public Move AddMove(string from, string to, Pieces fromPiece, string fen, Move m, bool isPastGame, bool isSetFen) { #region On Before if (m == null) { return(null); } if (BeforeAddMove != null) { BeforeAddMove(this, EventArgs.Empty); } #endregion if (isPastGame) { Clock.SetClock(m); } else { #region IsVariation if (Flags.IsVariation) { if (AddVariationMove()) { return(null); } else { m.Flags.VariationType = this.VariationType; } } #endregion #region Prepare Move if (!m.Flags.IsPromotion) // promoted piece is already assigned in promotion dialog { m.Piece = fromPiece; } m.Id = NextMoveId; m.Pid = NextMovePid; m.MoveNo = NextMoveNo; m.IsWhite = NextMoveIsWhite; m.From = from; m.To = to; m.Fen = fen; #endregion #region Set Clock if (Flags.IsOnline) { if (!m.IsWhite) { Clock.WhiteTime += DbGame.GainPerMoveMin; } else { Clock.BlackTime += DbGame.GainPerMoveMin; } } m.MoveTimeWhite = Clock.WhiteTime; m.MoveTimeBlack = Clock.BlackTime; m.MoveTime = Clock.MoveTime; Clock.Start(); #endregion } CurrentMove = m.Clone(); SetFenCastlingNotation(m.Piece, m.From, m.To); Flags.IsPieceMovedSuccessfully = true; CompareFlags(CurrentMove); Notations.SetMove(CurrentMove); Book.SetMove(CurrentMove); //if (CurrentMove.CapturedPiece != Pieces.NONE) //{ // SetCapturedPiecesParameters(); // CapturedPieces.AddPiece(); //} Flags.IsMoveInProgress = false; Flags.IsForceEngineToMove = false; Flags.IsManualMove = false; Flags.IsSpacebarClick = false; if (Flags.IsMated) { Mated(); Flags.IsMoveInProgress = true; } if (Flags.IsStaleMated) { StaleMated(); } if (Flags.IsThreeFoldRepetition) { ThreefoldRepetition(false); } if (this.HalfMovesCounter >= 100) { FifityMoves(); } TogglePlayers(); if (isSetFen) { SetFen(m.Fen); } Moves.Import(CurrentMove); VariationType = VariationTypeE.None; #region On After if (AfterAddMove != null) { AfterAddMove(this, EventArgs.Empty); } #endregion return(m); }