mirror of
https://github.com/softdorothy/GliderPRO.git
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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
20 KiB
C
Executable File
1 line
20 KiB
C
Executable File
//============================================================================
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//----------------------------------------------------------------------------
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// House.c
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//----------------------------------------------------------------------------
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//============================================================================
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#include <Navigation.h>
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#include <NumberFormatting.h>
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#include <Resources.h>
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#include <Sound.h>
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#include "DialogUtils.h"
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#include "Externs.h"
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#include "House.h"
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#include "RectUtils.h"
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#define kGoToDialogID 1043
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void UpdateGoToDialog (DialogPtr);
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pascal Boolean GoToFilter (DialogPtr, EventRecord *, short *);
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houseHand thisHouse;
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linksPtr linksList;
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Str32 thisHouseName;
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short srcLocations[kMaxRoomObs];
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short destLocations[kMaxRoomObs];
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short wasFloor, wasSuite;
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retroLink retroLinkList[kMaxRoomObs];
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Boolean houseUnlocked;
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extern gameType smallGame;
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extern short numberRooms, mapLeftRoom, mapTopRoom, numStarsRemaining;
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extern Boolean houseOpen, noRoomAtAll;
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extern Boolean twoPlayerGame, wardBitSet, phoneBitSet;
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//============================================================== Functions
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//-------------------------------------------------------------- CreateNewHouse
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// Called to create a new house file.
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#ifndef COMPILEDEMO
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Boolean CreateNewHouse (void)
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{
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AEKeyword theKeyword;
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DescType actualType;
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Size actualSize;
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NavReplyRecord theReply;
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NavDialogOptions dialogOptions;
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FSSpec tempSpec;
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FSSpec theSpec;
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OSErr theErr;
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theErr = NavGetDefaultDialogOptions(&dialogOptions);
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theErr = NavPutFile(nil, &theReply, &dialogOptions, nil, 'gliH', 'ozm5', nil);
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if (theErr == userCanceledErr)
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return false;
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if (!theReply.validRecord)
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return (false);
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theErr = AEGetNthPtr(&(theReply.selection), 1, typeFSS, &theKeyword,
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&actualType, &theSpec, sizeof(FSSpec), &actualSize);
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if (theReply.replacing)
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{
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theErr = FSMakeFSSpec(theSpec.vRefNum, theSpec.parID,
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theSpec.name, &tempSpec);
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if (!CheckFileError(theErr, theSpec.name))
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return (false);
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theErr = FSpDelete(&tempSpec);
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if (!CheckFileError(theErr, theSpec.name))
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return (false);
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}
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if (houseOpen)
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{
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if (!CloseHouse())
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return (false);
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}
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theErr = FSpCreate(&theSpec, 'ozm5', 'gliH', theReply.keyScript);
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if (!CheckFileError(theErr, "\pNew House"))
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return (false);
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HCreateResFile(theSpec.vRefNum, theSpec.parID, theSpec.name);
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if (ResError() != noErr)
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YellowAlert(kYellowFailedResCreate, ResError());
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PasStringCopy(theSpec.name, thisHouseName);
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AddExtraHouse(&theSpec);
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BuildHouseList();
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InitCursor();
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if (!OpenHouse())
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return (false);
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return (true);
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}
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#endif
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//-------------------------------------------------------------- InitializeEmptyHouse
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// Initializes all the structures for an empty (new) house.
