CoreSource/Document.c

#include "CoreGlobals.h"
#include "ZAM.h"
#include "MenuDispatch.h"
 
 
//#define NETWORK_HELL 1
 
void UpdateGameWindow(WindowPtr graf, gamePtr game)
{
    SpriteUpdateEvent();
}
 
void OpenGameWindow(WindowPtr   wp, gamePtr game)
{
}
 
void CloseGameWindow(WindowPtr wp, gamePtr game)
{
}
 
void SaveGameWindow(WindowPtr   wp, gamePtr game)
{
}
 
void ClickGameWindow(WindowPtr wp, gamePtr game)
{
 
#if 0
    Point       click;
    short       dir;
    GrafPtr     savePort;
    fixPt       vel;
    Fixed       velH,velV;
    
    GetPort(&savePort);
    SetPort(wp);
    
    click = gEvent.where;
    GlobalToLocal(&click);
    
    dir = Random() % kNumShotFrames;
    if(dir < 0) dir = -dir;
 
    //StartExplosionHere(game, ff(click.h), ff(click.v));
 
 
    FireMissile( dir, ff(click.h), ff(click.v), false);
 
    {
        short   i;
        for(i = 0; i < 10; i++) {
            dir += i;
            if(dir >= kNumShotFrames) dir = 0;
            FireMissile( dir, ff(click.h), ff(click.v), false);
 
        }
 
        for(i = 0; i < 5; i++) {
            dir += i;
            if(dir >= kNumShotFrames) dir = 0;
            FireMissile( dir, ff(click.h), ff(click.v), false);
        }
 
 
    }
 
    SetPort(savePort);
 
#endif
    
#ifdef NETWORK_HELL
    FireNetworkMissile(game, dir, click);
#endif
}
 
void KeyGameWindow(WindowPtr wp, gamePtr game)
{
}
 
void AdjustMenuGameWindow(WindowPtr wp, gamePtr game)
{
}
 
void IdleGameWindow(void)
{
    
    ProcessXThingTask(10);
    CheckMissileColissions(gGame);
    AnimateSprites();
    SoundKeeper();
    CheckTankDead();
}
 
void NewGameWindow(void)
{
    NewGame();
}
 
 
void ForceRefreshGameWindow(WindowPtr wp, gamePtr game)
{
    GrafPtr     savePort;
 
    GetPort(&savePort);
    SetPort(wp);
 
    ValidRect(&wp->portRect);
    UpdateGameWindow(wp, game);
 
    SetPort(savePort);
 
 
}