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>
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2025-11-29 16:24:34 +09:00
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//-----------------------------------------------------------------------------
//
// Sample Name: SimplePeer Sample
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//
//-----------------------------------------------------------------------------
Description
===========
SimplePeer illustrates how to network other players using DirectPlay.
After joining or creating a session, a simple game
begins immediately. Other players may join the game in progress at any time.
The game itself is very simple, passing a single DirectPlay message to all
connected players when the "Wave To other players" button is pressed.
Path
====
Source: DXSDK\Samples\Multimedia\DirectPlay\SimplePeer
Executable: DXSDK\Samples\Multimedia\DirectPlay\Bin
User's Guide
============
Enter the player's name, and choose a connection type. You can either choose
"Wait for Lobby Connection" to wait for a lobby connection or choose a
service provider. Use the Multiplayer Games dialog to either search for an
active game to join, or to start a new game. After game has been joined or
created, the game begins immediately. Other players may join the game at
any time. If host migration is on, then the host player may also leave
at anytime since DirectPlay will automatically migrate the host player.
Programming Notes
=================
This sample was intended to be very simple, showing the basics of using
the DirectPlay API. Here's a quick run through the various steps
of SimplePeer:
* Initialize DirectPlay. See InitDirectPlay()
1. Init COM with CoInitialize()
2. Create a IDirectPlay8Peer with CoCreateInstance()
3. Create a IDirectPlay8LobbiedApplication with CoCreateInstance()
4. Call IDirectPlay8Peer::Initialize to tell the interface about our
message handler
5. Call IDirectPlay8LobbiedApplication::Initialize to tell the interface
about our message handler
6. Check if IDirectPlay8LobbiedApplication::Initialize returned a non-NULL
lobby client connection handle. If it did, then we know we were
launched by a lobby client, so it may (but not necessarily) also
have sent us connection settings we can use to either host or join
a game.
* Either host or connect to a DirectPlay game. See WinMain().
If we were launched from a lobby client, then we may have connection
settings that we can use either host or join a game. If not, then we'll
need to prompt the user to determine how to connect.
- Host/connect using the connection settings obtained from lobby client. See
CNetConnectWizard::ConnectUsingLobbySettings().
1. Call IDirectPlay8LobbiedApplication::GetConnectionSettings() to get the
connection settings from a lobby client. Note: the connection
settings are also present in the DPL_MSGID_CONNECT message, but if
we use those we would need to make a deep copy of the data since
we don't own pConnectMsg->pdplConnectionSettings.
2. Check dwFlags for DPLCONNECTSETTINGS_HOST. This will tell us if we are
hosting or not.
3. Call IDirectPlay8Peer::SetPeerInfo so other players know our player name.
This isn't necessary, but SetPeerInfo is an easy way to post data
such as the player name so that all of the other clients can access it.
4. If hosting call IDirectPlay8Peer::Host(), otherwise call
IDirectPlay8Peer::Connect().
5. Cleanup DPL_CONNECTION_SETTINGS.
- Host/connect by prompting user for connect settings. See
CNetConnectWizard::DoConnectWizard():
This sample calls upon the helper class CNetConnectWizard for this task.
It uses dialog boxes to query the user what to do, however most games will
want to use a fanicer graphics layer such as Direct3D. Here's what
CNetConnectWizard does after calling CNetConnectWizard::DoConnectWizard():
1. CNetConnectWizard enumerates and displays DirectPlay's service providers with
IDirectPlay8Peer::EnumServiceProviders.
See CNetConnectWizard::ConnectionsDlgFillListBox()
2. When a service provider has been chosen via the UI...
See CNetConnectWizard::ConnectionsDlgOnOK().
- If the user chooses "Wait for Lobby Connection", then it calls
IDirectPlay8LobbiedApplication::SetAppAvailable. This tells the
lobby client that our app is available for connection, so it
doesn't need to launch a new instance of the application. Then
pops a dialog box that has timer. The timer checks to see if
m_hLobbyConnectionEvent is signaled (it becomes signaled when a
DPL_MSGID_CONNECT is received). When it is, then we can call
ConnectUsingLobbySettings().
