X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=xboard.c;h=2e8a77385923e97db535d1f72986629c591909ae;hb=fdde71b442baec96a0c2769f18fce4de49e34426;hp=f975e95c3fc472685866ed4c202e84ba061683f2;hpb=e2024f47777179382c5d4640cf2e750258906340;p=xboard.git diff --git a/xboard.c b/xboard.c index f975e95..2e8a773 100644 --- 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 @@ -1969,6 +1981,7 @@ XBoard square size (hint): %d\n\ fprintf(stderr, _("Closest %s size: %d\n"), IMAGE_EXT, squareSize); } } + if(appData.overrideLineGap >= 0) lineGap = appData.overrideLineGap; /* [HR] height treated separately (hacked) */ boardWidth = lineGap + BOARD_WIDTH * (squareSize + lineGap); @@ -5814,7 +5827,7 @@ 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); @@ -8915,6 +8928,29 @@ 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 @@ -8946,7 +8982,7 @@ AnimateMove(board, fromX, fromY, toX, toY) #if DONT_HOP hop = FALSE; #else - hop = (piece == WhiteKnight || piece == BlackKnight); + hop = abs(fromX-toX) == 1 && abs(fromY-toY) == 2 || abs(fromX-toX) == 2 && abs(fromY-toY) == 1; #endif if (appData.debugMode) { @@ -8958,12 +8994,12 @@ AnimateMove(board, fromX, fromY, toX, toY) ScreenSquare(toX, toY, &finish, &endColor); if (hop) { - /* Knight: make diagonal movement then straight */ + /* Knight: make straight movement then diagonal */ if (abs(toY - fromY) < abs(toX - fromX)) { mid.x = start.x + (finish.x - start.x) / 2; - mid.y = finish.y; + mid.y = start.y; } else { - mid.x = finish.x; + mid.x = start.x; mid.y = start.y + (finish.y - start.y) / 2; } } else { @@ -8977,6 +9013,11 @@ 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