Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,156 @@
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//Microsoft Developer Studio generated resource script.
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//
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#include "resource.h"
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#define APSTUDIO_READONLY_SYMBOLS
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/////////////////////////////////////////////////////////////////////////////
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//
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||||
// Generated from the TEXTINCLUDE 2 resource.
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||||
//
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||||
#include "afxres.h"
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||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#undef APSTUDIO_READONLY_SYMBOLS
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||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// English (U.S.) resources
|
||||
|
||||
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
|
||||
#ifdef _WIN32
|
||||
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
|
||||
#pragma code_page(1252)
|
||||
#endif //_WIN32
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||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
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||||
// Dialog
|
||||
//
|
||||
|
||||
IDD_CLIENT_CONNECT DIALOG DISCARDABLE 0, 0, 282, 167
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||||
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
|
||||
CAPTION "Multiplayer Games"
|
||||
FONT 8, "MS Shell Dlg"
|
||||
BEGIN
|
||||
LTEXT "Select Game To Join:",IDC_STATIC,7,42,69,8
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||||
LISTBOX IDC_GAMES_LIST,7,51,268,89,LBS_SORT |
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||||
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
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||||
PUSHBUTTON "Join",IDC_JOIN,7,146,50,14
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||||
PUSHBUTTON "Cancel",IDCANCEL,225,146,50,14
|
||||
LTEXT "Player Name:",IDC_STATIC,7,10,43,8
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||||
EDITTEXT IDC_PLAYER_NAME_EDIT,56,7,219,14,ES_AUTOHSCROLL
|
||||
LTEXT "IP Address:",IDC_STATIC,7,27,37,8
|
||||
EDITTEXT IDC_IP_ADDRESS,56,24,75,14,ES_AUTOHSCROLL
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||||
CONTROL "Start Search",IDC_SEARCH_CHECK,"Button",BS_AUTOCHECKBOX |
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||||
BS_PUSHLIKE | WS_TABSTOP,220,24,55,14
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END
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||||
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||||
IDD_MAIN_GAME DIALOG DISCARDABLE 0, 0, 240, 183
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||||
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_VISIBLE | WS_CAPTION |
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||||
WS_SYSMENU
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||||
CAPTION "The Greeting Game"
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FONT 8, "MS Shell Dlg"
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||||
BEGIN
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||||
DEFPUSHBUTTON "Wave to other players!",IDC_WAVE,20,162,80,14
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LTEXT "In this extremely simple non-violent game the only action you can",
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||||
IDC_STATIC,11,16,214,8
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LTEXT "do is to wave to the other players, or they in turn can wave to you!",
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IDC_STATIC,11,26,214,8
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LTEXT "Number of players in game:",IDC_STATIC,11,59,86,8
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LTEXT "0",IDC_NUM_PLAYERS,99,59,127,8
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GROUPBOX "Rules",IDC_STATIC,7,7,226,30
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GROUPBOX "Game Status",IDC_STATIC,7,39,226,118
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LTEXT "Local Player Name:",IDC_STATIC,11,49,62,8
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LTEXT "Static",IDC_PLAYER_NAME,76,49,150,8
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PUSHBUTTON "Exit",IDCANCEL,155,162,50,14
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EDITTEXT IDC_LOG_EDIT,13,71,213,80,ES_MULTILINE | ES_READONLY
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END
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||||
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IDD_LOBBY_WAIT_STATUS DIALOG DISCARDABLE 120, 110, 162, 52
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STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_VISIBLE | WS_CAPTION
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CAPTION "Lobby Connection Status"
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FONT 8, "MS Shell Dlg"
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BEGIN
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DEFPUSHBUTTON "&Cancel",IDCANCEL,55,31,51,14
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CTEXT "Finding Game...",IDC_WAIT_TEXT,7,14,141,8
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END
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/////////////////////////////////////////////////////////////////////////////
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//
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// DESIGNINFO
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//
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#ifdef APSTUDIO_INVOKED
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GUIDELINES DESIGNINFO DISCARDABLE
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BEGIN
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IDD_CLIENT_CONNECT, DIALOG
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BEGIN
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LEFTMARGIN, 7
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RIGHTMARGIN, 275
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TOPMARGIN, 7
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BOTTOMMARGIN, 160
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||||
END
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||||
|
||||
IDD_MAIN_GAME, DIALOG
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||||
BEGIN
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||||
LEFTMARGIN, 7
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||||
RIGHTMARGIN, 233
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||||
VERTGUIDE, 60
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||||
VERTGUIDE, 120
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||||
VERTGUIDE, 180
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||||
TOPMARGIN, 7
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||||
BOTTOMMARGIN, 176
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||||
END
|
||||
END
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||||
#endif // APSTUDIO_INVOKED
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||||
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||||
|
||||
#ifdef APSTUDIO_INVOKED
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/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// TEXTINCLUDE
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||||
//
|
||||
|
||||
1 TEXTINCLUDE DISCARDABLE
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BEGIN
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"resource.h\0"
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||||
END
|
||||
|
||||
2 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"#include ""afxres.h""\r\n"
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"\0"
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||||
END
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||||
|
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3 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"\r\n"
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"\0"
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END
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#endif // APSTUDIO_INVOKED
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/////////////////////////////////////////////////////////////////////////////
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//
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// Icon
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||||
//
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||||
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||||
// Icon with lowest ID value placed first to ensure application icon
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||||
// remains consistent on all systems.
