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board.c
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board.c
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/*
* board.c -- platform-independent drawing 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, 2015, 2016 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 <stdio.h>
#include <ctype.h>
#include <signal.h>
#include <errno.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <pwd.h>
#include <math.h>
#if STDC_HEADERS
# include <stdlib.h>
# include <string.h>
#else /* not STDC_HEADERS */
extern char *getenv();
# if HAVE_STRING_H
# include <string.h>
# else /* not HAVE_STRING_H */
# include <strings.h>
# endif /* not HAVE_STRING_H */
#endif /* not STDC_HEADERS */
#if TIME_WITH_SYS_TIME
# include <sys/time.h>
# include <time.h>
#else
# if HAVE_SYS_TIME_H
# include <sys/time.h>
# else
# include <time.h>
# endif
#endif
#if HAVE_UNISTD_H
# include <unistd.h>
#endif
#if HAVE_SYS_WAIT_H
# include <sys/wait.h>
#endif
#include "common.h"
#include "frontend.h"
#include "backend.h"
#include "xboard2.h"
#include "moves.h"
#include "board.h"
#include "draw.h"
#ifdef __EMX__
#ifndef HAVE_USLEEP
#define HAVE_USLEEP
#endif
#define usleep(t) _sleep2(((t)+500)/1000)
#endif
int squareSize, lineGap;
int damage[2][BOARD_RANKS][BOARD_FILES];
/* There can be two pieces being animated at once: a player
can begin dragging a piece before the remote opponent has moved. */
AnimState anims[NrOfAnims];
static void DrawSquare P((int row, int column, ChessSquare piece, int do_flash));
static Boolean IsDrawArrowEnabled P((void));
static void DrawArrowHighlight P((int fromX, int fromY, int toX,int toY));
static void ArrowDamage P((int s_col, int s_row, int d_col, int d_row));
static void
drawHighlight (int file, int rank, int type)
{
int x, y;
if (lineGap == 0) return;
if (flipView) {
x = lineGap/2 + ((BOARD_WIDTH-1)-file) *
(squareSize + lineGap);
y = lineGap/2 + rank * (squareSize + lineGap);
} else {
x = lineGap/2 + file * (squareSize + lineGap);
y = lineGap/2 + ((BOARD_HEIGHT-1)-rank) *
(squareSize + lineGap);
}
DrawBorder(x,y, type, lineGap & 1); // pass whether lineGap is odd
}
int hi1X = -1, hi1Y = -1, hi2X = -1, hi2Y = -1;
int pm1X = -1, pm1Y = -1, pm2X = -1, pm2Y = -1;
void
SetHighlights (int fromX, int fromY, int toX, int toY)
{ // [HGM] schedule old for erasure, and leave drawing new to DrawPosition
int change = 0;
if (hi1X >= 0 && hi1Y >= 0) {
if (hi1X != fromX || hi1Y != fromY) {
damage[0][hi1Y][hi1X] |= 2;
change |= 1;
}
change |= 4;
}
if (hi2X >= 0 && hi2Y >= 0) {
if (hi2X != toX || hi2Y != toY) {
damage[0][hi2Y][hi2X] |= 2;
change |= 2;
}
change |= 8;
}
if(change > 12 && IsDrawArrowEnabled()) ArrowDamage(hi1X, hi1Y, hi2X, hi2Y);
hi1X = fromX;
hi1Y = fromY;
hi2X = toX;
hi2Y = toY;
}
void
ClearHighlights ()
{
SetHighlights(-1, -1, -1, -1);
}
void
SetPremoveHighlights (int fromX, int fromY, int toX, int toY)
{
if (pm1X != fromX || pm1Y != fromY) {
if (pm1X >= 0 && pm1Y >= 0) {
damage[0][pm1Y][pm1X] |= 2;
}
}
if (pm2X != toX || pm2Y != toY) {
if (pm2X >= 0 && pm2Y >= 0) {
damage[0][pm2Y][pm2X] |= 2;
}
}
pm1X = fromX;
pm1Y = fromY;
pm2X = toX;
pm2Y = toY;
}
void
ClearPremoveHighlights ()
{
SetPremoveHighlights(-1, -1, -1, -1);
}
/*
* If the user selects on a border boundary, return -1; if off the board,
* return -2. Otherwise map the event coordinate to the square.
