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📄 main.h

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//-----------------------------------------------------------------------------
// Name: Sockets_TurnGame
//
// Description: Example code showing how to implement
//				simple turn-based gameplay over TCP/IP
//
// File Function: Header file (main.h)
//
// Code: 
//		Copyright (c) 2003 LostLogic Corporation. All rights reserved.
//
// Libraries Required:
//		ws2_32.lib
//		winmm.lib
//
// Local Files Required:
//		main.h
//		main.cpp
//
//-----------------------------------------------------------------------------

// Standard Includes
#include <iostream.h>
#include <winsock.h>
#include <stdio.h>

// Window control IDs
#define	IDC_hEB_InputField			40000
#define	IDC_hBU_Connect				40001
#define	IDC_hLB_Output				40002
#define	IDC_hEB_InputServerIP		40003
#define	IDC_hEB_InputServerPort		40004
#define	IDC_hST_TextServerIP		40006
#define	IDC_hST_TextServerPort		40007
#define	IDC_hBU_Host				40009
#define	IDC_hBU_TurnDone			40010

// Window control handles
HWND	hEB_InputField		= NULL;
HWND	hEB_InputServerIP	= NULL;
HWND	hEB_InputServerPort	= NULL;
HWND	hBU_Connect			= NULL;
HWND	hLB_Output			= NULL;
HWND	hST_TextServerIP	= NULL;
HWND	hST_TextServerPort	= NULL;
HWND	hBU_Host			= NULL;
HWND	hBU_TurnDone		= NULL;

// Window program information
LPCTSTR		lpszApplicationName = "Sockets_TurnGame";
LPCTSTR		lpszTitle			= "Sockets_TurnGame";
HWND		g_hWnd;
HINSTANCE	g_hInst;

// Socket vars
SOCKET		g_skListenSocket;
SOCKET		g_skClientSocket;
bool		g_bIsServer		= 0;
bool		g_bMyTurn		= 0;
bool		g_bConnected	= 0;

// Socket functions
void vHost();
void vInitializeSockets( void );
void vShutdownSockets( void );
void vConnect( void );
void vSendTurnMessage( void );
void vReceiveTurnMessage( void );
void vTurnDone( void );

// Windows functions
LRESULT CALLBACK fnMessageProcessor (HWND, UINT, WPARAM, LPARAM);
void vCreateWindowControls( HWND hWnd );
void vShowText( char *szText );

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