/*************************************************
MODULE: WinMaze.h
This module contains typedefs, etc for Maze Lords.
Prototypes are contained in MazProto.h.
*************************************************/
#ifndef _WINMAZE_H_INC_
#define _WINMAZE_H_INC_
#ifndef _IN_RC_
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#endif
#include <windows.h>
#include <mmsystem.h>
#include "net.h"
#include "MAZEDLG.h"
#ifdef WIN16
#define Sleep(x) // Sleep doesn't exist.
#define PT_MOVETO 1
#define PT_LINETO 2
#define GET_WM_COMMAND_ID(wp, lp) (wp)
#define GET_WM_COMMAND_HWND(wp, lp) (HWND)LOWORD(lp)
#define GET_WM_COMMAND_CMD(wp, lp) HIWORD(lp)
typedef long INT;
typedef LPCSTR LPCTSTR;
#else // Else if it's win32
#define SELECTOROF(a) a
#define GET_WM_COMMAND_ID(wp, lp) LOWORD(wp)
#define GET_WM_COMMAND_HWND(wp, lp) (HWND)(lp)
#define GET_WM_COMMAND_CMD(wp, lp) HIWORD(wp)
#undef INT
#define INT int
#endif
#define PIC_X 100 // Bitmaps are 100 pixels wide.
#define PIC_Y 150 // Bitmaps are 150 pixels tall.
#define PIC_FISH 0
#define PIC_ROBOT 1
#define PIC_SMILEY 2
#define PIC_REAPER 3
#define NUM_PICS 4
#define PIC_DRONE PIC_ROBOT
#define PIC_DEFAULT PIC_FISH
#define IDM_FILE 1000
#define IDM_F_HIGHSCORES 1050
#define IDM_F_NEWGAME 1100
#define IDM_F_EXIT 1200
#define IDM_OPTIONS 2000
#define IDM_O_PLAYERSTRETCH 2040
#define IDM_O_DRONESTRETCH 2041
#define IDM_O_DRONES 2050
#define IDM_O_NET 2055
#define IDM_O_LOCAL 2085
#define IDM_O_PAUSE 2100
#define IDM_O_PLAYERSET 2105
#define IDM_F_STOP 2110
#define IDM_O_BITMAP 2115
#define IDM_ABOUT 3000
#define IDM_DRAWPLAYERS 1001
#define IDM_DRAWDRONES 1002
#define IDT_NEWMAIL 4001
#define IDM_REDRAW 5001
// Resource String Definitions
#define IDS_ERR_REGISTER_CLASS 1
#define IDS_ERR_CREATE_WINDOW 2
#define IDS_MALLOCQUIT 16
#define IDS_MALLOCFAIL 17
#define IDS_RECTALLOCFAIL 18
#define IDS_HSCONOTIMPL 19
#define IDS_SAFEZONE 20
#define IDS_CRETMRFAIL 21
#define IDS_SNDPCKTFAIL 22
#define IDS_RDSGRDTXTFLFAIL 23
#define IDS_GETUSRNMFAIL 24
#define IDS_SNDQUITPCKTFAIL 25
#define IDS_DEMOMODE 26
#define IDS_MDFYSCO 28
#define IDS_GETTXTMTRCSFAIL 29
#define IDS_SCOADD0FAIL 30
#define IDS_CHGSCOFAIL 31
#define IDS_CHGDIRFAIL 32
#define IDS_DELSCOFAIL 33
#define IDS_BADMSG 34
#define IDS_MALLOCFAILABT 35
#define IDS_FMT_DRONE 36
#define IDS_FMT_RUNDOWN 38
#define IDS_BADPCKTXMITFAIL 39
#define IDS_CREMSLOTFAIL 40
#define IDS_CREMWATCHTHRFAIL 41
#define IDS_RDMSLOTFAIL 42
#define IDS_FMT_JOIN 43
#define IDS_FMT_ZAPPEDYOU 44
#define IDS_FMT_LEFT 45
#define IDS_FMT_HIT 46
#define IDS_BADCOMMSG 47
#define IDS_LDSGRIDRESFAIL 48
#define IDS_FMT_BADNUMDRONES 49
#define IDS_ERRINPUT 50
#define IDS_FMT_BADMOVESPERSEC 51
#define IDS_TELEPORT 54
#define IDS_SANCTUARY 55
#define IDS_NOVIOLENCE 58
#define IDS_FMT_YOUZAPPED 59
#define IDS_FMT_SLEW 60
#define IDS_HSCO 61
#define IDS_FATALERR 62
#define IDS_ASKSTOP 63
#define IDS_STOP 64
#define IDS_INITFAIL 65
#define IDS_NETINIT 66
#define IDS_FMT_SANCTUARY 67
#define IDS_ENTERED 68
#define IDS_LEFT 69
#define IDS_FMT_BADPICNUM 70
#define WC_UPDATESCORE 1000
#define WC_UPDATEDIRECTION 1010
#define WC_DELETESCORE 1020
#define WC_ADDSCORE 1030
// we can see up to 10 squares ahead or to either side
// (not including our current square)
#define MAX_DRAW_DIST 10
#define MAX_DRONES 100
#define MAX_DRONE_SPEED 5
#define ONE_SECOND 1000
#define PANEL_WIDTH 100
#define PANEL_HEIGHT 150
// Flags for walls in a Cell
#define NORTH ((BYTE)0x01)
#define WEST ((BYTE)0x02)
