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

242 lines
7.6 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_GARFUNKLE_GARFUNKLE_H
#define HODJNPODJ_GARFUNKLE_GARFUNKLE_H
#include "bagel/boflib/sound.h"
namespace Bagel {
namespace HodjNPodj {
namespace Garkfunkle {
#define PLAY_FACTOR 150 // Multiply MilliSeconds by SpeedFactor for tenths of Seconds
#define ANIM_SLEEP 200 // Milliseconds
// Button Identifier codes (BIDs)
#define IDC_A 100
#define IDC_B 101
#define IDC_C 102
#define IDC_D 103
#define IDC_E 104
#define IDC_F 105
#define IDC_START 106
// Win condition values
#define LOW_WIN 8 // Minimum number of notes in completed
#define MEDIUM_WIN 10 //...sequence required to receive info
#define HIGH_WIN 12 //...when playing from the metagame
// Backdrop bitmaps
#define MAINSCREEN ".\\ART\\GARFEMPT.BMP"
#define RIBBON ".\\ART\\RIBBON.BMP"
#define RIBBON_X 139
#define RIBBON_Y 332
#define SIGN_COLOR RGB( 0, 0, 0 ) // Color of the sign text
#define SIGN_LOCATION_X 117
#define SIGN_LOCATION_Y 310
#define SIGN_WIDTH 33
#define SIGN_HEIGHT 30
#define VIOLIN_LOCATION_X 199
#define VIOLIN_LOCATION_Y 210
#define VIOLIN_WIDTH 57
#define VIOLIN_HEIGHT 96
#define CELLO_LOCATION_X 257
#define CELLO_LOCATION_Y 206
#define CELLO_WIDTH 63
#define CELLO_HEIGHT 101
#define DRUM_LOCATION_X 321
#define DRUM_LOCATION_Y 208
#define DRUM_WIDTH 57
#define DRUM_HEIGHT 92
#define SAX_LOCATION_X 380
#define SAX_LOCATION_Y 208
#define SAX_WIDTH 55
#define SAX_HEIGHT 99
#define HARP_LOCATION_X 141
#define HARP_LOCATION_Y 194
#define HARP_WIDTH 56
#define HARP_HEIGHT 107
#define CLARINET_LOCATION_X 444
#define CLARINET_LOCATION_Y 180
#define CLARINET_WIDTH 46
#define CLARINET_HEIGHT 127
#define NEWGAME_LOCATION_X 15
#define NEWGAME_LOCATION_Y 0
#define NEWGAME_WIDTH 217
#define NEWGAME_HEIGHT 20
#define SIGN_LOCATION_X 117
#define SIGN_LOCATION_Y 310
#define SIGN_WIDTH 33
#define SIGN_HEIGHT 30
#define WOODRIGHT_LOCATION_X 460
#define WOODRIGHT_LOCATION_Y 25
#define WOODRIGHT_WIDTH 164
#define WOODRIGHT_HEIGHT 137
#define WOODLEFT_LOCATION_X 17
#define WOODLEFT_LOCATION_Y 25
#define WOODLEFT_WIDTH 137
#define WOODLEFT_HEIGHT 148
#define BENCH_LOCATION_X 17
#define BENCH_LOCATION_Y 404
#define BENCH_WIDTH 610
#define BENCH_HEIGHT 62
// Simon Button constants
#define MIN_BUTTONS 3
#define MAX_BUTTONS 6
#define MAX_SEQUENCE 25
// Playback speed constants
#define MIN_SPEED 0
#define MAX_SPEED 11
#define NUM_SPEEDS 12
#define SLOW_DOWN 1 // take off this amount from time between notes on playback
#define PLAYER_TIMER 3 // can't wait forever for a note!
