242 lines
7.6 KiB
C++
242 lines
7.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef HODJNPODJ_GARFUNKLE_GARFUNKLE_H
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#define HODJNPODJ_GARFUNKLE_GARFUNKLE_H
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#include "bagel/boflib/sound.h"
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namespace Bagel {
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namespace HodjNPodj {
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namespace Garkfunkle {
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#define PLAY_FACTOR 150 // Multiply MilliSeconds by SpeedFactor for tenths of Seconds
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#define ANIM_SLEEP 200 // Milliseconds
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// Button Identifier codes (BIDs)
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#define IDC_A 100
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#define IDC_B 101
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#define IDC_C 102
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#define IDC_D 103
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#define IDC_E 104
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#define IDC_F 105
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#define IDC_START 106
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// Win condition values
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#define LOW_WIN 8 // Minimum number of notes in completed
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#define MEDIUM_WIN 10 //...sequence required to receive info
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#define HIGH_WIN 12 //...when playing from the metagame
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// Backdrop bitmaps
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#define MAINSCREEN ".\\ART\\GARFEMPT.BMP"
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#define RIBBON ".\\ART\\RIBBON.BMP"
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#define RIBBON_X 139
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#define RIBBON_Y 332
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#define SIGN_COLOR RGB( 0, 0, 0 ) // Color of the sign text
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#define SIGN_LOCATION_X 117
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#define SIGN_LOCATION_Y 310
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#define SIGN_WIDTH 33
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#define SIGN_HEIGHT 30
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#define VIOLIN_LOCATION_X 199
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#define VIOLIN_LOCATION_Y 210
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#define VIOLIN_WIDTH 57
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#define VIOLIN_HEIGHT 96
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#define CELLO_LOCATION_X 257
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#define CELLO_LOCATION_Y 206
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#define CELLO_WIDTH 63
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#define CELLO_HEIGHT 101
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#define DRUM_LOCATION_X 321
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#define DRUM_LOCATION_Y 208
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#define DRUM_WIDTH 57
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#define DRUM_HEIGHT 92
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#define SAX_LOCATION_X 380
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#define SAX_LOCATION_Y 208
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#define SAX_WIDTH 55
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#define SAX_HEIGHT 99
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#define HARP_LOCATION_X 141
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#define HARP_LOCATION_Y 194
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#define HARP_WIDTH 56
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#define HARP_HEIGHT 107
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#define CLARINET_LOCATION_X 444
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#define CLARINET_LOCATION_Y 180
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#define CLARINET_WIDTH 46
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#define CLARINET_HEIGHT 127
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#define NEWGAME_LOCATION_X 15
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#define NEWGAME_LOCATION_Y 0
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#define NEWGAME_WIDTH 217
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#define NEWGAME_HEIGHT 20
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#define SIGN_LOCATION_X 117
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#define SIGN_LOCATION_Y 310
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#define SIGN_WIDTH 33
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#define SIGN_HEIGHT 30
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#define WOODRIGHT_LOCATION_X 460
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#define WOODRIGHT_LOCATION_Y 25
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#define WOODRIGHT_WIDTH 164
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#define WOODRIGHT_HEIGHT 137
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#define WOODLEFT_LOCATION_X 17
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#define WOODLEFT_LOCATION_Y 25
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#define WOODLEFT_WIDTH 137
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#define WOODLEFT_HEIGHT 148
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#define BENCH_LOCATION_X 17
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#define BENCH_LOCATION_Y 404
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#define BENCH_WIDTH 610
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#define BENCH_HEIGHT 62
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// Simon Button constants
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#define MIN_BUTTONS 3
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#define MAX_BUTTONS 6
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#define MAX_SEQUENCE 25
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// Playback speed constants
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#define MIN_SPEED 0
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#define MAX_SPEED 11
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#define NUM_SPEEDS 12
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#define SLOW_DOWN 1 // take off this amount from time between notes on playback
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#define PLAYER_TIMER 3 // can't wait forever for a note!
