//
// C++ Implementation: bot
//
// Description: Main bot code for Action Cube
//
// Main bot file
//
// Author:  Rick <rickhelmus@gmail.com>
//
//
//

#include "bot.h"

#ifdef AC_CUBE

extern vector<server_entity> sents;
extern int triggertime;
extern itemstat itemstats[];
extern void spawnstate(playerent *d);

//AC Bot class begin

void CACBot::Spawn()
{
     // Init all bot variabeles     
     m_pMyEnt->nextprimary = 2 + rnd(4);
     m_pMyEnt->targetyaw = m_pMyEnt->targetpitch = 0.0f;
	 equip(m_pMyEnt);
     m_pMyEnt->armour = 0;
     m_pMyEnt->pBot = this;

	 spawnplayer(m_pMyEnt);
     
     m_eCurrentBotState = STATE_NORMAL;
     m_iShootDelay = m_iChangeWeaponDelay = 0;
     m_iCheckEnvDelay = 0;
     m_vPrevOrigin = g_vecZero;
     m_iStuckCheckDelay = lastmillis + 250;
     m_bStuck = false;
     m_iStuckTime = 0;
     m_iStrafeTime = m_iStrafeCheckDelay = 0;
     m_iMoveDir = DIR_NONE;
     
     m_pPrevEnemy = NULL;
     m_iCombatNavTime = 0;
     m_iSPMoveTime = 0;
     m_iEnemySearchDelay = 0;
     m_bCombatJump = false;
     m_iCombatJumpDelay = 0;
     m_bShootAtFeet = (RandomLong(1, 100) <= m_pBotSkill->sShootAtFeetWithRLPercent);
     m_iHuntDelay = 0;
     m_vHuntLocation = m_vPrevHuntLocation = g_vecZero;
     m_pHuntTarget = NULL;
     m_fPrevHuntDist = 0.0f;
     m_iHuntLastTurnLessTime = m_iHuntPlayerUpdateTime = m_iHuntPauseTime = 0;
        
     m_iLastJumpPad = 0;
     m_pTargetEnt = NULL;
     m_iCheckTeleporterDelay = m_iCheckJumppadsDelay = 0;
     m_iCheckEntsDelay = 0;
     m_iCheckTriggersDelay = 0;
     m_iLookForWaypointTime = 0;
        
     m_iAimDelay = 0;
     m_fYawToTurn = m_fPitchToTurn = 0.0f;
     
     m_vGoal = m_vWaterGoal = g_vecZero;
          
     ResetWaypointVars();
}

void CACBot::CheckItemPickup()
{
	checkitems(m_pMyEnt);
}
          
// AC Bot class end

#endif
