windows-nt/Source/XPSP1/NT/multimedia/dshow/streams/foxbear/gameproc.h

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2020-09-26 03:20:57 -05:00
/*==========================================================================
*
* Copyright (c) 1995 - 1997 Microsoft Corporation. All Rights Reserved.
* Copyright (C) 1994-1995 ATI Technologies Inc. All Rights Reserved.
*
* File: gameproc.h
* Content: include file for game processing info
*
***************************************************************************/
#ifndef __GAMEPROC_INCLUDED__
#define __GAMEPROC_INCLUDED__
typedef enum enum_POSITION {
P_ABSOLUTE,
P_RELATIVE,
P_AUTOMATIC
} POSITION;
typedef enum enum_SWITCHING {
HOR,
VER,
TIMESWITCH
} SWITCHING;
typedef enum enum_DIRECTION {
SAME,
RIGHT,
LEFT
} DIRECTION;
typedef enum enum_ACTION {
NONE,
STILL,
WALK,
RUN,
JUMP,
THROW,
CROUCH,
STOP,
STUNNED,
JUMPTHROW,
CROUCHWALK,
BLURR,
STRIKE,
MISS,
CHEW,
} ACTION;
typedef SHORT HPOSLIST;
typedef BOOL HSURFACELIST;
typedef struct struct_HPLANE {
GFX_HBM *hBM;
BOOL *surface;
LONG x;
LONG y;
USHORT width;
USHORT height;
LONG xv;
LONG xslide;
LONG xincrem;
USHORT denom;
} HPLANE, FAR *LPHPLANE;
typedef struct struct_HSPRITE_BM {
GFX_HBM hBM;
ACTION action;
DIRECTION direction;
SHORT x;
SHORT y;
USHORT width;
USHORT height;
} HSPRITE_BM;
typedef struct struct_HSPRITE {
HSPRITE_BM *hSBM;
USHORT bitmapCount;
ACTION currentAction;
DIRECTION currentDirection;
USHORT currentBitmap;
BOOL active;
LONG x;
LONG y;
USHORT width;
USHORT height;
LONG xv;
LONG yv;
LONG xa;
LONG ya;
SHORT xmax;
SHORT ymax;
LONG absSwitch;
LONG relSwitch;
SWITCHING switchType;
BOOL switchForward;
BOOL switchDone;
} HSPRITE, FAR *LPHSPRITE, FAR * FAR *LPLPHSPRITE;
typedef struct struct_HBITMAPLIST
{
GFX_HBM *hBM;
} HBITMAPLIST, FAR *LPHBITMAPLIST;
#include "tile.h"
#include "plane.h"
#include "sprite.h"
#define C_UNIT (LONG) 65536
#define C_TILE_W 32
#define C_TILE_H 32
#define C_SCREEN_W 640
#define C_SCREEN_H 480
#define C_FORE_W 80
#define C_FORE_H 15
#define C_MID_W 40
#define C_MID_H 15
#define C_BACK_W 25
#define C_BACK_H 15
#define C_WORLD_W 20
#define C_WORLD_H 15
#define C_BACK_DENOM 12
#define C_MID_DENOM 3
#define C_FORE_DENOM 1
#define C_TILETOTAL 123 // TILE BITMAP TOTAL
#define C_FBT 112 // FOX BITMAP TOTAL
#define C_BBT 26 // BEAR BITMAP TOTAL
#define C_FOXSTILL 1 // NUMBER OF BITMAPS
#define C_FOXWALK 12
#define C_FOXRUN 16
#define C_FOXJUMP 4
#define C_FOXTHROW 2
#define C_FOXCROUCH 1
#define C_FOXSTOP 1
#define C_FOXSTUNNED 1
#define C_FOXJUMPTHROW 2
#define C_FOXCROUCHWALK 12
#define C_FOXBLURR 4
#define C_BEARMISS 2
#define C_BEARWALK 12
#define C_BEARSTRIKE 12
#define C_FOX_XMOVE (LONG) C_UNIT / 4
#define C_BOUNDINCREM (LONG) 5 * C_UNIT
#define C_BOUNDDIF (LONG) 240 * C_UNIT
#define C_FOX_STARTX (LONG) 150 * C_UNIT
#define C_FOX_STARTY (LONG) 318 * C_UNIT
#define C_FOX_WALKMOVE (LONG) 6 * C_UNIT
#define C_FOX_RUNMOVE (LONG) 18 * C_UNIT
#define C_FOX_JUMPMOVE (LONG) 9 * C_UNIT
#define C_FOX_WALKSWITCH (LONG) 6 * C_UNIT
#define C_FOX_JUMPSWITCH (LONG) 9 * C_UNIT
#define C_FOX_THROWSWITCH (LONG) 15 * C_UNIT
#define C_FOX_RUNSWITCH (LONG) 18 * C_UNIT
#define C_FOX_BLURRSWITCH (LONG) 18 * C_UNIT
#define C_FOX_WALKTORUN (LONG) 4 * C_UNIT
#define C_FOX_RUNTOBLURR (LONG) 14 * C_UNIT
#define C_BEAR_STARTX (LONG) 600 * C_UNIT
#define C_BEAR_STARTY (LONG) 329 * C_UNIT
#define C_BEAR_WALKMOVE (LONG) 1 * C_UNIT
#define C_BEAR_WALKSWITCH (LONG) 6 * C_UNIT
#define C_BEAR_STRIKESWITCH (LONG) 8 * C_UNIT
#define C_BEAR_MISSSWITCH (LONG) 10 * C_UNIT
extern void ErrorMessage( LPSTR );
extern BOOL InitBuffer( GFX_HBM* );
extern void DestroyBuffer( GFX_HBM );
extern HBITMAPLIST *LoadBitmaps( void );
extern void InitTiles( HBITMAPLIST**, HBITMAPLIST*, USHORT );
extern void InitPlane( HPLANE**, HPOSLIST**, CHAR*, USHORT, USHORT, USHORT );
extern void InitSurface( HSURFACELIST**, CHAR*, USHORT, USHORT );
extern void InitFox( HSPRITE**, HBITMAPLIST* );
extern void InitBear( HSPRITE**, HBITMAPLIST* );
extern void InitApple( HSPRITE**, HBITMAPLIST* );
extern BOOL PreInitializeGame( void );
extern BOOL InitializeGame( void );
extern BOOL GetInput( void );
extern BOOL ProcessInput ( SHORT input );
extern int NewGameFrame( void );
extern void DestroyGame( void );
#endif