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scummvm-cursorfix/engines/bagel/hodjnpodj/dfa/dfa.h
2026-02-02 04:50:13 +01:00

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6.5 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_DFA_DFA_H
#define HODJNPODJ_DFA_DFA_H
#include "bagel/boflib/sound.h"
#include "bagel/hodjnpodj/hnplibs/dibdoc.h"
#include "bagel/hodjnpodj/hnplibs/gamedll.h"
#include "bagel/hodjnpodj/dfa/globals.h"
#include "bagel/hodjnpodj/dfa/resource.h"
#include "bagel/hodjnpodj/hnplibs/cbofdlg.h" // header for the options library
#include "bagel/hodjnpodj/hnplibs/mainmenu.h"
#include "bagel/hodjnpodj/hnplibs/button.h"
#include "bagel/hodjnpodj/hnplibs/rules.h"
#include "bagel/hodjnpodj/hnplibs/text.h"
#include "bagel/hodjnpodj/hnplibs/bitmaps.h"
#include "bagel/hodjnpodj/hnplibs/sprite.h"
namespace Bagel {
namespace HodjNPodj {
namespace DFA {
// Button Identifier codes (BIDs)
#define IDC_OPTION 100
#define IDC_LETTERBUTTON 200 // to 480
#define IDC_JUNK 999
// Border width & height
#define SIDE_BORDER 16
#define TOP_BORDER 20
// Rules File Identifiers
#define RULESFILE "DFA.TXT"
#define RULES_WAV ".\\SOUND\\DAMFUR.WAV"
// Sound files:
#define GAME_THEME ".\\SOUND\\DAMFUR.MID"
#define HIT_1_WAV ".\\SOUND\\OW1.WAV"
#define HIT_2_WAV ".\\SOUND\\OW2.WAV"
#define HIT_3_WAV ".\\SOUND\\OW3.WAV"
#define HIT_4_WAV ".\\SOUND\\OW4.WAV"
#define HIT_5_WAV ".\\SOUND\\OW5.WAV"
#define HIT_6_WAV ".\\SOUND\\OW6.WAV"
#define HIT_7_WAV ".\\SOUND\\OW7.WAV"
#define HIT_8_WAV ".\\SOUND\\OW8.WAV"
#define HIT_9_WAV ".\\SOUND\\OW9.WAV"
#define HIT_10_WAV ".\\SOUND\\OW10.WAV"
#define HIT_11_WAV ".\\SOUND\\OW11.WAV"
#define MISS_1_WAV ".\\SOUND\\HAHA.WAV"
#define MISS_2_WAV ".\\SOUND\\MISSED.WAV"
#define MISS_3_WAV ".\\SOUND\\MISSEDME.WAV"
#define TICK_WAV ".\\SOUND\\TICK.WAV"
#define TIME_WAV ".\\SOUND\\BUZZER.WAV"
#define LAKE_WAV ".\\SOUND\\LAKE.WAV"
#define MOUNT_WAV ".\\SOUND\\YODEL.WAV"
#define BEE_WAV ".\\SOUND\\BEE.WAV"
#define WATCH_WAV ".\\SOUND\\CUCKOO.WAV"
#define NUM_HIT_SOUNDS 11 // Number of sounds available for a hit
#define NUM_MISS_SOUNDS 3 // Number of sounds available for a missed hit
#define NUM_BEAVERS 7 // Number of beavers to hit
// Audio EasterEgg area constants
#define LAKE_X 178
#define LAKE_Y 152
#define LAKE_DX 283
#define LAKE_DY 38
#define MOUNT_X 40
#define MOUNT_Y 40
#define MOUNT_DX 510
#define MOUNT_DY 80
#define FLOWERS_X 540
#define FLOWERS_Y 325
#define FLOWERS_DX 82
#define FLOWERS_DY 136
#define WATCH_X 437 // 436
#define WATCH_Y 401 // 401
#define WATCH_DX 70
#define WATCH_DY 60
// Bitmap Identifiers
#define OPTSCROLL "ART\\SSCROLL.BMP"
#define BEAVER1 "ART\\BEAVER1.BMP"
#define BEAVER2 "ART\\BEAVER2.BMP"
#define BEAVER3 "ART\\BEAVER3.BMP"
#define BEAVER4 "ART\\BEAVER4.BMP"
#define BEAVER5 "ART\\BEAVER5.BMP"
#define BEAVER6 "ART\\BEAVER6.BMP"
#define BEAVER7 "ART\\BEAVER7.BMP"
// Button positioning constants
#define OPTION_WIDTH 146
#define OPTION_HEIGHT 23
#define OPTION_LEFT 246
#define OPTION_TOP 0
#define NUMBEROFCOLS 20
#define NUMBEROFROWS 14
/////////////////////////////////////////////////////////////////////////////
// CMainPackRatWindow:
// See game.cpp for the code to the member functions and the message map.
//
class CMainDFAWindow : public CFrameWnd {
public:
unsigned int m_nTimeForGame = 0;
int m_nBeaverDuration = 0;
private:
bool m_bPlaySounds = false; // bool for am I playing a certain # of rounds
HWND m_hCallAppWnd = nullptr;
LPGAMESTRUCT m_lpGameStruct = nullptr;
bool m_bMouseCaptured = false;
long m_lScore = 0;
CRect MainRect; // screen area spanned by the game window
CRect ArtRect; // screen area inside the border trim
CRect OptionRect; // screen area spanned by the option button
CRect rNewGame; // screen area spanned by the name plate
CRect arBeaver[NUM_BEAVERS];
CString aHitFile[NUM_HIT_SOUNDS];
CString aMissFile[NUM_MISS_SOUNDS];
public:
CMainDFAWindow(HWND, LPGAMESTRUCT);
void SplashScreen();
static void ReleaseResources();
static void FlushInputEvents();
void MainLoop();
void ResetGame();
void ClearGrid();
void LoadNewGrid(int = 1);
void CreateNewGrid();
private:
void OnSoundNotify(CSound *pSound);
protected:
virtual bool OnCommand(WPARAM wParam, LPARAM lParam) override;
bool LoadBeaverSounds();
void ReleaseBeaverSounds();
//
// Sound as resource dudes:
//
char *m_pHitSound[NUM_HIT_SOUNDS] = {};
HANDLE m_hHitRes[NUM_HIT_SOUNDS] = {};
char *m_pMissSound[NUM_MISS_SOUNDS] = {};
HANDLE m_hMissRes[NUM_MISS_SOUNDS] = {};
//{{AFX_MSG( CMainPackRatWindow )
afx_msg void OnPaint();
afx_msg void OnClose();
afx_msg void OnDestroy();
afx_msg void OnTimer(uintptr);
afx_msg void OnRButtonDown(unsigned int, CPoint);
afx_msg void OnLButtonDown(unsigned int, CPoint);
afx_msg void OnLButtonUp(unsigned int, CPoint);
afx_msg void OnMouseMove(unsigned int, CPoint);
afx_msg void OnSysKeyDown(unsigned int, unsigned int, unsigned int);
afx_msg void OnKeyDown(unsigned int, unsigned int, unsigned int);
afx_msg bool OnEraseBkgnd(CDC *);
afx_msg void OnActivate(unsigned int nState, CWnd *pWndOther, bool bMinimized) override;
afx_msg LRESULT OnMCINotify(WPARAM, LPARAM);
afx_msg LRESULT OnMMIONotify(WPARAM, LPARAM);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
} // namespace DFA
} // namespace HodjNPodj
} // namespace Bagel
#endif