//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.10  2005/02/15 16:33:39  makro
// Tons of updates (entity tree attachment system, UI vectors)
//
// Revision 1.9  2002/07/22 06:35:03  niceass
// cleaned up the powerup code
//
// Revision 1.8  2002/06/16 20:06:13  jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.7  2002/06/16 17:37:59  jbravo
// Removed the MISSIONPACK ifdefs and missionpack only code.
//
// Revision 1.6  2002/04/01 12:45:54  makro
// Changed some weapon names
//
// Revision 1.5  2002/01/11 19:48:29  jbravo
// Formatted the source in non DOS format.
//
// Revision 1.4  2001/12/31 16:28:41  jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//

/*****************************************************************************
 * name:		ai_chat.c
 *
 * desc:		Quake3 bot AI
 *
 * $Archive: /MissionPack/code/game/ai_chat.c $
 * $Author$ 
 * $Revision$
 * $Modtime: 11/19/00 8:39a $
 * $Date$
 *
 *****************************************************************************/

#include "g_local.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
//
#include "chars.h"		//characteristics
#include "inv.h"		//indexes into the inventory
#include "syn.h"		//synonyms
#include "match.h"		//string matching types and vars

#define TIME_BETWEENCHATTING	25

/*
==================
BotNumActivePlayers
==================
*/
int BotNumActivePlayers(void)
{
	int i, num;
	char buf[MAX_INFO_STRING];

	num = 0;
	for (i = 0; i < level.maxclients; i++) {
		trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf));
		//if no config string or no name
		if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n")))
			continue;
		//skip spectators
		if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR)
			continue;
		//
		num++;
	}
	return num;
}

/*
==================
BotIsFirstInRankings
==================
*/
int BotIsFirstInRankings(bot_state_t * bs)
{
	int i, score;
	char buf[MAX_INFO_STRING];
	playerState_t ps;

	score = bs->cur_ps.persistant[PERS_SCORE];
	for (i = 0; i < level.maxclients; i++) {
		trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf));
		//if no config string or no name
		if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n")))
			continue;
		//skip spectators
		if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR)
			continue;
		//
		if (BotAI_GetClientState(i, &ps) && score < ps.persistant[PERS_SCORE])
			return qfalse;
	}
	return qtrue;
}

/*
==================
BotIsLastInRankings
==================
*/
int BotIsLastInRankings(bot_state_t * bs)
{
	int i, score;
	char buf[MAX_INFO_STRING];
	playerState_t ps;

	score = bs->cur_ps.persistant[PERS_SCORE];
	for (i = 0; i < level.maxclients; i++) {
		trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf));
		//if no config string or no name
		if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n")))
			continue;
		//skip spectators
		if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR)
			continue;
		//
		if (BotAI_GetClientState(i, &ps) && score > ps.persistant[PERS_SCORE])
			return qfalse;
	}
	return qtrue;
}

/*
==================
BotFirstClientInRankings
==================
*/
char *BotFirstClientInRankings(void)
{
	int i, bestscore, bestclient;
	char buf[MAX_INFO_STRING];
	static char name[32];
	playerState_t ps;

	bestscore = -999999;
	bestclient = 0;
	for (i = 0; i < level.maxclients; i++) {
		trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf));
		//if no config string or no name
		if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n")))
			continue;
		//skip spectators
		if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR)
			continue;
		//
		if (BotAI_GetClientState(i, &ps) && ps.persistant[PERS_SCORE] > bestscore) {
			bestscore = ps.persistant[PERS_SCORE];
			bestclient = i;
		}
	}
	EasyClientName(bestclient, name, 32);
	return name;
}

/*
==================
BotLastClientInRankings
==================
*/
char *BotLastClientInRankings(void)
{
	int i, worstscore, bestclient;
	char buf[MAX_INFO_STRING];
	static char name[32];
	playerState_t ps;

	worstscore = 999999;
	bestclient = 0;
	for (i = 0; i < level.maxclients; i++) {
		trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf));
		//if no config string or no name
		if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n")))
			continue;
		//skip spectators
		if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR)
			continue;
		//
		if (BotAI_GetClientState(i, &ps) && ps.persistant[PERS_SCORE] < worstscore) {
			worstscore = ps.persistant[PERS_SCORE];
			bestclient = i;
		}
	}
	EasyClientName(bestclient, name, 32);
	return name;
}

