GliderPRO/Sources/Room.c
John Calhoun 7a70d18ba6 First check-in.
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.
2016-01-28 08:10:38 -08:00

1 line
25 KiB
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Executable File
Raw Blame History

//============================================================================
//----------------------------------------------------------------------------
// Room.c
//----------------------------------------------------------------------------
//============================================================================
#include <Resources.h>
#include <ToolUtils.h>
#include "Externs.h"
#include "House.h"
#include "MainWindow.h"
#include "RectUtils.h"
#define kDeleteRoomAlert 1005
#define kYesDoDeleteRoom 1
Boolean QueryDeleteRoom (void);
void SetToNearestNeighborRoom (short, short);
roomPtr thisRoom;
Rect backSrcRect;
GWorldPtr backSrcMap;
short numberRooms, thisRoomNumber, previousRoom;
short leftThresh, rightThresh, lastBackground;
Boolean autoRoomEdit, newRoomNow, noRoomAtAll;
Boolean leftOpen, rightOpen, topOpen, bottomOpen;
Boolean doBitchDialogs;
extern short tempTiles[];
//============================================================== Functions
//-------------------------------------------------------------- SetInitialTiles
#ifndef COMPILEDEMO
void SetInitialTiles (short background, Boolean doRoom)
{
short i;
if (background >= kUserBackground)
{
for (i = 0; i < kNumTiles; i++)
{
if (doRoom)
thisRoom->tiles[i] = i;
else
tempTiles[i] = i;
}
}
else
{
switch (background)
{
case kSimpleRoom:
case kPaneledRoom:
case kBasement:
case kChildsRoom:
case kAsianRoom:
case kUnfinishedRoom:
case kSwingersRoom:
case kBathroom:
case kLibrary:
for (i = 0; i < kNumTiles; i++)
{
if (doRoom)
thisRoom->tiles[i] = 1;
else
tempTiles[i] = 1;
}
if (doRoom)
{
thisRoom->tiles[0] = 0;
thisRoom->tiles[kNumTiles - 1] = kNumTiles - 1;
}
else
{
tempTiles[0] = 0;
tempTiles[kNumTiles - 1] = kNumTiles - 1;
}
break;
case kSkywalk:
for (i = 0; i < kNumTiles; i++)
{
if (doRoom)
thisRoom->tiles[i] = i;
else
tempTiles[i] = i;
}
break;
case kField:
case kGarden:
case kDirt:
for (i = 0; i < kNumTiles; i++)
{
if (doRoom)
thisRoom->tiles[i] = 0;
else
tempTiles[i] = 0;
}
break;
case kMeadow:
for (i = 0; i < kNumTiles; i++)
{
if (doRoom)
thisRoom->tiles[i] = 1;
else
tempTiles[i] = 1;
}
break;
case kRoof:
for (i = 0; i < kNumTiles; i++)
{
if (doRoom)
thisRoom->tiles[i] = 3;
else
tempTiles[i] = 3;
}
break;
case kSky:
for (i = 0; i < kNumTiles; i++)
{
if (doRoom)
thisRoom->tiles[i] = 2;
else
tempTiles[i] = 2;
}
break;
case kStratosphere:
case kStars:
for (i = 0; i < kNumTiles; i++)
{
if (doRoom)
thisRoom->tiles[i] = i;
else
tempTiles[i] = i;
}
break;
default:
break;
}
}
}
#endif
//-------------------------------------------------------------- CreateNewRoom
#ifndef COMPILEDEMO
Boolean CreateNewRoom (short h, short v)
{
KeyMap theKeys;
long howMuch;
OSErr theErr;
short i, availableRoom;
char wasState;
CopyThisRoomToRoom(); // save off current room
PasStringCopy("\pUntitled Room", thisRoom->name);
thisRoom->leftStart = 32; // fill out fields of new room
thisRoom->rightStart = 32;
thisRoom->bounds = 0;
thisRoom->unusedByte = 0;
thisRoom->visited = false;
thisRoom->background = lastBackground;
SetInitialTiles(thisRoom->background, true);