#define ANIM_TIMER 4 // time to change frames
#define TIME_LIMIT 10000 // 10 seconds for player response
#define PAUSE_TIME 50 // in milliseconds, so = 1/2 sec
#define INCREMENT_RATE 5 // rate by which speed is increased
#define RULES_TEXT "GARFUNK.TXT" // rules file
#define WIN_SOUND ".\\SOUND\\FANFARE1.WAV"
#define WRONG_SOUND ".\\SOUND\\SOSORRY.WAV"
#define SLOW_SOUND ".\\SOUND\\ALARM.WAV"
#define SIGN_1_SOUND ".\\SOUND\\SIGN1.WAV"
#define SIGN_2_SOUND ".\\SOUND\\SIGN2.WAV"
#define SIGN_3_SOUND ".\\SOUND\\SIGN3.WAV"
#define SIGN_4_SOUND ".\\SOUND\\SIGN4.WAV"
#define SIGN_5_SOUND ".\\SOUND\\SIGN5.WAV"
#define BENCH_SOUND ".\\SOUND\\MYSEAT.WAV"
#define TREES_SOUND ".\\SOUND\\TIMBER.WAV"
#define RULES_SOUND ".\\SOUND\\GARFUNK.WAV"
#define NUM_SIGN_SOUNDS 5
#define VIOLIN_SOUND ".\\SOUND\\viol2.mid"
#define CELLO_SOUND ".\\SOUND\\cello2.mid"
#define DRUM_SOUND ".\\SOUND\\DRUM2.MID" //drum.mid" //DRUM.WAV"
#define SAX_SOUND ".\\SOUND\\sax2.mid"
#define HARP_SOUND ".\\SOUND\\harp2.mid"
#define CLARINET_SOUND ".\\SOUND\\clar2.mid"
#define VIOLIN_ANIM ".\\ART\\violin2.bmp"
#define CELLO_ANIM ".\\ART\\cello2.bmp"
#define DRUM_ANIM ".\\ART\\drums2.bmp"
#define SAX_ANIM ".\\ART\\sax2.bmp"
#define HARP_ANIM ".\\ART\\harp2.bmp"
#define CLARINET_ANIM ".\\ART\\clari2.bmp"
#define VIOLIN_CELS 14
#define CELLO_CELS 16
#define DRUM_CELS 20
#define SAX_CELS 14
#define HARP_CELS 17
#define CLARINET_CELS 18
#define VIOLIN_OFFSET_X 2
#define CELLO_OFFSET_X 4
#define DRUM_OFFSET_X 0
#define SAX_OFFSET_X 2
#define HARP_OFFSET_X 2
#define CLARINET_OFFSET_X 5
#define VIOLIN_OFFSET_Y 16
#define CELLO_OFFSET_Y 5
#define DRUM_OFFSET_Y 3
#define SAX_OFFSET_Y 4
#define HARP_OFFSET_Y 0
#define CLARINET_OFFSET_Y 4
//bool wait_awhile(int);
///////////////////////////////////////////////////////////////////////////////////
// CMainWindow:
// See game.cpp for the code to the member functions and the message map.
//
class CMainWindow : public CFrameWnd {
public:
CMainWindow();
bool GetNewSequence(const char* pszFileName);
bool GetNewSequence(int nLength);
void ActivateButtons(unsigned int nNumActive, bool bState);
void PlayBackSeries(int nNumNotes);
void NewGame();
void StartAnimation();
void StopAnimation();
bool wait_awhile(int nHundSecs);
//added data members:
void SplashScreen();
private:
void initStatics();
void OnSoundNotify(CSound *pSound);
CRect rectMusic[MAX_BUTTONS]; // Musician locations
protected:
virtual bool OnCommand(WPARAM wParam, LPARAM lParam) override;
void OnDestroy();
//{{AFX_MSG( CMainWindow )
afx_msg void OnPaint();
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 OnKeyDown(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 OnKeyUp(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags);
afx_msg void OnTimer(uintptr nIDEvent);
afx_msg void OnLButtonDown(unsigned int nFlags, CPoint point);
afx_msg void OnLButtonUp(unsigned int nFlags, CPoint point);
afx_msg void OnRButtonDown(unsigned int nFlags, CPoint point);
afx_msg void OnMouseMove(unsigned int nFlags, CPoint point);
afx_msg void OnActivate(unsigned int, CWnd*, bool) override;
afx_msg void OnClose();
afx_msg LRESULT OnMCINotify(WPARAM, LPARAM);
afx_msg LRESULT OnMMIONotify(WPARAM, LPARAM);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
} // namespace Garfunkle
} // namespace HodjNPodj
} // namespace Bagel
#endif