/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifndef _MULTIPLAYER_MESSAGING_HEADER_FILE #define _MULTIPLAYER_MESSAGING_HEADER_FILE // ---------------------------------------------------------------------------------- // MULTI MESSAGING DEFINES/VARS // struct net_player; struct ai_info; struct header; // messaging modes // netgame messaging settings #define MULTI_MSG_NONE -1 // not in messaging mode (send to no one) #define MULTI_MSG_ALL 0 // all players in the game #define MULTI_MSG_FRIENDLY 1 // friendly ships #define MULTI_MSG_HOSTILE 2 // hostile ships #define MULTI_MSG_TARGET 3 // to whatever is my targeted ship (if a player) #define MULTI_MSG_EXPR 4 // send to all players whose callsigns match the expr // max length for an entered text message #define MULTI_MSG_MAX_TEXT_LEN 255 // ---------------------------------------------------------------------------------- // MULTI MESSAGING FUNCTIONS // // called when a messaging key has been detected as being pressed void multi_msg_key_down(int mode); // returns true when messaging system has determined that we should be messaging with voice int multi_msg_voice_record(); // general processing function to do things like timing keydown, etc. call from multi_do_frame() void multi_msg_process(); // get the current messaging mode int multi_msg_mode(); // maybe process a keypress in text messaging mode, return true if the key was processed int multi_msg_text_process(int k); // return 0 or 1 if in text chat mode or not int multi_msg_text_mode(); // return 0 or 1 if there is multi text to be rendered (filling in txt if necessary) int multi_msg_message_text(char *txt); // display ingame,inmission message text void multi_msg_display_mission_text(const char *msg, int player_index); // if the passed net_player's callsign matches the reg expression of the passed expr int multi_msg_matches_expr(net_player *player, const char *expr); // if text input mode is active, clear it void multi_msg_text_flush(); // ----------------------------------------------------------------------------------- // MULTI SQUADMATE MESSAGING FUNCTIONS // // evaluate if a wing SQUADMATE MESSAGE command should be sent to a player // return 0 if at least one ai ship got the order, 1 if only players int multi_msg_eval_wing_squadmsg(int wingnum,int command,ai_info *aif,int player_num); // evaluate if a ship SQUADMATE MESSAGE command should be sent to a player // return 0 if not sent to a netplayer, 1 if it was int multi_msg_eval_ship_squadmsg(int shipnum,int command,ai_info *aif, int player_num); // process incoming squadmate messaging info void multi_msg_process_squadmsg_packet(unsigned char *data, header *hinfo); #endif