thisRoom->floor = v;
thisRoom->suite = h;
thisRoom->openings = 0;
thisRoom->numObjects = 0;
for (i = 0; i < kMaxRoomObs; i++) // zero out all objects
thisRoom->objects[i].what = kObjectIsEmpty;
wasState = HGetState((Handle)thisHouse);
MoveHHi((Handle)thisHouse);
HLock((Handle)thisHouse);
availableRoom = -1; // assume no available rooms
if ((*thisHouse)->nRooms > 0) // look for an empty room
for (i = 0; i < (*thisHouse)->nRooms; i++)
if ((*thisHouse)->rooms[i].suite == kRoomIsEmpty)
{
availableRoom = i;
break;
}
if (availableRoom == -1) // found no available rooms
{
HUnlock((Handle)thisHouse);
howMuch = sizeof(roomType); // add new room to end of house
theErr = PtrAndHand((Ptr)thisRoom, (Handle)thisHouse, howMuch);
if (theErr != noErr)
{
YellowAlert(kYellowUnaccounted, theErr);
MoveHHi((Handle)thisHouse);
HLock((Handle)thisHouse);
return (false);
}
MoveHHi((Handle)thisHouse);
HLock((Handle)thisHouse);
(*thisHouse)->nRooms++; // increment nRooms
numberRooms = (*thisHouse)->nRooms;
previousRoom = thisRoomNumber;
thisRoomNumber = numberRooms - 1;
}
else
{
previousRoom = thisRoomNumber;
thisRoomNumber = availableRoom;
}
if (noRoomAtAll)
(*thisHouse)->firstRoom = thisRoomNumber;
HSetState((Handle)thisHouse, wasState);
CopyThisRoomToRoom();
UpdateEditWindowTitle();
noRoomAtAll = false;
fileDirty = true;
UpdateMenus(false);
GetKeys(theKeys);
if (BitTst(&theKeys, kShiftKeyMap))
newRoomNow = false;
else
newRoomNow = autoRoomEdit; // Flag to bring up RoomInfo
return (true);
}
#endif
//-------------------------------------------------------------- ReadyBackground
void ReadyBackground (short theID, short *theTiles)
{
Rect src, dest;
PicHandle thePicture;
short i;
SetPort((GrafPtr)workSrcMap);
if ((noRoomAtAll) || (!houseUnlocked))
{
LtGrayForeColor();
PaintRect(&workSrcRect);
ForeColor(blackColor);
MoveTo(10, 20);
if (houseUnlocked)
DrawString("\pNo rooms");
else
DrawString("\pNothing to show");
CopyBits((BitMap *)*GetGWorldPixMap(workSrcMap),
(BitMap *)*GetGWorldPixMap(backSrcMap),
&workSrcRect, &workSrcRect, srcCopy, nil);
return;
}
thePicture = GetPicture(theID);
if (thePicture == nil)
{
thePicture = (PicHandle)GetResource('Date', theID);
if (thePicture == nil)
{
YellowAlert(kYellowNoBackground, 0);
return;
}
}
HLock((Handle)thePicture);
dest = (*thePicture)->picFrame;
HUnlock((Handle)thePicture);
QOffsetRect(&dest, -dest.left, -dest.top);
DrawPicture(thePicture, &dest);
ReleaseResource((Handle)thePicture);
QSetRect(&src, 0, 0, kTileWide, kTileHigh);
QSetRect(&dest, 0, 0, kTileWide, kTileHigh);
for (i = 0; i < kNumTiles; i++)
{
src.left = theTiles[i] * kTileWide;
src.right = src.left + kTileWide;
CopyBits((BitMap *)*GetGWorldPixMap(workSrcMap),
(BitMap *)*GetGWorldPixMap(backSrcMap),
&src, &dest, srcCopy, nil);
QOffsetRect(&dest, kTileWide, 0);
}
QSetRect(&src, 0, 0, kRoomWide, kTileHigh);
QSetRect(&dest, 0, 0, kRoomWide, kTileHigh);
CopyBits((BitMap *)*GetGWorldPixMap(backSrcMap),
(BitMap *)*GetGWorldPixMap(workSrcMap),
&src, &dest, srcCopy, nil);
}
//-------------------------------------------------------------- ReflectCurrentRoom
void ReflectCurrentRoom (Boolean forceMapRedraw)
{
#ifndef COMPILEDEMO
if (theMode != kEditMode)
return;
if ((noRoomAtAll) || (!houseUnlocked))
{
CenterMapOnRoom(64, 1);
UpdateMapWindow();
}
else
{
