dispatch(9, x, y); // generate DragDrop event NewButton = abs(button); I = index; DropPiece2(); if(button == -1 && n) NewCursor(&mainOptions[W_BOARD], NULL); } return 0; } static int FormClick(int button, int x, int y) { if(button == 9) { // DragDrop NewX = x; NewY = y; FormDrop(); } else if(button > 0) { // press CCC = 1; ClickPiece = 0; NewX = x, NewY = y; EndTilde(); if(button == 1) FillSquare(); else ShowProm(); } else { // release if(LegalMoves == 0) ClearLegal(); } return 0; } static int Dispatch (int button, int x, int y) { // figure out in which screen element the click takes place int i; for(i=0; iVisible && p->x <= x && x < p->x + p->width && p->y <= y && y < p->y + p->height ) return ShowpicsClick(i, button, x, y); } for(i=0; iVisible && p->x <= x && x < p->x + p->width && p->y <= y && y < p->y + p->height ) return HandpicsClick(i, button, x, y); } return FormClick(button, x, y); } int MouseClick (int button, int x, int y) { // Primary mouse handler static int lastX, lastY; int j = grabbed, i = 0; if(button < 0) { if(j) { // up-click to same object as down-click if(j > 0) i = ShowpicsClick( j-1, -1, x, y); else if(j < 0) i = HandpicsClick(-j-1, -1, x, y); } else i = FormClick(button, x, y); grabbed = 0; } else { // down-click to clicked object i = Dispatch(button, x, y); lastX = x; lastY = y; } UpdateCaptions(); return i; } static Option * Exp (int n, int x, int y) { static int but1, but3, oldW, oldH; int menuNr = -3, sizing; TimeMark now; if(n == 0) { // motion // if((but1 || dragging == 2) && !PromoScroll(x, y)) DragPieceMove(x, y); // if(but3) MovePV(x, y, oldH); return NULL; } // if(n != 10 && PopDown(PromoDlg)) fromX = fromY = -1; else // user starts fiddling with board when promotion dialog is up GetTimeMark(&now); shiftKey = ShiftKeys(); controlKey = (shiftKey & 0xC) != 0; shiftKey = (shiftKey & 3) != 0; switch(n) { case 1: MouseClick(n, x, y); but1 = 1; break; case -1: MouseClick(n, x, y); but1 = 0; break; case 2: shiftKey = !shiftKey; case 3: MouseClick(n, x, y); but3 = 1; break; case -2: shiftKey = !shiftKey; case -3: MouseClick(n, x, y); but3 = 0; break; case 10: sizing = (oldW != x || oldH != y); oldW = x; oldH = y; InitDrawingHandle(mainOptions + W_BOARD); // if(sizing && SubtractTimeMarks(&now, &programStartTime) > 10000) return NULL; // don't redraw while sizing (except at startup) DrawBoard(); default: return NULL; } switch(menuNr) { case 2: case -1: ErrorPopDown(); case -2: default: break; // -3, so no clicks caught } return NULL; } Option * BoardPopUp (int squareSize, int lineGap, void *clockFontThingy) { int i; // mainOptions[W_WHITE].choice = (char**) clockFontThingy; // mainOptions[W_BLACK].choice = (char**) clockFontThingy; for(i=0; strcmp(Choice, variantNames[i]); i++); boardWidth = windowSize[i].x; boardHeight = windowSize[i].y; mainOptions[W_BOARD].value = boardHeight; mainOptions[W_BOARD].max = boardWidth; // board size // mainOptions[W_PIECE].max = mainOptions[W_LAST].max = mainOptions[W_NEXT].max = // mainOptions[W_BLACK].max = mainOptions[W_WHITE].max = (boardWidth-36)/5-3; // clock width mainOptions[W_MENU].max = boardWidth-40; // menu bar for(i=0; i<5; i++) mainOptions[i+1].choice = (char**) menuBar[i].mi; mainOptions[W_BIND].choice = (char**) menuBar[5].mi; // BEWARE! Must correspond to order! GenericPopUp(mainOptions, "GUI", BoardDlg, RootWindow, MODAL, 1); return mainOptions; } void BoardPopDown() { Board.Timer1.Enabled = False; // make sure clock stops updating labels PopDown(BoardDlg); } void UnloadBoard() { int t = GetTime(); BoardPopDown(); while(GetTime() - t < 500) { DoEvents(); usleep(10000); } UnloadImages(); Destroy(BoardDlg); } //--------------------------------------------- char lastMsg[MSG_SIZ]; void DisplayMessage (char *message, char *extMessage) { /* display a message in the message widget */ char buf[MSG_SIZ]; if (extMessage) { if (*message) { snprintf(buf, sizeof(buf), "%s %s", message, extMessage); message = buf; } else { message = extMessage; }; }; strncpy(lastMsg, message, MSG_SIZ); // [HGM] make available /* need to test if messageWidget already exists, since this function can also be called during the startup, if for example a Xresource is not set up correctly */ // if(mainOptions[W_MESSG].handle) // SetWidgetLabel(&mainOptions[W_MESSG], message); return; } int StartTime () { return programStartTime.ms; } int GetTime () { TimeMark now; GetTimeMark(&now); return now.ms; } static char *openName; FileProc fileProc; char *fileOpenMode; FILE *openFP; void DelayedLoad () { (void) (*fileProc)(openFP, 0, openName); } char * Cleanse (char *s) { static char buf[MSG_SIZ]; char *p = buf; while(*p++ = *s++) if(p[-1] < ' ' || p[-1] > 126) p[-1] = '?'; return buf; } void UpdateMsg (Option *opt, char *s, char *old, char *fg, char *bg, char *font) { s = Cleanse(s); if(strcmp(s, old)) { strcpy(old, s); SetColoredLabel(opt, s, fg, bg, font); } } void UpdateCaptions () { static STRING white, black, pieceID, lastMove, nextMove, title; char textColor[MSG_SIZ]; int fg = Board.PieceID.ForeColor; snprintf(textColor, MSG_SIZ, "#%02x%02x%02x", fg&255, fg>>8&255, fg>>16&255); // Yegh! RB-swap UpdateMsg(&mainOptions[W_WHITE], &Board.WhiteClock.Caption[0], &white[0], "white", "grey", "Sans Bold 9"); UpdateMsg(&mainOptions[W_BLACK], &Board.BlackClock.Caption[0], &black[0], "black", "grey", "Sans Bold 9"); UpdateMsg(&mainOptions[W_PIECE], &Board.PieceID.Caption[0], &pieceID[0], textColor, "#F0F0F0", "Sans Bold 9"); UpdateMsg(&mainOptions[W_LAST], &Board.LastMove.Caption[0], &lastMove[0], "black", "#F0F0F0", "Sans 9"); UpdateMsg(&mainOptions[W_NEXT], &Board.NextMove.Caption[0], &nextMove[0], "red", "#F0F0F0", "Sans Bold 9"); if(strcmp(Board.Caption, title)) { strcpy(title, Board.Caption); SetWindowTitle(BoardDlg, title, ""); } } void MoveObject (int draw, OBJECT *obj, int x, int y /*, int w, int h*/) { obj->x = x; obj->y = y; // obj->width = 2; obj->height = h; if(draw) DrawBoard(); } void Refresh () { DrawBoard(); } void DrawText (char *s) { DrawSeekText(s, Board.CurrentX, Board.CurrentY); } static void DrawLineWrapper (int x1, int y1, int x2, int y2, int c, char *options) { //printf("line (%d,%d)-(%d,%d) %dx%d %06x\n",x1,y1,x2,y2,x2-x1,y2-y1,Board.ForeColor); DrawLine(x1, y1, x2, y2, Board.ForeColor, options); } void DrawCircleWrapper (int x, int y, int r) { DrawCircle(x, y, r, Board.ForeColor, Board.FillColor, !Board.FillStyle); } void InitBoard (char *name) { int i; Board.Refresh = &Refresh; Board.Show = &Refresh; // FIXME Board.Hide = &Refresh; // FIXME Board.Print = &DrawText; Board.Line = &DrawLineWrapper; Board.Circle = &DrawCircleWrapper; Board.Timer1.Enabled = True; StartClockTimer(1000); for(i=0; ichoice)) // defined in xboard.c void ResizeBoardWindow(int w, int h, int inhibit); void CreateGrid(void); void CreateGCs(int redo); void DelayedDrag(void); extern int lineGap, squareSize; // defined in draw.c void CreateGCs(int redo); void CreateAnyPieces(void); void CreatePNGPieces(void); void CreateGrid(void); void DrawSegment(int x, int y, int *lastX, int *lastY, int p); void DrawRectangle(int left, int top, int right, int bottom, int side, int style); void DrawEvalText(char *buf, int cbBuf, int y); extern Option *disp; void CopyRectangle(void *src, int srcX, int srcY, int width, int height, int destX, int destY); void DrawSeekText(char *buf, int x, int y); void LoadPieces(char *game); // defined in evaldraw.c float Color(char *col, int n); // defined in xoptions.c void GraphExpose(Option *opt, int x, int y, int w, int h); shogivar-C-port-1.55b/config.guess0000755000175000017500000012355012404676534014054 00000000000000#! /bin/sh # Attempt to guess a canonical system name. # Copyright 1992-2014 Free Software Foundation, Inc. timestamp='2014-03-23' # This file is free software; you can redistribute it and/or modify it # under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, but # WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 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Operation modes: -h, --help print this help, then exit -t, --time-stamp print date of last modification, then exit -v, --version print version number, then exit Report bugs and patches to ." version="\ GNU config.guess ($timestamp) Originally written by Per Bothner. Copyright 1992-2014 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE." help=" Try \`$me --help' for more information." # Parse command line while test $# -gt 0 ; do case $1 in --time-stamp | --time* | -t ) echo "$timestamp" ; exit ;; --version | -v ) echo "$version" ; exit ;; --help | --h* | -h ) echo "$usage"; exit ;; -- ) # Stop option processing shift; break ;; - ) # Use stdin as input. break ;; -* ) echo "$me: invalid option $1$help" >&2 exit 1 ;; * ) break ;; esac done if test $# != 0; then echo "$me: too many arguments$help" >&2 exit 1 fi trap 'exit 1' 1 2 15 # CC_FOR_BUILD -- compiler used by this script. Note that the use of a # compiler to aid in system detection is discouraged as it requires # temporary files to be created and, as you can see below, it is a # headache to deal with in a portable fashion. # Historically, `CC_FOR_BUILD' used to be named `HOST_CC'. We still # use `HOST_CC' if defined, but it is deprecated. # Portable tmp directory creation inspired by the Autoconf team. set_cc_for_build=' trap "exitcode=\$?; (rm -f \$tmpfiles 2>/dev/null; rmdir \$tmp 2>/dev/null) && exit \$exitcode" 0 ; trap "rm -f \$tmpfiles 2>/dev/null; rmdir \$tmp 2>/dev/null; exit 1" 1 2 13 15 ; : ${TMPDIR=/tmp} ; { tmp=`(umask 077 && mktemp -d "$TMPDIR/cgXXXXXX") 2>/dev/null` && test -n "$tmp" && test -d "$tmp" ; } || { test -n "$RANDOM" && tmp=$TMPDIR/cg$$-$RANDOM && (umask 077 && mkdir $tmp) ; } || { tmp=$TMPDIR/cg-$$ && (umask 077 && mkdir $tmp) && echo "Warning: creating insecure temp directory" >&2 ; } || { echo "$me: cannot create a temporary directory in $TMPDIR" >&2 ; exit 1 ; } ; dummy=$tmp/dummy ; tmpfiles="$dummy.c $dummy.o $dummy.rel $dummy" ; case $CC_FOR_BUILD,$HOST_CC,$CC in ,,) echo "int x;" > $dummy.c ; for c in cc gcc c89 c99 ; do if ($c -c -o $dummy.o $dummy.c) >/dev/null 2>&1 ; then CC_FOR_BUILD="$c"; break ; fi ; done ; if test x"$CC_FOR_BUILD" = x ; then CC_FOR_BUILD=no_compiler_found ; fi ;; ,,*) CC_FOR_BUILD=$CC ;; ,*,*) CC_FOR_BUILD=$HOST_CC ;; esac ; set_cc_for_build= ;' # This is needed to find uname on a Pyramid OSx when run in the BSD universe. # (ghazi@noc.rutgers.edu 1994-08-24) if (test -f /.attbin/uname) >/dev/null 2>&1 ; then PATH=$PATH:/.attbin ; export PATH fi UNAME_MACHINE=`(uname -m) 2>/dev/null` || UNAME_MACHINE=unknown UNAME_RELEASE=`(uname -r) 2>/dev/null` || UNAME_RELEASE=unknown UNAME_SYSTEM=`(uname -s) 2>/dev/null` || UNAME_SYSTEM=unknown UNAME_VERSION=`(uname -v) 2>/dev/null` || UNAME_VERSION=unknown case "${UNAME_SYSTEM}" in Linux|GNU|GNU/*) # If the system lacks a compiler, then just pick glibc. # We could probably try harder. LIBC=gnu eval $set_cc_for_build cat <<-EOF > $dummy.c #include #if defined(__UCLIBC__) LIBC=uclibc #elif defined(__dietlibc__) LIBC=dietlibc #else LIBC=gnu #endif EOF eval `$CC_FOR_BUILD -E $dummy.c 2>/dev/null | grep '^LIBC' | sed 's, ,,g'` ;; esac # Note: order is significant - the case branches are not exclusive. case "${UNAME_MACHINE}:${UNAME_SYSTEM}:${UNAME_RELEASE}:${UNAME_VERSION}" in *:NetBSD:*:*) # NetBSD (nbsd) targets should (where applicable) match one or # more of the tuples: *-*-netbsdelf*, *-*-netbsdaout*, # *-*-netbsdecoff* and *-*-netbsd*. For targets that recently # switched to ELF, *-*-netbsd* would select the old # object file format. This provides both forward # compatibility and a consistent mechanism for selecting the # object file format. # # Note: NetBSD doesn't particularly care about the vendor # portion of the name. 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Ake) contributed MIS and NILE. if test "`(/bin/universe) 2>/dev/null`" = att ; then echo pyramid-pyramid-sysv3 else echo pyramid-pyramid-bsd fi exit ;; NILE*:*:*:dcosx) echo pyramid-pyramid-svr4 exit ;; DRS?6000:unix:4.0:6*) echo sparc-icl-nx6 exit ;; DRS?6000:UNIX_SV:4.2*:7* | DRS?6000:isis:4.2*:7*) case `/usr/bin/uname -p` in sparc) echo sparc-icl-nx7; exit ;; esac ;; s390x:SunOS:*:*) echo ${UNAME_MACHINE}-ibm-solaris2`echo ${UNAME_RELEASE}|sed -e 's/[^.]*//'` exit ;; sun4H:SunOS:5.*:*) echo sparc-hal-solaris2`echo ${UNAME_RELEASE}|sed -e 's/[^.]*//'` exit ;; sun4*:SunOS:5.*:* | tadpole*:SunOS:5.*:*) echo sparc-sun-solaris2`echo ${UNAME_RELEASE}|sed -e 's/[^.]*//'` exit ;; i86pc:AuroraUX:5.*:* | i86xen:AuroraUX:5.*:*) echo i386-pc-auroraux${UNAME_RELEASE} exit ;; i86pc:SunOS:5.*:* | i86xen:SunOS:5.*:*) eval $set_cc_for_build SUN_ARCH="i386" # If there is a compiler, see if it is configured for 64-bit objects. # Note that the Sun cc does not turn __LP64__ into 1 like gcc does. # This test works for both compilers. if [ "$CC_FOR_BUILD" != 'no_compiler_found' ]; then if (echo '#ifdef __amd64'; echo IS_64BIT_ARCH; echo '#endif') | \ (CCOPTS= $CC_FOR_BUILD -E - 2>/dev/null) | \ grep IS_64BIT_ARCH >/dev/null then SUN_ARCH="x86_64" fi fi echo ${SUN_ARCH}-pc-solaris2`echo ${UNAME_RELEASE}|sed -e 's/[^.]*//'` exit ;; sun4*:SunOS:6*:*) # According to config.sub, this is the proper way to canonicalize # SunOS6. 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The system name ranges from "MiNT" over "FreeMiNT" # to the lowercase version "mint" (or "freemint"). Finally # the system name "TOS" denotes a system which is actually not # MiNT. But MiNT is downward compatible to TOS, so this should # be no problem. atarist[e]:*MiNT:*:* | atarist[e]:*mint:*:* | atarist[e]:*TOS:*:*) echo m68k-atari-mint${UNAME_RELEASE} exit ;; atari*:*MiNT:*:* | atari*:*mint:*:* | atarist[e]:*TOS:*:*) echo m68k-atari-mint${UNAME_RELEASE} exit ;; *falcon*:*MiNT:*:* | *falcon*:*mint:*:* | *falcon*:*TOS:*:*) echo m68k-atari-mint${UNAME_RELEASE} exit ;; milan*:*MiNT:*:* | milan*:*mint:*:* | *milan*:*TOS:*:*) echo m68k-milan-mint${UNAME_RELEASE} exit ;; hades*:*MiNT:*:* | hades*:*mint:*:* | *hades*:*TOS:*:*) echo m68k-hades-mint${UNAME_RELEASE} exit ;; *:*MiNT:*:* | *:*mint:*:* | *:*TOS:*:*) echo m68k-unknown-mint${UNAME_RELEASE} exit ;; m68k:machten:*:*) echo m68k-apple-machten${UNAME_RELEASE} exit ;; powerpc:machten:*:*) echo powerpc-apple-machten${UNAME_RELEASE} exit ;; RISC*:Mach:*:*) echo mips-dec-mach_bsd4.3 exit ;; RISC*:ULTRIX:*:*) echo mips-dec-ultrix${UNAME_RELEASE} exit ;; VAX*:ULTRIX*:*:*) echo vax-dec-ultrix${UNAME_RELEASE} exit ;; 2020:CLIX:*:* | 2430:CLIX:*:*) echo clipper-intergraph-clix${UNAME_RELEASE} exit ;; mips:*:*:UMIPS | mips:*:*:RISCos) eval $set_cc_for_build sed 's/^ //' << EOF >$dummy.c #ifdef __cplusplus #include /* for printf() prototype */ int main (int argc, char *argv[]) { #else int main (argc, argv) int argc; char *argv[]; { #endif #if defined (host_mips) && defined (MIPSEB) #if defined (SYSTYPE_SYSV) printf ("mips-mips-riscos%ssysv\n", argv[1]); exit (0); #endif #if defined (SYSTYPE_SVR4) printf ("mips-mips-riscos%ssvr4\n", argv[1]); exit (0); #endif #if defined (SYSTYPE_BSD43) || defined(SYSTYPE_BSD) printf ("mips-mips-riscos%sbsd\n", argv[1]); exit (0); #endif #endif exit (-1); } EOF $CC_FOR_BUILD -o $dummy $dummy.c && dummyarg=`echo "${UNAME_RELEASE}" | sed -n 's/\([0-9]*\).*/\1/p'` && SYSTEM_NAME=`$dummy $dummyarg` && { echo "$SYSTEM_NAME"; exit; } echo mips-mips-riscos${UNAME_RELEASE} exit ;; Motorola:PowerMAX_OS:*:*) echo powerpc-motorola-powermax exit ;; Motorola:*:4.3:PL8-*) echo powerpc-harris-powermax exit ;; Night_Hawk:*:*:PowerMAX_OS | Synergy:PowerMAX_OS:*:*) echo powerpc-harris-powermax exit ;; Night_Hawk:Power_UNIX:*:*) echo powerpc-harris-powerunix exit ;; m88k:CX/UX:7*:*) echo m88k-harris-cxux7 exit ;; m88k:*:4*:R4*) echo m88k-motorola-sysv4 exit ;; m88k:*:3*:R3*) echo m88k-motorola-sysv3 exit ;; AViiON:dgux:*:*) # DG/UX returns AViiON for all architectures UNAME_PROCESSOR=`/usr/bin/uname -p` if [ $UNAME_PROCESSOR = mc88100 ] || [ $UNAME_PROCESSOR = mc88110 ] then if [ ${TARGET_BINARY_INTERFACE}x = m88kdguxelfx ] || \ [ ${TARGET_BINARY_INTERFACE}x = x ] then echo m88k-dg-dgux${UNAME_RELEASE} else echo m88k-dg-dguxbcs${UNAME_RELEASE} fi else echo i586-dg-dgux${UNAME_RELEASE} fi exit ;; M88*:DolphinOS:*:*) # DolphinOS (SVR3) echo m88k-dolphin-sysv3 exit ;; M88*:*:R3*:*) # Delta 88k system running SVR3 echo m88k-motorola-sysv3 exit ;; XD88*:*:*:*) # Tektronix XD88 system running UTekV (SVR3) echo m88k-tektronix-sysv3 exit ;; Tek43[0-9][0-9]:UTek:*:*) # Tektronix 4300 system running UTek (BSD) echo m68k-tektronix-bsd exit ;; *:IRIX*:*:*) echo mips-sgi-irix`echo ${UNAME_RELEASE}|sed -e 's/-/_/g'` exit ;; ????????:AIX?:[12].1:2) # AIX 2.2.1 or AIX 2.1.1 is RT/PC AIX. echo romp-ibm-aix # uname -m gives an 8 hex-code CPU id exit ;; # Note that: echo "'`uname -s`'" gives 'AIX ' i*86:AIX:*:*) echo i386-ibm-aix exit ;; ia64:AIX:*:*) if [ -x /usr/bin/oslevel ] ; then IBM_REV=`/usr/bin/oslevel` else IBM_REV=${UNAME_VERSION}.${UNAME_RELEASE} fi echo ${UNAME_MACHINE}-ibm-aix${IBM_REV} exit ;; *:AIX:2:3) if grep bos325 /usr/include/stdio.h >/dev/null 2>&1; then eval $set_cc_for_build sed 's/^ //' << EOF >$dummy.c #include main() { if (!__power_pc()) exit(1); puts("powerpc-ibm-aix3.2.5"); exit(0); } EOF if $CC_FOR_BUILD -o $dummy $dummy.c && SYSTEM_NAME=`$dummy` then echo "$SYSTEM_NAME" else echo rs6000-ibm-aix3.2.5 fi elif grep bos324 /usr/include/stdio.h >/dev/null 2>&1; then echo rs6000-ibm-aix3.2.4 else echo rs6000-ibm-aix3.2 fi exit ;; *:AIX:*:[4567]) IBM_CPU_ID=`/usr/sbin/lsdev -C -c processor -S available | sed 1q | awk '{ print $1 }'` if /usr/sbin/lsattr -El ${IBM_CPU_ID} | grep ' POWER' >/dev/null 2>&1; then IBM_ARCH=rs6000 else IBM_ARCH=powerpc fi if [ -x /usr/bin/oslevel ] ; then IBM_REV=`/usr/bin/oslevel` else IBM_REV=${UNAME_VERSION}.${UNAME_RELEASE} fi echo ${IBM_ARCH}-ibm-aix${IBM_REV} exit ;; *:AIX:*:*) echo rs6000-ibm-aix exit ;; ibmrt:4.4BSD:*|romp-ibm:BSD:*) echo romp-ibm-bsd4.4 exit ;; ibmrt:*BSD:*|romp-ibm:BSD:*) # covers RT/PC BSD and echo romp-ibm-bsd${UNAME_RELEASE} # 4.3 with uname added to exit ;; # report: romp-ibm BSD 4.3 *:BOSX:*:*) echo rs6000-bull-bosx exit ;; DPX/2?00:B.O.S.:*:*) echo m68k-bull-sysv3 exit ;; 9000/[34]??:4.3bsd:1.*:*) echo m68k-hp-bsd exit ;; hp300:4.4BSD:*:* | 9000/[34]??:4.3bsd:2.*:*) echo m68k-hp-bsd4.4 exit ;; 9000/[34678]??:HP-UX:*:*) HPUX_REV=`echo ${UNAME_RELEASE}|sed -e 's/[^.]*.[0B]*//'` case "${UNAME_MACHINE}" in 9000/31? ) HP_ARCH=m68000 ;; 9000/[34]?? ) HP_ARCH=m68k ;; 9000/[678][0-9][0-9]) if [ -x /usr/bin/getconf ]; then sc_cpu_version=`/usr/bin/getconf SC_CPU_VERSION 2>/dev/null` sc_kernel_bits=`/usr/bin/getconf SC_KERNEL_BITS 2>/dev/null` case "${sc_cpu_version}" in 523) HP_ARCH="hppa1.0" ;; # CPU_PA_RISC1_0 528) HP_ARCH="hppa1.1" ;; # CPU_PA_RISC1_1 532) # CPU_PA_RISC2_0 case "${sc_kernel_bits}" in 32) HP_ARCH="hppa2.0n" ;; 64) HP_ARCH="hppa2.0w" ;; '') HP_ARCH="hppa2.0" ;; # HP-UX 10.20 esac ;; esac fi if [ "${HP_ARCH}" = "" ]; then eval $set_cc_for_build sed 's/^ //' << EOF >$dummy.c #define _HPUX_SOURCE #include #include int main () { #if defined(_SC_KERNEL_BITS) long bits = sysconf(_SC_KERNEL_BITS); #endif long cpu = sysconf (_SC_CPU_VERSION); switch (cpu) { case CPU_PA_RISC1_0: puts ("hppa1.0"); break; case CPU_PA_RISC1_1: puts ("hppa1.1"); break; case CPU_PA_RISC2_0: #if defined(_SC_KERNEL_BITS) switch (bits) { case 64: puts ("hppa2.0w"); break; case 32: puts ("hppa2.0n"); break; default: puts ("hppa2.0"); break; } break; #else /* !defined(_SC_KERNEL_BITS) */ puts ("hppa2.0"); break; #endif default: puts ("hppa1.0"); break; } exit (0); } EOF (CCOPTS= $CC_FOR_BUILD -o $dummy $dummy.c 2>/dev/null) && HP_ARCH=`$dummy` test -z "$HP_ARCH" && HP_ARCH=hppa fi ;; esac if [ ${HP_ARCH} = "hppa2.0w" ] then eval $set_cc_for_build # hppa2.0w-hp-hpux* has a 64-bit kernel and a compiler generating # 32-bit code. hppa64-hp-hpux* has the same kernel and a compiler # generating 64-bit code. GNU and HP use different nomenclature: # # $ CC_FOR_BUILD=cc ./config.guess # => hppa2.0w-hp-hpux11.23 # $ CC_FOR_BUILD="cc +DA2.0w" ./config.guess # => hppa64-hp-hpux11.23 if echo __LP64__ | (CCOPTS= $CC_FOR_BUILD -E - 2>/dev/null) | grep -q __LP64__ then HP_ARCH="hppa2.0w" else HP_ARCH="hppa64" fi fi echo ${HP_ARCH}-hp-hpux${HPUX_REV} exit ;; ia64:HP-UX:*:*) HPUX_REV=`echo ${UNAME_RELEASE}|sed -e 's/[^.]*.[0B]*//'` echo ia64-hp-hpux${HPUX_REV} exit ;; 3050*:HI-UX:*:*) eval $set_cc_for_build sed 's/^ //' << EOF >$dummy.c #include int main () { long cpu = sysconf (_SC_CPU_VERSION); /* The order matters, because CPU_IS_HP_MC68K erroneously returns true for CPU_PA_RISC1_0. CPU_IS_PA_RISC returns correct results, however. */ if (CPU_IS_PA_RISC (cpu)) { switch (cpu) { case CPU_PA_RISC1_0: puts ("hppa1.0-hitachi-hiuxwe2"); break; case CPU_PA_RISC1_1: puts ("hppa1.1-hitachi-hiuxwe2"); break; case CPU_PA_RISC2_0: puts ("hppa2.0-hitachi-hiuxwe2"); break; default: puts ("hppa-hitachi-hiuxwe2"); break; } } else if (CPU_IS_HP_MC68K (cpu)) puts ("m68k-hitachi-hiuxwe2"); else puts ("unknown-hitachi-hiuxwe2"); exit (0); } EOF $CC_FOR_BUILD -o $dummy $dummy.c && SYSTEM_NAME=`$dummy` && { echo "$SYSTEM_NAME"; exit; } echo unknown-hitachi-hiuxwe2 exit ;; 9000/7??:4.3bsd:*:* | 9000/8?[79]:4.3bsd:*:* ) echo hppa1.1-hp-bsd exit ;; 9000/8??:4.3bsd:*:*) echo hppa1.0-hp-bsd exit ;; *9??*:MPE/iX:*:* | *3000*:MPE/iX:*:*) echo hppa1.0-hp-mpeix exit ;; hp7??:OSF1:*:* | hp8?[79]:OSF1:*:* ) echo hppa1.1-hp-osf exit ;; hp8??:OSF1:*:*) echo hppa1.0-hp-osf exit ;; i*86:OSF1:*:*) if [ -x /usr/sbin/sysversion ] ; then echo ${UNAME_MACHINE}-unknown-osf1mk else echo ${UNAME_MACHINE}-unknown-osf1 fi exit ;; parisc*:Lites*:*:*) echo hppa1.1-hp-lites exit ;; C1*:ConvexOS:*:* | convex:ConvexOS:C1*:*) echo c1-convex-bsd exit ;; C2*:ConvexOS:*:* | convex:ConvexOS:C2*:*) if getsysinfo -f scalar_acc then echo c32-convex-bsd else echo c2-convex-bsd fi exit ;; C34*:ConvexOS:*:* | convex:ConvexOS:C34*:*) echo c34-convex-bsd exit ;; C38*:ConvexOS:*:* | convex:ConvexOS:C38*:*) echo c38-convex-bsd exit ;; C4*:ConvexOS:*:* | convex:ConvexOS:C4*:*) echo c4-convex-bsd exit ;; CRAY*Y-MP:*:*:*) echo ymp-cray-unicos${UNAME_RELEASE} | sed -e 's/\.[^.]*$/.X/' exit ;; CRAY*[A-Z]90:*:*:*) echo ${UNAME_MACHINE}-cray-unicos${UNAME_RELEASE} \ | sed -e 's/CRAY.*\([A-Z]90\)/\1/' \ -e y/ABCDEFGHIJKLMNOPQRSTUVWXYZ/abcdefghijklmnopqrstuvwxyz/ \ -e 's/\.[^.]*$/.X/' exit ;; CRAY*TS:*:*:*) echo t90-cray-unicos${UNAME_RELEASE} | sed -e 's/\.[^.]*$/.X/' exit ;; CRAY*T3E:*:*:*) echo alphaev5-cray-unicosmk${UNAME_RELEASE} | sed -e 's/\.[^.]*$/.X/' exit ;; CRAY*SV1:*:*:*) echo sv1-cray-unicos${UNAME_RELEASE} | sed -e 's/\.[^.]*$/.X/' exit ;; *:UNICOS/mp:*:*) echo craynv-cray-unicosmp${UNAME_RELEASE} | sed -e 's/\.[^.]*$/.X/' exit ;; F30[01]:UNIX_System_V:*:* | F700:UNIX_System_V:*:*) FUJITSU_PROC=`uname -m | tr 'ABCDEFGHIJKLMNOPQRSTUVWXYZ' 'abcdefghijklmnopqrstuvwxyz'` FUJITSU_SYS=`uname -p | tr 'ABCDEFGHIJKLMNOPQRSTUVWXYZ' 'abcdefghijklmnopqrstuvwxyz' | sed -e 's/\///'` FUJITSU_REL=`echo ${UNAME_RELEASE} | sed -e 's/ /_/'` echo "${FUJITSU_PROC}-fujitsu-${FUJITSU_SYS}${FUJITSU_REL}" exit ;; 5000:UNIX_System_V:4.*:*) FUJITSU_SYS=`uname -p | tr 'ABCDEFGHIJKLMNOPQRSTUVWXYZ' 'abcdefghijklmnopqrstuvwxyz' | sed -e 's/\///'` FUJITSU_REL=`echo ${UNAME_RELEASE} | tr 'ABCDEFGHIJKLMNOPQRSTUVWXYZ' 'abcdefghijklmnopqrstuvwxyz' | sed -e 's/ /_/'` echo "sparc-fujitsu-${FUJITSU_SYS}${FUJITSU_REL}" exit ;; i*86:BSD/386:*:* | i*86:BSD/OS:*:* | *:Ascend\ Embedded/OS:*:*) echo ${UNAME_MACHINE}-pc-bsdi${UNAME_RELEASE} exit ;; sparc*:BSD/OS:*:*) echo sparc-unknown-bsdi${UNAME_RELEASE} exit ;; *:BSD/OS:*:*) echo ${UNAME_MACHINE}-unknown-bsdi${UNAME_RELEASE} exit ;; *:FreeBSD:*:*) UNAME_PROCESSOR=`/usr/bin/uname -p` case ${UNAME_PROCESSOR} in amd64) echo x86_64-unknown-freebsd`echo ${UNAME_RELEASE}|sed -e 's/[-(].*//'` ;; *) echo ${UNAME_PROCESSOR}-unknown-freebsd`echo ${UNAME_RELEASE}|sed -e 's/[-(].*//'` ;; esac exit ;; i*:CYGWIN*:*) echo ${UNAME_MACHINE}-pc-cygwin exit ;; *:MINGW64*:*) echo ${UNAME_MACHINE}-pc-mingw64 exit ;; *:MINGW*:*) echo ${UNAME_MACHINE}-pc-mingw32 exit ;; *:MSYS*:*) echo ${UNAME_MACHINE}-pc-msys exit ;; i*:windows32*:*) # uname -m includes "-pc" on this system. echo ${UNAME_MACHINE}-mingw32 exit ;; i*:PW*:*) echo ${UNAME_MACHINE}-pc-pw32 exit ;; *:Interix*:*) case ${UNAME_MACHINE} in x86) echo i586-pc-interix${UNAME_RELEASE} exit ;; authenticamd | genuineintel | EM64T) echo x86_64-unknown-interix${UNAME_RELEASE} exit ;; IA64) echo ia64-unknown-interix${UNAME_RELEASE} exit ;; esac ;; [345]86:Windows_95:* | [345]86:Windows_98:* | [345]86:Windows_NT:*) echo i${UNAME_MACHINE}-pc-mks exit ;; 8664:Windows_NT:*) echo x86_64-pc-mks exit ;; i*:Windows_NT*:* | Pentium*:Windows_NT*:*) # How do we know it's Interix rather than the generic POSIX subsystem? # It also conflicts with pre-2.0 versions of AT&T UWIN. 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EV56) UNAME_MACHINE=alphaev56 ;; PCA56) UNAME_MACHINE=alphapca56 ;; PCA57) UNAME_MACHINE=alphapca56 ;; EV6) UNAME_MACHINE=alphaev6 ;; EV67) UNAME_MACHINE=alphaev67 ;; EV68*) UNAME_MACHINE=alphaev68 ;; esac objdump --private-headers /bin/sh | grep -q ld.so.1 if test "$?" = 0 ; then LIBC="gnulibc1" ; fi echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; arc:Linux:*:* | arceb:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; arm*:Linux:*:*) eval $set_cc_for_build if echo __ARM_EABI__ | $CC_FOR_BUILD -E - 2>/dev/null \ | grep -q __ARM_EABI__ then echo ${UNAME_MACHINE}-unknown-linux-${LIBC} else if echo __ARM_PCS_VFP | $CC_FOR_BUILD -E - 2>/dev/null \ | grep -q __ARM_PCS_VFP then echo ${UNAME_MACHINE}-unknown-linux-${LIBC}eabi else echo ${UNAME_MACHINE}-unknown-linux-${LIBC}eabihf fi fi exit ;; avr32*:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; cris:Linux:*:*) echo ${UNAME_MACHINE}-axis-linux-${LIBC} exit ;; crisv32:Linux:*:*) echo ${UNAME_MACHINE}-axis-linux-${LIBC} exit ;; frv:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; hexagon:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; i*86:Linux:*:*) echo ${UNAME_MACHINE}-pc-linux-${LIBC} exit ;; ia64:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; m32r*:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; m68*:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; mips:Linux:*:* | mips64:Linux:*:*) eval $set_cc_for_build sed 's/^ //' << EOF >$dummy.c #undef CPU #undef ${UNAME_MACHINE} #undef ${UNAME_MACHINE}el #if defined(__MIPSEL__) || defined(__MIPSEL) || defined(_MIPSEL) || defined(MIPSEL) CPU=${UNAME_MACHINE}el #else #if defined(__MIPSEB__) || defined(__MIPSEB) || defined(_MIPSEB) || defined(MIPSEB) CPU=${UNAME_MACHINE} #else CPU= #endif #endif EOF eval `$CC_FOR_BUILD -E $dummy.c 2>/dev/null | grep '^CPU'` test x"${CPU}" != x && { echo "${CPU}-unknown-linux-${LIBC}"; exit; } ;; openrisc*:Linux:*:*) echo or1k-unknown-linux-${LIBC} exit ;; or32:Linux:*:* | or1k*:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; padre:Linux:*:*) echo sparc-unknown-linux-${LIBC} exit ;; parisc64:Linux:*:* | hppa64:Linux:*:*) echo hppa64-unknown-linux-${LIBC} exit ;; parisc:Linux:*:* | hppa:Linux:*:*) # Look for CPU level case `grep '^cpu[^a-z]*:' /proc/cpuinfo 2>/dev/null | cut -d' ' -f2` in PA7*) echo hppa1.1-unknown-linux-${LIBC} ;; PA8*) echo hppa2.0-unknown-linux-${LIBC} ;; *) echo hppa-unknown-linux-${LIBC} ;; esac exit ;; ppc64:Linux:*:*) echo powerpc64-unknown-linux-${LIBC} exit ;; ppc:Linux:*:*) echo powerpc-unknown-linux-${LIBC} exit ;; ppc64le:Linux:*:*) echo powerpc64le-unknown-linux-${LIBC} exit ;; ppcle:Linux:*:*) echo powerpcle-unknown-linux-${LIBC} exit ;; s390:Linux:*:* | s390x:Linux:*:*) echo ${UNAME_MACHINE}-ibm-linux-${LIBC} exit ;; sh64*:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; sh*:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; sparc:Linux:*:* | sparc64:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; tile*:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; vax:Linux:*:*) echo ${UNAME_MACHINE}-dec-linux-${LIBC} exit ;; x86_64:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; xtensa*:Linux:*:*) echo ${UNAME_MACHINE}-unknown-linux-${LIBC} exit ;; i*86:DYNIX/ptx:4*:*) # ptx 4.0 does uname -s correctly, with DYNIX/ptx in there. # earlier versions are messed up and put the nodename in both # sysname and nodename. echo i386-sequent-sysv4 exit ;; i*86:UNIX_SV:4.2MP:2.*) # Unixware is an offshoot of SVR4, but it has its own version # number series starting with 2... # I am not positive that other SVR4 systems won't match this, # I just have to hope. -- rms. # Use sysv4.2uw... so that sysv4* matches it. echo ${UNAME_MACHINE}-pc-sysv4.2uw${UNAME_VERSION} exit ;; i*86:OS/2:*:*) # If we were able to find `uname', then EMX Unix compatibility # is probably installed. echo ${UNAME_MACHINE}-pc-os2-emx exit ;; i*86:XTS-300:*:STOP) echo ${UNAME_MACHINE}-unknown-stop exit ;; i*86:atheos:*:*) echo ${UNAME_MACHINE}-unknown-atheos exit ;; i*86:syllable:*:*) echo ${UNAME_MACHINE}-pc-syllable exit ;; i*86:LynxOS:2.*:* | i*86:LynxOS:3.[01]*:* | i*86:LynxOS:4.[02]*:*) echo i386-unknown-lynxos${UNAME_RELEASE} exit ;; i*86:*DOS:*:*) echo ${UNAME_MACHINE}-pc-msdosdjgpp exit ;; i*86:*:4.*:* | i*86:SYSTEM_V:4.*:*) UNAME_REL=`echo ${UNAME_RELEASE} | sed 's/\/MP$//'` if grep Novell /usr/include/link.h >/dev/null 2>/dev/null; then echo ${UNAME_MACHINE}-univel-sysv${UNAME_REL} else echo ${UNAME_MACHINE}-pc-sysv${UNAME_REL} fi exit ;; i*86:*:5:[678]*) # UnixWare 7.x, OpenUNIX and OpenServer 6. case `/bin/uname -X | grep "^Machine"` in *486*) UNAME_MACHINE=i486 ;; *Pentium) UNAME_MACHINE=i586 ;; *Pent*|*Celeron) UNAME_MACHINE=i686 ;; esac echo ${UNAME_MACHINE}-unknown-sysv${UNAME_RELEASE}${UNAME_SYSTEM}${UNAME_VERSION} exit ;; i*86:*:3.2:*) if test -f /usr/options/cb.name; then UNAME_REL=`sed -n 's/.*Version //p' /dev/null >/dev/null ; then UNAME_REL=`(/bin/uname -X|grep Release|sed -e 's/.*= //')` (/bin/uname -X|grep i80486 >/dev/null) && UNAME_MACHINE=i486 (/bin/uname -X|grep '^Machine.*Pentium' >/dev/null) \ && UNAME_MACHINE=i586 (/bin/uname -X|grep '^Machine.*Pent *II' >/dev/null) \ && UNAME_MACHINE=i686 (/bin/uname -X|grep '^Machine.*Pentium Pro' >/dev/null) \ && UNAME_MACHINE=i686 echo ${UNAME_MACHINE}-pc-sco$UNAME_REL else echo ${UNAME_MACHINE}-pc-sysv32 fi exit ;; pc:*:*:*) # Left here for compatibility: # uname -m prints for DJGPP always 'pc', but it prints nothing about # the processor, so we play safe by assuming i586. # Note: whatever this is, it MUST be the same as what config.sub # prints for the "djgpp" host, or else GDB configury will decide that # this is a cross-build. echo i586-pc-msdosdjgpp exit ;; Intel:Mach:3*:*) echo i386-pc-mach3 exit ;; paragon:*:*:*) echo i860-intel-osf1 exit ;; i860:*:4.*:*) # i860-SVR4 if grep Stardent /usr/include/sys/uadmin.h >/dev/null 2>&1 ; then echo i860-stardent-sysv${UNAME_RELEASE} # Stardent Vistra i860-SVR4 else # Add other i860-SVR4 vendors below as they are discovered. echo i860-unknown-sysv${UNAME_RELEASE} # Unknown i860-SVR4 fi exit ;; mini*:CTIX:SYS*5:*) # "miniframe" echo m68010-convergent-sysv exit ;; mc68k:UNIX:SYSTEM5:3.51m) echo m68k-convergent-sysv exit ;; M680?0:D-NIX:5.3:*) echo m68k-diab-dnix exit ;; M68*:*:R3V[5678]*:*) test -r /sysV68 && { echo 'm68k-motorola-sysv'; exit; } ;; 3[345]??:*:4.0:3.0 | 3[34]??A:*:4.0:3.0 | 3[34]??,*:*:4.0:3.0 | 3[34]??/*:*:4.0:3.0 | 4400:*:4.0:3.0 | 4850:*:4.0:3.0 | SKA40:*:4.0:3.0 | SDS2:*:4.0:3.0 | SHG2:*:4.0:3.0 | S7501*:*:4.0:3.0) OS_REL='' test -r /etc/.relid \ && OS_REL=.`sed -n 's/[^ ]* [^ ]* \([0-9][0-9]\).*/\1/p' < /etc/.relid` /bin/uname -p 2>/dev/null | grep 86 >/dev/null \ && { echo i486-ncr-sysv4.3${OS_REL}; exit; } /bin/uname -p 2>/dev/null | /bin/grep entium >/dev/null \ && { echo i586-ncr-sysv4.3${OS_REL}; exit; } ;; 3[34]??:*:4.0:* | 3[34]??,*:*:4.0:*) /bin/uname -p 2>/dev/null | grep 86 >/dev/null \ && { echo i486-ncr-sysv4; exit; } ;; NCR*:*:4.2:* | MPRAS*:*:4.2:*) OS_REL='.3' test -r /etc/.relid \ && OS_REL=.`sed -n 's/[^ ]* [^ ]* \([0-9][0-9]\).*/\1/p' < /etc/.relid` /bin/uname -p 2>/dev/null | grep 86 >/dev/null \ && { echo i486-ncr-sysv4.3${OS_REL}; exit; } /bin/uname -p 2>/dev/null | /bin/grep entium >/dev/null \ && { echo i586-ncr-sysv4.3${OS_REL}; exit; } /bin/uname -p 2>/dev/null | /bin/grep pteron >/dev/null \ && { echo i586-ncr-sysv4.3${OS_REL}; exit; } ;; m68*:LynxOS:2.*:* | m68*:LynxOS:3.0*:*) echo m68k-unknown-lynxos${UNAME_RELEASE} exit ;; mc68030:UNIX_System_V:4.*:*) echo m68k-atari-sysv4 exit ;; TSUNAMI:LynxOS:2.*:*) echo sparc-unknown-lynxos${UNAME_RELEASE} exit ;; rs6000:LynxOS:2.*:*) echo rs6000-unknown-lynxos${UNAME_RELEASE} exit ;; PowerPC:LynxOS:2.*:* | PowerPC:LynxOS:3.[01]*:* | PowerPC:LynxOS:4.[02]*:*) echo powerpc-unknown-lynxos${UNAME_RELEASE} exit ;; SM[BE]S:UNIX_SV:*:*) echo mips-dde-sysv${UNAME_RELEASE} exit ;; RM*:ReliantUNIX-*:*:*) echo mips-sni-sysv4 exit ;; RM*:SINIX-*:*:*) echo mips-sni-sysv4 exit ;; *:SINIX-*:*:*) if uname -p 2>/dev/null >/dev/null ; then UNAME_MACHINE=`(uname -p) 2>/dev/null` echo ${UNAME_MACHINE}-sni-sysv4 else echo ns32k-sni-sysv fi exit ;; PENTIUM:*:4.0*:*) # Unisys `ClearPath HMP IX 4000' SVR4/MP effort # says echo i586-unisys-sysv4 exit ;; *:UNIX_System_V:4*:FTX*) # From Gerald Hewes . # How about differentiating between stratus architectures? -djm echo hppa1.1-stratus-sysv4 exit ;; *:*:*:FTX*) # From seanf@swdc.stratus.com. echo i860-stratus-sysv4 exit ;; i*86:VOS:*:*) # From Paul.Green@stratus.com. echo ${UNAME_MACHINE}-stratus-vos exit ;; *:VOS:*:*) # From Paul.Green@stratus.com. echo hppa1.1-stratus-vos exit ;; mc68*:A/UX:*:*) echo m68k-apple-aux${UNAME_RELEASE} exit ;; news*:NEWS-OS:6*:*) echo mips-sony-newsos6 exit ;; R[34]000:*System_V*:*:* | R4000:UNIX_SYSV:*:* | R*000:UNIX_SV:*:*) if [ -d /usr/nec ]; then echo mips-nec-sysv${UNAME_RELEASE} else echo mips-unknown-sysv${UNAME_RELEASE} fi exit ;; BeBox:BeOS:*:*) # BeOS running on hardware made by Be, PPC only. echo powerpc-be-beos exit ;; BeMac:BeOS:*:*) # BeOS running on Mac or Mac clone, PPC only. echo powerpc-apple-beos exit ;; BePC:BeOS:*:*) # BeOS running on Intel PC compatible. echo i586-pc-beos exit ;; BePC:Haiku:*:*) # Haiku running on Intel PC compatible. echo i586-pc-haiku exit ;; x86_64:Haiku:*:*) echo x86_64-unknown-haiku exit ;; SX-4:SUPER-UX:*:*) echo sx4-nec-superux${UNAME_RELEASE} exit ;; SX-5:SUPER-UX:*:*) echo sx5-nec-superux${UNAME_RELEASE} exit ;; SX-6:SUPER-UX:*:*) echo sx6-nec-superux${UNAME_RELEASE} exit ;; SX-7:SUPER-UX:*:*) echo sx7-nec-superux${UNAME_RELEASE} exit ;; SX-8:SUPER-UX:*:*) echo sx8-nec-superux${UNAME_RELEASE} exit ;; SX-8R:SUPER-UX:*:*) echo sx8r-nec-superux${UNAME_RELEASE} exit ;; Power*:Rhapsody:*:*) echo powerpc-apple-rhapsody${UNAME_RELEASE} exit ;; *:Rhapsody:*:*) echo ${UNAME_MACHINE}-apple-rhapsody${UNAME_RELEASE} exit ;; *:Darwin:*:*) UNAME_PROCESSOR=`uname -p` || UNAME_PROCESSOR=unknown eval $set_cc_for_build if test "$UNAME_PROCESSOR" = unknown ; then UNAME_PROCESSOR=powerpc fi if test `echo "$UNAME_RELEASE" | sed -e 's/\..