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#ifndef COMPILEDEMO
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Boolean InitializeEmptyHouse (void)
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{
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houseType *thisHousePtr;
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Str255 tempStr;
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if (thisHouse != nil)
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DisposeHandle((Handle)thisHouse);
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thisHouse = (houseHand)NewHandle(sizeof(houseType));
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if (thisHouse == nil)
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{
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YellowAlert(kYellowUnaccounted, 1);
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return (false);
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}
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HLock((Handle)thisHouse);
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thisHousePtr = *thisHouse;
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thisHousePtr->version = kHouseVersion;
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thisHousePtr->firstRoom = -1;
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thisHousePtr->timeStamp = 0L;
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thisHousePtr->flags = 0L;
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thisHousePtr->initial.h = 32;
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thisHousePtr->initial.v = 32;
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ZeroHighScores();
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GetLocalizedString(11, tempStr);
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PasStringCopy(tempStr, thisHousePtr->banner);
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GetLocalizedString(12, tempStr);
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PasStringCopy(tempStr, thisHousePtr->trailer);
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thisHousePtr->hasGame = false;
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thisHousePtr->nRooms = 0;
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wardBitSet = false;
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phoneBitSet = false;
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HUnlock((Handle)thisHouse);
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numberRooms = 0;
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mapLeftRoom = 60;
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mapTopRoom = 50;
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thisRoomNumber = kRoomIsEmpty;
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previousRoom = -1;
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houseUnlocked = true;
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OpenMapWindow();
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UpdateMapWindow();
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noRoomAtAll = true;
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fileDirty = true;
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UpdateMenus(false);
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ReflectCurrentRoom(true);
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return (true);
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}
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#endif
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//-------------------------------------------------------------- RealRoomNumberCount
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// Returns the real number of rooms in a house (some rooms may still<6C>
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// be place-holders - they were deleted earlier and are flagged as<61>
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// deleted but still occupy space in the file).
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short RealRoomNumberCount (void)
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{
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short realRoomCount, i;
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char wasState;
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wasState = HGetState((Handle)thisHouse);
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HLock((Handle)thisHouse);
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realRoomCount = (*thisHouse)->nRooms;
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if (realRoomCount != 0)
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{
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for (i = 0; i < (*thisHouse)->nRooms; i++)
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{
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if ((*thisHouse)->rooms[i].suite == kRoomIsEmpty)
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realRoomCount--;
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}
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}
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HSetState((Handle)thisHouse, wasState);
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return (realRoomCount);
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}
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//-------------------------------------------------------------- GetFirstRoomNumber
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// Returns the room number (indicee into house file) of the room where<72>
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// the player is to begin.
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short GetFirstRoomNumber (void)
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{
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short firstRoom;
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char wasState;
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wasState = HGetState((Handle)thisHouse);
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HLock((Handle)thisHouse);
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if ((*thisHouse)->nRooms <= 0)
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{
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firstRoom = -1;
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noRoomAtAll = true;
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}
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else
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{
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firstRoom = (*thisHouse)->firstRoom;
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if ((firstRoom >= (*thisHouse)->nRooms) || (firstRoom < 0))
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firstRoom = 0;
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}
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HSetState((Handle)thisHouse, wasState);
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return (firstRoom);
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}
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//-------------------------------------------------------------- WhereDoesGliderBegin
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// Returns a rectangle indicating where in the first room the player's<>
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// glider is to appear.
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void WhereDoesGliderBegin (Rect *theRect, short mode)
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{
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Point initialPt;
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char wasState;
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wasState = HGetState((Handle)thisHouse);
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HLock((Handle)thisHouse);
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if (mode == kResumeGameMode)
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initialPt = smallGame.where;
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else if (mode == kNewGameMode)
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initialPt = (*thisHouse)->initial;
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HSetState((Handle)thisHouse, wasState);
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QSetRect(theRect, 0, 0, kGliderWide, kGliderHigh);
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QOffsetRect(theRect, initialPt.h, initialPt.v);
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}
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//-------------------------------------------------------------- HouseHasOriginalPicts
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// Returns true is the current house has custom artwork imbedded.
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Boolean HouseHasOriginalPicts (void)
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{
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short nPicts;
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nPicts = Count1Resources('PICT');
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return (nPicts > 0);
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}
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//-------------------------------------------------------------- CountHouseLinks
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// Counts up the number of linked objects in a house.
