//============================================================================ //---------------------------------------------------------------------------- // RoomGraphics.c //---------------------------------------------------------------------------- //============================================================================ #include "PLResources.h" #include "PLStandardColors.h" #include "Externs.h" #include "Environ.h" #include "MainWindow.h" #include "RectUtils.h" #include "Room.h" #define kManholeThruFloor 3957 void LoadGraphicSpecial (DrawSurface *surface, short); void DrawRoomBackground (short, short, short); void DrawFloorSupport (void); void ReadyBackMap (void); void RestoreWorkMap (void); void DrawLighting (void); Rect suppSrcRect; DrawSurface *suppSrcMap; Rect localRoomsDest[9]; Rect houseRect; short numNeighbors, numLights, thisTiles[kNumTiles]; short localNumbers[9], thisBackground; Boolean isStructure[9], wardBitSet; extern Rect tempManholes[]; extern short numTempManholes, tvWithMovieNumber; extern Boolean shadowVisible, takingTheStairs; //============================================================== Functions //-------------------------------------------------------------- DrawLocale void DrawLocale (void) { short i, roomV; char wasState; DrawSurface *wasCPort; ZeroFlamesAndTheLike(); ZeroDinahs(); KillAllBands(); ZeroMirrorRegion(); ZeroTriggers(); numTempManholes = 0; FlushAnyTriggerPlaying(); DumpTriggerSound(); tvInRoom = false; tvWithMovieNumber = -1; roomV = (*thisHouse)->rooms[thisRoomNumber].floor; for (i = 0; i < 9; i++) { localNumbers[i] = GetNeighborRoomNumber(i); isStructure[i] = IsRoomAStructure(localNumbers[i]); } ListAllLocalObjects(); wasCPort = GetGraphicsPort(); backSrcMap->SetForeColor(StdColors::Black()); backSrcMap->FillRect(backSrcRect); if (numNeighbors > 3) { numLights = GetNumberOfLights(localNumbers[kNorthWestRoom]); DrawRoomBackground(localNumbers[kNorthWestRoom], kNorthWestRoom, roomV + 1); DrawARoomsObjects(kNorthWestRoom, false); numLights = GetNumberOfLights(localNumbers[kNorthEastRoom]); DrawRoomBackground(localNumbers[kNorthEastRoom], kNorthEastRoom, roomV + 1); DrawARoomsObjects(kNorthEastRoom, false); numLights = GetNumberOfLights(localNumbers[kNorthRoom]); DrawRoomBackground(localNumbers[kNorthRoom], kNorthRoom, roomV + 1); DrawARoomsObjects(kNorthRoom, false); numLights = GetNumberOfLights(localNumbers[kSouthWestRoom]); DrawRoomBackground(localNumbers[kSouthWestRoom], kSouthWestRoom, roomV - 1); DrawARoomsObjects(kSouthWestRoom, false); numLights = GetNumberOfLights(localNumbers[kSouthEastRoom]); DrawRoomBackground(localNumbers[kSouthEastRoom], kSouthEastRoom, roomV - 1); DrawARoomsObjects(kSouthEastRoom, false); numLights = GetNumberOfLights(localNumbers[kSouthRoom]); DrawRoomBackground(localNumbers[kSouthRoom], kSouthRoom, roomV - 1); DrawARoomsObjects(kSouthRoom, false); } if (numNeighbors > 1) { numLights = GetNumberOfLights(localNumbers[kWestRoom]); DrawRoomBackground(localNumbers[kWestRoom], kWestRoom, roomV); DrawARoomsObjects(kWestRoom, false); DrawLighting(); numLights = GetNumberOfLights(localNumbers[kEastRoom]); DrawRoomBackground(localNumbers[kEastRoom], kEastRoom, roomV); DrawARoomsObjects(kEastRoom, false); DrawLighting(); } numLights = GetNumberOfLights(localNumbers[kCentralRoom]); DrawRoomBackground(localNumbers[kCentralRoom], kCentralRoom, roomV); DrawARoomsObjects(kCentralRoom, false); DrawLighting(); if (numNeighbors > 3) DrawFloorSupport(); RestoreWorkMap(); shadowVisible = IsShadowVisible(); takingTheStairs = false; SetGraphicsPort(wasCPort); } //-------------------------------------------------------------- LoadGraphicSpecial void LoadGraphicSpecial (DrawSurface *surface, short resID) { Rect bounds; THandle thePicture; thePicture = GetPicture(resID); if (thePicture == nil) { thePicture = GetResource('Date', resID).StaticCast(); if (thePicture == nil) { thePicture = GetPicture(2000); if (thePicture == nil) RedAlert(kErrFailedGraphicLoad); } } bounds = (*thePicture)->picFrame.ToRect(); OffsetRect(&bounds, -bounds.left, -bounds.top); surface->DrawPicture(thePicture, bounds); thePicture.Dispose(); } //-------------------------------------------------------------- DrawRoomBackground void DrawRoomBackground (short who, short where, short elevation) { Rect src, dest; short i, pictID; short tiles[kNumTiles]; char wasState; if (where == kCentralRoom) { thisBackground = (*thisHouse)->rooms[who].background; for (i = 0; i < kNumTiles; i++) thisTiles[i] = (*thisHouse)->rooms[who].tiles[i]; } if ((numLights == 0) && (who != kRoomIsEmpty)) { backSrcMap->SetForeColor(StdColors::Black()); backSrcMap->FillRect(localRoomsDest[where]); return; } if (who == kRoomIsEmpty) // This call should be smarter than this { if (wardBitSet) { backSrcMap->SetForeColor(StdColors::Black()); backSrcMap->FillRect(localRoomsDest[where]); return; } if (elevation > 1) { pictID = kSky; for (i = 0; i < kNumTiles; i++) tiles[i] = 2; } else if (elevation == 1) { pictID = kMeadow; for (i = 0; i < kNumTiles; i++) tiles[i] = 0; } else { pictID = kDirt; for (i = 0; i < kNumTiles; i++) tiles[i] = 0; } } else { pictID = (*thisHouse)->rooms[who].background; for (i = 0; i < kNumTiles; i++) tiles[i] = (*thisHouse)->rooms[who].tiles[i]; } LoadGraphicSpecial(workSrcMap, pictID); QSetRect(&src, 0, 0, kTileWide, kTileHigh); QSetRect(&dest, 0, 0, kTileWide, kTileHigh); QOffsetRect(&dest, localRoomsDest[where].left, localRoomsDest[where].top); for (i = 0; i < kNumTiles; i++) { src.left = tiles[i] * kTileWide; src.right = src.left + kTileWide; CopyBits((BitMap *)*GetGWorldPixMap(workSrcMap), (BitMap *)*GetGWorldPixMap(backSrcMap), &src, &dest, srcCopy); QOffsetRect(&dest, kTileWide, 0); } } //-------------------------------------------------------------- DrawFloorSupport void DrawFloorSupport (void) { Rect src, dest, whoCares; short i; DrawSurface *surface = backSrcMap; src = suppSrcRect; if (isStructure[kNorthWestRoom]) { dest = suppSrcRect; // left room's ceiling QOffsetRect(&dest, localRoomsDest[kWestRoom].left, localRoomsDest[kCentralRoom].top - suppSrcRect.bottom); CopyBits((BitMap *)*GetGWorldPixMap(suppSrcMap), (BitMap *)*GetGWorldPixMap(backSrcMap), &src, &dest, srcCopy); for (i = 0; i < numTempManholes; i++) if (SectRect(&dest, &tempManholes[i], &whoCares)) { tempManholes[i].top = dest.top; tempManholes[i].bottom = dest.bottom; LoadScaledGraphic(surface, kManholeThruFloor, &tempManholes[i]); } } if (isStructure[kWestRoom]) { dest = suppSrcRect; // left room's floor QOffsetRect(&dest, localRoomsDest[kWestRoom].left, localRoomsDest[kCentralRoom].bottom); CopyBits((BitMap *)*GetGWorldPixMap(suppSrcMap), (BitMap *)*GetGWorldPixMap(backSrcMap), &src, &dest, srcCopy); for (i = 0; i < numTempManholes; i++) if (SectRect(&dest, &tempManholes[i], &whoCares)) { tempManholes[i].top = dest.top; tempManholes[i].bottom = dest.bottom; LoadScaledGraphic(surface, kManholeThruFloor, &tempManholes[i]); } } if (isStructure[kNorthRoom]) { dest = suppSrcRect; // directly above main room QOffsetRect(&dest, localRoomsDest[kCentralRoom].left, localRoomsDest[kCentralRoom].top - suppSrcRect.bottom); CopyBits((BitMap *)*GetGWorldPixMap(suppSrcMap), (BitMap *)*GetGWorldPixMap(backSrcMap), &src, &dest, srcCopy); for (i = 0; i < numTempManholes; i++) if (SectRect(&dest, &tempManholes[i], &whoCares)) { tempManholes[i].top = dest.top; tempManholes[i].bottom = dest.bottom; LoadScaledGraphic(surface, kManholeThruFloor, &tempManholes[i]); } } if (isStructure[kCentralRoom]) { dest = suppSrcRect; // directly below main room QOffsetRect(&dest, localRoomsDest[kCentralRoom].left, localRoomsDest[kCentralRoom].bottom); CopyBits((BitMap *)*GetGWorldPixMap(suppSrcMap), (BitMap *)*GetGWorldPixMap(backSrcMap), &src, &dest, srcCopy); for (i = 0; i < numTempManholes; i++) if (SectRect(&dest, &tempManholes[i], &whoCares)) { tempManholes[i].top = dest.top; tempManholes[i].bottom = dest.bottom; LoadScaledGraphic(surface, kManholeThruFloor, &tempManholes[i]); } } if (isStructure[kNorthEastRoom]) { dest = suppSrcRect; QOffsetRect(&dest, localRoomsDest[kEastRoom].left, localRoomsDest[kCentralRoom].top - suppSrcRect.bottom); CopyBits((BitMap *)*GetGWorldPixMap(suppSrcMap), (BitMap *)*GetGWorldPixMap(backSrcMap), &src, &dest, srcCopy); for (i = 0; i < numTempManholes; i++) if (SectRect(&dest, &tempManholes[i], &whoCares)) { tempManholes[i].top = dest.top; tempManholes[i].bottom = dest.bottom; LoadScaledGraphic(surface, kManholeThruFloor, &tempManholes[i]); } } if (isStructure[kEastRoom]) { dest = suppSrcRect; QOffsetRect(&dest, localRoomsDest[kEastRoom].left, localRoomsDest[kCentralRoom].bottom); CopyBits((BitMap *)*GetGWorldPixMap(suppSrcMap), (BitMap *)*GetGWorldPixMap(backSrcMap), &src, &dest, srcCopy); for (i = 0; i < numTempManholes; i++) if (SectRect(&dest, &tempManholes[i], &whoCares)) { tempManholes[i].top = dest.top; tempManholes[i].bottom = dest.bottom; LoadScaledGraphic(surface, kManholeThruFloor, &tempManholes[i]); } } } //-------------------------------------------------------------- ReadyBackMap void ReadyBackMap (void) { CopyBits((BitMap *)*GetGWorldPixMap(workSrcMap), (BitMap *)*GetGWorldPixMap(backSrcMap), &workSrcRect, &workSrcRect, srcCopy); } //-------------------------------------------------------------- RestoreWorkMap void RestoreWorkMap (void) { Rect dest; dest = backSrcRect; CopyBits((BitMap *)*GetGWorldPixMap(backSrcMap), (BitMap *)*GetGWorldPixMap(workSrcMap), &backSrcRect, &backSrcRect, srcCopy); } //-------------------------------------------------------------- ReadyLevel void ReadyLevel (void) { NilSavedMaps(); #ifdef COMPILEQT if ((thisMac.hasQT) && (hasMovie) && (tvInRoom)) { tvInRoom = false; tvWithMovieNumber = -1; StopMovie(theMovie); } #endif DetermineRoomOpenings(); DrawLocale(); InitGarbageRects(); } //-------------------------------------------------------------- DrawLighting void DrawLighting (void) { if (numLights == 0) return; else { // for future construction } } //-------------------------------------------------------------- RedrawRoomLighting void RedrawRoomLighting (void) { short roomV; char wasState; Boolean wasLit, isLit; roomV = (*thisHouse)->rooms[thisRoomNumber].floor; wasLit = numLights > 0; numLights = GetNumberOfLights(localNumbers[kCentralRoom]); isLit = numLights > 0; if (wasLit != isLit) { DrawRoomBackground(localNumbers[kCentralRoom], kCentralRoom, roomV); DrawARoomsObjects(kCentralRoom, true); DrawLighting(); UpdateOutletsLighting(localNumbers[kCentralRoom], numLights); if (numNeighbors > 3) DrawFloorSupport(); RestoreWorkMap(); AddRectToWorkRects(&localRoomsDest[kCentralRoom]); shadowVisible = IsShadowVisible(); } }