/*
==================
BotRandomOpponentName
==================
*/
char *BotRandomOpponentName(bot_state_t * bs)
{
	int i, count;
	char buf[MAX_INFO_STRING];
	int opponents[MAX_CLIENTS], numopponents;
	static char name[32];

	numopponents = 0;
	opponents[0] = 0;
	for (i = 0; i < level.maxclients; i++) {
		if (i == bs->client)
			continue;
		//
		trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof(buf));
		//if no config string or no name
		if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n")))
			continue;
		//skip spectators
		if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR)
			continue;
		//skip team mates
		if (BotSameTeam(bs, i))
			continue;
		//
		opponents[numopponents] = i;
		numopponents++;
	}
	count = random() * numopponents;
	for (i = 0; i < numopponents; i++) {
		count--;
		if (count <= 0) {
			EasyClientName(opponents[i], name, sizeof(name));
			return name;
		}
	}
	EasyClientName(opponents[0], name, sizeof(name));
	return name;
}

/*
==================
BotMapTitle
==================
*/

char *BotMapTitle(void)
{
	char info[1024];
	static char mapname[128];

	trap_GetServerinfo(info, sizeof(info));

	strncpy(mapname, Info_ValueForKey(info, "mapname"), sizeof(mapname) - 1);
	mapname[sizeof(mapname) - 1] = '\0';

	return mapname;
}

/*
==================
BotWeaponNameForMeansOfDeath
==================
*/

char *BotWeaponNameForMeansOfDeath(int mod)
{
	switch (mod) {
	case MOD_SHOTGUN:
		return "Shotgun";
		break;
	case MOD_GAUNTLET:
		return "Gauntlet";
		break;
	case MOD_MACHINEGUN:
		return "Machinegun";
		break;
	case MOD_GRENADE:
	case MOD_GRENADE_SPLASH:
		return "Grenade Launcher";
		break;
	case MOD_ROCKET:
	case MOD_ROCKET_SPLASH:
		return "Rocket Launcher";
		break;
	case MOD_PLASMA:
	case MOD_PLASMA_SPLASH:
		return "Plasmagun";
		break;
	case MOD_RAILGUN:
		return "Railgun";
		break;
	case MOD_LIGHTNING:
		return "Lightning Gun";
		break;
	case MOD_BFG:
	case MOD_BFG_SPLASH:
		return "BFG10K";
		break;
	case MOD_GRAPPLE:
		return "Grapple";
		break;
		//Makro - added RQ3 weapon names
	case MOD_PISTOL:
		return RQ3_PISTOL_NAME;
		break;
	case MOD_MP5:
		return RQ3_MP5_NAME;
		break;
	case MOD_M4:
		return RQ3_M4_NAME;
		break;
	case MOD_M3:
		return RQ3_M3_NAME;
		break;
	case MOD_HANDCANNON:
		return RQ3_HANDCANNON_NAME;
		break;
	case MOD_SNIPER:
		return RQ3_SSG3000_NAME;
		break;
	case MOD_AKIMBO:
		return RQ3_AKIMBO_NAME;
		break;
	case MOD_KNIFE:
	case MOD_KNIFE_THROWN:
		return RQ3_KNIFE_NAME;
		break;
		/*
		   case MOD_BLEEDING:
		   return RQ3_PISTOL_NAME;
		   break;
		   case MOD_KICK:
		   return RQ3_PISTOL_NAME;
		   break;
		   case MOD_FRIENDLY_FIRE:
		   return RQ3_PISTOL_NAME;
		   break;
		 */
	default:
		return "[unknown weapon]";
		break;
	}
}