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||||
IDI_MAIN ICON DISCARDABLE "directx.ico"
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||||
#endif // English (U.S.) resources
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||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
#ifndef APSTUDIO_INVOKED
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/////////////////////////////////////////////////////////////////////////////
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//
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// Generated from the TEXTINCLUDE 3 resource.
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//
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||||
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||||
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||||
/////////////////////////////////////////////////////////////////////////////
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#endif // not APSTUDIO_INVOKED
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Binary file not shown.
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After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,20 @@
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//-----------------------------------------------------------------------------
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//
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||||
// Sample Name: SimpleClientServer Sample
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||||
//
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||||
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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||||
//
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||||
//-----------------------------------------------------------------------------
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||||
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||||
|
||||
Description
|
||||
===========
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||||
The SimpleClientServer sample is a simple client/server application.
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||||
Path
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||||
====
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||||
Source: DXSDK\Samples\Multimedia\DirectPlay\SimpleClientServer
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Executable: DXSDK\Samples\Multimedia\DirectPlay\Bin
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||||
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@@ -0,0 +1,29 @@
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//{{NO_DEPENDENCIES}}
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||||
// Microsoft Developer Studio generated include file.
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||||
// Used by SimpleClient.rc
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||||
//
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||||
#define IDD_MAIN_GAME 101
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||||
#define IDD_LOBBY_WAIT_STATUS 105
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||||
#define IDC_WAVE 1001
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||||
#define IDC_NUM_PLAYERS 1002
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||||
#define IDC_PLAYER_NAME 1003
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||||
#define IDC_LOG_EDIT 1016
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||||
#define IDD_CLIENT_CONNECT 12001
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||||
#define IDC_PLAYER_NAME_EDIT 12100
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||||
#define IDC_GAMES_LIST 12101
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||||
#define IDC_JOIN 12102
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||||
#define IDC_IP_ADDRESS 12103
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||||
#define IDC_SEARCH_CHECK 12104
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||||
#define IDC_WAIT_TEXT 12105
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||||
#define IDI_MAIN 12200
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||||
|
||||
// Next default values for new objects
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||||
//
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||||
#ifdef APSTUDIO_INVOKED
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||||
#ifndef APSTUDIO_READONLY_SYMBOLS
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||||
#define _APS_NEXT_RESOURCE_VALUE 106
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||||
#define _APS_NEXT_COMMAND_VALUE 40001
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||||
#define _APS_NEXT_CONTROL_VALUE 1005
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||||
#define _APS_NEXT_SYMED_VALUE 103
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||||
#endif
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||||
#endif
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@@ -0,0 +1,740 @@
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//----------------------------------------------------------------------------
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// File: SimpleClient.cpp
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//
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// Desc: The SimpleClientServer sample is a simple client/server application.
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||||
//
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||||
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <windows.h>
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#include <basetsd.h>
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#include <dplay8.h>
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#include <dpaddr.h>
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#include <dplobby8.h>
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#include <dxerr8.h>
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#include <tchar.h>
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#include "DXUtil.h"
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#include "SimpleClientServer.h"
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#include "NetClient.h"
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#include "resource.h"
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//-----------------------------------------------------------------------------
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// player struct locking defines
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//-----------------------------------------------------------------------------
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CRITICAL_SECTION g_csPlayerContext;
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#define PLAYER_LOCK() EnterCriticalSection( &g_csPlayerContext );
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#define PLAYER_ADDREF( pPlayerInfo ) if( pPlayerInfo ) pPlayerInfo->lRefCount++;
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#define PLAYER_RELEASE( pPlayerInfo ) if( pPlayerInfo ) { pPlayerInfo->lRefCount--; if( pPlayerInfo->lRefCount <= 0 ) DestoryPlayerStruct( pPlayerInfo ); } pPlayerInfo = NULL;
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#define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
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//-----------------------------------------------------------------------------
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// Defines, and constants
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//-----------------------------------------------------------------------------
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struct APP_PLAYER_INFO
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{
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LONG lRefCount; // Ref count so we can cleanup when all threads
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// are done w/ this object
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DPNID dpnidPlayer; // DPNID of player
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TCHAR strPlayerName[MAX_PLAYER_NAME]; // Player name
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APP_PLAYER_INFO* pNext;
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APP_PLAYER_INFO* pPrev;
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};
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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IDirectPlay8Client* g_pDPClient = NULL; // DirectPlay peer object
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CNetClientWizard* g_pNetClientWizard = NULL; // Connection wizard
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IDirectPlay8LobbiedApplication* g_pLobbiedApp = NULL; // DirectPlay lobbied app
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||||
BOOL g_bWasLobbyLaunched = FALSE; // TRUE if lobby launched
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||||
HINSTANCE g_hInst = NULL; // HINST of app
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||||
HWND g_hDlg = NULL; // HWND of main dialog
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||||
LONG g_lNumberOfActivePlayers = 0; // Number of players currently in game
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||||
DPNID g_dpnidLocalPlayer = 0;
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||||
APP_PLAYER_INFO g_playerHead;
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TCHAR g_strAppName[256] = TEXT("SimpleClient");
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||||
HRESULT g_hrDialog; // Exit code for app
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||||
TCHAR g_strLocalPlayerName[MAX_PATH]; // Local player name
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||||
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||||
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||||
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||||
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||||
//-----------------------------------------------------------------------------
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||||
// Function-prototypes
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||||
//-----------------------------------------------------------------------------
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||||
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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||||
INT_PTR CALLBACK GreetingDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
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||||
HRESULT InitDirectPlay();
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||||
HRESULT WaveToAllPlayers();
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||||
VOID AppendTextToEditControl( HWND hDlg, TCHAR* strNewLogLine );
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||||
HRESULT GetPlayerStruct( DPNID dpnidPlayer, APP_PLAYER_INFO** ppPlayerInfo );
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||||
VOID DestoryPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
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||||
VOID AddPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
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||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
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||||
// Name: WinMain()
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||||
// Desc: Entry point for the application. Since we use a simple dialog for
|
||||
// user interaction we don't need to pump messages.