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short CountHouseLinks (void)
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{
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houseType *thisHousePtr;
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short numRooms, numLinks;
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short r, i, what;
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char wasState;
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numLinks = 0;
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wasState = HGetState((Handle)thisHouse);
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HLock((Handle)thisHouse);
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thisHousePtr = *thisHouse;
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numRooms = thisHousePtr->nRooms;
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for (r = 0; r < numRooms; r++)
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{
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for (i = 0; i < kMaxRoomObs; i++)
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{
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what = thisHousePtr->rooms[r].objects[i].what;
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switch (what)
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{
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case kLightSwitch:
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case kMachineSwitch:
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case kThermostat:
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case kPowerSwitch:
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case kKnifeSwitch:
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case kInvisSwitch:
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case kTrigger:
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case kLgTrigger:
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if (thisHousePtr->rooms[r].objects[i].data.e.where != -1)
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numLinks++;
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break;
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case kMailboxLf:
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case kMailboxRt:
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case kFloorTrans:
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case kCeilingTrans:
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case kInvisTrans:
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case kDeluxeTrans:
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if (thisHousePtr->rooms[r].objects[i].data.d.where != -1)
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numLinks++;
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break;
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}
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}
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}
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HSetState((Handle)thisHouse, wasState);
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return (numLinks);
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}
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//-------------------------------------------------------------- GenerateLinksList
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// Generates a list of all objects that have links and what rooms<6D>
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// and objects they are linked to. It is called in order to preserve<76>
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// the links if the objects or rooms in a house are to be shuffled<65>
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// around.
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#ifndef COMPILEDEMO
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void GenerateLinksList (void)
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{
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houseType *thisHousePtr;
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objectType thisObject;
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short numLinks, numRooms, r, i, what;
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short floor, suite, roomLinked, objectLinked;
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char wasState;
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wasState = HGetState((Handle)thisHouse);
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HLock((Handle)thisHouse);
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thisHousePtr = *thisHouse;
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numRooms = thisHousePtr->nRooms;
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numLinks = 0;
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for (r = 0; r < numRooms; r++)
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{
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for (i = 0; i < kMaxRoomObs; i++)
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{
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what = thisHousePtr->rooms[r].objects[i].what;
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switch (what)
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{
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case kLightSwitch:
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case kMachineSwitch:
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case kThermostat:
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case kPowerSwitch:
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case kKnifeSwitch:
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case kInvisSwitch:
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case kTrigger:
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case kLgTrigger:
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thisObject = thisHousePtr->rooms[r].objects[i];
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if (thisObject.data.e.where != -1)
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{
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ExtractFloorSuite(thisObject.data.e.where, &floor, &suite);
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roomLinked = GetRoomNumber(floor, suite);
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objectLinked = (short)thisObject.data.e.who;
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linksList[numLinks].srcRoom = r;
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linksList[numLinks].srcObj = i;
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linksList[numLinks].destRoom = roomLinked;
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linksList[numLinks].destObj = objectLinked;
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numLinks++;
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}
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break;
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case kMailboxLf:
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case kMailboxRt:
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case kFloorTrans:
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case kCeilingTrans:
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case kInvisTrans:
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case kDeluxeTrans:
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thisObject = thisHousePtr->rooms[r].objects[i];
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if (thisObject.data.d.where != -1)
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{
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ExtractFloorSuite(thisObject.data.d.where, &floor, &suite);
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roomLinked = GetRoomNumber(floor, suite);
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objectLinked = (short)thisObject.data.d.who;
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linksList[numLinks].srcRoom = r;
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linksList[numLinks].srcObj = i;
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linksList[numLinks].destRoom = roomLinked;
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linksList[numLinks].destObj = objectLinked;
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numLinks++;
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}
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break;
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}
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}
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}
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HSetState((Handle)thisHouse, wasState);
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}
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#endif
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//-------------------------------------------------------------- SortRoomObjects
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// I'm a little fuzzy on what this does.
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#ifndef COMPILEDEMO
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void SortRoomsObjects (short which)
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{
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short probe, probe2, room, obj;
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Boolean busy, looking;
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busy = true;
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probe = 0;
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do
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{
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if ((*thisHouse)->rooms[which].objects[probe].what == kObjectIsEmpty)
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{
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looking = true;
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probe2 = probe + 1; // begin by looking at the next object
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do
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{
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if ((*thisHouse)->rooms[which].objects[probe2].what != kObjectIsEmpty)
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{
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(*thisHouse)->rooms[which].objects[probe] =
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(*thisHouse)->rooms[which].objects[probe2];
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(*thisHouse)->rooms[which].objects[probe2].what = kObjectIsEmpty;
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if (srcLocations[probe2] != -1)
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linksList[srcLocations[probe2]].srcObj = probe;
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if (destLocations[probe2] != -1)
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{
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linksList[destLocations[probe2]].destObj = probe;
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room = linksList[destLocations[probe2]].srcRoom;
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obj = linksList[destLocations[probe2]].srcObj;
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(*thisHouse)->rooms[room].objects[obj].data.e.who = probe;
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}
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fileDirty = true;
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looking = false;
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}
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probe2++;
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if ((probe2 >= kMaxRoomObs) && (looking))
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{
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looking = false;
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busy = false;
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}
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}
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while (looking);
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}
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probe++;
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if (probe >= (kMaxRoomObs - 1))
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busy = false;
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}
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while (busy);
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}
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#endif
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//-------------------------------------------------------------- SortHouseObjects
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// I'm a little fuzzy on what this does exactly either.
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#ifndef COMPILEDEMO
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void SortHouseObjects (void)
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{
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houseType *thisHousePtr;
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short numLinks, numRooms, r, i, l;
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char wasState;
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SpinCursor(3);
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CopyThisRoomToRoom();
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numLinks = CountHouseLinks();
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if (numLinks == 0)
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return;
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linksList = nil;
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linksList = (linksPtr)NewPtr(sizeof(linksType) * numLinks);
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if (linksList == nil)
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RedAlert(kErrNoMemory);
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GenerateLinksList();
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wasState = HGetState((Handle)thisHouse);
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HLock((Handle)thisHouse);
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thisHousePtr = *thisHouse;
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numRooms = thisHousePtr->nRooms;
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for (r = 0; r < numRooms; r++)
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{
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for (i = 0; i < kMaxRoomObs; i++) // initialize arrays
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{
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srcLocations[i] = -1;
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destLocations[i] = -1;
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}
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for (i = 0; i < kMaxRoomObs; i++) // walk object list
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{
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for (l = 0; l < numLinks; l++) // walk link list
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{
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if ((linksList[l].srcRoom == r) && (linksList[l].srcObj == i))
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srcLocations[i] = l;
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if ((linksList[l].destRoom == r) && (linksList[l].destObj == i))
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destLocations[i] = l;
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}
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}
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SortRoomsObjects(r);
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if ((r & 0x0007) == 0x0007)
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IncrementCursor();
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}
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SpinCursor(3);
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HSetState((Handle)thisHouse, wasState);
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if (linksList != nil)
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DisposePtr((Ptr)linksList);
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ForceThisRoom(thisRoomNumber);
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}
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#endif
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//-------------------------------------------------------------- CountRoomsVisited
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// Goes through and counts the number of rooms a player has been to in<69>
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// the current game.
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short CountRoomsVisited (void)
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{
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houseType *thisHousePtr;
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short numRooms, r, count;
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char wasState;
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wasState = HGetState((Handle)thisHouse);
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HLock((Handle)thisHouse);
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thisHousePtr = *thisHouse;
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numRooms = thisHousePtr->nRooms;
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count = 0;
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for (r = 0; r < numRooms; r++)
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{
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if (thisHousePtr->rooms[r].visited)
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count++;
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}
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HSetState((Handle)thisHouse, wasState);
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return (count);
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}
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//-------------------------------------------------------------- GenerateRetroLinks
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// Walk entire house looking for objects which are linked to objects<74>
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// in the current room.