if ((!ThisRoomVisibleOnMap()) || (forceMapRedraw))
{
CenterMapOnRoom(thisRoom->suite, thisRoom->floor);
UpdateMapWindow(); // whole map window redrawm
}
else
{
FindNewActiveRoomRect(); // find newly selected room rect
FlagMapRoomsForUpdate(); // redraw only the portions required
}
}
GenerateRetroLinks();
UpdateEditWindowTitle();
ReadyBackground(thisRoom->background, thisRoom->tiles);
GetThisRoomsObjRects();
DrawThisRoomsObjects();
InvalWindowRect(mainWindow, &mainWindowRect);
#endif
}
//-------------------------------------------------------------- CopyRoomToThisRoom
void CopyRoomToThisRoom (short roomNumber)
{
if (roomNumber == -1)
return;
CopyThisRoomToRoom(); // copy back to house
ForceThisRoom(roomNumber); // load new room from house
}
//-------------------------------------------------------------- CopyThisRoomToRoom
void CopyThisRoomToRoom (void)
{
char tagByte;
if ((noRoomAtAll) || (thisRoomNumber == -1))
return;
tagByte = HGetState((Handle)thisHouse);
HLock((Handle)thisHouse); // copy back to house
(*thisHouse)->rooms[thisRoomNumber] = *thisRoom;
HSetState((Handle)thisHouse, tagByte);
}
//-------------------------------------------------------------- ForceThisRoom
void ForceThisRoom (short roomNumber)
{
char tagByte;
if (roomNumber == -1)
return;
tagByte = HGetState((Handle)thisHouse);
HLock((Handle)thisHouse);
if (roomNumber < (*thisHouse)->nRooms)
*thisRoom = (*thisHouse)->rooms[roomNumber];
else
YellowAlert(kYellowIllegalRoomNum, 0);
HSetState((Handle)thisHouse, tagByte);
previousRoom = thisRoomNumber;
thisRoomNumber = roomNumber;
}
//-------------------------------------------------------------- RoomExists
Boolean RoomExists (short suite, short floor, short *roomNum)
{
// pass in a suite and floor; returns true is it is a legitimate room
houseType *thisHousePtr;
short i;
char wasState;
Boolean foundIt;
foundIt = false;
if (suite < 0)
return (foundIt);
wasState = HGetState((Handle)thisHouse);
HLock((Handle)thisHouse);
thisHousePtr = *thisHouse;
for (i = 0; i < numberRooms; i++)
{
if ((thisHousePtr->rooms[i].floor == floor) &&
(thisHousePtr->rooms[i].suite == suite))
{
foundIt = true;
*roomNum = i;
break;
}
}
HSetState((Handle)thisHouse, wasState);
return (foundIt);
}
//-------------------------------------------------------------- RoomNumExists
Boolean RoomNumExists (short roomNum)
{
short floor, suite, whoCares;
Boolean exists;
exists = false;
if (GetRoomFloorSuite(roomNum, &floor, &suite))
exists = RoomExists(suite, floor, &whoCares);
return (exists);
}
//-------------------------------------------------------------- DeleteRoom
void DeleteRoom (Boolean doWarn)
{
#ifndef COMPILEDEMO
short wasFloor, wasSuite;
char wasState;
Boolean firstDeleted;
if ((theMode != kEditMode) || (noRoomAtAll))
return;
if (doWarn)
{
if (!QueryDeleteRoom())
return;
}
DeselectObject();
wasState = HGetState((Handle)thisHouse);
HLock((Handle)thisHouse);
wasFloor = (*thisHouse)->rooms[thisRoomNumber].floor;
wasSuite = (*thisHouse)->rooms[thisRoomNumber].suite;
firstDeleted = ((*thisHouse)->firstRoom == thisRoomNumber); // is room "first"
thisRoom->suite = kRoomIsEmpty;
(*thisHouse)->rooms[thisRoomNumber].suite = kRoomIsEmpty;
HSetState((Handle)thisHouse, wasState);
noRoomAtAll = (RealRoomNumberCount() == 0); // see if now no rooms
if (noRoomAtAll)
thisRoomNumber = kRoomIsEmpty;
