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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//-----------------------------------------------------------------------------
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//
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// Sample Name: VB Memory 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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Description
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===========
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Memory is a simple game in which you match 'tiles' and try to score the most
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points.
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Path
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====
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Source: DXSDK\Samples\Multimedia\VBSamples\DirectPlay\Memory
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Executable: DXSDK\Samples\Multimedia\VBSamples\DirectPlay\Bin
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User's Guide
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============
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Choose Multiplayer or Solitaire, and then just select images and try to
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get a match. Score one point for every match. In multiplayer mode try to
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get more matches than your opponent(s). In solitaire mode, try to clear the
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board in as few attempts as possible.
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Programming Notes
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=================
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The Memory sample is very similar in form to the SimplePeer sample. For
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detailed programming notes on the basics this sample, refer to Programming
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Notes section of the SimplePeer sample.
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* An image is clicked.
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1. If it's your turn, show the picture.
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2. Fills out a byte array telling everyone else to show the picture.
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3. Calls DirectPlay8Peer.SendTo with the byte array. It passes
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DPNID_ALL_PLAYERS_GROUP so this message goes to everyone.
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* Handle DirectPlay system messages. See implemented DirectPlay8Event interfaces
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The Chat sample handles the typical messages as described in the
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SimplePeer programming notes, and in addition:
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- Upon Receive event:
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*Checks the type of this message.
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*Selects off of the message type.
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*If MSG_SETUPBOARD, retreive board information and udpate local state.
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*If MSG_SHOWPIECE, show the indicated piece.
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*If MSG_HIDEPIECES, hide all pieces that aren't currently matched.
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*If MSG_TURNEND, advance to the next players turn.
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*If MSG_CHAT, receive a text string, and update the UI.
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*If MSG_MATCHED, set the state so these two pictures are matched.
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