// Bot_char.h
//

#define MAX_CHAR_STATS				256

//========================================================
//========================================================
//name
#define CHARACTERISTIC_NAME							0	//string
//gender of the bot
#define CHARACTERISTIC_GENDER						1	//string ("male", "female", "it")
//attack skill
// >  0.0 && <  0.2 = don't move
// >  0.3 && <  1.0 = aim at enemy during retreat
// >  0.0 && <  0.4 = only move forward/backward
// >= 0.4 && <  1.0 = circle strafing
// >  0.7 && <  1.0 = random strafe direction change
#define CHARACTERISTIC_ATTACK_SKILL					2	//float [0, 1]
//weapon weight file
#define CHARACTERISTIC_WEAPONWEIGHTS				3	//string
//view angle difference to angle change factor
#define CHARACTERISTIC_VIEW_FACTOR					4	//float <0, 1]
//maximum view angle change
#define CHARACTERISTIC_VIEW_MAXCHANGE				5	//float [1, 360]
//reaction time in seconds
#define CHARACTERISTIC_REACTIONTIME					6	//float [0, 5]
//accuracy when aiming
#define CHARACTERISTIC_AIM_ACCURACY					7	//float [0, 1]
//weapon specific aim accuracy
#define CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN		8	//float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_SHOTGUN			9	//float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER	10	//float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER	11	//float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_LIGHTNING		12
#define CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN		13	//float [0, 1]
#define CHARACTERISTIC_AIM_ACCURACY_RAILGUN			14
#define CHARACTERISTIC_AIM_ACCURACY_BFG10K			15	//float [0, 1]
//skill when aiming
// >  0.0 && <  0.9 = aim is affected by enemy movement
// >  0.4 && <= 0.8 = enemy linear leading
// >  0.8 && <= 1.0 = enemy exact movement leading
// >  0.5 && <= 1.0 = prediction shots when enemy is not visible
// >  0.6 && <= 1.0 = splash damage by shooting nearby geometry
#define CHARACTERISTIC_AIM_SKILL					16	//float [0, 1]
//weapon specific aim skill
#define CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER		17	//float [0, 1]
#define CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER	18	//float [0, 1]
#define CHARACTERISTIC_AIM_SKILL_PLASMAGUN			19	//float [0, 1]
#define CHARACTERISTIC_AIM_SKILL_BFG10K				20	//float [0, 1]
//========================================================
//chat
//========================================================
//file with chats
#define CHARACTERISTIC_CHAT_FILE					21	//string
//name of the chat character
#define CHARACTERISTIC_CHAT_NAME					22	//string
//characters per minute type speed
#define CHARACTERISTIC_CHAT_CPM						23	//integer [1, 4000]
//tendency to insult/praise
#define CHARACTERISTIC_CHAT_INSULT					24	//float [0, 1]
//tendency to chat misc
#define CHARACTERISTIC_CHAT_MISC					25	//float [0, 1]
//tendency to chat at start or end of level
#define CHARACTERISTIC_CHAT_STARTENDLEVEL			26	//float [0, 1]
//tendency to chat entering or exiting the game
#define CHARACTERISTIC_CHAT_ENTEREXITGAME			27	//float [0, 1]
//tendency to chat when killed someone
#define CHARACTERISTIC_CHAT_KILL					28	//float [0, 1]
//tendency to chat when died
#define CHARACTERISTIC_CHAT_DEATH					29	//float [0, 1]
//tendency to chat when enemy suicides
#define CHARACTERISTIC_CHAT_ENEMYSUICIDE			30	//float [0, 1]
//tendency to chat when hit while talking
#define CHARACTERISTIC_CHAT_HITTALKING				31	//float [0, 1]
//tendency to chat when bot was hit but didn't dye
#define CHARACTERISTIC_CHAT_HITNODEATH				32	//float [0, 1]
//tendency to chat when bot hit the enemy but enemy didn't dye
#define CHARACTERISTIC_CHAT_HITNOKILL				33	//float [0, 1]
//tendency to randomly chat
#define CHARACTERISTIC_CHAT_RANDOM					34	//float [0, 1]
//tendency to reply
#define CHARACTERISTIC_CHAT_REPLY					35	//float [0, 1]
//========================================================
//movement
//========================================================
//tendency to crouch
#define CHARACTERISTIC_CROUCHER						36	//float [0, 1]
//tendency to jump
#define CHARACTERISTIC_JUMPER						37	//float [0, 1]
//tendency to walk
#define CHARACTERISTIC_WALKER						48	//float [0, 1]
//tendency to jump using a weapon
#define CHARACTERISTIC_WEAPONJUMPING				38	//float [0, 1]
//tendency to use the grapple hook when available
#define CHARACTERISTIC_GRAPPLE_USER					39	//float [0, 1]	//use this!!
//========================================================
//goal
//========================================================
//item weight file
#define CHARACTERISTIC_ITEMWEIGHTS					40	//string
//the aggression of the bot
#define CHARACTERISTIC_AGGRESSION					41	//float [0, 1]
//the self preservation of the bot (rockets near walls etc.)
#define CHARACTERISTIC_SELFPRESERVATION				42	//float [0, 1]
//how likely the bot is to take revenge
#define CHARACTERISTIC_VENGEFULNESS					43	//float [0, 1]	//use this!!
//tendency to camp
#define CHARACTERISTIC_CAMPER						44	//float [0, 1]
//========================================================
//========================================================
//tendency to get easy frags
#define CHARACTERISTIC_EASY_FRAGGER					45	//float [0, 1]
//how alert the bot is (view distance)
#define CHARACTERISTIC_ALERTNESS					46	//float [0, 1]
//how much the bot fires it's weapon
#define CHARACTERISTIC_FIRETHROTTLE					47	//float [0, 1]

//
// idBotCharacterStatsManager
//
class idBotCharacterStatsManager
{
public:
	idBotCharacterStatsManager();

	// Inits the stats manager.
	void	Init( void );

	// Loads a character file.
	bot_character_t*				BotLoadCharacterFromFile( const char* charfile, int skill );

	// Free character file.
	void							FreeCharacterFile( bot_character_t* ch );

	// Returns the default character stats profile.
	bot_character_t*				GetDefaultCharProfile( void )
	{
		return default_char_profile;
	}

	int								CheckCharacteristicIndex( bot_character_t* ch, int index );
	float							Characteristic_Float( bot_character_t* ch, int index );
	void							Characteristic_String( bot_character_t* ch, int index, char* buf, int size );
	float							Characteristic_BFloat( bot_character_t* ch, int index, float min, float max );
private:
	bot_character_t* AllocBotCharacter( void );

	bot_character_t*				default_char_profile;

	bot_character_t					charStatsList[MAX_CHAR_STATS];
};

extern idBotCharacterStatsManager botCharacterStatsManager;