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||||
//-----------------------------------------------------------------------------
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||||
INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst,
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||||
LPSTR pCmdLine, INT nCmdShow )
|
||||
{
|
||||
HRESULT hr;
|
||||
HKEY hDPlaySampleRegKey;
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||||
BOOL bConnectSuccess = FALSE;
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||||
|
||||
ZeroMemory( &g_playerHead, sizeof(APP_PLAYER_INFO) );
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g_playerHead.pNext = &g_playerHead;
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g_playerHead.pPrev = &g_playerHead;
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||||
|
||||
g_hInst = hInst;
|
||||
InitializeCriticalSection( &g_csPlayerContext );
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||||
|
||||
// Read persistent state information from registry
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||||
RegCreateKeyEx( HKEY_CURRENT_USER, DPLAY_SAMPLE_KEY, 0, NULL,
|
||||
REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL,
|
||||
&hDPlaySampleRegKey, NULL );
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||||
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"),
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||||
g_strLocalPlayerName, MAX_PATH, TEXT("TestPlayer") );
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||||
|
||||
// Init COM so we can use CoCreateInstance
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||||
CoInitializeEx( NULL, COINIT_MULTITHREADED );
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||||
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// Create helper class
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||||
g_pNetClientWizard = new CNetClientWizard( hInst, g_strAppName, &g_guidApp );
|
||||
|
||||
if( FAILED( hr = InitDirectPlay() ) )
|
||||
{
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||||
DXTRACE_ERR( TEXT("InitDirectPlay"), hr );
|
||||
MessageBox( NULL, TEXT("Failed initializing IDirectPlay8Peer. ")
|
||||
TEXT("The sample will now quit."),
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g_strAppName, MB_OK | MB_ICONERROR );
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||||
return FALSE;
|
||||
}
|
||||
|
||||
// If we were launched from a lobby client, then we may have connection settings
|
||||
// that we can use to connect to the host. If not, then we'll need to prompt
|
||||
// the user to detrimine how to connect.
|
||||
if( g_bWasLobbyLaunched && g_pNetClientWizard->HaveConnectionSettingsFromLobby() )
|
||||
{
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||||
// If were lobby launched then the DPL_MSGID_CONNECT has already been
|
||||
// handled, and since the lobby client also sent us connection settings
|
||||
// we can use them to either host or join a DirectPlay session.
|
||||
if( FAILED( hr = g_pNetClientWizard->ConnectUsingLobbySettings() ) )
|
||||
{
|
||||
DXTRACE_ERR( TEXT("ConnectUsingLobbySettings"), hr );
|
||||
MessageBox( NULL, TEXT("Failed to connect using lobby settings. ")
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||||
TEXT("The sample will now quit."),
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||||
g_strAppName, MB_OK | MB_ICONERROR );
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||||
|
||||
bConnectSuccess = FALSE;
|
||||
}
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||||
else
|
||||
{
|
||||
// Read information from g_pNetClientWizard
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||||
_tcscpy( g_strLocalPlayerName, g_pNetClientWizard->GetPlayerName() );
|
||||
|
||||
bConnectSuccess = TRUE;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// If not lobby launched, prompt the user about the network
|
||||
// connection and which session they would like to join or
|
||||
// if they want to create a new one.
|
||||
|
||||
// Setup connection wizard
|
||||
g_pNetClientWizard->SetPlayerName( g_strLocalPlayerName );
|
||||
|
||||
// Start a connection wizard. The wizard uses GDI dialog boxes.
|
||||
// More complex games can use this as a starting point and add a
|
||||
// fancier graphics layer such as Direct3D.
|
||||
hr = g_pNetClientWizard->DoConnectWizard();
|
||||
if( FAILED( hr ) )
|
||||
{
|
||||
DXTRACE_ERR( TEXT("DoConnectWizard"), hr );
|
||||
MessageBox( NULL, TEXT("Multiplayer connect failed. ")
|
||||
TEXT("The sample will now quit."),
|
||||
g_strAppName, MB_OK | MB_ICONERROR );
|
||||
bConnectSuccess = FALSE;
|
||||
}
|
||||
else if( hr == NCW_S_QUIT )
|
||||
{
|
||||
// The user canceled the Multiplayer connect, so quit
|
||||
bConnectSuccess = FALSE;
|
||||
}
|
||||
else
|
||||
{
|
||||
bConnectSuccess = TRUE;
|
||||
|
||||
// Read information from g_pNetClientWizard
|
||||
_tcscpy( g_strLocalPlayerName, g_pNetClientWizard->GetPlayerName() );
|
||||
|
||||
// Write information to the registry
|
||||
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"), g_strLocalPlayerName );
|
||||
}
|
||||
}
|
||||
|
||||
if( bConnectSuccess )
|
||||
{
|
||||
// App is now connected via DirectPlay, so start the game.
