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

195 lines
5.6 KiB
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_LIFE_GAME_H
#define HODJNPODJ_LIFE_GAME_H
#include "bagel/boflib/sound.h"
#include "bagel/hodjnpodj/hnplibs/gamedll.h"
namespace Bagel {
namespace HodjNPodj {
namespace Life {
#define SPLASHSPEC ".\\art\\backgrnd.BMP"
#define CURLY_X 25 // Colony dimensions
#define CURLY_Y 24
#define VILLAGES_PLACED 10 // Number of colonies pre-placed in meta-game mode
#define PLACE_COLS 10
#define PLACE_ROWS 10
#define OFFSET_X 6
#define OFFSET_Y 4
#define SCROLL_BUTTON ".\\art\\SCROLBTN.BMP" // scroll commands button bmp
#define CALENDAR_BMP ".\\ART\\CALENDAR.BMP" // the blank calendar artwork
// stat info
#define STATS_COLOR RGB(255, 255, 0) // color of visual game stats
#define STATS_FONT_SIZE 15
#define MONTH_COL_POS 17 // sprite calendar pos
#define MONTH_ROW_POS 140
#define SCORE_LEFT_COL 459 // score pos
#define SCORE_LEFT_ROW 30
#define SCORE_RIGHT_COL 574
#define SCORE_RIGHT_ROW 52
#define CURRENT_LEFT_COL 44 // current villages pos
#define CURRENT_LEFT_ROW 30
#define CURRENT_RIGHT_COL 220
#define CURRENT_RIGHT_ROW 52
#define ROUND_LEFT_COL 15 // years past pos
#define ROUND_LEFT_ROW 315
#define ROUND_RIGHT_COL 62
#define ROUND_RIGHT_ROW 331
#define ROUND_TEXT1_LEFT_COL 15
#define ROUND_TEXT1_LEFT_ROW 330
#define ROUND_TEXT1_RIGHT_COL 62
#define ROUND_TEXT1_RIGHT_ROW 352
#define ROUND_TEXT2_LEFT_COL 15
#define ROUND_TEXT2_LEFT_ROW 351
#define ROUND_TEXT2_RIGHT_COL 62
#define ROUND_TEXT2_RIGHT_ROW 373
#define VILLAGE_LEFT_COL 15 // villages left pos
#define VILLAGE_LEFT_ROW 423
#define VILLAGE_RIGHT_COL 62
#define VILLAGE_RIGHT_ROW 441
#define VILLAGE_TEXT1_LEFT_COL 15
#define VILLAGE_TEXT1_LEFT_ROW 438
#define VILLAGE_TEXT1_RIGHT_COL 62
#define VILLAGE_TEXT1_RIGHT_ROW 459
// Button Identifier codes (BIDs)
#define IDC_EVOLVE 101
#define IDC_COMMAND 102
// Button positioning constants
#define QUIT_BUTTON_WIDTH 50
#define QUIT_BUTTON_HEIGHT 20
#define QUIT_BUTTON_OFFSET_X 10
#define QUIT_BUTTON_OFFSET_Y 10
#define COMMAND_BUTTON_WIDTH 80
#define COMMAND_BUTTON_HEIGHT 18
#define COMMAND_OFFSET_X 0
#define COMMAND_OFFSET_Y 0
#define EVOLVE_BUTTON_WIDTH 94
#define EVOLVE_BUTTON_HEIGHT 20
#define EVOLVE_BUTTON_OFFSET_X 0
#define EVOLVE_BUTTON_OFFSET_Y 30
// Timer ID's
#define EVOLVE_TIMER_ID 10001
#define EVOLVE_INTERVAL 100 // decaseconds
/////////////////////////////////////////////////////////////////////////////
// CMainWindow:
// See game.cpp for the code to the member functions and the message map.
class CLife;
class CMainWindow : public CFrameWnd {
private:
CLife *m_cLife = nullptr;
LPGAMESTRUCT m_lpGameStruct = nullptr;
HWND m_hCallAppWnd = nullptr;
bool m_bGameActive = false;
CSound *m_pSound = nullptr;
CRect m_rNewGameButton;
public:
CMainWindow(HWND, LPGAMESTRUCT);
~CMainWindow();
void initStatics();
void SplashScreen();
void DisplayStats();
void RefreshStats();
void NewGame();
void GamePause();
void GameResume();
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 OnLButtonDblClk(unsigned int, CPoint);
afx_msg void OnSysKeyDown(unsigned int, unsigned int, unsigned int);
afx_msg void OnSysChar(unsigned int, unsigned int, unsigned int);
afx_msg void OnKeyDown(unsigned int, unsigned int, unsigned int);
afx_msg void OnTimer(uintptr);
afx_msg void OnClose();
afx_msg void OnDestroy();
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();
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// CWindowMain frame
class CWindowMain : public CFrameWnd {
DECLARE_DYNCREATE(CWindowMain)
protected:
CWindowMain(); // protected constructor used by dynamic creation
virtual ~CWindowMain();
// Generated message map functions
//{{AFX_MSG(CWindowMain)
// NOTE - the ClassWizard will add and remove member functions here.
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
} // namespace Life
} // namespace HodjNPodj
} // namespace Bagel
#endif