⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 dplay.h

📁 Direct8.1SDK 游戏编程必备SDK 8.1版适用范围广些
💻 H
📖 第 1 页 / 共 5 页
字号:
 * showing any status dialogs.
 */
 #define DPENUMSESSIONS_RETURNSTATUS 0x00000080

/****************************************************************************
 *
 * GetCaps and GetPlayerCaps API flags
 *
 ****************************************************************************/

/*
 * The latency returned should be for guaranteed message sending.
 * Default is non-guaranteed messaging.
 */
#define DPGETCAPS_GUARANTEED        0x00000001 

 
/****************************************************************************
 *
 * GetGroupData, GetPlayerData API flags
 * Remote and local Group/Player data is maintained separately. 
 * Default is DPGET_REMOTE.
 *
 ****************************************************************************/

/*
 * Get the remote data (set by any DirectPlay object in
 * the session using DPSET_REMOTE)
 */
#define DPGET_REMOTE                0x00000000
	
/*
 * Get the local data (set by this DirectPlay object 
 * using DPSET_LOCAL)
 */
#define DPGET_LOCAL                 0x00000001


/****************************************************************************
 *
 * Open API flags
 *
 ****************************************************************************/

/*
 * Join the session that is described by the DPSESSIONDESC2 structure
 */
#define DPOPEN_JOIN                 0x00000001

/*
 * Create a new session as described by the DPSESSIONDESC2 structure
 */
#define DPOPEN_CREATE               0x00000002

/*
 * Return status about progress of open instead of showing
 * any status dialogs.
 */
 #define DPOPEN_RETURNSTATUS		DPENUMSESSIONS_RETURNSTATUS


/****************************************************************************
 *
 * DPLCONNECTION flags
 *
 ****************************************************************************/

/*
 * This application should create a new session as
 * described by the DPSESIONDESC structure
 */
#define DPLCONNECTION_CREATESESSION					DPOPEN_CREATE

/*
 * This application should join the session described by 
 * the DPSESIONDESC structure with the lpAddress data
 */
#define DPLCONNECTION_JOINSESSION					DPOPEN_JOIN

/****************************************************************************
 *
 * Receive API flags
 * Default is DPRECEIVE_ALL
 *
 ****************************************************************************/

/*
 * Get the first message in the queue
 */
#define DPRECEIVE_ALL               0x00000001

/*
 * Get the first message in the queue directed to a specific player 
 */
#define DPRECEIVE_TOPLAYER          0x00000002

/*
 * Get the first message in the queue from a specific player
 */
#define DPRECEIVE_FROMPLAYER        0x00000004

/*
 * Get the message but don't remove it from the queue
 */
#define DPRECEIVE_PEEK              0x00000008


/****************************************************************************
 *
 * Send API flags
 *
 ****************************************************************************/

/*
 * Send the message using a guaranteed send method.
 * Default is non-guaranteed.
 */
#define DPSEND_GUARANTEED           0x00000001


/*
 * This flag is obsolete. It is ignored by DirectPlay
 */
#define DPSEND_HIGHPRIORITY         0x00000002

/*
 * This flag is obsolete. It is ignored by DirectPlay
 */
#define DPSEND_OPENSTREAM           0x00000008

/*
 * This flag is obsolete. It is ignored by DirectPlay
 */
#define DPSEND_CLOSESTREAM          0x00000010

/*
 * Send the message digitally signed to ensure authenticity.
 */
#define DPSEND_SIGNED               0x00000020

/*
 * Send the message with encryption to ensure privacy.
 */
#define DPSEND_ENCRYPTED            0x00000040

/*
 * The message is a lobby system message
 */
#define DPSEND_LOBBYSYSTEMMESSAGE	0x00000080


/*
 * Send message asynchronously, must check caps
 * before using this flag.  It is always provided
 * if the protocol flag is set.
 */
#define DPSEND_ASYNC				0x00000200

/*
 * When an message is completed, don't tell me. 
 * by default the application is notified with a system message.
 */
#define DPSEND_NOSENDCOMPLETEMSG    0x00000400