/*
==================
BotRandomWeaponName
==================
*/
char *BotRandomWeaponName(void)
{
	int rnd;

	rnd = random() * 8.9;
	switch (rnd) {
		//Makro - changed to RQ3 weapon names
		/*
		   case 0: return "Gauntlet";
		   case 1: return "Shotgun";
		   case 2: return "Machinegun";
		   case 3: return "Grenade Launcher";
		   case 4: return "Rocket Launcher";
		   case 5: return "Plasmagun";
		   case 6: return "Railgun";
		   case 7: return "Lightning Gun";
		   default: return "BFG10K";
		 */
	case 0:
		return RQ3_PISTOL_NAME;
		break;
	case 1:
		return RQ3_M3_NAME;
		break;
	case 2:
		return RQ3_MP5_NAME;
		break;
	case 3:
		return RQ3_HANDCANNON_NAME;
		break;
	case 4:
		return RQ3_SSG3000_NAME;
		break;
	case 5:
		return RQ3_M4_NAME;
		break;
	case 6:
		return RQ3_GRENADE_NAME;
		break;
	case 7:
		return RQ3_AKIMBO_NAME;
		break;
	case 8:
		return RQ3_KNIFE_NAME;
		break;
	default:
		return RQ3_PISTOL_NAME;
		break;
	}
}

/*
==================
BotVisibleEnemies
==================
*/
int BotVisibleEnemies(bot_state_t * bs)
{
	float vis;
	int i;
	aas_entityinfo_t entinfo;

	for (i = 0; i < MAX_CLIENTS; i++) {

		if (i == bs->client)
			continue;
		//
		BotEntityInfo(i, &entinfo);
		//
		if (!entinfo.valid)
			continue;
		//if the enemy isn't dead and the enemy isn't the bot self
		if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum)
			continue;
		//if the enemy is invisible and not shooting
		if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo)) {
			continue;
		}
		//if on the same team
		if (BotSameTeam(bs, i))
			continue;
		//check if the enemy is visible
		vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i);
		if (vis > 0)
			return qtrue;
	}
	return qfalse;
}

/*
==================
BotValidChatPosition
==================
*/
int BotValidChatPosition(bot_state_t * bs)
{
	vec3_t point, start, end, mins, maxs;
	bsp_trace_t trace;

	//if the bot is dead all positions are valid
	if (BotIsDead(bs))
		return qtrue;

	//must be on the ground
	//if (bs->cur_ps.groundEntityNum != ENTITYNUM_NONE) return qfalse;
	//do not chat if in lava or slime
	VectorCopy(bs->origin, point);
	point[2] -= 24;
	if (trap_PointContents(point, bs->entitynum) & (CONTENTS_LAVA | CONTENTS_SLIME))
		return qfalse;
	//do not chat if under water
	VectorCopy(bs->origin, point);
	point[2] += 32;
	if (trap_PointContents(point, bs->entitynum) & MASK_WATER)
		return qfalse;
	//must be standing on the world entity
	VectorCopy(bs->origin, start);
	VectorCopy(bs->origin, end);
	start[2] += 1;
	end[2] -= 10;
	trap_AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, mins, maxs);
	BotAI_Trace(&trace, start, mins, maxs, end, bs->client, MASK_SOLID);
	if (trace.ent != ENTITYNUM_WORLD)
		return qfalse;
	//the bot is in a position where it can chat
	return qtrue;
}

/*
==================
BotChat_EnterGame
==================
*/
int BotChat_EnterGame(bot_state_t * bs)
{
	char name[32];
	float rnd;

	if (bot_nochat.integer)
		return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING)
		return qfalse;
	//don't chat in teamplay
	if (TeamPlayIsOn())
		return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT)
		return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd)
			return qfalse;
	}
	if (BotNumActivePlayers() <= 1)
		return qfalse;
	if (!BotValidChatPosition(bs))
		return qfalse;
	BotAI_BotInitialChat(bs, "game_enter", EasyClientName(bs->client, name, 32),	// 0
			     BotRandomOpponentName(bs),	// 1
			     "[invalid var]",	// 2
			     "[invalid var]",	// 3
			     BotMapTitle(),	// 4
			     NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}