*//'` -le 10 ; then if [ "$CC_FOR_BUILD" != 'no_compiler_found' ]; then if (echo '#ifdef __LP64__'; echo IS_64BIT_ARCH; echo '#endif') | \ (CCOPTS= $CC_FOR_BUILD -E - 2>/dev/null) | \ grep IS_64BIT_ARCH >/dev/null then case $UNAME_PROCESSOR in i386) UNAME_PROCESSOR=x86_64 ;; powerpc) UNAME_PROCESSOR=powerpc64 ;; esac fi fi elif test "$UNAME_PROCESSOR" = i386 ; then # Avoid executing cc on OS X 10.9, as it ships with a stub # that puts up a graphical alert prompting to install # developer tools. Any system running Mac OS X 10.7 or # later (Darwin 11 and later) is required to have a 64-bit # processor. This is not true of the ARM version of Darwin # that Apple uses in portable devices. 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H.G.Muller converted the business logic to C, and linked it to his generic GUI code from the XBoard project. shogivar-C-port-1.55b/TODO0000644000175000017500000000416512425774571012227 00000000000000Known bugs in version 1.55a =========================== A) Setting handicaps with computer playing white: FIXED B) Flood of in-check popups at end of comp-comp game: FIXED C) An uninitialized variable 'Game': FIXED D) An unitialized variable 'Dropping': FIXED E) Uninitialized 'L' and 'K' in FormDrop(): FIXED Known problems in the C port ============================ 1) A Chu comp-comp game ended in a crash. (Recursive calling of NextTurn that goes too deep?) 2) About image: FIXED 3) Non-menu key-bindings: FIXED (but with different keys) 4) Some main menus did get a bit big: FIXED by (splitting Set-Up) 5) the save dialog does not add default suffix: FIXED 6) It's a shame that this game-save format does not even have a magic number :(. Maybe we could use some invariants from the first line to produce an entry for file(1). 7) Piece-Help dialog was modal: FIXED 8) the computer player not only does not protect his phoenix, but allows it to be captured, and the game goes on. *** FIXED(?) by initializing variables and Rnd() range *** 9) when all of the computer's pieces are captured (children are wonderful when it comes to bug hunting :) we get gtk warnings complaining about invalid UTF-8. *** FIXED(?) because it cannot happen anymore now (8) is fixed *** 10) The LastMove field should really be two lines high in Tenjiku. (Now it expands the entire window vertically when a Fire Demon flames.) 11) the savegame for that "all pieces captured" game [2nd attachement], when loaded, produces at board in the default starting position, without issuing any message on stdio or popup. The clock info in the status bar seems corrupted (00:32616:-). There are strange strings in those save files. If I replace them by "lexically-correct" strings (a pair of dblquotes with some ascii in between), the 2nd file loads correctly. Seems to point to both a game-saving and a game-loading bug. *** fscanf() cannot read strings with garbage in them, and get *** *** out of phase.These should not occur now (9) is fixed. *** As-yet unclassified problems ============================ None shogivar-C-port-1.55b/shogivar.man0000644000175000017500000001247612422267433014051 00000000000000.\" Automatically generated by Pod::Man 2.28 (Pod::Simple 3.28) .\" .\" Standard preamble: .\" ======================================================================== .de Sp \" Vertical space (when we can't use .PP) .if t .sp .5v .if n .sp .. .de Vb \" Begin verbatim text .ft CW .nf .ne \\$1 .. .de Ve \" End verbatim text .ft R .fi .. .\" Set up some character translations and predefined strings. \*(-- will .\" give an unbreakable dash, \*(PI will give pi, \*(L" will give a left .\" double quote, and \*(R" will give a right double quote. \*(C+ will .\" give a nicer C++. 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Always turn off hyphenation; it makes .\" way too many mistakes in technical documents. .if n .ad l .nh .SH "NAME" shogivar \- Program to play shogi variants .SH "SYNOPSIS" .IX Header "SYNOPSIS" \&\fBshogivar\fR .SH "DESCRIPTION" .IX Header "DESCRIPTION" \&\fBshogivar\fR is a stand-alone program that allows you to play many different shogi variants against yourself (using it as an electronic shogi board), or against a computer opponent. It isn't a very strong opponent; you can choose between the levels Weak and LessWeak. .PP ShogiVar comes with its own built-in help menus for explaining the rules of the various variants, and diagrams on how the pieces move there. It saves some of its configuration settings in the file .shogivarrc in the current directory, and tries to load them from there on later runs. .PP ShogiVar was written in Visual Basic in 1998 by Steve Evans, who released it later under the \s-1GNU\s0 Public License. H.G. Muller ported the program in 2014 to Linux, after translating it to C, making use of code from the XBoard \s-1GTK\s0 front-end. .SH "SEE ALSO" .IX Header "SEE ALSO" Report bugs and other feedback on: http://forum.81squareuniverse.com .PP Screeshots: http://hgm.nubati.net/ShogiVar .PP Descriptions of shogi variants: http://www.chessvariants.org .PP XBoard shogi variants: http://hgm.nubati.net/ShogiVars .SH "AUTHOR" .IX Header "AUTHOR" Steve Evans (original ShogiVar author). .PP H.G.Muller (\s-1GTK\s0 port). .PP This manual page was generated with \fIpod2man\fR\|(1). shogivar-C-port-1.55b/depcomp0000755000175000017500000005601612302342414013073 00000000000000#! /bin/sh # depcomp - compile a program generating dependencies as side-effects scriptversion=2013-05-30.07; # UTC # Copyright (C) 1999-2013 Free Software Foundation, Inc. # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2, or (at your option) # any later version. # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # You should have received a copy of the GNU General Public License # along with this program. If not, see . # As a special exception to the GNU General Public License, if you # distribute this file as part of a program that contains a # configuration script generated by Autoconf, you may include it under # the same distribution terms that you use for the rest of that program. # Originally written by Alexandre Oliva . case $1 in '') echo "$0: No command. Try '$0 --help' for more information." 1>&2 exit 1; ;; -h | --h*) cat <<\EOF Usage: depcomp [--help] [--version] PROGRAM [ARGS] Run PROGRAMS ARGS to compile a file, generating dependencies as side-effects. Environment variables: depmode Dependency tracking mode. source Source file read by 'PROGRAMS ARGS'. object Object file output by 'PROGRAMS ARGS'. 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This case will never be run, # since it is checked for above. exit 1 ;; none) exec "$@" ;; *) echo "Unknown depmode $depmode" 1>&2 exit 1 ;; esac exit 0 # Local Variables: # mode: shell-script # sh-indentation: 2 # eval: (add-hook 'write-file-hooks 'time-stamp) # time-stamp-start: "scriptversion=" # time-stamp-format: "%:y-%02m-%02d.%02H" # time-stamp-time-zone: "UTC" # time-stamp-end: "; # UTC" # End: shogivar-C-port-1.55b/draw.c0000644000175000017500000002424212402421572012617 00000000000000/* * draw.c -- drawing routines for XBoard * * Copyright 1991 by Digital Equipment Corporation, Maynard, * Massachusetts. * * Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006, * 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc. * * The following terms apply to Digital Equipment Corporation's copyright * interest in XBoard: * ------------------------------------------------------------------------ * All Rights Reserved * * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, * provided that the above copyright notice appear in all copies and that * both that copyright notice and this permission notice appear in * supporting documentation, and that the name of Digital not be * used in advertising or publicity pertaining to distribution of the * software without specific, written prior permission. * * DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING * ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL * DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR * ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, * WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, * ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS * SOFTWARE. * ------------------------------------------------------------------------ * * The following terms apply to the enhanced version of XBoard * distributed by the Free Software Foundation: * ------------------------------------------------------------------------ * * GNU XBoard is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or (at * your option) any later version. * * GNU XBoard is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://www.gnu.org/licenses/. * * *------------------------------------------------------------------------ ** See the file ChangeLog for a revision history. */ #include "config.h" #include #include #include #include #include #include #if STDC_HEADERS # include # include #else /* not STDC_HEADERS */ extern char *getenv(); # if HAVE_STRING_H # include # else /* not HAVE_STRING_H */ # include # endif /* not HAVE_STRING_H */ #endif /* not STDC_HEADERS */ #if ENABLE_NLS #include #endif #include "common.h" #include "backend.h" #include "menus.h" #include "dialogs.h" #include "gettext.h" #include "draw.h" #ifdef __EMX__ #ifndef HAVE_USLEEP #define HAVE_USLEEP #endif #define usleep(t) _sleep2(((t)+500)/1000) #endif #ifdef ENABLE_NLS # define _(s) gettext (s) # define N_(s) gettext_noop (s) #else # define _(s) (s) # define N_(s) s #endif #define SOLID 0 #define OUTLINE 1 Boolean cairoAnimate; Option *currBoard; cairo_surface_t *csBoardWindow; int useTexture, textureW[2], textureH[2]; char *crWhite = "#FFFFB0"; char *crBlack = "#AD5D3D"; void ExposeRedraw (Option *graph, int x, int y, int w, int h) { // copy a selected part of the buffer bitmap to the display cairo_t *cr = cairo_create((cairo_surface_t *) graph->textValue); cairo_set_source_surface(cr, (cairo_surface_t *) graph->choice, 0, 0); cairo_set_antialias(cr, CAIRO_ANTIALIAS_NONE); cairo_rectangle(cr, x, y, w, h); cairo_fill(cr); cairo_destroy(cr); } // [HGM] seekgraph: some low-level drawing routines (by JC, mostly) float Color (char *col, int n) { int c; sscanf(col, "#%x", &c); c = c >> 4*n & 255; return c/255.; } void SetPen (cairo_t *cr, float w, char *col, int dash) { static const double dotted[] = {4.0, 4.0}; static int len = sizeof(dotted) / sizeof(dotted[0]); cairo_set_line_width (cr, w); cairo_set_source_rgba (cr, Color(col, 4), Color(col, 2), Color(col, 0), 1.0); if(dash) cairo_set_dash (cr, dotted, len, 0.0); } void DrawSeekAxis( int x, int y, int xTo, int yTo ) { cairo_t *cr; /* get a cairo_t */ cr = cairo_create (csBoardWindow); cairo_move_to (cr, x, y); cairo_line_to(cr, xTo, yTo ); SetPen(cr, 2, "#000000", 0); cairo_stroke(cr); /* free memory */ cairo_destroy (cr); GraphExpose(currBoard, x-1, yTo-1, xTo-x+2, y-yTo+2); } void DrawSeekBackground( int left, int top, int right, int bottom ) { cairo_t *cr = cairo_create (csBoardWindow); cairo_rectangle (cr, left, top, right-left, bottom-top); cairo_set_source_rgba(cr, 0.8, 0.8, 0.4,1.0); cairo_fill(cr); /* free memory */ cairo_destroy (cr); GraphExpose(currBoard, left, top, right-left, bottom-top); } void DrawSeekText (char *buf, int x, int y) { cairo_t *cr = cairo_create (csBoardWindow); cairo_select_font_face (cr, "Sans", CAIRO_FONT_SLANT_NORMAL, CAIRO_FONT_WEIGHT_BOLD); cairo_set_font_size (cr, 11.0); cairo_move_to (cr, x, y+11); cairo_set_source_rgba(cr, 0, 0, 0,1.0); cairo_show_text( cr, buf); /* free memory */ cairo_destroy (cr); GraphExpose(currBoard, x-5, y-3, 60, 15); } void DrawSeekDot(int x, int y, int colorNr) { cairo_t *cr = cairo_create (csBoardWindow); int square = colorNr & 0x80; colorNr &= 0x7F; if(square) cairo_rectangle (cr, x-squareSize/9, y-squareSize/9, 2*(squareSize/9), 2*(squareSize/9)); else cairo_arc(cr, x, y, squareSize/9, 0.0, 2*M_PI); SetPen(cr, 2, "#000000", 0); cairo_stroke_preserve(cr); switch (colorNr) { case 0: cairo_set_source_rgba(cr, 1.0, 0, 0,1.0); break; case 1: cairo_set_source_rgba (cr, 0.0, 0.7, 0.2, 1.0); break; default: cairo_set_source_rgba (cr, 1.0, 1.0, 0.0, 1.0); break; } cairo_fill(cr); /* free memory */ cairo_destroy (cr); GraphExpose(currBoard, x-squareSize/8, y-squareSize/8, 2*(squareSize/8), 2*(squareSize/8)); } void InitDrawingHandle (Option *opt) { csBoardWindow = DRAWABLE(opt); } void CopyRectangle (void *src, int srcX, int srcY, int width, int height, int destX, int destY) { cairo_t *cr; cr = cairo_create (csBoardWindow); cairo_set_source_surface (cr, (cairo_surface_t*) src, destX - srcX, destY - srcY); cairo_rectangle (cr, destX, destY, width, height); cairo_fill (cr); cairo_destroy (cr); } void DrawLogo (Option *opt, void *logo) { cairo_surface_t *img; cairo_t *cr; int w, h; if(!logo || !opt) return; img = cairo_image_surface_create_from_png (logo); w = cairo_image_surface_get_width (img); h = cairo_image_surface_get_height (img); cr = cairo_create(DRAWABLE(opt)); // cairo_scale(cr, (float)appData.logoSize/w, appData.logoSize/(2.*h)); cairo_scale(cr, (float)opt->max/w, (float)opt->value/h); cairo_set_source_surface (cr, img, 0, 0); cairo_paint (cr); cairo_destroy (cr); cairo_surface_destroy (img); GraphExpose(opt, 0, 0, opt->max, opt->value); } void UnloadPicture (void *src) { cairo_surface_t *img = (cairo_surface_t *) src; if(!img) cairo_surface_destroy(img); } void UnloadImages () { UnloadPicture(Board.White.Picture); UnloadPicture(Board.Black.Picture); UnloadPicture(Board.Picture); } void * LoadPicture (char *src) { cairo_surface_t *img; char *p; if((p = strstr(src, ".bmp"))) strcpy(p, ".png"); img = cairo_image_surface_create_from_png (src); // try if there are png pieces there if(cairo_surface_status(img) != CAIRO_STATUS_SUCCESS) return NULL; return img; } void LoadPieces (char *game) { int i, ok = 1, skip = 0; char buf[MSG_SIZ], *suffix = ""; if(!strcmp(game, "Sho")) suffix = "gi"; if(!strcmp(game, "HShogi")) skip = 1; for(i=0; i>8&255)/255., (fg>>16&255)/255., 1.0); cairo_arc(cr, x, y, r, 0.0, 2*M_PI); if(fill) { cairo_stroke_preserve(cr); cairo_set_source_rgba(cr, (bg&255)/255., (bg>>8&255)/255., (bg>>16&255)/255., 1.0); cairo_fill(cr); } else { cairo_stroke(cr); } /* free memory */ cairo_destroy (cr); GraphExpose(currBoard, x-r-2, y-r-2, 2*r+4, 2*r+4); } void DrawLine (int x1, int y1, int x2, int y2, int color, char *options) { cairo_t *cr = cairo_create (csBoardWindow); int fg = color; // black cairo_set_line_width (cr, 1.0); cairo_set_source_rgba(cr, (fg&255)/255., (fg>>8&255)/255., (fg>>16&255)/255., 1.0); if(strchr(options, 'B')) { int h; if(x1 > x2) h = x1, x1 = x2, x2 = h; if(y1 > y2) h = y1, y1 = y2, y2 = h; cairo_rectangle(cr, x1+0.5, y1+0.5, x2-x1, y2-y1); if(strchr(options, 'F')) { cairo_stroke_preserve(cr); cairo_fill(cr); 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man6_MANS = shogivar.man gamedatadir = @GAMEDATADIR@ ### banners and logos titlesdir = $(gamedatadir)/titles dist_titles_DATA = Data/titles/About.png Data/titles/AddBanner.png \ Data/titles/armour.png Data/titles/ChuTit.png \ Data/titles/DaiDaiTit.png Data/titles/DaiTit.png \ Data/titles/GeneralTit.png Data/titles/HeianTit.png \ Data/titles/HShoTit.png Data/titles/JudkinTit.png \ Data/titles/logo.png Data/titles/MakaTit.png \ Data/titles/MakaDot.png Data/titles/MicroTit.png \ Data/titles/MiniDot.png Data/titles/MiniTit.png \ Data/titles/Piece.png Data/titles/ShogiTit.png \ Data/titles/ShoTit.png Data/titles/TaiTit.png \ Data/titles/TenjikuTit.png Data/titles/ToriTit.png \ Data/titles/WaTit.png Data/titles/WhaleTit.png \ Data/titles/YariTit.png ### piece-help images helpdir = $(gamedatadir)/help dist_help_DATA = Data/help/ChuHelp1.png Data/help/ChuHelp2.png \ Data/help/DaiDaiHelp1.png Data/help/DaiDaiHelp2.png \ Data/help/DaiHelp1.png Data/help/DaiHelp2.png \ Data/help/HeianHelp1.png Data/help/HShogiHelp1.png \ Data/help/JudkinHelp1.png Data/help/MakaHelp1.png \ Data/help/MakaHelp2.png Data/help/MicroHelp1.png \ Data/help/MiniHelp1.png Data/help/ShogiHelp1.png \ Data/help/ShoHelp1.png Data/help/TaiHelp1.png \ Data/help/TaiHelp2.png Data/help/TenjikuHelp1.png \ Data/help/TenjikuHelp2.png Data/help/ToriHelp1.png \ Data/help/WaHelp1.png Data/help/WaHelp2.png \ Data/help/WhaleHelp1.png Data/help/YariHelp1.png ### game-data and rules files dist_gamedata_DATA = Data/Chu.rul Data/DaiDai.rul \ Data/Dai.rul Data/General.rul \ Data/Heian.rul Data/HShogi.rul \ Data/Judkin.rul Data/Maka.rul \ Data/Micro.rul Data/Mini.rul \ Data/Shogi.rul Data/Sho.rul \ Data/Tai.rul Data/Tenjiku.rul \ Data/Tori.rul Data/Wa.rul \ Data/Whale.rul Data/Yari.rul \ Data/Chu.dat Data/DaiDai.dat \ Data/Dai.dat Data/Heian.dat \ Data/Heiansho.dat Data/HShogi.dat \ Data/Judkin.dat Data/Maka.dat \ Data/Micro.dat Data/Mini.dat \ Data/Sho.dat Data/Shogi.dat \ Data/Tai.dat Data/Tenjiku.dat \ Data/Tori.dat Data/Wa.dat \ Data/Whale.dat Data/Yari.dat \ Data/WhiteUp.png Data/BlackUp.png \ Data/WhiteDn.png Data/BlackDn.png ### board images boardsdir = $(gamedatadir)/boards dist_boards_DATA = Data/boards/Chuboard.png Data/boards/Daiboard.png \ Data/boards/Daidaibd.png Data/boards/Heianbrd.png \ Data/boards/Judboard.png Data/boards/Makabord.png \ Data/boards/Microbrd.png Data/boards/MiniBord.png \ Data/boards/Shogbrd2.png Data/boards/Shogbrd3.png \ Data/boards/Shogbord.png Data/boards/Taiboard.png \ Data/boards/Tenjbord.png Data/boards/Toribord.png \ Data/boards/Waboard.png Data/boards/Whalebrd.png \ Data/boards/Yaribord.png Data/boards/Waboard2.png ### piece images piecesdir = $(gamedatadir)/pieces dist_pieces_DATA = Data/pieces/Addback.png Data/pieces/Backdrop.png \ Data/pieces/Chu10.png Data/pieces/Chu11.png \ Data/pieces/Chu12.png Data/pieces/Chu13.png \ Data/pieces/Chu14.png Data/pieces/Chu15.png \ Data/pieces/Chu16.png Data/pieces/Chu17.png \ Data/pieces/Chu18.png Data/pieces/Chu19.png \ 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-f xboard.conf ### the man page depends on several files, so we add a special rule shogivar.man: shogivar.pod pod2man -s 6 $(srcdir)/shogivar.pod > shogivar.man || (rm -f shogivar.man ; false) # Tell versions [3.59,3.63) of GNU make to not export all variables. # Otherwise a system limit (for SysV at least) may be exceeded. .NOEXPORT: shogivar-C-port-1.55b/Makefile.am0000644000175000017500000012110012377465457013566 00000000000000bin_PROGRAMS = shogivar ### define sources for the front-end and backend GTKsources = gtk/gui.c gtk/gui.h \ gtk/xoptions.c gtk/xtimer.c FRONTENDsources = $(GTKsources) FRONTENDextras = $(Xsources) headers = -I gtk shogivar_SOURCES = backend.c backend.h \ common.h frontend.h \ gettext.h \ dialogs.c dialogs.h \ menus.c menus.h \ draw.c draw.h \ $(FRONTENDsources) ### shogivar_LDADD = -ldl -lm @FRONTEND_LIBS@ @CAIRO_LIBS@ EXTRA_DIST = Copyright.txt TODO shogivar.pod shogivar.man $(FRONTENDextras) DISTCLEANFILES = stamp-h GITVERSION=$(shell sh -c 'git describe --dirty --always 2>/dev/null') AM_CPPFLAGS=-DINFODIR='"$(infodir)"' @CAIRO_CFLAGS@ @FRONTEND_CFLAGS@ -DSYSCONFDIR='"$(sysconfdir)"' \ -DLOCALEDIR='"$(localedir)"' -D__GIT_VERSION='"$(GITVERSION)"' \ -DDATADIR='"$(datadir)/games/shogivar"' $(headers) man6_MANS = shogivar.man gamedatadir = @GAMEDATADIR@ ### banners and logos titlesdir = $(gamedatadir)/titles dist_titles_DATA = Data/titles/About.png Data/titles/AddBanner.png \ Data/titles/armour.png Data/titles/ChuTit.png \ Data/titles/DaiDaiTit.png Data/titles/DaiTit.png \ Data/titles/GeneralTit.png Data/titles/HeianTit.png \ Data/titles/HShoTit.png Data/titles/JudkinTit.png \ Data/titles/logo.png Data/titles/MakaTit.png \ Data/titles/MakaDot.png Data/titles/MicroTit.png \ Data/titles/MiniDot.png Data/titles/MiniTit.png \ Data/titles/Piece.png Data/titles/ShogiTit.png \ Data/titles/ShoTit.png Data/titles/TaiTit.png \ Data/titles/TenjikuTit.png Data/titles/ToriTit.png \ Data/titles/WaTit.png Data/titles/WhaleTit.png \ Data/titles/YariTit.png ### piece-help images helpdir = $(gamedatadir)/help dist_help_DATA = Data/help/ChuHelp1.png Data/help/ChuHelp2.png \ Data/help/DaiDaiHelp1.png Data/help/DaiDaiHelp2.png \ Data/help/DaiHelp1.png Data/help/DaiHelp2.png \ Data/help/HeianHelp1.png Data/help/HShogiHelp1.png \ Data/help/JudkinHelp1.png Data/help/MakaHelp1.png \ Data/help/MakaHelp2.png Data/help/MicroHelp1.png \ Data/help/MiniHelp1.png Data/help/ShogiHelp1.png \ Data/help/ShoHelp1.png Data/help/TaiHelp1.png \ Data/help/TaiHelp2.png Data/help/TenjikuHelp1.png \ Data/help/TenjikuHelp2.png Data/help/ToriHelp1.png \ Data/help/WaHelp1.png Data/help/WaHelp2.png \ Data/help/WhaleHelp1.png Data/help/YariHelp1.png ### game-data and rules files dist_gamedata_DATA = Data/Chu.rul Data/DaiDai.rul \ Data/Dai.rul Data/General.rul \ Data/Heian.rul Data/HShogi.rul \ Data/Judkin.rul Data/Maka.rul \ Data/Micro.rul Data/Mini.rul \ Data/Shogi.rul Data/Sho.rul \ Data/Tai.rul Data/Tenjiku.rul \ Data/Tori.rul Data/Wa.rul \ Data/Whale.rul Data/Yari.rul \ Data/Chu.dat Data/DaiDai.dat \ Data/Dai.dat Data/Heian.dat \ Data/Heiansho.dat Data/HShogi.dat \ Data/Judkin.dat Data/Maka.dat \ Data/Micro.dat Data/Mini.dat \ Data/Sho.dat Data/Shogi.dat \ Data/Tai.dat Data/Tenjiku.dat \ Data/Tori.dat Data/Wa.dat \ Data/Whale.dat Data/Yari.dat \ Data/WhiteUp.png Data/BlackUp.png \ Data/WhiteDn.png Data/BlackDn.png ### board images boardsdir = $(gamedatadir)/boards dist_boards_DATA = Data/boards/Chuboard.png Data/boards/Daiboard.png \ Data/boards/Daidaibd.png Data/boards/Heianbrd.png \ Data/boards/Judboard.png Data/boards/Makabord.png \ Data/boards/Microbrd.png Data/boards/MiniBord.png \ Data/boards/Shogbrd2.png Data/boards/Shogbrd3.png \ Data/boards/Shogbord.png Data/boards/Taiboard.png \ Data/boards/Tenjbord.png Data/boards/Toribord.png \ Data/boards/Waboard.png Data/boards/Whalebrd.png \ Data/boards/Yaribord.png Data/boards/Waboard2.png ### piece images piecesdir = $(gamedatadir)/pieces dist_pieces_DATA = Data/pieces/Addback.png Data/pieces/Backdrop.png \ Data/pieces/Chu10.png Data/pieces/Chu11.png \ Data/pieces/Chu12.png Data/pieces/Chu13.png \ Data/pieces/Chu14.png Data/pieces/Chu15.png \ Data/pieces/Chu16.png Data/pieces/Chu17.png \ Data/pieces/Chu18.png Data/pieces/Chu19.png \ Data/pieces/Chu1.png Data/pieces/Chu20.png \ Data/pieces/Chu21.png Data/pieces/Chu22.png \ Data/pieces/Chu23.png Data/pieces/Chu24.png \ Data/pieces/Chu25.png Data/pieces/Chu26.png \ Data/pieces/Chu27.png Data/pieces/Chu28.png \ Data/pieces/Chu29.png Data/pieces/Chu2.png \ Data/pieces/Chu30.png Data/pieces/Chu31.png \ Data/pieces/Chu32.png Data/pieces/Chu33.png \ Data/pieces/Chu34.png Data/pieces/Chu35.png \ Data/pieces/Chu36.png Data/pieces/Chu37.png \ Data/pieces/Chu38.png Data/pieces/Chu39.png \ Data/pieces/Chu3.png Data/pieces/Chu40.png \ Data/pieces/Chu41.png Data/pieces/Chu42.png \ Data/pieces/Chu43.png Data/pieces/Chu44.png \ Data/pieces/Chu45.png Data/pieces/Chu46.png \ Data/pieces/Chu47.png Data/pieces/Chu48.png \ Data/pieces/Chu49.png Data/pieces/Chu4.png \ Data/pieces/Chu50.png Data/pieces/Chu51.png \ Data/pieces/Chu52.png Data/pieces/Chu53.png \ Data/pieces/Chu54.png Data/pieces/Chu55.png \ Data/pieces/Chu56.png Data/pieces/Chu57.png \ Data/pieces/Chu58.png Data/pieces/Chu59.png \ Data/pieces/Chu5.png Data/pieces/Chu60.png \ Data/pieces/Chu61.png Data/pieces/Chu62.png \ Data/pieces/Chu63.png Data/pieces/Chu64.png \ Data/pieces/Chu65.png Data/pieces/Chu66.png \ Data/pieces/Chu67.png Data/pieces/Chu68.png \ Data/pieces/Chu69.png Data/pieces/Chu6.png \ Data/pieces/Chu70.png Data/pieces/Chu71.png \ Data/pieces/Chu72.png Data/pieces/Chu73.png \ Data/pieces/Chu74.png Data/pieces/Chu75.png \ Data/pieces/Chu76.png Data/pieces/Chu77.png \ Data/pieces/Chu78.png Data/pieces/Chu7.png \ Data/pieces/Chu8.png Data/pieces/Chu9.png \ Data/pieces/Chupiece.png Data/pieces/Dai10.png \ Data/pieces/Dai11.png Data/pieces/Dai12.png \ Data/pieces/Dai13.png Data/pieces/Dai14.png \ Data/pieces/Dai15.png Data/pieces/Dai16.png \ Data/pieces/Dai17.png Data/pieces/Dai18.png \ Data/pieces/Dai19.png Data/pieces/Dai1.png \ Data/pieces/Dai20.png Data/pieces/Dai21.png \ Data/pieces/Dai22.png Data/pieces/Dai23.png \ Data/pieces/Dai24.png Data/pieces/Dai25.png \ Data/pieces/Dai26.png Data/pieces/Dai27.png \ Data/pieces/Dai28.png Data/pieces/Dai29.png \ Data/pieces/Dai2.png Data/pieces/Dai30.png \ Data/pieces/Dai31.png Data/pieces/Dai32.png \ Data/pieces/Dai33.png Data/pieces/Dai34.png \ Data/pieces/Dai35.png Data/pieces/Dai36.png \ Data/pieces/Dai37.png Data/pieces/Dai38.png \ Data/pieces/Dai39.png Data/pieces/Dai3.png \ Data/pieces/Dai40.png Data/pieces/Dai41.png \ Data/pieces/Dai42.png Data/pieces/Dai43.png \ Data/pieces/Dai44.png Data/pieces/Dai45.png \ Data/pieces/Dai46.png Data/pieces/Dai47.png \ Data/pieces/Dai48.png Data/pieces/Dai49.png \ Data/pieces/Dai4.png Data/pieces/Dai50.png \ Data/pieces/Dai51.png Data/pieces/Dai52.png \ Data/pieces/Dai53.png Data/pieces/Dai54.png \ Data/pieces/Dai55.png Data/pieces/Dai56.png \ Data/pieces/Dai57.png Data/pieces/Dai58.png \ Data/pieces/Dai59.png Data/pieces/Dai5.png \ Data/pieces/Dai60.png Data/pieces/Dai61.png \ Data/pieces/Dai62.png Data/pieces/Dai63.png \ Data/pieces/Dai64.png Data/pieces/Dai65.png \ Data/pieces/Dai66.png Data/pieces/Dai67.png \ Data/pieces/Dai68.png Data/pieces/Dai69.png \ Data/pieces/Dai6.png Data/pieces/Dai70.png \ Data/pieces/Dai71.png Data/pieces/Dai72.png \ Data/pieces/Dai73.png Data/pieces/Dai74.png \ Data/pieces/Dai75.png Data/pieces/Dai76.png \ Data/pieces/Dai77.png Data/pieces/Dai78.png \ Data/pieces/Dai79.png Data/pieces/Dai7.png \ Data/pieces/Dai80.png Data/pieces/Dai81.png \ Data/pieces/Dai82.png Data/pieces/Dai83.png \ Data/pieces/Dai84.png Data/pieces/Dai85.png \ Data/pieces/Dai86.png Data/pieces/Dai87.png \ Data/pieces/Dai88.png Data/pieces/Dai89.png \ Data/pieces/Dai8.png Data/pieces/Dai90.png \ Data/pieces/Dai91.png Data/pieces/Dai92.png \ Data/pieces/Dai93.png Data/pieces/Dai94.png \ Data/pieces/Dai95.png Data/pieces/Dai96.png \ Data/pieces/Dai9.png Data/pieces/DaiDai100.png \ Data/pieces/DaiDai101.png Data/pieces/DaiDai102.png \ Data/pieces/DaiDai103.png Data/pieces/DaiDai104.png \ Data/pieces/DaiDai105.png Data/pieces/DaiDai106.png \ Data/pieces/DaiDai107.png Data/pieces/DaiDai108.png \ Data/pieces/DaiDai109.png Data/pieces/DaiDai10.png \ Data/pieces/DaiDai110.png Data/pieces/DaiDai111.png \ Data/pieces/DaiDai112.png Data/pieces/DaiDai113.png \ Data/pieces/DaiDai114.png Data/pieces/DaiDai115.png \ Data/pieces/DaiDai116.png Data/pieces/DaiDai117.png \ Data/pieces/DaiDai118.png Data/pieces/DaiDai119.png \ Data/pieces/DaiDai11.png Data/pieces/DaiDai120.png \ Data/pieces/DaiDai121.png Data/pieces/DaiDai122.png \ Data/pieces/DaiDai123.png Data/pieces/DaiDai124.png \ Data/pieces/DaiDai125.png Data/pieces/DaiDai126.png \ Data/pieces/DaiDai127.png Data/pieces/DaiDai128.png \ Data/pieces/DaiDai129.png Data/pieces/DaiDai12.png \ Data/pieces/DaiDai130.png Data/pieces/DaiDai131.png \ Data/pieces/DaiDai132.png Data/pieces/DaiDai133.png \ Data/pieces/DaiDai134.png Data/pieces/DaiDai135.png \ Data/pieces/DaiDai136.png Data/pieces/DaiDai137.png \ Data/pieces/DaiDai138.png Data/pieces/DaiDai139.png \ Data/pieces/DaiDai13.png Data/pieces/DaiDai140.png \ Data/pieces/DaiDai141.png Data/pieces/DaiDai142.png \ Data/pieces/DaiDai143.png Data/pieces/DaiDai144.png \ Data/pieces/DaiDai145.png Data/pieces/DaiDai146.png \ Data/pieces/DaiDai147.png Data/pieces/DaiDai148.png \ Data/pieces/DaiDai149.png Data/pieces/DaiDai14.png \ Data/pieces/DaiDai150.png Data/pieces/DaiDai151.png \ Data/pieces/DaiDai152.png Data/pieces/DaiDai153.png \ Data/pieces/DaiDai154.png Data/pieces/DaiDai155.png \ Data/pieces/DaiDai156.png Data/pieces/DaiDai157.png \ Data/pieces/DaiDai158.png Data/pieces/DaiDai159.png \ Data/pieces/DaiDai15.png Data/pieces/DaiDai160.png \ Data/pieces/DaiDai161.png Data/pieces/DaiDai162.png \ Data/pieces/DaiDai163.png Data/pieces/DaiDai164.png \ Data/pieces/DaiDai165.png Data/pieces/DaiDai166.png \ Data/pieces/DaiDai167.png Data/pieces/DaiDai168.png \ Data/pieces/DaiDai169.png Data/pieces/DaiDai16.png \ Data/pieces/DaiDai170.png Data/pieces/DaiDai17.png \ Data/pieces/DaiDai18.png Data/pieces/DaiDai19.png \ Data/pieces/DaiDai1.png Data/pieces/DaiDai20.png \ Data/pieces/DaiDai21.png Data/pieces/DaiDai22.png \ Data/pieces/DaiDai23.png Data/pieces/DaiDai24.png \ Data/pieces/DaiDai25.png Data/pieces/DaiDai26.png \ Data/pieces/DaiDai27.png Data/pieces/DaiDai28.png \ Data/pieces/DaiDai29.png Data/pieces/DaiDai2.png \ Data/pieces/DaiDai30.png Data/pieces/DaiDai31.png \ Data/pieces/DaiDai32.png Data/pieces/DaiDai33.png \ Data/pieces/DaiDai34.png Data/pieces/DaiDai35.png \ Data/pieces/DaiDai36.png Data/pieces/DaiDai37.png \ Data/pieces/DaiDai38.png Data/pieces/DaiDai39.png \ Data/pieces/DaiDai3.png Data/pieces/DaiDai40.png \ Data/pieces/DaiDai41.png Data/pieces/DaiDai42.png \ Data/pieces/DaiDai43.png 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We just wanted to have am__tar # and am__untar set. test -n "${am_cv_prog_tar_$1}" && break # tar/untar a dummy directory, and stop if the command works. rm -rf conftest.dir mkdir conftest.dir echo GrepMe > conftest.dir/file AM_RUN_LOG([tardir=conftest.dir && eval $am__tar_ >conftest.tar]) rm -rf conftest.dir if test -s conftest.tar; then AM_RUN_LOG([$am__untar /dev/null 2>&1 && break fi done rm -rf conftest.dir AC_CACHE_VAL([am_cv_prog_tar_$1], [am_cv_prog_tar_$1=$_am_tool]) AC_MSG_RESULT([$am_cv_prog_tar_$1])]) AC_SUBST([am__tar]) AC_SUBST([am__untar]) ]) # _AM_PROG_TAR shogivar-C-port-1.55b/backend.c0000644000175000017500000070751412425774572013303 00000000000000/**************************************************************/ /* ShogiVar business logic hand-converted to C by H.G. Muller */ /**************************************************************/ #include "config.h" #include #include #include #include "common.h" #include "backend.h" #include "frontend.h" #define NOCOLOR 0 #ifdef MSVC # define MOVE(N, OBJ, X, Y) OBJ.Move(X, Y) # define DRAG(OBJ, X) OBJ.Drag(X) # define CR "\r" # define LF # define DATADIR "./Data" # define CONFIGFILE "%s/Shogi.cfg", Direct # define PRINT(X) Printer.Print(X) #else # define MOVE(N, OBJ, X, Y) MoveObject(N, &OBJ, X, Y) # define DRAG(OBJ, X) OBJ.dragged = X # define CR # define LF "\n" # define CONFIGFILE "./.shogivarrc" # define PRINT(X) fprintf(printer, "%s", X) STRING Temp; #endif // integer globals; INT FirstInitFile, FirstInitRank, LionAttack, FirstSeeMove, Reload, PawnMate, AA, Suggest, EndMove, Eval, CheckLooked, NoLionCapture, Checked, OriginalPiece, RightClick, OriginalFile, OriginalRank, FirstFile, FirstRank, Influence, CheckTest; INT CompLionTest, OldNewFile, OldNewRank, ChuLionTest, ProtectLion, XXX, YYY, BlackKingX, BlackKingY, WhiteKingX, WhiteKingY, Changed, FirstTime, MakeMove, CompFile, CompRank, CompMove, LegalMoves, Evaluate, DropTest, OldSeeMove, BestMove; INT Replaying, OldInitRank, OldInitFile, EmperorTest, WhiteEmperor, BlackEmperor, Boardsize, Notate, Graphnum, Pixels, XCorner, SeeFile, SeeRank, PromGraf, Reverse, CapturedPiece; INT Forwards, Tabbing, PieceSizes, ClickPiece, OldLast, OldRank, OldFile, YCorner, Totpiece, PieceNum, J, I, Demon, XStart, LookMate, GameOver; INT Tilde, Blink, Blocked, MicroCap, BoardSizeX, BoardSizeY, Setup, Reduce, WhiteKing, BlackKing, WhitePrince, BlackPrince, LionPro; INT ForceProm, AutoPromote, Notice, Backwards, TurnCount, Handicap, Display, NewButton, PromDotY, NewIndex, Rank, File, TotGraph, InitRank, InitFile, Prom; INT Testing123, Timing, NewGraf, HandGame, Loading, NoPro, GameNo, MoveCount, NewRank, NewFile, Weaker, TeachVer, Teach, CaptPiece; INT Other, LionTest, NewGame, GeneralInfo, LastWhite, LastBlack, Hook, Range, N, R, F, Area, M, Drop, Dropped, C, D, Capture, RealLion, LionPiece; INT EndTurn, MovePiece, Selection, WhiteLion, BlackLion, Mate, Taken, P, MoveTest, MoveData, FileInc, RankInc, Last, SeeMove, LionHawkVer; INT AllBack, Ligui, XA, LastPieceX, LastPieceY, CCC, ShowLast, BlackInfluence, WhiteInfluence, WhiteEmpX, WhiteEmpY, BlackEmpX, BlackEmpY, Level, RealLevel, Depth, TestDepth, FirstLegal; // string globals; STRING OldComputer, Threat = "Off", FirstScore, SecondScore; STRING OldThreat, ScoreFormat, PromPieceSTR, OldChoice, GameName, LionNameSTR, CMoveSTR, NxtSTR, Turn = "Black", Turn2, Choice; STRING Computer = "White", SaveTitleSTR, NewTurn, ExtraPiece, ElapsedSTR, SpecPowerSTR, LoadedSTR, SavedSTR, Datafile, Direct = DATADIR, Cap, Boardbmp, Grade = "Weak"; // float globals; SINGLE Count; SINGLE NewX, NewY; #define COUNT ((int)Count) // long globals; LONG BestTally[26]; LONG BestScore, WhiteTally, BlackTally; LONG FinalTally[26]; static FILE *f2; // global, because LoadGame opens it, and SetPieces then reads from it. static STRING StringTmp; FORM Board; FORM Start; // FIXME: what is this? FORM RulesHelp; ADDPIECES AddPieces; // created by Load ? // FORM TaiPieces; char *Mid(char *s, int start, int len) { static char buf[80]; *buf = 0; if(start < 1 || start > strlen(s) || len > 79) return buf; strncpy(buf, s + start - 1, 79); buf[len] = 0; return buf; } char *TrimSTR (char *s) { char *p; static STRING buf; strncpy(buf, s, 79); while(*s == ' ') s++; p = s + strlen(s) - 1; while(*p == ' ') p--; p[1] = '\0'; return buf; } int Tab(int n) { return n; } // kludge char *NumSTR (int n) { static char buf[20]; snprintf(buf, 20, "% d", n); return buf; } char *CharSTR (int n) { static char buf[2]; buf[0] = n; return buf; } INT Int(double x) { return (INT) x; } INT Sgn(INT n) { if(n < 0) return -1; else return n > 0; } char Asc(STRING s) { return *s; } double Rnd() { return (rand() + 256*rand() >> 10 & 0xFFF)/4096.; } void Randomize() { srand(GetTime()); } struct { int Height, Width; int TwipsPerPixelY; } screen; INT Err; // FIXME: this is apparently a variable set by the system, like errno in C INT TurnChanged; // added for fixing handicap bug // structures; typedef struct { INT StartFile; INT StartRank; INT EndFile; INT EndRank; INT StartPiece; INT EndPiece; } LegalList; typedef struct { STRING Caption; INT IDStart; INT IDEnd; INT PosStart; INT PosEnd; } MoveRecord; typedef struct { INT number; INT Positions[13]; INT PieceNum[13]; } CaptiveRecord; typedef struct { INT File; INT Rank; INT Piece; } Layout; typedef struct { INT File; INT Rank; } Empty; typedef struct { INT WhiteNum; INT BlackNum; INT WhiteValue; INT BlackValue; Layout Info[513]; } Map; // Tables; #define SZX 26 #define SZY 26 #define PIXELS 61 #define CAPTURE 30 LegalList MoveList[27]; Empty