if(gatingPiece != EmptySquare && gameInfo.variant == VariantSChess) promoChoice = ToLower(PieceToChar(gatingPiece));
- if(legal[toY][toX] == 2) promoChoice = ToLower(PieceToChar(defaultPromoChoice)); // highlight-induced promotion
+ if(legal[toY][toX] == 2) { // highlight-induced promotion
+ if(piece == defaultPromoChoice) promoChoice = NULLCHAR; // deferral
+ else promoChoice = ToLower(PieceToChar(defaultPromoChoice));
+ }
if (legal[toY][toX] == 2 && !appData.sweepSelect || HasPromotionChoice(fromX, fromY, toX, toY, &promoChoice, appData.sweepSelect)) {
SetHighlights(fromX, fromY, toX, toY);
#define FUDGE 25 /* 25ms = 1/40 sec; should be plenty even for 50 Hz clocks */
+static int timeSuffix; // [HGM] This should realy be a passed parameter, but it has to pass through too many levels for my laziness...
+
/* Decrement running clock by amount of time that has passed */
void
DecrementClocks ()
{
- long timeRemaining;
+ long tRemaining;
long lastTickLength, fudge;
TimeMark now;
if (WhiteOnMove(forwardMostMove)) {
if(whiteNPS >= 0) lastTickLength = 0;
- timeRemaining = whiteTimeRemaining -= lastTickLength;
- if(timeRemaining < 0 && !appData.icsActive) {
+ tRemaining = whiteTimeRemaining -= lastTickLength;
+ if( tRemaining < 0 && !appData.icsActive) {
GetTimeQuota((forwardMostMove-whiteStartMove-1)/2, 0, whiteTC); // sets suddenDeath & nextSession;
if(suddenDeath) { // [HGM] if we run out of a non-last incremental session, go to the next
whiteStartMove = forwardMostMove; whiteTC = nextSession;
- lastWhite= timeRemaining = whiteTimeRemaining += GetTimeQuota(-1, 0, whiteTC);
+ lastWhite= tRemaining = whiteTimeRemaining += GetTimeQuota(-1, 0, whiteTC);
}
}
+ if(forwardMostMove && appData.moveTime) timeSuffix = timeRemaining[0][forwardMostMove-1] - tRemaining;
DisplayWhiteClock(whiteTimeRemaining - fudge,
WhiteOnMove(currentMove < forwardMostMove ? currentMove : forwardMostMove));
+ timeSuffix = 0;
} else {
if(blackNPS >= 0) lastTickLength = 0;
- timeRemaining = blackTimeRemaining -= lastTickLength;
- if(timeRemaining < 0 && !appData.icsActive) { // [HGM] if we run out of a non-last incremental session, go to the next
+ tRemaining = blackTimeRemaining -= lastTickLength;
+ if( tRemaining < 0 && !appData.icsActive) { // [HGM] if we run out of a non-last incremental session, go to the next
GetTimeQuota((forwardMostMove-blackStartMove-1)/2, 0, blackTC);
if(suddenDeath) {
blackStartMove = forwardMostMove;
- lastBlack = timeRemaining = blackTimeRemaining += GetTimeQuota(-1, 0, blackTC=nextSession);
+ lastBlack = tRemaining = blackTimeRemaining += GetTimeQuota(-1, 0, blackTC=nextSession);
}
}
+ if(forwardMostMove && appData.moveTime) timeSuffix = timeRemaining[1][forwardMostMove-1] - tRemaining;
DisplayBlackClock(blackTimeRemaining - fudge,
!WhiteOnMove(currentMove < forwardMostMove ? currentMove : forwardMostMove));
+ timeSuffix = 0;
}
if (CheckFlags()) return;
}
tickStartTM = now;
- intendedTickLength = NextTickLength(timeRemaining - fudge) + fudge;
+ intendedTickLength = NextTickLength( tRemaining - fudge) + fudge;
StartClockTimer(intendedTickLength);