/*
==================
BotChat_ExitGame
==================
*/
int BotChat_ExitGame(bot_state_t * bs)
{
	char name[32];
	float rnd;

	if (bot_nochat.integer)
		return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING)
		return qfalse;
	//don't chat in teamplay
	if (TeamPlayIsOn())
		return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT)
		return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd)
			return qfalse;
	}
	if (BotNumActivePlayers() <= 1)
		return qfalse;
	//
	BotAI_BotInitialChat(bs, "game_exit", EasyClientName(bs->client, name, 32),	// 0
			     BotRandomOpponentName(bs),	// 1
			     "[invalid var]",	// 2
			     "[invalid var]",	// 3
			     BotMapTitle(),	// 4
			     NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}

/*
==================
BotChat_StartLevel
==================
*/
int BotChat_StartLevel(bot_state_t * bs)
{
	char name[32];
	float rnd;

	if (bot_nochat.integer)
		return qfalse;
	if (BotIsObserver(bs))
		return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING)
		return qfalse;
	//don't chat in teamplay
	if (TeamPlayIsOn()) {
		trap_EA_Command(bs->client, "vtaunt");
		return qfalse;
	}
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT)
		return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd)
			return qfalse;
	}
	if (BotNumActivePlayers() <= 1)
		return qfalse;
	BotAI_BotInitialChat(bs, "level_start", EasyClientName(bs->client, name, 32),	// 0
			     NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}

/*
==================
BotChat_EndLevel
==================
*/
int BotChat_EndLevel(bot_state_t * bs)
{
	char name[32];
	float rnd;

	if (bot_nochat.integer)
		return qfalse;
	if (BotIsObserver(bs))
		return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING)
		return qfalse;
	// teamplay
	if (TeamPlayIsOn()) {
		if (BotIsFirstInRankings(bs)) {
			trap_EA_Command(bs->client, "vtaunt");
		}
		return qtrue;
	}
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT)
		return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
	if (!bot_fastchat.integer) {
		if (random() > rnd)
			return qfalse;
	}
	if (BotNumActivePlayers() <= 1)
		return qfalse;
	//
	if (BotIsFirstInRankings(bs)) {
		BotAI_BotInitialChat(bs, "level_end_victory", EasyClientName(bs->client, name, 32),	// 0
				     BotRandomOpponentName(bs),	// 1
				     "[invalid var]",	// 2
				     BotLastClientInRankings(),	// 3
				     BotMapTitle(),	// 4
				     NULL);
	} else if (BotIsLastInRankings(bs)) {
		BotAI_BotInitialChat(bs, "level_end_lose", EasyClientName(bs->client, name, 32),	// 0
				     BotRandomOpponentName(bs),	// 1
				     BotFirstClientInRankings(),	// 2
				     "[invalid var]",	// 3
				     BotMapTitle(),	// 4
				     NULL);
	} else {
		BotAI_BotInitialChat(bs, "level_end", EasyClientName(bs->client, name, 32),	// 0
				     BotRandomOpponentName(bs),	// 1
				     BotFirstClientInRankings(),	// 2
				     BotLastClientInRankings(),	// 3
				     BotMapTitle(),	// 4
				     NULL);
	}
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}

/*
==================
BotChat_Death
==================
*/
int BotChat_Death(bot_state_t * bs)
{
	char name[32];
	float rnd;