#define SOUTH ((BYTE)0x04)
#define EAST ((BYTE)0x08)
#define AWAY 0
#define TOWARD 2
#define FORWARD 0
#define LEFT 1
#define BACK 2
#define RIGHT 3
// # of Cells in a subgrid
#define X_CELLS_PER_SUBGRID 5
#define Y_CELLS_PER_SUBGRID 5
// # of Subgrids in the Grid
#define X_SUBGRIDS_PER_GRID 10
#define Y_SUBGRIDS_PER_GRID 10
#define X_SIZE (X_CELLS_PER_SUBGRID * (X_SUBGRIDS_PER_GRID+2))
#define Y_SIZE (Y_CELLS_PER_SUBGRID * (Y_SUBGRIDS_PER_GRID+2))
// We have SUBGRI00.TXT through SUBGRI06.TXT for players,
#define NUM_PLAYER_SUBGRIDS 7
// And SUBGRI07.TXT through SUBGRI13.TXT for the palace
#define NUM_PALACE_SUBGRIDS 7
// SUBGRI14.TXT is completely closed, for unused grids
#define NUM_SUBGRIDS (NUM_PLAYER_SUBGRIDS + NUM_PALACE_SUBGRIDS + 1)
#define SUBGRID_DEFAULT 1
// A maze is an array of characters, with each character being a combination
// of the NORTH, SOUTH, EAST, and WEST bit flags. If the flag is set, there
// is a wall there. If not, there isn't. Note that both the flag of the
// current cell and of the adjacent cell in that direction must be checked.
// Adjacent returns the coordinates of the cell in that direction
// This applies to both Grid and Maze coordinates.
#define ADJ_X(x,dir) ((((BYTE)(dir)) & EAST) ? ((x)+1) : \
((((BYTE)(dir)) & WEST) ? ((x)-1) : (x)))
#define ADJ_Y(y,dir) ((((BYTE)(dir)) & SOUTH) ? ((y)+1) : \
((((BYTE)(dir)) & NORTH) ? ((y)-1) : (y)))
// To calculate SubGrid # from a coordinate
#define X_TO_SUBGRID(x) ((int) (x) / X_CELLS_PER_SUBGRID)
#define Y_TO_SUBGRID(y) ((int) (y) / Y_CELLS_PER_SUBGRID)
// To get origin of a subgrid in coordinates from subgrid #'s
#define SUBGRID_TO_X(x) ((int) (x) * X_CELLS_PER_SUBGRID)
#define SUBGRID_TO_Y(y) ((int) (y) * Y_CELLS_PER_SUBGRID)
// Convert relative direction to absolute
#define LEFT_TO_ABS(dir) (((((BYTE)dir)) & EAST) ? NORTH : ((BYTE)(((BYTE) (dir))<<1)))
#define RIGHT_TO_ABS(dir) ((((BYTE)(dir)) & NORTH) ? EAST : ((BYTE)(((BYTE) (dir))>>1)))
#define BACK_TO_ABS(dir) (LEFT_TO_ABS(LEFT_TO_ABS(dir)))
#define RECTWIDTH(r) ((r).right - (r).left)
#define RECTDEPTH(r) ((r).bottom - (r).top)
#define GREATEROF(a,b) (((a)>(b))?(a):(b))
#define LESSEROF(a,b) (((a)<(b))?(a):(b))
struct S_BitMapPicType {
HBITMAP hBitmap;
int xSize,ySize;
int xOrg,yOrg;
};
typedef struct S_BitMapPicType BitMapPicType;
struct S_PicType {
BitMapPicType P[4];
};
typedef struct S_PicType PicType;
struct S_FullPicType {
BitMapPicType P[4]; // BitMap
BitMapPicType M[4]; // Black and white Mask
int iPicNum;
struct S_FullPicType FAR *next;
};
typedef struct S_FullPicType FullPicType;
struct _SLineType {
int x[2],y[2];
};
typedef struct _SLineType LineType;
// A cell is a single square in a sub-grid
typedef BYTE CellType;
// SubGridCellsType is the array of characters that make up a sub-grid
struct S_SubGridCellsType {
CellType Cell[X_CELLS_PER_SUBGRID][Y_CELLS_PER_SUBGRID];
};
typedef struct S_SubGridCellsType SubGridCellsType;
typedef struct {
int ix, iy;
BYTE Facing;
} PositionType;
struct _s_PlayerType {
unsigned long ulID;
DWORD dwPID;
char cUserName[MAX_USERNAME_LENGTH];
char cComputerName[MAX_COMPUTERNAME_LENGTH];
PositionType Pos;
BOOL Drawn;
RECT rDrawn;
RECT rFrom;
int iScore;
int iPicNum;
int iGridNum;
POINT pGridLoc;
BYTE dwDirectShown;
struct _s_PlayerType FAR *next;
};
typedef struct _s_PlayerType PlayerType;
struct _s_PlayerDrawType {
PlayerType FAR *p; // Pointer to the player to draw
RECT rDraw, // Rectangle the FULL bitmap would be drawn in
rClip; // Rectangle available for drawing in.
