mirror of
https://github.com/softdorothy/GliderPRO.git
synced 2024-11-22 05:31:29 +00:00
7a70d18ba6
Sources for Glider PRO, a Macintosh game written by John Calhoun and published by Casady & Greene, Inc. I believe it was using CodeWarrior IDE to create a fat (68K and PowerPC) binary.
1 line
6.0 KiB
C
Executable File
1 line
6.0 KiB
C
Executable File
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//============================================================================
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//----------------------------------------------------------------------------
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// InterfaceInit.c
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//----------------------------------------------------------------------------
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//============================================================================
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#include "Externs.h"
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#include "Environ.h"
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#include "Map.h"
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#include "RectUtils.h"
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#include "Tools.h"
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#define kHandCursorID 128
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#define kVertCursorID 129
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#define kHoriCursorID 130
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#define kDiagCursorID 131
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extern RgnHandle mirrorRgn;
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extern WindowPtr mapWindow, toolsWindow, linkWindow;
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extern WindowPtr menuWindow;
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extern Rect shieldRect, boardSrcRect, localRoomsDest[];
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extern CursHandle handCursorH, beamCursorH, vertCursorH, horiCursorH;
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extern CursHandle diagCursorH;
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extern Cursor handCursor, beamCursor, vertCursor, horiCursor;
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extern Cursor diagCursor;
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extern MenuHandle appleMenu, gameMenu, optionsMenu, houseMenu;
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extern Point shieldPt;
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extern long incrementModeTime;
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extern UInt32 doubleTime;
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extern short fadeInSequence[], idleMode;
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extern short toolSelected, lastBackground, wasFlower, numExtraHouses;
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extern short houseResFork, lastHighScore, maxFiles, willMaxFiles;
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extern Boolean quitting, playing, fadeGraysOut;
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extern Boolean houseOpen, newRoomNow, evenFrame, menusUp, demoGoing;
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extern Boolean twoPlayerGame, paused, hasMirror, splashDrawn;
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//============================================================== Functions
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//-------------------------------------------------------------- InitializeMenus
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// The menus are loaded from disk and the menu bar set up and drawn.
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void InitializeMenus (void)
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{
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appleMenu = GetMenu(kAppleMenuID);
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if (appleMenu == nil)
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RedAlert(kErrFailedResourceLoad);
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AppendResMenu(appleMenu, 'DRVR');
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InsertMenu(appleMenu, 0);
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gameMenu = GetMenu(kGameMenuID);
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if (gameMenu == nil)
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RedAlert(kErrFailedResourceLoad);
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InsertMenu(gameMenu, 0);
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optionsMenu = GetMenu(kOptionsMenuID);
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if (optionsMenu == nil)
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RedAlert(kErrFailedResourceLoad);
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InsertMenu(optionsMenu, 0);
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menusUp = true;
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DrawMenuBar();
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houseMenu = GetMenu(kHouseMenuID);
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if (houseMenu == nil)
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RedAlert(kErrFailedResourceLoad);
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UpdateMenus(false);
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}
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//-------------------------------------------------------------- GetExtraCursors
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// Extra cursors (custom cursors) like the "hand" and various room<6F>
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// editing cursors are loaded up.
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void GetExtraCursors (void)
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{
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handCursorH = GetCursor(kHandCursorID);
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if (handCursorH == nil)
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RedAlert(kErrFailedResourceLoad);
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HLock((Handle)handCursorH);
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handCursor = **handCursorH;
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beamCursorH = GetCursor(iBeamCursor);
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if (beamCursorH == nil)
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RedAlert(kErrFailedResourceLoad);
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HLock((Handle)beamCursorH);
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beamCursor = **beamCursorH;
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vertCursorH = GetCursor(kVertCursorID);
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if (vertCursorH == nil)
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RedAlert(kErrFailedResourceLoad);
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HLock((Handle)vertCursorH);
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vertCursor = **vertCursorH;
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horiCursorH = GetCursor(kHoriCursorID);
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if (horiCursorH == nil)
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RedAlert(kErrFailedResourceLoad);
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HLock((Handle)horiCursorH);
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horiCursor = **horiCursorH;
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diagCursorH = GetCursor(kDiagCursorID);
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if (diagCursorH == nil)
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RedAlert(kErrFailedResourceLoad);
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HLock((Handle)diagCursorH);
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diagCursor = **diagCursorH;
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}
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//-------------------------------------------------------------- VariableInit
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// All the simple interface variables are intialized here - Booleans,<2C>
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// shorts, a few Rects, etc.