- If the user chooses a SP, it creates a DirectPlay host and device
addresses calling CoCreateInstance. Then it calls
IDirectPlay8Address::SetSP to pass SP's guid into the two
IDirectPlay8Address's.
3. Call IDirectPlay8Peer::EnumHosts to enum all the games in progress on that SP.
See CNetConnectWizard::SessionsDlgEnumHosts().
We pass in a device address to specify which device to use,
and a host address to specify the address of the host. For TCP/IP,
the host address may contain just the SP to search the local subnet,
or it may have the SP and a have an IP address to search. If too
little information is supplied and the flag DPNENUMHOSTS_OKTOQUERYFORADDRESSING
is passed then DirectPlay will popup a dialog box to prompt the
user for any extra needed information. More complex games would
probably want to not pass this flag, and supply the needed
information so as to avoid unnecessary dialog boxes.
4. Process DPN_MSGID_ENUM_HOSTS_RESPONSE messages that come in on the callback.
Upon receiving these messages, put them in a data structure. You
will need to deep copy the DPN_APPLICATION_DESC, and the pAddressSender.
Also be careful to not add duplicates to the list. You will need
to manage this structure yourself including expiring old enumerations.
See CNetConnectWizard::SessionsDlgNoteEnumResponse() and
CNetConnectWizard::SessionsDlgExpireOldHostEnums().
5. The wizard displays the list of current sessions (built with step #4)
and allows the user to either choose a game from the list or
create a new one.
- If joining a game from the list, it calls IDirectPlay8Peer::SetPeerInfo()
to set the player's name, and then calls IDirectPlay8Peer::Connect()
passing in the DPN_APPLICATION_DESC, as well as pAddressSender
from the selected game. This will async complete, so wait for
DPN_MSGID_CONNECT_COMPLETE, and read the connect result from msg.
See CNetConnectWizard::SessionsDlgJoinGame(), and
CNetConnectWizard::SessionsDlgProc()'s WM_TIMER.
- If creating a new game, it calls IDirectPlay8Peer::SetPeerInfo()
to set the player's name, and then calls IDirectPlay8Peer::Host()
passing in a DPN_APPLICATION_DESC filled with various info such
as the game name, max players, and the app guid. It also passes in
the IDirectPlay8Address that describes which SP to use.
See CNetConnectWizard::SessionsDlgCreateGame().
After either prompting the user with dialog boxes or connecting using
settings from a lobby connection, the IDirectPlay8Peer interface will
be connected to a DirectPlay session by either hosting a new one or join
an existing one.
* Handle DirectPlay system messages. See DirectPlayMessageHandler()
- Upon DPN_MSGID_CREATE_PLAYER it calls IDirectPlay8Peer::GetPeerInfo
to retrieve the player's name. It then creates a app specific
structure for the player, APP_PLAYER_INFO. It passes the
pointer to this structure to DirectPlay in the pvPlayerContext
field. This prompts DirectPlay to return that pointer whenever
a message from or about that player is received, so instead of
traversing a data structure to find the player's structure the
pvPlayerContext will be pointing directly to the correct
structure. Note that since player can be deleted at any time,
we need to use ref counting to make sure this player context struct
isn't deleted while we are still using it.
- Upon DPN_MSGID_DELETE_PLAYER it gets the player's structure from
pDeletePlayerMsg->pvPlayerContext and then decrements the
ref count for the structure. If the struct's ref count is zero,
the struct is deleted.
- Upon DPN_MSGID_CONNECTION_TERMINATED it shuts down the dialog.
- Upon DPN_MSGID_RECEIVE it casts pReceiveMsg->pReceiveData into
a generic app defined structure that helps it figure out
what structure is really contained in pReceiveMsg->pReceiveData.
For this simple example, if the type is GAME_MSGID_WAVE it
just executes an simple action.