	if (bot_nochat.integer)
		return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING)
		return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_DEATH, 0, 1);
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT)
		return qfalse;
	//if fast chatting is off
	if (!bot_fastchat.integer) {
		if (random() > rnd)
			return qfalse;
	}
	if (BotNumActivePlayers() <= 1)
		return qfalse;
	//
	if (bs->lastkilledby >= 0 && bs->lastkilledby < MAX_CLIENTS)
		EasyClientName(bs->lastkilledby, name, 32);
	else
		strcpy(name, "[world]");
	//
	if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledby)) {
		if (bs->lastkilledby == bs->client)
			return qfalse;
		BotAI_BotInitialChat(bs, "death_teammate", name, NULL);
		bs->chatto = CHAT_TEAM;
	} else {
		//teamplay
		if (TeamPlayIsOn()) {
			trap_EA_Command(bs->client, "vtaunt");
			return qtrue;
		}
		//
		if (bs->botdeathtype == MOD_WATER)
			BotAI_BotInitialChat(bs, "death_drown", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_SLIME)
			BotAI_BotInitialChat(bs, "death_slime", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_LAVA)
			BotAI_BotInitialChat(bs, "death_lava", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_FALLING)
			BotAI_BotInitialChat(bs, "death_cratered", BotRandomOpponentName(bs), NULL);
		else if (bs->botsuicide ||	//all other suicides by own weapon
			 bs->botdeathtype == MOD_CRUSH ||
			 bs->botdeathtype == MOD_SUICIDE ||
			 bs->botdeathtype == MOD_TARGET_LASER ||
			 bs->botdeathtype == MOD_TRIGGER_HURT || bs->botdeathtype == MOD_UNKNOWN ||
			 //Makro - custom message implies a trigger_hurt
			 bs->botdeathtype >= MOD_CUSTOM)
			BotAI_BotInitialChat(bs, "death_suicide", BotRandomOpponentName(bs), NULL);
		else if (bs->botdeathtype == MOD_TELEFRAG)
			BotAI_BotInitialChat(bs, "death_telefrag", name, NULL);
		else {
			if ((bs->botdeathtype == MOD_GAUNTLET ||
			     bs->botdeathtype == MOD_RAILGUN ||
			     bs->botdeathtype == MOD_BFG || bs->botdeathtype == MOD_BFG_SPLASH) && random() < 0.5) {

				if (bs->botdeathtype == MOD_GAUNTLET)
					BotAI_BotInitialChat(bs, "death_gauntlet", name,	// 0
							     BotWeaponNameForMeansOfDeath(bs->botdeathtype),	// 1
							     NULL);
				else if (bs->botdeathtype == MOD_RAILGUN)
					BotAI_BotInitialChat(bs, "death_rail", name,	// 0
							     BotWeaponNameForMeansOfDeath(bs->botdeathtype),	// 1
							     NULL);
				else
					BotAI_BotInitialChat(bs, "death_bfg", name,	// 0
							     BotWeaponNameForMeansOfDeath(bs->botdeathtype),	// 1
							     NULL);
			}
			//choose between insult and praise
			else if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1)) {
				BotAI_BotInitialChat(bs, "death_insult", name,	// 0
						     BotWeaponNameForMeansOfDeath(bs->botdeathtype),	// 1
						     NULL);
			} else {
				BotAI_BotInitialChat(bs, "death_praise", name,	// 0
						     BotWeaponNameForMeansOfDeath(bs->botdeathtype),	// 1
						     NULL);
			}
		}
		bs->chatto = CHAT_ALL;
	}
	bs->lastchat_time = FloatTime();
	return qtrue;
}

/*
==================
BotChat_Kill
==================
*/
int BotChat_Kill(bot_state_t * bs)
{
	char name[32];
	float rnd;

	if (bot_nochat.integer)
		return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING)
		return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_KILL, 0, 1);
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT)
		return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd)
			return qfalse;
	}
	if (bs->lastkilledplayer == bs->client)
		return qfalse;
	if (BotNumActivePlayers() <= 1)
		return qfalse;
	if (!BotValidChatPosition(bs))
		return qfalse;
	//
	if (BotVisibleEnemies(bs))
		return qfalse;
	//
	EasyClientName(bs->lastkilledplayer, name, 32);
	//
	bs->chatto = CHAT_ALL;
	if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledplayer)) {
		BotAI_BotInitialChat(bs, "kill_teammate", name, NULL);
		bs->chatto = CHAT_TEAM;
	} else {
		//don't chat in teamplay
		if (TeamPlayIsOn()) {
			trap_EA_Command(bs->client, "vtaunt");
			return qfalse;	// don't wait
		}
		//
		if (bs->enemydeathtype == MOD_GAUNTLET) {
			BotAI_BotInitialChat(bs, "kill_gauntlet", name, NULL);
		} else if (bs->enemydeathtype == MOD_RAILGUN) {
			BotAI_BotInitialChat(bs, "kill_rail", name, NULL);
		} else if (bs->enemydeathtype == MOD_TELEFRAG) {
			BotAI_BotInitialChat(bs, "kill_telefrag", name, NULL);
		}
		//choose between insult and praise
		else if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1)) {
			BotAI_BotInitialChat(bs, "kill_insult", name, NULL);
		} else {
			BotAI_BotInitialChat(bs, "kill_praise", name, NULL);
		}
	}
	bs->lastchat_time = FloatTime();
	return qtrue;
}