*/
int
EventToSquare (int x, int limit)
{
if (x <= 0)
return -2;
if (x < lineGap)
return -1;
x -= lineGap;
if ((x % (squareSize + lineGap)) >= squareSize)
return -1;
x /= (squareSize + lineGap);
if (x >= limit)
return -2;
return x;
}
/* [HR] determine square color depending on chess variant. */
int
SquareColor (int row, int column)
{
int square_color;
if (gameInfo.variant == VariantXiangqi) {
if (column >= 3 && column <= 5 && row >= 0 && row <= 2) {
square_color = 1;
} else if (column >= 3 && column <= 5 && row >= 7 && row <= 9) {
square_color = 0;
} else if (row <= 4) {
square_color = 0;
} else {
square_color = 1;
}
} else {
square_color = ((column + row) % 2) == 1;
}
/* [hgm] holdings: next line makes all holdings squares light */
if(column < BOARD_LEFT || column >= BOARD_RGHT) square_color = 1;
if ( // [HGM] holdings: blank out area between board and holdings
column == BOARD_LEFT-1
|| column == BOARD_RGHT
|| (column == BOARD_LEFT-2 && row < BOARD_HEIGHT-gameInfo.holdingsSize)
|| (column == BOARD_RGHT+1 && row >= gameInfo.holdingsSize) )
square_color = 2; // black
return square_color;
}
/* Convert board position to corner of screen rect and color */
void
ScreenSquare (int column, int row, Pnt *pt, int *color)
{
if (flipView) {
pt->x = lineGap + ((BOARD_WIDTH-1)-column) * (squareSize + lineGap);
pt->y = lineGap + row * (squareSize + lineGap);
} else {
pt->x = lineGap + column * (squareSize + lineGap);
pt->y = lineGap + ((BOARD_HEIGHT-1)-row) * (squareSize + lineGap);
}
*color = SquareColor(row, column);
}
/* Convert window coords to square */
void
BoardSquare (int x, int y, int *column, int *row)
{
*column = EventToSquare(x, BOARD_WIDTH);
if (flipView && *column >= 0)
*column = BOARD_WIDTH - 1 - *column;
*row = EventToSquare(y, BOARD_HEIGHT);
if (!flipView && *row >= 0)
*row = BOARD_HEIGHT - 1 - *row;
}
/* Generate a series of frame coords from start->mid->finish.
The movement rate doubles until the half way point is
reached, then halves back down to the final destination,
which gives a nice slow in/out effect. The algorithmn
may seem to generate too many intermediates for short
moves, but remember that the purpose is to attract the
viewers attention to the piece about to be moved and
then to where it ends up. Too few frames would be less
noticeable. */
static void
Tween (Pnt *start, Pnt *mid, Pnt *finish, int factor, Pnt frames[], int *nFrames)
{
int fraction, n, count;
count = 0;
/* Slow in, stepping 1/16th, then 1/8th, ... */
fraction = 1;
for (n = 0; n < factor; n++)
fraction *= 2;
for (n = 0; n < factor; n++) {
frames[count].x = start->x + (mid->x - start->x) / fraction;
frames[count].y = start->y + (mid->y - start->y) / fraction;
count ++;
fraction = fraction / 2;
}
/* Midpoint */
frames[count] = *mid;
count ++;
/* Slow out, stepping 1/2, then 1/4, ... */
fraction = 2;
for (n = 0; n < factor; n++) {
frames[count].x = finish->x - (finish->x - mid->x) / fraction;
frames[count].y = finish->y - (finish->y - mid->y) / fraction;
count ++;
fraction = fraction * 2;
}
*nFrames = count;
}
/**** Animation code by Hugh Fisher, DCS, ANU.
Known problem: if a window overlapping the board is
moved away while a piece is being animated underneath,
the newly exposed area won't be updated properly.
I can live with this.
Known problem: if you look carefully at the animation
of pieces in mono mode, they are being drawn as solid
shapes without interior detail while moving. Fixing
this would be a major complication for minimal return.