* Send a DirectPlay packet. See WaveToAllPlayers().
- If the user presses, "Wave to other players!" button then it
calls IDirectPlay8Peer::SendTo() with DPNID_ALL_PLAYERS_GROUP
and a data message that is simply a DWORD containing GAME_MSGID_WAVE.
* Clean up. See bottom of WinMain()
1. Delete the connection wizard class.
2. Call IDirectPlay8LobbiedApplication::Close()
3. Release the IDirectPlay8LobbiedApplication
4. Call IDirectPlay8Peer::Close()
5. Release the IDirectPlay8Peer
1. Free any app-specific resources
6. Call CoUninitialize().

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//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by SimplePeer.rc
//
#define IDD_MAIN_GAME 101
#define IDC_WAVE 1001
#define IDC_NUM_PLAYERS 1002
#define IDC_PLAYER_NAME 1003
#define IDC_LOG_EDIT 1016
#define IDD_MULTIPLAYER_CONNECT 10001
#define IDD_MULTIPLAYER_GAMES 10002
#define IDD_MULTIPLAYER_CREATE 10003
#define IDD_LOBBY_WAIT_STATUS 10004
#define IDC_RETURN 11001
#define IDC_PLAYER_NAME_EDIT 11002
#define IDC_GAMES_LIST 11003
#define IDC_JOIN 11004
#define IDC_CREATE 11005
#define IDC_CONNECTION_LIST 11006
#define IDC_BACK 11007
#define IDC_CHECK_DPLAY_PROTOCOL 11008
#define IDC_EDIT_SESSION_NAME 11009
#define IDC_SEARCH_CHECK 11010
#define IDC_WAIT_TEXT 11012
#define IDC_MIGRATE_HOST 11013
#define IDI_MAIN 11014
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 105
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1004
#define _APS_NEXT_SYMED_VALUE 103
#endif
#endif

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//----------------------------------------------------------------------------
// File: SimplePeer.cpp
//
// Desc: The main game file for the SimplePeer sample. It connects
// players together with two dialog boxes to prompt users on the
// connection settings to join or create a session. After the user
// connects to a sesssion, the sample displays a multiplayer stage.
//
// After a new game has started the sample begins a very simplistic
// game called "The Greeting Game". When two or more players are connected
// to the game, the players have the option of sending a single simple
// DirectPlay message to all of the other players. When this message
// is receieved by the other players, they simply display a dialog box.
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <dplay8.h>
#include <dplobby8.h>
#include <dxerr8.h>
#include "NetConnect.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Player context locking defines
//-----------------------------------------------------------------------------
CRITICAL_SECTION g_csPlayerContext;
#define PLAYER_LOCK() EnterCriticalSection( &g_csPlayerContext );
#define PLAYER_ADDREF( pPlayerInfo ) if( pPlayerInfo ) pPlayerInfo->lRefCount++;
#define PLAYER_RELEASE( pPlayerInfo ) if( pPlayerInfo ) { pPlayerInfo->lRefCount--; if( pPlayerInfo->lRefCount <= 0 ) SAFE_DELETE( pPlayerInfo ); } pPlayerInfo = NULL;
#define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
//-----------------------------------------------------------------------------
// Defines, and constants
//-----------------------------------------------------------------------------
#define DPLAY_SAMPLE_KEY TEXT("Software\\Microsoft\\DirectX DirectPlay Samples")
#define MAX_PLAYER_NAME 14
#define WM_APP_UPDATE_STATS (WM_APP + 0)
#define WM_APP_DISPLAY_WAVE (WM_APP + 1)
// This GUID allows DirectPlay to find other instances of the same game on
// the network. So it must be unique for every game, and the same for