/*
==================
BotChat_EnemySuicide
==================
*/
int BotChat_EnemySuicide(bot_state_t * bs)
{
	char name[32];
	float rnd;

	if (bot_nochat.integer)
		return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING)
		return qfalse;
	if (BotNumActivePlayers() <= 1)
		return qfalse;
	//
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENEMYSUICIDE, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn())
		return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT)
		return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd)
			return qfalse;
	}
	if (!BotValidChatPosition(bs))
		return qfalse;
	//
	if (BotVisibleEnemies(bs))
		return qfalse;
	//
	if (bs->enemy >= 0)
		EasyClientName(bs->enemy, name, 32);
	else
		strcpy(name, "");
	BotAI_BotInitialChat(bs, "enemy_suicide", name, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}

/*
==================
BotChat_HitTalking
==================
*/
int BotChat_HitTalking(bot_state_t * bs)
{
	char name[32], *weap;
	int lasthurt_client;
	float rnd;

	if (bot_nochat.integer)
		return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING)
		return qfalse;
	if (BotNumActivePlayers() <= 1)
		return qfalse;
	lasthurt_client = g_entities[bs->client].client->lasthurt_client;
	if (!lasthurt_client)
		return qfalse;
	if (lasthurt_client == bs->client)
		return qfalse;
	//
	if (lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS)
		return qfalse;
	//
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITTALKING, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn())
		return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT)
		return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd * 0.5)
			return qfalse;
	}
	if (!BotValidChatPosition(bs))
		return qfalse;
	//
	ClientName(g_entities[bs->client].client->lasthurt_client, name, sizeof(name));
	weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_mod);
	//
	BotAI_BotInitialChat(bs, "hit_talking", name, weap, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}

/*
==================
BotChat_HitNoDeath
==================
*/
int BotChat_HitNoDeath(bot_state_t * bs)
{
	char name[32], *weap;
	float rnd;
	int lasthurt_client;
	aas_entityinfo_t entinfo;

	lasthurt_client = g_entities[bs->client].client->lasthurt_client;
	if (!lasthurt_client)
		return qfalse;
	if (lasthurt_client == bs->client)
		return qfalse;
	//
	if (lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS)
		return qfalse;
	//
	if (bot_nochat.integer)
		return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING)
		return qfalse;
	if (BotNumActivePlayers() <= 1)
		return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNODEATH, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn())
		return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT)
		return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd * 0.5)
			return qfalse;
	}
	if (!BotValidChatPosition(bs))
		return qfalse;
	//
	if (BotVisibleEnemies(bs))
		return qfalse;
	//
	BotEntityInfo(bs->enemy, &entinfo);
	if (EntityIsShooting(&entinfo))
		return qfalse;
	//
	ClientName(lasthurt_client, name, sizeof(name));
	weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_mod);
	//
	BotAI_BotInitialChat(bs, "hit_nodeath", name, weap, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}

