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2026-02-02 04:50:13 +01:00

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C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef HODJNPODJ_CRYPT_MAIN_H
#define HODJNPODJ_CRYPT_MAIN_H
#include "bagel/boflib/sound.h"
#include "bagel/hodjnpodj/hnplibs/gamedll.h"
#include "bagel/hodjnpodj/crypt/crypt.h"
namespace Bagel {
namespace HodjNPodj {
namespace Crypt {
#define NEW_GAME_LEFT 15
#define NEW_GAME_TOP 2
#define NEW_GAME_RIGHT 233
#define NEW_GAME_BOTTOM 21
#define PAUSE_TIME 15000 // Pause for 15 seconds -- allows user to read quote
// Game theme song
#define GAME_THEME ".\\sound\\crypt.mid"
// Rules files
#define RULES_TEXT "CRYPTRUL.TXT"
#define RULES_WAV ".\\SOUND\\CRYPT.WAV"
///////////////////////////////////////////
// EASTER EGG AND SOUND HOTSPOT DATA:
//
#define WAV_TIMEOUT ".\\SOUND\\BUZZER.WAV"
#define WAV_WON ".\\SOUND\\SOUNDWON.WAV"
#define WAV_URN1 ".\\SOUND\\OUTTHERE.WAV"
#define WAV_URN2 ".\\SOUND\\SPOOKMUS.WAV"
#define WAV_URN3 ".\\SOUND\\BUTFLIES.WAV"
#define WAV_JOKE1 ".\\SOUND\\JOKE1.WAV"
#define WAV_JOKE2 ".\\SOUND\\JOKE2.WAV"
#define WAV_JOKE3 ".\\SOUND\\JOKE3.WAV"
#define WAV_JOKE4 ".\\SOUND\\JOKE4.WAV"
#define WAV_JOKE5 ".\\SOUND\\JOKE5.WAV"
#define WAV_JOKE6 ".\\SOUND\\JOKE6.WAV"
#define WAV_TORCH ".\\SOUND\\FIREENG.WAV"
#define WAV_GRYPH ".\\SOUND\\GRYPHON.WAV"
#define WAV_STEPS ".\\SOUND\\STAIRS.WAV"
#define WAV_HOUR ".\\SOUND\\SANDTIME.WAV"
#define NUM_SKULL_SOUNDS 6
// Skull anim offsets
#define SKULL_X 21 //15
#define SKULL_Y 257 //245
#define SKULL_DX 97
#define SKULL_DY 135
// URN1 anim offsets
#define URN1_X 98 //95
#define URN1_Y 28 //22
#define URN1_DX 42 //54
#define URN1_DY 133 //48
// URN2 anim offsets
#define URN2_X 204 //186
#define URN2_Y 25 //24
#define URN2_DX 94 //120
#define URN2_DY 104 //106
// URN3 anim offsets
#define URN3_X 361 //357
#define URN3_Y 26 //23
#define URN3_DX 72 //84
#define URN3_DY 103 //108
// Anim cel count
#define NUM_SKULL_CELS 20
#define NUM_URN1_CELS 25
#define NUM_URN2_CELS 22
#define NUM_URN3_CELS 20
// Anim sleep times in millisecs
#define SKULL_SLEEP 100
#define JOKE1_SLEEP 130 // funny thing
#define JOKE2_SLEEP 130 // pj's part A
#define JOKE2B_SLEEP 120 // pj's part B
#define JOKE3_SLEEP 120 // audience
#define JOKE4_SLEEP 130 // brooklyn
#define JOKE5_SLEEP 150 // philly
#define JOKE6_SLEEP 40 // sock it to me
#define URN1_SLEEP 150
#define URN2_SLEEP 200
#define URN3_SLEEP 125
// TORCH audio hotspot offsets
#define TORCH1_X 45
#define TORCH1_Y 25
#define TORCH2_X 170
#define TORCH2_Y 40
#define TORCH3_X 307
#define TORCH3_Y 35
#define TORCH4_X 450
#define TORCH4_Y 40
#define TORCH_DX 50
#define TORCH_DY 80
// GRYPH audio hotspot offsets
#define GRYPH_X 208
#define GRYPH_Y 130
#define GRYPH_DX 240
#define GRYPH_DY 45
// STEPS audio hotspot offsets
#define STEPS_X 568
#define STEPS_Y 198
#define STEPS_DX 42
#define STEPS_DY 183
// HOUR audio hotspot offsets
#define HOUR_X 473
#define HOUR_Y 123
#define HOUR_DX 40
#define HOUR_DY 61
#define MAX_HOURS 10
class CMainWindow : public CFrameWnd {
public:
CMainWindow(HWND, LPGAMESTRUCT);
~CMainWindow();
void SplashScreen();
static void FlushInputEvents();
void DisplayStats(CDC*);
void RefreshStats();
void GameWin();
void GameLose();
private:
HWND m_hCallAppWnd = nullptr;
LPGAMESTRUCT m_lpGameStruct = nullptr;
CRect MainRect; // screen area spanned by the game window
CRect m_cNewGame; // area spanned by new game rect
CBmpButton *m_pScrollButton = nullptr; // scroll button
bool m_bIgnoreScrollClick = false; // scroll button
bool m_bIsFirstTimeHack = false;
CSprite *m_pHourGlass = nullptr;
private:
void OnSoundNotify(CSound *pSound);
protected:
virtual bool OnCommand(WPARAM wParam, LPARAM lParam) override;
//{{AFX_MSG( CMainWindow )
afx_msg void OnPaint();
afx_msg void OnLButtonDown(unsigned int, CPoint);
afx_msg void OnLButtonUp(unsigned int, CPoint);
afx_msg void OnLButtonDblClk(unsigned int, CPoint);
afx_msg void OnMButtonDown(unsigned int, CPoint);
afx_msg void OnMButtonUp(unsigned int, CPoint);
afx_msg void OnMButtonDblClk(unsigned int, CPoint);
afx_msg void OnRButtonDown(unsigned int, CPoint);
afx_msg void OnRButtonUp(unsigned int, CPoint);
afx_msg void OnRButtonDblClk(unsigned int, CPoint);
afx_msg void OnMouseMove(unsigned int nFlags, CPoint point);
afx_msg void OnChar(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags);
afx_msg void OnSysChar(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags);
afx_msg void OnSysKeyDown(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags);
afx_msg void OnKeyDown(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags);
afx_msg void OnTimer(uintptr nIDEvent);
afx_msg void OnClose();
afx_msg void OnDestroy();
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg LRESULT OnMCINotify(WPARAM, LPARAM);
afx_msg LRESULT OnMMIONotify(WPARAM, LPARAM);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
// CTheApp:
// See game.cpp for the code to the InitInstance member function.
//
class CTheApp : public CWinApp {
public:
bool InitInstance();
int ExitInstance();
};
} // namespace Crypt
} // namespace HodjNPodj
} // namespace Bagel
#endif