Clearing[201]; STRING ShortScore[4001]; STRING BlackDrop[3]; STRING WhiteDrop[3]; LegalList CompLegal[2001]; Layout ExtraCapture[2001]; Layout ECapture[22]; Layout LionVictim; Piece Pieces[1000]; // TODO how many really? INT LowBlack[SZX][SZY]; INT LowWhite[SZX][SZY]; INT PieceMask[7][PIXELS]; INT Squares[SZX][SZY]; INT Comp[SZX][SZY]; INT CompHeld[2*CAPTURE]; INT Legal[SZX][SZY]; INT OldLegal[SZX][SZY]; INT Grafix[SZX][SZY]; INT InHand[2*CAPTURE]; INT TempHand[2*CAPTURE]; INT CapRef[2*CAPTURE]; INT AreaOK[SZX][SZY]; INT Camps[SZX][SZY]; INT Attacker[SZX][SZY]; INT OldAttack[SZX][SZY]; Map BanMap[SZX][SZY]; Map BackMap[SZX][SZY]; MoveRecord Score[4001]; CaptiveRecord Captures[4001]; LONG KingTally[2001]; LONG OldKingTally[27]; INT OldHand[2*CAPTURE]; INT TestBoard[SZX][SZY]; // Prototypes void AreaMove2(); void CheckBurn(); void CheckAdd(); void CompPromote(); void CompPromote2(); void ConfigLoad2(); void ConsiderMate(); void ConsiderMove(); void EmperorInfluence(); void FindEmperorMove(); void FindInfluence(); void FireDemon(); void FormDrop(); void GetSquare(); void GetSquare2(); void HeldDrop(); void HeldValid(); void KingSafety(); void Lion2(); void LionBurn(); void LionBurn2(); void LookAhead(); void LookCheck2(); void LookComp2(); void LookMove(); void Main(); void MakeDrop(); void MakeMap(); void MicroAdd(); void MicroDrop(); void MoveFormDrop(); void NextTurn(); void NextTurn2(); void PawnMates(); void PicDrop(); void Promessage(); void Promote(); void RemovePiece(); void ReorderMoves(); void ResetHand(); void ResetLegal(); void RestoreGrafix(); void RestoreMap(); void SetClock(); void SetDifficulty(); void SetGrade(); void SetGrafix(); void SetKings(); void SetPieces(); void SetThreat(); void ShowMove(); void SingleStep(); void SquareReplace(); void StartUp(); void SuggestMove(); void TakeBack(); void Territory(); void TestAhead(); void TestDrop(); void TestOther(); void TestStrength(); void Tetrarchs(); void TooSmall(); void UnPromote(); void Validate(); void WaDrop(); void TwoKings(); void TenjikuScore1(); void TenjikuScore2(); void ActingPieces () { int AB, CD; if(InitFile > 0) { BlackInfluence = 0; WhiteInfluence = 0; OriginalPiece = Squares[InitFile][InitRank]; OriginalFile = InitFile; OriginalRank = InitRank; Influence = 1; for(AB = 1; AB <= BoardSizeY; AB++) { for(CD = 1; CD <= BoardSizeX; CD++) { if(Squares[CD][AB] != 0) { if(OriginalPiece != 0 && Sgn(Squares[CD][AB]) != Sgn(OriginalPiece)) { Squares[OriginalFile][OriginalRank] = OriginalPiece; } else { if(CheckTest != 1) Squares[OriginalFile][OriginalRank] = 0; } InitFile = CD; InitRank = AB; if(CheckTest != 1 || (Sgn(OriginalPiece) != Sgn(Squares[CD][AB])) ) Validate(); } } // Next CD; } // Next AB; if(CheckTest != 1 && (!strcmp(Choice, "Maka") || !strcmp(Choice, "Tai")) ) { if(OriginalPiece == 0) { if(WhiteEmperor == 1 ) { InitFile = WhiteEmpX; InitRank = WhiteEmpY; EmperorInfluence(); } if(BlackEmperor == 1 ) { InitFile = BlackEmpX; InitRank = BlackEmpY; EmperorInfluence(); } } else { if(OriginalPiece < 0 && WhiteEmperor == 1 && strcmp(Pieces[abs(OriginalPiece)].Name, "Emperor") ) { InitFile = WhiteEmpX; InitRank = WhiteEmpY; EmperorInfluence(); } if(OriginalPiece > 0 && WhiteEmperor == 1 && BlackEmperor == 0 && BlackInfluence == 0) { InitFile = WhiteEmpX; InitRank = WhiteEmpY; EmperorInfluence(); } if(OriginalPiece > 0 && BlackEmperor == 1 && strcmp(Pieces[abs(OriginalPiece)].Name, "Emperor") ) { InitFile = BlackEmpX; InitRank = BlackEmpY; EmperorInfluence(); } if(OriginalPiece < 0 && BlackEmperor == 1 && WhiteEmperor == 0 && WhiteInfluence == 0) { InitFile = BlackEmpX; InitRank = BlackEmpY; EmperorInfluence(); } } } Influence = 0; Squares[OriginalFile][OriginalRank] = OriginalPiece; } } void AddEmperorAttack () { LegalMoves = LegalMoves + 1; if(!strcmp(Turn, "White") ) { CompLegal[LegalMoves].StartFile = WhiteEmpX; CompLegal[LegalMoves].StartRank = WhiteEmpY; CompLegal[LegalMoves].EndFile = BlackEmpX; CompLegal[LegalMoves].EndRank = BlackEmpY; CompLegal[LegalMoves].StartPiece = Squares[WhiteEmpX][WhiteEmpY]; CompLegal[LegalMoves].EndPiece = Squares[WhiteEmpX][WhiteEmpY]; } else { CompLegal[LegalMoves].StartFile = BlackEmpX; CompLegal[LegalMoves].StartRank = BlackEmpY; CompLegal[LegalMoves].EndFile = WhiteEmpX; CompLegal[LegalMoves].EndRank = WhiteEmpY; CompLegal[LegalMoves].StartPiece = Squares[BlackEmpX][BlackEmpY]; CompLegal[LegalMoves].EndPiece = Squares[BlackEmpX][BlackEmpY]; } } void AddEmperorMove () { LegalMoves = LegalMoves + 1; CompLegal[LegalMoves].StartFile = InitFile; CompLegal[LegalMoves].StartRank = InitRank; CompLegal[LegalMoves].EndFile = SeeFile; CompLegal[LegalMoves].EndRank = SeeRank; CompLegal[LegalMoves].StartPiece = Squares[InitFile][InitRank]; CompLegal[LegalMoves].EndPiece = Squares[InitFile][InitRank]; } void AddHand () { int X; for(X = 1; X <= Capture; X++) { if(CapRef[X] == CaptPiece) { InHand[X] = InHand[X] + 1; Board.HandPic[X].Visible = True; if(InHand[X] > 1) sprintf(Board.Held[X].Caption, "%d", InHand[X]); if(!strcmp(Choice, "Micro")) { MicroCap = X; MicroAdd(); } } else { if(CapRef[X] == 0 - CaptPiece) { InHand[Capture + X] = InHand[Capture + X] + 1; Board.HandPic[Capture + X].Visible = True; if(InHand[Capture + X] > 1) sprintf(Board.Held[Capture + X].Caption, "%d", InHand[Capture + X]); if(!strcmp(Choice, "Micro") ) { MicroCap = Capture + X; MicroAdd(); } } } } // Next X; } void AddHand2 () { int X; if(MovePiece != 1 ) { for(X = 1; X <= Capture; X++) { if(CapRef[X] == Selection ) { InHand[X] = InHand[X] + 1; sprintf(Board.Held[X].Caption, "%d", InHand[X]); if(!strcmp(Choice, "Micro") ) { MicroCap = X; MicroAdd(); } } else { if(CapRef[X] == 0 - Selection ) { InHand[Capture + X] = InHand[Capture + X] + 1; sprintf(Board.Held[Capture + X].Caption, "%d", InHand[Capture + X]); if(!strcmp(Choice, "Micro") ) { MicroCap = Capture + X; MicroAdd(); } } } } // Next X; CheckAdd(); } } void AddHand3 () { int X; for(X = 1; X <= Capture; X++) { if(CapRef[X] == CaptPiece ) { InHand[X] = InHand[X] + 1; if(!strcmp(Choice, "Micro") ) { MicroCap = X; if((MicroCap > 4 && MicroCap < 9) || MicroCap > 12) InHand[MicroCap - 4] = InHand[MicroCap - 4] + 1; else InHand[MicroCap + 4] = InHand[MicroCap + 4] + 1; } } else { if(CapRef[X] == 0 - CaptPiece ) { InHand[Capture + X] = InHand[Capture + X] + 1; if(!strcmp(Choice, "Micro") ) { MicroCap = Capture + X; if((MicroCap > 4 && MicroCap < 9) || MicroCap > 12) InHand[MicroCap - 4] = InHand[MicroCap - 4] + 1; else InHand[MicroCap + 4] = InHand[MicroCap + 4] + 1; } } } } // Next X; } void AddLegalMove () { LegalMoves = LegalMoves + 1; CompLegal[LegalMoves].StartFile = InitFile; CompLegal[LegalMoves].StartRank = InitRank; CompLegal[LegalMoves].EndFile = SeeFile; CompLegal[LegalMoves].EndRank = SeeRank; if(InitFile == 0 ) { CompLegal[LegalMoves].StartPiece = CapRef[I]; CompLegal[LegalMoves].EndPiece = CapRef[I]; } else { CompLegal[LegalMoves].StartPiece = Squares[InitFile][InitRank]; CompLegal[LegalMoves].EndPiece = Squares[InitFile][InitRank]; CompPromote(); } } void AddLionMove () { LegalMoves = LegalMoves + 1; CompLegal[LegalMoves].StartFile = InitFile; CompLegal[LegalMoves].StartRank = InitRank; CompLegal[LegalMoves].EndFile = XXX; CompLegal[LegalMoves].EndRank = YYY; CompLegal[LegalMoves].StartPiece = Squares[NewFile][NewRank]; CompLegal[LegalMoves].EndPiece = Squares[NewFile][NewRank]; } void AddSomePieces () { int X; #if 0 int K, i, j; char spaces[50]; STRING ASTR, HelpSTR; for(K = PieceNum / 2; K >= 1; K--) { sprintf(ASTR, "%s %s %d", Pieces[K].Name, Pieces[K].sname, Pieces[K].number); for(i=strlen(ASTR), j=0; i<38; i++) spaces[j++] = ' '; spaces[j] = 0; sprintf(HelpSTR, "%s %s %s %s %d", ExtraPiece, Pieces[K].Name, Pieces[K].sname, spaces, Pieces[K].number); if(!strcmp(AddPieces.NewPiece.List[AddPieces.NewPiece.ListIndex], HelpSTR) ) { // FIXME: only dummy now Selection = Pieces[K].number; if(!strcmp(ExtraPiece, "White")) Selection = 0 - Selection; } } // Next K; #else // [HGM] Selection set by caller by requesting selected item from listbox Selection = Pieces[Selection].number; if(!strcmp(ExtraPiece, "White")) Selection = 0 - Selection; #endif AddPieces.Visible = False; sprintf(Board.Caption, "Adding %s %ss - [Press Right Button When Finished]", ExtraPiece, Pieces[abs(Selection)].Name); strcpy(Board.BlackClock.Caption, "00:00:00"); strcpy(Board.WhiteClock.Caption, "00:00:00"); Board.Timer1.Enabled = False; strcpy(Board.LastMove.Caption, ""); if(Drop == 1 ) { for(X = 1; X <= Capture; X++) { if(!strcmp(ExtraPiece, "Black") ) { if(CapRef[X] == Selection ) { Board.HandPic[X].Visible = True; sprintf(Board.Held[X].Caption, "%d", InHand[X]); } } else { if(CapRef[X] == 0 - Selection ) { Board.HandPic[Capture + X].Visible = True; sprintf(Board.Held[Capture + X].Caption, "%d", InHand[Capture + X]); } } } // Next X; } UnloadAddPieces(); } void AddTally () { INT DD=0, EE=0, FF=0, QQ=0, BlackLoss=0, WhiteLoss=0, HighBlackLoss=0, HighWhiteLoss=0; BestTally[1] = -999999; CompMove = 0; Influence = 3; Evaluate = 1; WhiteTally = 0; BlackTally = 0; MakeMap(); for(DD = 1; DD <= BoardSizeY; DD++) { for(EE = 1; EE <= BoardSizeX; EE++) { if(Squares[EE][DD] < 0) WhiteTally = WhiteTally + (Pieces[abs(Squares[EE][DD])].Value * 10); if(Squares[EE][DD] > 0) BlackTally = BlackTally + (Pieces[abs(Squares[EE][DD])].Value * 10); if(BanMap[EE][DD].BlackNum == 0 && BanMap[EE][DD].WhiteNum > 0 ) { WhiteTally = 1 + abs((BoardSizeY / 2) - DD) + WhiteTally; if(Squares[EE][DD] > 0 && !strcmp(Turn, "Black") ) BlackTally = BlackTally - (Pieces[abs(Squares[EE][DD])].Value * 10); } if(BanMap[EE][DD].WhiteNum == 0 && BanMap[EE][DD].BlackNum > 0 ) { BlackTally = abs((BoardSizeY / 2) - DD) + BlackTally; if(Squares[EE][DD] < 0 && !strcmp(Turn, "White") ) WhiteTally = WhiteTally - (Pieces[abs(Squares[EE][DD])].Value * 10); } if(BanMap[EE][DD].WhiteNum > 0 && BanMap[EE][DD].BlackNum > 0 ) { if(Squares[EE][DD] > 0 && !strcmp(Turn, "Black") ) { for(QQ = 1; QQ <= Attacker[EE][DD]; QQ++) { if(BanMap[EE][DD].Info[QQ].Piece < 0 && (Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value < LowWhite[EE][DD] || LowWhite[EE][DD] == 0) ) LowWhite[EE][DD] = Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value; } // Next QQ; BlackLoss = ((Pieces[abs(Squares[EE][DD])].Value - LowWhite[EE][DD]) * 10); if(BlackLoss > HighBlackLoss ) HighBlackLoss = BlackLoss; } if(Squares[EE][DD] < 0 && !strcmp(Turn, "White") ) { for(QQ = 1; QQ <= Attacker[EE][DD]; QQ++) { if(BanMap[EE][DD].Info[QQ].Piece > 0 && (Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value < LowBlack[EE][DD] || LowBlack[EE][DD] == 0) ) LowBlack[EE][DD] = Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value; } // Next QQ; WhiteLoss = ((Pieces[abs(Squares[EE][DD])].Value - LowBlack[EE][DD]) * 10); if(WhiteLoss > HighWhiteLoss ) HighWhiteLoss = WhiteLoss; } } LowWhite[EE][DD] = 0; LowBlack[EE][DD] = 0; } // Next EE; } // Next DD; if(Drop == 1 ) { for(FF = 1; FF <= Capture; FF++) { BlackTally = BlackTally + (Pieces[abs(CapRef[FF])].Value * 11) * (InHand[FF]); WhiteTally = WhiteTally + (Pieces[abs(CapRef[FF + Capture])].Value * 11) * (InHand[FF + Capture]); } // Next FF; } BlackTally = BlackTally - HighBlackLoss; HighBlackLoss = 0; WhiteTally = WhiteTally - HighWhiteLoss; HighWhiteLoss = 0; if(!strcmp(Turn, "White") ) BestTally[1] = WhiteTally - BlackTally; else BestTally[1] = BlackTally - WhiteTally; } void AreaMove () { int X; AreaMove2(); for(X = 1; X <= Area - 1; X++) { for(N = InitRank - X; N <= InitRank + X; N++) { if(N > 0 && N <= BoardSizeY ) { for(P = InitFile - X; P <= InitFile + X; P++) { if(P > 0 && P <= BoardSizeX ) { if(AreaOK[P][N] == 1 && (abs(P - InitFile) <= X && abs(N - InitRank) <= X) ) AreaMove2(); } } // Next P; } } // Next N; } // Next X; } void AreaMove2 () { int Q, S; Evaluate = 0; for(Q = N - 1; Q <= N + 1; Q++) { if(Q > 0 && Q <= BoardSizeY ) { for(S = P - 1; S <= P + 1; S++) { if(S > 0 && S <= BoardSizeX ) { if(Squares[S][Q] == 0 ) { Board.FillColor = 0xFFFFFF; if(SeeMove == 1 ) { SeeFile = S; SeeRank = Q; LookMove(); } Legal[S][Q] = 1; AreaOK[S][Q] = 1; NewFile = S; NewRank = Q; CheckBurn(); if(Demon == 1 ) FireDemon(); } else { if(Sgn(Squares[S][Q]) != Sgn(Squares[InitFile][InitRank]) || ((Influence > 0) && (S != InitFile || Q != InitRank)) ) { Board.FillColor = 0xFFL; if(SeeMove == 1 ) { SeeFile = S; SeeRank = Q; LookMove(); } Legal[S][Q] = 1; NewFile = S; NewRank = Q; CheckBurn(); if(Demon == 1 ) FireDemon(); } } } } // Next S; } } // Next Q; } void AskMate () { INT BB=0, CC=0, SS=0, TT=0, CheckDrop=0, OldCompMove=0, OldInfluence=0, OldEvaluate=0, TestFile=0, TestRank=0; if((!strcmp(Pieces[abs(CapRef[I])].Name, "Pawn") || !strcmp(Pieces[abs(CapRef[I])].Name, "Sparrow Pawn") || !strcmp(Pieces[abs(CapRef[I])].Name, "Swallow") || !strcmp(Pieces[abs(CapRef[I])].Name, "Dolphin")) && (strcmp(Choice, "Micro") && strcmp(Choice, "Yari")) ) { CheckDrop = 0; if(!strcmp(Turn, "Black") && WhiteKingY < BoardSizeY ) { if(Legal[WhiteKingX][WhiteKingY + 1] == 1 ) { Squares[WhiteKingX][WhiteKingY + 1] = CapRef[I]; File = WhiteKingX; Rank = WhiteKingY + 1; CheckDrop = 1; } } if(!strcmp(Turn, "White") && BlackKingY > 1 ) { if(Legal[BlackKingX][BlackKingY - 1] == 1 ) { Squares[BlackKingX][BlackKingY - 1] = CapRef[I]; File = BlackKingX; Rank = BlackKingY - 1; CheckDrop = 1; } } if(CheckDrop == 1 ) { for(CC = 1; CC <= BoardSizeY; CC++) { for(BB = 1; BB <= BoardSizeX; BB++) { Comp[BB][CC] = Squares[BB][CC]; OldLegal[BB][CC] = Legal[BB][CC]; } // Next BB; } // Next CC; OldInfluence = Influence; OldEvaluate = Evaluate; OldCompMove = CompMove; OldSeeMove = SeeMove; Influence = 3; Evaluate = 1; CompMove = 0; SeeMove = 1; TestFile = File; TestRank = Rank; MakeMap(); File = TestFile; Rank = TestRank; for(CC = 1; CC <= BoardSizeY; CC++) { for(BB = 1; BB <= BoardSizeX; BB++) { Squares[BB][CC] = Comp[BB][CC]; } // Next BB; } // Next CC; Influence = OldInfluence; Evaluate = OldEvaluate; CompMove = OldCompMove; if(!strcmp(Turn, "Black") ) { if(BanMap[File][Rank].WhiteNum < 2 && BanMap[File][Rank].BlackNum > 0 ) { PawnMate = 1; for(SS = Rank - 2; SS <= Rank; SS++) { for(TT = File - 1; TT <= File + 1; TT++) { if(TT > 0 && TT <= BoardSizeX && SS > 0 && SS <= BoardSizeY && (SS != Rank || TT != File) && (SS != WhiteKingX || TT != WhiteKingY) ) { if(BanMap[TT][SS].BlackNum == 0 && Squares[TT][SS] >= 0 ) PawnMate = 0; } } // Next TT; } // Next SS; if(PawnMate == 1 ) OldLegal[File][Rank] = 0; } } else { if(BanMap[File][Rank].BlackNum < 2 && BanMap[File][Rank].WhiteNum > 0 ) { PawnMate = 1; for(SS = Rank; SS <= Rank + 2; SS++) { for(TT = File - 1; TT <= File + 1; TT++) { if(TT > 0 && TT <= BoardSizeX && SS > 0 && SS <= BoardSizeY && (SS != Rank || TT != File) && (SS != BlackKingY || TT != BlackKingX) ) { if(BanMap[TT][SS].WhiteNum == 0 && Squares[TT][SS] <= 0 ) PawnMate = 0; } } // Next TT; } // Next SS; if(PawnMate == 1 ) OldLegal[File][Rank] = 0; } } SeeMove = OldSeeMove; for(AA = 1; AA <= BoardSizeY; AA++) { for(BB = 1; BB <= BoardSizeX; BB++) { Squares[BB][AA] = Comp[BB][AA]; Legal[BB][AA] = OldLegal[BB][AA]; } // Next BB; } // Next AA; Squares[File][Rank] = 0; } } PawnMate = 0; } void AutoMessage () { Board.PieceID.ForeColor = 0x8000L; sprintf(Board.PieceID.Caption, "%s promotes", PromPieceSTR); if(strcmp(Choice, "Micro") && strcmp(Choice, "Tori") && strcmp(Choice, "Whale") && strcmp(Choice, "Maka") && strcmp(Choice, "DaiDai") && strcmp(Choice, "Tai") && strcmp(Computer, Turn) && strcmp(Computer, "Both") ) { Notice = 1; sprintf(Board.Caption, "Double Click on new %s if not promoting.", Pieces[abs(Squares[File][Rank])].Name); } } void BugFix () { INT A=0, B=0, BugNo=0; Count = 0; Backwards = 0; BugNo = 64; if(!strcmp(Choice, "HShogi")) BugNo = 40; else if(!strcmp(Choice, "Wa")) BugNo = 69; else if(!strcmp(Choice, "Chu")) BugNo = 93; else if(!strcmp(Choice, "Dai")) BugNo = 132; else if(!strcmp(Choice, "Tenjiku")) BugNo = 158; else if(!strcmp(Choice, "DaiDai")) BugNo = 192; else if(!strcmp(Choice, "Maka")) BugNo = 192; else if(!strcmp(Choice, "Tai")) BugNo = 356; else if(!strcmp(Choice, "Heian")) BugNo = 92; for(A = 0; A <= BugNo; A++) { if(Board.showpic[A].Visible == False ) Count = Count + 1; } // Next A; for(A = 0; A <= BugNo; A++) { Board.showpic[A].Visible = False; for(B = 1; B <= BoardSizeY; B++) { for(C = 1; C <= BoardSizeX; C++) { if(Grafix[C][B] == A ) Board.showpic[A].Visible = True; } // Next C; } // Next B; } // Next A; Setup = 0; } void ChangeGame () { // Menu Function. // TODO // UnloadStart(); // UnloadBoard(); UnloadPieceHelp(); UnloadRulesHelp(); // Main(); // [HGM] we do this with delay, scheduled by caller } void ChangeSides () { if(!strcmp(Pieces[abs(Squares[File][Rank])].Name, "Porpoise") ) { strcpy(Board.Caption, "Captured Porpoise becomes a Killer Whale"); Notice = 1; } if(Pieces[abs(Squares[File][Rank])].Promotes == 0 && Pieces[abs(Squares[File][Rank])].PrGraphic > 0 ) { CaptPiece = Pieces[abs(Squares[File][Rank])].PrGraphic; if(Squares[File][Rank] > 0 ) { CaptPiece = 0 - CaptPiece; } } else { CaptPiece = 0 - Squares[File][Rank]; } AddHand(); } void ChangeTurn () { // Menu function to set side to move. NewTurn = "White" or "Black". (Calls EndSetup() before) if(!strcmp(NewTurn, "Black") ) { strcpy(Board.LastMove.Caption, ""); MoveCount = 0; TurnCount = 0; strcpy(Board.NextMove.Caption, "Black to Move"); strcpy(Turn, "Black"); strcpy(Board.BlackClock.Caption, "00:00:00"); strcpy(Board.WhiteClock.Caption, "00:00:00"); } if(!strcmp(NewTurn, "White") ) { strcpy(Board.LastMove.Caption, ""); MoveCount = 1; TurnCount = 0; strcpy(Turn, "White"); strcpy(Board.NextMove.Caption, "White to Move"); strcpy(Board.BlackClock.Caption, "00:00:00"); strcpy(Board.WhiteClock.Caption, "00:00:00"); } } void CheckAdd () { // AddWhite/Black menu function. ExtraPiece = "White"/"Black" (after EndSetup()) INT K=0, L=0; strcpy(Board.LastMove.Caption, ""); Count = 0; Setup = 1; for(K = 1; K <= BoardSizeY; K++) { for(L = 1; L <= BoardSizeX; L++) { if(Squares[L][K] != 0 ) Count = Count + 1; } // Next L; } // Next K; if(Drop == 1 ) { for(K = 1; K <= Capture * 2; K++) { Count = Count + InHand[K]; if(!strcmp(Choice, "Micro") ) Count = Count - (InHand[K] / 2); } // Next K; } if(Count >= Totpiece ) { strcpy(Board.Caption, "You can not add any more pieces!"); Notice = 1; Selection = 0; MovePiece = 0; Board.Timer1.Enabled = True; TurnCount = 0; MoveCount = 0; if(Drop == 1 ) ResetHand(); if(!strcmp(Turn, "White") ) MoveCount = 1; BugFix(); } else { if(Selection == 0 ) LoadAddPieces(); } } void CheckBurn () { INT K=0, L=0; Evaluate = 0; for(K = NewRank - 1; K <= NewRank + 1; K++) { for(L = NewFile - 1; L <= NewFile + 1; L++) { if(L > 0 && L <= BoardSizeX && K > 0 && K <= BoardSizeY ) { if((K != NewRank || L != NewFile) && Squares[L][K] != 0 ) { if(Pieces[abs(Squares[L][K])].special == 'F' && Sgn(Squares[InitFile][InitRank]) != Sgn(Squares[L][K]) ) { Board.FillColor = 0x0L; if(SeeMove == 1 ) { SeeFile = NewFile; SeeRank = NewRank; LookMove(); } Legal[NewFile][NewRank] = 3; } } } } // Next L; } // Next K; } void CheckEmperor () { INT FFF=0, GGG=0, OldInfluence=0, OldSeeFile=0, OldSeeRank=0; OldInfluence = Influence; ProtectLion = 0; OldSeeMove = SeeMove; SeeMove = 1; Influence = 1; ChuLionTest = 1; OldInitFile = InitFile; OldInitRank = InitRank; OldNewFile = NewFile; OldNewRank = NewRank; OldSeeFile = SeeFile; OldSeeRank = SeeRank; OldFile = File; OldRank = Rank; for(FFF = 1; FFF <= BoardSizeY; FFF++) { for(GGG = 1; GGG <= BoardSizeX; GGG++) { OldLegal[GGG][FFF] = Legal[GGG][FFF]; } // Next GGG; } // Next FFF; for(FFF = 1; FFF <= BoardSizeY; FFF++) { for(GGG = 1; GGG <= BoardSizeX; GGG++) { if(Sgn(Squares[GGG][FFF]) == Sgn(Squares[OldNewFile][OldNewRank]) ) { InitFile = GGG; InitRank = FFF; Validate(); if(ProtectLion == 1 ) { OldLegal[OldNewFile][OldNewRank] = 0; break; } } } // Next GGG; if(ProtectLion == 1 ) break; } // Next FFF; for(FFF = 1; FFF <= BoardSizeY; FFF++) { for(GGG = 1; GGG <= BoardSizeX; GGG++) { Legal[GGG][FFF] = OldLegal[GGG][FFF]; } // Next GGG; } // Next FFF; Influence = OldInfluence; ChuLionTest = 0; InitFile = OldInitFile; InitRank = OldInitRank; NewFile = OldNewFile; NewRank = OldNewRank; SeeFile = OldSeeFile; SeeRank = OldSeeRank; File = OldFile; Rank = OldRank; SeeMove = OldSeeMove; } void CheckMate () { if(!strcmp(Turn, "White") ) { if(abs(Squares[File][Rank]) == 1 || !strcmp(Pieces[abs(Squares[File][Rank])].Name, "Emperor") ) BlackKing = 1; if(!strcmp(Pieces[abs(Squares[File][Rank])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[File][Rank])].Name, "Prince") ) BlackPrince = BlackPrince - 1; if(!strcmp(Pieces[abs(Squares[File][Rank])].Name, "Emperor") ) BlackEmperor = 0; } else { if(!strcmp(Turn, "Black") ) { if(abs(Squares[File][Rank]) == 1 || !strcmp(Pieces[abs(Squares[File][Rank])].Name, "Emperor") ) WhiteKing = 1; if(!strcmp(Pieces[abs(Squares[File][Rank])].Name, "Emperor") ) WhiteEmperor = 0; if(!strcmp(Pieces[abs(Squares[File][Rank])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[File][Rank])].Name, "Prince") ) WhitePrince = WhitePrince - 1; } } if(!strcmp(Choice, "Tenjiku") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tai") ) { if(BlackKing == 1 && BlackPrince == 0 ) { Mate = 1; GameOver = 1; } if(WhiteKing == 1 && WhitePrince == 0 ) { Mate = 1; GameOver = 1; } } } void ChuLion () { INT FFF=0, GGG=0, OldInfluence=0, OldSeeFile=0, OldSeeRank=0; OldInfluence = Influence; ProtectLion = 0; OldSeeMove = SeeMove; SeeMove = 1; Influence = 1; ChuLionTest = 1; OldInitFile = InitFile; OldInitRank = InitRank; OldNewFile = NewFile; OldNewRank = NewRank; OldSeeFile = SeeFile; OldSeeRank = SeeRank; OldFile = File; OldRank = Rank; for(FFF = 1; FFF <= BoardSizeY; FFF++) { for(GGG = 1; GGG <= BoardSizeX; GGG++) { OldLegal[GGG][FFF] = Legal[GGG][FFF]; } // Next GGG; } // Next FFF; for(FFF = 1; FFF <= BoardSizeY; FFF++) { for(GGG = 1; GGG <= BoardSizeX; GGG++) { if(Sgn(Squares[GGG][FFF]) == Sgn(Squares[OldNewFile][OldNewRank]) ) { InitFile = GGG; InitRank = FFF; Validate(); if(ProtectLion == 1 ) { OldLegal[OldNewFile][OldNewRank] = 0; break; } } } // Next GGG; if(ProtectLion == 1 ) break; } // Next FFF; for(FFF = 1; FFF <= BoardSizeY; FFF++) { for(GGG = 1; GGG <= BoardSizeX; GGG++) { Legal[GGG][FFF] = OldLegal[GGG][FFF]; } // Next GGG; } // Next FFF; Influence = OldInfluence; ChuLionTest = 0; InitFile = OldInitFile; InitRank = OldInitRank; SeeMove = OldSeeMove; NewFile = OldNewFile; NewRank = OldNewRank; SeeFile = OldSeeFile; SeeRank = OldSeeRank; File = OldFile; Rank = OldRank; } void ClearBoard () { // Menu function. (calls EndSetup() before.) INT A=0, B=0; int Response; Response = MsgBox("Are You Sure ?", 36, "Clear the Board"); if(Response == 6 ) { for(A = 1; A <= BoardSizeY; A++) { for(B = 1; B <= BoardSizeX; B++) { if(Squares[B][A] != 0 ) { Board.showpic[Grafix[B][A]].Visible = False; MOVE(0, Board.showpic[Grafix[B][A]], 0, 0); Squares[B][A] = 0; } Grafix[B][A] = -1; } // Next B; } // Next A; if(Drop == 1 ) { for(A = 1; A <= Capture * 2; A++) { InHand[A] = 0; Board.HandPic[A].Visible = False; strcpy(Board.Held[A].Caption, ""); } // Next A; } WhitePrince = 0; BlackPrince = 0; strcpy(Board.LastMove.Caption, ""); MoveCount = 0; TurnCount = 0; strcpy(Board.BlackClock.Caption, "00:00:00"); strcpy(Board.WhiteClock.Caption, "00:00:00"); Board.Timer1.Enabled = False; } } void ClearInfo () { INT JJ=0, KK=0, MM=0, NN=0; if(CapturedPiece != 1 ) { Changed = Changed + 1; Clearing[Changed].File = File; Clearing[Changed].Rank = Rank; } CapturedPiece = 0; for(JJ = 1; JJ <= BoardSizeY; JJ++) { for(KK = 1; KK <= BoardSizeX; KK++) { for(MM = 1; MM <= Attacker[KK][JJ]; MM++) { if(BanMap[KK][JJ].Info[MM].File == File && BanMap[KK][JJ].Info[MM].Rank == Rank ) { if(Attacker[KK][JJ] == 1 ) { BanMap[KK][JJ].Info[MM].File = 0; BanMap[KK][JJ].Info[MM].Rank = 0; BanMap[KK][JJ].Info[MM].Piece = 0; } else { for(NN = MM; NN <= Attacker[KK][JJ] - 1; NN++) { BanMap[KK][JJ].Info[NN].File = BanMap[KK][JJ].Info[NN + 1].File; BanMap[KK][JJ].Info[NN].Rank = BanMap[KK][JJ].Info[NN + 1].Rank; BanMap[KK][JJ].Info[NN].Piece = BanMap[KK][JJ].Info[NN + 1].Piece; } // Next NN; } Attacker[KK][JJ] = Attacker[KK][JJ] - 1; if(Squares[File][Rank] < 0 ) { BanMap[KK][JJ].WhiteNum = BanMap[KK][JJ].WhiteNum - 1; } else { if(Squares[File][Rank] > 0 ) { BanMap[KK][JJ].BlackNum = BanMap[KK][JJ].BlackNum - 1; } } } } // Next MM; } // Next KK; } // Next JJ; } void ClearLegal () { // default DragDrop handler in almost all visible objects. // MouseUp in Form if LegalMoves = 0, also triggered by key 192 INT A=0, B=0; if(Notice == 0 && Checked != 1 ) strcpy(Board.PieceID.Caption, ""); if(GameOver == 1 ) { strcpy(Board.NextMove.Caption, "Game Over"); } else { if(!strcmp(Turn, "White") ) strcpy(Board.NextMove.Caption, "White to Move"); else strcpy(Board.NextMove.Caption, "Black to Move"); } if(SeeMove == 1 ) Board.Refresh(); for(A = 1; A <= BoardSizeY; A++) { for(B = 1; B <= BoardSizeX; B++) { Legal[B][A] = 0; AreaOK[B][A] = 0; } // Next B; } // Next A; } void Clock () { // Handler for Timer1 interrupts. if(Timing == 0 && GameOver != 1 ) { if((!strcmp(Turn, "White") && Level > 0) || (!strcmp(Turn, "Black") && Level == 0) ) { strcpy(ElapsedSTR, Board.WhiteClock.Caption); SetClock(); strcpy(Board.WhiteClock.Caption, ElapsedSTR); } else { strcpy(ElapsedSTR, Board.BlackClock.Caption); SetClock(); strcpy(Board.BlackClock.Caption, ElapsedSTR); } } } void ClocksOff () { // Menu function. Board.Timer1.Enabled = False; strcpy(Board.WhiteClock.Caption, "00:00:00"); strcpy(Board.BlackClock.Caption, "00:00:00"); Timing = 1; Board.WhiteClock.Visible = False; Board.BlackClock.Visible = False; Board.MnuClockOff.Enabled = False; Board.MnuClockOn.Enabled = True; Board.MnuClockOff.Checked = True; Board.MnuClockOn.Checked = False; } void ClocksOn () { // Menu function. Board.Timer1.Enabled = True; strcpy(Board.WhiteClock.Caption, "00:00:00"); strcpy(Board.BlackClock.Caption, "00:00:00"); Timing = 0; Board.WhiteClock.Visible = True; Board.BlackClock.Visible = True; Board.MnuClockOff.Enabled = True; Board.MnuClockOn.Enabled = False; Board.MnuClockOn.Checked = True; Board.MnuClockOff.Checked = False; } void CompLion () { INT DeadPiece=0; CompLionTest = 1; AddLegalMove(); DeadPiece = Squares[NewFile][NewRank]; Squares[NewFile][NewRank] = Squares[InitFile][InitRank]; Squares[InitFile][InitRank] = 0; for(YYY = NewRank - 1; YYY <= NewRank + 1; YYY++) { for(XXX = NewFile - 1; XXX <= NewFile + 1; XXX++) { if(XXX > 0 && XXX <= BoardSizeX && YYY > 0 && YYY <= BoardSizeY ) { if(Squares[XXX][YYY] == 0 || Sgn(Squares[XXX][YYY]) != Sgn(Squares[NewFile][NewRank]) ) { AddLionMove(); ExtraCapture[LegalMoves].Piece = DeadPiece; ExtraCapture[LegalMoves].File = NewFile; ExtraCapture[LegalMoves].Rank = NewRank; } } } // Next XXX; } // Next YYY; Squares[InitFile][InitRank] = Squares[NewFile][NewRank]; Squares[NewFile][NewRank] = DeadPiece; } void CompLionPower () { INT WWW=0, DeadPiece=0; CompLionTest = 1; AddLegalMove(); DeadPiece = Squares[NewFile][NewRank]; Squares[NewFile][NewRank] = Squares[InitFile][InitRank]; Squares[InitFile][InitRank] = 0; for(WWW = -1; WWW <= 1; WWW += 2) { XXX = NewFile + (FileInc * WWW); YYY = NewRank + (RankInc * WWW); if(XXX > 0 && XXX <= BoardSizeX && YYY > 0 && YYY <= BoardSizeY ) { if(Squares[XXX][YYY] == 0 || Sgn(Squares[XXX][YYY]) != Sgn(Squares[NewFile][NewRank]) ) { AddLionMove(); ExtraCapture[LegalMoves].Piece = DeadPiece; ExtraCapture[LegalMoves].File = NewFile; ExtraCapture[LegalMoves].Rank = NewRank; } } } // Next WWW; Squares[InitFile][InitRank] = Squares[NewFile][NewRank]; Squares[NewFile][NewRank] = DeadPiece; } void CompMain () { INT A=0, B=0, BB=0, YZ=0, VX=0, TU=0, AB=0, CD=0, OldInfluence=0; if(Level != 0 && (!strcmp(Computer, "White") || !strcmp(Computer, "Black")) ) // Board.MnuSwitch.Enabled = True; else Board.MnuSwitch.Enabled = False; EnableNamedMenuItem("Setup.SwitchSides", True); else EnableNamedMenuItem("Setup.SwitchSides", False); // [HGM] added // Find Legal Moves; if(GameOver == 1 ) return; for(AA = 1; AA <= BoardSizeY; AA++) { for(BB = 1; BB <= BoardSizeX; BB++) { Comp[BB][AA] = Squares[BB][AA]; } // Next BB; } // Next AA; CompMove = 1; LegalMoves = 0; for(YZ = 1; YZ <= BoardSizeY; YZ++) { for(VX = 1; VX <= BoardSizeX; VX++) { if(!strcmp(Turn, "White") ) { if(Squares[VX][YZ] < 0 ) { InitFile = VX; InitRank = YZ; I = Grafix[VX][YZ]; Validate(); Taken = 0; } } else { if(Squares[VX][YZ] > 0 ) { InitFile = VX; InitRank = YZ; I = Grafix[VX][YZ]; Validate(); Taken = 0; } } } // Next VX; DoEvents(); } // Next YZ; // Find Legal Drops; if(Drop == 1 ) { if((!strcmp(Turn, "Black") && Reverse == 0) || (!strcmp(Turn, "White") && Reverse == 1) ) { for(TU = 1; TU <= Capture; TU++) { ResetLegal(); if(InHand[TU] > 0 ) { I = TU; InitFile = 0; InitRank = 0; HeldValid(); DoEvents(); } } // Next TU; } else { for(TU = Capture + 1; TU <= Capture * 2; TU++) { if(InHand[TU] > 0 ) { ResetLegal(); I = TU; InitFile = 0; InitRank = 0; HeldValid(); DoEvents(); } } // Next TU; } } // Find Legal Emperor Moves; if(!strcmp(Choice, "Tai") || !strcmp(Choice, "Maka") ) { OldInfluence = Influence; CompMove = 0; if(WhiteEmperor == 1 && BlackEmperor == 1 ) AddEmperorAttack(); if((!strcmp(Turn, "White") && WhiteEmperor == 1) || (!strcmp(Turn, "Black") && BlackEmperor == 1) ) { Influence = 2; for(AB = 1; AB <= BoardSizeY; AB++) { for(CD = 1; CD <= BoardSizeX; CD++) { InitFile = CD; InitRank = AB; Validate(); } // Next CD; } // Next AB; FindEmperorMove(); } Influence = OldInfluence; CompMove = 1; } FirstLegal = LegalMoves; if(FirstLegal < Level ) TestDepth = FirstLegal; else TestDepth = Level; if(LookMate == 1 ) ConsiderMate(); else ConsiderMove(); Evaluate = 0; CompMove = 0; Influence = 0; EndMove = 0; if(Suggest == 1 ) { SuggestMove(); return; } if(GameOver == 1 ) return; if(Level > 1 ) LookAhead(); // Make Best Move; for(AA = 1; AA <= BoardSizeY; AA++) { for(BB = 1; BB <= BoardSizeX; BB++) { Squares[BB][AA] = Comp[BB][AA]; } // Next BB; } // Next AA; for(A = 1; A <= BoardSizeY; A++) { for(B = 1; B <= BoardSizeX; B++) { Legal[B][A] = 0; AreaOK[B][A] = 0; } // Next B; } // Next A; OldSeeMove = SeeMove; SeeMove = 0; if(LookMate == 1 ) return; if(CompLegal[BestMove].StartFile == 0 ) { InitFile = 0; DropTest = 1; TestDrop(); } else { InitRank = CompLegal[BestMove].StartRank; InitFile = CompLegal[BestMove].StartFile; I = Grafix[InitFile][InitRank]; if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) Legal[CompLegal[BestMove].EndFile][CompLegal[BestMove].EndRank] = 1; Validate(); } SeeMove = OldSeeMove; CompMove = 1; Evaluate = 0; MakeMove = 1; File = CompLegal[BestMove].EndFile; Rank = CompLegal[BestMove].EndRank; if(InitFile == 0 ) { MakeDrop(); DropTest = 0; } else { if(Pieces[abs(Squares[InitFile][InitRank])].special == 'L' || !strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Horned Falcon") || !strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Soaring Eagle") ) Legal[InitFile][InitRank] = 1; I = Grafix[InitFile][InitRank]; if(Squares[File][Rank] == 0 ) { FormDrop(); } else { NewIndex = Grafix[File][Rank]; PicDrop(); } } if(Taken == 1 && (!strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tai")) ) { I = Grafix[File][Rank]; Promote(); } else { if(CompLegal[BestMove].StartPiece != CompLegal[BestMove].EndPiece && Squares[File][Rank] != 0 ) { I = Grafix[File][Rank]; Promote(); } } CompMove = 0; Evaluate = 0; LegalMoves = 0; if(Mate != 1 ) NextTurn2(); } void CompMate () { INT SS=0, TT=0, MateCheck=0; if(Squares[File][Rank] == 1 && !strcmp(Turn, "White") ) { if((abs(File - CompLegal[AA].EndFile) < 2 && abs(Rank - CompLegal[AA].EndRank) < 2) && BanMap[CompLegal[AA].EndFile][CompLegal[AA].EndRank].BlackNum < 2 && BanMap[CompLegal[AA].EndFile][CompLegal[AA].EndRank].WhiteNum > 0 && BanMap[File][Rank].WhiteNum > 0 && CompLegal[AA].EndPiece != -1 ) { MateCheck = 1; for(SS = Rank - 1; SS <= Rank + 1; SS++) { for(TT = File - 1; TT <= File + 1; TT++) { if(TT > 0 && TT <= BoardSizeX && SS > 0 && SS <= BoardSizeY && (SS != Rank || TT != File) ) { if(BanMap[TT][SS].WhiteNum == 0 && Squares[TT][SS] <= 0 ) MateCheck = 0; } } // Next TT; } // Next SS; if(MateCheck == 1 ) WhiteTally = WhiteTally + 8888; else WhiteTally = WhiteTally + 20; } else { if(BanMap[File][Rank].WhiteNum > 0 && BanMap[CompLegal[AA].EndFile][CompLegal[AA].EndRank].BlackNum == 0 && CompLegal[AA].EndPiece != -1 ) WhiteTally = WhiteTally + 20; } } if(Squares[File][Rank] == -1 && !strcmp(Turn, "Black") ) { if(abs(File - CompLegal[AA].EndFile) < 2 && abs(Rank - CompLegal[AA].EndRank) < 2 && BanMap[CompLegal[AA].EndFile][CompLegal[AA].EndRank].WhiteNum < 2 && BanMap[CompLegal[AA].EndFile][CompLegal[AA].EndRank].BlackNum > 0 && BanMap[File][Rank].BlackNum > 0 && CompLegal[AA].EndPiece != 1 ) { MateCheck = 1; for(SS = Rank - 1; SS <= Rank + 1; SS++) { for(TT = File - 1; TT <= File + 1; TT++) { if(TT > 0 && TT <= BoardSizeX && SS > 0 && SS <= BoardSizeY && (SS != Rank || TT != File) ) { if(BanMap[TT][SS].BlackNum == 0 && Squares[TT][SS] >= 0 ) MateCheck = 0; } } // Next TT; } // Next SS; if(MateCheck == 1 ) BlackTally = BlackTally + 8888; else BlackTally = BlackTally + 20; } else { if(BanMap[File][Rank].BlackNum > 0 && BanMap[CompLegal[AA].EndFile][CompLegal[AA].EndRank].WhiteNum == 0 && CompLegal[AA].EndPiece != 1 ) BlackTally = BlackTally + 20; } } } void CompPromote () { ForceProm = 0; Taken = 0; if(!strcmp(Choice, "Micro") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tai") ) { if(Squares[SeeFile][SeeRank] != 0 ) { if(Sgn(Squares[InitFile][InitRank]) != Sgn(Squares[SeeFile][SeeRank]) ) { Taken = 1; ForceProm = 1; CompPromote2(); } } } else { if(Pieces[abs(Squares[InitFile][InitRank])].special == '1' ) { if(Squares[InitFile][InitRank] > 0 && SeeRank == 1 ) { ForceProm = 1; CompPromote2(); } if(Squares[InitFile][InitRank] < 0 && SeeRank == BoardSizeY ) { ForceProm = 1; CompPromote2(); } } if(Pieces[abs(Squares[InitFile][InitRank])].special == '2' ) { if(Squares[InitFile][InitRank] > 0 && SeeRank < 3 ) { ForceProm = 1; CompPromote2(); } if(Squares[InitFile][InitRank] < 0 && SeeRank > BoardSizeY - 2 ) { ForceProm = 1; CompPromote2(); } } if(Squares[InitFile][InitRank] > 0 && (SeeRank <= PromDotY || InitRank <= PromDotY) ) CompPromote2(); if(Squares[InitFile][InitRank] < 0 && (SeeRank > BoardSizeY - PromDotY || InitRank > BoardSizeY - PromDotY) ) CompPromote2(); } } void CompPromote2 () { if((strcmp(Choice, "Micro") && strcmp(Choice, "Tai") && strcmp(Choice, "Maka") && strcmp(Choice, "DaiDai")) || (Taken == 1) ) { if((ForceProm == 1 && Pieces[abs(Squares[InitFile][InitRank])].Promotes != 0) || Prom == 1 ) { CompLegal[LegalMoves].EndPiece = Pieces[abs(Squares[InitFile][InitRank])].Promotes; if(CompLegal[LegalMoves].StartPiece < 0 ) CompLegal[LegalMoves].EndPiece = 0 - CompLegal[LegalMoves].EndPiece; } else { if((Pieces[abs(Squares[InitFile][InitRank])].Promotes != 0) ) { LegalMoves = LegalMoves + 1; CompLegal[LegalMoves].StartFile = InitFile; CompLegal[LegalMoves].StartRank = InitRank; CompLegal[LegalMoves].EndFile = SeeFile; CompLegal[LegalMoves].EndRank = SeeRank; CompLegal[LegalMoves].StartPiece = Squares[InitFile][InitRank]; CompLegal[LegalMoves].EndPiece = Pieces[abs(Squares[InitFile][InitRank])].Promotes; if(Squares[InitFile][InitRank] < 0 ) CompLegal[LegalMoves].EndPiece = 0 - CompLegal[LegalMoves].EndPiece; } } } } void CompTeach () { Board.MnuVer2.Enabled = False; Board.MnuVer1.Enabled = False; Board.MnuVer1.Checked = True; Board.MnuVer2.Checked = False; TeachVer = 1; if(!strcmp(Choice, "Tai") ) { Pieces[29].PrValue = 28; Pieces[100].Value = 28; } else { Pieces[29].PrValue = 28; Pieces[76].Value = 28; } } void CompTurn () { if(LegalMoves == 0 ) { strcpy(Board.Caption, Cap); if(!strcmp(Computer, Turn) ) { FirstSeeMove = SeeMove; SeeMove = 1; CompMain(); } } } void CompVComp () { do { int s = SeeMove; SeeMove = 1; CompMain(); SeeMove = s; // [HGM] make sure SeeMove = 1 during CompMain, because if not disaster follows UpdateCaptions(); // [HGM] this is not an automatic in the GTK port DoEvents(); if(strcmp(Computer, "Both") && strcmp(Computer, Turn)) break; // [HGM] added: allow leaving comp-comp mode before game end. } while( !