int iRelx,iRely;
struct _s_PlayerDrawType FAR *next;
};
typedef struct _s_PlayerDrawType PlayerDrawType;
// SubGridType is a full description of a SubGrid.
struct S_SubGridType {
unsigned long ulOwnerID;
POINT Pos;
// Since there are a limited # of subgrids, we might share them.
SubGridCellsType *SubGrid;
};
typedef struct S_SubGridType SubGridType;
struct _SObjectType {
DWORD Class;
DWORD ObjectID;
POINT MazePos;
BYTE Facing;
struct _SObjectType * next;
};
typedef struct _SObjectType ObjectType;
struct _SHoleType {
int x[2];
struct _SHoleType FAR *next;
};
typedef struct _SHoleType HoleType;
struct _S_ScoreType {
unsigned long ulID;
int ix,iy; // Upper left corner of score entry
int iScore;
BYTE bDir;
struct _S_ScoreType FAR *next;
};
typedef struct _S_ScoreType ScoreType;
typedef struct {
int iLoudness;
PositionType Pos;
DWORD dwLen;
char cBuff[132];
} IntoneType;
typedef struct {
int xSize,ySize;
int xOrg,yOrg;
} PicPosType;
typedef struct {
char cBase[5];
int iPicNum;
PicPosType PicPos[4];
} PicSpecType;
////////////////////////////////////////////////////////////////////////////
/**********************Function definitions***************************/
int ReadSubGrids(VOID);
int InitGrid(VOID);
LPTSTR GetStringRes(int id);
LPTSTR GetStringRes2(int id);
/**********************GLOBAL VARIABLES ****************************/
// If we're in the main function, the globals
// will be declared. Otherwise they'll just
// be given as externs.
#ifndef IN_MAIN
#define EXT_DECL extern
#else
#define EXT_DECL
#endif
EXT_DECL SubGridType FAR * FAR *Grid;
EXT_DECL SubGridCellsType FAR *SubGrids;
EXT_DECL FILE *hFile;
EXT_DECL int xc,yc,xscale,yscale;
EXT_DECL RECT CurView;
EXT_DECL char szString[128]; /* variable to load resource strings */
EXT_DECL char szAppName[20]; /* class name for the window */
EXT_DECL HINSTANCE hInst;
EXT_DECL HWND hWndMain,hWndMaze,hWndTopView,hWndText,hWndScore;
EXT_DECL RECT rMain,rMaze,rTopView,rText,rScore;
EXT_DECL BYTE FAR * FAR *bMaze;
EXT_DECL LPPOINT FAR * FAR *pPost;
EXT_DECL int iNumDrones,iDroneSpeed,iDroneMoveAlg;
EXT_DECL UINT uiTimer;
EXT_DECL HBITMAP hFishBitmap[4],hFishMask[4];
EXT_DECL HBITMAP hRoboBitmap[4],hRoboMask[4];
EXT_DECL int ViewEnd; // This is how many squares ahead we can see
EXT_DECL BOOL GamePaused,GameStarted,bNetworked,bSelfInSanct;
EXT_DECL FullPicType fptPic;
EXT_DECL HBITMAP hbScratch;
EXT_DECL float scale;
EXT_DECL PlayerType ptSelf;
EXT_DECL PlayerType ptPlayers;
EXT_DECL PlayerType ptDrones;
EXT_DECL HANDLE hMailSlot;
EXT_DECL PositionType ptLastPos;
EXT_DECL int iPlayersKilled,iDronesKilled;
EXT_DECL int iTimesKilled,iKilledByDrones;
EXT_DECL ScoreType Scores;
EXT_DECL int iWhisperDist, iShoutDist,iLoudness;
EXT_DECL HBITMAP hShotBM[2],hFadeBM[2];
EXT_DECL HBITMAP hMaze3DBM;
EXT_DECL HDC hMazeDC;
EXT_DECL BOOL bBitmapDraw;
EXT_DECL BOOL bPlayerPrestretch,bDronePrestretch;
EXT_DECL FullPicType FAR * FAR *PreStretch;
EXT_DECL BOOL bDemoMode;
EXT_DECL BOOL bDemoEnable;
EXT_DECL INT UserIntCount;
extern PicSpecType PicSpec[];
extern int iNumPicSpecs;
/*******************END GLOBALS *************************************/
#define VIEWER_DIST (PANEL_WIDTH)
#define MC_TO_SC(x,z) (scale*(VIEWER_DIST * (x)/((z)+(VIEWER_DIST))))
#endif