From: H.G.Muller Date: Mon, 21 Mar 2016 21:30:00 +0000 (+0100) Subject: Implement 3-leg animation in WinBoard X-Git-Url: http://winboard.nl/cgi-bin?a=commitdiff_plain;h=afbc85ebe42274c18ff0eb68b491f2f3118fa8d2;p=xboard.git Implement 3-leg animation in WinBoard Move animation in WinBoard now also pays attention to the kill2 square. Besides a bug was fixed that made the animated piece re-appear on the from-square during the second leg, and the victimes are made to disappear when the animated piece passes over them. --- diff --git a/winboard/winboard.c b/winboard/winboard.c index c6a443e..89cb828 100644 --- a/winboard/winboard.c +++ b/winboard/winboard.c @@ -3754,6 +3754,7 @@ void DrawSeekClose() } + VOID HDCDrawPosition(HDC hdc, BOOLEAN repaint, Board board) { @@ -3974,6 +3975,7 @@ HDCDrawPosition(HDC hdc, BOOLEAN repaint, Board board) explodes. The old and new positions both had an empty square at the destination, but animation has drawn a piece there and we have to remember to erase it. [HGM] moved until after setting lastDrawn */ + lastDrawn[0][animInfo.to.y][animInfo.to.x] = animInfo.piece; } } @@ -9137,6 +9139,7 @@ IDLE_PRIORITY_CLASS 0x00000040 */ if (nice < -15) return 0x00000080; if (nice < 0) return 0x00008000; + if (nice == 0) return 0x00000020; if (nice < 15) return 0x00004000; return 0x00000040; @@ -10047,8 +10050,8 @@ AnimateMove(board, fromX, fromY, toX, toY) int toX; int toY; { - ChessSquare piece; - int x = toX, y = toY; + ChessSquare piece, victim = EmptySquare, victim2 = EmptySquare; + int x = toX, y = toY, x2 = kill2X; POINT start, finish, mid; POINT frames[kFactor * 2 + 1]; int nFrames, n; @@ -10061,7 +10064,11 @@ AnimateMove(board, fromX, fromY, toX, toY) piece = board[fromY][fromX]; if (piece >= EmptySquare) return; - if(killX >= 0) toX = killX, toY = killY; // [HGM] lion: first to kill square + if(x2 >= 0) toX = kill2X, toY = kill2Y, victim = board[killY][killX], victim2 = board[kill2Y][kill2X]; else + if(killX >= 0) toX = killX, toY = killY, victim = board[killY][killX]; // [HGM] lion: first to kill square + + animInfo.from.x = fromX; + animInfo.from.y = fromY; again: @@ -10089,8 +10096,6 @@ again: else Tween(&start, &mid, &finish, kFactor, frames, &nFrames); - animInfo.from.x = fromX; - animInfo.from.y = fromY; animInfo.to.x = toX; animInfo.to.y = toY; animInfo.lastpos = start; @@ -10104,7 +10109,17 @@ again: animInfo.pos = finish; DrawPosition(FALSE, NULL); - if(toX != x || toY != y) { fromX = toX; fromY = toY; toX = x; toY = y; goto again; } // second leg + if(toX == x2 && toY == kill2Y) { + fromX = toX; fromY = toY; toX = killX; toY = killY; x2 = -1; + board[kill2Y][kill2X] = EmptySquare; goto again; + } // second leg + if(toX != x || toY != y) { + fromX = toX; fromY = toY; toX = x; toY = y; + board[killY][killX] = EmptySquare; goto again; + } // second leg + +if(victim2 != EmptySquare) board[kill2Y][kill2X] = victim2; +if(victim != EmptySquare) board[killY][killX] = victim; animInfo.piece = EmptySquare; Explode(board, fromX, fromY, toX, toY);