( GameOver == 1 || Mate == 1) ); // if(GameOver == 1 ) NextTurn2(); // [HGM] this just appended a garbage move to the game after the checkmate } void ConfigLoad () { // WARNING: this does not allow values to be missing, as in the Basic code if(Loading != 1 ) { FILE *f4; if(f4 = fopen((sprintf(StringTmp, CONFIGFILE), StringTmp), "r")) { // [HGM] allow for failing fscanf(f4, "%d,%d,\"%[^\"]\",\"%[^\"]\",%d,%d,%d,%d,%d,\"%[^\"],%d", &SeeMove, &Timing, Computer, Threat, &AutoPromote, &Notate, &LionHawkVer, &TeachVer, &Eval, Grade, &ShowLast); fclose(f4); } } if(SeeMove == 1 ) { Board.MnuShowOn.Enabled = False; Board.MnuShowOn.Checked = True; Board.MnuShowOff.Enabled = True; Board.MnuShowOff.Checked = False; } else { Board.MnuShowOn.Enabled = True; Board.MnuShowOn.Checked = False; Board.MnuShowOff.Enabled = False; Board.MnuShowOff.Checked = True; } MarkMenuItem("Moves.ShowLegal", SeeMove == 1); // [HGM] added ConfigLoad2(); if(ShowLast == 1 ) { Board.MnuShowLastOn.Enabled = False; Board.MnuShowLastOn.Checked = True; Board.MnuShowLastOff.Enabled = True; Board.MnuShowLastOff.Checked = False; } else { Board.MnuShowLastOn.Enabled = True; Board.MnuShowLastOn.Checked = False; Board.MnuShowLastOff.Enabled = False; Board.MnuShowLastOff.Checked = True; } MarkMenuItem("Moves.Flash", ShowLast == 1); // [HGM] added if(!strcmp(Threat, "On") ) { Board.MnuThreatOn.Enabled = False; Board.MnuThreatOn.Checked = True; Board.MnuThreatOff.Enabled = True; Board.MnuThreatOff.Checked = False; } else { Board.MnuThreatOn.Enabled = True; Board.MnuThreatOn.Checked = False; Board.MnuThreatOff.Enabled = False; Board.MnuThreatOff.Checked = True; } MarkMenuItem("Moves.ShowThreat", !strcmp(Threat, "On")); // [HGM] added if(strcmp(Choice, "Whale") && strcmp(Choice, "Maka") && strcmp(Choice, "Tai") && strcmp(Choice, "DaiDai") && strcmp(Choice, "Tori") && strcmp(Choice, "Micro") ) { if(AutoPromote == 1 ) { Board.MnuAutoOn.Enabled = False; Board.MnuAutoOn.Checked = True; Board.MnuAutoOff.Enabled = True; Board.MnuAutoOff.Checked = False; } else { Board.MnuAutoOn.Enabled = True; Board.MnuAutoOn.Checked = False; Board.MnuAutoOff.Enabled = False; Board.MnuAutoOff.Checked = True; } MarkMenuItem("Setup.AutoProm", AutoPromote == 1); // [HGM] added } if(Eval == 1 ) { Board.MnuEvalOn.Enabled = False; Board.MnuEvalOn.Checked = True; Board.MnuEvalOff.Enabled = True; Board.MnuEvalOff.Checked = False; } else { Board.MnuEvalOn.Enabled = True; Board.MnuEvalOn.Checked = False; Board.MnuEvalOff.Enabled = False; Board.MnuEvalOff.Checked = True; } MarkMenuItem("Moves.Evaluate", Eval == 1); // [HGM] added if(!strcmp(Choice, "Tenjiku") ) Board.MnuEvalOn.Enabled = False; if(!strcmp(Choice, "Tenjiku") ) { if(LionHawkVer == 1 ) { Board.MnuLVer1.Enabled = False; Board.MnuLVer1.Checked = True; Board.MnuLVer2.Enabled = True; Board.MnuLVer2.Checked = False; } else { Board.MnuLVer1.Enabled = True; Board.MnuLVer1.Checked = False; Board.MnuLVer2.Enabled = False; Board.MnuLVer2.Checked = True; } MarkMenuItem("Board.LionHawk", LionHawkVer == 2); // [HGM] added } if(!strcmp(Choice, "Maka") || !strcmp(Choice, "Tai") ) { if(TeachVer == 1 ) { Board.MnuVer1.Enabled = False; Board.MnuVer1.Checked = True; Board.MnuVer2.Enabled = True; Board.MnuVer2.Checked = False; } else { Board.MnuVer1.Enabled = True; Board.MnuVer1.Checked = False; Board.MnuVer2.Enabled = False; Board.MnuVer2.Checked = True; } MarkMenuItem("Board.TeachingKing", TeachVer == 2); // [HGM] added } if(Notate == 1 ) { Board.NotTop.Visible = True; Board.NotSide.Visible = True; Board.MnuNotOff.Enabled = True; Board.MnuNotOff.Checked = False; Board.MnuNotOn.Enabled = False; Board.MnuNotOn.Checked = True; } else { Board.NotTop.Visible = False; Board.NotSide.Visible = False; Board.MnuNotOff.Enabled = False; Board.MnuNotOff.Checked = True; Board.MnuNotOn.Enabled = True; Board.MnuNotOn.Checked = False; } MarkMenuItem("Setup.Notation", Notate == 1); // [HGM] added SetDifficulty(); } void ConfigLoad2 () { if(!strcmp(Choice, "Tenjiku") ) strcpy(Computer, "None"); if(!strcmp(Computer, "White") || !strcmp(Computer, "Both") ) { Board.MnuWhitePlayer.Enabled = True; Board.MnuWhitePlayer.Checked = False; Board.MnuWhiteComp.Enabled = False; Board.MnuWhiteComp.Checked = True; Board.MnuBlackPlayer.Enabled = False; Board.MnuBlackPlayer.Checked = True; Board.MnuBlackComp.Enabled = True; Board.MnuBlackComp.Checked = False; } if(!strcmp(Computer, "Black") ) { Board.MnuWhitePlayer.Enabled = False; Board.MnuWhitePlayer.Checked = True; Board.MnuWhiteComp.Enabled = True; Board.MnuWhiteComp.Checked = False; Board.MnuBlackPlayer.Enabled = True; Board.MnuBlackPlayer.Checked = False; Board.MnuBlackComp.Enabled = False; Board.MnuBlackComp.Checked = True; } if(!strcmp(Computer, "") || !strcmp(Computer, "None") ) { Board.MnuWhitePlayer.Enabled = False; Board.MnuWhitePlayer.Checked = True; Board.MnuWhiteComp.Enabled = True; Board.MnuWhiteComp.Checked = False; Board.MnuBlackPlayer.Enabled = False; Board.MnuBlackPlayer.Checked = True; Board.MnuBlackComp.Enabled = True; Board.MnuBlackComp.Checked = False; } MarkMenuItem("Setup.CompWhite", !strcmp(Computer, "White") || !strcmp(Computer, "Both")); // [HGM] added MarkMenuItem("Setup.CompBlack", !strcmp(Computer, "Black") || !strcmp(Computer, "Both")); // [HGM] added if(!strcmp(Choice, "Tenjiku") ) { Eval = 0; Board.MnuWhiteComp.Enabled = False; Board.MnuBlackComp.Enabled = False; } EnableNamedMenuItem("Setup.CompWhite", !!strcmp(Choice, "Tenjiku")); // [HGM] added EnableNamedMenuItem("Setup.CompBlack", !!strcmp(Choice, "Tenjiku")); // [HGM] added } void ConfigSave () { // Callen on Quit from menu. int Response; Response = MsgBox("Do you wish to save " LF "your Game Preferences?", 36, ""); if(Response == 6 ) { FILE *f4; if(f4 = fopen((sprintf(StringTmp, CONFIGFILE), StringTmp), "w")) { fprintf(f4, "%d,%d,\"%s\",\"%s\",%d,%d,%d,%d,%d,\"%s\",%d\n", SeeMove, Timing, Computer, Threat, AutoPromote, Notate, LionHawkVer, TeachVer, Eval, Grade, ShowLast); fclose(f4); } } } void ConsiderMate () { INT DD=0, EE=0, JJ=0, KK=0, PP=0, StartAA=0, EndAA=0, Steps=0; BestTally[0] = -999999; CompMove = 0; Influence = 3; Evaluate = 1; MakeMap(); if(!strcmp(Turn, "Black") ) { Steps = -1; StartAA = LegalMoves; EndAA = 1; } else { Steps = 1; StartAA = 1; EndAA = LegalMoves; } for(AA = StartAA; Steps > 0 ? AA <= EndAA : AA >= EndAA; AA += Steps) { WhiteTally = 0; BlackTally = 0; DoEvents(); Evaluate = 1; for(JJ = 1; JJ <= BoardSizeY; JJ++) { for(KK = 1; KK <= BoardSizeX; KK++) { Squares[KK][JJ] = Comp[KK][JJ]; } // Next KK; } // Next JJ; InitFile = CompLegal[AA].StartFile; InitRank = CompLegal[AA].StartRank; CompFile = CompLegal[AA].EndFile; CompRank = CompLegal[AA].EndRank; Evaluate = 0; FindInfluence(); if(InitFile != 0 ) Squares[InitFile][InitRank] = 0; Squares[CompFile][CompRank] = CompLegal[AA].EndPiece; Evaluate = 1; for(PP = 1; PP <= Changed; PP++) { InitFile = Clearing[PP].File; InitRank = Clearing[PP].Rank; if(Squares[InitFile][InitRank] != 0 ) Validate(); } // Next PP; Evaluate = 0; for(DD = 1; DD <= BoardSizeY; DD++) { for(EE = 1; EE <= BoardSizeX; EE++) { if(Squares[EE][DD] != 0 ) { if(BanMap[EE][DD].WhiteNum > 0 && (Squares[EE][DD] == 1 || (Squares[EE][DD] > 0 && BlackKing == 1 && (!strcmp(Pieces[abs(Squares[EE][DD])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Prince")))) ) BlackTally = -99999; if(BanMap[EE][DD].BlackNum > 0 && (Squares[EE][DD] == -1 || (Squares[EE][DD] < 0 && WhiteKing == 1 && (!strcmp(Pieces[abs(Squares[EE][DD])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Prince")))) ) WhiteTally = -99999; } } // Next EE; } // Next DD; if(!strcmp(Turn, "White") && WhiteTally == 0 ) { BestTally[0] = 0; return; } if(!strcmp(Turn, "Black") && BlackTally == 0 ) { BestTally[0] = 0; return; } RestoreMap(); } // Next AA; LegalMoves = 0; } void ConsiderMove () { INT BB=0, DD=0, EE=0, FF=0, JJ=0, KK=0, PP=0, QQ=0, JJJ=0, KKK=0, BlackLoss=0, WhiteLoss=0, HighBlackLoss=0, HighWhiteLoss=0; // Evaluate Legal Moves; BestTally[0] = -999999; CompMove = 0; Influence = 3; Evaluate = 1; if(Level > 0 ) { for(BB = 1; BB <= Level + 1; BB++) { BestTally[BB] = -999999; OldKingTally[BB] = 0; ECapture[BB].Piece = 0; } // Next BB; } MakeMap(); for(AA = 1; AA <= LegalMoves; AA++) { KingTally[AA] = 0; WhiteTally = 0; BlackTally = 0; DoEvents(); Evaluate = 1; for(JJ = 1; JJ <= BoardSizeY; JJ++) { for(KK = 1; KK <= BoardSizeX; KK++) { Squares[KK][JJ] = Comp[KK][JJ]; } // Next KK; } // Next JJ; InitFile = CompLegal[AA].StartFile; InitRank = CompLegal[AA].StartRank; CompFile = CompLegal[AA].EndFile; CompRank = CompLegal[AA].EndRank; if(!strcmp(Choice, "Maka") || !strcmp(Choice, "Tai") ) { if(!strcmp(Turn, "Black") && !strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) BlackTally = BlackTally - 20; if(!strcmp(Turn, "White") && !strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) WhiteTally = WhiteTally - 20; } if(!strcmp(Choice, "Shogi") && TurnCount <= 1 ) { if(InitFile == 6 && InitRank == 1 ) KingTally[AA] = KingTally[AA] - 5; if(InitFile == 5 && InitRank == 1 ) KingTally[AA] = KingTally[AA] - 2; if((InitRank == 3 || InitRank == 7) ) KingTally[AA] = KingTally[AA] + 1; if(InitFile == 4 && InitRank == 9 ) KingTally[AA] = KingTally[AA] - 5; if(InitFile == 5 && InitRank == 9 ) KingTally[AA] = KingTally[AA] - 2; if((InitFile == 2 && InitRank == 3) || (InitFile == 8 && InitRank == 7) ) KingTally[AA] = KingTally[AA] + 4; } if(Drop == 1 && Level == 0 ) { if(!strcmp(Turn, "Black") && Squares[CompFile][CompRank] < 0 ) { if(Pieces[abs(Squares[CompFile][CompRank])].Promotes == 0 && Pieces[abs(Squares[CompFile][CompRank])].PrGraphic > 0 ) BlackTally = BlackTally + (Pieces[Pieces[abs(Squares[CompFile][CompRank])].PrGraphic].Value * 10); else BlackTally = BlackTally + (Pieces[abs(Squares[CompFile][CompRank])].Value * 10); } if(!strcmp(Turn, "White") && Squares[CompFile][CompRank] > 0 ) { if(Pieces[abs(Squares[CompFile][CompRank])].Promotes == 0 && Pieces[abs(Squares[CompFile][CompRank])].PrGraphic > 0 ) WhiteTally = WhiteTally + (Pieces[Pieces[abs(Squares[CompFile][CompRank])].PrGraphic].Value * 10); else WhiteTally = WhiteTally + (Pieces[abs(Squares[CompFile][CompRank])].Value * 10); } } if(Drop == 1 && Level > 1 ) { if(!strcmp(Turn, "Black") && Squares[CompFile][CompRank] < 0 ) { if(Pieces[abs(Squares[CompFile][CompRank])].Promotes == 0 && Pieces[abs(Squares[CompFile][CompRank])].PrGraphic > 0 ) KingTally[AA] = KingTally[AA] + (Pieces[Pieces[abs(Squares[CompFile][CompRank])].PrGraphic].Value * 10); else KingTally[AA] = KingTally[AA] + (Pieces[abs(Squares[CompFile][CompRank])].Value * 10); } if(!strcmp(Turn, "White") && Squares[CompFile][CompRank] > 0 ) { if(Pieces[abs(Squares[CompFile][CompRank])].Promotes == 0 && Pieces[abs(Squares[CompFile][CompRank])].PrGraphic > 0 ) KingTally[AA] = KingTally[AA] + (Pieces[Pieces[abs(Squares[CompFile][CompRank])].PrGraphic].Value * 10); else KingTally[AA] = KingTally[AA] + (Pieces[abs(Squares[CompFile][CompRank])].Value * 10); } } if((TurnCount < 4 && BoardSizeY > 7) || TurnCount < 2 ) KingTally[AA] = KingTally[AA] + 4 - (Rnd() * 8); KingSafety(); Evaluate = 0; FindInfluence(); if(InitFile != 0 ) Squares[InitFile][InitRank] = 0; if(ExtraCapture[AA].Piece != 0 ) Squares[ExtraCapture[AA].File][ExtraCapture[AA].Rank] = 0; Squares[CompFile][CompRank] = CompLegal[AA].EndPiece; Evaluate = 1; for(PP = 1; PP <= Changed; PP++) { InitFile = Clearing[PP].File; InitRank = Clearing[PP].Rank; if(Squares[InitFile][InitRank] != 0 ) Validate(); } // Next PP; Evaluate = 0; PawnMates(); if(!strcmp(Turn, "Black") && BanMap[CompFile][CompRank].WhiteNum > 0 && BanMap[CompFile][CompRank].BlackNum == 0 && Comp[CompFile][CompRank] >= 0 ) BlackTally = BlackTally - 999; if(!strcmp(Turn, "White") && BanMap[CompFile][CompRank].BlackNum > 0 && BanMap[CompFile][CompRank].WhiteNum == 0 && Comp[CompFile][CompRank] <= 0 ) WhiteTally = WhiteTally - 999; for(DD = 1; DD <= BoardSizeY; DD++) { for(EE = 1; EE <= BoardSizeX; EE++) { if(Squares[EE][DD] != 0 ) { if(Squares[EE][DD] == 1 || (Squares[EE][DD] > 1 && !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Emperor")) || (Squares[EE][DD] > 0 && BlackKing == 1 && (!strcmp(Pieces[abs(Squares[EE][DD])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Prince"))) ) BlackTally = BlackTally + 9999; if(Squares[EE][DD] == -1 || (Squares[EE][DD] < -1 && !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Emperor")) || (Squares[EE][DD] < 0 && WhiteKing == 1 && (!strcmp(Pieces[abs(Squares[EE][DD])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Prince"))) ) WhiteTally = WhiteTally + 9999; } if(ExtraCapture[AA].Piece == 0 || ExtraCapture[AA].File != EE || ExtraCapture[AA].Rank != DD ) { if(Squares[EE][DD] < 0 ) WhiteTally = WhiteTally + (Pieces[abs(Squares[EE][DD])].Value * 10); if(Squares[EE][DD] > 0 ) BlackTally = BlackTally + (Pieces[abs(Squares[EE][DD])].Value * 10); } if(!strcmp(Choice, "Tai") || !strcmp(Choice, "Maka") ) { if(!strcmp(Turn, "Black") ) { if(Squares[EE][DD] > 0 ) { if(BlackEmperor == 0 && WhiteEmperor == 1 && BanMap[EE][DD].BlackNum == 0 ) BlackTally = BlackTally - (Pieces[abs(Squares[EE][DD])].Value * 10); if(!strcmp(Pieces[abs(Squares[EE][DD])].Name, "Emperor") && BanMap[EE][DD].WhiteNum > 0 ) BlackTally = BlackTally - (Pieces[abs(Squares[EE][DD])].Value * 20); if(!strcmp(Pieces[abs(Squares[EE][DD])].Name, "Emperor") && WhiteEmperor == 1 && (EE != WhiteEmpX || DD != WhiteEmpY) && BanMap[EE][DD].BlackNum == 0 ) BlackTally = BlackTally - (Pieces[abs(Squares[EE][DD])].Value * 20); } } else { if(Squares[EE][DD] < 0 ) { if(WhiteEmperor == 0 && BlackEmperor == 1 && BanMap[EE][DD].WhiteNum == 0 ) WhiteTally = WhiteTally - (Pieces[abs(Squares[EE][DD])].Value * 10); if(!strcmp(Pieces[abs(Squares[EE][DD])].Name, "Emperor") && BanMap[EE][DD].BlackNum > 0 ) WhiteTally = WhiteTally - (Pieces[abs(Squares[EE][DD])].Value * 20); if(!strcmp(Pieces[abs(Squares[EE][DD])].Name, "Emperor") && BlackEmperor == 1 && (EE != BlackEmpX || DD != BlackEmpY) && BanMap[EE][DD].WhiteNum == 0 ) WhiteTally = WhiteTally - (Pieces[abs(Squares[EE][DD])].Value * 20); } } } if(BanMap[EE][DD].BlackNum == 0 && BanMap[EE][DD].WhiteNum > 0 ) { WhiteTally = 1 + abs((BoardSizeY / 2) + .5 - DD) / 2 + WhiteTally; if(Squares[EE][DD] < 0 ) WhiteTally = WhiteTally + 1; if(Squares[EE][DD] > 0 && !strcmp(Turn, "Black") ) BlackTally = BlackTally - (Pieces[abs(Squares[EE][DD])].Value * 10); if(Squares[EE][DD] == 1 && !strcmp(Turn, "Black") && Level > 1 ) KingTally[AA] = -99999; if(Squares[EE][DD] > 0 && !strcmp(Turn, "Black") && Level == 0 ) BlackTally = BlackTally + (Pieces[abs(Squares[EE][DD])].Value); } if(BanMap[EE][DD].WhiteNum == 0 && BanMap[EE][DD].BlackNum > 0 ) { BlackTally = 1 + abs((BoardSizeY / 2) + .5 - DD) / 2 + BlackTally; if(Squares[EE][DD] > 0 ) BlackTally = BlackTally + 1; if(Squares[EE][DD] == -1 && !strcmp(Turn, "White") && Level > 1 ) KingTally[AA] = -99999; if(Squares[EE][DD] < 0 && !strcmp(Turn, "White") ) WhiteTally = WhiteTally - (Pieces[abs(Squares[EE][DD])].Value * 10); if(Squares[EE][DD] < 0 && !strcmp(Turn, "White") && Level == 0 ) WhiteTally = WhiteTally + (Pieces[abs(Squares[EE][DD])].Value); } if(BanMap[EE][DD].WhiteNum > 0 && BanMap[EE][DD].BlackNum > 0 ) { if(Squares[EE][DD] > 0 && !strcmp(Turn, "Black") ) { LionAttack = 0; if((!strcmp(Choice, "Chu") || !strcmp(Choice, "Dai") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tenjiku") || !strcmp(Choice, "Tai")) ) { for(JJJ = DD - 1; JJJ <= DD + 1; JJJ++) { for(KKK = EE - 1; KKK <= EE + 1; KKK++) { if(JJJ > 0 && JJJ < BoardSizeY && KKK > 0 && KKK < BoardSizeX ) { if(Squares[KKK][JJJ] < 0 ) { if(Pieces[abs(Squares[KKK][JJJ])].special == 'L' ) LionAttack = 1; } } } // Next KKK; } // Next JJJ; } if(LionAttack == 1 ) { BlackTally = BlackTally - (Pieces[abs(Squares[EE][DD])].Value * 10); LionAttack = 0; } else { for(QQ = 1; QQ <= Attacker[EE][DD]; QQ++) { if(BanMap[EE][DD].Info[QQ].Piece != 0 ) { if(BanMap[EE][DD].Info[QQ].Piece < 0 && (Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value < LowWhite[EE][DD] || LowWhite[EE][DD] == 0) ) { LowWhite[EE][DD] = Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value; if(Level < 2 ) LowWhite[EE][DD] = LowWhite[EE][DD] - 1; } if(BanMap[EE][DD].WhiteNum > 1 && BanMap[EE][DD].Info[QQ].Piece > 0 && Level > 0 ) { if(Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value < LowBlack[EE][DD] || LowBlack[EE][DD] == 0 ) LowBlack[EE][DD] = Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value; } } } // Next QQ; BlackLoss = ((Pieces[abs(Squares[EE][DD])].Value + LowBlack[EE][DD] - LowWhite[EE][DD]) * 10); // [HGM] The line below looks fishy if(Squares[EE][DD] == 1 || !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Emperor") || (BlackKing == 1 && !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Prince")) ) { BlackLoss = 29999; if(Level > 0 ) KingTally[AA] = -99999; } if(BlackLoss > HighBlackLoss ) HighBlackLoss = BlackLoss; } } if(Squares[EE][DD] < -1 && !strcmp(Turn, "Black") ) BlackTally = BlackTally + (Pieces[abs(Squares[EE][DD])].Value / 4); if(Squares[EE][DD] < 0 && !strcmp(Turn, "White") ) { LionAttack = 0; if((!strcmp(Choice, "Chu") || !strcmp(Choice, "Dai") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tenjiku") || !strcmp(Choice, "Tai")) ) { for(JJJ = DD - 1; JJJ <= DD + 1; JJJ++) { for(KKK = EE - 1; KKK <= EE + 1; KKK++) { if(JJJ > 0 && JJJ < BoardSizeY && KKK > 0 && KKK < BoardSizeX ) { if(Squares[KKK][JJJ] > 0 ) { if(Pieces[abs(Squares[KKK][JJJ])].special == 'L' ) LionAttack = 1; } } } // Next KKK; } // Next JJJ; } if(LionAttack == 1 ) { WhiteTally = WhiteTally - (Pieces[abs(Squares[EE][DD])].Value * 10); LionAttack = 0; } else { for(QQ = 1; QQ <= Attacker[EE][DD]; QQ++) { if(BanMap[EE][DD].Info[QQ].Piece != 0 ) { if(BanMap[EE][DD].Info[QQ].Piece > 0 && (Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value < LowBlack[EE][DD] || LowBlack[EE][DD] == 0) ) { LowBlack[EE][DD] = Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value; if(Level < 2 ) LowWhite[EE][DD] = LowWhite[EE][DD] - 1; } if(BanMap[EE][DD].BlackNum > 1 && BanMap[EE][DD].Info[QQ].Piece < 0 && Level > 0 ) { if(Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value < LowWhite[EE][DD] || LowWhite[EE][DD] == 0 ) LowWhite[EE][DD] = Pieces[abs(BanMap[EE][DD].Info[QQ].Piece)].Value; } } } // Next QQ; WhiteLoss = ((Pieces[abs(Squares[EE][DD])].Value + LowWhite[EE][DD] - LowBlack[EE][DD]) * 10); // [HGM] Looks again fishy, as Prince and Crown Prince are not equivalent if(Squares[EE][DD] == -1 || !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Emperor") || (WhiteKing == 1 && !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[EE][DD])].Name, "Prince")) ) { WhiteLoss = 29999; if(Level > 0 ) KingTally[AA] = -99999; } if(WhiteLoss > HighWhiteLoss ) HighWhiteLoss = WhiteLoss; } } if(Squares[EE][DD] > 1 && !strcmp(Turn, "White") ) WhiteTally = WhiteTally + (Pieces[abs(Squares[EE][DD])].Value / 4); } File = EE; Rank = DD; CompMate(); LowWhite[EE][DD] = 0; LowBlack[EE][DD] = 0; } // Next EE; } // Next DD; if(Drop == 1 ) { for(FF = 1; FF <= Capture; FF++) { BlackTally = BlackTally + (Pieces[abs(CapRef[FF])].Value * 10.5) * (InHand[FF]); WhiteTally = WhiteTally + (Pieces[abs(CapRef[FF + Capture])].Value * 10.5) * (InHand[FF + Capture]); } // Next FF; if(CompLegal[AA].StartFile == 0 ) { if(!strcmp(Turn, "White") ) { WhiteTally = WhiteTally - Pieces[abs(CompLegal[AA].StartPiece)].Value * 10.5; } else { BlackTally = BlackTally - Pieces[abs(CompLegal[AA].StartPiece)].Value * 10.5; } } } BlackTally = BlackTally - HighBlackLoss; HighBlackLoss = 0; WhiteTally = WhiteTally - HighWhiteLoss; HighWhiteLoss = 0; if(Level > 0 && Rnd() < .5 ) { if(!strcmp(Turn, "White") ) WhiteTally = WhiteTally + Int(Rnd() * 2) + 1; else BlackTally = BlackTally + Int(Rnd() * 2) + 1; } if(Level > 1 ) { if(!strcmp(Turn, "White") && (WhiteTally - BlackTally) + KingTally[AA] > BestTally[TestDepth] ) { BestTally[Level + 1] = (WhiteTally - BlackTally) + KingTally[AA]; BestMove = AA; ReorderMoves(); } if(!strcmp(Turn, "Black") && (BlackTally - WhiteTally) + KingTally[AA] > BestTally[TestDepth] ) { BestTally[Level + 1] = (BlackTally - WhiteTally) + KingTally[AA]; BestMove = AA; ReorderMoves(); } } else { if(Level == 1 ) { if(!strcmp(Turn, "White") && WhiteTally - BlackTally + KingTally[AA] > BestTally[1] ) { BestTally[1] = WhiteTally - BlackTally + KingTally[AA]; BestMove = AA; if((!strcmp(Choice, "Chu") || !strcmp(Choice, "Dai") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tenjiku") || !strcmp(Choice, "Tai")) && ExtraCapture[AA].Piece != 0 ) { LionVictim.Piece = ExtraCapture[AA].Piece; LionVictim.File = ExtraCapture[AA].File; LionVictim.Rank = ExtraCapture[AA].Rank; } else { LionVictim.Piece = 0; } } if(!strcmp(Turn, "Black") && BlackTally - WhiteTally + KingTally[AA] > BestTally[1] ) { BestTally[1] = BlackTally - WhiteTally + KingTally[AA]; BestMove = AA; if((!strcmp(Choice, "Chu") || !strcmp(Choice, "Dai") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tenjiku") || !strcmp(Choice, "Tai")) && ExtraCapture[AA].Piece != 0 ) { LionVictim.Piece = ExtraCapture[AA].Piece; LionVictim.File = ExtraCapture[AA].File; LionVictim.Rank = ExtraCapture[AA].Rank; } else { LionVictim.Piece = 0; } } } else { if(!strcmp(Turn, "White") && WhiteTally - BlackTally + KingTally[AA] > BestTally[0] ) { BestTally[0] = WhiteTally - BlackTally + KingTally[AA]; } if(!strcmp(Turn, "Black") && BlackTally - WhiteTally + KingTally[AA] > BestTally[0] ) { BestTally[0] = BlackTally - WhiteTally + KingTally[AA]; } } } RestoreMap(); ExtraCapture[AA].Piece = 0; } // Next AA; } void Convert () { INT K=0, AB=0, CD=0, Strip=0, NoStrip=0; STRING LeftBit, RightBit; // were not declared, and thus integer in basic source??? ClearLegal(); DropTest = 0; Strip = 0; NoStrip = 0; I = TurnCount + 1; strcpy(ShortScore[I], CMoveSTR); K = strlen(ShortScore[I]); if(strstr(ShortScore[I], "*") == NULL || ShortScore[I][K-1] == '*' ) { for(AB = 1; AB <= BoardSizeY; AB++) { for(CD = 1; CD <= BoardSizeX; CD++) { if(Squares[CD][AB] == Score[TurnCount].IDStart && Score[TurnCount].IDStart != 0 && (File != CD || Rank != AB) ) { if(!strcmp(Pieces[abs(Squares[CD][AB])].sname, Pieces[abs(Score[TurnCount].IDStart)].sname) ) { FirstFile = CD; FirstRank = AB; TestOther(); } } } // Next CD; } // Next AB; if(Testing123 != 1 ) { for(J = 1; J <= K; J++) { if(ShortScore[I][J-1] > 47 && ShortScore[I][J-1] < 58 && NoStrip == 0 && Strip == 0 ) { Strip = 1; strcpy(LeftBit, ShortScore[I]); LeftBit[J-1] = 0; } if(Strip == 1 && ShortScore[I][J-1] > 96 && ShortScore[I][J-1] < 123 ) { NoStrip = 1; Strip = 0; strcpy(RightBit, ShortScore[I]+J); } } // Next J; sprintf(ShortScore[I], "%s%s", LeftBit, RightBit); } Testing123 = 0; } } void ConvertScore () { INT K=0, Strip=0, NoStrip=0, OldScore=0; STRING LeftBit, RightBit; // not declared in basic, thus integer??? STRING TmpSTR; for(I = 1; I <= TurnCount; I++) { Strip = 0; NoStrip = 0; strcpy(ShortScore[I], Score[I].Caption); for(J = 1; J <= strlen(ShortScore[I]); J++) { if(ShortScore[I][J-1] == ' ' ) { strcpy(TmpSTR, ShortScore[I]+J); strcpy(ShortScore[I], TmpSTR); OldScore = 1; } } // Next J; if(OldScore == 1 ) { K = strlen(ShortScore[I]); if(strstr(ShortScore[I], "*") == NULL || ShortScore[I][K-1] == '*' ) { for(J = 1; J <= K; J++) { if(ShortScore[I][J-1] > 47 && ShortScore[I][J-1] < 58 && NoStrip == 0 && Strip == 0 ) { Strip = 1; strcpy(LeftBit, ShortScore[I]); LeftBit[J-1] = 0; } if(Strip == 1 && ShortScore[I][J-1] > 96 && ShortScore[I][J-1] < 123 ) { NoStrip = 1; Strip = 0; strcpy(RightBit, ShortScore[I]+J); } } // Next J; sprintf(ShortScore[I], "%s%s", LeftBit, RightBit); } } OldScore = 0; strcpy(Score[I].Caption, ShortScore[I]); } // Next I; } void DiagramDrop () { INT K=0, L=0, Z=0; STRING TmpSTR; strcpy(BlackDrop[1], "|"); strcpy(BlackDrop[2], "|"); Z = 1; if(Reverse == 0 ) { J = 1; K = Capture; L = K + 1; M = K * 2; } else { L = 1; M = Capture; J = M + 1; K = M * 2; } for(I = J; I <= K; I++) { if(InHand[I] > 0 ) { // FIXME is this correct? why trim? // BlackDrop[Z] = BlackDrop[Z] + " " + Left(Pieces[abs(CapRef[I])].sname, Len(Trim$(Pieces[abs(CapRef[I])].sname))); sprintf(TmpSTR, " %s", Pieces[abs(CapRef[I])].sname); strcat(BlackDrop[Z], TmpSTR); if(InHand[I] > 1 ) { strcpy(TmpSTR, BlackDrop[Z]); sprintf(BlackDrop[Z], "%sx%d", TmpSTR, InHand[I]); } if(strlen(BlackDrop[Z]) > 12 ) Z = 2; } } // Next I; strcpy(WhiteDrop[2], "|"); strcpy(WhiteDrop[1], "|"); Z = 1; for(I = L; I <= M; I++) { if(InHand[I] > 0 ) { // WhiteDrop(Z) = WhiteDrop(Z) + " " + Left(Pieces[abs(CapRef[I])].sname, Len(Trim$(Pieces[abs(CapRef[I])].sname))) sprintf(TmpSTR, " %s", Pieces[abs(CapRef[I])].sname); strcat(WhiteDrop[Z], TmpSTR); if(InHand[I] > 1 ) { strcpy(TmpSTR, WhiteDrop[Z]); sprintf(WhiteDrop[Z], "%sx%d", TmpSTR, InHand[I]); } if(strlen(WhiteDrop[Z]) > 13 ) Z = 2; } } // Next I; if(!strcmp(WhiteDrop[1], "|") ) strcat(WhiteDrop[1], " Nothing"); if(!strcmp(BlackDrop[1], "|") ) strcat(BlackDrop[1], " Nothing"); for(I = 1; I <= 2; I++) { strcpy(TmpSTR, WhiteDrop[I]); sprintf(WhiteDrop[I], "%-17s|", TmpSTR); strcpy(TmpSTR, BlackDrop[I]); sprintf(BlackDrop[I], "%-17s|", TmpSTR); } // Next I; } void DiagramFile () { // Menu function for large diagrams. FILE *f3; STRING TmpSTR; INT Short=0, DropStart=0, DropEnd=0; // TODO On Error Resume Next; strcpy(Board.CMDiagram.DialogTitle, "Create Text Diagram"); Board.CMDiagram.Flags = 0x400L | 0x800L | 0x4L; Board.CMDiagram.Action = 2; if(Err == 32755 ) return; strcpy(SavedSTR, Board.CMDiagram.Filename); if( !(f3 = fopen(SavedSTR, "w")) ) return; if(!strcmp(GameName, "Whale") || !strcmp(GameName, "Early") || !strcmp(GameName, "Bird") || !strcmp(GameName, "Micro") || !strcmp(GameName, "Mini") || !strcmp(GameName, "") ) Short = 1; else Short = 0; if(Drop == 1 ) DiagramDrop(); DropStart = 0; DropEnd = 0; if(Drop == 1 ) { DropStart = 1; DropEnd = BoardSizeY - 1; } if(strcpy(GameName, "") ) { fprintf(f3, "%s Shogi\n", GameName); for(I = 1; I <= strlen(GameName) + 6; I++) { fprintf(f3, "="); } // Next I; } // Print #3, fprintf(f3, "\n"); fprintf(f3, " "); for(I = BoardSizeX; I >= 1; I--) { if(I < 10 ) fprintf(f3, " "); if(Short == 0 ) fprintf(f3, " "); fprintf(f3, "% d ", I); } // Next I; fprintf(f3, "\n"); for(J = 1; J <= BoardSizeY; J++) { fprintf(f3, "+"); for(I = 1; I <= BoardSizeX - 1; I++) { if(Short == 0 ) fprintf(f3, "------"); else fprintf(f3, "-----"); } // Next I; if(Short == 0 ) fprintf(f3, "-----+"); else fprintf(f3, "----+"); if(Drop == 1 ) { if(J == DropStart ) fprintf(f3, " White in hand:"); if(J == DropStart + 1 ) fprintf(f3, " %s", WhiteDrop[1]); if(J == DropEnd + 1 ) fprintf(f3, " %s", BlackDrop[1]); if(J == DropEnd ) fprintf(f3, " Black in hand:"); if(J == DropStart + 2 ) fprintf(f3, " +----------------+"); } fprintf(f3, "\n"); for(I = 1; I <= BoardSizeX; I++) { fprintf(f3, "|"); if(Squares[I][J] != 0 ) { if(Squares[I][J] > 0 ) fprintf(f3, " b"); else fprintf(f3, " w"); // FIXME? Print #3, Left$(Pieces[abs(Squares[I][J])].sname, 3 - Short); strcpy(TmpSTR, Pieces[abs(Squares[I][J])].sname); TmpSTR[3 - Short] = 0; if(Short) fprintf(f3, "%-2s", TmpSTR); else fprintf(f3, "%-3s", TmpSTR); } else { if(Short == 0 ) fprintf(f3, " "); else fprintf(f3, " "); } } // Next I; fprintf(f3, "| %c", (96 + J)); if(J == DropStart || J == DropEnd ) fprintf(f3, " +----------------+"); if(J == DropStart + 1 ) fprintf(f3, " %s", WhiteDrop[2]); if(J == DropEnd + 1 ) fprintf(f3, " %s", BlackDrop[2]); fprintf(f3, "\n"); } // Next J; fprintf(f3, "+"); for(I = 1; I <= BoardSizeX - 1; I++) { if(Short == 0 ) fprintf(f3, "------"); else fprintf(f3, "-----"); } // Next I; if(Short == 0 ) fprintf(f3, "-----+"); else fprintf(f3, "----+"); if(DropEnd > 0 ) fprintf(f3, " +----------------+"); fprintf(f3, "\n"); fprintf(f3, "\n"); fprintf(f3, "%s to move.\n", Turn); sprintf(Board.Caption, "Diagram text file %s created.", Board.CMDiagram.Filename); Notice = 1; fclose(f3); } void DiagramSmall () { // Menu function for small diagrams. FILE *f3; STRING TmpSTR; INT Short=0, DropStart=0, DropEnd=0; // TODO On Error Resume Next; strcpy(Board.CMDiagram.DialogTitle, "Create Small Text Diagram"); Board.CMDiagram.Flags = 0x400L | 0x800L | 0x4L; Board.CMDiagram.Action = 2; if(Err == 32755 ) return; strcpy(SavedSTR, Board.CMDiagram.Filename); if( !(f3 = fopen(SavedSTR, "w")) ) return; if(!strcmp(GameName, "Whale") || !strcmp(GameName, "Early") || !strcmp(GameName, "Bird") || !strcmp(GameName, "Micro") || !strcmp(GameName, "Mini") || !strcmp(GameName, "") ) Short = 1; else Short = 0; if(Drop == 1 ) DiagramDrop(); DropStart = 0; DropEnd = 0; if(Drop == 1 ) { DropStart = 1; DropEnd = BoardSizeY - 1; } if(strcmp(GameName, "") ) { fprintf(f3, "%s Shogi", GameName); for(I = 1; I <= strlen(GameName) + 6; I++) { fprintf(f3, "="); } // Next I; } fprintf(f3, "\n"); for(I = BoardSizeX; I >= 1; I--) { if(I < 10 ) fprintf(f3, " "); if(Short == 0 ) fprintf(f3, " "); fprintf(f3, "%d", I); fprintf(f3, " "); } // Next I; fprintf(f3, "\n"); fprintf(f3, "+"); for(I = 1; I <= BoardSizeX - 1; I++) { if(Short == 0 ) fprintf(f3, "----"); else fprintf(f3, "---"); } // Next I; if(Short == 0 ) fprintf(f3, "----+"); else fprintf(f3, "---+"); if(DropStart == 1 ) fprintf(f3, " White in hand:"); fprintf(f3, "\n"); for(J = 1; J <= BoardSizeY; J++) { fprintf(f3, "|"); for(I = 1; I <= BoardSizeX; I++) { if(Squares[I][J] != 0 ) { if(Squares[I][J] > 0 ) fprintf(f3, "b"); else fprintf(f3, "w"); strcpy(TmpSTR, Pieces[abs(Squares[I][J])].sname); TmpSTR[3 - Short] = 0; if(Short) fprintf(f3, "%-2s", TmpSTR); else fprintf(f3, "%-3s", TmpSTR); } else { if(Short == 0 ) fprintf(f3, " * "); else fprintf(f3, " * "); } } // Next I; fprintf(f3, "|%c", (96 + J)); if(J == DropStart ) fprintf(f3, " %s", Mid(WhiteDrop[1], 2, 16)); if(J == DropStart + 1 ) fprintf(f3, " %s", Mid(WhiteDrop[2], 2, 16)); if(J == DropEnd + 1 ) fprintf(f3, " %s", Mid(BlackDrop[1], 2, 16)); if(J == DropEnd ) fprintf(f3, " Black in hand:"); fprintf(f3, "\n"); } // Next J; fprintf(f3, "+"); for(I = 1; I <= BoardSizeX - 1; I++) { if(Short == 0 ) fprintf(f3, "----"); else fprintf(f3, "---"); } // Next I; if(Short == 0 ) fprintf(f3, "----+"); else fprintf(f3, "---+"); if(DropEnd > 0 ) fprintf(f3, " %s", Mid(BlackDrop[2], 2, 16)); fprintf(f3, "\n"); fprintf(f3, "%s to move.