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