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void GenerateRetroLinks (void)
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{
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houseType *thisHousePtr;
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objectType thisObject;
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short i, r, numRooms, floor, suite;
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short what, roomLinked, objectLinked;
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char wasState;
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for (i = 0; i < kMaxRoomObs; i++) // Initialize array.
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retroLinkList[i].room = -1;
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wasState = HGetState((Handle)thisHouse);
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HLock((Handle)thisHouse);
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thisHousePtr = *thisHouse;
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numRooms = thisHousePtr->nRooms;
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for (r = 0; r < numRooms; r++)
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{
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for (i = 0; i < kMaxRoomObs; i++)
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{
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what = thisHousePtr->rooms[r].objects[i].what;
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switch (what)
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{
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case kLightSwitch:
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case kMachineSwitch:
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case kThermostat:
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case kPowerSwitch:
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case kKnifeSwitch:
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case kInvisSwitch:
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case kTrigger:
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case kLgTrigger:
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thisObject = thisHousePtr->rooms[r].objects[i];
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if (thisObject.data.e.where != -1)
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{
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ExtractFloorSuite(thisObject.data.e.where, &floor, &suite);
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roomLinked = GetRoomNumber(floor, suite);
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if (roomLinked == thisRoomNumber)
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{
|
||
objectLinked = (short)thisObject.data.e.who;
|
||
if (retroLinkList[objectLinked].room == -1)
|
||
{
|
||
retroLinkList[objectLinked].room = r;
|
||
retroLinkList[objectLinked].object = i;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case kMailboxLf:
|
||
case kMailboxRt:
|
||
case kFloorTrans:
|
||
case kCeilingTrans:
|
||
case kInvisTrans:
|
||
case kDeluxeTrans:
|
||
thisObject = thisHousePtr->rooms[r].objects[i];
|
||
if (thisObject.data.d.where != -1)
|
||
{
|
||
ExtractFloorSuite(thisObject.data.d.where, &floor, &suite);
|
||
roomLinked = GetRoomNumber(floor, suite);
|
||
if (roomLinked == thisRoomNumber)
|
||
{
|
||
objectLinked = (short)thisObject.data.d.who;
|
||
if (retroLinkList[objectLinked].room == -1)
|
||
{
|
||
retroLinkList[objectLinked].room = r;
|
||
retroLinkList[objectLinked].object = i;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
HSetState((Handle)thisHouse, wasState);
|
||
}
|
||
|
||
//-------------------------------------------------------------- UpdateGoToDialog
|
||
// Redraws the "Go To Room..." dialog.
|
||
|
||
void UpdateGoToDialog (DialogPtr theDialog)
|
||
{
|
||
DrawDialog(theDialog);
|
||
DrawDefaultButton(theDialog);
|
||
FrameDialogItemC(theDialog, 10, kRedOrangeColor8);
|
||
}
|
||
|
||
//-------------------------------------------------------------- GoToFilter
|
||
// Dialog filter for the "Go To Room..." dialog.
|
||
|
||
pascal Boolean GoToFilter (DialogPtr dial, EventRecord *event, short *item)
|
||
{
|
||
switch (event->what)
|
||
{
|
||
case keyDown:
|
||
switch ((event->message) & charCodeMask)
|
||
{
|
||
case kReturnKeyASCII:
|
||
case kEnterKeyASCII:
|
||
FlashDialogButton(dial, kOkayButton);
|
||
*item = kOkayButton;
|
||
return(true);
|
||
break;
|
||
|
||
default:
|
||
return(false);
|
||
}
|
||
break;
|
||
|
||
case updateEvt:
|
||
SetPort((GrafPtr)dial);
|
||
BeginUpdate(GetDialogWindow(dial));
|
||
UpdateGoToDialog(dial);
|
||
EndUpdate(GetDialogWindow(dial));
|
||
event->what = nullEvent;
|
||
return(false);
|
||
break;
|
||
|
||
default:
|
||
return(false);
|
||
break;
|
||
}
|
||
}
|
||
|
||
//-------------------------------------------------------------- DoGoToDialog
|
||
|
||
// "Go To Room..." dialog.
