Files
Client/Library/dxx8/samples/Multimedia/DirectPlay/SimpleClientServer/Common/simpleclientserver.h
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

70 lines
2.1 KiB
C

//----------------------------------------------------------------------------
// File: SimpleClientServer.h
//
// Desc: see SimpleClient.cpp
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// 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. // {EDE9493E-6AC8-4f15-8D01-8B163200B966}
GUID g_guidApp = { 0xede9493e, 0x6ac8, 0x4f15, { 0x8d, 0x1, 0x8b, 0x16, 0x32, 0x0, 0xb9, 0x66 } };
//-----------------------------------------------------------------------------
// App specific DirectPlay messages and structures
//-----------------------------------------------------------------------------
#define GAME_MSGID_WAVE 1
#define GAME_MSGID_CREATE_PLAYER 2
#define GAME_MSGID_DESTROY_PLAYER 3
#define GAME_MSGID_SET_ID 4
// Change compiler pack alignment to be BYTE aligned, and pop the current value
#pragma pack( push, 1 )
struct GAMEMSG_GENERIC
{
DWORD dwType;
};
struct GAMEMSG_WAVE : public GAMEMSG_GENERIC
{
DWORD dpnidPlayer; // dpnid of the player created
};
struct GAMEMSG_SET_ID : public GAMEMSG_GENERIC
{
DWORD dpnidPlayer; // dpnid of the player
};
struct GAMEMSG_CREATE_PLAYER : public GAMEMSG_GENERIC
{
DWORD dpnidPlayer; // dpnid of the player created
TCHAR strPlayerName[MAX_PLAYER_NAME]; // name of the player created
};
struct GAMEMSG_DESTROY_PLAYER : public GAMEMSG_GENERIC
{
DWORD dpnidPlayer; // dpnid of the player destroyed
};
// Pop the old pack alignment
#pragma pack( pop )