File: be_ai_chat.h

package info (click to toggle)
iortcw 1.51.c%2Bdfsg1-7
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 25,304 kB
  • sloc: ansic: 457,326; cpp: 6,507; makefile: 4,737; sh: 1,292; asm: 1,176; xml: 31
file content (118 lines) | stat: -rw-r--r-- 5,180 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
/*
===========================================================================

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”).  

RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/


/*****************************************************************************
 * name:		be_ai_chat.h
 *
 * desc:		char AI
 *
 *
 *****************************************************************************/

#define MAX_MESSAGE_SIZE        150         //limit in game dll
#define MAX_CHATTYPE_NAME       32
#define MAX_MATCHVARIABLES      8

#define CHAT_GENDERLESS         0
#define CHAT_GENDERFEMALE       1
#define CHAT_GENDERMALE         2

#define CHAT_ALL                    0
#define CHAT_TEAM                   1

//a console message
typedef struct bot_consolemessage_s
{
	int handle;
	float time;                                         //message time
	int type;                                           //message type
	char message[MAX_MESSAGE_SIZE];             //message
	struct bot_consolemessage_s *prev, *next;   //prev and next in list
} bot_consolemessage_t;

//match variable
typedef struct bot_matchvariable_s
{
	char *ptr;
	int length;
} bot_matchvariable_t;
//returned to AI when a match is found
typedef struct bot_match_s
{
	char string[MAX_MESSAGE_SIZE];
	int type;
	int subtype;
	bot_matchvariable_t variables[MAX_MATCHVARIABLES];
} bot_match_t;

//setup the chat AI
int BotSetupChatAI( void );
//shutdown the chat AI
void BotShutdownChatAI( void );
//returns the handle to a newly allocated chat state
int BotAllocChatState( void );
//frees the chatstate
void BotFreeChatState( int handle );
//adds a console message to the chat state
void BotQueueConsoleMessage( int chatstate, int type, char *message );
//removes the console message from the chat state
void BotRemoveConsoleMessage( int chatstate, int handle );
//returns the next console message from the state
int BotNextConsoleMessage( int chatstate, bot_consolemessage_t *cm );
//returns the number of console messages currently stored in the state
int BotNumConsoleMessages( int chatstate );
//enters a chat message of the given type
void BotInitialChat( int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
//returns the number of initial chat messages of the given type
int BotNumInitialChats( int chatstate, char *type );
//find a reply for the given message
int BotReplyChat( int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
//returns the length of the currently selected chat message
int BotChatLength( int chatstate );
//enters the selected chat message
void BotEnterChat( int chatstate, int client, int sendto );
//get the chat message ready to be output
void BotGetChatMessage( int chatstate, char *buf, int size );
//checks if the first string contains the second one, returns index into first string or -1 if not found
int StringContains( char *str1, char *str2, int casesensitive );
//finds a match for the given string
int BotFindMatch( char *str, bot_match_t *match, unsigned long int context );
//returns a variable from a match
void BotMatchVariable( bot_match_t *match, int variable, char *buf, int size );
//unify all the white spaces in the string
void UnifyWhiteSpaces( char *string );
//replace all the context related synonyms in the string
void BotReplaceSynonyms( char *string, unsigned long int context );
//loads a chat file for the chat state
int BotLoadChatFile( int chatstate, char *chatfile, char *chatname );
//store the gender of the bot in the chat state
void BotSetChatGender( int chatstate, int gender );
//store the bot name in the chat state
void BotSetChatName( int chatstate, char *name );