text: //-------------------------------------------------------------------------
  /*
  Copyright (C) 1997, 2005 - 3D Realms Entertainment
  
  This file is part of Shadow Warrior version 1.2
  
  Shadow Warrior 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 2
  of the License, or (at your option) any later version.
  
  This program 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 this program; if not, write to the Free Software
  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
  
  Original Source: 1997 - Frank Maddin and Jim Norwood
  Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
  */
  //-------------------------------------------------------------------------
  
  // BOTS.H
  // Contains useful header information for bot creation
  
  #ifndef BOTS_H
  #define BOTS_H
  
  BEGIN_SW_NS
  
  // BOT DEFINITIONS AND STRUCTURES
  
  typedef enum
  {
      BOTstand, BOThide, BOTrun, BOTduck, BOTjump, BOTstrafe, BOTshoot, BOTuseinv,
      BOTopen, BOTswimup, BOTswimdown, BOTturn, BOTuserts
  } BOT_Actions;
  
  // Linked lists containing node trees that are chosen based on desired actions
  struct NODEstruct;
  typedef struct NODEstruct NODE, *NODEp;
  
  struct NODEstruct
  {
      NODEp p, l, r;              // Pointers to tree nodes
      int goalx, goaly, goalz;   // x,y,z point bot wants to get to
      BOT_Actions action;         // Action to take if this node is reached
      int tics;                  // Optionally stay in this node for x tics.
  };
  
  struct NODETREEstruct;
  typedef struct NODETREEstruct NODETREE, *NODETREEp;
  
  struct NODETREEstruct
  {
      NODEp tree;             // This is the node tree used to navigate to goal
      bool Locked;            // If list is locked, a bot is using/modifying it and
      // other bots cannot modify it while it's locked
  };
  
  // Bots main action variables
  typedef struct BOT_BRAIN
  {
      short tgt_inv;      // Inventory item it wants to use
      short tgt_weapon;   // weapon in wants to activate and use
      short tgt_enemy;    // Enemy it wants to kill
      short tgt_sprite;   // Sprite it wants to pickup or operate
      short tgt_sector;   // Sector it wants to get to
      short tgt_wall;     // Wall it wants to touch
      BOT_Actions action; // Bot's current action
  } BotBrain, *BotBrain_p;
  
  // NOTE:
  // The following arrays should be saved off with save games!
  
  // 0  = Item not accessible, no item of type was found
  // 1  = Shuriken
  // 3  = Caltrops
  // 4  = Gas Bomb
  // 5  = Flash Bomb
  // 6  = Uzi Ammo
  // 7  = Shotgun Ammo
  // 8  = Rocket Ammo
  // 9  = 40mm Ammo
  // 10 = Sticky Bombs
  // 11 = Rail Ammo
  // 12 = Head Ammo
  // 13 = Heart Ammo
  // 14 = Uzi
  // 15 = Shotgun
  // 16 = Rocket Launcher
  // 17 = 40mm Launcher
  // 18 = Rail Gun
  // 19 = Head
  // 20 = Heart
  // 21 = MedKit
  // 22 = Armor
  // 23 = Big Armor
  // 24 = Portable MedKit
  // 25 = Fortune Cookie
  ////////////////////////
  extern NODETREE BOT_TREELIST[25][50]; // There can be up to 50 of each item
  // with a cooresponding search tree for each
  
  END_SW_NS
  
  #endif
  