|
||
|
||
void DoGoToDialog (void)
|
||
{
|
||
#define kGoToFirstButt 2
|
||
#define kGoToPrevButt 3
|
||
#define kGoToFSButt 4
|
||
#define kFloorEditText 5
|
||
#define kSuiteEditText 6
|
||
DialogPtr theDialog;
|
||
long tempLong;
|
||
short item, roomToGoTo;
|
||
Boolean leaving, canceled;
|
||
ModalFilterUPP goToFilterUPP;
|
||
|
||
goToFilterUPP = NewModalFilterUPP(GoToFilter);
|
||
BringUpDialog(&theDialog, kGoToDialogID);
|
||
|
||
if (GetFirstRoomNumber() == thisRoomNumber)
|
||
MyDisableControl(theDialog, kGoToFirstButt);
|
||
if ((!RoomNumExists(previousRoom)) || (previousRoom == thisRoomNumber))
|
||
MyDisableControl(theDialog, kGoToPrevButt);
|
||
|
||
SetDialogNumToStr(theDialog, kFloorEditText, (long)wasFloor);
|
||
SetDialogNumToStr(theDialog, kSuiteEditText, (long)wasSuite);
|
||
SelectDialogItemText(theDialog, kFloorEditText, 0, 1024);
|
||
|
||
leaving = false;
|
||
canceled = false;
|
||
|
||
while (!leaving)
|
||
{
|
||
ModalDialog(goToFilterUPP, &item);
|
||
|
||
if (item == kOkayButton)
|
||
{
|
||
roomToGoTo = -1;
|
||
canceled = true;
|
||
leaving = true;
|
||
}
|
||
else if (item == kGoToFirstButt)
|
||
{
|
||
roomToGoTo = GetFirstRoomNumber();
|
||
leaving = true;
|
||
}
|
||
else if (item == kGoToPrevButt)
|
||
{
|
||
roomToGoTo = previousRoom;
|
||
leaving = true;
|
||
}
|
||
else if (item == kGoToFSButt)
|
||
{
|
||
GetDialogNumFromStr(theDialog, kFloorEditText, &tempLong);
|
||
wasFloor = (short)tempLong;
|
||
GetDialogNumFromStr(theDialog, kSuiteEditText, &tempLong);
|
||
wasSuite = (short)tempLong;
|
||
roomToGoTo = GetRoomNumber(wasFloor, wasSuite);
|
||
leaving = true;
|
||
}
|
||
}
|
||
|
||
DisposeDialog(theDialog);
|
||
DisposeModalFilterUPP(goToFilterUPP);
|
||
|
||
if (!canceled)
|
||
{
|
||
if (RoomNumExists(roomToGoTo))
|
||
{
|
||
DeselectObject();
|
||
CopyRoomToThisRoom(roomToGoTo);
|
||
ReflectCurrentRoom(false);
|
||
}
|
||
else
|
||
SysBeep(1);
|
||
}
|
||
}
|
||
|
||
//-------------------------------------------------------------- ConvertHouseVer1To2
|
||
|
||
// This function goes through an old version 1 house and converts it<69>
|
||
// to version 2.