/*
 * Maximum priority for sends available to applications
 */
#define DPSEND_MAX_PRI              0x0000FFFF
#define DPSEND_MAX_PRIORITY         DPSEND_MAX_PRI


/****************************************************************************
 *
 * SetGroupData, SetGroupName, SetPlayerData, SetPlayerName,
 * SetSessionDesc API flags.
 * Default is DPSET_REMOTE.
 *
 ****************************************************************************/

/* 
 * Propagate the data to all players in the session
 */
#define DPSET_REMOTE                0x00000000

/*
 * Do not propagate the data to other players
 */
#define DPSET_LOCAL                 0x00000001

/*
 * Used with DPSET_REMOTE, use guaranteed message send to
 * propagate the data
 */
#define DPSET_GUARANTEED            0x00000002

/****************************************************************************
 *
 * GetMessageQueue API flags.
 * Default is DPMESSAGEQUEUE_SEND
 *
 ****************************************************************************/

/* 
 * Get Send Queue - requires Service Provider Support
 */
#define DPMESSAGEQUEUE_SEND        	0x00000001

/*
 * Get Receive Queue
 */
#define DPMESSAGEQUEUE_RECEIVE      0x00000002


/****************************************************************************
 *
 * Connect API flags
 *
 ****************************************************************************/

 
/*
 * Start an asynchronous connect which returns status codes
 */
#define DPCONNECT_RETURNSTATUS      (DPENUMSESSIONS_RETURNSTATUS)


/****************************************************************************
 *
 * DirectPlay system messages and message data structures
 *
 * All system message come 'From' player DPID_SYSMSG.  To determine what type 
 * of message it is, cast the lpData from Receive to DPMSG_GENERIC and check
 * the dwType member against one of the following DPSYS_xxx constants. Once
 * a match is found, cast the lpData to the corresponding of the DPMSG_xxx
 * structures to access the data of the message.
 *
 ****************************************************************************/

/*
 * A new player or group has been created in the session
 * Use DPMSG_CREATEPLAYERORGROUP.  Check dwPlayerType to see if it
 * is a player or a group.
 */
#define DPSYS_CREATEPLAYERORGROUP   0x0003  

/*
 * A player has been deleted from the session
 * Use DPMSG_DESTROYPLAYERORGROUP
 */
#define DPSYS_DESTROYPLAYERORGROUP  0x0005  

/*
 * A player has been added to a group
 * Use DPMSG_ADDPLAYERTOGROUP
 */
#define DPSYS_ADDPLAYERTOGROUP      0x0007  

/*
 * A player has been removed from a group
 * Use DPMSG_DELETEPLAYERFROMGROUP
 */
#define DPSYS_DELETEPLAYERFROMGROUP 0x0021  

/*
 * This DirectPlay object lost its connection with all the
 * other players in the session.
 * Use DPMSG_SESSIONLOST.
 */
#define DPSYS_SESSIONLOST           0x0031

/*
 * The current host has left the session.
 * This DirectPlay object is now the host.
 * Use DPMSG_HOST.
 */
#define DPSYS_HOST                  0x0101

/*
 * The remote data associated with a player or
 * group has changed. Check dwPlayerType to see
 * if it is a player or a group
 * Use DPMSG_SETPLAYERORGROUPDATA
 */
#define DPSYS_SETPLAYERORGROUPDATA  0x0102

/*
 * The name of a player or group has changed.
 * Check dwPlayerType to see if it is a player
 * or a group.
 * Use DPMSG_SETPLAYERORGROUPNAME
 */
#define DPSYS_SETPLAYERORGROUPNAME  0x0103

/*
 * The session description has changed.
 * Use DPMSG_SETSESSIONDESC
 */
#define DPSYS_SETSESSIONDESC        0x0104

/*
 * A group has been added to a group
 * Use DPMSG_ADDGROUPTOGROUP
 */
#define DPSYS_ADDGROUPTOGROUP      	0x0105  

/*
 * A group has been removed from a group
 * Use DPMSG_DELETEGROUPFROMGROUP
 */
#define DPSYS_DELETEGROUPFROMGROUP 	0x0106

/*
 * A secure player-player message has arrived.
 * Use DPMSG_SECUREMESSAGE
 */
#defi

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -