X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=xboard.c;h=2e8a77385923e97db535d1f72986629c591909ae;hb=fdde71b442baec96a0c2769f18fce4de49e34426;hp=fc6ba3a24b53a611f10fc96e67762a5d3da690bb;hpb=8227cf843e0eb19916b9e3a7460fa970a5e6958c;p=xboard.git diff --git a/xboard.c b/xboard.c index fc6ba3a..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 @@ -5815,7 +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); @@ -8916,6 +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 @@ -8978,6 +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