****/
/* Utilities */
#undef Max /* just in case */
#undef Min
#define Max(a, b) ((a) > (b) ? (a) : (b))
#define Min(a, b) ((a) < (b) ? (a) : (b))
typedef struct {
short int x, y, width, height;
} MyRectangle;
void
DoSleep (int n)
{
FrameDelay(n);
}
static void
SetRect (MyRectangle *rect, int x, int y, int width, int height)
{
rect->x = x;
rect->y = y;
rect->width = width;
rect->height = height;
}
/* Test if two frames overlap. If they do, return
intersection rect within old and location of
that rect within new. */
static Boolean
Intersect ( Pnt *old, Pnt *new, int size, MyRectangle *area, Pnt *pt)
{
if (old->x > new->x + size || new->x > old->x + size ||
old->y > new->y + size || new->y > old->y + size) {
return False;
} else {
SetRect(area, Max(new->x - old->x, 0), Max(new->y - old->y, 0),
size - abs(old->x - new->x), size - abs(old->y - new->y));
pt->x = Max(old->x - new->x, 0);
pt->y = Max(old->y - new->y, 0);
return True;
}
}
/* For two overlapping frames, return the rect(s)
in the old that do not intersect with the new. */
static void
CalcUpdateRects (Pnt *old, Pnt *new, int size, MyRectangle update[], int *nUpdates)
{
int count;
/* If old = new (shouldn't happen) then nothing to draw */
if (old->x == new->x && old->y == new->y) {
*nUpdates = 0;
return;
}
/* Work out what bits overlap. Since we know the rects
are the same size we don't need a full intersect calc. */
count = 0;
/* Top or bottom edge? */
if (new->y > old->y) {
SetRect(&(update[count]), old->x, old->y, size, new->y - old->y);
count ++;
} else if (old->y > new->y) {
SetRect(&(update[count]), old->x, old->y + size - (old->y - new->y),
size, old->y - new->y);
count ++;
}
/* Left or right edge - don't overlap any update calculated above. */
if (new->x > old->x) {
SetRect(&(update[count]), old->x, Max(new->y, old->y),
new->x - old->x, size - abs(new->y - old->y));
count ++;
} else if (old->x > new->x) {
SetRect(&(update[count]), new->x + size, Max(new->y, old->y),
old->x - new->x, size - abs(new->y - old->y));
count ++;
}
/* Done */
*nUpdates = count;
}
/* Animate the movement of a single piece */
static void
BeginAnimation (AnimNr anr, ChessSquare piece, ChessSquare bgPiece, int startColor, Pnt *start)
{
AnimState *anim = &anims[anr];
if(appData.upsideDown && flipView) piece += piece < BlackPawn ? BlackPawn : -BlackPawn;
/* The old buffer is initialised with the start square (empty) */
if(bgPiece == EmptySquare) {
DrawBlank(anr, start->x, start->y, startColor);
} else {
/* 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. */
if(piece != bgPiece) DrawSquare(anim->startBoardY, anim->startBoardX, bgPiece, 0);
CopyRectangle(anr, DISP, 2,
start->x, start->y, squareSize, squareSize,
0, 0); // [HGM] zh: unstack in stead of grab
if(piece != bgPiece) DrawSquare(anim->startBoardY, anim->startBoardX, piece, 0);
}
anim->prevFrame = *start;
SetDragPiece(anr, piece);
}
static void
AnimationFrame (AnimNr anr, Pnt *frame, ChessSquare piece)
{
MyRectangle updates[4];
MyRectangle overlap;
Pnt pt;
AnimState *anim = &anims[anr];
int count, i, x, y, w, h;
/* Save what we are about to draw into the new buffer */
CopyRectangle(anr, DISP, 0,
x = frame->x, y = frame->y, w = squareSize, h = squareSize,
0, 0);
/* Erase bits of the previous frame */
if (Intersect(&anim->prevFrame, frame, squareSize, &overlap, &pt)) {
/* Where the new frame overlapped the previous,
the contents in newBuf are wrong. */
CopyRectangle(anr, 2, 0,
overlap.x, overlap.y,
overlap.width, overlap.height,
pt.x, pt.y);
/* Repaint the areas in the old that don't overlap new */
CalcUpdateRects(&anim->prevFrame, frame, squareSize, updates, &count);
for (i = 0; i < count; i++)
CopyRectangle(anr, 2, DISP,
updates[i].x - anim->prevFrame.x,
updates[i].y - anim->prevFrame.y,
updates[i].width, updates[i].height,
updates[i].x, updates[i].y);
/* [HGM] correct expose rectangle to encompass both overlapping squares */
if(x > anim->prevFrame.x) w += x - anim->prevFrame.x, x = anim->prevFrame.x;
else w += anim->prevFrame.x - x;
if(y > anim->prevFrame.y) h += y - anim->prevFrame.y, y = anim->prevFrame.y;
else h += anim->prevFrame.y - y;
} else {
/* Easy when no overlap */
CopyRectangle(anr, 2, DISP,
0, 0, squareSize, squareSize,
anim->prevFrame.x, anim->prevFrame.y);
GraphExpose(currBoard, anim->prevFrame.x, anim->prevFrame.y, squareSize, squareSize);
}
/* Save this frame for next time round */
CopyRectangle(anr, 0, 2,
0, 0, squareSize, squareSize,
0, 0);
anim->prevFrame = *frame;
/* Draw piece over original screen contents, not current,
and copy entire rect. Wipes out overlapping piece images. */
InsertPiece(anr, piece);
CopyRectangle(anr, 0, DISP,
0, 0, squareSize, squareSize,
frame->x, frame->y);
GraphExpose(currBoard, x, y, w, h);
}
static void
EndAnimation (AnimNr anr, Pnt *finish)
{
MyRectangle updates[4];
MyRectangle overlap;
Pnt pt;
int count, i;
AnimState *anim = &anims[anr];
/* The main code will redraw the final square, so we
only need to erase the bits that don't overlap. */
if (Intersect(&anim->prevFrame, finish, squareSize, &overlap, &pt)) {
CalcUpdateRects(&anim->prevFrame, finish, squareSize, updates, &count);
for (i = 0; i < count; i++)
CopyRectangle(anr, 2, DISP,
updates[i].x - anim->prevFrame.x,
updates[i].y - anim->prevFrame.y,
updates[i].width, updates[i].height,
updates[i].x, updates[i].y);
} else {
CopyRectangle(anr, 2, DISP,
0, 0, squareSize, squareSize,
anim->prevFrame.x, anim->prevFrame.y);
}
}
static void
FrameSequence (AnimNr anr, ChessSquare piece, int startColor, Pnt *start, Pnt *finish, Pnt frames[], int nFrames)
{
int n;
BeginAnimation(anr, piece, EmptySquare, startColor, start);
for (n = 0; n < nFrames; n++) {
AnimationFrame(anr, &(frames[n]), piece);
FrameDelay(appData.animSpeed);
}
EndAnimation(anr, 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);
DrawDot(1, x + squareSize/2 - r, y+squareSize/2 - r, 2*r);
FrameDelay(appData.animSpeed);
}
board[fromY][toY] = piece;
DrawGrid();
}
/* Main control logic for deciding what to animate and how */
void
AnimateMove (Board board, int fromX, int fromY, int toX, int toY)
{
ChessSquare piece;
int hop, x = toX, y = toY, x2 = kill2X;
Pnt start, finish, mid;
Pnt frames[kFactor * 2 + 1];
int nFrames, startColor, endColor;
if(killX >= 0 && IS_LION(board[fromY][fromX])) Roar();
/* Are we animating? */
if (!appData.animate || appData.blindfold)
return;
if(board[toY][toX] == WhiteRook && board[fromY][fromX] == WhiteKing ||
board[toY][toX] == BlackRook && board[fromY][fromX] == BlackKing ||
board[toY][toX] == WhiteKing && board[fromY][fromX] == WhiteRook || // [HGM] seirawan
board[toY][toX] == BlackKing && board[fromY][fromX] == BlackRook)
return; // [HGM] FRC: no animtion of FRC castlings, as to-square is not true to-square
if (fromY < 0 || fromX < 0 || toX < 0 || toY < 0) return;
piece = board[fromY][fromX];
if (piece >= EmptySquare) return;
if(x2 >= 0) toX = kill2X, toY = kill2Y; else
if(killX >= 0) toX = killX, toY = killY; // [HGM] lion: first to kill square
again:
#if DONT_HOP
hop = FALSE;
#else
hop = abs(fromX-toX) == 1 && abs(fromY-toY) == 2 || abs(fromX-toX) == 2 && abs(fromY-toY) == 1;
#endif
ScreenSquare(fromX, fromY, &start, &startColor);
ScreenSquare(toX, toY, &finish, &endColor);
if (hop) {
/* Knight: make straight movement then diagonal */
if (abs(toY - fromY) < abs(toX - fromX)) {
mid.x = start.x + (finish.x - start.x) / 2;
mid.y = start.y;
} else {
mid.x = start.x;
mid.y = start.y + (finish.y - start.y) / 2;
}
} else {
mid.x = start.x + (finish.x - start.x) / 2;
mid.y = start.y + (finish.y - start.y) / 2;
}
/* Don't use as many frames for very short moves */
if (abs(toY - fromY) + abs(toX - fromX) <= 2)
Tween(&start, &mid, &finish, kFactor - 1, frames, &nFrames);
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] |= 2;
}
/* Be sure end square is redrawn, with piece in it */
damage[0][toY][toX] |= 4;
if(toX == x2 && toY == kill2Y) { fromX = toX; fromY = toY; toX = killX; toY = killY; x2 = -1; goto again; } // second leg
if(toX != x || toY != y) { fromX = toX; fromY = toY; toX = x; toY = y; goto again; } // second leg
}
void
ChangeDragPiece (ChessSquare piece)
{
anims[Player].dragPiece = piece;
SetDragPiece(Player, piece);
damage[0][fromY][fromX] = True;
}
void
DragPieceMove (int x, int y)
{
Pnt corner;
/* Are we animating? */
if (!appData.animateDragging || appData.blindfold)
return;
/* Sanity check */
if (! anims[Player].dragActive)
return;
/* Move piece, maintaining same relative position
of mouse within square */
corner.x = x - anims[Player].mouseDelta.x;
corner.y = y - anims[Player].mouseDelta.y;
AnimationFrame(Player, &corner, anims[Player].dragPiece);
#if HIGHDRAG*0
if (appData.highlightDragging) {
int boardX, boardY;
BoardSquare(x, y, &boardX, &boardY);
SetHighlights(fromX, fromY, boardX, boardY);
}
#endif
}
void
DragPieceEnd (int x, int y)
{
int boardX, boardY, color;
Pnt corner;
/* Are we animating? */
if (!appData.animateDragging || appData.blindfold)
return;
/* Sanity check */
if (! anims[Player].dragActive)
return;
/* Last frame in sequence is square piece is
placed on, which may not match mouse exactly. */
BoardSquare(x, y, &boardX, &boardY);
ScreenSquare(boardX, boardY, &corner, &color);
EndAnimation(Player, &corner);
/* Be sure end square is redrawn */
damage[0][boardY][boardX] = True;
/* This prevents weird things happening with fast successive
clicks which on my Sun at least can cause motion events
without corresponding press/release. */
anims[Player].dragActive = False;
}
void
DragPieceBegin (int x, int y, Boolean instantly)
{
int boardX, boardY, color;
Pnt corner;
/* Are we animating? */
if (!appData.animateDragging || appData.blindfold)
return;
/* Figure out which square we start in and the
mouse position relative to top left corner. */
BoardSquare(x, y, &boardX, &boardY);
anims[Player].startBoardX = boardX;
anims[Player].startBoardY = boardY;
ScreenSquare(boardX, boardY, &corner, &color);
anims[Player].startSquare = corner;
anims[Player].startColor = color;
/* As soon as we start dragging, the piece will jump slightly to
be centered over the mouse pointer. */
anims[Player].mouseDelta.x = squareSize/2;
anims[Player].mouseDelta.y = squareSize/2;
/* Initialise animation */
anims[Player].dragPiece = PieceForSquare(boardX, boardY);
/* Sanity check */
if (anims[Player].dragPiece >= 0 && anims[Player].dragPiece < EmptySquare) {
ChessSquare bgPiece = EmptySquare;
anims[Player].dragActive = True;
if(boardX == BOARD_RGHT+1 && PieceForSquare(boardX-1, boardY) > 1 ||
boardX == BOARD_LEFT-2 && PieceForSquare(boardX+1, boardY) > 1)
bgPiece = anims[Player].dragPiece;
if(gatingPiece != EmptySquare) bgPiece = gatingPiece;
BeginAnimation(Player, anims[Player].dragPiece, bgPiece, color, &corner);
/* Mark this square as needing to be redrawn. Note that
we don't remove the piece though, since logically (ie
as seen by opponent) the move hasn't been made yet. */
