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>
64 lines
2.0 KiB
C
64 lines
2.0 KiB
C
//----------------------------------------------------------------------------
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// File: VoiceClientServer.h
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//
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// Desc: see voiceclient.cpp
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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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//-----------------------------------------------------------------------------
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// Defines, and constants
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//-----------------------------------------------------------------------------
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#define DPLAY_SAMPLE_KEY TEXT("Software\\Microsoft\\DirectX DirectPlay Samples")
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#define MAX_PLAYER_NAME 14
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#define WM_APP_DISPLAY_PLAYERS (WM_APP + 0)
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#define WM_APP_UPDATE_STATS (WM_APP + 1)
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// This GUID allows DirectPlay to find other instances of the same game on
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// the network. So it must be unique for every game, and the same for
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// every instance of that game. // {AD8EF550-EB5D-49b8-9C13-DC6CCDA33FC5}
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GUID g_guidApp = { 0xad8ef550, 0xeb5d, 0x49b8, { 0x9c, 0x13, 0xdc, 0x6c, 0xcd, 0xa3, 0x3f, 0xc5 } };
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//-----------------------------------------------------------------------------
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// App specific DirectPlay messages and structures
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//-----------------------------------------------------------------------------
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#define GAME_MSGID_CREATE_PLAYER 1
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#define GAME_MSGID_DESTROY_PLAYER 2
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#define GAME_MSGID_SET_ID 3
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// Change compiler pack alignment to be BYTE aligned, and pop the current value
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#pragma pack( push, 1 )
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struct GAMEMSG_GENERIC
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{
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DWORD dwType;
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};
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struct GAMEMSG_SET_ID : public GAMEMSG_GENERIC
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{
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DWORD dpnidPlayer; // dpnid of the player
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};
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struct GAMEMSG_CREATE_PLAYER : public GAMEMSG_GENERIC
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{
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DWORD dpnidPlayer; // dpnid of the player created
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TCHAR strPlayerName[MAX_PLAYER_NAME]; // name of the player created
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};
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struct GAMEMSG_DESTROY_PLAYER : public GAMEMSG_GENERIC
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{
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DWORD dpnidPlayer; // dpnid of the player destroyed
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};
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// Pop the old pack alignment
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#pragma pack( pop )
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