/*
==================
BotChat_HitNoKill
==================
*/
int BotChat_HitNoKill(bot_state_t * bs)
{
	char name[32], *weap;
	float rnd;
	aas_entityinfo_t entinfo;

	if (bot_nochat.integer)
		return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING)
		return qfalse;
	if (BotNumActivePlayers() <= 1)
		return qfalse;
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNOKILL, 0, 1);
	//don't chat in teamplay
	if (TeamPlayIsOn())
		return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT)
		return qfalse;
	//if fast chat is off
	if (!bot_fastchat.integer) {
		if (random() > rnd * 0.5)
			return qfalse;
	}
	if (!BotValidChatPosition(bs))
		return qfalse;
	//
	if (BotVisibleEnemies(bs))
		return qfalse;
	//
	BotEntityInfo(bs->enemy, &entinfo);
	if (EntityIsShooting(&entinfo))
		return qfalse;
	//
	ClientName(bs->enemy, name, sizeof(name));
	weap = BotWeaponNameForMeansOfDeath(g_entities[bs->enemy].client->lasthurt_mod);
	//
	BotAI_BotInitialChat(bs, "hit_nokill", name, weap, NULL);
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}

/*
==================
BotChat_Random
==================
*/
int BotChat_Random(bot_state_t * bs)
{
	float rnd;
	char name[32];

	if (bot_nochat.integer)
		return qfalse;
	if (BotIsObserver(bs))
		return qfalse;
	if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING)
		return qfalse;
	// don't chat in tournament mode
	if (gametype == GT_TOURNAMENT)
		return qfalse;
	//don't chat when doing something important :)
	if (bs->ltgtype == LTG_TEAMHELP || bs->ltgtype == LTG_TEAMACCOMPANY || bs->ltgtype == LTG_RUSHBASE)
		return qfalse;
	//
	rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_RANDOM, 0, 1);
	if (random() > bs->thinktime * 0.1)
		return qfalse;
	if (!bot_fastchat.integer) {
		if (random() > rnd)
			return qfalse;
		if (random() > 0.25)
			return qfalse;
	}
	if (BotNumActivePlayers() <= 1)
		return qfalse;
	//
	if (!BotValidChatPosition(bs))
		return qfalse;
	//
	if (BotVisibleEnemies(bs))
		return qfalse;
	//
	if (bs->lastkilledplayer == bs->client) {
		strcpy(name, BotRandomOpponentName(bs));
	} else {
		EasyClientName(bs->lastkilledplayer, name, sizeof(name));
	}
	if (TeamPlayIsOn()) {
		trap_EA_Command(bs->client, "vtaunt");
		return qfalse;	// don't wait
	}
	//
	if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_MISC, 0, 1)) {
		BotAI_BotInitialChat(bs, "random_misc", BotRandomOpponentName(bs),	// 0
				     name,	// 1
				     "[invalid var]",	// 2
				     "[invalid var]",	// 3
				     BotMapTitle(),	// 4
				     BotRandomWeaponName(),	// 5
				     NULL);
	} else {
		BotAI_BotInitialChat(bs, "random_insult", BotRandomOpponentName(bs),	// 0
				     name,	// 1
				     "[invalid var]",	// 2
				     "[invalid var]",	// 3
				     BotMapTitle(),	// 4
				     BotRandomWeaponName(),	// 5
				     NULL);
	}
	bs->lastchat_time = FloatTime();
	bs->chatto = CHAT_ALL;
	return qtrue;
}

/*
==================
BotChatTime
==================
*/
float BotChatTime(bot_state_t * bs)
{
//	int cpm;

//	cpm = trap_Characteristic_BInteger(bs->character, CHARACTERISTIC_CHAT_CPM, 1, 4000);

	return 2.0;		//(float) trap_BotChatLength(bs->cs) * 30 / cpm;
}

/*
==================
BotChatTest
==================
*/
void BotChatTest(bot_state_t * bs)
{

	char name[32];
	char *weap;
	int num, i;