// every instance of that game. // {02AE835D-9179-485f-8343-901D327CE794}
GUID g_guidApp = { 0x2ae835d, 0x9179, 0x485f, { 0x83, 0x43, 0x90, 0x1d, 0x32, 0x7c, 0xe7, 0x94 } };
struct APP_PLAYER_INFO
{
LONG lRefCount; // Ref count so we can cleanup when all threads
// are done w/ this object
DPNID dpnidPlayer; // DPNID of player
TCHAR strPlayerName[MAX_PLAYER_NAME]; // Player name
};
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
IDirectPlay8Peer* g_pDP = NULL; // DirectPlay peer object
CNetConnectWizard* g_pNetConnectWizard = NULL; // Connection wizard
IDirectPlay8LobbiedApplication* g_pLobbiedApp = NULL; // DirectPlay lobbied app
BOOL g_bWasLobbyLaunched = FALSE; // TRUE if lobby launched
HINSTANCE g_hInst = NULL; // HINST of app
HWND g_hDlg = NULL; // HWND of main dialog
DPNID g_dpnidLocalPlayer = 0; // DPNID of local player
LONG g_lNumberOfActivePlayers = 0; // Number of players currently in game
TCHAR g_strAppName[256] = TEXT("SimplePeer");
HRESULT g_hrDialog; // Exit code for app
TCHAR g_strLocalPlayerName[MAX_PATH]; // Local player name
TCHAR g_strSessionName[MAX_PATH]; // Session name
TCHAR g_strPreferredProvider[MAX_PATH]; // Provider string
//-----------------------------------------------------------------------------
// App specific DirectPlay messages and structures
//-----------------------------------------------------------------------------
#define GAME_MSGID_WAVE 1
// Change compiler pack alignment to be BYTE aligned, and pop the current value
#pragma pack( push, 1 )
struct GAMEMSG_GENERIC
{
DWORD dwType;
};
// Pop the old pack alignment
#pragma pack( pop )
//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
INT_PTR CALLBACK GreetingDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT InitDirectPlay();
HRESULT WaveToAllPlayers();
VOID AppendTextToEditControl( HWND hDlg, TCHAR* strNewLogLine );
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point for the application. Since we use a simple dialog for
// user interaction we don't need to pump messages.
//-----------------------------------------------------------------------------
INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst,
LPSTR pCmdLine, INT nCmdShow )
{
HRESULT hr;
HKEY hDPlaySampleRegKey;
BOOL bConnectSuccess = FALSE;
g_hInst = hInst;
InitializeCriticalSection( &g_csPlayerContext );
// Read persistent state information from registry
RegCreateKeyEx( HKEY_CURRENT_USER, DPLAY_SAMPLE_KEY, 0, NULL,
REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL,
&hDPlaySampleRegKey, NULL );
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"),
g_strLocalPlayerName, MAX_PATH, TEXT("TestPlayer") );
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"),
g_strSessionName, MAX_PATH, TEXT("TestGame") );
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Preferred Provider"),
g_strPreferredProvider, MAX_PATH,
TEXT("DirectPlay8 TCP/IP Service Provider") );
// Init COM so we can use CoCreateInstance
CoInitializeEx( NULL, COINIT_MULTITHREADED );
// Create helper class
g_pNetConnectWizard = new CNetConnectWizard( hInst, NULL, g_strAppName, &g_guidApp );
if( FAILED( hr = InitDirectPlay() ) )
{
DXTRACE_ERR( TEXT("InitDirectPlay"), hr );
MessageBox( NULL, TEXT("Failed initializing IDirectPlay8Peer. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
return FALSE;
}
// If we were launched from a lobby client, then we may have connection settings
// that we can use either host or join a game. If not, then we'll need to prompt
// the user to detrimine how to connect.