|
||||
|
||||
// For this sample, we just start a simple dialog box game.
|
||||
g_hrDialog = S_OK;
|
||||
DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN_GAME), NULL,
|
||||
(DLGPROC) GreetingDlgProc );
|
||||
|
||||
if( FAILED( g_hrDialog ) )
|
||||
{
|
||||
if( g_hrDialog == DPNERR_CONNECTIONLOST )
|
||||
{
|
||||
MessageBox( NULL, TEXT("The DirectPlay session was lost. ")
|
||||
TEXT("The sample will now quit."),
|
||||
g_strAppName, MB_OK | MB_ICONERROR );
|
||||
}
|
||||
else
|
||||
{
|
||||
DXTRACE_ERR( TEXT("DialogBox"), g_hrDialog );
|
||||
MessageBox( NULL, TEXT("An error occured during the game. ")
|
||||
TEXT("The sample will now quit."),
|
||||
g_strAppName, MB_OK | MB_ICONERROR );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup DirectPlay and helper classes
|
||||
if( g_pDPClient )
|
||||
{
|
||||
g_pDPClient->Close(0);
|
||||
SAFE_RELEASE( g_pDPClient );
|
||||
}
|
||||
|
||||
if( g_pLobbiedApp )
|
||||
{
|
||||
g_pLobbiedApp->Close( 0 );
|
||||
SAFE_RELEASE( g_pLobbiedApp );
|
||||
}
|
||||
|
||||
// Don't delete the wizard until we know that
|
||||
// DirectPlay is out of its message handlers.
|
||||
// This will be true after Close() has been called.
|
||||
SAFE_DELETE( g_pNetClientWizard );
|
||||
|
||||
RegCloseKey( hDPlaySampleRegKey );
|
||||
DeleteCriticalSection( &g_csPlayerContext );
|
||||
CoUninitialize();
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitDirectPlay()
|
||||
// Desc:
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitDirectPlay()
|
||||
{
|
||||
DPNHANDLE hLobbyLaunchedConnection = NULL;
|
||||
HRESULT hr;
|
||||
|
||||
// Create IDirectPlay8Client
|
||||
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Client, NULL,
|
||||
CLSCTX_INPROC_SERVER,
|
||||
IID_IDirectPlay8Client,
|
||||
(LPVOID*) &g_pDPClient ) ) )
|
||||
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
|
||||
|
||||
// Create IDirectPlay8LobbiedApplication
|
||||
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8LobbiedApplication, NULL,
|
||||
CLSCTX_INPROC_SERVER,
|
||||
IID_IDirectPlay8LobbiedApplication,
|
||||
(LPVOID*) &g_pLobbiedApp ) ) )
|
||||
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
|
||||
|
||||
// Init the helper class, now that g_pDP and g_pLobbiedApp are valid
|
||||
g_pNetClientWizard->Init( g_pDPClient, g_pLobbiedApp );
|
||||
|
||||
// Init IDirectPlay8Client
|
||||
if( FAILED( hr = g_pDPClient->Initialize( NULL, DirectPlayMessageHandler, 0 ) ) )
|
||||
return DXTRACE_ERR( TEXT("Initialize"), hr );
|
||||
|
||||
// Init IDirectPlay8LobbiedApplication. Before this Initialize() returns
|
||||
// a DPL_MSGID_CONNECT msg may come in to the DirectPlayLobbyMessageHandler
|
||||
// so be prepared ahead of time.
|
||||
if( FAILED( hr = g_pLobbiedApp->Initialize( NULL, DirectPlayLobbyMessageHandler,
|
||||
&hLobbyLaunchedConnection, 0 ) ) )
|
||||
return DXTRACE_ERR( TEXT("Initialize"), hr );
|
||||
|
||||
// IDirectPlay8LobbiedApplication::Initialize returns a handle to a connnection
|
||||
// if we have been lobby launced. Initialize is guanteeded to return after
|
||||
// the DPL_MSGID_CONNECT msg has been processed. So unless a we are expected
|
||||
// multiple lobby connections, we do not need to remember the lobby connection
|
||||
// handle since it will be recorded upon the DPL_MSGID_CONNECT msg.