damage[0][boardY][boardX] |= True;
} else {
anims[Player].dragActive = False;
}
}
/* Handle expose event while piece being dragged */
static void
DrawDragPiece ()
{
if (!anims[Player].dragActive || appData.blindfold)
return;
/* What we're doing: logically, the move hasn't been made yet,
so the piece is still in it's original square. But visually
it's being dragged around the board. So we erase the square
that the piece is on and draw it at the last known drag point. */
DrawOneSquare(anims[Player].startSquare.x, anims[Player].startSquare.y,
EmptySquare, anims[Player].startColor, 0, NULL, NULL, 0);
AnimationFrame(Player, &anims[Player].prevFrame, anims[Player].dragPiece);
damage[0][anims[Player].startBoardY][anims[Player].startBoardX] |= TRUE;
}
static void
DrawSquare (int row, int column, ChessSquare piece, int do_flash)
{
int square_color, x, y, align=0;
int i;
char tString[3], bString[2];
int flash_delay;
/* Calculate delay in milliseconds (2-delays per complete flash) */
flash_delay = 500 / appData.flashRate;
if (flipView) {
x = lineGap + ((BOARD_WIDTH-1)-column) *
(squareSize + lineGap);
y = lineGap + row * (squareSize + lineGap);
} else {
x = lineGap + column * (squareSize + lineGap);
y = lineGap + ((BOARD_HEIGHT-1)-row) *
(squareSize + lineGap);
}
square_color = SquareColor(row, column);
bString[1] = bString[0] = NULLCHAR;
if (appData.showCoords && row == (flipView ? BOARD_HEIGHT-1 : 0)
&& column >= BOARD_LEFT && column < BOARD_RGHT) {
bString[0] = 'a' + column - BOARD_LEFT;
align = 1; // coord in lower-right corner
}
if (appData.showCoords && column == (flipView ? BOARD_RGHT-1 : BOARD_LEFT)) {
snprintf(tString, 3, "%d", ONE - '0' + row);
align = 2; // coord in upper-left corner
}
if (column == (flipView ? BOARD_LEFT-1 : BOARD_RGHT) && piece > 1 ) {
snprintf(tString, 3, "%d", piece);
align = 3; // holdings count in upper-right corner
}
if (column == (flipView ? BOARD_RGHT : BOARD_LEFT-1) && piece > 1) {
snprintf(tString, 3, "%d", piece);
align = 4; // holdings count in upper-left corner
}
if(piece == DarkSquare) square_color = 2;
if(square_color == 2 || appData.blindfold) piece = EmptySquare;
if (do_flash && piece != EmptySquare && appData.flashCount > 0) {
for (i=0; i<appData.flashCount; ++i) {
DrawOneSquare(x, y, piece, square_color, 0, tString, bString, 0);
GraphExpose(currBoard, x, y, squareSize, squareSize);
DoEvents(); // requires event processing to actually update screen :-(
FlashDelay(flash_delay);
DrawOneSquare(x, y, EmptySquare, square_color, 0, tString, bString, 0);
GraphExpose(currBoard, x, y, squareSize, squareSize);
DoEvents();
FlashDelay(flash_delay);
}
}
DrawOneSquare(x, y, piece, square_color, partnerUp ? 0 : marker[row][column], tString, bString, align);
}
/* Returns 1 if there are "too many" differences between b1 and b2
(i.e. more than 1 move was made) */
static int
too_many_diffs (Board b1, Board b2)
{
int i, j;
int c = 0;
for (i=0; i<BOARD_HEIGHT; ++i) {
for (j=0; j<BOARD_WIDTH; ++j) {
if (b1[i][j] != b2[i][j]) {
if (++c > 4) /* Castling causes 4 diffs */
return 1;
}
}
}
return 0;
}
/* Matrix describing castling maneuvers */
/* Row, ColRookFrom, ColKingFrom, ColRookTo, ColKingTo */
static int castling_matrix[4][5] = {
{ 0, 0, 4, 3, 2 }, /* 0-0-0, white */
{ 0, 7, 4, 5, 6 }, /* 0-0, white */
{ 7, 0, 4, 3, 2 }, /* 0-0-0, black */
{ 7, 7, 4, 5, 6 } /* 0-0, black */
};
/* Checks whether castling occurred. If it did, *rrow and *rcol
are set to the destination (row,col) of the rook that moved.
Returns 1 if castling occurred, 0 if not.
Note: Only handles a max of 1 castling move, so be sure
to call too_many_diffs() first.
