Use Falcon and Alfil as built-ins for Seirawan chess
[xboard.git] / xboard.c
index d1d00a3..2e8a773 100644 (file)
--- a/xboard.c
+++ b/xboard.c
@@ -1731,6 +1731,10 @@ void InitDrawingSizes(BoardSize boardSize, int flags)
           xpmPieceBitmap[i][(int)WhiteMarshall] = xpmPieceBitmap2[i][(int)WhiteSilver];
        }
 #endif
+       if(gameInfo.variant == VariantSChess && (squareSize == 49 || squareSize == 72)) {
+          xpmPieceBitmap[i][(int)WhiteAngel]    = xpmPieceBitmap2[i][(int)WhiteFalcon];
+          xpmPieceBitmap[i][(int)WhiteMarshall] = xpmPieceBitmap2[i][(int)WhiteAlfil];
+       }
 #if !HAVE_LIBXPM
        // [HGM] why are thee ximMasks used at all? the ximPieceBitmaps seem to be never used!
        for(p=0; p<=(int)WhiteKing; p++)
@@ -1747,6 +1751,10 @@ void InitDrawingSizes(BoardSize boardSize, int flags)
            ximMaskPm[(int)WhiteMarshall] = ximMaskPm2[(int)WhiteSilver];
        }
 #endif
+       if(gameInfo.variant == VariantSChess && (squareSize == 49 || squareSize == 72)) {
+           ximMaskPm[(int)WhiteAngel]    = ximMaskPm2[(int)WhiteFalcon];
+           ximMaskPm[(int)WhiteMarshall] = ximMaskPm2[(int)WhiteAlfil];
+       }
 #endif
       }
     } else {
@@ -1766,6 +1774,10 @@ void InitDrawingSizes(BoardSize boardSize, int flags)
           pieceBitmap[i][(int)WhiteMarshall] = pieceBitmap2[i][(int)WhiteSilver];
        }
 #endif
+       if(gameInfo.variant == VariantSChess && (squareSize == 49 || squareSize == 72)) {
+          pieceBitmap[i][(int)WhiteAngel]    = pieceBitmap2[i][(int)WhiteFalcon];
+          pieceBitmap[i][(int)WhiteMarshall] = pieceBitmap2[i][(int)WhiteAlfil];
+       }
       }
     }
 #if HAVE_LIBXPM
@@ -9048,6 +9060,17 @@ DragPieceBegin(x, y)
            XCopyArea(xDisplay, xBoardWindow, player.saveBuf, player.blitGC,
                     corner.x, corner.y, squareSize, squareSize,
                     0, 0); // [HGM] zh: unstack in stead of grab
+           if(gatingPiece != EmptySquare) {
+               /* Kludge alert: When gating we want the introduced
+                  piece to appear on the from square. To generate an
+                  image of it, we draw it on the board, copy the image,
+                  and draw the original piece again. */
+               ChessSquare piece = boards[currentMove][boardY][boardX];
+               DrawSquare(boardY, boardX, gatingPiece, 0);
+               XCopyArea(xDisplay, xBoardWindow, player.saveBuf, player.blitGC,
+                    corner.x, corner.y, squareSize, squareSize, 0, 0);
+               DrawSquare(boardY, boardX, piece, 0);
+           }
        damage[0][boardY][boardX] = True;
     } else {
        player.dragActive = False;