|
||||
g_bWasLobbyLaunched = ( hLobbyLaunchedConnection != NULL );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: GreetingDlgProc()
|
||||
// Desc: Handles dialog messages
|
||||
//-----------------------------------------------------------------------------
|
||||
INT_PTR CALLBACK GreetingDlgProc( HWND hDlg, UINT msg,
|
||||
WPARAM wParam, LPARAM lParam )
|
||||
{
|
||||
switch( msg )
|
||||
{
|
||||
case WM_INITDIALOG:
|
||||
{
|
||||
g_hDlg = hDlg;
|
||||
|
||||
// Load and set the icon
|
||||
HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDI_MAIN ) );
|
||||
SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
|
||||
SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
|
||||
|
||||
SetWindowText( hDlg, g_strAppName );
|
||||
|
||||
// Display local player's name
|
||||
SetDlgItemText( hDlg, IDC_PLAYER_NAME, g_strLocalPlayerName );
|
||||
|
||||
PostMessage( hDlg, WM_APP_UPDATE_STATS, 0, 0 );
|
||||
break;
|
||||
}
|
||||
|
||||
case WM_APP_UPDATE_STATS:
|
||||
{
|
||||
// Update the number of players in the game
|
||||
TCHAR strNumberPlayers[32];
|
||||
|
||||
wsprintf( strNumberPlayers, TEXT("%d"), g_lNumberOfActivePlayers );
|
||||
SetDlgItemText( hDlg, IDC_NUM_PLAYERS, strNumberPlayers );
|
||||
break;
|
||||
}
|
||||
|
||||
case WM_APP_DISPLAY_WAVE:
|
||||
{
|
||||
HRESULT hr;
|
||||
DPNID dpnidPlayer = (DWORD)wParam;
|
||||
APP_PLAYER_INFO* pPlayerInfo = NULL;
|
||||
|
||||
// Get the player struct accosicated with this DPNID
|
||||
PLAYER_LOCK(); // enter player struct CS
|
||||
hr = GetPlayerStruct( dpnidPlayer, &pPlayerInfo );
|
||||
PLAYER_UNLOCK(); // leave player struct CS
|
||||
|
||||
if( FAILED(hr) || pPlayerInfo == NULL )
|
||||
{
|
||||
// The player who sent this may have gone away before this
|
||||
// message was handled, so just ignore it
|
||||
break;
|
||||
}
|
||||
|
||||
// Make wave message and display it.
|
||||
TCHAR szWaveMessage[MAX_PATH];
|
||||
wsprintf( szWaveMessage, TEXT("%s just waved at you, %s!\r\n"),
|
||||
pPlayerInfo->strPlayerName, g_strLocalPlayerName );
|
||||
|
||||
PLAYER_LOCK();
|
||||
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
|
||||
PLAYER_UNLOCK();
|
||||
|
||||
AppendTextToEditControl( hDlg, szWaveMessage );
|
||||
break;
|
||||
}
|
||||
|
||||
case WM_COMMAND:
|
||||
{
|
||||
switch( LOWORD(wParam) )
|
||||
{
|
||||
case IDC_WAVE:
|
||||
if( FAILED( g_hrDialog = WaveToAllPlayers() ) )
|
||||
{
|
||||
DXTRACE_ERR( TEXT("WaveToAllPlayers"), g_hrDialog );
|
||||
EndDialog( hDlg, 0 );
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
|
||||
case IDCANCEL:
|
||||
g_hrDialog = S_OK;
|
||||
EndDialog( hDlg, 0 );
|
||||
return TRUE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE; // Didn't handle message
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: DirectPlayMessageHandler
|
||||
// Desc: Handler for DirectPlay messages. This function is called by
|
||||
// the DirectPlay message handler pool of threads, so be careful of thread
|
||||
// synchronization problems with shared memory
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext,
|
||||
DWORD dwMessageId,
|
||||
PVOID pMsgBuffer )
|
||||
{
|
||||
// Try not to stay in this message handler for too long, otherwise
|
||||
// there will be a backlog of data. The best solution is to
|
||||
// queue data as it comes in, and then handle it on other threads.
|
||||
|
||||
// This function is called by the DirectPlay message handler pool of
|
||||
// threads, so be careful of thread synchronization problems with shared memory
|
||||
|
||||
switch( dwMessageId )
|
||||
{
|
||||
case DPN_MSGID_TERMINATE_SESSION:
|
||||
{
|
||||
PDPNMSG_TERMINATE_SESSION pTerminateSessionMsg;
|
||||
pTerminateSessionMsg = (PDPNMSG_TERMINATE_SESSION)pMsgBuffer;
|
||||
|
||||
g_hrDialog = DPNERR_CONNECTIONLOST;
|
||||
EndDialog( g_hDlg, 0 );
|
||||
break;
|
||||
}
|
||||
|
||||
case DPN_MSGID_RECEIVE:
|
||||
{
|
||||
HRESULT hr;
|
||||
PDPNMSG_RECEIVE pReceiveMsg;
|
||||
pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer;
|
||||
|
||||
GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
|
||||
switch( pMsg->dwType )
|
||||
{
|
||||
case GAME_MSGID_SET_ID:
|
||||
{
|
||||