\n", Turn); sprintf(Board.Caption, "Diagram text file %s created.", Board.CMDiagram.Filename); Notice = 1; fclose(f3); } void DisplayEmperor () { INT K=0, L=0, EF=0; for(K = 1; K <= BoardSizeY; K++) { for(J = 1; J <= BoardSizeX; J++) { Board.ForeColor = 0xFF8080; Legal[J][K] = 1; L = 0; if(!strcmp(Turn, "Black") && Squares[J][K] < 0 && ((Camps[J][K] == 1 || Camps[J][K] == 3) || WhiteEmperor == 1) ) Legal[J][K] = 0; if(!strcmp(Turn, "White") && Squares[J][K] > 0 && (Camps[J][K] > 1 || BlackEmperor == 1) ) Legal[J][K] = 0; if(!strcmp(Turn, "Black") && Squares[J][K] < 0 && Legal[J][K] == 1 ) Board.ForeColor = 0xC0; if(!strcmp(Turn, "White") && Squares[J][K] > 0 && Legal[J][K] == 1 ) Board.ForeColor = 0xC0; if(FirstInitRank == K && FirstInitFile == J ) Legal[J][K] = 0; if(Squares[J][K] != 0 ) { if(!strcmp(Pieces[abs(Squares[J][K])].Name, "Emperor") && Sgn(Squares[J][K]) != Sgn(Squares[FirstInitFile][FirstInitRank]) ) { NewRank = K; NewFile = J; Legal[J][K] = 1; CheckEmperor(); K = NewRank; J = NewFile; if(Legal[J][K] == 1 ) Board.ForeColor = 0xC0; } } if(SeeMove == 1 && Legal[J][K] == 1 ) { if(Squares[J][K] == 0 ) { if(Reverse == 0 ) { Board.Line(XStart + (J - 1) * Pixels, 11 + (K - 1) * Pixels, XStart + (J * Pixels) - 2, 9 + (K * Pixels), NOCOLOR, "BF"); } else { Board.Line(XStart + (BoardSizeX - J) * Pixels, 11 + (BoardSizeY - K) * Pixels, XStart - 2 + (BoardSizeX - J + 1) * Pixels, 9 + (BoardSizeY - K + 1) * Pixels + L, NOCOLOR, "BF"); } } else { for(EF = 1; EF < Pixels; EF++) { // FIXME: lowered EF by one to access correct PieceMask elements if(Reverse == 0 ) { if(Squares[J][K] > 0 ) { Board.Line(XStart + (J - 1) * Pixels + EF - 2, 11 + (K - 1) * Pixels, XStart + (J - 1) * Pixels + EF - 2, 11 + (K - 1) * Pixels + PieceMask[Pieces[abs(Squares[J][K])].Mask][EF] + 1, NOCOLOR, ""); } else { Board.Line(XStart + (J - 1) * Pixels + (Pixels - EF), 9 + (K * Pixels), XStart + (J - 1) * Pixels + (Pixels - EF), 8 + (K * Pixels) - PieceMask[Pieces[abs(Squares[J][K])].Mask][EF], NOCOLOR, ""); } } else { if(Squares[J][K] > 0 ) { Board.Line(XStart + (BoardSizeX - J) * Pixels + (Pixels - EF), 8 + (BoardSizeY - K + 1) * Pixels + 1, XStart + (BoardSizeX - J) * Pixels + (Pixels - EF), 8 + (BoardSizeY - K + 1) * Pixels - PieceMask[Pieces[abs(Squares[J][K])].Mask][EF], NOCOLOR, ""); } else { Board.Line(XStart + (BoardSizeX - J) * Pixels + EF - 2, 10 + (BoardSizeY - K) * Pixels + 1, XStart + (BoardSizeX - J) * Pixels + EF - 2, 12 + (BoardSizeY - K) * Pixels + PieceMask[Pieces[abs(Squares[J][K])].Mask][EF], NOCOLOR, ""); } } } // Next EF; } } Camps[J][K] = 0; } // Next J; } // Next K; Influence = 0; Board.ForeColor = 0x0L; Board.FillColor = 0xFFFFFF; } void DisplayTerritory () { INT K=0, L=0, EF=0; for(K = 1; K <= BoardSizeY; K++) { for(J = 1; J <= BoardSizeX; J++) { L = 0; if(!strcmp(Choice, "Heian") || !strcmp(Choice, "Chu") || !strcmp(Choice, "Dai") || !strcmp(Choice, "Tenjiku") ) L = 1; switch( Camps[J][K] ) { case 1: Board.ForeColor = 0xFFFFFF; break; case 2: Board.ForeColor = 0x606060; break; case 3: Board.ForeColor = 0xC0C0C0; break; } if(Camps[J][K] > 0 ) { if(Squares[J][K] == 0 ) { if(Reverse == 0 ) { Board.Line(XStart + L + (J - 1) * Pixels, 11 + L + (K - 1) * Pixels, XStart + (J * Pixels) - 2 + L, 9 + L + (K * Pixels), NOCOLOR, "BF"); } else { Board.Line(XStart + L + (BoardSizeX - J) * Pixels, 11 + (BoardSizeY - K) * Pixels + L, XStart - 2 + L + (BoardSizeX - J + 1) * Pixels, 9 + (BoardSizeY - K + 1) * Pixels + L, NOCOLOR, "BF"); } } else { if(Squares[J][K] > 0 && Camps[J][K] == 1 ) Board.ForeColor = 0xFF8080; if(Squares[J][K] < 0 && Camps[J][K] == 2 ) Board.ForeColor = 0xFF8080; if(Squares[J][K] < 0 ) { if((Squares[J][K] == -1 || !strcmp(Pieces[abs(Squares[J][K])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[J][K])].Name, "Prince")) && Camps[J][K] > 1 ) Board.ForeColor = 0xC0L; } else { if((Squares[J][K] == 1 || !strcmp(Pieces[abs(Squares[J][K])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[J][K])].Name, "Prince")) && (Camps[J][K] == 1 || Camps[J][K] == 3) ) Board.ForeColor = 0xC0L; } for(EF = 1; EF < Pixels; EF++) { // FIXME: lowered EF by 1 to access correct PieceMask elements ??? if(Reverse == 0 ) { if(Squares[J][K] > 0 ) { Board.Line(XStart + (J - 1) * Pixels + EF /*- 2*/ + L, 11 + (K - 1) * Pixels + L, XStart + (J - 1) * Pixels + EF /*- 2*/ + L, 11 + (K - 1) * Pixels + PieceMask[Pieces[abs(Squares[J][K])].Mask][EF] + 1, NOCOLOR, ""); // FIXME: added 2 to x } else { Board.Line(XStart + (J - 1) * Pixels + (Pixels - EF) + L, 9 + (K * Pixels) + L + 1, XStart + (J - 1) * Pixels + (Pixels - EF) + L, 8 + K * Pixels - (PieceMask[Pieces[abs(Squares[J][K])].Mask][EF] - (L * 2)) + 1, NOCOLOR, ""); // FIXME: added 1 to y } } else { if(Squares[J][K] > 0 ) { Board.Line(XStart + (BoardSizeX - J) * Pixels + (Pixels - EF) + L, 8 + (BoardSizeY - K + 1) * Pixels + 1 + L + 1, XStart + (BoardSizeX - J) * Pixels + (Pixels - EF) + L, 8 + (BoardSizeY - K + 1) * Pixels - PieceMask[Pieces[abs(Squares[J][K])].Mask][EF] + (L * 2) + 1, NOCOLOR, ""); // FIXME: added 1 to y } else { Board.Line(XStart + (BoardSizeX - J) * Pixels + EF /*- 2*/ + L, 10 + (BoardSizeY - K) * Pixels + 1 + L, XStart + (BoardSizeX - J) * Pixels + EF /*- 2*/ + L, 12 + (BoardSizeY - K) * Pixels + PieceMask[Pieces[abs(Squares[J][K])].Mask][EF], NOCOLOR, ""); // FIXME: added 2 to x } } } // Next EF; } } Camps[J][K] = 0; } // Next J; } // Next K; Board.ForeColor = 0x0L; Board.FillColor = 0xFFFFFF; } void DolphinMove () { if((Squares[InitFile][InitRank] > 0 && InitRank == 1) || (Squares[InitFile][InitRank] < 0 && InitRank == 6) ) { Pieces[abs(Squares[InitFile][InitRank])].Moves[7] = 64; Pieces[abs(Squares[InitFile][InitRank])].Moves[8] = 64; } } void DoubleMove () { ClearLegal(); strcpy(LionNameSTR, Pieces[abs(Squares[File][Rank])].Name); sprintf(Board.Caption, "Extra %s move - Double Click on Piece to End Move.", LionNameSTR); LionPiece = I; Teach = Teach - 1; if(Reverse == 0 ) { MOVE(1, Board.Frame, XStart + (File - 1) * Pixels, 11 + (Rank - 1) * Pixels); } else { MOVE(1, Board.Frame, XStart + (BoardSizeX - File) * Pixels, 11 + (BoardSizeY - Rank) * Pixels); } Board.Frame.Visible = True; } void DropPiece () { // MouseUp handler for board piece. I = piece number, NewButton = button if(NewButton == 1 ) { strcpy(Board.PieceID.Caption, ""); DRAG(Board.showpic[I], 0); } else { strcpy(Board.PieceID.Caption, ""); Board.PieceID.ForeColor = 0xFF0000; RightClick = 0; } if(LegalMoves == 0 ) ClearLegal(); } void DropPiece2 () { // MouseUp handler for holdings pieces. I = (holdings) piece number, NewButton = button if(NewButton == 1 ) { strcpy(Board.PieceID.Caption, ""); DRAG(Board.HandPic[I], 0); if(LegalMoves == 0 ) ClearLegal(); } else { strcpy(Board.PieceID.Caption, ""); Board.PieceID.ForeColor = 0xFF0000; if(LegalMoves == 0 ) ClearLegal(); } } void Emperor () { INT AB=0, CD=0; FirstInitFile = InitFile; FirstInitRank = InitRank; EmperorTest = 1; Influence = 2; for(AB = 1; AB <= BoardSizeY; AB++) { for(CD = 1; CD <= BoardSizeX; CD++) { if((!strcmp(Turn, "Black") && Squares[CD][AB] < 0) || (!strcmp(Turn, "White") && Squares[CD][AB] > 0) ) { InitFile = CD; InitRank = AB; Validate(); } } // Next CD; } // Next AB; DisplayEmperor(); Influence = 0; EmperorTest = 0; InitRank = FirstInitRank; InitFile = FirstInitFile; } void EmperorCheck () { INT AB=0, CD=0, OldInfluence=0, OldCompMove=0; int Response; // write-only? OldInfluence = Influence; OldCompMove = CompMove; OldSeeMove = SeeMove; SeeMove = 1; CompMove = 0; Influence = 2; for(AB = 1; AB <= BoardSizeY; AB++) { for(CD = 1; CD <= BoardSizeX; CD++) { InitFile = CD; InitRank = AB; Validate(); } // Next CD; } // Next AB; if(Camps[BlackEmpX][BlackEmpY] == 0 ) { if(!strcmp(Turn, "White") ) { Response = MsgBox("You have left your Emperor in Check! ", 0, "Black"); } else { strcpy(Board.PieceID.Caption, "Black Emperor is in Check!"); Notice = 1; } } else { if(Camps[WhiteEmpX][WhiteEmpY] == 0 ) { if(!strcmp(Turn, "Black") ) { Response = MsgBox("You have left your Emperor in Check! ", 0, "White"); } else { strcpy(Board.PieceID.Caption, "White Emperor is in Check!"); Notice = 1; } } } for(AB = 1; AB <= BoardSizeY; AB++) { for(CD = 1; CD <= BoardSizeX; CD++) { Camps[CD][AB] = 0; } // Next CD; } // Next AB; Influence = OldInfluence; CompMove = OldCompMove; SeeMove = OldSeeMove; } void EmperorInfluence () { INT EF=0; if(Squares[InitFile][InitRank] > 0 ) { Board.ForeColor = 0x606060; } else { Board.ForeColor = 0xFFFFFF; } for(EF = 1; EF < Pixels; EF++) { if(Reverse == 0 ) { if(Squares[InitFile][InitRank] != 0 ) { if(Squares[InitFile][InitRank] > 0 ) { Board.Line(XStart + (InitFile - 1) * Pixels + EF /*- 2*/, 11 + (InitRank - 1) * Pixels, XStart + (InitFile - 1) * Pixels + EF /*- 2*/, 11 + (InitRank - 1) * Pixels + PieceMask[Pieces[abs(Squares[InitFile][InitRank])].Mask][EF] + 1, NOCOLOR, ""); // FIXME: added 2 to x } else { Board.Line(XStart + (InitFile - 1) * Pixels + (Pixels - EF), 9 + InitRank * Pixels + 1, XStart + (InitFile - 1) * Pixels + (Pixels - EF), 8 + InitRank * Pixels - PieceMask[Pieces[abs(Squares[InitFile][InitRank])].Mask][EF] + 1, NOCOLOR, ""); // FIXME: added 1 to y } } } else { if(Squares[InitFile][InitRank] != 0 ) { if(Squares[InitFile][InitRank] > 0 ) { Board.Line(XStart + (BoardSizeX - InitFile) * Pixels + (Pixels - EF), 8 + (BoardSizeY - InitRank + 1) * Pixels + 2, XStart + (BoardSizeX - InitFile) * Pixels + (Pixels - EF), 8 + (BoardSizeY - InitRank + 1) * Pixels - PieceMask[Pieces[abs(Squares[InitFile][InitRank])].Mask][EF] + 1, NOCOLOR, ""); // FIXME: added 1 to y2 } else { Board.Line(XStart + (BoardSizeX - InitFile) * Pixels + EF /*- 2*/, 10 + (BoardSizeY - InitRank) * Pixels + 1, XStart + (BoardSizeX - InitFile) * Pixels + EF /*- 2*/, 12 + (BoardSizeY - InitRank) * Pixels + PieceMask[Pieces[abs(Squares[InitFile][InitRank])].Mask][EF], NOCOLOR, ""); // FIXME: added 2 to x } } } } // Next EF; Board.ForeColor = 0x0L; Board.FillColor = 0xFFFFFF; } void EndLionMove () { STRING PieceName; INT K=0, L=0, Found=0; if(LionPiece == I ) { K = 1; do { L = 1; do { if(Grafix[L][K] == I ) { strcpy(PieceName, Pieces[abs(Squares[L][K])].Name); strcpy(Board.PieceID.Caption, PieceName); File = L; Rank = K; Found = 1; } L = L + 1; } while( !( L > BoardSizeX || Found == 1) ); K = K + 1; } while( !(K > BoardSizeY || Found == 1) ); Found = 0; Board.Frame.Visible = False; LionPiece = -1; LionBurn(); NextTurn(); } else { UnPromote(); } } void EndSelect () { if(MovePiece == 1 ) { strcpy(Board.Caption, Cap); MovePiece = 0; Handicap = 0; Reduce = 0; Board.Timer1.Enabled = True; MoveCount = 0; TurnCount = 0; if(!strcmp(Turn, "White") ) MoveCount = 1; strcpy(Board.LastMove.Caption, ""); } else { Handicap = 0; Reduce = 0; MovePiece = 0; if(Drop == 1 ) ResetHand(); if(!strcmp(Turn, "White") ) MoveCount = 1; LoadAddPieces(); } BugFix(); } void EndSetup () { MovePiece = 0; Selection = 0; Reduce = 0; Handicap = 0; strcpy(ExtraPiece, ""); } void EndTilde () { // called when MouseDown on board or holdings piece if(Tilde == 1 ) { ClearLegal(); Board.Refresh(); Tilde = 0; } } void FillSquare () { // Button1-Down handler for Form. (NewX, NewY) is coords, CCC = 1 and CleckPiece = 0; if(strcmp(Computer, Turn) && strcmp(Computer, "Both") && Level != 0 && GameOver != 1 ) { if(Selection != 0 ) { if(NewX > XStart && NewX < XStart + (BoardSizeX * Pixels) && NewY > 11 && NewY < 11 + (BoardSizeY * Pixels) ) { GetSquare(); Squares[InitFile][InitRank] = Selection; NewGraf = 0; while( Board.showpic[NewGraf].Visible == True) { NewGraf = NewGraf + 1; } SetGrafix(); } Reduce = 0; Handicap = 0; MovePiece = 0; CheckAdd(); } else { Territory(); } } } void FindEmperorMove () { INT K=0, JStart=0, KStart=0, JEnd=0, KEnd=0, Steps=0, VacantX=0, VacantY=0, CaptureX=0, CaptureY=0, Vacant=0, BestCapture=0; BestCapture = 0; Vacant = 0; if(!strcmp(Turn, "Black") ) { KStart = BoardSizeY; JStart = BoardSizeX; KEnd = 1; JEnd = 1; Steps = -1; } else { KStart = 1; JStart = 1; KEnd = BoardSizeY; JEnd = BoardSizeX; Steps = 1; } for(K = KStart; Steps > 0 ? K <= KEnd : K >= KEnd; K += Steps) { for(J = JStart; Steps > 0 ? J <= JEnd : J >= JEnd; J += Steps) { if(!strcmp(Turn, "Black") && Squares[J][K] < 0 && Camps[J][K] != 1 && Camps[J][K] != 3 && WhiteEmperor != 1 ) { if(Pieces[abs(Squares[J][K])].Value > BestCapture ) { BestCapture = Pieces[abs(Squares[J][K])].Value; CaptureX = J; CaptureY = K; } } if(!strcmp(Turn, "White") && Squares[J][K] > 0 && Camps[J][K] < 2 && BlackEmperor != 1 ) { if(Pieces[abs(Squares[J][K])].Value > BestCapture ) { BestCapture = Pieces[abs(Squares[J][K])].Value; CaptureX = J; CaptureY = K; } } if(!strcmp(Turn, "Black") && Squares[J][K] == 0 && Camps[J][K] != 1 && Camps[J][K] != 3 && WhiteEmperor != 1 && Vacant != 1 ) { VacantX = J; VacantY = K; Vacant = 1; } if(!strcmp(Turn, "White") && Squares[J][K] == 0 && Camps[J][K] < 2 && BlackEmperor != 1 && Vacant != 1 ) { VacantX = J; VacantY = K; Vacant = 1; } if(!strcmp(Turn, "Black") && Squares[J][K] == 0 && Camps[J][K] == 2 && Vacant != 1 ) { VacantX = J; VacantY = K; Vacant = 1; } if(!strcmp(Turn, "White") && Squares[J][K] == 0 && Camps[J][K] == 1 && Vacant != 1 ) { VacantX = J; VacantY = K; Vacant = 1; } Camps[J][K] = 0; } // Next J; } // Next K; if(!strcmp(Turn, "Black") ) { InitFile = BlackEmpX; InitRank = BlackEmpY; } if(!strcmp(Turn, "White") ) { InitFile = WhiteEmpX; InitRank = WhiteEmpY; } if(BestCapture > 0 ) { SeeFile = CaptureX; SeeRank = CaptureY; AddEmperorMove(); } SeeFile = VacantX; SeeRank = VacantY; AddEmperorMove(); Influence = 0; } void FindInfluence () { INT LL=0; Changed = 1; if(LookMate == 1 ) { Clearing[1].File = LastPieceX; Clearing[1].Rank = LastPieceY; File = LastPieceX; Rank = LastPieceY; ClearInfo(); } Clearing[Changed].File = CompFile; Clearing[Changed].Rank = CompRank; File = InitFile; Rank = InitRank; if(InitFile != 0 ) ClearInfo(); if(Squares[CompFile][CompRank] != 0 ) { File = CompFile; Rank = CompRank; CapturedPiece = 1; ClearInfo(); } else { for(LL = 1; LL <= Attacker[CompFile][CompRank]; LL++) { File = BanMap[CompFile][CompRank].Info[LL].File; Rank = BanMap[CompFile][CompRank].Info[LL].Rank; if(File != 0 && (InitFile != File || InitRank != Rank) ) { if(Pieces[abs(Squares[File][Rank])].Range != 0 ) ClearInfo(); } } // Next LL; } if(ExtraCapture[AA].Piece != 0 ) { File = ExtraCapture[AA].File; Rank = ExtraCapture[AA].Rank; ClearInfo(); for(LL = 1; LL <= Attacker[ExtraCapture[AA].File][ExtraCapture[AA].Rank]; LL++) { File = BanMap[ExtraCapture[AA].File][ExtraCapture[AA].Rank].Info[LL].File; Rank = BanMap[ExtraCapture[AA].File][ExtraCapture[AA].Rank].Info[LL].Rank; if(Pieces[abs(Squares[File][Rank])].Range != 0 ) ClearInfo(); } // Next LL; } for(LL = 1; LL <= Attacker[InitFile][InitRank]; LL++) { File = BanMap[InitFile][InitRank].Info[LL].File; Rank = BanMap[InitFile][InitRank].Info[LL].Rank; if(File != 0 ) { if(Pieces[abs(Squares[File][Rank])].Range != 0 ) ClearInfo(); } } // Next LL; } void FireDemon () { INT K=0, L=0; Evaluate = 0; if(SeeMove == 1 && Other != 1 ) { if((Influence == 0) || (Squares[NewFile][NewRank] == 0 || Sgn(Squares[InitFile][InitRank]) != Sgn(Squares[NewFile][NewRank])) ) { for(K = NewRank - 1; K <= NewRank + 1; K++) { for(L = NewFile - 1; L <= NewFile + 1; L++) { if(L > 0 && L <= BoardSizeX && K > 0 && K <= BoardSizeY ) { if(((Sgn(Squares[InitFile][InitRank]) != Sgn(Squares[L][K])) && Squares[L][K] != 0 && Legal[L][K] != 1) ) { if((K != NewRank || L != NewFile) && Pieces[abs(Squares[L][K])].special != 'F' ) { Board.FillColor = 0xFFFFL; if(Legal[L][K] < 1 ) { SeeFile = L; SeeRank = K; LookMove(); } } } if((Influence != 0) && (Squares[L][K] == 0) ) { SeeFile = L; SeeRank = K; LookMove(); } } } // Next L; } // Next K; } } } void Flame () { INT K=0, L=0, W=0, King=0; // FIXME: read-only variable W = 0; for(K = Rank - 1; K <= Rank + 1; K++) { for(L = File - 1; L <= File + 1; L++) { if(L > 0 && L <= BoardSizeX && K > 0 && K <= BoardSizeY ) { if((Sgn(Squares[File][Rank]) != Sgn(Squares[L][K])) && Squares[L][K] != 0 ) { if(strcmp(Pieces[abs(Squares[L][K])].Name, "Fire Demon") ) { if(abs(Squares[L][K]) == 1 || (!strcmp(Pieces[abs(Squares[L][K])].Name, "Crown Prince") && King == 1) ) { File = L; Rank = K; CheckMate(); } if(Mate == 1 ) return; if(W == 0 ) strcat(CMoveSTR, CR "\n x!"); else strcat(CMoveSTR, ","); if(W == 3 ) strcat(CMoveSTR, CR "\n "); sprintf(CMoveSTR + strlen(CMoveSTR), "%d%c", ((BoardSizeX - L) + 1), (K + 96)); Captures[TurnCount].number = Captures[TurnCount].number + 1; Captures[TurnCount].Positions[Captures[TurnCount].number] = (K * (BoardSizeX + 1)) + L; Captures[TurnCount].PieceNum[Captures[TurnCount].number] = Squares[L][K]; Squares[L][K] = 0; Board.showpic[Grafix[L][K]].Visible = False; MOVE(1, Board.showpic[Grafix[L][K]], 0, 0); Grafix[L][K] = -1; W = W + 1; } } } } // Next L; } // Next K; } void FlashPiece () { INT PPP=0; if(LastPieceX > -1 && LastPieceY > -1 ) { if(Grafix[LastPieceX][LastPieceY] > -1 ) { CCC = 0; XA = 0; Blink = 0; PPP = 2; Board.Timer2.Interval = 200; do { if(Blink / 2. == Int(Blink / 2) && PPP != 2 ) { Board.showpic[Grafix[LastPieceX][LastPieceY]].Visible = False; PPP = PPP + 1; PPP = 2; Board.Refresh(); } if(Blink / 2. != Int(Blink / 2) && PPP != 1 ) { Board.showpic[Grafix[LastPieceX][LastPieceY]].Visible = True; PPP = 1; Board.Refresh(); } #ifdef MSVC DoEvents(); #else Blink++; Sleep(200); // [HGM] added. Freezes application during blink #endif } while( !(CCC == 1 || Blink == 14) ); CCC = 0; XA = 0; Blink = 0; Board.Timer2.Interval = 0; Board.showpic[Grafix[LastPieceX][LastPieceY]].Visible = True; } } } void FormActing () { if(!strcmp(Threat, "On") && SeeMove == 1 && GameOver != 1 ) { GetSquare(); ActingPieces(); } } void FormDrop () { // DragDrop-event handler for Form; (NewX, NewY) pass coords int Response; // write-only? if(MovePiece == 1 ) MoveFormDrop(); if(InitRank == 0 ) HeldDrop(); if((NewX > XStart && NewX < XStart + (BoardSizeX * Pixels) && NewY > 11 && NewY < 11 + (BoardSizeY * Pixels)) || CompMove == 1 ) { GetSquare2(); if(Legal[File][Rank] > 0 && RightClick != 1 ) { if(LionPiece != I ) { Score[TurnCount].IDStart = Squares[InitFile][InitRank]; Score[TurnCount].PosStart = (InitRank * (BoardSizeX + 1)) + InitFile; strcat(CMoveSTR, TrimSTR(Pieces[abs(Squares[InitFile][InitRank])].sname)); sprintf(CMoveSTR + strlen(CMoveSTR), "%d%c", ((BoardSizeX - InitFile) + 1), (96 + InitRank)); if((!strcmp(Computer, Turn) || !strcmp(Computer, "Both")) && LionVictim.Piece != 0 ) { sprintf(CMoveSTR + strlen(CMoveSTR), "x%d%c", (BoardSizeX - LionVictim.File + 1), (96 + LionVictim.Rank)); } } sprintf(CMoveSTR + strlen(CMoveSTR), "-%d%c", ((BoardSizeX - File) + 1), (Rank + 96)); if(Legal[File][Rank] == 1 ) LionPiece = -1; Board.Frame.Visible = False; Squares[File][Rank] = Squares[InitFile][InitRank]; if(Squares[File][Rank] == 1 ) { BlackKingX = File; BlackKingY = Rank; } if(Squares[File][Rank] == -1 ) { WhiteKingX = File; WhiteKingY = Rank; } if(!strcmp(Pieces[abs(Squares[File][Rank])].Name, "Emperor") && Squares[File][Rank] > 0 ) { BlackEmpX = File; BlackEmpY = Rank; } if(!strcmp(Pieces[abs(Squares[File][Rank])].Name, "Emperor") && Squares[File][Rank] < 0 ) { WhiteEmpX = File; WhiteEmpY = Rank; } Score[TurnCount].PosEnd = (Rank * (BoardSizeX + 1)) + File; Score[TurnCount].IDEnd = Squares[File][Rank]; if(LionVictim.Piece != 0 ) { Captures[TurnCount].number = Captures[TurnCount].number + 1; Captures[TurnCount].Positions[Captures[TurnCount].number] = (LionVictim.Rank * (BoardSizeX + 1)) + LionVictim.File; Captures[TurnCount].PieceNum[Captures[TurnCount].number] = Squares[LionVictim.File][LionVictim.Rank]; Taken = 1; } Grafix[File][Rank] = I; if(InitFile != File || InitRank != Rank ) Grafix[InitFile][InitRank] = -1; if(InitFile != File || InitRank != Rank ) Squares[InitFile][InitRank] = 0; if(LionVictim.Piece != 0 ) { Squares[LionVictim.File][LionVictim.Rank] = 0; Board.showpic[Grafix[LionVictim.File][LionVictim.Rank]].Visible = False; MOVE(1, Board.showpic[Grafix[LionVictim.File][LionVictim.Rank]], 0, 0); Grafix[LionVictim.File][LionVictim.Rank] = -1; } if(Legal[File][Rank] == 3 ) { Score[TurnCount].IDEnd = 0; Grafix[File][Rank] = -1; Board.showpic[I].Visible = False; MOVE(1, Board.showpic[I], 0, 0); Squares[File][Rank] = 0; LionPiece = -1; } else { if(Reverse == 0 ) { MOVE(1, Board.showpic[I], XStart + ((File - 1) * Pixels), 11 + ((Rank - 1) * Pixels)); } else { MOVE(1, Board.showpic[I], XStart + ((BoardSizeX - File) * Pixels), 11 + ((BoardSizeY - Rank) * Pixels)); } } if(Demon == 1 ) Flame(); if(Mate != 1 ) { if(Legal[File][Rank] == 3 ) strcat(CMoveSTR, "*"); if(Legal[File][Rank] == 6 ) Teach = 3; if(Legal[File][Rank] == 2 ) Teach = 2; else Teach = 1; if(Legal[File][Rank] == 2 || Legal[File][Rank] == 6 ) { DoubleMove(); } else { LastPieceX = File; LastPieceY = Rank; if(CompMove != 1 ) NextTurn(); } } } } ClearLegal(); if(Mate == 1 ) { GameOver = 1; Response = MsgBox(" Checkmate! ", 0, (sprintf(StringTmp, "%s Wins!", Turn), StringTmp)); NextTurn(); } } void GetSquare () { if(Reverse == 0 ) { InitFile = Int((NewX - XStart) / Pixels) + 1; InitRank = Int((NewY - 11) / Pixels) + 1; } else { InitFile = Int((BoardSizeX * Pixels - (NewX - XStart)) / Pixels) + 1; InitRank = Int((BoardSizeY * Pixels - (NewY - 11)) / Pixels) + 1; } if(InitRank < 1 || InitRank > BoardSizeY || InitFile < 1 || InitFile > BoardSizeX ) { InitRank = 0; InitFile = 0; } } void GetSquare2 () { if(CompMove != 1 && DropTest != 1 ) { if(Reverse == 0 ) { File = Int((NewX - XStart) / Pixels) + 1; Rank = Int((NewY - 11) / Pixels) + 1; } else { File = Int((BoardSizeX * Pixels - (NewX - XStart)) / Pixels) + 1; Rank = Int((BoardSizeY * Pixels - (NewY - 11)) / Pixels) + 1; } } } void HeldDown () { // Button1-Down handler for holdings piece. CCC = 1, I = (holdings) piece number if(strcmp(Computer, Turn) && strcmp(Computer, "Both") && Level != 0 && GameOver != 1 ) { Notice = 0; Board.PieceID.ForeColor = 0xFF0000; if(Selection != 0 || MovePiece == 1 ) { AddHand2(); } else { if(Reduce == 1 ) { InHand[I] = InHand[I] - 1; if(InHand[I] < 2 ) strcpy(Board.Held[I].Caption, ""); else sprintf(Board.Held[I].Caption, "%d", InHand[I]); if(InHand[I] < 1 ) Board.HandPic[I].Visible = False; } else { strcpy(Board.Caption, Cap); strcpy(Board.PieceID.Caption, Pieces[abs(CapRef[I])].Name); if((I > Capture && !strcmp(Turn, "White") && Reverse == 0) || (I <= Capture && !strcmp(Turn, "Black") && Reverse == 0) || (I > Capture && !strcmp(Turn, "Black") && Reverse == 1) || (I <= Capture && !strcmp(Turn, "White") && Reverse == 1) ) { DRAG(Board.HandPic[I], 1); HeldValid(); } else { Board.FillStyle = 1; Other = 1; Board.ForeColor = 0xC00000; HeldValid(); Board.ForeColor = 0x0; Board.FillStyle = 0; Other = 0; } } } } } void HeldDrop () { if((NewX > XStart && NewX < XStart + (BoardSizeX * Pixels) && NewY > 11 && NewY < 11 + (BoardSizeY * Pixels)) || DropTest == 1 ) { GetSquare2(); if(Legal[File][Rank] == 1 ) { Squares[File][Rank] = CapRef[I]; NewGraf = 0; while( Board.showpic[NewGraf].Visible == True ) { NewGraf = NewGraf + 1; } Score[TurnCount].IDStart = Squares[File][Rank]; Score[TurnCount].IDEnd = Squares[File][Rank]; Score[TurnCount].PosStart = 0; Score[TurnCount].PosEnd = (Rank * (BoardSizeX + 1)) + File; strcpy(CMoveSTR, TrimSTR(Pieces[abs(Squares[File][Rank])].sname)); sprintf(CMoveSTR + strlen(CMoveSTR), "*%d%c", ((BoardSizeX - File) + 1), (Rank + 96)); Grafix[File][Rank] = NewGraf; Board.showpic[NewGraf] = Board.HandPic[I]; if(Reverse == 0 ) { MOVE(1, Board.showpic[NewGraf], XStart + (File - 1) * Pixels, 11 + (Rank - 1) * Pixels); } else { MOVE(1, Board.showpic[NewGraf], XStart + (BoardSizeX - File) * Pixels, 11 + (BoardSizeY - Rank) * Pixels); } Board.showpic[NewGraf].Visible = True; InHand[I] = InHand[I] - 1; if(InHand[I] < 1 ) Board.HandPic[I].Visible = False; if(InHand[I] < 2 ) strcpy(Board.Held[I].Caption, ""); else sprintf(Board.Held[I].Caption, "%d", InHand[I]); if(!strcmp(Choice, "Micro") ) MicroDrop(); InitRank = 0; InitFile = 0; Dropped = 1; LastPieceX = File; LastPieceY = Rank; if(CompMove != 1 ) NextTurn(); } } ClearLegal(); } void HeldProm () { // Button2-Down handler for holdings piece. CCC = 1, I = (holdings) piece number STRING PromName; if(strcmp(Computer, Turn) && strcmp(Computer, "Both") && Level != 0 && GameOver != 1 ) { strcpy(Board.PieceID.Caption, ""); Board.PieceID.ForeColor = 0x8000L; if(Pieces[abs(CapRef[I])].Promotes > 0 && strcmp(Pieces[abs(CapRef[I])].Name, "Killer Whale") ) strcpy(PromName, Pieces[abs(Pieces[abs(CapRef[I])].Promotes)].Name );else strcpy(PromName, "None"); sprintf(Board.PieceID.Caption, "Promotes to %s", PromName); } } void HeldShow () { INT K=0, L=0; if(SeeMove == 1 || CompMove == 1 ) { Board.FillColor = 0xFFFFFF; for(K = 1; K <= BoardSizeY; K++) { for(L = 1; L <= BoardSizeX; L++) { if(Legal[L][K] == 1 ) { SeeFile = L; SeeRank = K; LookMove(); } } // Next L; } // Next K; } if(Evaluate != 1 && DropTest != 1 ) InitRank = 0; } void HeldValid () { INT K=0, L=0, X=0; for(K = 1; K <= BoardSizeY; K++) { for(L = 1; L <= BoardSizeX; L++) { if(Squares[L][K] == 0 ) Legal[L][K] = 1; if(Pieces[abs(CapRef[I])].special == '1' ) { if(CapRef[I] > 0 && K == 1 ) Legal[L][K] = 0; if(CapRef[I] < 0 && K == BoardSizeY ) Legal[L][K] = 0; } if(Pieces[abs(CapRef[I])].special == '2' ) { if(CapRef[I] > 0 && K < 3 ) Legal[L][K] = 0; if(CapRef[I] < 0 && K > BoardSizeY - 2 ) Legal[L][K] = 0; } } // Next L; } // Next K; if((strcmp(Choice, "Micro")) && (!strcmp(Pieces[abs(CapRef[I])].Name, "Pawn") || !strcmp(Pieces[abs(CapRef[I])].Name, "Sparrow Pawn")) ) { for(N = 1; N <= BoardSizeY; N++) { for(P = 1; P <= BoardSizeX; P++) { if(Squares[P][N] != 0 ) { if((!strcmp(Pieces[abs(Squares[P][N])].Name, "Pawn") || !strcmp(Pieces[abs(Squares[P][N])].Name, "Sparrow Pawn")) && Sgn(Squares[P][N]) == Sgn(CapRef[I]) ) { for(X = 1; X <= BoardSizeY; X++) { Legal[P][X] = 0; } // Next X; } } } // Next P; } // Next N; } if(!strcmp(Choice, "Tori") && !strcmp(Pieces[abs(CapRef[I])].Name, "Swallow") ) { for(N = 1; N <= BoardSizeX; N++) { C = 0; for(P = 1; P <= BoardSizeY; P++) { if(Squares[N][P] != 0 ) { if(!strcmp(Pieces[abs(Squares[N][P])].Name, "Swallow") && Sgn(Squares[N][P]) == Sgn(CapRef[I]) ) { C = C + 1; if(C == 2 ) { for(X = 1; X <= BoardSizeY; X++) { Legal[N][X] = 0; } // Next X; } } } } // Next P; } // Next N; } if(!strcmp(Choice, "Whale") && !strcmp(Pieces[abs(CapRef[I])].Name, "Dolphin") ) { for(N = 1; N <= BoardSizeX; N++) { C = 0; for(P = 1; P <= BoardSizeY; P++) { if(Squares[N][P] != 0 ) { if(!strcmp(Pieces[abs(Squares[N][P])].Name, "Dolphin") && Sgn(Squares[N][P]) == Sgn(CapRef[I]) ) { C = C + 1; if(C == 2 ) { for(X = 1; X <= BoardSizeY; X++) { Legal[N][X] = 0; } // Next X; } } } } // Next P; } // Next N; } if(CompMove != 1 ) AskMate(); if(Dropped != 1 ) HeldShow(); } void HookMove () { OldLast = Last; OldFile = NewFile; OldRank = NewRank; while( NewFile - RankInc > 0 && NewFile - RankInc <= BoardSizeX && NewRank + FileInc > 0 && NewRank + FileInc <= BoardSizeY && Last == 0) { NewFile = NewFile - RankInc; NewRank = NewRank + FileInc; ShowMove(); } NewFile = OldFile; NewRank = OldRank; Last = 0; while( NewFile + RankInc > 0 && NewFile + RankInc <= BoardSizeX && NewRank - FileInc > 0 && NewRank - FileInc <= BoardSizeY && Last == 0) { NewFile = NewFile + RankInc; NewRank = NewRank - FileInc; ShowMove(); } NewFile = OldFile; NewRank = OldRank; Last = OldLast; } void Igui () { INT K=0, L=0; for(K = InitRank - 1; K <= InitRank + 1; K++) { for(L = InitFile - 1; L <= InitFile + 1; L++) { if(K > 0 && K <= BoardSizeY && L > 0 && L <= BoardSizeX ) { if(Sgn(Squares[InitFile][InitRank]) != Sgn(Squares[L][K]) || (Squares[L][K] == 0 && Influence > 0) ) { Board.FillColor = 0x8000L; if(SeeMove == 1 ) { SeeFile = L; SeeRank = K; LookMove(); } Legal[L][K] = 4; } } } // Next L; } // Next K; } void Jumping () { NewFile = InitFile + (FileInc * 2); NewRank = InitRank + (RankInc * 2); if(NewFile > 0 && NewFile <= BoardSizeX && NewRank > 0 && NewRank <= BoardSizeY ) ShowMove(); } void KingSafety () { // King Safety \ Attacks; if(strcmp(Choice, "Micro") && strcmp(Choice, "Mini") && strcmp(Choice, "Judkin") && strcmp(Choice, "Yari") && strcmp(Choice, "Tori") && strcmp(Choice, "Whale") ) { if(CompLegal[AA].EndPiece == 1 ) { if(abs(InitFile - ((BoardSizeX / 2) + .5)) < abs(CompFile - ((BoardSizeX / 2) + .5)) ) KingTally[AA] = KingTally[AA] + 3; KingTally[AA] = KingTally[AA] - (BoardSizeY - CompRank); } if(CompLegal[AA].EndPiece == -1 ) { if(abs(((BoardSizeX / 2) + .5) - InitFile) < abs(((BoardSizeX / 2) + .5) - CompFile) ) KingTally[AA] = KingTally[AA] + 3; KingTally[AA] = KingTally[AA] - (CompRank - 1); } if(!strcmp(Turn, "Black") && !strcmp(Pieces[abs(CompLegal[AA].EndPiece)].Name, "Gold") && abs(CompFile - BlackKingX) > 1 && abs(CompRank - BlackKingY) > 1 && (abs(CompFile - BlackKingX) > abs(InitFile - BlackKingX) || abs(CompRank - BlackKingY) > abs(InitRank - BlackKingY)) ) KingTally[AA] = KingTally[AA] - 2; if(!strcmp(Turn, "White") && !strcmp(Pieces[abs(CompLegal[AA].EndPiece)].Name, "Gold") && abs(CompFile - WhiteKingX) > 1 && abs(CompRank - WhiteKingY) > 1 && (abs(CompFile - WhiteKingX) > abs(InitFile - WhiteKingX) || abs(CompRank - WhiteKingY) > abs(InitRank - WhiteKingY)) ) KingTally[AA] = KingTally[AA] - 2; } if(!strcmp(Turn, "Black") && CompRank <= PromDotY ) KingTally[AA] = KingTally[AA] + 3; if(!strcmp(Turn, "White") && CompRank > BoardSizeY - PromDotY ) KingTally[AA] = KingTally[AA] + 3; if(BoardSizeY > 11 ) { if(!strcmp(Turn, "Black") && Pieces[abs(CompLegal[AA].EndPiece)].Range != 1 && InitRank > CompRank ) KingTally[AA] = KingTally[AA] + 3; if(!strcmp(Turn, "White") && Pieces[abs(CompLegal[AA].EndPiece)].Range != 1 && InitRank < CompRank ) KingTally[AA] = KingTally[AA] + 3; if(!strcmp(Turn, "Black") && Pieces[abs(CompLegal[AA].EndPiece)].Range == 1 && InitRank < CompRank ) KingTally[AA] = KingTally[AA] + 2; if(!strcmp(Turn, "White") && Pieces[abs(CompLegal[AA].EndPiece)].Range == 1 && InitRank > CompRank ) KingTally[AA] = KingTally[AA] + 2; } if(!strcmp(Turn, "Black") && InitRank < BoardSizeY * .35 ) { if(abs(InitFile - WhiteKingX) > abs(CompFile - WhiteKingX) || abs(InitRank - WhiteKingY) > abs(CompRank - WhiteKingY) ) KingTally[AA] = KingTally[AA] + 5; } if(!strcmp(Turn, "White") && InitRank > BoardSizeY * .65 ) { if(abs(InitFile - BlackKingX) > abs(CompFile - BlackKingX) || abs(InitRank - BlackKingY) > abs(CompRank - BlackKingY) ) KingTally[AA] = KingTally[AA] + 5; } } void KnightJump () { if(abs(RankInc) == 1 ) { NewFile = InitFile + 1; NewRank = InitRank + (RankInc * 2); if(NewFile <= BoardSizeX && NewRank > 0 && NewRank <= BoardSizeY ) ShowMove(); NewFile = InitFile - 1; if(NewFile > 0 && NewRank > 0 && NewRank <= BoardSizeY ) ShowMove(); } if(abs(FileInc) == 1 ) { NewRank = InitRank + 1; NewFile = InitFile + (FileInc * 2); if(NewRank <= BoardSizeY && NewFile > 0 && NewFile <= BoardSizeX ) ShowMove(); NewRank = InitRank - 1; if(NewRank > 0 && NewFile > 0 && NewFile <= BoardSizeX ) ShowMove(); } } void Lion () { INT X=0, Y=0; if(Teach == 1 ) { Lion2(); } else { for(Y = InitRank - 2; Y <= InitRank + 2; Y++) { for(X = InitFile - 2; X <= InitFile + 2; X++) { if(X > 0 && X <= BoardSizeX && Y > 0 && Y <= BoardSizeY ) { if(Squares[X][Y] == 0 || Sgn(Squares[X][Y]) != Sgn(Squares[InitFile][InitRank]) || (Influence > 0 && (Y != InitRank || X != InitFile)) ) { if(abs(Y - InitRank) <= 1 && abs(X - InitFile) <= 1 ) { Board.FillColor = 0xFF0000; NewRank = Y; NewFile = X; if(!strcmp(Choice, "Tenjiku") ) CheckBurn(); if(LegalMoves > 0 && Squares[X][Y] != 0 && strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Teaching King") ) { if(Evaluate == 0 && CompMove == 1 && Influence != 1 ) CompLion(); Legal[X][Y] = 1; } else { Legal[X][Y] = 2; } } else { Legal[X][Y] = 1; NewRank = Y; NewFile = X; if(!strcmp(Choice, "Chu") && Squares[X][Y] != 0 && ChuLionTest != 1 ) { if(!strcmp(Pieces[abs(Squares[X][Y])].Name, "Lion") ) ChuLion(); } Board.FillColor = 0xFFFF00; if(!strcmp(Choice, "Tenjiku") ) CheckBurn(); } if(SeeMove == 1 && ProtectLion != 1 && CompLionTest != 1 && Legal[X][Y] > 0 ) { SeeFile = X; SeeRank = Y; LookMove(); } ProtectLion = 0; CompLionTest = 0; } } } // Next X; } // Next Y; } } void Lion2 () { INT X=0, Y=0; for(Y = InitRank - 1; Y <= InitRank + 1; Y++) { for(X = InitFile - 1; X <= InitFile + 1; X++) { if(X > 0 && X <= BoardSizeX && Y > 0 && Y <= BoardSizeY ) { if(Squares[X][Y] == 0 || Sgn(Squares[X][Y]) != Sgn(Squares[InitFile][InitRank]) || Influence == 2 ) { Legal[X][Y] = 1; Board.FillColor = 0xFFFF00; if(SeeMove == 1 ) { SeeFile = X; SeeRank = Y; LookMove(); } NewFile = X; NewRank = Y; if(!strcmp(Choice, "Tenjiku") ) CheckBurn(); } } } // Next X; } // Next Y; } void LionBurn () { INT K=0, L=0; for(K = Rank - 1; K <= Rank + 1; K++) { for(L = File - 1; L <= File + 1; L++) { if(LionTest != 1 && L > 0 && L <= BoardSizeX && K > 0 && K <= BoardSizeY ) { if((K != Rank || L != File) && Squares[L][K] != 0 ) { if(Pieces[abs(Squares[L][K])].special == 'F' && Sgn(Squares[File][Rank]) != Sgn(Squares[L][K]) ) LionBurn2(); } } } // Next L; } // Next K; LionTest = 0; } void LionBurn2 () { Score[TurnCount].IDEnd = 0; strcat(CMoveSTR, "*"); Grafix[File][Rank] = -1; Board.showpic[I].Visible = False; MOVE(1, Board.showpic[I], 0, 0); Squares[File][Rank] = 0; LionTest = 1; } void LionIgui () { INT K=0, L=0, MMM=0; if(BoardSizeY > 11 ) { MMM = 0; for(K = 1; K <= BoardSizeY; K++) { for(L = 1; L <= BoardSizeX; L++) { if(Grafix[L][K] == I ) { File = L; Rank = K; MMM = 1; break; } } // Next L; if(MMM == 1 ) break; } // Next K; if(MMM == 1 && ((!strcmp(Turn, "Black") && Squares[File][Rank] > 0) || (!strcmp(Turn, "White") && Squares[File][Rank] < 0)) ) { if(Pieces[abs(Squares[File][Rank])].special == 'L' || !strcmp(Pieces[abs(Squares[File][Rank])].Name, "Horned Falcon") || !strcmp(Pieces[abs(Squares[File][Rank])].Name, "Soaring Eagle") || (!strcmp(Pieces[abs(Squares[File][Rank])].Name, "Teaching King") && TeachVer == 2) ) { InitFile = File; InitRank = Rank; Score[TurnCount].IDStart = Squares[File][Rank]; Score[TurnCount].IDEnd = Squares[File][Rank]; Score[TurnCount].PosStart = (InitRank * (BoardSizeX + 1)) + InitFile; Score[TurnCount].PosEnd = (InitRank * (BoardSizeX + 1)) + InitFile; sprintf(CMoveSTR + strlen(CMoveSTR), "%s!", TrimSTR(Pieces[abs(Squares[InitFile][InitRank])].sname)); LastPieceX = File; LastPieceY = Rank; Ligui = 1; strcpy(ShortScore[TurnCount + 1], CMoveSTR); NextTurn(); } } } } void LionPower () { INT K=0; for(K = 1; K <= 2; K++) { C = InitFile; D = InitRank; NewFile = InitFile + (FileInc * K); NewRank = InitRank + (RankInc * K); if(NewFile > 0 && NewFile <= BoardSizeX && NewRank > 0 && NewRank <= BoardSizeY ) { if(Squares[NewFile][NewRank] == 0 || Sgn(Squares[InitFile][InitRank]) != Sgn(Squares[NewFile][NewRank]) || (Influence > 0 && (NewFile != InitFile || NewRank != InitRank)) ) { if(K == 1 ) { Board.FillColor = 0xFF0000; if(!strcmp(Choice, "Tenjiku") ) CheckBurn(); if(LegalMoves > 0 && Squares[NewFile][NewRank] != 0 ) { if(CompMove == 1 && Evaluate == 0 && Influence != 1 ) CompLionPower(); Legal[NewFile][NewRank] = 1; } else { Legal[NewFile][NewRank] = 2; } } else { Board.FillColor = 0xFFFF00; Legal[NewFile][NewRank] = 1; if(!strcmp(Choice, "Tenjiku") ) CheckBurn(); } if(SeeMove == 1 && CompLionTest != 1 && Legal[NewFile][NewRank] != 0 ) { SeeFile = NewFile; SeeRank = NewRank; LookMove(); } CompLionTest = 0; } } } // Next K; } void LionPower2 () { INT X=0, Y=0; Legal[C][D] = 1; Board.FillColor = 0xFFFF00; SeeFile = C; SeeRank = D; LookMove(); X = InitFile + (InitFile - C); Y = InitRank + (InitRank - D); if(X > 0 && X <= BoardSizeX && Y > 0 && Y <= BoardSizeY ) { if(Squares[X][Y] == 0 || Sgn(Squares[InitFile][InitRank]) != Sgn(Squares[X][Y]) || (Influence == 2 && (NewFile != InitFile || NewRank != InitRank)) ) { Legal[X][Y] = 1; if(SeeMove == 1 ) { SeeFile = X; SeeRank = Y; LookMove(); } NewFile = X; NewRank = Y; if(!strcmp(Choice, "Tenjiku") ) CheckBurn(); } } } void LoadGame () { // Menu function. INT Location=0; // TODO: On Error Resume Next; strcpy(Board.CMSave.DialogTitle, "Load Game"); Board.CMSave.Flags = 0x1000L; Board.CMSave.Action = 1; if(Err == 32755 ) return; // TODO strcpy(LoadedSTR, Board.CMSave.Filename); Loading = 1; strcpy(OldChoice, Choice); f2 = fopen(LoadedSTR, "r"); fscanf(f2, "\"%[^\"]\",", Choice); if(!strcmp(Choice, "Tai") && Display < 800 ) { TooSmall(); strcpy(Choice, OldChoice); Loading = 0; fclose(f2); } else { UnloadPieceHelp(); UnloadRulesHelp(); Board.MousePointer = 11; if(strcmp(Choice, OldChoice) ) UnloadBoard(); // FIXME: was opposite test??? StartUp(); fscanf(f2, "%s", SaveTitleSTR); if(strcmp(SaveTitleSTR, "") ) { strcpy(Cap, SaveTitleSTR); strcpy(Board.Caption, Cap); } fscanf(f2, "\"%[^\"]\",", Computer); fscanf(f2, "%d", &Level); fscanf(f2, "%d", &GameOver); fscanf(f2, "\"%[^\"]\"", Threat); fclose(f2); EndTurn = TurnCount; ConfigLoad(); Loading = 0; Board.MnuHandicap.Enabled = False; EnableNamedMenuItem("Board.Handicap", False); // [HGM] added if(GameOver != 1 ) ConvertScore(); if(Asc(Score[TurnCount].Caption) > 47 && Asc(Score[TurnCount].Caption) < 58 ) { strcpy(Board.LastMove.Caption, Score[TurnCount].Caption); } else { sprintf(Board.LastMove.Caption, "%d. %s", MoveCount, Score[TurnCount].Caption); } if(TurnCount > 0 ) { Location = Score[TurnCount - 1].PosEnd; if(Location > 0 ) { Rank = Int(Location / (BoardSizeX + 1)); File = Location - (Rank * (BoardSizeX + 1)); } LastPieceX = File; LastPieceY = Rank; } else { LastPieceX = -1; LastPieceY = -1; } } } void LoadGame2 () { INT Location=0; // TODO: On Error Resume Next; strcpy(Start.CMSave.DialogTitle, "Load Game"); Start.CMSave.Flags = 0x1000L; Start.CMSave.Action = 1; if(Err == 32755 ) return; // TODO strcpy(LoadedSTR, Start.CMSave.Filename); Start.MousePointer = 11; Loading = 1; strcpy(OldChoice, Choice); f2 = fopen(LoadedSTR, "r"); fscanf(f2, "\"%[^\"]\",", Choice); if(!strcmp(Choice, "Tai") && Display < 800 ) { TooSmall(); strcpy(Choice, OldChoice); Loading = 0; fclose(f2); } else { UnloadPieceHelp(); UnloadRulesHelp(); UnloadBoard(); StartUp(); fscanf(f2, "%s", SaveTitleSTR); if(strcmp(SaveTitleSTR, "") ) strcpy(Board.Caption, SaveTitleSTR); fscanf(f2, "\"%[^\"]\",", Computer); fscanf(f2, "%d", &Level); fscanf(f2, "%d", &GameOver); fscanf(f2, "\"%[^\"]\"", Threat); fclose(f2); // Start.Hide(); Start.MousePointer = 0; ConfigLoad(); Loading = 0; EndTurn = TurnCount; Board.MnuHandicap.Enabled = False; EnableNamedMenuItem("Board.Handicap", False); // [HGM] added if(GameOver != 1 ) ConvertScore(); if(Asc(Score[TurnCount].Caption) > 47 && Asc(Score[TurnCount].Caption) < 58 ) { strcpy(Board.LastMove.Caption, Score[TurnCount].Caption); } else { sprintf(Board.LastMove.Caption, "%d. %s", MoveCount, Score[TurnCount].Caption); } if(TurnCount > 0 ) { Location = Score[TurnCount - 1].PosEnd; if(Location > 0 ) { Rank = Int(Location / (BoardSizeX + 1)); File = Location - (Rank * (BoardSizeX + 1)); } LastPieceX = File; LastPieceY = Rank; } else { LastPieceX = -1; LastPieceY = -1; } } } void LookAhead () { INT DDD=0, ZZZZ=0; if(!strcmp(Turn, "White") ) strcpy(Turn, "Black"); else strcpy(Turn, "White"); RealLevel = Level; Level = 0; for(YYY = 1; YYY <= BoardSizeY; YYY++) { for(XXX = 1; XXX <= BoardSizeX; XXX++) { TestBoard[XXX][YYY] = Comp[XXX][YYY]; } // Next XXX; } // Next YYY; if(Drop == 1 ) { for(DDD = 1; DDD <= Capture * 2; DDD++) { OldHand[DDD] = InHand[DDD]; } // Next DDD; } for(Depth = 1; Depth <= TestDepth; Depth++) { if(MoveList[Depth].StartFile != 0 ) Comp[MoveList[Depth].StartFile][MoveList[Depth].StartRank] = 0; Comp[MoveList[Depth].EndFile][MoveList[Depth].EndRank] = MoveList[Depth].EndPiece; if(MoveList[Depth].StartFile == 0 ) { for(DDD = 1; DDD <= Capture * 2; DDD++) { if(MoveList[Depth].EndPiece == CapRef[DDD] ) InHand[DDD] = InHand[DDD] - 1; } // Next DDD; } TestAhead(); FinalTally[Depth] = BestTally[0] - OldKingTally[Depth]; for(YYY = 1; YYY <= BoardSizeY; YYY++) { for(XXX = 1; XXX <= BoardSizeX; XXX++) { Comp[XXX][YYY] = TestBoard[XXX][YYY]; } // Next XXX; } // Next YYY; if(Drop == 1 ) { for(DDD = 1; DDD <= Capture * 2; DDD++) { InHand[DDD] = OldHand[DDD]; } // Next DDD; } } // Next Depth; Level = RealLevel; BestMove = TestDepth; BestScore = FinalTally[TestDepth]; if(!strcmp(Turn, "White") ) strcpy(Turn, "Black"); else strcpy(Turn, "White"); for(ZZZZ = 1; ZZZZ <= TestDepth - 1; ZZZZ++) { if(FinalTally[ZZZZ] < BestScore ) { BestMove = ZZZZ; BestScore = FinalTally[ZZZZ]; } } // Next ZZZZ; CompLegal[BestMove].StartFile = MoveList[BestMove].StartFile; CompLegal[BestMove].StartRank = MoveList[BestMove].StartRank; CompLegal[BestMove].StartPiece = MoveList[BestMove].StartPiece; CompLegal[BestMove].EndFile = MoveList[BestMove].EndFile; CompLegal[BestMove].EndRank = MoveList[BestMove].EndRank; CompLegal[BestMove].EndPiece = MoveList[BestMove].EndPiece; if(!strcmp(Choice, "Dai") || !strcmp(Choice, "Chu") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tenjiku") || !strcmp(Choice, "Tai") ) { LionVictim.Piece = ECapture[BestMove].Piece; LionVictim.File = ECapture[BestMove].File; LionVictim.Rank = ECapture[BestMove].Rank; } } void LookCheck () { INT EFF=0, GHH=0; if(!strcmp(Turn, "White") && BlackKing == 0 ) { OriginalPiece = Squares[BlackKingX][BlackKingY]; OriginalFile = BlackKingX; OriginalRank = BlackKingY; } else { if(!strcmp(Turn, "Black") && WhiteKing == 0 ) { OriginalPiece = Squares[WhiteKingX][WhiteKingY]; OriginalFile = WhiteKingX; OriginalRank = WhiteKingY; } } Influence = 0; CheckTest = 1; CheckLooked = 0; LookCheck2(); CheckTest = 0; if(GameOver == 1 || Checked > 0 ) return; for(GHH = 1; GHH <= BoardSizeY; GHH++) { for(EFF = 1; EFF <= BoardSizeX; EFF++) { if(Squares[EFF][GHH] != 0 ) { if(abs(Squares[EFF][GHH]) == 1 || !strcmp(Pieces[abs(Squares[EFF][GHH])].Name, "Emperor") || !strcmp(Pieces[abs(Squares[EFF][GHH])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[EFF][GHH])].Name, "Prince") ) { OriginalPiece = Squares[EFF][GHH]; OriginalFile = EFF; OriginalRank = GHH; Influence = 0; CheckTest = 1; CheckLooked = 0; LookCheck2(); CheckTest = 0; if(GameOver == 1 || Checked > 0 ) return; } } } // Next EFF; } // Next GHH; CheckTest = 0; } void LookCheck2 () { INT ABB=0, CDD=0; for(ABB = 1; ABB <= BoardSizeY; ABB++) { for(CDD = 1; CDD <= BoardSizeX; CDD++) { if(Squares[CDD][ABB] != 0 ) { if(Sgn(OriginalPiece) != Sgn(Squares[CDD][ABB]) && strcmp(Pieces[abs(Squares[CDD][ABB])].Name, "Emperor") ) { InitFile = CDD; InitRank = ABB; Validate(); if(GameOver == 1 || Checked > 0 ) { Influence = 0; return; } } } } // Next CDD; } // Next ABB; Influence = 0; } void LookComp () { Attacker[SeeFile][SeeRank] = Attacker[SeeFile][SeeRank] + 1; BanMap[SeeFile][SeeRank].Info[Attacker[SeeFile][SeeRank]].File = InitFile; BanMap[SeeFile][SeeRank].Info[Attacker[SeeFile][SeeRank]].Rank = InitRank; BanMap[SeeFile][SeeRank].Info[Attacker[SeeFile][SeeRank]].Piece = Squares[InitFile][InitRank]; if(Squares[InitFile][InitRank] < 0 ) { BanMap[SeeFile][SeeRank].WhiteNum = BanMap[SeeFile][SeeRank].WhiteNum + 1; } else { BanMap[SeeFile][SeeRank].BlackNum = BanMap[SeeFile][SeeRank].BlackNum + 1; } DoEvents(); if(FirstTime == 1 ) LookComp2(); } void LookComp2 () { OldAttack[SeeFile][SeeRank] = Attacker[SeeFile][SeeRank]; BackMap[SeeFile][SeeRank].Info[Attacker[SeeFile][SeeRank]].File = InitFile; BackMap[SeeFile][SeeRank].Info[Attacker[SeeFile][SeeRank]].Rank = InitRank; BackMap[SeeFile][SeeRank].Info[Attacker[SeeFile][SeeRank]].Piece = Squares[InitFile][InitRank]; if(Squares[InitFile][InitRank] < 0 ) { BackMap[SeeFile][SeeRank].WhiteNum = BanMap[SeeFile][SeeRank].WhiteNum; } else { BackMap[SeeFile][SeeRank].BlackNum = BanMap[SeeFile][SeeRank].BlackNum; } } void LookForMate () { STRING OldTurn; LookMate = 1; strcpy(OldComputer, Computer); strcpy(Computer, Turn2); strcpy(OldTurn, Turn); strcpy(Turn, Turn2); RealLevel = Level; Level = 0; CompMain(); Level = RealLevel; LookMate = 0; LegalMoves = 0; strcpy(Turn, OldTurn); strcpy(Computer, OldComputer); } void LookMove () { INT L=0, EF=0; int Response; if(ChuLionTest == 1 ) { if(SeeFile == OldNewFile && SeeRank == OldNewRank ) { ProtectLion = 1; return; } } else { if(Evaluate == 1 ) { LookComp(); } else { if(CompMove == 1 && Influence != 2 && Evaluate == 0 ) { AddLegalMove(); } else { if((Influence < 1 && CheckTest != 1) ) { if(Reverse == 0 ) { Board.Circle(XStart + (SeeFile - 1) * Pixels + (Pixels / 2), 11 + (SeeRank - 1) * Pixels + (Pixels / 2), Pixels / 4); } else { Board.Circle(XStart + (BoardSizeX - SeeFile) * Pixels + (Pixels / 2), 11 + (BoardSizeY - SeeRank) * Pixels + (Pixels / 2), Pixels / 4); } } else { if(Influence == 2 ) { if(Legal[SeeFile][SeeRank] > 0 ) { if(Squares[InitFile][InitRank] < 0 ) { if((Camps[SeeFile][SeeRank] != 2 && Camps[SeeFile][SeeRank] != 3) ) Camps[SeeFile][SeeRank] = 1; else Camps[SeeFile][SeeRank] = 3; } else { if((Camps[SeeFile][SeeRank] != 1 && Camps[SeeFile][SeeRank] != 3) ) Camps[SeeFile][SeeRank] = 2; else Camps[SeeFile][SeeRank] = 3; } } } else { if(OriginalFile == SeeFile && OriginalRank == SeeRank ) { if(CheckTest == 1 && CheckLooked == 0 ) { Response = 0; if(OriginalPiece > 0 && !strcmp(Turn, "White") && strcmp(Computer, "Black") && strcmp(Computer, "Both") && ((BlackKing == 0 && BlackPrince > 0) || (!strcmp(Choice, "Tenjiku") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tai"))) ) { Response = MsgBox((sprintf(StringTmp, "You have left your %s in Check! ", Pieces[abs(OriginalPiece)].Name), StringTmp), 0, "Black"); Response = 6; } if(OriginalPiece < 0 && !strcmp(Turn, "Black") && strcmp(Computer, "White") && strcmp(Computer, "Both") && ((WhiteKing == 0 && WhitePrince > 0) || (!strcmp(Choice, "Tenjiku") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tai"))) ) { Response = MsgBox((sprintf(StringTmp, "You have left your %s in Check! ", Pieces[abs(OriginalPiece)].Name), StringTmp), 0, "White"); Response = 6; } if(strcmp(Choice, "Tenjiku") && strcmp(Choice, "Maka") && strcmp(Choice, "Tai") ) { if(OriginalPiece > 0 && !strcmp(Turn, "White") && strcmp(Computer, "Black") && strcmp(Computer, "Both") && (BlackKing == 1 || BlackPrince == 0) ) { Response = MsgBox((sprintf(StringTmp, "You can't leave your %s in Checkb! ", Pieces[abs(OriginalPiece)].Name), StringTmp), 0, "Black"); Response = 7; } if(OriginalPiece < 0 && !strcmp(Turn, "Black") && strcmp(Computer, "White") && strcmp(Computer, "Both") && (WhiteKing == 1 || WhitePrince == 0) ) { Response = MsgBox((sprintf(StringTmp, "You can't leave your %s in Checkw! ", Pieces[abs(OriginalPiece)].Name), StringTmp), 0, "White"); Response = 7; } } Legal[SeeFile][SeeRank] = 0; CheckLooked = 1; if(Response != 7 ) { if((OriginalPiece > 0 && (BlackKing == 1 || BlackPrince == 0)) || (OriginalPiece < 0 && (WhiteKing == 1 || WhitePrince == 0)) && strcmp(Choice, "Tenjiku") && strcmp(Choice, "Maka") && strcmp(Choice, "Tai") ) { if(OriginalPiece < 0 ) strcpy(Turn2, "White"); else strcpy(Turn2, "Black"); LookForMate(); } SeeMove = OldSeeMove; if(!strcmp(Choice, "Tenjiku") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tai") ) { BestTally[0] = 0; strcpy(Turn2, Turn); } if(BestTally[0] == -999999 ) { if(!strcmp(Turn2, "Black") ) strcpy(Board.PieceID.Caption, "Checkmate! White wins."); else strcpy(Board.PieceID.Caption, "Checkmate! Black wins."); Notice = 5; BestTally[0] = -99999; GameOver = 1; return; } else { if(Response != 6 ) { sprintf(Board.PieceID.Caption, "%s %s is in Check!", Turn2, Pieces[abs(OriginalPiece)].Name); Notice = 1; } Checked = 1; return; } } else { Checked = 2; SeeMove = OldSeeMove; } } else { if(CheckTest != 1 ) { L = 0; if(!strcmp(Choice, "Heian") || !strcmp(Choice, "Chu") || !strcmp(Choice, "Dai") || !strcmp(Choice, "Tenjiku") ) L = 1; if(Squares[InitFile][InitRank] > 0 ) { BlackInfluence = 1; Board.ForeColor = 0x606060; } else { WhiteInfluence = 1; Board.ForeColor = 0xFFFFFF; } Legal[SeeFile][SeeRank] = 0; for(EF = 1; EF < Pixels; EF++) { // FIXME: lowered EF by 1 to access correct PieceMask elements ??? if(Reverse == 0 ) { if(Squares[InitFile][InitRank] > 0 ) { Board.Line(XStart + (InitFile - 1) * Pixels + EF /*- 2*/ + L, 11 + (InitRank - 1) * Pixels + L, XStart + (InitFile - 1) * Pixels + EF /*- 2*/ + L, 11 + (InitRank - 1) * Pixels + PieceMask[Pieces[abs(Squares[InitFile][InitRank])].Mask][EF] + 1, NOCOLOR, ""); // FIXME: added 2 to x } else { Board.Line(XStart + (InitFile - 1) * Pixels + (Pixels - EF) + L, 9 + (InitRank * Pixels) + L + 1, XStart + (InitFile - 1) * Pixels + (Pixels - EF) + L, 8 + (InitRank * Pixels) - (PieceMask[Pieces[abs(Squares[InitFile][InitRank])].Mask][EF] - (L * 2)) + 1, NOCOLOR, ""); // FIXME: added 1 to y } } else { if(Squares[InitFile][InitRank] > 0 ) { Board.Line(XStart + (BoardSizeX - InitFile) * Pixels + (Pixels - EF) + L, 8 + (BoardSizeY - InitRank + 1) * Pixels + 1 + L + 1, XStart + (BoardSizeX - InitFile) * Pixels + (Pixels - EF) + L, 8 + (BoardSizeY - InitRank + 1) * Pixels - PieceMask[Pieces[abs(Squares[InitFile][InitRank])].Mask][EF] + (L * 2) + 1, NOCOLOR, ""); // FIXME: added 1 to y2 } else { Board.Line(XStart + (BoardSizeX - InitFile) * Pixels + EF /*- 2*/ + L, 10 + (BoardSizeY - InitRank) * Pixels + 1 + L, XStart + (BoardSizeX - InitFile) * Pixels + EF /*- 2*/ + L, 12 + (BoardSizeY - InitRank) * Pixels + PieceMask[Pieces[abs(Squares[InitFile][InitRank])].Mask][EF], NOCOLOR, ""); // FIXME: added 2 to x } } } // Next EF; } } Legal[SeeFile][SeeRank] = 0; Board.ForeColor = 0x0L; Board.FillColor = 0xFFFFFF; } } } } } } } void Main () { int Response; // read-only? // TODO: initialize screen params // if(screen.Width / screen.TwipsPerPixelY > 650 ) Display = 800; else Display = 640; // if(screen.Width / screen.TwipsPerPixelY > 810 ) Display = 1240; LoadStart(); if(Start.ScaleWidth > 640 ) { UnloadStart(); Response = MsgBox("This program will not run with LARGE FONTS. You must change your display settings to SMALL FONTS before running the program.", 0, "Shogi Variants 1.55a"); } } void MakeDrop () { INT DD=0; File = CompLegal[BestMove].EndFile; Rank = CompLegal[BestMove].EndRank; for(DD = 1; DD <= Capture * 2; DD++) { if(CompLegal[BestMove].EndPiece == CapRef[DD] ) I = DD; } // Next DD; HeldDrop(); } void MakeMap () { INT FF=0, GG=0; for(FF = 1; FF <= BoardSizeY; FF++) { for(GG = 1; GG <= BoardSizeX; GG++) { Attacker[GG][FF] = 0; OldAttack[GG][FF] = 0; BanMap[GG][FF].WhiteNum = 0; BackMap[GG][FF].WhiteNum = 0; BanMap[GG][FF].BlackNum = 0; BackMap[GG][FF].BlackNum = 0; BanMap[GG][FF].WhiteValue = 0; BackMap[GG][FF].WhiteValue = 0; BanMap[GG][FF].BlackValue = 0; BackMap[GG][FF].BlackValue = 0; } // Next GG; } // Next FF; FirstTime = 1; for(FF = 1; FF <= BoardSizeY; FF++) { for(GG = 1; GG <= BoardSizeX; GG++) { if(Squares[GG][FF] != 0 ) { InitFile = GG; InitRank = FF; Validate(); } } // Next GG; } // Next FF; FirstTime = 0; } void MicroAdd () { if((MicroCap > 4 && MicroCap < 9) || MicroCap > 12 ) { InHand[MicroCap - 4] = InHand[MicroCap - 4] + 1; Board.HandPic[MicroCap - 4].Visible = True; if(InHand[MicroCap - 4] > 1 ) sprintf(Board.Held[MicroCap - 4].Caption, "%d", InHand[MicroCap - 4]); } else { InHand[MicroCap + 4] = InHand[MicroCap + 4] + 1; Board.HandPic[MicroCap + 4].Visible = True; if(InHand[MicroCap + 4] > 1 ) sprintf(Board.Held[MicroCap + 4].Caption, "%d", InHand[MicroCap + 4]); } } void MicroDrop () { if((I < 5) || (I > 8 && I < 13) ) { InHand[I + 4] = InHand[I + 4] - 1; if(InHand[I + 4] < 1 ) Board.HandPic[I + 4].Visible = False; if(InHand[I + 4] < 2 ) strcpy(Board.Held[I + 4].Caption, ""); else sprintf(Board.Held[I - 4].Caption, "%d", InHand[I - 4]); } else { InHand[I - 4] = InHand[I - 4] - 1; if(InHand[I - 4] < 1 ) Board.HandPic[I - 4].Visible = False; if(InHand[I - 4] < 2 ) strcpy(Board.Held[I - 4].Caption, ""); else sprintf(Board.Held[I - 4].Caption, "%d", InHand[I - 4]); } } void Move2 () { INT K=0, L=0; for(K = 1; K <= BoardSizeY; K++) { for(L = 1; L <= BoardSizeX; L++) { if(Grafix[L][K] == I ) { InitFile = L; InitRank = K; } } // Next L; } // Next K; DRAG(Board.showpic[Grafix[InitFile][InitRank]], 1); strcpy(Board.PieceID.Caption, Pieces[abs(Squares[InitFile][InitRank])].Name); } void MoveFormDrop () { if(NewX > XStart && NewX < XStart + (BoardSizeX * Pixels) && NewY > 11 && NewY < 11 + (BoardSizeY * Pixels) ) { GetSquare2(); Squares[File][Rank] = Squares[InitFile][InitRank]; Squares[InitFile][InitRank] = 0; Grafix[File][Rank] = I; Grafix[InitFile][InitRank] = -1; if(Reverse == 0 ) { MOVE(1, Board.showpic[I], XStart + ((File - 1) * Pixels), 11 + ((Rank - 1) * Pixels)); } else { MOVE(1, Board.showpic[I], XStart + ((BoardSizeX - File) * Pixels), 11 + ((BoardSizeY - Rank) * Pixels)); } ClearLegal(); } } void MovePicDrop () { STRING VictimSTR; INT K=0, L=0; for(K = 1; K <= BoardSizeY; K++) { for(L = 1; L <= BoardSizeX; L++) { File = L; Rank = K; if(Grafix[L][K] == NewIndex ) { if((L != InitFile) || (K != InitRank) ) { Board.showpic[I].Visible = False; Grafix[L][K] = I; Grafix[InitFile][InitRank] = -1; Board.showpic[NewIndex].Visible = False; MOVE(1, Board.showpic[NewIndex], 0, 0); if(Reverse == 0 ) { MOVE(1, Board.showpic[I], XStart + ((L - 1) * Pixels), 11 + ((K - 1) * Pixels)); } else { MOVE(1, Board.showpic[I], XStart + ((BoardSizeX - L) * Pixels), 11 + ((BoardSizeY - K) * Pixels)); } Board.showpic[I].Visible = True; strcpy(VictimSTR, Pieces[abs(Squares[File][Rank])].Name); if(Squares[File][Rank] > 0 && (!strcmp(VictimSTR, "Prince") || !strcmp(VictimSTR, "Crown Prince")) ) BlackPrince = BlackPrince - 1; if(Squares[File][Rank] < 0 && (!strcmp(VictimSTR, "Prince") || !strcmp(VictimSTR, "Crown Prince")) ) WhitePrince = WhitePrince - 1; Squares[L][K] = Squares[InitFile][InitRank]; Squares[InitFile][InitRank] = 0; } } } // Next L; } // Next K; } void MovePieces () { // Menu function. (Calls EndSetup() before.) Board.Refresh(); strcpy(Board.Caption, "Move Pieces with Left Mouse Button (Press Right Mouse Button to Finish)"); MovePiece = 1; strcpy(Board.BlackClock.Caption, "00:00:00"); strcpy(Board.WhiteClock.Caption, "00:00:00"); Board.Timer1.Enabled = False; } void NextTurn () { if(CompMove == 1 ) { NextTurn2(); } else { if(Notice < 1 ) strcpy(Board.Caption, Cap); Board.MnuHandicap.Enabled = False; EnableNamedMenuItem("Board.Handicap", False); // [HGM] added if((!strcmp(Choice, "Micro") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tai")) && Taken == 1 ) Promessage(); if(!strcmp(Choice, "Chu") ) { if(Squares[File][Rank] == 2 && (Rank == 2 || Rank == 3) ) NoPro = 1; if(Squares[File][Rank] == -2 && (Rank == 10 || Rank == 11) ) NoPro = 1; if(Squares[File][Rank] == LastBlack && Taken != 1 ) { NoPro = 1; LastBlack = 0; } if(Squares[File][Rank] == LastWhite && Taken != 1 ) { NoPro = 1; LastWhite = 0; } if(Squares[File][Rank] > 0 ) LastBlack = 0; else LastWhite = 0; } if(Dropped != 1 && NoPro != 1 && strcmp(Choice, "Micro") ) { if(Squares[File][Rank] > 0 && (Rank <= PromDotY || InitRank <= PromDotY) ) Promessage(); if(Squares[File][Rank] < 0 && (Rank > BoardSizeY - PromDotY || InitRank > BoardSizeY - PromDotY) ) Promessage(); if(LionPro == 1 ) Promessage(); } if(Eval == 1 ) { AddTally(); sprintf(Board.Caption, "%-90sEvaluation: %ld", Cap, BestTally[1]); } UpdateCaptions(); // [HGM] added NextTurn2(); } } void NextTurn2 () { INT OrigSeeMove=0; LionVictim.Piece = 0; if(!strcmp(Computer, Turn) ) SeeMove = FirstSeeMove; if(Eval == 1 ) sprintf(Board.Caption, "%-90sEvaluation: %d", Cap, Int(BestTally[1])); MakeMove = 0; Dropped = 0; NoPro = 0; LionPro = 0; CompMove = 0; Evaluate = 0; SetKings(); if(!strcmp(Turn, "Black") ) { MoveCount = MoveCount + 1; strcpy(Turn, "White"); WhiteLion = 0; Board.MnuNextBlack.Enabled = True; Board.MnuNextWhite.Enabled = False; Board.MnuNextBlack.Checked = False; Board.MnuNextWhite.Checked = True; } else { strcpy(Turn, "Black"); BlackLion = 0; Board.MnuNextBlack.Enabled = False; Board.MnuNextWhite.Enabled = True; Board.MnuNextBlack.Checked = True; Board.MnuNextWhite.Checked = False; } if(Ligui != 1 ) Convert(); TurnCount = TurnCount + 1; EndTurn = TurnCount; Captures[TurnCount].number = 0; InitFile = 0; InitRank = 0; Teach = 0; Taken = 0; Ligui = 0; sprintf(Board.LastMove.Caption, "%d. %s", MoveCount, ShortScore[TurnCount]); // Format$(MoveCount) + ". " + ShortScore[TurnCount] strcpy(Score[TurnCount].Caption, ShortScore[TurnCount]); strcpy(CMoveSTR, ""); Board.Refresh(); if((!strcmp(Turn, "White") && Squares[File][Rank] == 1 && BlackPrince == 0) || (!strcmp(Turn, "Black") && Squares[File][Rank] == -1 && WhitePrince == 0) ) TwoKings(); if(Checked != 2 ) { OrigSeeMove = SeeMove; SeeMove = 1; LookCheck(); SeeMove = OrigSeeMove; } if(GameOver == 1 ) { sprintf(Score[TurnCount].Caption, "%d. %s mate", MoveCount, ShortScore[TurnCount]); // Format$(MoveCount) + ". " + ShortScore[TurnCount] + " mate" sprintf(Board.LastMove.Caption, "%d. %s mate", MoveCount, ShortScore[TurnCount]); // Format$(MoveCount) + ". " + ShortScore[TurnCount] + " mate" } if(Checked == 2 ) TakeBack(); if(PawnMate == 1 ) TakeBack(); Checked = 0; CheckTest = 0; CheckLooked = 0; PawnMate = 0; Mate = 0; if((Backwards == 1) || (strcmp(Choice, "Chu") && strcmp(Choice, "Dai") && strcmp(Choice, "Tenjiku") && strcmp(Choice, "Maka") && strcmp(Choice, "DiaDai") && strcmp(Choice, "Tai")) ) BugFix(); if(BlackEmperor == 1 && WhiteEmperor == 1 ) EmperorCheck(); if(ShowLast == 1 && strcmp(Computer, Turn) ) FlashPiece(); if(!strcmp(Computer, Turn) ) { FirstSeeMove = SeeMove; SeeMove = 1; CompMain(); } } void NoCompTeach () { Board.MnuVer2.Enabled = True; Board.MnuVer1.Enabled = False; Board.MnuVer1.Checked = True; Board.MnuVer2.Checked = False; TeachVer = 1; } void Notation () { // Menu function. Notate = 0 (on) or 1 (off) if(Notate == 0 ) { Board.NotTop.Visible = False; Board.NotSide.Visible = False; } else { Board.NotTop.Visible = True; Board.NotSide.Visible = True; } if(Board.MnuNotOn.Enabled == False ) Board.MnuNotOn.Enabled = True; else Board.MnuNotOn.Enabled = False; if(Board.MnuNotOff.Enabled == False ) Board.MnuNotOff.Enabled = True; else Board.MnuNotOff.Enabled = False; if(Board.MnuNotOn.Checked == False ) Board.MnuNotOn.Checked = True; else Board.MnuNotOn.Checked = False; if(Board.MnuNotOff.Checked == False ) Board.MnuNotOff.Checked = True; else Board.MnuNotOff.Checked = False; } void NotSet () { INT K=0; Board.AutoRedraw = True; for(K = 1; K <= BoardSizeX; K++) { Board.CurrentX = (XStart - 3) + ((K - 1) * Pixels) + Int(Pixels / 3); Board.CurrentY = 0; if(strcmp(Choice, "Chu") && strcmp(Choice, "Heian") && strcmp(Choice, "Dai") && strcmp(Choice, "Tenjiku") ) { Board.CurrentX = Board.CurrentX - 1; Board.CurrentY = Board.CurrentY - 1; } if(Reverse == 0 ) Board.Print(NumSTR(BoardSizeX - K + 1)); else Board.Print(NumSTR(K)); Board.CurrentX = (XStart + 2) + (BoardSizeX * Pixels); Board.CurrentY = 11 + (K - 1) * Pixels + Int(Pixels / 3); if(strcmp(Choice, "Chu") && strcmp(Choice, "Heian") && strcmp(Choice, "Dai") && strcmp(Choice, "Tenjiku") ) { Board.CurrentX = Board.CurrentX - 1; Board.CurrentY = Board.CurrentY - 1; } if(K <= BoardSizeY ) { if(Reverse == 0 ) Board.Print(CharSTR(96 + K)); else Board.Print(CharSTR(96 + (BoardSizeY - K + 1))); } } // Next K; if(!strcmp(Choice, "Yari") ) { Board.CurrentX = (XStart + 1) + (BoardSizeX * Pixels); Board.CurrentY = 11 + 7 * Pixels + Int(Pixels / 3); if(Reverse == 0 ) Board.Print(CharSTR(104)); else Board.Print(CharSTR(98)); Board.CurrentX = (XStart + 1) + (BoardSizeX * Pixels); Board.CurrentY = 11 + 8 * Pixels + Int(Pixels / 3); if(Reverse == 0 ) Board.Print(CharSTR(105)); else Board.Print(CharSTR(97)); } if(!strcmp(Choice, "Micro") ) { Board.CurrentY = 270; Board.CurrentX = 441; if(Reverse == 0 ) Board.Print(CharSTR(101)); else Board.Print(CharSTR(97)); } Board.AutoRedraw = False; } void PawnMates () { INT SS=0, TT=0; if(CompLegal[AA].EndPiece != 0 ) { if((!strcmp(Pieces[abs(CompLegal[AA].EndPiece)].Name, "Pawn") || !strcmp(Pieces[abs(CompLegal[AA].EndPiece)].Name, "Sparrow Pawn") || !strcmp(Pieces[abs(CompLegal[AA].EndPiece)].Name, "Swallow") || !strcmp(Pieces[abs(CompLegal[AA].EndPiece)].Name, "Dolphin")) && CompLegal[AA].StartFile == 0 && strcmp(Choice, "Micro") && strcmp(Choice, "Yari") ) { if(!strcmp(Turn, "Black") && CompLegal[AA].EndRank > 1 ) { if(Squares[CompLegal[AA].EndFile][CompLegal[AA].EndRank - 1] == -1 ) { PawnMate = 1; for(SS = CompLegal[AA].EndRank - 2; SS <= CompLegal[AA].EndRank; SS++) { for(TT = CompLegal[AA].EndFile - 1; TT <= CompLegal[AA].EndFile + 1; TT++) { if(TT > 0 && TT <= BoardSizeX && SS > 0 && SS <= BoardSizeY && (TT != CompLegal[AA].EndFile || SS != CompLegal[AA].EndRank) ) { if(BanMap[TT][SS].BlackNum == 0 && Squares[TT][SS] >= 0 ) PawnMate = 0; } } // Next TT; } // Next SS; if(PawnMate == 1 ) WhiteTally = WhiteTally + 999999; } } if(!strcmp(Turn, "White") && CompLegal[AA].EndRank < BoardSizeY ) { if(Squares[CompLegal[AA].EndFile][CompLegal[AA].EndRank + 1] == 1 ) { PawnMate = 1; for(SS = CompLegal[AA].EndRank; SS <= CompLegal[AA].EndRank + 2; SS++) { for(TT = CompLegal[AA].EndFile - 1; TT <= CompLegal[AA].EndFile + 1; TT++) { if(TT > 0 && TT <= BoardSizeX && SS > 0 && SS <= BoardSizeY && (SS != CompLegal[AA].EndRank || TT != CompLegal[AA].EndFile) ) { if(BanMap[TT][SS].WhiteNum == 0 && Squares[TT][SS] <= 0 ) PawnMate = 0; } } // Next TT; } // Next SS; if(PawnMate == 1 ) BlackTally = BlackTally + 999999; } } PawnMate = 0; } } } void PicDown () { // Button1-Down on board piece. CCC = 1, I = piece number, ClickPiece = 1, NewButton = button STRING PieceName; INT K=0, L=0, Found=0; // was uninitialized? if(strcmp(Computer, Turn) && strcmp(Computer, "Both") && Level != 0 && GameOver != 1 ) { Notice = 0; Board.PieceID.ForeColor = 0xFF0000; if(Handicap == 1 || Reduce == 1 || Selection != 0 || MovePiece == 1 ) { RemovePiece(); } else { if(LionPiece == -1 ) strcpy(Board.Caption, Cap); if(LionPiece == I || LionPiece == -1 ) { K = 1; do { L = 1; do { if(Grafix[L][K] == I ) { strcpy(PieceName, Pieces[abs(Squares[L][K])].Name); strcpy(Board.PieceID.Caption, PieceName); InitFile = L; InitRank = K; Found = 1; } L = L + 1; } while( !(L > BoardSizeX || Found == 1) ); K = K + 1; } while( !(K > BoardSizeY || Found == 1) ); Found = 0; if((Squares[InitFile][InitRank] > 0 && !strcmp(Turn, "Black")) || (Squares[InitFile][InitRank] < 0 && !strcmp(Turn, "White")) ) { DRAG(Board.showpic[I], 1); if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) Emperor(); else Validate(); } else { Board.FillStyle = 1; Other = 1; Board.ForeColor = 0xC00000; Validate(); Board.ForeColor = 0x0; Board.FillStyle = 0; Other = 0; } } else { Board.PieceID.ForeColor = 0xFFL; sprintf(Board.PieceID.Caption, "You must move your %s !", LionNameSTR); Notice = 1; } } } } void PicDrop () { // DragDrop handler for pieces. I = piece number INT K=0, L=0, Found=0; int Response; // write-only? if(ShowLast == 1 ) Board.Refresh(); Found = 0; if(InitRank == 0 ) ClearLegal(); if(InitRank != 0 && MovePiece != 1 ) { K = 1; do { L = 1; do { if(Grafix[L][K] == NewIndex ) { Found = 1; File = L; Rank = K; if(Legal[L][K] > 0 ) { if(LionPiece != I ) { Score[TurnCount].IDStart = Squares[InitFile][InitRank]; Score[TurnCount].PosStart = (InitRank * (BoardSizeX + 1)) + InitFile; strcat(CMoveSTR, TrimSTR(Pieces[abs(Squares[InitFile][InitRank])].sname)); sprintf(CMoveSTR + strlen(CMoveSTR), "%d%c", ((BoardSizeX - InitFile) + 1), (96 + InitRank)); if((!strcmp(Computer, Turn) || !strcmp(Computer, "Both")) && LionVictim.Piece != 0 ) { sprintf(CMoveSTR + strlen(CMoveSTR), "x%d%c", ((BoardSizeX - LionVictim.File) + 1), (96 + LionVictim.Rank)); } } if(!strcmp(Choice, "Chu") && !strcmp(Pieces[abs(Squares[L][K])].Name, "Lion") && strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Lion") ) { if(!strcmp(Turn, "Black") ) BlackLion = 1; else WhiteLion = 1; } if(Legal[L][K] == 1 ) LionPiece = -1; Board.Frame.Visible = False; if(Legal[L][K] == 4 ) { Score[TurnCount].IDEnd = Squares[InitFile][InitRank]; Score[TurnCount].PosEnd = Score[TurnCount].PosStart; strcat(CMoveSTR, "x!"); } else { Score[TurnCount].IDEnd = Squares[File][Rank]; Score[TurnCount].PosEnd = (Rank * (BoardSizeX + 1)) + File; Board.showpic[I].Visible = False; Grafix[L][K] = I; if(InitFile != File || InitRank != Rank ) Grafix[InitFile][InitRank] = -1; } if(Legal[L][K] != 4 ) { if((InitFile != File || InitRank != Rank) ) strcat(CMoveSTR, "x"); else strcat(CMoveSTR, "-"); } sprintf(CMoveSTR + strlen(CMoveSTR), "%d%c", ((BoardSizeX - File) + 1), (Rank + 96)); Captures[TurnCount].number = Captures[TurnCount].number + 1; Captures[TurnCount].Positions[Captures[TurnCount].number] = (Rank * (BoardSizeX + 1)) + File; Captures[TurnCount].PieceNum[Captures[TurnCount].number] = Squares[File][Rank]; if(LionVictim.Piece != 0 ) { Captures[TurnCount].number = Captures[TurnCount].number + 1; Captures[TurnCount].Positions[Captures[TurnCount].number] = (LionVictim.Rank * (BoardSizeX + 1)) + LionVictim.File; Captures[TurnCount].PieceNum[Captures[TurnCount].number] = Squares[LionVictim.File][LionVictim.Rank]; } Board.showpic[NewIndex].Visible = False; MOVE(1, Board.showpic[NewIndex], 0, 0); if(abs(Squares[L][K]) == 1 || !strcmp(Pieces[abs(Squares[L][K])].Name, "Emperor") || !strcmp(Pieces[abs(Squares[L][K])].Name, "Crown Prince") || !strcmp(Pieces[abs(Squares[L][K])].Name, "Prince") ) CheckMate(); Taken = 1; if(Drop == 1 ) ChangeSides(); if(Legal[File][Rank] == 3 ) { Score[TurnCount].IDEnd = 0; Grafix[File][Rank] = -1; MOVE(1, Board.showpic[I], 0, 0); Squares[InitFile][InitRank] = 0; Squares[File][Rank] = 0; NoPro = 1; } else { if(Legal[File][Rank] != 4 ) { Squares[File][Rank] = Squares[InitFile][InitRank]; if(Squares[File][Rank] == 1 ) { BlackKingX = File; BlackKingY = Rank; } if(Squares[File][Rank] == -1 ) { WhiteKingX = File; WhiteKingY = Rank; } if(!strcmp(Pieces[abs(Squares[File][Rank])].Name, "Emperor") && Squares[File][Rank] > 0 ) { BlackEmpX = File; BlackEmpY = Rank; } if(!strcmp(Pieces[abs(Squares[File][Rank])].Name, "Emperor") && Squares[File][Rank] < 0 ) { WhiteEmpX = File; WhiteEmpY = Rank; } if(Reverse == 0 ) { MOVE(1, Board.showpic[I], XStart + ((File - 1) * Pixels), 11 + ((Rank - 1) * Pixels)); } else { MOVE(1, Board.showpic[I], XStart + ((BoardSizeX - File) * Pixels), 11 + ((BoardSizeY - Rank) * Pixels)); } Board.showpic[I].Visible = True; if(InitFile != File || InitRank != Rank ) Squares[InitFile][InitRank] = 0; if(LionVictim.Piece != 0 ) { Squares[LionVictim.File][LionVictim.Rank] = 0; Board.showpic[Grafix[LionVictim.File][LionVictim.Rank]].Visible = False; MOVE(1, Board.showpic[Grafix[LionVictim.File][LionVictim.Rank]], 0, 0); Grafix[LionVictim.File][LionVictim.Rank] = -1; } } } if(Legal[L][K] == 4 ) { Squares[L][K] = 0; Grafix[L][K] = -1; File = InitFile; Rank = InitRank; } if(Demon == 1 ) Flame(); if(Legal[L][K] == 3 ) strcat(CMoveSTR, "*"); if(Legal[L][K] == 6 ) Teach = 3; if(Legal[L][K] == 2 ) Teach = 2; else Teach = 1; if(Mate != 1 ) { if(Legal[L][K] == 2 || Legal[L][K] == 6 ) { DoubleMove(); } else { LastPieceX = File; LastPieceY = Rank; if(CompMove != 1 ) NextTurn(); } } } } L = L + 1; } while( !(L > BoardSizeX || Found == 1) ); K = K + 1; } while( !(K > BoardSizeY || Found == 1) ); Found = 0; ClearLegal(); if(Mate == 1 ) { GameOver = 1; Response = MsgBox(" Checkmate! ", 0, (sprintf(StringTmp, "%s Wins!", Turn), StringTmp)); NextTurn(); } } else { if(MovePiece == 1 ) MovePicDrop(); } } void PrintScore () { // Menu function. INT J=0, K=0, W=0, PrintMax=0, PrintInc=0; char buf[MSG_SIZ], *Spaces = " "; FILE *printer; if( !(printer = fopen("printed_scores.txt", "a")) ) return; // [HGM] added PRINT((sprintf(StringTmp, "%s Shogi - Game Record\n", GameName), StringTmp)); PRINT("____________________________________\n"); PRINT("\n"); PrintMax = 4; PrintInc = 20; if(!strcmp(Choice, "Chu") || !strcmp(Choice, "Dai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Tai") ) { PrintMax = 3; PrintInc = 27; } if(!strcmp(Choice, "Tenjiku") ) { PrintMax = 2; PrintInc = 40; } K = 0; J = 0; for(W = 1; W <= TurnCount; W += 2) { K = K + 1; J = J + 1; strcpy(FirstScore, Score[W].Caption); strcpy(SecondScore, Score[W + 1].Caption); if(strstr(FirstScore, " ") ) TenjikuScore1(); if(strstr(SecondScore, " ") ) TenjikuScore2(); if(HandGame == 1 && W == 1 ) { sprintf(buf, "1. - %s%s", SecondScore, Spaces); buf[PrintInc] = '\0'; // tabbing PRINT(buf); // Tab(PrintInc)); } else { sprintf(buf, "%d. %s %s%s", K, FirstScore, SecondScore, Spaces); buf[PrintInc] = '\0'; PRINT(buf); // Tab(J * PrintInc)); } if(J == PrintMax ) { PRINT("\n"); J = 0; } } // Next W; if(J) PRINT("\n"); // [HGM] added strcpy(Board.Caption, "Printing..."); Notice = 1; fclose(printer); // Printer.EndDoc; } void Promessage () { STRING KSTR, LSTR, MessageSTR; int Response; ClearLegal(); ForceProm = 0; Taken = 0; if(!strcmp(Choice, "Micro") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tai") ) ForceProm = 1; if(Pieces[abs(Squares[File][Rank])].special == '1' ) { if(Squares[File][Rank] > 0 && Rank == 1 ) ForceProm = 1; if(Squares[File][Rank] < 0 && Rank == BoardSizeY ) ForceProm = 1; } if(Pieces[abs(Squares[File][Rank])].special == '2' ) { if(Squares[File][Rank] > 0 && Rank < 3 ) ForceProm = 1; if(Squares[File][Rank] < 0 && Rank > BoardSizeY - 2 ) ForceProm = 1; } if(Prom == 0 && ForceProm != 1 ) { if(Pieces[abs(Squares[File][Rank])].Promotes > 0 ) { if(AutoPromote != 1 ) { strcpy(LSTR, Pieces[Pieces[abs(Squares[File][Rank])].Promotes].Name); strcpy(KSTR, Pieces[abs(Squares[File][Rank])].Name); sprintf(MessageSTR, "Promote to %s ?", LSTR); Response = MsgBox(MessageSTR, 36, KSTR); if(Response == 6 ) { Promote(); } else { strcat(CMoveSTR, "="); if(!strcmp(Turn, "White") && InitRank < 9 ) LastWhite = Squares[File][Rank]; if(!strcmp(Turn, "Black") && InitRank > 4 ) LastBlack = Squares[File][Rank]; } } else { Promote(); } } } if(Prom == 1 || ForceProm == 1 ) { if(Pieces[abs(Squares[File][Rank])].Promotes > 0 ) { Board.PieceID.ForeColor = 0x8000L; strcpy(KSTR, Pieces[abs(Squares[File][Rank])].Name); sprintf(Board.PieceID.Caption, "%s promotes", KSTR); Notice = 1; Promote(); } } } void Promote () { if(Reverse == 0 ) PromGraf = (TotGraph / 2) - 1; else PromGraf = -1; if(Squares[File][Rank] < 0 && Pieces[abs(Squares[File][Rank])].Promotes != 0 ) { // if(!strcmp(Choice, "Tai") ) { // Board.showpic[I].Picture = TaiPieces.Pix[PromGraf + Pieces[abs(Squares[File][Rank])].PrGraphic].Picture; // } else { Board.showpic[I].Picture = Board.Pix[PromGraf + Pieces[abs(Squares[File][Rank])].PrGraphic].Picture; // } strcpy(PromPieceSTR, Pieces[abs(Squares[File][Rank])].Name); if(!strcmp(PromPieceSTR, "Drunk Elephant") ) WhitePrince = WhitePrince + 1; if(!strcmp(PromPieceSTR, "King") ) { WhiteEmperor = 1; WhiteEmpX = File; WhiteEmpY = Rank; } Squares[File][Rank] = 0 - Pieces[abs(Squares[File][Rank])].Promotes; Score[TurnCount].IDEnd = Squares[File][Rank]; Board.showpic[I].Visible = True; strcat(CMoveSTR, "+"); if(AutoPromote == 1 && ForceProm != 1 ) AutoMessage(); } if(Reverse == 1 ) PromGraf = (TotGraph / 2) - 1; else PromGraf = -1; if(Squares[File][Rank] > 0 && Pieces[abs(Squares[File][Rank])].Promotes != 0 ) { // if(!strcmp(Choice, "Tai") ) { // Board.showpic[I].Picture = TaiPieces.Pix[PromGraf + Pieces[Squares[File][Rank]].PrGraphic].Picture; // } else { Board.showpic[I].Picture = Board.Pix[PromGraf + Pieces[Squares[File][Rank]].PrGraphic].Picture; // } strcpy(PromPieceSTR, Pieces[abs(Squares[File][Rank])].Name); if(!strcmp(PromPieceSTR, "Drunk Elephant") ) BlackPrince = BlackPrince + 1; if(!strcmp(PromPieceSTR, "King") ) { BlackEmperor = 1; BlackEmpX = File; BlackEmpY = Rank; } Squares[File][Rank] = Pieces[abs(Squares[File][Rank])].Promotes; Score[TurnCount].IDEnd = Squares[File][Rank]; Board.showpic[I].Visible = True; strcat(CMoveSTR, "+"); if(AutoPromote == 1 && ForceProm != 1 ) AutoMessage(); } } void RangeJump () { M = 64; Range = 1; SingleStep(); } void ReduceHand () { INT Z=0, OldPiece=0; if(Replaying == 1 ) { CaptPiece = Score[TurnCount].IDEnd; OldPiece = Squares[InitFile][InitRank]; Squares[InitFile][InitRank] = 0 - CaptPiece; } else { if(Pieces[abs(Squares[InitFile][InitRank])].Promotes == 0 && Pieces[abs(Squares[InitFile][InitRank])].PrGraphic > 0 ) { CaptPiece = Pieces[abs(Squares[InitFile][InitRank])].PrGraphic; if(Squares[InitFile][InitRank] > 0 ) CaptPiece = 0 - CaptPiece; } else { CaptPiece = 0 - Squares[InitFile][InitRank]; } } for(Z = 1; Z <= Capture; Z++) { if((Squares[InitFile][InitRank] < 0 && Reverse == 0) || (Squares[InitFile][InitRank] > 0 && Reverse == 1) ) { if(CapRef[Z] == CaptPiece ) { InHand[Z] = InHand[Z] - 1; if(InHand[Z] < 2 ) strcpy(Board.Held[Z].Caption, ""); else sprintf(Board.Held[Z].Caption, "%d", InHand[Z]); if(InHand[Z] < 1 ) Board.HandPic[Z].Visible = False; if(!strcmp(Choice, "Micro") ) { I = Z; MicroDrop(); } } } else { if(CapRef[Z] == 0 - CaptPiece ) { InHand[Capture + Z] = InHand[Capture + Z] - 1; if(InHand[Capture + Z] < 2 ) strcpy(Board.Held[Capture + Z].Caption, ""); else sprintf(Board.Held[Capture + Z].Caption, "%d", InHand[Capture + Z]); if(InHand[Capture + Z] < 1 ) Board.HandPic[Capture + Z].Visible = False; if(!strcmp(Choice, "Micro") ) { I = Capture + Z; MicroDrop(); } } } } // Next Z; if(Replaying == 1 ) Squares[InitFile][InitRank] = OldPiece; } void ReduceHand2 () { INT Z=0, OldPiece=0; if(Replaying == 1 ) { CaptPiece = Score[TurnCount].IDEnd; OldPiece = Squares[InitFile][InitRank]; Squares[InitFile][InitRank] = 0 - CaptPiece; } else { if(Pieces[abs(Squares[InitFile][InitRank])].Promotes == 0 && Pieces[abs(Squares[InitFile][InitRank])].PrGraphic > 0 ) { CaptPiece = Pieces[abs(Squares[InitFile][InitRank])].PrGraphic; if(Squares[InitFile][InitRank] > 0 ) CaptPiece = 0 - CaptPiece; } else { CaptPiece = 0 - Squares[InitFile][InitRank]; } } for(Z = 1; Z <= Capture; Z++) { if((Squares[InitFile][InitRank] < 0 && Reverse == 0) || (Squares[InitFile][InitRank] > 0 && Reverse == 1) ) { if(CapRef[Z] == CaptPiece ) { InHand[Z] = InHand[Z] - 1; if(!strcmp(Choice, "Micro") ) { I = Z; if((I < 5) || (I > 8 && I < 13) ) InHand[I + 4] = InHand[I + 4] - 1; else InHand[I - 4] = InHand[I - 4] - 1; } } } else { if(CapRef[Z] == 0 - CaptPiece ) { InHand[Capture + Z] = InHand[Capture + Z] - 1; if(!strcmp(Choice, "Micro") ) { I = Capture + Z; if((I < 5) || (I > 8 && I < 13) ) InHand[I + 4] = InHand[I + 4] - 1; else InHand[I - 4] = InHand[I - 4] - 1; } } } } // Next Z; if(Replaying == 1 ) Squares[InitFile][InitRank] = OldPiece; } void RemovePiece () { INT K=0, L=0, Found=0; // FIXME: was uninitialized? STRING PieceName, VictimSTR; if(Selection != 0 || MovePiece == 1 ) { SquareReplace(); } else { K = 1; do { L = 1; do { if(Grafix[L][K] == I ) { strcpy(PieceName, Pieces[abs(Squares[L][K])].Name); strcpy(Board.PieceID.Caption, PieceName); File = L; Rank = K; } L = L + 1; } while( !