if( g_bWasLobbyLaunched && g_pNetConnectWizard->HaveConnectionSettingsFromLobby() )
{
// 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_pNetConnectWizard->ConnectUsingLobbySettings() ) )
{
DXTRACE_ERR( TEXT("ConnectUsingLobbySettings"), hr );
MessageBox( NULL, TEXT("Failed to connect using lobby settings. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
bConnectSuccess = FALSE;
}
else
{
// Read information from g_pNetConnectWizard
_tcscpy( g_strLocalPlayerName, g_pNetConnectWizard->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_pNetConnectWizard->SetPlayerName( g_strLocalPlayerName );
g_pNetConnectWizard->SetSessionName( g_strSessionName );
g_pNetConnectWizard->SetPreferredProvider( g_strPreferredProvider );
// 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_pNetConnectWizard->DoConnectWizard( FALSE );
if( FAILED( hr ) )
{
DXTRACE_ERR( TEXT("DoConnectWizard"), hr );
MessageBox( NULL, TEXT("Multiplayer connect failed. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), 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_pNetConnectWizard
_tcscpy( g_strLocalPlayerName, g_pNetConnectWizard->GetPlayerName() );
_tcscpy( g_strSessionName, g_pNetConnectWizard->GetSessionName() );
_tcscpy( g_strPreferredProvider, g_pNetConnectWizard->GetPreferredProvider() );
// Write information to the registry
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"), g_strLocalPlayerName );
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"), g_strSessionName );
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Preferred Provider"), g_strPreferredProvider );
}
}
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."),
TEXT("DirectPlay Sample"), 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."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
}
}
}
// Cleanup DirectPlay and helper classes
g_pNetConnectWizard->Shutdown();
if( g_pDP )
{
g_pDP->Close(0);
SAFE_RELEASE( g_pDP );
}
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_pNetConnectWizard );
RegCloseKey( hDPlaySampleRegKey );
DeleteCriticalSection( &g_csPlayerContext );
CoUninitialize();
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: InitDirectPlay()
// Desc:
//-----------------------------------------------------------------------------
HRESULT InitDirectPlay()
{
DPNHANDLE hLobbyLaunchedConnection = NULL;
HRESULT hr;
// Create IDirectPlay8Peer
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Peer, NULL,
CLSCTX_INPROC_SERVER,
IID_IDirectPlay8Peer,
(LPVOID*) &g_pDP ) ) )
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_pNetConnectWizard->Init( g_pDP, g_pLobbiedApp );
// Init IDirectPlay8Peer
if( FAILED( hr = g_pDP->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
if( g_pNetConnectWizard->IsHostPlayer() )
SetWindowText( hDlg, TEXT("SimplePeer (Host)") );
else
SetWindowText( hDlg, TEXT("SimplePeer") );
// 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;
PLAYER_LOCK(); // enter player context CS
// Get the player context accosicated with this DPNID
hr = g_pDP->GetPlayerContext( dpnidPlayer,
(LPVOID* const) &pPlayerInfo,
0);
PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now
PLAYER_UNLOCK(); // leave player context 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_CREATE_PLAYER:
{
HRESULT hr;
PDPNMSG_CREATE_PLAYER pCreatePlayerMsg;
pCreatePlayerMsg = (PDPNMSG_CREATE_PLAYER)pMsgBuffer;
// 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;
// Get the peer info and extract its name
DWORD dwSize = 0;
DPN_PLAYER_INFO* pdpPlayerInfo = NULL;
hr = DPNERR_CONNECTING;
// GetPeerInfo might return DPNERR_CONNECTING when connecting,
// so just keep calling it if it does
while( hr == DPNERR_CONNECTING )
hr = g_pDP->GetPeerInfo( pCreatePlayerMsg->dpnidPlayer, pdpPlayerInfo, &dwSize, 0 );
if( hr == DPNERR_BUFFERTOOSMALL )
{
pdpPlayerInfo = (DPN_PLAYER_INFO*) new BYTE[ dwSize ];
ZeroMemory( pdpPlayerInfo, dwSize );
pdpPlayerInfo->dwSize = sizeof(DPN_PLAYER_INFO);
hr = g_pDP->GetPeerInfo( pCreatePlayerMsg->dpnidPlayer, pdpPlayerInfo, &dwSize, 0 );
if( SUCCEEDED(hr) )
{
// This stores a extra TCHAR copy of the player name for
// easier access. This will be redundent copy since DPlay
// also keeps a copy of the player name in GetPeerInfo()
DXUtil_ConvertWideStringToGeneric( pPlayerInfo->strPlayerName,
pdpPlayerInfo->pwszName, MAX_PLAYER_NAME );
if( pdpPlayerInfo->dwPlayerFlags & DPNPLAYER_LOCAL )
g_dpnidLocalPlayer = pCreatePlayerMsg->dpnidPlayer;
}
SAFE_DELETE_ARRAY( pdpPlayerInfo );
}
// Tell DirectPlay to store this pPlayerInfo
// pointer in the pvPlayerContext.