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#define ANIM_TIMER 4 // time to change frames
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#define TIME_LIMIT 10000 // 10 seconds for player response
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#define PAUSE_TIME 50 // in milliseconds, so = 1/2 sec
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#define INCREMENT_RATE 5 // rate by which speed is increased
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#define RULES_TEXT "GARFUNK.TXT" // rules file
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#define WIN_SOUND ".\\SOUND\\FANFARE1.WAV"
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#define WRONG_SOUND ".\\SOUND\\SOSORRY.WAV"
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#define SLOW_SOUND ".\\SOUND\\ALARM.WAV"
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#define SIGN_1_SOUND ".\\SOUND\\SIGN1.WAV"
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#define SIGN_2_SOUND ".\\SOUND\\SIGN2.WAV"
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#define SIGN_3_SOUND ".\\SOUND\\SIGN3.WAV"
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#define SIGN_4_SOUND ".\\SOUND\\SIGN4.WAV"
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#define SIGN_5_SOUND ".\\SOUND\\SIGN5.WAV"
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#define BENCH_SOUND ".\\SOUND\\MYSEAT.WAV"
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#define TREES_SOUND ".\\SOUND\\TIMBER.WAV"
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#define RULES_SOUND ".\\SOUND\\GARFUNK.WAV"
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#define NUM_SIGN_SOUNDS 5
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#define VIOLIN_SOUND ".\\SOUND\\viol2.mid"
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#define CELLO_SOUND ".\\SOUND\\cello2.mid"
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#define DRUM_SOUND ".\\SOUND\\DRUM2.MID" //drum.mid" //DRUM.WAV"
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#define SAX_SOUND ".\\SOUND\\sax2.mid"
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#define HARP_SOUND ".\\SOUND\\harp2.mid"
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#define CLARINET_SOUND ".\\SOUND\\clar2.mid"
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#define VIOLIN_ANIM ".\\ART\\violin2.bmp"
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#define CELLO_ANIM ".\\ART\\cello2.bmp"
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#define DRUM_ANIM ".\\ART\\drums2.bmp"
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#define SAX_ANIM ".\\ART\\sax2.bmp"
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#define HARP_ANIM ".\\ART\\harp2.bmp"
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#define CLARINET_ANIM ".\\ART\\clari2.bmp"
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#define VIOLIN_CELS 14
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#define CELLO_CELS 16
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#define DRUM_CELS 20
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#define SAX_CELS 14
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#define HARP_CELS 17
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#define CLARINET_CELS 18
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#define VIOLIN_OFFSET_X 2
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#define CELLO_OFFSET_X 4
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#define DRUM_OFFSET_X 0
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#define SAX_OFFSET_X 2
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#define HARP_OFFSET_X 2
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#define CLARINET_OFFSET_X 5
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#define VIOLIN_OFFSET_Y 16
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#define CELLO_OFFSET_Y 5
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#define DRUM_OFFSET_Y 3
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#define SAX_OFFSET_Y 4
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#define HARP_OFFSET_Y 0
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#define CLARINET_OFFSET_Y 4
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//bool wait_awhile(int);
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///////////////////////////////////////////////////////////////////////////////////
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// CMainWindow:
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// See game.cpp for the code to the member functions and the message map.
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//
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class CMainWindow : public CFrameWnd {
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public:
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CMainWindow();
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bool GetNewSequence(const char* pszFileName);
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bool GetNewSequence(int nLength);
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void ActivateButtons(unsigned int nNumActive, bool bState);
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void PlayBackSeries(int nNumNotes);
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void NewGame();
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void StartAnimation();
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void StopAnimation();
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bool wait_awhile(int nHundSecs);
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//added data members:
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void SplashScreen();
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private:
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void initStatics();
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void OnSoundNotify(CSound *pSound);
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CRect rectMusic[MAX_BUTTONS]; // Musician locations
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protected:
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virtual bool OnCommand(WPARAM wParam, LPARAM lParam) override;
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void OnDestroy();
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//{{AFX_MSG( CMainWindow )
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afx_msg void OnPaint();
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afx_msg void OnChar(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags);
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afx_msg void OnSysChar(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags);
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afx_msg void OnKeyDown(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags);
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afx_msg void OnSysKeyDown(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags);
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// afx_msg void OnKeyUp(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags);
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afx_msg void OnTimer(uintptr nIDEvent);
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afx_msg void OnLButtonDown(unsigned int nFlags, CPoint point);
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afx_msg void OnLButtonUp(unsigned int nFlags, CPoint point);
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afx_msg void OnRButtonDown(unsigned int nFlags, CPoint point);
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afx_msg void OnMouseMove(unsigned int nFlags, CPoint point);
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afx_msg void OnActivate(unsigned int, CWnd*, bool) override;
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afx_msg void OnClose();
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afx_msg LRESULT OnMCINotify(WPARAM, LPARAM);
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afx_msg LRESULT OnMMIONotify(WPARAM, LPARAM);
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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} // namespace Garfunkle
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} // namespace HodjNPodj
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} // namespace Bagel
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#endif
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