// The host is tell us the DPNID for this client
|
||||
GAMEMSG_SET_ID* pSetIDMsg;
|
||||
pSetIDMsg = (GAMEMSG_SET_ID*)pReceiveMsg->pReceiveData;
|
||||
|
||||
g_dpnidLocalPlayer = pSetIDMsg->dpnidPlayer;
|
||||
break;
|
||||
}
|
||||
|
||||
case GAME_MSGID_CREATE_PLAYER:
|
||||
{
|
||||
// The host is telling us about a new player
|
||||
GAMEMSG_CREATE_PLAYER* pCreatePlayerMsg;
|
||||
pCreatePlayerMsg = (GAMEMSG_CREATE_PLAYER*)pReceiveMsg->pReceiveData;
|
||||
|
||||
// Create a new and fill in a APP_PLAYER_INFO
|
||||
APP_PLAYER_INFO* pPlayerInfo = new APP_PLAYER_INFO;
|
||||
ZeroMemory( pPlayerInfo, sizeof(APP_PLAYER_INFO) );
|
||||
pPlayerInfo->lRefCount = 1;
|
||||
pPlayerInfo->dpnidPlayer = pCreatePlayerMsg->dpnidPlayer;
|
||||
_tcscpy( pPlayerInfo->strPlayerName, pCreatePlayerMsg->strPlayerName );
|
||||
|
||||
PLAYER_LOCK(); // enter player struct CS
|
||||
AddPlayerStruct( pPlayerInfo );
|
||||
PLAYER_UNLOCK(); // leave player struct CS
|
||||
|
||||
// Update the number of active players, and
|
||||
// post a message to the dialog thread to update the
|
||||
// UI. This keeps the DirectPlay message handler
|
||||
// from blocking
|
||||
InterlockedIncrement( &g_lNumberOfActivePlayers );
|
||||
|
||||
if( g_hDlg != NULL )
|
||||
PostMessage( g_hDlg, WM_APP_UPDATE_STATS, 0, 0 );
|
||||
break;
|
||||
};
|
||||
|
||||
case GAME_MSGID_DESTROY_PLAYER:
|
||||
{
|
||||
// The host is telling us about a player that's been destroyed
|
||||
APP_PLAYER_INFO* pPlayerInfo = NULL;
|
||||
GAMEMSG_DESTROY_PLAYER* pDestroyPlayerMsg;
|
||||
pDestroyPlayerMsg = (GAMEMSG_DESTROY_PLAYER*)pReceiveMsg->pReceiveData;
|
||||
|
||||
// Get the player struct accosicated with this DPNID
|
||||
PLAYER_LOCK(); // enter player struct CS
|
||||
hr = GetPlayerStruct( pDestroyPlayerMsg->dpnidPlayer, &pPlayerInfo );
|
||||
PLAYER_UNLOCK(); // leave player struct CS
|
||||
|
||||
if( FAILED(hr) || pPlayerInfo == NULL )
|
||||
{
|
||||
// The player who sent this may have gone away before this
|
||||
// message was handled, so just ignore it
|
||||
break;
|
||||
}
|
||||
|
||||
// Release the player struct
|
||||
PLAYER_LOCK(); // enter player struct CS
|
||||
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
|
||||
PLAYER_UNLOCK(); // leave player struct CS
|
||||
|
||||
// Update the number of active players, and
|
||||
// post a message to the dialog thread to update the
|
||||
// UI. This keeps the DirectPlay message handler
|
||||
// from blocking
|
||||
InterlockedDecrement( &g_lNumberOfActivePlayers );
|
||||
|
||||
if( g_hDlg != NULL )
|
||||
PostMessage( g_hDlg, WM_APP_UPDATE_STATS, 0, 0 );
|
||||
break;
|
||||
};
|
||||
|
||||
case GAME_MSGID_WAVE:
|
||||
{
|
||||
// The host is telling us that someone waved to this client
|
||||
APP_PLAYER_INFO* pPlayerInfo = NULL;
|
||||
GAMEMSG_WAVE* pWaveMsg;
|
||||
pWaveMsg = (GAMEMSG_WAVE*)pReceiveMsg->pReceiveData;
|
||||
|
||||
// Ignore wave messages set by the local player
|
||||
if( pWaveMsg->dpnidPlayer == g_dpnidLocalPlayer )
|
||||
break;
|
||||
|
||||
// Get the player struct accosicated with this DPNID
|
||||
PLAYER_LOCK(); // enter player struct CS
|
||||
hr = GetPlayerStruct( pWaveMsg->dpnidPlayer, &pPlayerInfo );
|
||||
PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now
|
||||
PLAYER_UNLOCK(); // leave player struct CS
|
||||
|
||||
if( FAILED(hr) || pPlayerInfo == NULL )
|
||||
{
|
||||
// The player who sent this may have gone away before this
|
||||
// message was handled, so just ignore it
|
||||
break;
|
||||
}
|
||||
|
||||
// This message is sent when a player has waved to us, so
|
||||
// post a message to the dialog thread to update the UI.
|
||||
// This keeps the DirectPlay threads from blocking, and also
|
||||
// serializes the recieves since DirectPlayMessageHandler can
|
||||
// be called simultaneously from a pool of DirectPlay threads.
|
||||
PostMessage( g_hDlg, WM_APP_DISPLAY_WAVE, pPlayerInfo->dpnidPlayer, 0 );
|
||||
break;
|
||||
};
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure the DirectPlay MessageHandler calls the CNetConnectWizard handler,
|
||||
// so it can be informed of messages such as DPN_MSGID_ENUM_HOSTS_RESPONSE.
