Implement entering gating moves with mouse
[xboard.git] / xboard.c
index fc6ba3a..3a39fe0 100644 (file)
--- a/xboard.c
+++ b/xboard.c
@@ -5815,7 +5815,7 @@ SendPositionSelection(Widget w, Atom *selection, Atom *target,
      * automatically call XtFree on the value returned.  So have to
      * make a copy of it allocated with XtMalloc */
     selection_tmp= XtMalloc(strlen(selected_fen_position)+16);
-    safeStrCpy(selection_tmp, selected_fen_position, sizeof(selection_tmp)/sizeof(selection_tmp[0]) );
+    safeStrCpy(selection_tmp, selected_fen_position, strlen(selected_fen_position)+16 );
 
     *value_return=selection_tmp;
     *length_return=strlen(selection_tmp);
@@ -8916,6 +8916,29 @@ FrameSequence(anim, piece, startColor, start, finish, frames, nFrames)
   EndAnimation(anim, finish);
 }
 
+void
+AnimateAtomicCapture(Board board, int fromX, int fromY, int toX, int toY)
+{
+    int i, x, y;
+    ChessSquare piece = board[fromY][toY];
+    board[fromY][toY] = EmptySquare;
+    DrawPosition(FALSE, board);
+    if (flipView) {
+       x = lineGap + ((BOARD_WIDTH-1)-toX) * (squareSize + lineGap);
+       y = lineGap + toY * (squareSize + lineGap);
+    } else {
+       x = lineGap + toX * (squareSize + lineGap);
+       y = lineGap + ((BOARD_HEIGHT-1)-toY) * (squareSize + lineGap);
+    }
+    for(i=1; i<4*kFactor; i++) {
+       int r = squareSize * 9 * i/(20*kFactor - 5);
+       XFillArc(xDisplay, xBoardWindow, highlineGC,
+               x + squareSize/2 - r, y+squareSize/2 - r, 2*r, 2*r, 0, 64*360);
+       FrameDelay(appData.animSpeed);
+    }
+    board[fromY][toY] = piece;
+}
+
 /* Main control logic for deciding what to animate and how */
 
 void
@@ -8978,6 +9001,11 @@ AnimateMove(board, fromX, fromY, toX, toY)
   else
     Tween(&start, &mid, &finish, kFactor, frames, &nFrames);
   FrameSequence(&game, piece, startColor, &start, &finish, frames, nFrames);
+  if(Explode(board, fromX, fromY, toX, toY)) { // mark as damaged
+    int i,j;
+    for(i=0; i<BOARD_WIDTH; i++) for(j=0; j<BOARD_HEIGHT; j++)
+      if((i-toX)*(i-toX) + (j-toY)*(j-toY) < 6) damage[0][j][i] = True;
+  }
 
   /* Be sure end square is redrawn */
   damage[0][toY][toX] = True;
@@ -9020,6 +9048,17 @@ 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;