pCreatePlayerMsg->pvPlayerContext = pPlayerInfo;
// 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 DPN_MSGID_DESTROY_PLAYER:
{
PDPNMSG_DESTROY_PLAYER pDestroyPlayerMsg;
pDestroyPlayerMsg = (PDPNMSG_DESTROY_PLAYER)pMsgBuffer;
APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pDestroyPlayerMsg->pvPlayerContext;
PLAYER_LOCK(); // enter player context CS
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
PLAYER_UNLOCK(); // leave player context 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 DPN_MSGID_HOST_MIGRATE:
{
PDPNMSG_HOST_MIGRATE pHostMigrateMsg;
pHostMigrateMsg = (PDPNMSG_HOST_MIGRATE)pMsgBuffer;
// Check to see if we are the new host
if( pHostMigrateMsg->dpnidNewHost == g_dpnidLocalPlayer )
SetWindowText( g_hDlg, TEXT("SimplePeer (Host)") );
break;
}
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:
{
PDPNMSG_RECEIVE pReceiveMsg;
pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer;
APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pReceiveMsg->pvPlayerContext;
if( NULL == pPlayerInfo )
break;
GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
if( pMsg->dwType == GAME_MSGID_WAVE )
{
// 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;
}
}
// 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_pNetConnectWizard )
return g_pNetConnectWizard->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_pNetConnectWizard )
return g_pNetConnectWizard->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("SimplePeer"), 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;
g_pDP->SendTo( DPNID_ALL_PLAYERS_GROUP, &bufferDesc, 1,
0, NULL, &hAsync, DPNSEND_NOLOOPBACK | 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 );
}

View File

@@ -0,0 +1,204 @@
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View File

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Microsoft Developer Studio Workspace File, Format Version 6.00
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View File

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CFG=SimplePeer - Win32 Debug Unicode
!MESSAGE No configuration specified. Defaulting to SimplePeer - Win32 Debug Unicode.
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!MESSAGE Invalid configuration "$(CFG)" specified.
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$(LINK32_FLAGS) $(LINK32_OBJS)
<<
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OUTDIR=.\Debug
INTDIR=.\Debug
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OutDir=.\Debug
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ALL : "$(OUTDIR)\simplepeer.exe"
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if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
CPP=cl.exe
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$(CPP) @<<
$(CPP_PROJ) $<
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$(CPP) @<<
$(CPP_PROJ) $<
<<
MTL=midl.exe
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
RSC=rc.exe
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\SimplePeer.res" /d "_DEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\simplepeer.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\simplepeer.pdb" /debug /machine:I386 /nodefaultlib:"LIBC" /out:"$(OUTDIR)\simplepeer.exe" /pdbtype:sept /stack:0x10000,0x10000
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$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "SimplePeer - Win32 Debug Unicode"
OUTDIR=.\Win32_Debug_Unicode