(L > BoardSizeX || Found == 1) ); K = K + 1; } while( !(K > BoardSizeY || Found == 1) ); Found = 0; if(Handicap == 1 ) { if(Squares[File][Rank] > 0 ) { Board.PieceID.ForeColor = 0xFFL; strcpy(Board.PieceID.Caption, "Select a White piece"); Notice = 1; } if(Squares[File][Rank] < 0 ) { strcpy(VictimSTR, Pieces[abs(Squares[File][Rank])].Name); if(abs(Squares[File][Rank]) == 1 || !strcmp(VictimSTR, "Emperor") || !strcmp(VictimSTR, "Prince") || !strcmp(VictimSTR, "Crown Prince") ) { Board.PieceID.ForeColor = 0xFFL; sprintf(Board.PieceID.Caption, "The White %scan not be removed", VictimSTR); Notice = 1; } else { sprintf(Board.PieceID.Caption, "%s removed", Pieces[abs(Squares[File][Rank])].Name); Notice = 1; Squares[File][Rank] = 0; Board.showpic[Grafix[File][Rank]].Visible = False; MOVE(1, Board.showpic[Grafix[File][Rank]], 0, 0); Grafix[File][Rank] = -1; /* strcpy(Turn, "White"); */ TurnChanged = 1; // [HGM] added: remember to set white to move when we leave handicapping mode strcpy(Board.NextMove.Caption, "White to Move"); MoveCount = 1; HandGame = 1; } } } else { strcpy(Board.PieceID.Caption, ""); strcpy(VictimSTR, Pieces[abs(Squares[File][Rank])].Name); if(Squares[File][Rank] > 0 && (!strcmp(VictimSTR, "Prince") || !strcmp(VictimSTR, "Crown Prince")) ) BlackPrince = BlackPrince - 1; if(Squares[File][Rank] < 0 && (!strcmp(VictimSTR, "Prince") || !strcmp(VictimSTR, "Crown Prince")) ) WhitePrince = WhitePrince - 1; Squares[File][Rank] = 0; Board.showpic[Grafix[File][Rank]].Visible = False; MOVE(1, Board.showpic[Grafix[File][Rank]], 0, 0); Grafix[File][Rank] = -1; MoveCount = 0; TurnCount = 0; if(!strcmp(Turn, "White") ) MoveCount = 1; strcpy(Board.LastMove.Caption, ""); } } } void ReorderMoves () { INT XX=0, YY=0; if(Level > 1 ) { for(XX = 1; XX <= TestDepth; XX++) { if(BestTally[Level + 1] > BestTally[XX] ) { for(YY = TestDepth - 1; YY >= XX; YY--) { BestTally[YY + 1] = BestTally[YY]; MoveList[YY + 1].StartPiece = MoveList[YY].StartPiece; MoveList[YY + 1].EndPiece = MoveList[YY].EndPiece; MoveList[YY + 1].StartFile = MoveList[YY].StartFile; MoveList[YY + 1].EndFile = MoveList[YY].EndFile; MoveList[YY + 1].StartRank = MoveList[YY].StartRank; MoveList[YY + 1].EndRank = MoveList[YY].EndRank; OldKingTally[YY + 1] = OldKingTally[YY]; if(!strcmp(Choice, "Dai") || !strcmp(Choice, "Chu") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tenjiku") || !strcmp(Choice, "Tai") ) { ECapture[YY + 1].Piece = ECapture[YY].Piece; ECapture[YY + 1].File = ECapture[YY].File; ECapture[YY + 1].Rank = ECapture[YY].Rank; } } // Next YY; BestTally[XX] = BestTally[Level + 1]; MoveList[XX].StartPiece = CompLegal[BestMove].StartPiece; MoveList[XX].EndPiece = CompLegal[BestMove].EndPiece; MoveList[XX].StartFile = CompLegal[BestMove].StartFile; MoveList[XX].EndFile = CompLegal[BestMove].EndFile; MoveList[XX].StartRank = CompLegal[BestMove].StartRank; MoveList[XX].EndRank = CompLegal[BestMove].EndRank; OldKingTally[XX] = KingTally[BestMove]; if(!strcmp(Choice, "Dai") || !strcmp(Choice, "Chu") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tenjiku") || !strcmp(Choice, "Tai") ) { ECapture[XX].Piece = ExtraCapture[BestMove].Piece; ECapture[XX].File = ExtraCapture[BestMove].File; ECapture[XX].Rank = ExtraCapture[BestMove].Rank; } return; } DoEvents(); } // Next XX; } } void Replay () { // Menu function. INT V=0, Location=0; if((LegalMoves == 0 || Checked == 2) && LionPiece != I && XA == 0 ) { Notice = 0; strcpy(Board.PieceID.Caption, ""); if(Forwards != 1 ) strcpy(Board.Caption, Cap); BugFix(); if(TurnCount >= EndTurn ) { Board.PieceID.ForeColor = 0xFFL; strcpy(Board.PieceID.Caption, "No moves to replay!"); Notice = 1; } else { Replaying = 1; for(V = 1; V <= Captures[TurnCount].number; V++) { Location = Captures[TurnCount].Positions[V]; InitRank = Int(Location / (BoardSizeX + 1)); InitFile = Location - (InitRank * (BoardSizeX + 1)); NewGraf = Grafix[InitFile][InitRank]; Grafix[InitFile][InitRank] = -1; Board.showpic[NewGraf].Visible = False; MOVE(1, Board.showpic[NewGraf], 0, 0); Squares[InitFile][InitRank] = 0; } // Next V; if(Drop == 1 && Captures[TurnCount].number > 0 ) { CaptPiece = Captures[TurnCount].PieceNum[1]; if(Pieces[abs(CaptPiece)].Promotes == 0 && Pieces[abs(CaptPiece)].PrGraphic > 0 ) { CaptPiece = Pieces[abs(CaptPiece)].PrGraphic; if(Captures[TurnCount].PieceNum[1] > 0 ) CaptPiece = 0 - CaptPiece; } else { CaptPiece = 0 - CaptPiece; } AddHand(); } Location = Score[TurnCount].PosStart; if(Location > 0 ) { Rank = Int(Location / (BoardSizeX + 1)); File = Location - (Rank * (BoardSizeX + 1)); Squares[File][Rank] = 0; NewGraf = Grafix[File][Rank]; Grafix[File][Rank] = -1; Board.showpic[NewGraf].Visible = False; MOVE(1, Board.showpic[NewGraf], 0, 0); } Location = Score[TurnCount].PosEnd; if(Location > 0 ) { InitRank = Int(Location / (BoardSizeX + 1)); InitFile = Location - (InitRank * (BoardSizeX + 1)); Squares[InitFile][InitRank] = Score[TurnCount].IDStart; if(Sgn(Score[TurnCount].IDStart) == Sgn(Score[TurnCount].IDEnd) && Score[TurnCount].IDEnd != Score[TurnCount].IDStart ) Squares[InitFile][InitRank] = Score[TurnCount].IDEnd; if(Squares[InitFile][InitRank] < 0 ) { if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) { WhiteEmpX = InitFile; WhiteEmpY = InitRank; } if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "King") ) { WhiteKingX = InitFile; WhiteKingY = InitRank; } } if(Squares[InitFile][InitRank] > 0 ) { if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) { BlackEmpX = InitFile; BlackEmpY = InitRank; } if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "King") ) { BlackKingX = InitFile; BlackKingY = InitRank; } } if(Score[TurnCount].IDEnd != 0 ) { NewGraf = 0; while( Board.showpic[NewGraf].Visible == True ) { NewGraf = NewGraf + 1; } SetGrafix(); } } if(Drop == 1 && Score[TurnCount].PosStart == 0 ) ReduceHand(); if(!strcmp(Turn, "Black") ) { strcpy(Turn, "White"); strcpy(Board.NextMove.Caption, "White to Move"); MoveCount = MoveCount + 1; } else { strcpy(Turn, "Black"); strcpy(Board.NextMove.Caption, "Black to Move"); } TurnCount = TurnCount + 1; Board.MnuHandicap.Enabled = False; EnableNamedMenuItem("Board.Handicap", False); // [HGM] added if(Asc(Score[TurnCount].Caption) > 47 && Asc(Score[TurnCount].Caption) < 58 ) { strcpy(Board.LastMove.Caption, Score[TurnCount].Caption); } else { sprintf(Board.LastMove.Caption, "%d. %s", MoveCount, Score[TurnCount].Caption); // Format$(MoveCount) + ". " + Score[TurnCount].Caption; } Backwards = 1; SetKings(); Location = Score[TurnCount - 1].PosEnd; if(Location > 0 ) { Rank = Int(Location / (BoardSizeX + 1)); File = Location - (Rank * (BoardSizeX + 1)); } LastPieceX = File; LastPieceY = Rank; if(!strcmp(Computer, "Black") || !strcmp(Computer, "White") ) { sprintf(Board.Caption, "Move Replayed (%d of %d ) ; Press [Pause] to continue play.", TurnCount, EndTurn); } else { sprintf(Board.Caption, "Move Replayed (%d of %d )", TurnCount, EndTurn); } } Replaying = 0; } } void Replay2 () { INT V=0, Location=0; if((LegalMoves == 0 || Checked == 2) && LionPiece != I && XA == 0 ) { if(TurnCount < EndTurn ) { Replaying = 1; for(V = 1; V <= Captures[TurnCount].number; V++) { Location = Captures[TurnCount].Positions[V]; InitRank = Int(Location / (BoardSizeX + 1)); InitFile = Location - (InitRank * (BoardSizeX + 1)); Squares[InitFile][InitRank] = 0; } // Next V; if(Drop == 1 && Captures[TurnCount].number > 0 ) { CaptPiece = Captures[TurnCount].PieceNum[1]; if(Pieces[abs(CaptPiece)].Promotes == 0 && Pieces[abs(CaptPiece)].PrGraphic > 0 ) { CaptPiece = Pieces[abs(CaptPiece)].PrGraphic; if(Captures[TurnCount].PieceNum[1] > 0 ) CaptPiece = 0 - CaptPiece; } else { CaptPiece = 0 - CaptPiece; } AddHand3(); } Location = Score[TurnCount].PosStart; if(Location > 0 ) { Rank = Int(Location / (BoardSizeX + 1)); File = Location - (Rank * (BoardSizeX + 1)); Squares[File][Rank] = 0; } Location = Score[TurnCount].PosEnd; if(Location > 0 ) { InitRank = Int(Location / (BoardSizeX + 1)); InitFile = Location - (InitRank * (BoardSizeX + 1)); Squares[InitFile][InitRank] = Score[TurnCount].IDStart; if(Sgn(Score[TurnCount].IDStart) == Sgn(Score[TurnCount].IDEnd) && Score[TurnCount].IDEnd != Score[TurnCount].IDStart ) Squares[InitFile][InitRank] = Score[TurnCount].IDEnd; if(Squares[InitFile][InitRank] < 0 ) { if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) { WhiteEmpX = InitFile; WhiteEmpY = InitRank; } if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "King") ) { WhiteKingX = InitFile; WhiteKingY = InitRank; } } if(Squares[InitFile][InitRank] > 0 ) { if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) { BlackEmpX = InitFile; BlackEmpY = InitRank; } if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "King") ) { BlackKingX = InitFile; BlackKingY = InitRank; } } } if(Drop == 1 && Score[TurnCount].PosStart == 0 ) ReduceHand2(); if(!strcmp(Turn, "Black") ) { strcpy(Turn, "White"); strcpy(Board.NextMove.Caption, "White to Move"); MoveCount = MoveCount + 1; } else { strcpy(Turn, "Black"); strcpy(Board.NextMove.Caption, "Black to Move"); } TurnCount = TurnCount + 1; Board.MnuHandicap.Enabled = False; EnableNamedMenuItem("Board.Handicap", False); // [HGM] added if(Asc(Score[TurnCount].Caption) > 47 && Asc(Score[TurnCount].Caption) < 58 ) { strcpy(Board.LastMove.Caption, Score[TurnCount].Caption); } else { sprintf(Board.LastMove.Caption, "%d. %s", MoveCount, Score[TurnCount].Caption); // Format$(MoveCount) + ". " + Score[TurnCount].Caption; } Board.MnuHandicap.Enabled = False; EnableNamedMenuItem("Board.Handicap", False); // [HGM] added Backwards = 1; if(Location > 0 ) { Rank = Int(Location / (BoardSizeX + 1)); File = Location - (Rank * (BoardSizeX + 1)); } LastPieceX = File; LastPieceY = Rank; } Replaying = 0; } } void ReplayAll () { // Menu function. if(LegalMoves == 0 ) { while( TurnCount < EndTurn) { Replay2(); } strcpy(Board.Caption, Cap); RestoreGrafix(); SetKings(); } } void ResetBoard () { INT W=0; Board.Hide(); if(!strcmp(Choice, "Wa") ) { for(W = 1; W <= Capture * 2; W++) { strcpy(Board.Held[W].Caption, ""); Board.HandPic[W].Visible = False; } // Next W; } NewGame = 1; SetPieces(); } void ResetHand () { INT X=0; for(X = 1; X <= Capture; X++) { if(InHand[X] < 1 ) Board.HandPic[X].Visible = False; if(InHand[X] < 2 ) strcpy(Board.Held[X].Caption, ""); if(InHand[Capture + X] < 1 ) Board.HandPic[Capture + X].Visible = False; if(InHand[Capture + X] < 2 ) strcpy(Board.Held[Capture + X].Caption, ""); } // Next X; } void ResetLegal () { INT MM=0, NN=0; for(MM = 1; MM <= BoardSizeY; MM++) { for(NN = 1; NN <= BoardSizeX; NN++) { Legal[NN][MM] = 0; } // Next NN; } // Next MM; } void RestoreGrafix () { INT ABC=0, DEF=0; Board.Hide(); Count = 0; M = 0; for(J = 1; J <= BoardSizeY; J++) { for(I = 1; I <= BoardSizeX; I++) { Grafix[I][J] = -1; if(Squares[I][J] != 0 ) { Graphnum = Pieces[abs(Squares[I][J])].Graphic; if((Squares[I][J] < 0 && Reverse == 0) || (Squares[I][J] > 0 && Reverse == 1) ) Graphnum = Graphnum + (TotGraph / 2); /* if(!strcmp(Choice, "Tai") ) Board.showpic[COUNT] = TaiPieces.Pix[Graphnum - 1]; else */ Board.showpic[COUNT] = Board.Pix[Graphnum - 1]; if(Reverse == 0 ) { MOVE(0, Board.showpic[COUNT], XStart + ((I - 1) * Pixels), 11 + ((J - 1) * Pixels)); } else { MOVE(0, Board.showpic[COUNT], XStart + ((BoardSizeX - I) * Pixels), 11 + ((BoardSizeY - J) * Pixels)); } Board.showpic[COUNT].Visible = True; Grafix[I][J] = Count; Count = Count + 1; } } // Next I; } // Next J; if(Drop == 1 || !strcmp(Choice, "Wa") ) { for(I = 1; I <= Capture * 2; I++) { Graphnum = Pieces[abs(CapRef[I])].Graphic; if(I > Capture ) Graphnum = Graphnum + (TotGraph / 2); Board.HandPic[I].Picture = Board.Pix[Graphnum - 1].Picture; // [HGM] only picture, not coords! Board.HandPic[I].Visible = False; strcpy(Board.Held[I].Caption, ""); if(InHand[I] > 0 ) Board.HandPic[I].Visible = True; if(InHand[I] > 1 ) sprintf(Board.Held[I].Caption, "%d", InHand[I]); } // Next I; } BugFix(); Board.Show(); if(!strcmp(Choice, "Tai") || !strcmp(Choice, "Maka") ) { for(ABC = 1; ABC <= BoardSizeY; ABC++) { for(DEF = 1; DEF <= BoardSizeX; DEF++) { if(Squares[DEF][ABC] > 0 ) { if(!strcmp(Pieces[abs(Squares[DEF][ABC])].Name, "Emperor") ) { BlackEmpX = DEF; BlackEmpY = ABC; BlackEmperor = 1; } } if(Squares[DEF][ABC] < 0 ) { if(!strcmp(Pieces[abs(Squares[DEF][ABC])].Name, "Emperor") ) { WhiteEmpX = DEF; WhiteEmpY = ABC; WhiteEmperor = 1; } } } // Next DEF; } // Next ABC; } } void RestoreMap () { INT JJ=0, KK=0, LL=0; for(JJ = 1; JJ <= BoardSizeY; JJ++) { for(KK = 1; KK <= BoardSizeX; KK++) { BanMap[KK][JJ].WhiteNum = BackMap[KK][JJ].WhiteNum; BanMap[KK][JJ].BlackNum = BackMap[KK][JJ].BlackNum; Attacker[KK][JJ] = OldAttack[KK][JJ]; for(LL = 1; LL <= OldAttack[KK][JJ]; LL++) { BanMap[KK][JJ].Info[LL].File = BackMap[KK][JJ].Info[LL].File; BanMap[KK][JJ].Info[LL].Rank = BackMap[KK][JJ].Info[LL].Rank; BanMap[KK][JJ].Info[LL].Piece = BackMap[KK][JJ].Info[LL].Piece; } // Next LL; } // Next KK; DoEvents(); } // Next JJ; } void Rotate () { // Menu function. if(LegalMoves == 0 ) { Board.Picture = LoadPicture((sprintf(StringTmp, "%s/boards/%s", Direct, Boardbmp), StringTmp)); if(Reverse == 1 ) { Reverse = 0; Board.White.Picture = LoadPicture((sprintf(StringTmp, "%s/%s", Direct, "WhiteDn.bmp"), StringTmp)); Board.Black.Picture = LoadPicture((sprintf(StringTmp, "%s/%s", Direct, "BlackUp.bmp"), StringTmp)); } else { Reverse = 1; Board.White.Picture = LoadPicture((sprintf(StringTmp, "%s/%s", Direct, "WhiteUp.bmp"), StringTmp)); Board.Black.Picture = LoadPicture((sprintf(StringTmp, "%s/%s", Direct, "BlackDn.bmp"), StringTmp)); } for(J = 1; J <= BoardSizeY; J++) { for(I = 1; I <= BoardSizeX; I++) { if(Squares[I][J] != 0 ) { Board.showpic[Grafix[I][J]].Visible = False; Graphnum = Pieces[abs(Squares[I][J])].Graphic; if((Squares[I][J] < 0 && Reverse == 0) || (Squares[I][J] > 0 && Reverse == 1) ) Graphnum = Graphnum + (TotGraph / 2); /* if(!strcmp(Choice, "Tai") ) Board.showpic[Grafix[I][J]] = TaiPieces.Pix[Graphnum - 1]; else */ Board.showpic[Grafix[I][J]] = Board.Pix[Graphnum - 1]; if(Reverse == 0 ) { MOVE(0, Board.showpic[Grafix[I][J]], XStart + ((I - 1) * Pixels), 11 + ((J - 1) * Pixels)); } else { MOVE(0, Board.showpic[Grafix[I][J]], XStart + ((BoardSizeX - I) * Pixels), 11 + ((BoardSizeY - J) * Pixels)); } Board.showpic[Grafix[I][J]].Visible = True; } } // Next I; } // Next J; if(Drop == 1 ) { // TODO ReDim TempHand(Capture * 2); for(I = 1; I <= Capture * 2; I++) { Board.HandPic[I].Visible = False; strcpy(Board.Held[I].Caption, ""); CapRef[I] = 0 - CapRef[I]; if(I > Capture ) TempHand[I] = InHand[I - Capture]; else TempHand[I] = InHand[I + Capture]; } // Next I; for(I = 1; I <= Capture * 2; I++) { InHand[I] = TempHand[I]; if(InHand[I] > 0 ) Board.HandPic[I].Visible = True; if(InHand[I] > 1 ) sprintf(Board.Held[I].Caption, "%d", InHand[I]); } // Next I; } NotSet(); } } void SaveGame () { // Menu function. INT V=0, W=0, Z=0; STRING AnswerSTR; FILE *f2; // TODO: On Error Resume Next; strcpy(Board.CMSave.DialogTitle, "Save Game"); Board.CMSave.Flags = 0x400L | 0x800L | 0x4L; Board.CMSave.Action = 2; if(Err == 32755 ) return; // TODO This is for if we cancel the file-browse dialog? strcpy(SavedSTR, Board.CMSave.Filename); f2 = fopen(SavedSTR, "w"); fprintf(f2, "\"%s\",%d,%d,\"%s\",%d,%d,%d,%d,%d\n", Choice, Drop, MoveCount, Turn, Notate, SeeMove, TurnCount, WhiteKing, BlackKing); fprintf(f2, "%d,%d,%d,%d,%d,%d,\"%s\"\n", WhiteLion, BlackLion, WhitePrince, BlackPrince, WhiteEmperor, BlackEmperor, Cleanse(Board.LastMove.Caption)); fprintf(f2, "\"%s\",\"%s\",%d,%d\n", Board.WhiteClock.Caption, Board.BlackClock.Caption, HandGame, Reverse); for(W = 0; W <= TurnCount; W++) { fprintf(f2, "\"%s\",%d,%d,%d,%d\n", Cleanse(Score[W].Caption), Score[W].IDStart, Score[W].IDEnd, Score[W].PosStart, Score[W].PosEnd); fprintf(f2, "%d\n", Captures[W].number); for(V = 1; V <= Captures[W].number; V++) { fprintf(f2, "%d\n", Captures[W].Positions[V]); fprintf(f2, "%d\n", Captures[W].PieceNum[V]); } // Next V; } // Next W; for(W = 1; W <= BoardSizeY; W++) { for(Z = 1; Z <= BoardSizeX; Z++) { fprintf(f2, "%d\n", Squares[Z][W]); } // Next Z; } // Next W; if(Drop == 1 ) { for(W = 1; W <= Capture * 2; W++) { fprintf(f2, "%d\n", InHand[W]); } // Next W; } strcpy(AnswerSTR, InputBoxSTR("Please enter a short description of the game.", "Saved Game Description", SaveTitleSTR)); if(strcmp(AnswerSTR, "") ) fprintf(f2, "\"%s\"\n", AnswerSTR); else fprintf(f2, "\"Saved Game - No Title\"\n"); fprintf(f2, "\"%s\"\n", Computer); fprintf(f2, "%d\n", Level); fprintf(f2, "%d\n", GameOver); fprintf(f2, "\"%s\"\n", Threat); fclose(f2); } void SeeMoves () { // Menu function. SeeMoves = 0 (off) or 1 (on) if(Board.MnuShowOn.Enabled == False ) Board.MnuShowOn.Enabled = True; else Board.MnuShowOn.Enabled = False; if(Board.MnuShowOff.Enabled == False ) Board.MnuShowOff.Enabled = True; else Board.MnuShowOff.Enabled = False; if(Board.MnuShowOn.Checked == False ) Board.MnuShowOn.Checked = True; else Board.MnuShowOn.Checked = False; if(Board.MnuShowOff.Checked == False ) Board.MnuShowOff.Checked = True; else Board.MnuShowOff.Checked = False; if(SeeMove == 1 ) { strcpy(Board.PieceID.Caption, "Show Legal Moves - On"); Board.MnuThreatOn.Enabled = True; EnableNamedMenuItem("Moves.ShowThreat", True); // [HGM] added if(!strcmp(OldThreat, "On") ) { strcpy(Threat, "On"); SetThreat(); strcpy(OldThreat, "None"); MarkMenuItem("Moves.ShowThreat", True); // [HGM] added } else { strcpy(Threat, "Off"); Board.MnuThreatOn.Enabled = False; SetThreat(); strcpy(OldThreat, "None"); } } else { strcpy(Board.PieceID.Caption, "Show Legal Moves - Off"); strcpy(OldThreat, Threat); strcpy(Threat, "Off"); SetThreat(); Board.MnuThreatOn.Enabled = False; MarkMenuItem("Moves.ShowThreat", False); EnableNamedMenuItem("Moves.ShowThreat", False); // [HGM] added } Notice = 1; } void SetAutoPromote () { // Menu function. Autopromote = 0 (off) or 1 (on) if(Board.MnuAutoOn.Enabled == False ) Board.MnuAutoOn.Enabled = True; else Board.MnuAutoOn.Enabled = False; if(Board.MnuAutoOff.Enabled == False ) Board.MnuAutoOff.Enabled = True; else Board.MnuAutoOff.Enabled = False; if(Board.MnuAutoOn.Checked == False ) Board.MnuAutoOn.Checked = True; else Board.MnuAutoOn.Checked = False; if(Board.MnuAutoOff.Checked == False ) Board.MnuAutoOff.Checked = True; else Board.MnuAutoOff.Checked = False; if(AutoPromote == 1 ) { strcpy(Board.PieceID.Caption, "Auto-Promote On"); } else { strcpy(Board.PieceID.Caption, "Auto-Promote Off"); } Notice = 1; } void SetBlackPlayer () { // Menu function. Called if black player changes (which sets Computer before calling this). if(Board.MnuBlackPlayer.Enabled == False ) Board.MnuBlackPlayer.Enabled = True; else Board.MnuBlackPlayer.Enabled = False; if(Board.MnuBlackComp.Enabled == False ) Board.MnuBlackComp.Enabled = True; else Board.MnuBlackComp.Enabled = False; if(Board.MnuBlackPlayer.Checked == False ) Board.MnuBlackPlayer.Checked = True; else Board.MnuBlackPlayer.Checked = False; if(Board.MnuBlackComp.Checked == False ) Board.MnuBlackComp.Checked = True; else Board.MnuBlackComp.Checked = False; if(!strcmp(Choice, "Tai") || !strcmp(Choice, "Maka") ) { if(!strcmp(Computer, "White") || !strcmp(Computer, "Black") || !strcmp(Computer, "Both") ) CompTeach(); else NoCompTeach(); } if(!strcmp(Computer, "Both") ) CompVComp(); // moved to menu.c } void SetClock () { INT Mins=0, Secs=0, Hrs=0; if(Notice > 0 ) Notice = Notice + 1; if(Notice == 4 && Checked != 1 ) { strcpy(Board.PieceID.Caption, ""); Notice = 0; if(strcmp(Board.Caption, SaveTitleSTR) ) strcpy(Board.Caption, Cap); } sscanf(ElapsedSTR, "%d:%d:%d", &Hrs, &Mins, &Secs); // Secs = Val(Right$(Elapsed$, 2)) // Mins = Val(Mid$(Elapsed$, 4, 2)) // Hrs = Val(Left$(Elapsed$, 2)) Secs = Secs + 1; if(Secs == 60 ) { Secs = 0; Mins = Mins + 1; } if(Mins == 60 ) { Mins = 0; Hrs = Hrs + 1; } if(Hrs == 100 ) Hrs = 0; // Hours$ = LTrim$(Str$(Hrs)) // Minutes$ = LTrim$(Str$(Mins)) // Seconds$ = LTrim$(Str$(Secs)) // if(Len(Hours$) = 1 Then Hours$ = "0" + Hours$ // if(Len(Minutes$) = 1 Then Minutes$ = "0" + Minutes$ // if(Len(Seconds$) = 1 Then Seconds$ = "0" + Seconds$ // Elapsed$ = Hours$ + ":" + Minutes$ + ":" + Seconds$ sprintf(ElapsedSTR, "%02d:%02d:%02d", Hrs, Mins, Secs); } void SetDifficulty () { // Menu function. Grade = "Best" / "LessWeak" / "Weak depending on menu item. if(!strcmp(Grade, "Weak") ) { Board.MnuWeak.Enabled = False; Board.MnuWeak.Checked = True; Board.MnuBest.Visible = False; Board.MnuLessWeak.Enabled = True; Board.MnuLessWeak.Checked = False; } if(!strcmp(Choice, "Chu") || !strcmp(Choice, "Dai") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tai") ) Board.MnuLessWeak.Visible = False, EnableNamedMenuItem("Setup.LessWeak", False); // [HGM] added else EnableNamedMenuItem("Setup.LessWeak", True); // [HGM] added if(!strcmp(Grade, "LessWeak") ) { Board.MnuWeak.Enabled = True; Board.MnuWeak.Checked = False; Board.MnuBest.Visible = False; Board.MnuLessWeak.Enabled = False; Board.MnuLessWeak.Checked = True; } Board.MnuBest.Visible = False; SetGrade(); } void SetEval () { // Menu function. Eval = 0 (off) or 1 (on) if(Board.MnuEvalOn.Enabled == False ) Board.MnuEvalOn.Enabled = True; else Board.MnuEvalOn.Enabled = False; if(Board.MnuEvalOff.Enabled == False ) Board.MnuEvalOff.Enabled = True; else Board.MnuEvalOff.Enabled = False; if(Board.MnuEvalOn.Checked == False ) Board.MnuEvalOn.Checked = True; else Board.MnuEvalOn.Checked = False; if(Board.MnuEvalOff.Checked == False ) Board.MnuEvalOff.Checked = True; else Board.MnuEvalOff.Checked = False; } void SetGeneral () { // Menu function. #if 0 INT Z=0; // TODO: if(GeneralInfo == 0 ) Unload RulesHelp; GeneralInfo = 1; for(Z = 0; Z <= 17; Z++) { RulesHelp.Title[Z].Visible = False; } // Next Z; RulesHelp.Title[9].Visible = True; RulesHelp.CmdPiece.Visible = False; RulesHelp.Show(); #else static char text[20000]; STRING name; FILE *f; sprintf(name, "%s/General.rul", Direct); if((f = fopen(name, "r"))) { fread(text, 1, 20000, f); TagsPopUp(text+1, "General"); fclose(f); } #endif } void SetGrade () { if(!strcmp(Grade, "Weak") ) Level = 1; if(!strcmp(Grade, "LessWeak") ) Level = 5; if(!strcmp(Grade, "LessWeak") ) { if(!strcmp(Choice, "Micro") || !strcmp(Choice, "Mini")) Level = 12; if(!strcmp(Choice, "Judkin") || !strcmp(Choice, "Whale") || !strcmp(Choice, "Yari") || !strcmp(Choice, "Tori") || !strcmp(Choice, "HeianSho")) Level = 7; if(!strcmp(Choice, "Wa") || !strcmp(Choice, "Chu") || !strcmp(Choice, "Dai") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tai")) Level = 4; if(!strcmp(Choice, "Tenjiku")) Level = 3; } } void SetGrafix () { Grafix[InitFile][InitRank] = NewGraf; Graphnum = Pieces[abs(Squares[InitFile][InitRank])].Graphic; if((Squares[InitFile][InitRank] < 0 && Reverse == 0) || (Squares[InitFile][InitRank] > 0 && Reverse == 1) ) Graphnum = Graphnum + (TotGraph / 2); /* if(!strcmp(Choice, "Tai") ) Board.showpic[NewGraf] = TaiPieces.Pix[Graphnum - 1]; else */ Board.showpic[NewGraf] = Board.Pix[Graphnum - 1]; if(Reverse == 0 ) { MOVE(1, Board.showpic[NewGraf], XStart + ((InitFile - 1) * Pixels), 11 + ((InitRank - 1) * Pixels)); } else { MOVE(1, Board.showpic[NewGraf], XStart + ((BoardSizeX - InitFile) * Pixels), 11 + ((BoardSizeY - InitRank) * Pixels)); } Board.showpic[NewGraf].Visible = True; } void SetHandicap () { // Menu function. (Calls EndSetup before.) Reduce = 1 for minus item if(Reduce != 1 ) { strcpy(Board.Caption, "Select Handicap Pieces - (Press Right Mouse Button to Start Game)"); } else { strcpy(Board.Caption, "Select Pieces to Remove - (Press Right Mouse Button When Finished)"); } if(Reduce != 1 ) Handicap = 1; strcpy(Board.BlackClock.Caption, "00:00:00"); strcpy(Board.WhiteClock.Caption, "00:00:00"); Board.Timer1.Enabled = False; } void SetKings () { INT GG=0, HH=0; BlackPrince = 0; BlackKing = 1; BlackEmperor = 0; WhitePrince = 0; WhiteKing = 1; WhiteEmperor = 0; for(GG = 1; GG <= BoardSizeY; GG++) { for(HH = 1; HH <= BoardSizeX; HH++) { if(Squares[HH][GG] == 1 ) { BlackKing = 0; BlackKingX = HH; BlackKingY = GG; } if(Squares[HH][GG] == -1 ) { WhiteKing = 0; WhiteKingX = HH; WhiteKingY = GG; } if(Squares[HH][GG] > 0 ) { if(!strcmp(Pieces[abs(Squares[HH][GG])].Name, "Prince") || !strcmp(Pieces[abs(Squares[HH][GG])].Name, "Crown Prince") ) BlackPrince = BlackPrince + 1; if(!strcmp(Pieces[abs(Squares[HH][GG])].Name, "Emperor") ) { BlackEmperor = 1; BlackEmpX = HH; BlackEmpY = GG; } } if(Squares[HH][GG] < 0 ) { if(!strcmp(Pieces[abs(Squares[HH][GG])].Name, "Prince") || !strcmp(Pieces[abs(Squares[HH][GG])].Name, "Crown Prince") ) WhitePrince = WhitePrince + 1; if(!strcmp(Pieces[abs(Squares[HH][GG])].Name, "Emperor") ) { WhiteEmperor = 1; WhiteEmpX = HH; WhiteEmpY = GG; } } } // Next HH; } // Next GG; } void SetLastMove () { // Menu function. ShowLast = 0 (off) or 1 (on). if(Board.MnuShowLastOn.Enabled == False ) Board.MnuShowLastOn.Enabled = True; else Board.MnuShowLastOn.Enabled = False; if(Board.MnuShowLastOff.Enabled == False ) Board.MnuShowLastOff.Enabled = True; else Board.MnuShowLastOff.Enabled = False; if(Board.MnuShowLastOn.Checked == False ) Board.MnuShowLastOn.Checked = True; else Board.MnuShowLastOn.Checked = False; if(Board.MnuShowLastOff.Checked == False ) Board.MnuShowLastOff.Checked = True; else Board.MnuShowLastOff.Checked = False; } void SetLionHawk () { // Menu function. LionHawkVer = 1 or 2 depending on item. (Sets piece values before.) if(Board.MnuLVer1.Enabled == False ) Board.MnuLVer1.Enabled = True; else Board.MnuLVer1.Enabled = False; if(Board.MnuLVer2.Enabled == False ) Board.MnuLVer2.Enabled = True; else Board.MnuLVer2.Enabled = False; if(Board.MnuLVer1.Checked == False ) Board.MnuLVer1.Checked = True; else Board.MnuLVer1.Checked = False; if(Board.MnuLVer2.Checked == False ) Board.MnuLVer2.Checked = True; else Board.MnuLVer2.Checked = False; } void SetPieces () { // Called from New menu with NewGame = 1 if LegalMoves == 0. INT K=0, V=0, W=0, X=0, Y=0; STRING LastGoSTR, WhiteTimeSTR, BlackTimeSTR; FILE *f1; Randomize(); XA = 0; GameOver = 0; LegalMoves = 0; strcpy(OldThreat, "None"); if(Reload != 1 ) ConfigLoad(); else ConfigLoad2(); Reload = 1; Influence = 0; CompMove = 0; Evaluate = 0; LionPiece = -1; CheckTest = 0; Checked = 0; sprintf(Datafile, "%s/%s.dat", Direct, Choice); strcpy(Turn, "Black"); LionPiece = -1; WhiteKing = 0; BlackKing = 0; WhitePrince = 0; BlackPrince = 0; RealLion = 0; HandGame = 0; WhiteLion = 0; BlackLion = 0; WhiteEmperor = 0; BlackEmperor = 0; Taken = 0; Mate = 0; strcpy(CMoveSTR, ""); TurnCount = 0; EndTurn = 0; MoveCount = 0; strcpy(Board.LastMove.Caption, ""); strcpy(Board.NextMove.Caption, "Black to Move"); if(Reverse != 1 ) Reverse = 0; XStart = 110; if(!strcmp(Choice, "Tenjiku") ) strcpy(Computer, "None"); if(!strcmp(Choice, "Chu") || !strcmp(Choice, "Dai") || !strcmp(Choice, "DaiDai") || !strcmp(Choice, "Maka") || !strcmp(Choice, "Tai") ) { strcpy(Grade, "Weak"); SetDifficulty(); } if(!strcmp(Choice, "Whale") || !strcmp(Choice, "Judkin") ) XStart = 140; if(!strcmp(Choice, "Mini") ) XStart = 170; if(!strcmp(Choice, "Micro") ) XStart = 200; if(!strcmp(Choice, "Yari") ) XStart = 157; // ReDim ShortScore[4000]; // ReDim Score[4000]; // ReDim Captures[4000]; f1 = fopen(Datafile, "r"); // load general game data; fscanf(f1, "%[^\n\r] %s %d,%d,%d,%d", Cap, Boardbmp, &Drop, &Boardsize, &Prom, &PromDotY); fscanf(f1, ",%d,%d,%d,%d,%d,%d", &XCorner, &YCorner, &Pixels, &Totpiece, &PieceNum, &TotGraph); BoardSizeX = Boardsize; BoardSizeY = Boardsize; if(!strcmp(Choice, "HShogi") ) BoardSizeY = 8; if(!strcmp(Choice, "Micro") ) BoardSizeY = 5; if(!strcmp(Choice, "Yari") ) { BoardSizeY = 9; BoardSizeX = 7; } if(Loading == 1 ) { fscanf(f2, "%d,%d,\"%[^\"]\",%d,%d,%d,%d,%d", &Drop, &MoveCount, Turn, &Notate, &SeeMove, &TurnCount, &WhiteKing, &BlackKing); fscanf(f2, "%d,%d,%d,%d,%d,%d,\"%[^\"]\"", &WhiteLion, &BlackLion, &WhitePrince, &BlackPrince, &WhiteEmperor, &BlackEmperor, LastGoSTR); fscanf(f2, " \"%[^\"]\",\"%[^\"]\",%d,%d", WhiteTimeSTR, BlackTimeSTR, &HandGame, &Reverse); EndTurn = TurnCount; strcpy(Board.LastMove.Caption, LastGoSTR); strcpy(Board.WhiteClock.Caption, WhiteTimeSTR); strcpy(Board.BlackClock.Caption, BlackTimeSTR); if(GameOver == 1 ) { strcpy(Board.NextMove.Caption, "Game Ended"); } else { if(!strcmp(Turn, "White") ) strcpy(Board.NextMove.Caption, "White to Move"); } for(W = 0; W <= TurnCount; W++) { if(!fscanf(f2, " \"%[^\"]\",", Score[W].Caption)) fscanf(f2, "\","), Score[W].Caption[0] = '\0'; // scanf chokes on empty string! fscanf(f2, "%d,%d,%d,%d", &Score[W].IDStart, &Score[W].IDEnd, &Score[W].PosStart, &Score[W].PosEnd); fscanf(f2, "%d", &Captures[W].number); for(V = 1; V <= Captures[W].number; V++) { fscanf(f2, "%d", &Captures[W].Positions[V]); fscanf(f2, "%d", &Captures[W].PieceNum[V]); } // Next V; } // Next W; } else { Board.MnuHandicap.Enabled = True; } // ReDim Pieces(1 To PieceNum / 2) As Piece; // ReDim TestBoard(BoardSizeX, BoardSizeY); // ReDim Grafix[BoardSizeX][BoardSizeY] As Integer; // ReDim Squares[BoardSizeX][BoardSizeY] As Integer; // ReDim Legal[BoardSizeX][BoardSizeY] As Integer; // ReDim OldLegal[BoardSizeX][BoardSizeY] As Integer; // ReDim AreaOK[BoardSizeX][BoardSizeY] As Integer; // ReDim Camps[BoardSizeX][BoardSizeY] As Integer; // ReDim Comp[BoardSizeX][BoardSizeY] As Integer; // ReDim Clearing(200) As Empty; // ReDim BanMap[BoardSizeX][BoardSizeY] As Map; // ReDim BackMap[BoardSizeX][BoardSizeY] As Map; // ReDim Attacker[BoardSizeX][BoardSizeY] As Integer; // ReDim OldAttack(BoardSizeX, BoardSizeY) As Integer; // ReDim PieceMask(6, Pixels) // ReDim CompLegal[2000] As LegalList; // ReDim KingTally[2000] As Long; // ReDim LowBlack[BoardSizeX][BoardSizeY] As Integer; // ReDim LowWhite[BoardSizeX][BoardSizeY] As Integer; if(!strcmp(Choice, "Wa") && Loading != 1 ) WaDrop(); if(!strcmp(Choice, "Wa") && Drop == 1 ) strcpy(Boardbmp, "Waboard2.bmp"); Board.Picture = LoadPicture((sprintf(StringTmp, "%s/boards/%s", Direct, Boardbmp), StringTmp)); strcpy(Board.Caption, Cap); // load piece data; for(I = 1; I <= PieceNum / 2; I++) { fscanf(f1, "%d,%[^,]", &Pieces[I].number, Pieces[I].Name); fscanf(f1, ",%[^,],%d", Pieces[I].sname, &Pieces[I].Value); fscanf(f1, ",%d,%d,%d", &Pieces[I].PrValue, &Pieces[I].Promotes, &Pieces[I].Graphic); fscanf(f1, ",%d", &Pieces[I].PrGraphic); for(J = 1; J <= 8; J++) { fscanf(f1, ",%d", &Pieces[I].Moves[J]); } // Next J; fscanf(f1, ",%c", &Pieces[I].special); fscanf(f1, ",%d", &Pieces[I].Mask); fscanf(f1, ",%d", &Pieces[I].Range); // WARNING: original .dat files leave this out if 0 } // Next I; // load board data; Count = 0; M = 0; for(J = 1; J <= BoardSizeY; J++) { for(I = 1; I <= BoardSizeX; I++) { fscanf(f1, "%d,", &Squares[I][J]); if(Loading == 1 ) fscanf(f2, "%d", &Squares[I][J]); Grafix[I][J] = -1; if(Squares[I][J] != 0 ) { Graphnum = Pieces[abs(Squares[I][J])].Graphic; if((Squares[I][J] < 0 && Reverse == 0) || (Squares[I][J] > 0 && Reverse == 1) ) Graphnum = Graphnum + (TotGraph / 2); /* if(!strcmp(Choice, "Tai") ) Board.showpic[COUNT] = TaiPieces.Pix[Graphnum - 1]; else */ Board.showpic[COUNT] = Board.Pix[Graphnum - 1]; if(Reverse == 0 ) { MOVE(0, Board.showpic[COUNT], XStart + ((I - 1) * Pixels), 11 + ((J - 1) * Pixels)); } else { MOVE(0, Board.showpic[COUNT], XStart + ((BoardSizeX - I) * Pixels), 11 + ((BoardSizeY - J) * Pixels)); } Board.showpic[COUNT].Visible = True; Grafix[I][J] = Count; Count = Count + 1; } } // Next I; } // Next J; //Load Drop Data; if(Drop == 1 || !strcmp(Choice, "Wa") ) { if(Loading == 1 ) { for(K = Count; K <= Totpiece; K++) { Board.showpic[K].Visible = False; } // Next K; } fscanf(f1, "%d,", &Capture); // ReDim CapRef(Capture * 2) As Integer; // ReDim InHand(Capture * 2) As Integer; // ReDim CompHeld(Capture * 2) As Integer; // ReDim OldHand(Capture * 2) As Integer; for(I = 1; I <= Capture; I++) { fscanf(f1, "%d,", &CapRef[I]); CapRef[I + Capture] = 0 - CapRef[I]; } // Next I; if(Reverse == 0 ) { Board.White.Picture = LoadPicture((sprintf(StringTmp, "%s/%s", Direct, "WhiteDn.bmp"), StringTmp)); Board.Black.Picture = LoadPicture((sprintf(StringTmp, "%s/%s", Direct, "BlackUp.bmp"), StringTmp)); } else { Board.White.Picture = LoadPicture((sprintf(StringTmp, "%s/%s", Direct, "WhiteUp.bmp"), StringTmp)); Board.Black.Picture = LoadPicture((sprintf(StringTmp, "%s/%s", Direct, "BlackDn.bmp"), StringTmp)); for(I = 1; I <= Capture * 2; I++) { CapRef[I] = 0 - CapRef[I]; } // Next I; } for(I = 1; I <= Capture * 2; I++) { InHand[I] = 0; if(Loading == 1 ) fscanf(f2, "%d", &InHand[I]); Graphnum = Pieces[abs(CapRef[I])].Graphic; if(I > Capture ) Graphnum = Graphnum + (TotGraph / 2); Board.HandPic[I] = Board.Pix[Graphnum - 1]; Board.HandPic[I].Visible = False; strcpy(Board.Held[I].Caption, ""); if(Loading == 1 && InHand[I] > 0 ) Board.HandPic[I].Visible = True; if(Loading == 1 && InHand[I] > 1 ) sprintf(Board.Held[I].Caption, "%d", InHand[I]); if(strcmp(Choice, "Wa") && strcmp(Choice, "Micro") ) { if(I <= Capture ) { X = 629 - Pixels; Y = 11 + (I - 1) * Pixels; } else { X = 10; Y = 11 + (Capture - I + Capture) * Pixels; } MOVE(0, Board.HandPic[I], X, Y); } if(!strcmp(Choice, "Wa") || !strcmp(Choice, "Micro") ) { if(I <= Capture ) { if(I <= Capture / 2 ) { X = 629 - Pixels; Y = 11 + (I - 1) * Pixels; } else { X = 629 - (Pixels * 2); Y = 11 + (I - (Capture / 2) - 1) * Pixels; } } else { if(I <= Capture * 1.5 ) { X = 10; Y = 11 + (Capture - I + (Capture / 2)) * Pixels; } else { X = 10 + Pixels; Y = 11 + (Capture - (I - (Capture / 2)) + (Capture / 2)) * Pixels; } } MOVE(0, Board.HandPic[I], X, Y); } } // Next I; } fscanf(f1, "%d", &PieceSizes); for(J = 1; J <= PieceSizes; J++) { for(K = 1; K <= Pixels-1; K++) { fscanf(f1, "%d,", &PieceMask[J][K]); } // Next K; } // Next J; fclose(f1); SetKings(); NotSet(); Notation(); if(Board.WindowState != 2 ) { if(strcmp(Choice, "Tai") ) { Board.Left = (screen.Width / 2) - 4860; Board.Top = (screen.Height / 2) - 3650; } else { Board.Left = (screen.Width / 2) - 6075; Board.Top = (screen.Height / 2) - 4562; } } if((Display == 640 || !strcmp(Choice, "Tai")) && NewGame != 1 ) { Board.Left = 5; Board.Top = 5; Board.WindowState = 2; } else { Board.WindowState = 0; } if(!strcmp(Choice, "Tai") ) Board.WindowState = 2; if(Loading != 1 && Timing != 1 ) ClocksOn(); if(strcmp(Board.WhiteClock.Caption, "00:00:00") || strcmp(Board.BlackClock.Caption, "00:00:00") ) Board.Timer1.Enabled = True; if(Timing == 1 ) ClocksOff(); if(!strcmp(Choice, "Tai") || !strcmp(Choice, "Maka") ) { if(!strcmp(Computer, "White") || !strcmp(Computer, "Black") || !strcmp(Computer, "Both") ) CompTeach(); else NoCompTeach(); } Board.MnuBest.Visible = False; Board.Show(); Start.MousePointer = 0; // Start.Hide(); if(!strcmp(Computer, "White") || !strcmp(Computer, "Black") ) { Board.MnuSwitch.Enabled = True; EnableNamedMenuItem("Setup.SwitchSides", True); // [HGM] added sprintf(Board.PieceID.Caption, "Computer plays %s", Computer); Notice = 1; } else { Board.MnuSwitch.Enabled = False; EnableNamedMenuItem("Setup.SwitchSides", False); // [HGM] added } if(!strcmp(Computer, Turn) ) CompMain(); else if(!strcmp(Computer, "Both") ) CompVComp(); // [HGM] treat the comp-comp case faithfully } void SetRules () { // Menu function. #if 0 INT Z=0; // TODO: if(GeneralInfo == 1 ) Unload RulesHelp; GeneralInfo = 0; for(Z = 0; Z <= 17; Z++) { RulesHelp.Title[Z].Visible = False; } // Next Z; if(GameNo < 10 ) RulesHelp.Title[GameNo - 1].Visible = True; else RulesHelp.Title[GameNo].Visible = True; RulesHelp.CmdPiece.Visible = True; RulesHelp.Show(); #else static char text[20000]; STRING name; FILE *f; sprintf(name, "%s/%s.rul", Direct, Choice); if((f = fopen(name, "r"))) { fread(text, 1, 20000, f); TagsPopUp(text+1, NULL); fclose(f); } #endif } void SetSuggest () { // Menu function. Suggest = 1; OldSeeMove = SeeMove; strcpy(OldComputer, Computer); strcpy(Computer, Turn); strcpy(Board.Caption, "The Computer suggests...."); Notice = 5; RealLevel = Level; Level = 1; CompMain(); Level = RealLevel; LegalMoves = 0; } void SetTeach () { if(Board.MnuVer1.Enabled == False ) Board.MnuVer1.Enabled = True; else Board.MnuVer1.Enabled = False; if(Board.MnuVer2.Enabled == False ) Board.MnuVer2.Enabled = True; else Board.MnuVer2.Enabled = False; if(Board.MnuVer1.Checked == False ) Board.MnuVer1.Checked = True; else Board.MnuVer1.Checked = False; if(Board.MnuVer2.Checked == False ) Board.MnuVer2.Checked = True; else Board.MnuVer2.Checked = False; } void SetThreat () { // Menu function. Threat = "On" or "Off" depending on the item. if(Board.MnuThreatOn.Enabled == False ) Board.MnuThreatOn.Enabled = True; else Board.MnuThreatOn.Enabled = False; if(Board.MnuThreatOff.Enabled == False ) Board.MnuThreatOff.Enabled = True; else Board.MnuThreatOff.Enabled = False; if(Board.MnuThreatOn.Checked == False ) Board.MnuThreatOn.Checked = True; else Board.MnuThreatOn.Checked = False; if(Board.MnuThreatOn.Checked == False ) Board.MnuThreatOff.Checked = True; else Board.MnuThreatOff.Checked = False; if(SeeMove == 1 && strcmp(OldThreat, "On") && strcmp(OldThreat, "Off") ) { if(Board.MnuThreatOff.Enabled == False ) strcpy(Board.PieceID.Caption, "Show Influence or Threats Off"); } if(strcmp(OldThreat, "On") && strcmp(OldThreat, "Off") ) { if(Board.MnuThreatOff.Enabled == True ) strcpy(Board.PieceID.Caption, "Show Influence or Threats On"); } Notice = 1; } void SetWhitePlayer () { // Menu function, called when white player changes, after setting Computer. if(Board.MnuWhitePlayer.Enabled == False ) Board.MnuWhitePlayer.Enabled = True; else Board.MnuWhitePlayer.Enabled = False; if(Board.MnuWhiteComp.Enabled == False ) Board.MnuWhiteComp.Enabled = True; else Board.MnuWhiteComp.Enabled = False; if(Board.MnuWhitePlayer.Checked == False ) Board.MnuWhitePlayer.Checked = True; else Board.MnuWhitePlayer.Checked = False; if(Board.MnuWhiteComp.Checked == False ) Board.MnuWhiteComp.Checked = True; else Board.MnuWhiteComp.Checked = False; if(!strcmp(Choice, "Tai") || !strcmp(Choice, "Maka") ) { if(!strcmp(Computer, "White") || !strcmp(Computer, "Black") || !strcmp(Computer, "Both") ) CompTeach(); else NoCompTeach(); } if(!strcmp(Computer, "Both") ) CompVComp(); } void ShowMove () { if(GameOver == 1 || Checked > 0 ) return; if(Squares[NewFile][NewRank] == 0 && (Range != 1 || Influence > 0) ) { if(Pieces[abs(Squares[InitFile][InitRank])].special != 'T' || M != 1 ) { if(Pieces[abs(Squares[InitFile][InitRank])].special == 'T' ) Tetrarchs(); if(Blocked != 1 ) { Legal[NewFile][NewRank] = 1; Board.FillColor = 0xFFFFFF; if(SeeMove == 1 || CompMove == 1 || Evaluate == 1 ) { SeeFile = NewFile; SeeRank = NewRank; LookMove(); } if(Demon == 1 ) FireDemon(); } Blocked = 0; } if(!strcmp(Choice, "Tenjiku") ) CheckBurn(); } else { if(Pieces[abs(Squares[InitFile][InitRank])].special != 'T' || M != 1 ) Last = 1; if(Pieces[abs(Squares[InitFile][InitRank])].special == 'T' ) Tetrarchs(); if(Blocked != 1 ) { if((Sgn(Squares[InitFile][InitRank]) != Sgn(Squares[NewFile][NewRank]) || Influence > 0) && Legal[NewFile][NewRank] != 4 && Squares[NewFile][NewRank] != 0 ) { if(Squares[NewFile][NewRank] != 0 && Range == 1 ) TestStrength(); if(!strcmp(Choice, "Chu") && !strcmp(Pieces[abs(Squares[NewFile][NewRank])].Name, "Lion") && strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Lion") ) { NoLionCapture = 0; if(!strcmp(Turn, "Black") ) { if(WhiteLion == 1 ) NoLionCapture = 1; } else { if(BlackLion == 1 ) NoLionCapture = 1; } } if(Weaker != 1 && NoLionCapture != 1 ) { Board.FillColor = 0xFFL; Legal[NewFile][NewRank] = 1; if(SeeMove == 1 ) { SeeFile = NewFile; SeeRank = NewRank; LookMove(); } if(Demon == 1 ) FireDemon(); if(!strcmp(Choice, "Tenjiku") ) CheckBurn(); } NoLionCapture = 0; } } Blocked = 0; } } void ShowProm () { // Button2-Down handler for Form & board piece. (NewX, NewY) is coords. // CCC = 1 and ClickPiece = 0 (Form) or 1 (piece). NewButton is button nr for piece STRING PromName; INT K=0, L=0; if(strcmp(Computer, Turn) && strcmp(Computer, "Both") && Level != 0 && GameOver != 1 ) { if(Selection != 0 || MovePiece == 1 ) { EndSelect(); } else { if(TurnChanged) TurnChanged = 0, strcpy(Turn, "White"); // [HGM] added: when handicapping, delay turn change to here, to allow deletion of multiple pieces if(Handicap == 1 || Reduce == 1 ) { strcpy(Board.Caption, Cap); Handicap = 0; Reduce = 0; Board.Timer1.Enabled = True; } else { if(ClickPiece == 1 ) { RightClick = 1; strcpy(Board.PieceID.Caption, ""); Board.PieceID.ForeColor = 0x8000L; for(K = 1; K <= BoardSizeY; K++) { for(L = 1; L <= BoardSizeX; L++) { if(Grafix[L][K] == I ) { if(Pieces[abs(Squares[L][K])].Promotes > 0 && strcmp(Pieces[abs(Squares[L][K])].Name, "Killer Whale") ) sprintf(PromName, "Promotes to %s", Pieces[abs(Pieces[abs(Squares[L][K])].Promotes)].Name); else strcpy(PromName, "Does not promote"); if(!strcmp(Pieces[abs(Squares[L][K])].Name, "Porpoise") ) strcpy(PromName, "Promotes to Killer Whale"); strcpy(Board.PieceID.Caption, PromName); InitFile = L; InitRank = K; if(SeeMove == 1 && !strcmp(Threat, "On") ) ActingPieces(); } } // Next L; } // Next K; ClickPiece = 0; } else { FormActing(); } } } } } void SingleStep () { Last = 0; M = 0; NewFile = InitFile; NewRank = InitRank; while( NewFile + FileInc > 0 && NewFile + FileInc <= BoardSizeX && NewRank + RankInc > 0 && NewRank + RankInc <= BoardSizeY && M < MoveTest && Last == 0) { NewFile = NewFile + FileInc; NewRank = NewRank + RankInc; M = M + 1; ShowMove(); if(NewRank <= BoardSizeY && NewRank > 0 && NewFile > 0 && NewFile <= BoardSizeX ) { if(Range == 1 && Squares[NewFile][NewRank] != 0 ) TestStrength(); if(Range == 1 && Weaker == 0 ) Last = 0; } if(Hook == 1 && Last != 1 ) HookMove(); } Range = 0; Weaker = 0; Hook = 0; } void SpecialMove () { switch( Pieces[abs(Squares[InitFile][InitRank])].special) { case 'L': if(LionPiece == I ) Lion2(); else Lion(); break; case 'T': Igui(); break; case 'D': Area = 2; P = InitFile; N = InitRank; AreaMove(); break; case 'F': Area = 3; P = InitFile; N = InitRank; AreaMove(); break; //case "E"; Emperor(); } if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Vice General") ) { Area = 3; N = InitRank; P = InitFile; AreaMove(); } } void SquareReplace () { INT K=0, L=0, Found=0; STRING VictimSTR; if(MovePiece == 1 ) { Move2(); } else { K = 1; do { L = 1; do { if(Grafix[L][K] == I ) { InitFile = L; InitRank = K; Found = 1; } L = L + 1; } while( !(L > BoardSizeX || Found == 1) ); K = K + 1; } while( !(K > BoardSizeY || Found == 1) ); Found = 0; strcpy(VictimSTR, Pieces[abs(Squares[InitFile][InitRank])].Name); if(Squares[InitFile][InitRank] > 0 && (!strcmp(VictimSTR, "Prince") || !strcmp(VictimSTR, "Crown Prince")) ) BlackPrince = BlackPrince - 1; if(Squares[InitFile][InitRank] < 0 && (!strcmp(VictimSTR, "Prince") || !strcmp(VictimSTR, "Crown Prince")) ) WhitePrince = WhitePrince - 1; Squares[InitFile][InitRank] = Selection; Board.showpic[Grafix[InitFile][InitRank]].Visible = False; MOVE(1, Board.showpic[Grafix[InitFile][InitRank]], 0, 0); NewGraf = Grafix[InitFile][InitRank]; SetGrafix(); Reduce = 0; MovePiece = 0; } } void StartUp () { if(!strcmp(Choice, "Micro") ) { strcpy(GameName, "Micro"); GameNo = 14; } // Load Micro; Set Board = Micro; } if(!strcmp(Choice, "Whale") ) { strcpy(GameName, "Whale"); GameNo = 15; } // Load Whale; Set Board = Whale; } if(!strcmp(Choice, "Shogi") ) { strcpy(GameName, ""); GameNo = 2; } // Load Shogi; Set Board = Shogi; } if(!strcmp(Choice, "Tori") ) { strcpy(GameName, "Bird"); GameNo = 1; } // Load Tori; Set Board = Tori; } if(!strcmp(Choice, "Sho") ) { strcpy(GameName, "Little"); GameNo = 11; } // Load Shogi; Set Board = Shogi; } if(!strcmp(Choice, "Wa") ) { strcpy(GameName, "Wa"); GameNo = 3; } // Load Wa; Set Board = Wa; } if(!strcmp(Choice, "Chu") ) { strcpy(GameName, "Middle"); GameNo = 4; } // Load Chu; Set Board = Chu; } if(!strcmp(Choice, "Dai") ) { strcpy(GameName, "Great"); GameNo = 5; } // Load Dai; Set Board = Dai; } if(!strcmp(Choice, "Tenjiku") ) { strcpy(GameName, "Exotic"); GameNo = 6; } // Load Tenjiku; Set Board = Tenjiku; } if(!strcmp(Choice, "DaiDai") ) { strcpy(GameName, "Great Great"); GameNo = 7; } // Load DaiDai; Set Board = DaiDai; } if(!strcmp(Choice, "Maka") ) { strcpy(GameName, "Ultra Great Great"); GameNo = 8; } // Load Maka; Set Board = Maka; } if(!strcmp(Choice, "Tai") ) { strcpy(GameName, "Grand"); GameNo = 9; } // Load Tai; Set Board = Tai; } if(!strcmp(Choice, "HShogi") ) { strcpy(GameName, "Early"); GameNo = 12; } // Load HeianSho; Set Board = HeianSho; } if(!strcmp(Choice, "Heian") ) { strcpy(GameName, "Early Great"); GameNo = 10; } // Load Heian; Set Board = Heian; } if(!strcmp(Choice, "Mini") ) { strcpy(GameName, "Mini"); GameNo = 13; } // Load Mini; Set Board = Mini; } if(!strcmp(Choice, "Yari") ) { strcpy(GameName, "Yari"); GameNo = 16; } // Load Yari; Set Board = Yari; } if(!strcmp(Choice, "Judkin") ) { strcpy(GameName, "Judkin's"); GameNo = 17; } // Load Judkin; Set Board = Judkin; } LoadBoard(Choice); // replaces all the commented-out loads above SetPieces(); DrawBoard(); // [HGM]added to redraw the board with pieces #if 0 // Unload is not needed if(strcmp(OldChoice, Choice) ) { if(!strcmp(OldChoice, "Micro")) Unload Micro; if(!strcmp(OldChoice, "Whale")) Unload Whale; if(!strcmp(OldChoice, "Sho")) Unload Shogi; if(!strcmp(OldChoice, "Shogi")) Unload Shogi; if(!strcmp(OldChoice, "Tori")) Unload Tori; if(!strcmp(OldChoice, "Wa")) Unload Wa; if(!strcmp(OldChoice, "Chu")) Unload Chu; if(!strcmp(OldChoice, "Dai")) Unload Dai; if(!strcmp(OldChoice, "Tenjiku")) Unload Tenjiku; if(!strcmp(OldChoice, "DaiDai")) Unload DaiDai; if(!strcmp(OldChoice, "Maka")) Unload Maka; if(!strcmp(OldChoice, "Tai")) { Unload Tai; Unload TaiPieces; } if(!strcmp(OldChoice, "Heian")) Unload Heian; if(!strcmp(OldChoice, "HShogi")) Unload HeianSho; if(!strcmp(OldChoice, "Mini")) Unload Mini; if(!strcmp(OldChoice, "Yari")) Unload Yari; if(!strcmp(OldChoice, "Judkin")) Unload Judkin; } else { Board.MousePointer = 0; } #endif } void SuggestMove () { INT X=0, Y=0, GG=0, HH=0, II=0, MM=0; SeeMove = OldSeeMove; Suggest = 0; strcpy(Computer, OldComputer); Board.ForeColor = 0xFFL; Board.FillStyle = 1; Board.DrawWidth = 2; Board.ForeColor = 0xFFFFFF; if(CompLegal[BestMove].StartFile != 0 ) { if(Reverse == 0 ) { Board.Line(XStart - 1 + ((CompLegal[BestMove].StartFile - 1) * Pixels), 10 + ((CompLegal[BestMove].StartRank - 1) * Pixels), XStart - 1 + (CompLegal[BestMove].StartFile * Pixels), 10 + (CompLegal[BestMove].StartRank * Pixels), NOCOLOR, "B"); } else { Board.Line(XStart - 1 + (BoardSizeX - CompLegal[BestMove].StartFile) * Pixels, 10 + ((BoardSizeY - CompLegal[BestMove].StartRank) * Pixels), XStart - 1 + ((BoardSizeX - CompLegal[BestMove].StartFile + 1) * Pixels), 10 + ((BoardSizeY - CompLegal[BestMove].StartRank + 1) * Pixels), NOCOLOR, "B"); } } else { for(HH = 1; HH <= Capture * 2; HH++) { if(CapRef[HH] == CompLegal[BestMove].EndPiece ) II = HH; } // Next HH; if(strcmp(Choice, "Wa") && strcmp(Choice, "Micro") ) { if(II <= Capture ) { X = 629 - Pixels; Y = 11 + (II - 1) * Pixels; } else { X = 10; Y = 11 + (Capture - II + Capture) * Pixels; } Board.Line(X, Y, X + Pixels, Y + Pixels, NOCOLOR, "B"); } if(!strcmp(Choice, "Wa") || !strcmp(Choice, "Micro") ) { if(II <= Capture ) { if(II <= Capture / 2 ) { X = 629 - Pixels; Y = 11 + (II - 1) * Pixels; } else { X = 629 - (Pixels * 2); Y = 11 + (II - (Capture / 2) - 1) * Pixels; } } else { if(II <= Capture * 1.5 ) { X = 10; Y = 11 + (Capture - II + (Capture / 2)) * Pixels; } else { X = 10 + Pixels; Y = 11 + (Capture - (II - (Capture / 2)) + (Capture / 2)) * Pixels; } } Board.Line(X, Y, X + Pixels, Y + Pixels, NOCOLOR, "B"); } } Board.FillStyle = 0; Board.DrawWidth = 1; Board.ForeColor = 0x0L; if(Reverse == 0 ) { Board.Circle(XStart + ((CompLegal[BestMove].EndFile - 1) * Pixels) + (Pixels / 2), 11 + ((CompLegal[BestMove].EndRank - 1) * Pixels) + (Pixels / 2), Pixels / 4); } else { Board.Circle(XStart + ((BoardSizeX - CompLegal[BestMove].EndFile) * Pixels) + (Pixels / 2), 11 + ((BoardSizeY - CompLegal[BestMove].EndRank) * Pixels) + (Pixels / 2), Pixels / 4); } for(MM = 1; MM <= BoardSizeY; MM++) { for(GG = 1; GG <= BoardSizeX; GG++) { Squares[GG][MM] = Comp[GG][MM]; } // Next GG; } // Next MM; ResetLegal(); } void SwitchCompPlayer () { // Menu function. if(LegalMoves == 0 ) { if(!strcmp(Computer, "White") ) { strcpy(Computer, "Black"); Board.MnuWhitePlayer.Enabled = False; Board.MnuBlackPlayer.Enabled = True; Board.MnuWhitePlayer.Checked = True; Board.MnuBlackPlayer.Checked = False; Board.MnuWhiteComp.Enabled = True; Board.MnuBlackComp.Enabled = False; Board.MnuBlackComp.Checked = True; Board.MnuWhiteComp.Checked = False; strcpy(Board.PieceID.Caption, "Computer plays Black"); Notice = 1; if(!strcmp(Turn, "Black") ) { FirstSeeMove = SeeMove; SeeMove = 1; CompMain(); SeeMove = FirstSeeMove; } } else { strcpy(Computer, "White"); Board.MnuWhitePlayer.Enabled = True; Board.MnuBlackPlayer.Enabled = False; Board.MnuWhitePlayer.Checked = False; Board.MnuBlackPlayer.Checked = True; Board.MnuWhiteComp.Enabled = False; Board.MnuBlackComp.Enabled = True; Board.MnuBlackComp.Checked = False; Board.MnuWhiteComp.Checked = True; strcpy(Board.PieceID.Caption, "Computer plays White"); Notice = 1; if(!strcmp(Turn, "White") ) { FirstSeeMove = SeeMove; SeeMove = 1; CompMain(); SeeMove = FirstSeeMove; } } } } void Take2 () { INT V=0, Location=0; if((LegalMoves == 0 || Checked == 2) && LionPiece != I && XA == 0 ) { if(TurnCount > 0 ) { GameOver = 0; TurnCount = TurnCount - 1; Location = Score[TurnCount].PosEnd; if(Location > 0 ) { Rank = Int(Location / (BoardSizeX + 1)); File = Location - (Rank * (BoardSizeX + 1)); Squares[File][Rank] = Score[TurnCount].IDEnd; } Location = Score[TurnCount].PosStart; if(Location > 0 ) { InitRank = Int(Location / (BoardSizeX + 1)); InitFile = Location - (InitRank * (BoardSizeX + 1)); Squares[InitFile][InitRank] = Score[TurnCount].IDStart; if(Squares[InitFile][InitRank] < 0 ) { if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) { WhiteEmpX = InitFile; WhiteEmpY = InitRank; } if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "King") ) { WhiteKingX = InitFile; WhiteKingY = InitRank; } } if(Squares[InitFile][InitRank] > 0 ) { if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) { BlackEmpX = InitFile; BlackEmpY = InitRank; } if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "King") ) { BlackKingX = InitFile; BlackKingY = InitRank; } } } if(InitFile != File || InitRank != Rank ) Squares[File][Rank] = 0; if(Score[TurnCount].IDEnd != 0 ) { if(Score[TurnCount].PosStart == 0 ) { CaptPiece = Score[TurnCount].IDEnd; Squares[File][Rank] = 0; AddHand3(); } } for(V = 1; V <= Captures[TurnCount].number; V++) { Location = Captures[TurnCount].Positions[V]; InitRank = Int(Location / (BoardSizeX + 1)); InitFile = Location - (InitRank * (BoardSizeX + 1)); Squares[InitFile][InitRank] = Captures[TurnCount].PieceNum[V]; } // Next V; if(Drop == 1 && Captures[TurnCount].number > 0 ) ReduceHand2(); if(!strcmp(Turn, "Black") ) { strcpy(Turn, "White"); strcpy(Board.NextMove.Caption, "White to Move"); } else { MoveCount = MoveCount - 1; strcpy(Turn, "Black"); strcpy(Board.NextMove.Caption, "Black to Move"); } if(TurnCount == 0 ) { strcpy(Board.LastMove.Caption, ""); if(HandGame != 1 && !strcmp(Turn, "Black") ) Board.MnuHandicap.Enabled = True; if(!strcmp(Turn, "Black") ) MoveCount = 0; } else { if(Asc(Score[TurnCount].Caption) > 47 && Asc(Score[TurnCount].Caption) < 58 ) { strcpy(Board.LastMove.Caption, Score[TurnCount].Caption); } else { sprintf(Board.LastMove.Caption, "%d. %s", MoveCount, Score[TurnCount].Caption); } } Backwards = 1; } } } void TakeAll () { // Menu function. if(LegalMoves == 0 ) { while( TurnCount > 0 || (TurnCount > 1 && HandGame != 1) ) { Take2(); } strcpy(Board.Caption, Cap); RestoreGrafix(); SetKings(); } } void TakeBack () { // Menu function. INT V=0, Location=0; if((LegalMoves == 0 || Checked == 2) && LionPiece != I && XA == 0 ) { Notice = 0; strcpy(Board.PieceID.Caption, ""); if(Tabbing != 1 ) strcpy(Board.Caption, Cap); BugFix(); if(TurnCount < 1 ) { Board.PieceID.ForeColor = 0xFFL; strcpy(Board.PieceID.Caption, "No moves to take back!"); Notice = 1; } else { GameOver = 0; TurnCount = TurnCount - 1; Location = Score[TurnCount].PosEnd; if(Location > 0 ) { Rank = Int(Location / (BoardSizeX + 1)); File = Location - (Rank * (BoardSizeX + 1)); Squares[File][Rank] = Score[TurnCount].IDEnd; } Location = Score[TurnCount].PosStart; if(Location > 0 ) { InitRank = Int(Location / (BoardSizeX + 1)); InitFile = Location - (InitRank * (BoardSizeX + 1)); Squares[InitFile][InitRank] = Score[TurnCount].IDStart; if(Squares[InitFile][InitRank] < 0 ) { if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) { WhiteEmpX = InitFile; WhiteEmpY = InitRank; } if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "King") ) { WhiteKingX = InitFile; WhiteKingY = InitRank; } } if(Squares[InitFile][InitRank] > 0 ) { if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Emperor") ) { BlackEmpX = InitFile; BlackEmpY = InitRank; } if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "King") ) { BlackKingX = InitFile; BlackKingY = InitRank; } } } if(InitFile != File || InitRank != Rank ) Squares[File][Rank] = 0; if(Score[TurnCount].IDEnd == 0 ) { NewGraf = 0; while( Board.showpic[NewGraf].Visible == True ) { NewGraf = NewGraf + 1; } SetGrafix(); } else { NewGraf = Grafix[File][Rank]; Grafix[File][Rank] = -1; Board.showpic[NewGraf].Visible = False; MOVE(1, Board.showpic[NewGraf], 0, 0); if(Score[TurnCount].PosStart > 0 ) { SetGrafix(); } else { CaptPiece = Score[TurnCount].IDEnd; Squares[File][Rank] = 0; AddHand(); } } for(V = 1; V <= Captures[TurnCount].number; V++) { Location = Captures[TurnCount].Positions[V]; InitRank = Int(Location / (BoardSizeX + 1)); InitFile = Location - (InitRank * (BoardSizeX + 1)); Squares[InitFile][InitRank] = Captures[TurnCount].PieceNum[V]; NewGraf = 0; while( Board.showpic[NewGraf].Visible == True ) { NewGraf = NewGraf + 1; } SetGrafix(); } // Next V; if(Drop == 1 && Captures[TurnCount].number > 0 ) ReduceHand(); if(!strcmp(Turn, "Black") ) { strcpy(Turn, "White"); strcpy(Board.NextMove.Caption, "White to Move"); } else { MoveCount = MoveCount - 1; strcpy(Turn, "Black"); strcpy(Board.NextMove.Caption, "Black to Move"); } if(TurnCount == 0 ) { strcpy(Board.LastMove.Caption, ""); if(HandGame != 1 && !strcmp(Turn, "Black") ) Board.MnuHandicap.Enabled = True; if(!strcmp(Turn, "Black") ) MoveCount = 0; } else { if(Asc(Score[TurnCount].Caption) > 47 && Asc(Score[TurnCount].Caption) < 58 ) { strcpy(Board.LastMove.Caption, Score[TurnCount].Caption); } else { sprintf(Board.LastMove.Caption, "%d. %s", MoveCount, Score[TurnCount].Caption); } } Backwards = 1; SetKings(); if(TurnCount > 0 ) { Location = Score[TurnCount - 1].PosEnd; if(Location > 0 ) { Rank = Int(Location / (BoardSizeX + 1)); File = Location - (Rank * (BoardSizeX + 1)); } LastPieceX = File; LastPieceY = Rank; } else { LastPieceX = -1; LastPieceY = -1; } if(!strcmp(Turn, Computer) && Tabbing != 1 ) { if(TurnCount > 0 ) { TakeBack(); } else { FirstSeeMove = SeeMove; SeeMove = 1; CompMain(); } } if(Tabbing == 1 ) { if(!strcmp(Computer, "Black") || !strcmp(Computer, "White") ) { sprintf(Board.Caption, "Move Taken Back (% d of% d ) ; Press [Pause] to continue play.", TurnCount, EndTurn); } else { sprintf(Board.Caption, "Move Taken Back (% d of% d )", TurnCount, EndTurn); } } } } } void TeachingKing () { INT X=0, Y=0; for(Y = InitRank - 3; Y <= InitRank + 3; Y++) { for(X = InitFile - 3; X <= InitFile + 3; X++) { if(X > 0 && X <= BoardSizeX && Y > 0 && Y <= BoardSizeY ) { if(Squares[X][Y] == 0 || Sgn(Squares[X][Y]) != Sgn(Squares[InitFile][InitRank]) ) { if(abs(Y - InitRank) <= 1 && abs(X - InitFile) <= 1 ) { Board.FillColor = 0x800080; Legal[X][Y] = 6; } else { if(abs(Y - InitRank) == 3 || abs(X - InitFile) == 3 ) { Board.FillColor = 0xFFFF00; Legal[X][Y] = 1; } else { Board.FillColor = 0xFF0000; Legal[X][Y] = 2; } } if(SeeMove == 1 ) { SeeFile = X; SeeRank = Y; LookMove(); } } } } // Next X; } // Next Y; } void TenjikuScore1 () { STRING TmpSTR; INT AB=0, CD=0; CD = strlen(FirstScore); for(AB = 1; AB <= CD; AB++) { if(FirstScore[AB-1] == ' ' || FirstScore[AB-1] == 10 || FirstScore[AB-1] == 13 ) { strcpy(TmpSTR, FirstScore); FirstScore[AB-1] = 0; strcat(FirstScore, TmpSTR + AB); } } // Next AB; } void TenjikuScore2 () { STRING TmpSTR; INT AB=0, CD=0; CD = strlen(SecondScore); for(AB = 1; AB <= CD; AB++) { if(SecondScore[AB-1] == ' ' || SecondScore[AB-1] == 10 || SecondScore[AB-1] == 13 ) { strcpy(TmpSTR, SecondScore); SecondScore[AB-1] = 0; strcat(SecondScore, TmpSTR + AB); } } // Next AB; } void Territory () { INT AB=0, CD=0; if((!strcmp(Threat, "On") && Tilde == 0) || (Tilde == 1 && LegalMoves == 0) ) { if(Tilde == 1 ) { OldSeeMove = SeeMove; SeeMove = 1; } if(Tilde != 1 ) GetSquare(); else InitFile = 1; if(InitFile > 0 ) { Influence = 2; for(AB = 1; AB <= BoardSizeY; AB++) { for(CD = 1; CD <= BoardSizeX; CD++) { if(Squares[CD][AB] != 0 ) { InitFile = CD; InitRank = AB; Validate(); } } // Next CD; } // Next AB; DisplayTerritory(); Influence = 0; } if(Tilde == 1 ) SeeMove = OldSeeMove; } } void TestAhead () { INT BB=0, VX=0, YZ=0, TU=0; // Find Legal Moves; for(AA = 1; AA <= BoardSizeY; AA++) { for(BB = 1; BB <= BoardSizeX; BB++) { Squares[BB][AA] = Comp[BB][AA]; } // Next BB; } // Next AA; CompMove = 1; LegalMoves = 0; for(YZ = 1; YZ <= BoardSizeY; YZ++) { for(VX = 1; VX <= BoardSizeX; VX++) { if(!strcmp(Turn, "White") ) { if(Squares[VX][YZ] < 0 ) { InitFile = VX; InitRank = YZ; I = Grafix[VX][YZ]; Validate(); } } else { if(Squares[VX][YZ] > 0 ) { InitFile = VX; InitRank = YZ; I = Grafix[VX][YZ]; Validate(); } } } // Next VX; DoEvents(); } // Next YZ; // Find Legal Drops; if(Drop == 1 ) { if((!strcmp(Turn, "Black") && Reverse == 0) || (!strcmp(Turn, "White") && Reverse == 1) ) { for(TU = 1; TU <= Capture; TU++) { ResetLegal(); if(InHand[TU] > 0 ) { I = TU; InitFile = 0; InitRank = 0; HeldValid(); DoEvents(); } } // Next TU; } else { for(TU = Capture + 1; TU <= Capture * 2; TU++) { if(InHand[TU] > 0 ) { ResetLegal(); I = TU; InitFile = 0; InitRank = 0; HeldValid(); DoEvents(); } } // Next TU; } } ConsiderMove(); Evaluate = 0; CompMove = 0; Influence = 0; EndMove = 0; } void TestDrop () { INT DD=0; for(DD = 1; DD <= Capture * 2; DD++) { if(CompLegal[BestMove].StartPiece == CapRef[DD] ) I = DD; } // Next DD; Legal[CompLegal[BestMove].EndFile][CompLegal[BestMove].EndRank] = 1; } void TestOther () { STRING ASTR; INT Location=0; strcpy(ASTR, Pieces[abs(Score[TurnCount].IDStart)].Name); if(strcmp(ASTR, "Pawn") && strcmp(ASTR, "Sparrow") && strcmp(ASTR, "Sparrow Pawn") && strcmp(ASTR, "Swallow") && strcmp(ASTR, "Dolphin") ) { OriginalRank = Rank; OriginalFile = File; OldSeeMove = SeeMove; SeeMove = 0; OriginalPiece = Squares[File][Rank]; Squares[File][Rank] = 0; Location = Score[TurnCount].PosStart; InitRank = Int(Location / (BoardSizeX + 1)); InitFile = Location - (InitRank * (BoardSizeX + 1)); Squares[InitFile][InitRank] = Score[TurnCount].IDStart; InitFile = FirstFile; InitRank = FirstRank; Validate(); Rank = OriginalRank; File = OriginalFile; Location = Score[TurnCount].PosStart; InitRank = Int(Location / (BoardSizeX + 1)); InitFile = Location - (InitRank * (BoardSizeX + 1)); Squares[InitFile][InitRank] = 0; Squares[File][Rank] = OriginalPiece; SeeMove = OldSeeMove; if(Legal[File][Rank] > 0 ) Testing123 = 1; else Testing123 = 0; } } void TestStrength () { Weaker = 0; if(Pieces[abs(Squares[NewFile][NewRank])].special == 'G' || Pieces[abs(Squares[NewFile][NewRank])].special == 'C' ) { if(Pieces[abs(Squares[InitFile][InitRank])].Value <= Pieces[abs(Squares[NewFile][NewRank])].Value || !strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Rook General") ) { Weaker = 1; } } } void Tetrarchs () { if(InitFile < BoardSizeX ) { if(FileInc == 1 && RankInc == 0 && M == 3 && Legal[InitFile + 1][InitRank] == 4 ) Blocked = 1; } if(InitFile > 1 ) { if(FileInc == -1 && RankInc == 0 && M == 3 && Legal[InitFile - 1][InitRank] == 4 ) Blocked = 1; } } void TextScore () { // Menu function. INT K=0, W=0; FILE *f3; // TODO: On Error Resume Next; strcpy(Board.CMDiagram.DialogTitle, "Create Text Score"); Board.CMDiagram.Flags = 0x400L | 0x800L | 0x4L; Board.CMDiagram.Action = 2; if(Err == 32755 ) return; // TODO strcpy(SavedSTR, Board.CMDiagram.Filename); f3 = fopen(SavedSTR, "w"); if(strcmp(GameName, "") ) { fprintf(f3, "%s Shogi", GameName); for(I = 1; I <= strlen(GameName) + 6; I++) { fprintf(f3, "="); } // Next I; fprintf(f3, "\n"); } fprintf(f3, "%s\n", SaveTitleSTR); K = 0; for(W = 1; W <= TurnCount; W += 2) { K = K + 1; strcpy(FirstScore, Score[W].Caption); strcpy(SecondScore, Score[W + 1].Caption); strcpy(Board.Caption, strstr(FirstScore, " ")); if(strchr(FirstScore, '\n') ) TenjikuScore1(); // FIXME: is this OK? if(strchr(SecondScore, '\n') ) TenjikuScore2(); if(HandGame == 1 && W == 1 ) { fprintf(f3, "1. - %s ", SecondScore); } else { fprintf(f3, "%d.%s %s ", K, FirstScore, SecondScore); } } // Next W; fclose(f3); sprintf(Board.Caption, "Score text file %s created.", Board.CMDiagram.Filename); Notice = 1; } void TooSmall () { int Response; // write-only? Response = MsgBox("A screen size of at least 800x600 is required to play this variant. You should use Windows 'Setup' to change your screen size before attempting to play Tai Shogi.", 0, "Tai Shogi (Grand Shogi)"); Start.Game[10].Enabled = False; Start.Game[10].Value = False; Start.Game[0].Value = True; Start.MousePointer = 0; } void TwoKings () { INT K=0, L=0; int Response; // write-only? for(K = Rank - 1; K <= Rank + 1; K++) { for(L = File - 1; L <= File + 1; L++) { if(L > 0 && L <= BoardSizeX && K > 0 && K <= BoardSizeY ) { if((K != Rank || L != File) ) { if(abs(Squares[L][K]) == 1 ) { if(Squares[L][K] == 1 ) strcpy(Turn2, "White"); else strcpy(Turn2, "Black"); Response = MsgBox((sprintf(StringTmp, "You can't leave your %s in Check! ", Pieces[abs(Squares[File][Rank])].Name), StringTmp), 0, Turn2); Checked = 2; } } } } // Next L; } // Next K; } void UnPromote () { // DblClick handler on piece. I is piece number INT K=0, L=0, Location=0, DoubleProm=0; if(strcmp(Computer, Turn) && strcmp(Computer, "Both") ) { DoubleProm = 0; if(AutoPromote == 1 && ForceProm != 1 ) { if((Score[TurnCount - 1].IDStart != Score[TurnCount - 1].IDEnd) && (Score[TurnCount - 1].IDEnd != 0) ) { for(K = 1; K <= BoardSizeY; K++) { for(L = 1; L <= BoardSizeX; L++) { if(Grafix[L][K] == I ) { Location = Score[TurnCount - 1].PosEnd; Rank = Int(Location / (BoardSizeX + 1)); File = Location - (Rank * (BoardSizeX + 1)); if(L == File && K == Rank ) { DoubleProm = 1; Squares[L][K] = Score[TurnCount - 1].IDStart; Score[TurnCount - 1].IDEnd = Score[TurnCount - 1].IDStart; Graphnum = Pieces[abs(Squares[L][K])].Graphic; if((Squares[L][K] < 0 && Reverse == 0) || (Squares[L][K] > 0 && Reverse == 1) ) Graphnum = Graphnum + (TotGraph / 2); /* [HGM] all from file. if(!strcmp(Choice, "Tai") ) Board.showpic[I] = TaiPieces.Pix[Graphnum - 1]; else */ Board.showpic[I] = Board.Pix[Graphnum - 1]; Score[TurnCount].Caption[strlen(Score[TurnCount].Caption) - 1] = '='; strcpy(ShortScore[TurnCount], Score[TurnCount].Caption); sprintf(Board.LastMove.Caption, "%d. %s", MoveCount, ShortScore[TurnCount]); } } } // Next L; } // Next K; } } if(DoubleProm == 0 ) LionIgui(); } } void Validate () { char SpecPowerCHR='0'; if(Squares[InitFile][InitRank] != 0 ) { if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Dolphin") ) DolphinMove(); SpecPowerCHR = Pieces[abs(Squares[InitFile][InitRank])].special; if(SpecPowerCHR == 'F' ) Demon = 1; else Demon = 0; if(SpecPowerCHR != '0' && SpecPowerCHR != 'L' ) SpecialMove(); if(SpecPowerCHR != 'L' && D != 0 && LionPiece == I && strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Teaching King") ) { LionPower2(); } else { if(LionPiece != I ) { for(N = 1; N <= 8; N++) { switch(N) { case 1: FileInc = 0; RankInc = -1; break; case 2: FileInc = 0; RankInc = 1; break; case 3: FileInc = -1; RankInc = 0; break; case 4: FileInc = 1; RankInc = 0; break; case 5: FileInc = -1; RankInc = -1; break; case 6: FileInc = 1; RankInc = -1; break; case 7: FileInc = -1; RankInc = 1; break; case 8: FileInc = 1; RankInc = 1; break; } if(Squares[InitFile][InitRank] < 0 ) { FileInc = 0 - FileInc; RankInc = 0 - RankInc; } MoveData = Pieces[abs(Squares[InitFile][InitRank])].Moves[N]; MoveTest = ((MoveData / 128.) - Int(MoveData / 128)) * 128; if(MoveTest > 0 ) SingleStep(); MoveTest = ((MoveData / 256.) - Int(MoveData / 256)) * 256; if(MoveTest >= 128 ) Jumping(); MoveTest = ((MoveData / 512.) - Int(MoveData / 512)) * 512; if(MoveTest >= 256 ) RangeJump(); MoveTest = ((MoveData / 1024.) - Int(MoveData / 1024)) * 1024; if(MoveTest >= 512 ) LionPower(); MoveTest = ((MoveData / 2048.) - Int(MoveData / 2048)) * 2048; if(MoveTest >= 1024 ) KnightJump(); if(MoveData >= 2048 ) { Hook = 1; MoveTest = 64; SingleStep(); } } // Next N; } } if(GameOver == 1 || Checked > 0 ) return; if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Dolphin") ) { Pieces[abs(Squares[InitFile][InitRank])].Moves[7] = 0; Pieces[abs(Squares[InitFile][InitRank])].Moves[8] = 0; } if(SpecPowerCHR == 'L' ) SpecialMove(); if(!strcmp(Pieces[abs(Squares[InitFile][InitRank])].Name, "Teaching King") && TeachVer == 2 ) { if(LionPiece == I ) Lion(); else TeachingKing(); } } } void WaDrop () { int Response; Response = MsgBox("Play Game with Drops?", 36, "Wa Shogi"); if(Response == 6 ) { Drop = 1; strcpy(Boardbmp, "Waboard2.bmp"); } } shogivar-C-port-1.55b/configure0000755000175000017500000065161012426003073013430 00000000000000#! /bin/sh # Guess values for system-dependent variables and create Makefiles. # Generated by GNU Autoconf 2.69 for shogivar C-port-1.55b. # # Report bugs to . # # # Copyright (C) 1992-1996, 1998-2012 Free Software Foundation, Inc. # # # This configure script is free software; the Free Software Foundation # gives unlimited permission to copy, distribute and modify it. ## -------------------- ## ## M4sh Initialization. ## ## -------------------- ## # Be more Bourne compatible DUALCASE=1; export DUALCASE # for MKS sh if test -n "${ZSH_VERSION+set}" && (emulate sh) >/dev/null 2>&1; then : emulate sh NULLCMD=: # Pre-4.2 versions of Zsh do word splitting on ${1+"$@"}, which # is contrary to our usage. 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The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such. 14. Revised Versions of this License. The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License "or any later version" applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation. If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program. Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version. 15. Disclaimer of Warranty. THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 16. Limitation of Liability. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 17. Interpretation of Sections 15 and 16. If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee. END OF TERMS AND CONDITIONS How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Also add information on how to contact you by electronic and paper mail. If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode: Copyright (C) This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an "about box". You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see . The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read .