else
SetToNearestNeighborRoom(wasFloor, wasSuite);
if (firstDeleted)
{
wasState = HGetState((Handle)thisHouse);
HLock((Handle)thisHouse);
(*thisHouse)->firstRoom = thisRoomNumber;
HSetState((Handle)thisHouse, wasState);
}
newRoomNow = false;
fileDirty = true;
UpdateMenus(false);
ReflectCurrentRoom(false);
#endif
}
//-------------------------------------------------------------- QueryDeleteRoom
#ifndef COMPILEDEMO
Boolean QueryDeleteRoom (void)
{
short hitWhat;
// CenterAlert(kDeleteRoomAlert);
hitWhat = Alert(kDeleteRoomAlert, nil);
if (hitWhat == kYesDoDeleteRoom)
return (true);
else
return (false);
}
#endif
//-------------------------------------------------------------- DoesNeighborRoomExist
short DoesNeighborRoomExist (short whichNeighbor)
{
#ifndef COMPILEDEMO
short newH, newV, newRoomNumber;
if (theMode != kEditMode)
return(-1);
newH = thisRoom->suite;
newV = thisRoom->floor;
switch (whichNeighbor)
{
case kRoomAbove:
newV++;
break;
case kRoomBelow:
newV--;
break;
case kRoomToRight:
newH++;
break;
case kRoomToLeft:
newH--;
break;
}
if (RoomExists(newH, newV, &newRoomNumber))
return (newRoomNumber);
else
return (-1);
#endif
}
//-------------------------------------------------------------- SelectNeighborRoom
void SelectNeighborRoom (short whichNeighbor)
{
#ifndef COMPILEDEMO
short newRoomNumber;
newRoomNumber = DoesNeighborRoomExist(whichNeighbor);
if (newRoomNumber != -1)
{
DeselectObject();
CopyRoomToThisRoom(newRoomNumber);
ReflectCurrentRoom(false);
}
#endif
}
//-------------------------------------------------------------- GetNeighborRoomNumber
short GetNeighborRoomNumber (short which)
{
short hDelta, vDelta, i;
short roomH, roomV;
short roomNum;
char wasState;
switch (which)
{
case kCentralRoom:
hDelta = 0;
vDelta = 0;
break;
case kNorthRoom:
hDelta = 0;
vDelta = 1;
break;
case kNorthEastRoom:
hDelta = 1;
vDelta = 1;
break;
case kEastRoom:
hDelta = 1;
vDelta = 0;
break;
case kSouthEastRoom:
hDelta = 1;
vDelta = -1;
break;
case kSouthRoom:
hDelta = 0;
vDelta = -1;
break;
case kSouthWestRoom:
hDelta = -1;
vDelta = -1;
break;
case kWestRoom:
hDelta = -1;
vDelta = 0;
break;
case kNorthWestRoom:
hDelta = -1;
vDelta = 1;
break;
}
roomNum = kRoomIsEmpty;
wasState = HGetState((Handle)thisHouse);
HLock((Handle)thisHouse);
roomH = (*thisHouse)->rooms[thisRoomNumber].suite + hDelta;
roomV = (*thisHouse)->rooms[thisRoomNumber].floor + vDelta;
for (i = 0; i < numberRooms; i++)
{
if (((*thisHouse)->rooms[i].suite == roomH) &&
((*thisHouse)->rooms[i].floor == roomV))
{
roomNum = i;
break;
}
}
HSetState((Handle)thisHouse, wasState);
return (roomNum);
}
//-------------------------------------------------------------- SetToNearestNeighborRoom
void SetToNearestNeighborRoom (short wasFloor, short wasSuite)
{
// searches in a clockwise spiral pattern (from thisRoom) for a<>
// legitimate neighboring room - then sets thisRoom to it
short distance, h, v;
short hStep, vStep;
short testRoomNum, testH, testV;
char wasState;
Boolean finished;
wasState = HGetState((Handle)thisHouse);
HLock((Handle)thisHouse);
finished = false;
distance = 1; // we begin our walk a distance of one from source room
h = -1; // we begin with the neighbor to the left<66>
v = 0; // and on the same floor
hStep = 0; // we don't 'walk' left or right<68>
vStep = -1; // instead, we 'walk' up