|
||||
if( g_pNetClientWizard )
|
||||
g_pNetClientWizard->MessageHandler( pvUserContext, dwMessageId, pMsgBuffer );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: DirectPlayLobbyMessageHandler
|
||||
// Desc: Handler for DirectPlay lobby messages. This function is called by
|
||||
// the DirectPlay lobby message handler pool of threads, so be careful of
|
||||
// thread synchronization problems with shared memory
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext,
|
||||
DWORD dwMessageId,
|
||||
PVOID pMsgBuffer )
|
||||
{
|
||||
switch( dwMessageId )
|
||||
{
|
||||
case DPL_MSGID_CONNECT:
|
||||
{
|
||||
PDPL_MESSAGE_CONNECT pConnectMsg;
|
||||
pConnectMsg = (PDPL_MESSAGE_CONNECT)pMsgBuffer;
|
||||
|
||||
// The CNetConnectWizard will handle this message for us,
|
||||
// so there is nothing we need to do here for this simple
|
||||
// sample.
|
||||
break;
|
||||
}
|
||||
|
||||
case DPL_MSGID_DISCONNECT:
|
||||
{
|
||||
PDPL_MESSAGE_DISCONNECT pDisconnectMsg;
|
||||
pDisconnectMsg = (PDPL_MESSAGE_DISCONNECT)pMsgBuffer;
|
||||
|
||||
// We should free any data associated with the lobby
|
||||
// client here, but there is none.
|
||||
break;
|
||||
}
|
||||
|
||||
case DPL_MSGID_RECEIVE:
|
||||
{
|
||||
PDPL_MESSAGE_RECEIVE pReceiveMsg;
|
||||
pReceiveMsg = (PDPL_MESSAGE_RECEIVE)pMsgBuffer;
|
||||
|
||||
// The lobby client sent us data. This sample doesn't
|
||||
// expected data from the client, but it is useful
|
||||
// for more complex apps.
|
||||
break;
|
||||
}
|
||||
|
||||
case DPL_MSGID_CONNECTION_SETTINGS:
|
||||
{
|
||||
PDPL_MESSAGE_CONNECTION_SETTINGS pConnectionStatusMsg;
|
||||
pConnectionStatusMsg = (PDPL_MESSAGE_CONNECTION_SETTINGS)pMsgBuffer;
|
||||
|
||||
// The lobby client has changed the connection settings.
|
||||
// This simple sample doesn't handle this, but more complex apps may
|
||||
// want to.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure the DirectPlay MessageHandler calls the CNetConnectWizard handler,
|
||||
// so the wizard can be informed of lobby messages such as DPL_MSGID_CONNECT
|
||||
if( g_pNetClientWizard )
|
||||
return g_pNetClientWizard->LobbyMessageHandler( pvUserContext, dwMessageId,
|
||||
pMsgBuffer );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: WaveToAllPlayers()
|
||||
// Desc: Send a app-defined "wave" DirectPlay message to all connected players
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT WaveToAllPlayers()
|
||||
{
|
||||
// This is called by the dialog UI thread. This will send a message to all
|
||||
// the players or inform the player that there is no one to wave at.
|
||||
if( g_lNumberOfActivePlayers == 1 )
|
||||
{
|
||||
MessageBox( NULL, TEXT("No one is around to wave at! :("),
|
||||
TEXT("SimpleClient"), MB_OK );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Send a message to all of the players
|
||||
GAMEMSG_GENERIC msgWave;
|
||||
msgWave.dwType = GAME_MSGID_WAVE;
|
||||
|
||||
DPN_BUFFER_DESC bufferDesc;
|
||||
bufferDesc.dwBufferSize = sizeof(GAMEMSG_GENERIC);
|
||||
bufferDesc.pBufferData = (BYTE*) &msgWave;
|
||||
|
||||
DPNHANDLE hAsync;
|
||||
// DirectPlay will tell via the message handler
|
||||
// if there are any severe errors, so ignore any errors
|
||||
g_pDPClient->Send( &bufferDesc, 1, 0, NULL, &hAsync, DPNSEND_GUARANTEED );
|
||||
}
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: AppendTextToEditControl()
|
||||
// Desc: Appends a string of text to the edit control
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID AppendTextToEditControl( HWND hDlg, TCHAR* strNewLogLine )
|
||||
{
|
||||
static TCHAR strText[1024*10];
|
||||
|
||||
HWND hEdit = GetDlgItem( hDlg, IDC_LOG_EDIT );
|
||||
SendMessage( hEdit, WM_SETREDRAW, FALSE, 0 );
|
||||
GetWindowText( hEdit, strText, 1024*9 );
|
||||
|
||||
_tcscat( strText, strNewLogLine );
|
||||
|
||||
int nSecondLine = 0;
|
||||
if( SendMessage( hEdit, EM_GETLINECOUNT, 0, 0 ) > 9 )
|
||||
nSecondLine = (int)SendMessage( hEdit, EM_LINEINDEX, 1, 0 );
|
||||
|
||||
SetWindowText( hEdit, &strText[nSecondLine] );
|
||||
|
||||
SendMessage( hEdit, WM_SETREDRAW, TRUE, 0 );
|
||||
InvalidateRect( hEdit, NULL, TRUE );
|
||||
UpdateWindow( hEdit );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: AddPlayerStruct()
|
||||
// Desc: Add pPlayerInfo to the circular linked list, g_playerHead
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID AddPlayerStruct( APP_PLAYER_INFO* pPlayerInfo )
|
||||
{
|
||||
pPlayerInfo->pNext = g_playerHead.pNext;
|
||||
pPlayerInfo->pPrev = &g_playerHead;
|
||||
|
||||
g_playerHead.pNext->pPrev = pPlayerInfo;
|
||||
g_playerHead.pNext = pPlayerInfo;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: DestoryPlayerStruct()
|
||||
// Desc: Remove pPlayerInfo from the circular linked list, g_playerHead
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID DestoryPlayerStruct( APP_PLAYER_INFO* pPlayerInfo )
|
||||
{
|
||||
pPlayerInfo->pNext->pPrev = pPlayerInfo->pPrev;
|
||||
pPlayerInfo->pPrev->pNext = pPlayerInfo->pNext;
|
||||
|
||||
SAFE_DELETE( pPlayerInfo );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: GetPlayerStruct()
|
||||
// Desc: Searchs the circular linked list, g_playerHead, for dpnidPlayer
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT GetPlayerStruct( DPNID dpnidPlayer, APP_PLAYER_INFO** ppPlayerInfo )
|
||||
{
|
||||
if( ppPlayerInfo == NULL )
|
||||
return E_FAIL;
|
||||
|
||||
APP_PLAYER_INFO* pCurPlayer = g_playerHead.pNext;
|
||||
|
||||
*ppPlayerInfo = NULL;
|
||||
while ( pCurPlayer != &g_playerHead )
|
||||
{
|
||||
if( pCurPlayer->dpnidPlayer == dpnidPlayer )
|
||||
{
|
||||
*ppPlayerInfo = pCurPlayer;
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
pCurPlayer = pCurPlayer->pNext;
|
||||
}
|
||||
|
||||
// Not found.
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,208 @@
|
||||
# Microsoft Developer Studio Project File - Name="SimpleClient" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=SimpleClient - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "simpleclient.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "simpleclient.mak" CFG="SimpleClient - Win32 Debug Unicode"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "SimpleClient - Win32 Debug Unicode" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "SimpleClient - Win32 Release Unicode" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "SimpleClient - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "SimpleClient - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
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|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "SimpleClient - Win32 Debug Unicode"
|
||||
|
||||
OUTDIR=.\Win32_Debug_Unicode
|
||||
INTDIR=.\Win32_Debug_Unicode
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Win32_Debug_Unicode
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\SimpleClient.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\netclient.obj"
|
||||
-@erase "$(INTDIR)\SimpleClient.obj"
|
||||
-@erase "$(INTDIR)\SimpleClient.res"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(OUTDIR)\SimpleClient.exe"
|
||||
-@erase "$(OUTDIR)\SimpleClient.ilk"
|
||||
-@erase "$(OUTDIR)\SimpleClient.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\common\include" /I "..\common" /D "_DEBUG" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /Fp"$(INTDIR)\SimpleClient.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\SimpleClient.res" /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\SimpleClient.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\SimpleClient.pdb" /debug /machine:I386 /nodefaultlib:"LIBC" /out:"$(OUTDIR)\SimpleClient.exe" /pdbtype:sept /stack:0x10000,0x10000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\SimpleClient.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\netclient.obj" \
|
||||
"$(INTDIR)\SimpleClient.res"
|
||||
|
||||
"$(OUTDIR)\SimpleClient.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "SimpleClient - Win32 Release Unicode"
|
||||
|
||||
OUTDIR=.\Win32_Release_Unicode
|
||||
INTDIR=.\Win32_Release_Unicode
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Win32_Release_Unicode
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\SimpleClient.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\netclient.obj"
|
||||
-@erase "$(INTDIR)\SimpleClient.obj"
|
||||
-@erase "$(INTDIR)\SimpleClient.res"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(OUTDIR)\SimpleClient.exe"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MT /W3 /GX /O2 /I "..\..\..\common\include" /I "..\common" /D "NDEBUG" /D "_MBCS" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /Fp"$(INTDIR)\SimpleClient.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\SimpleClient.res" /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\SimpleClient.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\SimpleClient.pdb" /machine:I386 /out:"$(OUTDIR)\SimpleClient.exe" /stack:0x10000,0x10000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\SimpleClient.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\netclient.obj" \
|
||||
"$(INTDIR)\SimpleClient.res"
|
||||
|
||||
"$(OUTDIR)\SimpleClient.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("SimpleClient.dep")
|
||||
!INCLUDE "SimpleClient.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "SimpleClient.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "SimpleClient - Win32 Release" || "$(CFG)" == "SimpleClient - Win32 Debug" || "$(CFG)" == "SimpleClient - Win32 Debug Unicode" || "$(CFG)" == "SimpleClient - Win32 Release Unicode"
|
||||
SOURCE=.\SimpleClient.cpp
|
||||
|
||||
"$(INTDIR)\SimpleClient.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
SOURCE=.\SimpleClient.rc
|
||||
|
||||
"$(INTDIR)\SimpleClient.res" : $(SOURCE) "$(INTDIR)"
|
||||
$(RSC) $(RSC_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\..\common\src\dxutil.cpp
|
||||
|
||||
"$(INTDIR)\dxutil.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\..\common\src\netclient.cpp
|
||||
|
||||
"$(INTDIR)\netclient.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
Reference in New Issue
Block a user