/*==========================================================================
*
* Copyright (C) 1995-1997 Microsoft Corporation. All Rights Reserved.
*
* File:gameproc.h
* Content:game processing info. include file
*
*
***************************************************************************/
#define IDIRECTPLAY2_OR_GREATER
#include <ddraw.h>
#include <dplay.h>
#include <dsound.h>
#include "sfx.h"
#include "duel.h"
// align on single byte boundaries
// this is a stop-gap measure until the structures can be re-arranged.
#pragma pack(1)
#define MAX_SHIP_X (MAX_SCREEN_X - 32)
#define MAX_SHIP_Y (MAX_SCREEN_Y - 32)
#define MAX_SHIP_FRAME 40
#define MAX_BULLET_X (MAX_SCREEN_X - 3)
#define MAX_BULLET_Y (MAX_SCREEN_Y - 3)
#define MAX_BULLET_FRAME 400
#defineNUM_SHIP_TYPES 4
#defineDEF_SHOW_DELAY (2000)
#defineMAX_BUFFER_SIZE 256
#define UPDATE_INTERVAL 40 // interval between position updates in milliseconds (25 FPS)
#define SYNC_INTERVAL 1000 // synchronize once every second
#define HIDE_TIMEOUT 5000 // time for which a ship is disabled after a hit
/*
* keyboard commands
*/
#define KEY_STOP 0x00000001l
#define KEY_DOWN 0x00000002l
#define KEY_LEFT 0x00000004l
#define KEY_RIGHT 0x00000008l
#define KEY_UP 0x00000010l
#define KEY_FIRE 0x00000020l
#define KEY_ENGINEOFF 0x00000040l
/*
* Offsets for the bullet bitmap
*/
#define BULLET_X 304
#define BULLET_Y 0
typedef struct _frag
{
doubledPosX;
doubledPosY;
LPDIRECTDRAWSURFACE surf;
RECT src;
double dVelX;
double dVelY;
BOOL valid;
} FRAG, *LPFRAG;
/*
* structures
*/
typedef struct _SHIP
{
doubledPosX, dPosY;// ship x and y position
doubledBulletPosX, dBulletPosY;// bullet x and y position
DWORDdwBulletFrame;// bullet frame
char cFrame;// current ship frame
BYTEbyType;// ship type
BOOL bEnable;// is this ship active?
BOOL bBulletEnable;// Is there an active bullet?
doubledVelX, dVelY;// ship x and y velocity (pixels/millisecond)
doubledBulletVelX, dBulletVelY;// bullet x and y velocity (pixels/millisecond)
DWORDdwScore;// current score
DWORD dwLastTick;// most recent time stamp
BOOL bIgnore; // flag used to synchronize ship explosions
intiCountDown; // enable time-out
DWORD dwFrameCount; // number of frames since beginning of time
/* DSOUND members */
LPDIRECTSOUNDBUFFER lpDirectSoundBuffer [MAX_SOUNDS]; // SoundBuffer interface
LPDIRECTSOUND3DBUFFER lpDirectSound3DBuffer[MAX_SOUNDS]; // 3D interface (to same buffer)
DWORD dwKeys; // the keyboard state
BOOL bEngineRunning; // These BOOLs keep track of the ship's
BOOL bMoving; // last condition so we can play sounds
BOOL bBounced; // when they change
BOOL bBlockHit;
BOOL bDeath;
BOOL bFiring;
/* DSOUND members */
} SHIP, *LPSHIP;
typedef struct _BLOCKS
{
BYTE bits[30][5];
} BLOCKS, *LPBLOCKS;
//----------------------------------------------------------
// communication packet structures
//----------------------------------------------------------
#define MSG_HOST 0x11 // message containing field layout, sent by host
#define MSG_BLOCKHIT 0x22 // block hit message
#define MSG_SHIPHIT 0x33 // ship hit message
#define MSG_ADDBLOCK0x44 // add block message
#define MSG_CONTROL 0x55 // game keys message
#define MSG_SYNC 0x66 // synchronization message containing the rendezvous location
typedef struct _GENERICMSG
{
BYTE byType;
} GENERICMSG, *LPGENERICMSG;
typedef struct _HOSTMSG
{
BYTE byType;
BLOCKS Blocks;
} HOSTMSG, *LPHOSTMSG;
typedef struct _BLOCKHITMSG
{
BYTE byType;
BYTE byRow;
BYTE byCol;
BYTE byMask;
} BLOCKHITMSG, *LPBLOCKHITMSG;
typedef struct _SHIPHITMSG
{
BYTE byType;
DPID Id;
} SHIPHITMSG, *LPSHIPHITMSG;
typedef struct _ADDBLOCKMSG
{
BYTE byType;
BYTE byX;
BYTE byY;
} ADDBLOCKMSG, *LPADDBLOCKMSG;
typedef struct _CONTROLMSG
{
BYTE byType;
BYTE byState;
} CONTROLMSG, *LPCONTROLMSG;
typedef struct _SYNCMSG
{
BYTE byType;
BYTE byShipType; // this is needed only when sends are unreliable
char cFrame;
double dPosX;
double dPosY;
} SYNCMSG, *LPSYNCMSG;
/*
* Prototypes
*/
voidLaunchGame(void);
voidExitGame(void);
HRESULT InitOurShip(void);
HRESULT InitLocalSoundData(void);
void InitPlayerLocalSoundData(LPSHIP lpShip, BOOL bOurShip);
BOOL WINAPI SetPlayerLocalSoundDataCB(DPID dpId, DWORD dwPlayerType, LPCDPNAME lpName,
DWORD dwFlags, LPVOID lpContext);
void ReleaseLocalData(void);
void ReleasePlayerLocalSoundData(LPSHIP lpShip);
BOOL WINAPI ReleasePlayerLocalDataCB(DPID dpId, DWORD dwPlayerType, LPCDPNAME lpName,
DWORD dwFlags, LPVOID lpContext);
void UpdateState(LPSHIP lpShip, DWORD dwControls);
void SendSync(LPSHIP lpShip);
void UpdateDisplayStatus(LPSHIP lpShip);
void UpdatePosition( DPID dpId, LPSHIP ship );
BOOL IsHit( int x, int y );
void InitField(void);
BOOL setBlock( int x, int y );
void AddFrag(LPSHIP lpShip, int offX, int offY);
void UpdateFragment(int i);
void DestroyShip( LPSHIP lpShip);
voidDestroyGame( void );
BOOLUpdateFrame( void );
void ProcessSoundFlags(LPSHIP lpShip);
BOOL WINAPI RenderPlayerCB(DPID dpId, DWORD dwPlayerType, LPCDPNAME lpName,
DWORD dwFlags, LPVOID lpContext);
BOOLDrawScreen( void );
BOOL DrawScore( void );
void DrawShip( LPSHIP lpShip );
void DrawBlock( int x, int y );
void DrawBullet( LPSHIP lpShip );
void DrawFragments( void );
void DisplayFrameRate( void );
voidGetConnection(void);
HRESULT ReceiveMessages( void );
voidDoSystemMessage( LPDPMSG_GENERIC lpMsg, DWORD dwMsgSize, DPID idFrom, DPID idTo );
void DoApplicationMessage( LPGENERICMSG lpMsg, DWORD dwMsgSize, DPID idFrom, DPID idTo );
void SendGameMessage( LPGENERICMSG lpMsg, DPID idTo );
voidCleanupComm(void);
// restore default alignment
#pragma pack()