	num = trap_BotNumInitialChats(bs->cs, "game_enter");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "game_enter", EasyClientName(bs->client, name, 32),	// 0
				     BotRandomOpponentName(bs),	// 1
				     "[invalid var]",	// 2
				     "[invalid var]",	// 3
				     BotMapTitle(),	// 4
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "game_exit");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "game_exit", EasyClientName(bs->client, name, 32),	// 0
				     BotRandomOpponentName(bs),	// 1
				     "[invalid var]",	// 2
				     "[invalid var]",	// 3
				     BotMapTitle(),	// 4
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "level_start");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "level_start", EasyClientName(bs->client, name, 32),	// 0
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "level_end_victory");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "level_end_victory", EasyClientName(bs->client, name, 32),	// 0
				     BotRandomOpponentName(bs),	// 1
				     BotFirstClientInRankings(),	// 2
				     BotLastClientInRankings(),	// 3
				     BotMapTitle(),	// 4
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "level_end_lose");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "level_end_lose", EasyClientName(bs->client, name, 32),	// 0
				     BotRandomOpponentName(bs),	// 1
				     BotFirstClientInRankings(),	// 2
				     BotLastClientInRankings(),	// 3
				     BotMapTitle(),	// 4
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "level_end");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "level_end", EasyClientName(bs->client, name, 32),	// 0
				     BotRandomOpponentName(bs),	// 1
				     BotFirstClientInRankings(),	// 2
				     BotLastClientInRankings(),	// 3
				     BotMapTitle(),	// 4
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	EasyClientName(bs->lastkilledby, name, sizeof(name));
	num = trap_BotNumInitialChats(bs->cs, "death_drown");
	for (i = 0; i < num; i++) {
		//
		BotAI_BotInitialChat(bs, "death_drown", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "death_slime");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "death_slime", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "death_lava");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "death_lava", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "death_cratered");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "death_cratered", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "death_suicide");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "death_suicide", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "death_telefrag");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "death_telefrag", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "death_gauntlet");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "death_gauntlet", name,	// 0
				     BotWeaponNameForMeansOfDeath(bs->botdeathtype),	// 1
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "death_rail");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "death_rail", name,	// 0
				     BotWeaponNameForMeansOfDeath(bs->botdeathtype),	// 1
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "death_bfg");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "death_bfg", name,	// 0
				     BotWeaponNameForMeansOfDeath(bs->botdeathtype),	// 1
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "death_insult");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "death_insult", name,	// 0
				     BotWeaponNameForMeansOfDeath(bs->botdeathtype),	// 1
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "death_praise");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "death_praise", name,	// 0
				     BotWeaponNameForMeansOfDeath(bs->botdeathtype),	// 1
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	//
	EasyClientName(bs->lastkilledplayer, name, 32);
	//
	num = trap_BotNumInitialChats(bs->cs, "kill_gauntlet");
	for (i = 0; i < num; i++) {
		//
		BotAI_BotInitialChat(bs, "kill_gauntlet", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "kill_rail");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "kill_rail", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "kill_telefrag");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "kill_telefrag", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "kill_insult");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "kill_insult", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "kill_praise");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "kill_praise", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "enemy_suicide");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "enemy_suicide", name, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	ClientName(g_entities[bs->client].client->lasthurt_client, name, sizeof(name));
	weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_client);
	num = trap_BotNumInitialChats(bs->cs, "hit_talking");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "hit_talking", name, weap, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "hit_nodeath");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "hit_nodeath", name, weap, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "hit_nokill");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "hit_nokill", name, weap, NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	//
	if (bs->lastkilledplayer == bs->client) {
		strcpy(name, BotRandomOpponentName(bs));
	} else {
		EasyClientName(bs->lastkilledplayer, name, sizeof(name));
	}
	//
	num = trap_BotNumInitialChats(bs->cs, "random_misc");
	for (i = 0; i < num; i++) {
		//
		BotAI_BotInitialChat(bs, "random_misc", BotRandomOpponentName(bs),	// 0
				     name,	// 1
				     "[invalid var]",	// 2
				     "[invalid var]",	// 3
				     BotMapTitle(),	// 4
				     BotRandomWeaponName(),	// 5
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
	num = trap_BotNumInitialChats(bs->cs, "random_insult");
	for (i = 0; i < num; i++) {
		BotAI_BotInitialChat(bs, "random_insult", BotRandomOpponentName(bs),	// 0
				     name,	// 1
				     "[invalid var]",	// 2
				     "[invalid var]",	// 3
				     BotMapTitle(),	// 4
				     BotRandomWeaponName(),	// 5
				     NULL);
		trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
	}
}