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void VariableInit (void)
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{
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short i;
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shieldPt.h = 0;
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shieldPt.v = 0;
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shieldRect = thisMac.screen;
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menusUp = false;
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quitting = false;
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houseOpen = false;
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newRoomNow = false;
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playing = false;
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evenFrame = false;
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if (thisMac.isDepth == 8)
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fadeGraysOut = true;
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else
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fadeGraysOut = false;
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twoPlayerGame = false;
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paused = false;
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hasMirror = false;
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demoGoing = false;
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// scrapIsARoom = true;
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splashDrawn = false;
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#ifndef COMPILEDEMO
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// SeeIfValidScrapAvailable(false);
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#endif
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theGlider.which = kPlayer1;
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theGlider2.leftKey = kControlKeyMap;
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theGlider2.rightKey = kCommandKeyMap;
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theGlider2.battKey = kOptionKeyMap;
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theGlider2.bandKey = kShiftKeyMap;
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theGlider2.which = kPlayer2;
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theMode = kSplashMode;
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thisRoomNumber = 0;
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previousRoom = -1;
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toolSelected = kSelectTool;
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houseResFork = -1;
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lastBackground = kBaseBackgroundID;
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wasFlower = RandomInt(kNumFlowers);
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lastHighScore = -1;
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idleMode = kIdleSplashMode;
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incrementModeTime = TickCount() + kIdleSplashTicks;
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willMaxFiles = maxFiles;
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numExtraHouses = 0;
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fadeInSequence[0] = 4; // 4
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fadeInSequence[1] = 5;
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fadeInSequence[2] = 6;
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fadeInSequence[3] = 7;
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fadeInSequence[4] = 5; // 5
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fadeInSequence[5] = 6;
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fadeInSequence[6] = 7;
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fadeInSequence[7] = 8;
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fadeInSequence[8] = 6; // 6
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fadeInSequence[9] = 7;
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fadeInSequence[10] = 8;
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fadeInSequence[11] = 9;
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fadeInSequence[12] = 7; // 7
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fadeInSequence[13] = 8;
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fadeInSequence[14] = 9;
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fadeInSequence[15] = 10;
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doubleTime = GetDblTime();
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mirrorRgn = nil;
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mainWindow = nil;
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mapWindow = nil;
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toolsWindow = nil;
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linkWindow = nil;
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coordWindow = nil;
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toolSrcMap = nil;
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nailSrcMap = nil;
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menuWindow = nil;
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houseRect = thisMac.screen;
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houseRect.bottom -= kScoreboardTall;
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if (houseRect.right > kMaxViewWidth)
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houseRect.right = kMaxViewWidth;
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if (houseRect.bottom > kMaxViewHeight)
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houseRect.bottom = kMaxViewHeight;
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playOriginH = (RectWide(&thisMac.screen) - kRoomWide) / 2;
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playOriginV = (RectTall(&thisMac.screen) - kTileHigh) / 2;
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for (i = 0; i < 9; i++)
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{
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QSetRect(&localRoomsDest[i], 0, 0, kRoomWide, kTileHigh);
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QOffsetRect(&localRoomsDest[i], playOriginH, playOriginV);
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}
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QOffsetRect(&localRoomsDest[kNorthRoom], 0, -kVertLocalOffset);
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QOffsetRect(&localRoomsDest[kNorthEastRoom], kRoomWide, -kVertLocalOffset);
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QOffsetRect(&localRoomsDest[kEastRoom], kRoomWide, 0);
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QOffsetRect(&localRoomsDest[kSouthEastRoom], kRoomWide, kVertLocalOffset);
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QOffsetRect(&localRoomsDest[kSouthRoom], 0, kVertLocalOffset);
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QOffsetRect(&localRoomsDest[kSouthWestRoom], -kRoomWide, kVertLocalOffset);
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QOffsetRect(&localRoomsDest[kWestRoom], -kRoomWide, 0);
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QOffsetRect(&localRoomsDest[kNorthWestRoom], -kRoomWide, -kVertLocalOffset);
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}
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