/* if the time remaining has fallen below the alarm threshold, sound the
((gameMode == IcsPlayingBlack) && !WhiteOnMove(currentMove))
)) return;
- if (alarmSounded && (timeRemaining > appData.icsAlarmTime)) {
+ if (alarmSounded && ( tRemaining > appData.icsAlarmTime)) {
alarmSounded = FALSE;
- } else if (!alarmSounded && (timeRemaining <= appData.icsAlarmTime)) {
+ } else if (!alarmSounded && ( tRemaining <= appData.icsAlarmTime)) {
PlayAlarmSound();
alarmSounded = TRUE;
}
{
long second, minute, hour, day;
char *sign = "";
- static char buf[32];
+ static char buf[40], moveTime[8];
if (ms > 0 && ms <= 9900) {
/* convert milliseconds to tenths, rounding up */
minute = second / 60;
second = second % 60;
+ if(timeSuffix) snprintf(moveTime, 8, " (%d)", timeSuffix/1000); // [HGM] kludge alert; fraction contains move time
+ else *moveTime = NULLCHAR;
+
if (day > 0)
- snprintf(buf, sizeof(buf)/sizeof(buf[0]), " %s%ld:%02ld:%02ld:%02ld ",
- sign, day, hour, minute, second);
+ snprintf(buf, sizeof(buf)/sizeof(buf[0]), " %s%ld:%02ld:%02ld:%02ld%s ",
+ sign, day, hour, minute, second, moveTime);
else if (hour > 0)
- snprintf(buf, sizeof(buf)/sizeof(buf[0]), " %s%ld:%02ld:%02ld ", sign, hour, minute, second);
+ snprintf(buf, sizeof(buf)/sizeof(buf[0]), " %s%ld:%02ld:%02ld%s ", sign, hour, minute, second, moveTime);
else
- snprintf(buf, sizeof(buf)/sizeof(buf[0]), " %s%2ld:%02ld ", sign, minute, second);
+ snprintf(buf, sizeof(buf)/sizeof(buf[0]), " %s%2ld:%02ld%s ", sign, minute, second, moveTime);
return buf;
}
ToNrEvent(currentMove+1);
}
+int transparency[2];
+
void
LoadTheme ()
{
appData.liteBackTextureMode,
appData.darkBackTextureMode );
} else {
- snprintf(buf+strlen(buf), MSG_SIZ-strlen(buf), " -ubt false -lsc %s -dsc %s",
- Col2Text(2), // lightSquareColor
- Col2Text(3) ); // darkSquareColor
+ snprintf(buf+strlen(buf), MSG_SIZ-strlen(buf), " -ubt false");
+ }
+ if(!appData.useBitmaps || transparency[0]) {
+ snprintf(buf+strlen(buf), MSG_SIZ-strlen(buf), " -lsc %s", Col2Text(2) ); // lightSquareColor
+ }
+ if(!appData.useBitmaps || transparency[1]) {
+ snprintf(buf+strlen(buf), MSG_SIZ-strlen(buf), " -dsc %s", Col2Text(3) ); // darkSquareColor
}
if(appData.useBorder) {
snprintf(buf+strlen(buf), MSG_SIZ-strlen(buf), " -ub true -border \"%s\"",
Col2Text(9), // appData.fontBackColorWhite
Col2Text(10) ); // appData.fontForeColorBlack
} else {
- snprintf(buf+strlen(buf), MSG_SIZ-strlen(buf), " -upf false -pid \"%s\"",
- appData.pieceDirectory);
- if(!appData.pieceDirectory[0])
+ snprintf(buf+strlen(buf), MSG_SIZ-strlen(buf), " -upf false");
+ if(appData.pieceDirectory[0]) {
+ snprintf(buf+strlen(buf), MSG_SIZ-strlen(buf), " -pid \"%s\"", appData.pieceDirectory);
+ if(appData.trueColors != 2) // 2 is a kludge to suppress this in WinBoard
+ snprintf(buf+strlen(buf), MSG_SIZ-strlen(buf), " -trueColors %s", appData.trueColors ? "true" : "false");
+ }
+ if(!appData.pieceDirectory[0] && !appData.trueColors)
snprintf(buf+strlen(buf), MSG_SIZ-strlen(buf), " -wpc %s -bpc %s",
Col2Text(0), // whitePieceColor
Col2Text(1) ); // blackPieceColor