do
{
testH = wasSuite + h;
testV = wasFloor + v;
if (RoomExists(testH, testV, &testRoomNum)) // if a legitimate room
{
CopyRoomToThisRoom(testRoomNum);
finished = true;
}
else
{
h += hStep;
v += vStep;
if ((h > distance) || (h < -distance) || (v > distance) || (v < -distance))
{ // we have walked beyond the bounds of our spiral
if ((hStep == -1) && (vStep == 0)) // we expand our spiral out
{
distance++;
hStep = 0; // begin travelling up again
vStep = -1;
}
else
{
h -= hStep; // first, back up a step
v -= vStep;
if (hStep == 0) // we were travelling up or down
{
if (vStep == -1) // we were travelling up<75>
hStep = 1; // so begin travelling right
else // we were travelling down<77>
hStep = -1; // so begin travelling left
vStep = 0;
}
else
{
hStep = 0; // begin travelling down
vStep = 1;
}
h += hStep; // proceed a step now
v += vStep;
}
}
}
} while (!finished);
HSetState((Handle)thisHouse, wasState);
}
//-------------------------------------------------------------- GetRoomFloorSuite
Boolean GetRoomFloorSuite (short room, short *floor, short *suite)
{
char wasState;
Boolean isRoom;
wasState = HGetState((Handle)thisHouse);
HLock((Handle)thisHouse);
if ((*thisHouse)->rooms[room].suite == kRoomIsEmpty)
{
*floor = 0;
*suite = kRoomIsEmpty;
isRoom = false;
}
else
{
*suite = (*thisHouse)->rooms[room].suite;
*floor = (*thisHouse)->rooms[room].floor;
isRoom = true;
}
HSetState((Handle)thisHouse, wasState);
return (isRoom);
}
//-------------------------------------------------------------- GetRoomNumber
short GetRoomNumber (short floor, short suite)
{
// pass in a floor and suite; returns the room index into the house file
short roomNum, i;
char wasState;
roomNum = kRoomIsEmpty;
wasState = HGetState((Handle)thisHouse);
HLock((Handle)thisHouse);
for (i = 0; i < numberRooms; i++)
{
if (((*thisHouse)->rooms[i].suite == suite) &&
((*thisHouse)->rooms[i].floor == floor))
{
roomNum = i;
break;
}
}
HSetState((Handle)thisHouse, wasState);
return (roomNum);
}
//-------------------------------------------------------------- IsRoomAStructure
Boolean IsRoomAStructure (short roomNum)
{
char wasState;
Boolean isStructure;
if (roomNum == kRoomIsEmpty)
return (false);
wasState = HGetState((Handle)thisHouse);
HLock((Handle)thisHouse);
if ((*thisHouse)->rooms[roomNum].background >= kUserBackground)
{
if ((*thisHouse)->rooms[roomNum].bounds != 0)
{
isStructure = (((*thisHouse)->rooms[roomNum].bounds & 32) == 32);
}
else
{
if ((*thisHouse)->rooms[roomNum].background < kUserStructureRange)
isStructure = true;
else
isStructure = false;
}
}
else
{
switch ((*thisHouse)->rooms[roomNum].background)
{
case kPaneledRoom:
case kSimpleRoom:
case kChildsRoom:
case kAsianRoom:
case kUnfinishedRoom:
case kSwingersRoom:
case kBathroom:
case kLibrary:
case kSkywalk:
case kRoof:
isStructure = true;
break;
default:
isStructure = false;
break;
}
}
HSetState((Handle)thisHouse, wasState);
return (isStructure);
}
//-------------------------------------------------------------- DetermineRoomOpenings
void DetermineRoomOpenings (void)
{
short whichBack, leftTile, rightTile;
short boundsCode;
whichBack = thisRoom->background;
leftTile = thisRoom->tiles[0];
rightTile = thisRoom->tiles[kNumTiles - 1];
if (whichBack >= kUserBackground)
{
if (thisRoom->bounds != 0)
boundsCode = thisRoom->bounds >> 1;