|
||
|
||
void ConvertHouseVer1To2 (void)
|
||
{
|
||
Str255 roomStr, message;
|
||
short wasRoom, floor, suite;
|
||
short i, h, numRooms;
|
||
char wasState;
|
||
|
||
CopyThisRoomToRoom();
|
||
wasRoom = thisRoomNumber;
|
||
GetLocalizedString(13, message);
|
||
OpenMessageWindow(message);
|
||
|
||
SpinCursor(3);
|
||
|
||
wasState = HGetState((Handle)thisHouse);
|
||
HLock((Handle)thisHouse);
|
||
|
||
numRooms = (*thisHouse)->nRooms;
|
||
for (i = 0; i < numRooms; i++)
|
||
{
|
||
if ((*thisHouse)->rooms[i].suite != kRoomIsEmpty)
|
||
{
|
||
NumToString((long)i, roomStr);
|
||
GetLocalizedString(14, message);
|
||
PasStringConcat(message, roomStr);
|
||
SetMessageWindowMessage(message);
|
||
SpinCursor(1);
|
||
|
||
ForceThisRoom(i);
|
||
for (h = 0; h < kMaxRoomObs; h++)
|
||
{
|
||
switch (thisRoom->objects[h].what)
|
||
{
|
||
case kMailboxLf:
|
||
case kMailboxRt:
|
||
case kFloorTrans:
|
||
case kCeilingTrans:
|
||
case kInvisTrans:
|
||
case kDeluxeTrans:
|
||
if (thisRoom->objects[h].data.d.where != -1)
|
||
{
|
||
ExtractFloorSuite(thisRoom->objects[h].data.d.where, &floor, &suite);
|
||
floor += kNumUndergroundFloors;
|
||
thisRoom->objects[h].data.d.where = MergeFloorSuite(floor, suite);
|
||
}
|
||
break;
|
||
|
||
case kLightSwitch:
|
||
case kMachineSwitch:
|
||
case kThermostat:
|
||
case kPowerSwitch:
|
||
case kKnifeSwitch:
|
||
case kInvisSwitch:
|
||
case kTrigger:
|
||
case kLgTrigger:
|
||
if (thisRoom->objects[h].data.e.where != -1)
|
||
{
|
||
ExtractFloorSuite(thisRoom->objects[h].data.e.where, &floor, &suite);
|
||
floor += kNumUndergroundFloors;
|
||
thisRoom->objects[h].data.e.where = MergeFloorSuite(floor, suite);
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
CopyThisRoomToRoom();
|
||
}
|
||
}
|
||
|
||
(*thisHouse)->version = kHouseVersion;
|
||
HSetState((Handle)thisHouse, wasState);
|
||
|
||
InitCursor();
|
||
CloseMessageWindow();
|
||
ForceThisRoom(wasRoom);
|
||
}
|
||
|
||
//-------------------------------------------------------------- ShiftWholeHouse
|
||
|
||
void ShiftWholeHouse (short howFar)
|
||
{
|
||
#pragma unused (howFar)
|
||
short wasRoom;
|
||
short i, h, numRooms;
|
||
char wasState;
|
||
|
||
OpenMessageWindow("\pShifting Whole House<73>");
|
||
SpinCursor(3);
|
||
|
||
CopyThisRoomToRoom();
|
||
wasRoom = thisRoomNumber;
|
||
wasState = HGetState((Handle)thisHouse);
|
||
HLock((Handle)thisHouse);
|
||
numRooms = (*thisHouse)->nRooms;
|
||
|
||
for (i = 0; i < numRooms; i++)
|
||
{
|
||
if ((*thisHouse)->rooms[i].suite != kRoomIsEmpty)
|
||
{
|
||
SpinCursor(1);
|
||
|
||
ForceThisRoom(i);
|
||
for (h = 0; h < kMaxRoomObs; h++)
|
||
{
|
||
}
|
||
CopyThisRoomToRoom();
|
||
}
|
||
}
|
||
|
||
HSetState((Handle)thisHouse, wasState);
|
||
ForceThisRoom(wasRoom);
|
||
|
||
InitCursor();
|
||
CloseMessageWindow();
|
||
}
|
||
|