Use Falcon and Alfil as built-ins for Seirawan chess
[xboard.git] / winboard / winboard.c
index 620cad5..525fa41 100644 (file)
@@ -306,7 +306,7 @@ int dialogItems[][40] = {
   OPT_VariantBughouse, OPT_VariantTwilight, OPT_VariantShogi, OPT_VariantSuper,\r
   OPT_VariantKnightmate, OPT_VariantBerolina, OPT_VariantCylinder, OPT_VariantFairy,\r
   OPT_VariantMakruk, OPT_VariantGothic, OPT_VariantCapablanca, OPT_VariantJanus,\r
-  OPT_VariantCRC, OPT_VariantFalcon, OPT_VariantCourier, OPT_VariantGreat,\r
+  OPT_VariantCRC, OPT_VariantFalcon, OPT_VariantCourier, OPT_VariantGreat, OPT_VariantSChess,\r
   OPT_VariantShatranj, OPT_VariantXiangqi, GPB_Variant, GPB_Board, IDC_Height,\r
   IDC_Width, IDC_Hand, IDC_Pieces, IDC_Def }, \r
 { DLG_Fonts, IDOK, IDCANCEL, OPT_ChooseClockFont, OPT_ChooseMessageFont,\r
@@ -2486,14 +2486,24 @@ InitDrawingSizes(BoardSize boardSize, int flags)
       pieceBitmap[1][WhiteLance] = DoLoadBitmap(hInst, "l", squareSize, "o");\r
       pieceBitmap[2][WhiteLance] = DoLoadBitmap(hInst, "l", squareSize, "w");\r
     } else { // Smirf-like\r
-      pieceBitmap[0][WhiteAngel] = DoLoadBitmap(hInst, "aa", squareSize, "s");\r
-      pieceBitmap[1][WhiteAngel] = DoLoadBitmap(hInst, "aa", squareSize, "o");\r
-      pieceBitmap[2][WhiteAngel] = DoLoadBitmap(hInst, "aa", squareSize, "w");\r
+      if(gameInfo.variant == VariantSChess) {\r
+        pieceBitmap[0][WhiteAngel] = DoLoadBitmap(hInst, "v", squareSize, "s");\r
+        pieceBitmap[1][WhiteAngel] = DoLoadBitmap(hInst, "v", squareSize, "o");\r
+        pieceBitmap[2][WhiteAngel] = DoLoadBitmap(hInst, "v", squareSize, "w");\r
+      } else {\r
+        pieceBitmap[0][WhiteAngel] = DoLoadBitmap(hInst, "aa", squareSize, "s");\r
+        pieceBitmap[1][WhiteAngel] = DoLoadBitmap(hInst, "aa", squareSize, "o");\r
+        pieceBitmap[2][WhiteAngel] = DoLoadBitmap(hInst, "aa", squareSize, "w");\r
+      }\r
     }\r
     if(gameInfo.variant == VariantGothic) { // Vortex-like\r
       pieceBitmap[0][WhiteMarshall] = DoLoadBitmap(hInst, "cv", squareSize, "s");\r
       pieceBitmap[1][WhiteMarshall] = DoLoadBitmap(hInst, "cv", squareSize, "o");\r
       pieceBitmap[2][WhiteMarshall] = DoLoadBitmap(hInst, "cv", squareSize, "w");\r
+    } else if(gameInfo.variant == VariantSChess && (squareSize == 49 || squareSize == 72)) {\r
+      pieceBitmap[0][WhiteMarshall] = DoLoadBitmap(hInst, "e", squareSize, "s");\r
+      pieceBitmap[1][WhiteMarshall] = DoLoadBitmap(hInst, "e", squareSize, "o");\r
+      pieceBitmap[2][WhiteMarshall] = DoLoadBitmap(hInst, "e", squareSize, "w");\r
     } else { // WinBoard standard\r
       pieceBitmap[0][WhiteMarshall] = DoLoadBitmap(hInst, "c", squareSize, "s");\r
       pieceBitmap[1][WhiteMarshall] = DoLoadBitmap(hInst, "c", squareSize, "o");\r
@@ -3505,7 +3515,7 @@ HDCDrawPosition(HDC hdc, BOOLEAN repaint, Board board)
             if(--board[dragInfo.from.y][dragInfo.from.x-1] == 0 )\r
         board[dragInfo.from.y][dragInfo.from.x] = EmptySquare;\r
     } else \r
-        board[dragInfo.from.y][dragInfo.from.x] = EmptySquare;\r
+        board[dragInfo.from.y][dragInfo.from.x] = gatingPiece;\r
   }\r
 \r
   /* Figure out which squares need updating by comparing the \r