else
boundsCode = GetOriginalBounding(whichBack);
leftOpen = ((boundsCode & 0x0001) == 0x0001);
rightOpen = ((boundsCode & 0x0004) == 0x0004);
if (leftOpen)
leftThresh = kNoLeftWallLimit;
else
leftThresh = kLeftWallLimit;
if (rightOpen)
rightThresh = kNoRightWallLimit;
else
rightThresh = kRightWallLimit;
}
else
{
switch (whichBack)
{
case kSimpleRoom:
case kPaneledRoom:
case kBasement:
case kChildsRoom:
case kAsianRoom:
case kUnfinishedRoom:
case kSwingersRoom:
case kBathroom:
case kLibrary:
case kSky:
if (leftTile == 0)
leftThresh = kLeftWallLimit;
else
leftThresh = kNoLeftWallLimit;
if (rightTile == (kNumTiles - 1))
rightThresh = kRightWallLimit;
else
rightThresh = kNoRightWallLimit;
leftOpen = (leftTile != 0);
rightOpen = (rightTile != (kNumTiles - 1));
break;
case kDirt:
if (leftTile == 1)
leftThresh = kLeftWallLimit;
else
leftThresh = kNoLeftWallLimit;
if (rightTile == (kNumTiles - 1))
rightThresh = kRightWallLimit;
else
rightThresh = kNoRightWallLimit;
leftOpen = (leftTile != 0);
rightOpen = (rightTile != (kNumTiles - 1));
break;
case kMeadow:
if (leftTile == 6)
leftThresh = kLeftWallLimit;
else
leftThresh = kNoLeftWallLimit;
if (rightTile == 7)
rightThresh = kRightWallLimit;
else
rightThresh = kNoRightWallLimit;
leftOpen = (leftTile != 6);
rightOpen = (rightTile != 7);
break;
case kGarden:
case kSkywalk:
case kField:
case kStratosphere:
case kStars:
leftThresh = kNoLeftWallLimit;
rightThresh = kNoRightWallLimit;
leftOpen = true;
rightOpen = true;
break;
default:
if (leftTile == 0)
leftThresh = kLeftWallLimit;
else
leftThresh = kNoLeftWallLimit;
if (rightTile == (kNumTiles - 1))
rightThresh = kRightWallLimit;
else
rightThresh = kNoRightWallLimit;
leftOpen = (leftTile != 0);
rightOpen = (rightTile != (kNumTiles - 1));
break;
}
}
if (DoesRoomHaveFloor())
bottomOpen = false;
else
bottomOpen = true;
if (DoesRoomHaveCeiling())
topOpen = false;
else
topOpen = true;
}
//-------------------------------------------------------------- GetOriginalBounding
short GetOriginalBounding (short theID)
{
boundsHand boundsRes;
short boundCode;
boundsRes = (boundsHand)GetResource('bnds', theID);
if (boundsRes == nil)
{
if (PictIDExists(theID))
YellowAlert(kYellowNoBoundsRes, 0);
boundCode = 0;
}
else
{
boundCode = 0;
HLock((Handle)boundsRes);
if ((*boundsRes)->left)
boundCode += 1;
if ((*boundsRes)->top)
boundCode += 2;
if ((*boundsRes)->right)
boundCode += 4;
if ((*boundsRes)->bottom)
boundCode += 8;
HUnlock((Handle)boundsRes);
ReleaseResource((Handle)boundsRes);
}
return (boundCode);
}
//-------------------------------------------------------------- GetNumberOfLights
short GetNumberOfLights (short where)
{
houseType *thisHousePtr;
short i, count;
char wasState;
if (theMode == kEditMode)
{
switch (thisRoom->background)
{
case kGarden:
case kSkywalk:
case kMeadow:
case kField:
case kRoof:
case kSky:
case kStratosphere:
case kStars:
count = 1;
break;
case kDirt:
count = 0;
if ((thisRoom->tiles[0] == 0) && (thisRoom->tiles[1] == 0) &&
(thisRoom->tiles[2] == 0) && (thisRoom->tiles[3] == 0) &&
(thisRoom->tiles[4] == 0) && (thisRoom->tiles[5] == 0) &&
(thisRoom->tiles[6] == 0) && (thisRoom->tiles[7] == 0))
count = 1;
break;
default:
count = 0;
break;
}
if (count == 0)
{
for (i = 0; i < kMaxRoomObs; i++)
{
switch (thisRoom->objects[i].what)
{
case kDoorInLf:
case kDoorInRt:
case kWindowInLf:
case kWindowInRt:
case kWallWindow:
count++;
break;
case kCeilingLight:
case kLightBulb:
case kTableLamp:
case kHipLamp:
case kDecoLamp:
case kFlourescent:
case kTrackLight:
case kInvisLight:
if (thisRoom->objects[i].data.f.initial)
count++;
break;
}
}
}
}
else
{
wasState = HGetState((Handle)thisHouse);
HLock((Handle)thisHouse);
thisHousePtr = *thisHouse;
switch (thisHousePtr->rooms[where].background)
{
case kGarden:
case kSkywalk:
case kMeadow:
case kField:
case kRoof:
case kSky:
case kStratosphere:
case kStars:
count = 1;
break;
case kDirt:
count = 0;
if ((thisHousePtr->rooms[where].tiles[0] == 0) &&
(thisHousePtr->rooms[where].tiles[1] == 0) &&
(thisHousePtr->rooms[where].tiles[2] == 0) &&
(thisHousePtr->rooms[where].tiles[3] == 0) &&
(thisHousePtr->rooms[where].tiles[4] == 0) &&
(thisHousePtr->rooms[where].tiles[5] == 0) &&
(thisHousePtr->rooms[where].tiles[6] == 0) &&
(thisHousePtr->rooms[where].tiles[7] == 0))
count = 1;
break;
default:
count = 0;
break;
}
if (count == 0)
{
for (i = 0; i < kMaxRoomObs; i++)
{
switch (thisHousePtr->rooms[where].objects[i].what)
{
case kDoorInLf:
case kDoorInRt:
case kWindowInLf:
case kWindowInRt:
case kWallWindow:
count++;
break;
case kCeilingLight:
case kLightBulb:
case kTableLamp:
case kHipLamp:
case kDecoLamp:
case kFlourescent:
case kTrackLight:
case kInvisLight:
if (thisHousePtr->rooms[where].objects[i].data.f.state)
count++;
break;
}
}
}
HSetState((Handle)thisHouse, wasState);
}
return (count);
}
//-------------------------------------------------------------- IsShadowVisible
Boolean IsShadowVisible (void)
{
short boundsCode;
Boolean hasFloor;
if (thisRoom->background >= kUserBackground)
{
if (thisRoom->bounds != 0) // is this a version 2.0 house?
boundsCode = (thisRoom->bounds >> 1);
else
boundsCode = GetOriginalBounding(thisRoom->background);
hasFloor = ((boundsCode & 0x0008) != 0x0008);
}
else
{
switch (thisRoom->background)
{
case kRoof:
case kSky:
case kStratosphere:
case kStars:
hasFloor = false;
break;
default:
hasFloor = true;
break;
}
}
return (hasFloor);
}
//-------------------------------------------------------------- DoesRoomHaveFloor
Boolean DoesRoomHaveFloor (void)
{
short boundsCode;
Boolean hasFloor;
if (thisRoom->background >= kUserBackground)
{
if (thisRoom->bounds != 0) // is this a version 2.0 house?
boundsCode = (thisRoom->bounds >> 1);
else
boundsCode = GetOriginalBounding(thisRoom->background);
hasFloor = ((boundsCode & 0x0008) != 0x0008);
}
else
{
switch (thisRoom->background)
{
case kSky:
case kStratosphere:
case kStars:
hasFloor = false;
break;
default:
hasFloor = true;
break;
}
}
return (hasFloor);
}
//-------------------------------------------------------------- DoesRoomHaveCeiling
Boolean DoesRoomHaveCeiling (void)
{
short boundsCode;
Boolean hasCeiling;
if (thisRoom->background >= kUserBackground)
{
if (thisRoom->bounds != 0) // is this a version 2.0 house?
boundsCode = (thisRoom->bounds >> 1);
else
boundsCode = GetOriginalBounding(thisRoom->background);
hasCeiling = ((boundsCode & 0x0002) != 0x0002);
}
else
{
switch (thisRoom->background)
{
case kGarden:
case kMeadow:
case kField:
case kRoof:
case kSky:
case kStratosphere:
case kStars:
hasCeiling = false;
break;
default:
hasCeiling = true;
break;
}
}
return (hasCeiling);
}