*/
static int
check_castle_draw (Board newb, Board oldb, int *rrow, int *rcol)
{
int i, *r, j;
int match;
/* For each type of castling... */
for (i=0; i<4; ++i) {
r = castling_matrix[i];
/* Check the 4 squares involved in the castling move */
match = 0;
for (j=1; j<=4; ++j) {
if (newb[r[0]][r[j]] == oldb[r[0]][r[j]]) {
match = 1;
break;
}
}
if (!match) {
/* All 4 changed, so it must be a castling move */
*rrow = r[0];
*rcol = r[3];
return 1;
}
}
return 0;
}
void
SquareExpose(int i, int j, int d)
{
int x, y;
if (flipView) {
x = lineGap + ((BOARD_WIDTH-1)-j) *
(squareSize + lineGap);
y = lineGap + i * (squareSize + lineGap);
} else {
x = lineGap + j * (squareSize + lineGap);
y = lineGap + ((BOARD_HEIGHT-1)-i) *
(squareSize + lineGap);
}
GraphExpose(currBoard, x-d, y-d, squareSize+2*d, squareSize+2*d);
}
void
DrawPosition (int repaint, Board board)
{
int i, j, do_flash, exposeAll = False;
static int lastFlipView = 0;
static int lastBoardValid[2] = {0, 0};
static Board lastBoard[2];
static char lastMarker[BOARD_RANKS][BOARD_FILES], messedUp;
int rrow = -1, rcol = -1;
int nr = twoBoards*partnerUp;
repaint |= messedUp;
if(DrawSeekGraph()) return; // [HGM] seekgraph: suppress any drawing if seek graph up
if (board == NULL) {
if (!lastBoardValid[nr]) return;
board = lastBoard[nr];
}
if (!lastBoardValid[nr] || (nr == 0 && lastFlipView != flipView)) {
MarkMenuItem("View.Flip View", flipView);
}
if(nr) { SlavePopUp(); SwitchWindow(0); } // [HGM] popup board if not yet popped up, and switch drawing to it.
/*
* It would be simpler to clear the window with XClearWindow()
* but this causes a very distracting flicker.
*/
if (!repaint && lastBoardValid[nr] && (nr == 1 || lastFlipView == flipView)) {
/* If too much changes (begin observing new game, etc.), don't
do flashing */
do_flash = too_many_diffs(board, lastBoard[nr]) ? 0 : 1;
/* Special check for castling so we don't flash both the king
and the rook (just flash the king). */
if (do_flash) {
if(check_castle_draw(board, lastBoard[nr], &rrow, &rcol)) {
/* Mark rook for drawing with NO flashing. */
damage[nr][rrow][rcol] |= 1;
}
}
/* First pass -- Erase arrow and grid highlights, but keep square content unchanged. Except for new markers. */
for (i = 0; i < BOARD_HEIGHT; i++)
for (j = 0; j < BOARD_WIDTH; j++)
if (damage[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) {
DrawSquare(i, j, board[i][j], 0);
if(lineGap && damage[nr][i][j] & 2) {
drawHighlight(j, i, 0);
SquareExpose(i, j, lineGap);
} else SquareExpose(i, j, 0);
damage[nr][i][j] = 0;
}
/* Second pass -- Draw (newly) empty squares
This prevents you from having a piece show up twice while it
is flashing on its new square */
for (i = 0; i < BOARD_HEIGHT; i++)
for (j = 0; j < BOARD_WIDTH; j++)
if (board[i][j] != lastBoard[nr][i][j] && board[i][j] == EmptySquare) {
DrawSquare(i, j, board[i][j], 0);
SquareExpose(i, j, 0);
}
/* Third pass -- Draw piece(s) in new position and flash them */
for (i = 0; i < BOARD_HEIGHT; i++)
for (j = 0; j < BOARD_WIDTH; j++)
if (board[i][j] != lastBoard[nr][i][j]) {
DrawSquare(i, j, board[i][j], do_flash && (i != rrow || j != rcol));
damage[nr][i][j] = 1; // mark for expose
}
} else {
if (lineGap > 0)
DrawGrid();
for (i = 0; i < BOARD_HEIGHT; i++)
for (j = 0; j < BOARD_WIDTH; j++) {
DrawSquare(i, j, board[i][j], 0);
damage[nr][i][j] = False;
}