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++)
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 {
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
* 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);
}
else {
safeStrCpy(buf, s+1, sizeof(buf)/sizeof(buf[0]) );
- *strchr(buf, '/') = 0;
+ { char *p; if(p = strchr(buf, '/')) *p = 0; }
pwd = getpwnam(buf);
if (!pwd)
{
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;