INTDIR=.\Win32_Debug_Unicode
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OutDir=.\Win32_Debug_Unicode
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ALL : "$(OUTDIR)\simplepeer.exe"
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-@erase "$(OUTDIR)\simplepeer.exe"
-@erase "$(OUTDIR)\simplepeer.ilk"
-@erase "$(OUTDIR)\simplepeer.pdb"
"$(OUTDIR)" :
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
CPP=cl.exe
CPP_PROJ=/nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "_DEBUG" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /Fp"$(INTDIR)\simplepeer.pch" /YX /Fo"$(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)\SimplePeer.res" /d "_DEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\simplepeer.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\simplepeer.pdb" /debug /machine:I386 /nodefaultlib:"LIBC" /out:"$(OUTDIR)\simplepeer.exe" /pdbtype:sept /stack:0x10000,0x10000
LINK32_OBJS= \
"$(INTDIR)\SimplePeer.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\NetConnect.obj" \
"$(INTDIR)\SimplePeer.res"
"$(OUTDIR)\simplepeer.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "SimplePeer - Win32 Release Unicode"
OUTDIR=.\Win32_Release_Unicode
INTDIR=.\Win32_Release_Unicode
# Begin Custom Macros
OutDir=.\Win32_Release_Unicode
# End Custom Macros
ALL : "$(OUTDIR)\simplepeer.exe"
CLEAN :
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\NetConnect.obj"
-@erase "$(INTDIR)\SimplePeer.obj"
-@erase "$(INTDIR)\SimplePeer.res"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(OUTDIR)\simplepeer.exe"
"$(OUTDIR)" :
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
CPP=cl.exe
CPP_PROJ=/nologo /MT /W3 /GX /O2 /I "." /I "..\..\common\include" /D "NDEBUG" /D "_MBCS" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /Fp"$(INTDIR)\simplepeer.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)\SimplePeer.res" /d "NDEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\simplepeer.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\simplepeer.pdb" /machine:I386 /out:"$(OUTDIR)\simplepeer.exe" /stack:0x10000,0x10000
LINK32_OBJS= \
"$(INTDIR)\SimplePeer.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\NetConnect.obj" \
"$(INTDIR)\SimplePeer.res"
"$(OUTDIR)\simplepeer.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ENDIF
!IF "$(NO_EXTERNAL_DEPS)" != "1"
!IF EXISTS("simplepeer.dep")
!INCLUDE "simplepeer.dep"
!ELSE
!MESSAGE Warning: cannot find "simplepeer.dep"
!ENDIF
!ENDIF
!IF "$(CFG)" == "SimplePeer - Win32 Release" || "$(CFG)" == "SimplePeer - Win32 Debug" || "$(CFG)" == "SimplePeer - Win32 Debug Unicode" || "$(CFG)" == "SimplePeer - Win32 Release Unicode"
SOURCE=.\SimplePeer.cpp
"$(INTDIR)\SimplePeer.obj" : $(SOURCE) "$(INTDIR)"
SOURCE=.\SimplePeer.rc
"$(INTDIR)\SimplePeer.res" : $(SOURCE) "$(INTDIR)"
$(RSC) $(RSC_PROJ) $(SOURCE)
SOURCE=..\..\common\src\dxutil.cpp
"$(INTDIR)\dxutil.obj" : $(SOURCE) "$(INTDIR)"
$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=..\..\common\src\NetConnect.cpp
"$(INTDIR)\NetConnect.obj" : $(SOURCE) "$(INTDIR)"
$(CPP) $(CPP_PROJ) $(SOURCE)
!ENDIF

View File

@@ -0,0 +1,207 @@
//Microsoft Developer Studio generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "afxres.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// 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
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
IDD_MULTIPLAYER_CONNECT DIALOG DISCARDABLE 0, 0, 282, 151
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Multiplayer Connect"
FONT 8, "MS Shell Dlg"
BEGIN
LTEXT "Player Name:",IDC_STATIC,7,10,43,8
EDITTEXT IDC_PLAYER_NAME_EDIT,7,22,268,14,ES_AUTOHSCROLL
LTEXT "Connection Type:",IDC_STATIC,7,41,57,8
LISTBOX IDC_CONNECTION_LIST,7,53,268,72,LBS_SORT |
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
DEFPUSHBUTTON "OK",IDOK,171,130,50,14
PUSHBUTTON "Cancel",IDCANCEL,225,130,50,14
END
IDD_MULTIPLAYER_GAMES DIALOG DISCARDABLE 0, 0, 282, 140
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:",-1,7,15,69,8
CONTROL "Start Search",IDC_SEARCH_CHECK,"Button",BS_AUTOCHECKBOX |
BS_PUSHLIKE | WS_TABSTOP,220,7,55,14
LISTBOX IDC_GAMES_LIST,7,24,268,91,LBS_SORT |
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
PUSHBUTTON "Join",IDC_JOIN,7,119,50,14
PUSHBUTTON "Create",IDC_CREATE,61,119,50,14
PUSHBUTTON "Cancel",IDC_BACK,225,119,50,14
END
IDD_MAIN_GAME DIALOG DISCARDABLE 0, 0, 240, 183
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_VISIBLE | WS_CAPTION |
WS_SYSMENU
CAPTION "The Greeting Game"
FONT 8, "MS Shell Dlg"
BEGIN
DEFPUSHBUTTON "Wave to other players!",IDC_WAVE,20,162,80,14
LTEXT "In this extremely simple non-violent game the only action you can",
IDC_STATIC,11,16,214,8
LTEXT "do is to wave to the other players, or they in turn can wave to you!",
IDC_STATIC,11,26,214,8
LTEXT "Number of players in game:",IDC_STATIC,11,59,86,8
LTEXT "0",IDC_NUM_PLAYERS,99,59,127,8
GROUPBOX "Rules",IDC_STATIC,7,7,226,30
GROUPBOX "Game Status",IDC_STATIC,7,39,226,118
LTEXT "Local Player Name:",IDC_STATIC,11,49,62,8
LTEXT "Static",IDC_PLAYER_NAME,76,49,150,8
PUSHBUTTON "Exit",IDCANCEL,155,162,50,14
EDITTEXT IDC_LOG_EDIT,13,71,213,80,ES_MULTILINE | ES_READONLY
END
IDD_LOBBY_WAIT_STATUS DIALOG DISCARDABLE 120, 110, 162, 52
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_VISIBLE | WS_CAPTION
CAPTION "Lobby Connection Status"
FONT 8, "MS Shell Dlg"
BEGIN
DEFPUSHBUTTON "&Cancel",IDCANCEL,55,31,51,14
CTEXT "Finding Game...",IDC_WAIT_TEXT,7,14,141,8
END
IDD_MULTIPLAYER_CREATE DIALOG DISCARDABLE 0, 0, 186, 77
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Create Game"
FONT 8, "MS Shell Dlg"
BEGIN
EDITTEXT IDC_EDIT_SESSION_NAME,7,19,172,14,ES_AUTOHSCROLL
DEFPUSHBUTTON "OK",IDOK,7,56,50,14
PUSHBUTTON "Cancel",IDCANCEL,129,56,50,14
LTEXT "Game Name:",IDC_STATIC,7,7,42,8
CONTROL "Migrate Host",IDC_MIGRATE_HOST,"Button",BS_AUTOCHECKBOX |
WS_TABSTOP,66,40,56,10
END
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
IDD_MULTIPLAYER_CONNECT, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 275
TOPMARGIN, 7
BOTTOMMARGIN, 144
END
IDD_MULTIPLAYER_GAMES, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 275
VERTGUIDE, 141
TOPMARGIN, 7
BOTTOMMARGIN, 133
END
IDD_MAIN_GAME, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 233
VERTGUIDE, 60
VERTGUIDE, 120
VERTGUIDE, 180
TOPMARGIN, 7
BOTTOMMARGIN, 176
END
IDD_LOBBY_WAIT_STATUS, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 148
TOPMARGIN, 7
BOTTOMMARGIN, 45
END
IDD_MULTIPLAYER_CREATE, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 179
VERTGUIDE, 94
TOPMARGIN, 7
BOTTOMMARGIN, 70
END
END
#endif // APSTUDIO_INVOKED
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include ""afxres.h""\r\n"
"\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_MAIN ICON DISCARDABLE "directx.ico"
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED