/* $Id: robot.c,v 3.60 1996/04/07 22:44:40 bert Exp $
 *
 * XPilot, a multiplayer gravity war game.  Copyright (C) 1991-95 by
 *
 *      Bjørn Stabell        (bjoerns@staff.cs.uit.no)
 *      Ken Ronny Schouten   (kenrsc@stud.cs.uit.no)
 *      Bert Gÿsbers         (bert@mc.bio.uva.nl)
 *
 * This program 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., 675 Mass Ave, Cambridge, MA 02139, USA.
 */
/* Robot code originally submitted by Maurice Abraham. */

#include <unistd.h>
#include <stdlib.h>
#include <ctype.h>
#include <string.h>
#include <stdio.h>

#define SERVER
#include "version.h"
#include "config.h"
#include "const.h"
#include "global.h"
#include "proto.h"
#include "map.h"
#include "score.h"
#include "bit.h"
#include "saudio.h"
#include "netserver.h"
#include "pack.h"
#include "robot.h"
#include "error.h"

#define DEFAULT_ROBOT_TYPE	"default"

char robot_version[] = VERSION;

#ifndef	lint
static char sourceid[] = "@(#)robot.c,v 1.3 1992/06/26 15:25:46 bjoerns Exp";
#endif

/*
 * Array of different robots.
 * Each robot has a name of a robot type determining
 * what robot code will control this robot,
 * its name as seen by the human players,
 * some optional configuration string,
 * a usage count,
 * and a shipshape.
 * In the future we may want to read in this data from
 * a configuration file.
 */
static robot_t DefaultRobots[] = {
    {
	DEFAULT_ROBOT_TYPE,
	"Mad Max",
	"94 20",
	0,
	"(15,8,7)(15,0)(7,1)(7,2)(2,4)(-1,11)"
	"(-3,11)(-2,3)(-8,6)(-8,-6)(-2,-3)(-3,-11)"
	"(-1,-11)(2,-4)(7,-2)(7,-1)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Blackie",
	"10 90",
	0,
	"(16,6,10)(15,0)(6,2)(-2,3)(-1,4)(-2,5)"
	"(-10,8)(-13,8)(-13,1)(-15,0)(-13,-1)"
	"(-13,-8)(-10,-8)(-2,-5)(-1,-4)(-2,-3)(6,-2)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Kryten",
	"70 40",
	0,
	"(4,1,3)(15,0)(0,8)(-8,0)(0,-8)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Marvin",
	"30 70",
	0,
	"(15,4,5)(10,0)(10,7)(5,14)(-5,14)(-10,7)"
	"(-10,-7)(-5,-14)(5,-14)(10,-7)(10,0)(5,5)"
	"(2,7)(5,0)(2,-7)(5,-5)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"R2D2",
	"50 60",
	0,
	"(15,8,9)(15,0)(14,1)(-1,2)(-2,9)(0,10)"
	"(-4,10)(-7,2)(-8,2)(-8,-2)(-7,-2)(-4,-10)"
	"(0,-10)(-2,-9)(-1,-2)(14,-1)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"C3PO",
	"60 50",
	0,
	"(16,1,15)(10,0)(0,5)(0,15)(15,10)(0,15)"
	"(-15,10)(0,15)(0,5)(-7,0)(0,-5)(0,-15)"
	"(-15,-10)(0,-15)(15,-10)(0,-15)(0,-5)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"K9",
	"50 50",
	0,
	"(14,0,5)(15,0)(15,5)(5,5)(5,-5)(15,-5)"
	"(15,0)(-15,0)(-15,5)(5,5)(5,-5)(-15,-5)"
	"(-15,-8)(-15,8)(-15,0)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Robby",
	"45 55",
	0,
	"(5,2,3)(15,0)(0,12)(-9,8)(-9,-8)(0,-12)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Mickey",
	"05 95",
	0,
	"(15,6,7)(5,-1)(8,-5)(7,-9)(4,-11)(-1,-10)"
	"(-5,-6)(-8,-10)(-8,10)(-5,6)(-1,10)(4,11)"
	"(7,9)(8,5)(5,1)(0,0)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Hermes",
	"15 85",
	0,
	"(16,12,11)(10,1)(12,8)(-11,8)(-10,3)"
	"(-7,0)(-5,2)(-7,0)(-10,-1)(-10,-3)"
	"(-13,-4)(-13,-7)(-15,-8)(-15,-13)(-5,-5)"
	"(-2,-4)(5,-2)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Pan",
	"60 60",
	0,
	"(14,6,5)(15,-1)(15,0)(5,0)(5,-1)(5,9)(-15,9)"
	"(-15,-4)(-5,-7)(-3,-8)(-7,-8)(-5,-7)(5,-4)"
	"(5,-1)(-15,-1)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Azurion",
	"40 30",
	0,
	"(6,2,4)(15,0)(0,2)(-9,8)(-3,0)(-9,-8)(0,-2)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Droidion",
	"60 30",
	0,
	"(6,2,4)(9,0)(4,8)(-5,8)(-10,0)(-5,-8)(4,-8)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Terminator",
	"80 40",
	0,
	"(6,2,4)(15,0)(0,2)(-9,8)(-3,0)"
	"(-9,-8)(0,-2)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Sniper",
	"30 90",
	0,
	"(15,6,9)(15,0)(4,2)(-2,8)(-4,7)(-3,2)"
	"(-8,5)(-8,2)(-6,1)(-6,-1)(-8,-2)(-8,-5)"
	"(-3,-2)(-4,-7)(-2,-8)(4,-2)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Slugger",
	"40 40",
	0,
	"(15,8,7)(13,0)(11,1)(3,2)(-1,8)(-3,8)"
	"(-3,2)(-5,2)(-8,5)(-8,-5)(-5,-2)(-3,-2)"
	"(-3,-8)(-1,-8)(3,-2)(11,-1)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Uzi",
	"95 5",
	0,
	"(16,9,8)(15,3)(7,3)(7,-8)(3,-8)(3,1)(-2,1)"
	"(-3,-1)(-5,-1)(-14,-5)(-15,2)(-3,4)(-1,8)"
	"(0,6)(13,6)(14,8)(15,6)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Capone",
	"80 50",
	0,
	"(15,9,6)(14,0)(2,2)(0,8)(1,8)(-3,8)(-3,2)"
	"(-8,4)(-7,1)(-7,-1)(-8,-4)(-3,-2)(-3,-8)"
	"(1,-8)(0,-8)(2,-2)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Tanx",
	"40 70",
	0,
	"(16,7,8)(15,1)(2,0)(1,-2)(6,-3)(6,-5)(3,-8)"
	"(-10,-8)(-13,-6)(-13,-3)(-10,-2)(-11,2)(-7,2)"
	"(-7,8)(-7,2)(1,2)(2,1)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Chrome Star",
	"60 60",
	0,
	"(5,1,4)(8,0)(-8,5)(2,-8)(2,8)(-8,-5)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Bully",
	"80 10",
	0,
	"(15,6,9)(11,0)(12,-3)(9,-3)(8,-2)(-5,-5)"
	"(-9,-11)(-14,-14)(-5,-3)(-5,3)(-14,14)"
	"(-9,11)(-5,5)(8,2)(9,3)(12,3)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Metal Hero",
	"40 45",
	0,
	"(16,7,9)(15,5)(12,-2)(9,-2)(10,-1)"
	"(-8,-1)(-4,-1)(1,-3)(-13,-9)(-9,0)"
	"(-15,8)(1,3)(-4,1)(-8,1)(-8,-1)(-8,1)"
	"(11,1)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Aurora",
	"60 55",
	0,
	"(16,5,11)(15,0)(-1,3)(-3,5)(-3,9)(7,10)"
	"(-12,10)(-6,9)(-6,4)(-8,0)(-6,-4)(-6,-9)"
	"(-12,-10)(7,-10)(-3,-9)(-3,-5)(-1,-3)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Dalt Wisney",
	"30 75",
	0,
	"(16,10,6)(14,0)(7,-4)(0,-1)(-5,-4)"
	"(2,-8)(0,-10)(-14,-10)(-5,-7)"
	"(-14,0)(-5,7)(-14,10)(0,10)(2,8)"
	"(-5,4)(0,1)(7,4)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Psycho",
	"65 55",
	0,
	"(11,5,6)(8,0)(5,8)(3,12)(0,15)(0,0)"
	"(-8,3)(-8,-3)(0,0)(0,-15)(3,-12)(5,-8)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Gorgon",
	"30 40",
	0,
	"(15,7,8)(15,0)(5,2)(3,8)(2,2)(-9,2)"
	"(-10,4)(-12,2)(-14,4)(-14,-4)(-12,-2)"
	"(-10,-4)(-9,-2)(2,-2)(3,-8)(5,-2)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Pompel",
	"50 50",
	0,
	"(15,7,8)(15,0)(14,4)(10,5)(5,2)(-7,3)"
	"(-7,6)(5,8)(-9,8)(-9,-8)(5,-8)(-7,-6)"
	"(-7,-3)(5,-2)(10,-5)(14,-4)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Pilt",
	"50 50",
	0,
	"(16,8,7)(15,0)(13,-2)(9,-3)(3,-3)(-3,-3)"
	"(-5,-2)(-13,-2)(-15,-3)(-15,3)(-13,2)"
	"(-5,2)(-3,3)(-3,-8)(-3,8)(-3,3)(8,3)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Sparky",
	"20 40",
	0,
	"(15,8,7)(15,-8)(6,-5)(7,-4)(1,-2)(2,-1)"
	"(-4,0)(-3,2)(-15,8)(-15,2)(-8,0)(-9,-2)"
	"(-3,-3)(-4,-4)(3,-5)(2,-7)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Cobra",
	"85 60",
	0,
	"(16,5,11)(8,0)(8,-6)(6,-8)(0,-7)(5,-6)"
	"(-8,-4)(5,-2)(0,-1)(5,0)(0,1)(5,2)(-8,4)"
	"(5,6)(0,7)(6,8)(8,6)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Falcon",
	"70 20",
	0,
	"(16,5,6)(14,2)(14,4)(2,10)(-5,10)(-10,8)"
	"(-12,3)(-12,-3)(-10,-8)(-5,-10)(9,-11)"
	"(10,-8)(7,-8)(14,-4)(14,-2)(4,-2)(4,2)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Boson",
	"25 35",
	0,
	"(16,11,12)(15,0)(10,-5)(4,-8)(7,-2)(7,2)"
	"(4,8)(6,0)(4,-8)(-10,-8)(-10,8)(-10,-8)"
	"(-15,-7)(-15,7)(-10,8)(4,8)(10,5)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Blazy",
	"40 40",
	0,
	"(12,4,8)(4,0)(2,4)(-5,11)(10,12)(-8,12)"
	"(-4,6)(-2,0)(-4,-6)(-8,-12)(10,-12)"
	"(-5,-11)(2,-4)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Pixie",
	"15 93",
	0,
	"(13,6,7)(15,0)(7,4)(11,1)(-4,3)(3,5)"
	"(-7,10)(-9,2)(-9,-2)(-7,-10)(3,-5)(-4,-3)"
	"(11,-1)(7,-4)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Wimpy",
	"5 98",
	0,
	"(16,9,7)(3,0)(6,5)(8,10)(5,11)(1,10)(-1,8)"
	"(-4,9)(-8,6)(-5,0)(-8,-6)(-4,-9)(-1,-8)"
	"(1,-10)(5,-11)(8,-10)(6,-5)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Bonnie",
	"30 40",
	0,
	"(16,9,6)(13,3)(5,3)(5,1)(4,-1)(0,-1)"
	"(-2,-8)(-8,-8)(-5,3)(-6,6)(-8,7)(-7,8)"
	"(-4,7)(8,7)(10,8)(12,8)(13,7)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Clyde",
	"40 45",
	0,
	"(16,5,11)(14,0)(5,5)(6,2)(0,2)(0,8)(-13,8)"
	"(-13,4)(-4,4)(-6,0)(-4,-4)(-13,-4)(-13,-8)"
	"(0,-8)(0,-2)(6,-2)(5,-5)"
    },
    {
	DEFAULT_ROBOT_TYPE,
	"Neuro",
	"70 70",
	0,
	"(16,7,5)(12,-7)(12,-12)(5,-12)(2,-10)"
	"(1,-5)(-9,-4)(-11,2)(-8,8)(-3,11)(3,11)"
	"(9,8)(11,2)(13,0)(12,-3)(12,-7)(7,-7)"
    },
};

int		NumRobots = 0;	/* number of currently playing robots. */
static int	MAX_ROBOTS = 0;	/* number of different robot parameters. */
static robot_t	*Robots;	/* array of robot parameters. */

/*
 * Function prototype for robot type setup routines.
 * Add your own robot type setup routine here.
 */
extern int Robot_default_setup(robot_type_t *type_ptr);

/*
 * Array to store function pointers to robot type setup routines.
 * The default robot type should be first.
 * Add your own robot type setup routine here too.
 */
static int (*robot_type_setups[])(robot_type_t *type_ptr) = {
    Robot_default_setup,
};

/*
 * Array of the different robot types available.
 */
static int num_robot_types = NELEM(robot_type_setups);
static robot_type_t robot_types[NELEM(robot_type_setups)];

void Parse_robot_file(void)
{
    if (robotFile && *robotFile) {
	FILE *fp = fopen(robotFile, "r");
	if (fp) {
	    char buf[1024];
	    char name_buf[MAX_NAME_LEN];
	    char ship_buf[2*MSG_LEN];
	    char type_buf[MAX_NAME_LEN];
	    char para_buf[MSG_LEN];
	    int got_name = 0;
	    int num_robs = 0;
	    int max_robs = 0;
	    robot_t *robs = 0;

	    /*
	     * Fill in some default values.
	     */
	    strcpy(ship_buf, "(15,0)(-9,8)(-9,-8)");
	    strcpy(type_buf, DEFAULT_ROBOT_TYPE);
	    strcpy(para_buf, "");

	    while (fp) {
		int end_of_record = 0;

		if (!fgets(buf, sizeof buf, fp)) {
		    end_of_record = 1;
		    fclose(fp);
		    fp = NULL;
		}
		else if (*buf == '\n') {
		    end_of_record = 1;
		}
		else {
		    int size = 0;
		    int key = 0;
		    char *dst = 0;

		    if (!strncmp(buf, "name:", 5)) {
			dst = name_buf;
			size = sizeof name_buf;
			key = 1;
			got_name = 1;
		    }
		    else if (!strncmp(buf, "ship:", 5)) {
			dst = ship_buf;
			size = sizeof ship_buf;
			key = 2;
		    }
		    else if (!strncmp(buf, "type:", 5)) {
			dst = type_buf;
			size = sizeof type_buf;
			key = 3;
		    }
		    else if (!strncmp(buf, "para:", 5)) {
			dst = para_buf;
			size = sizeof para_buf;
			key = 4;
		    }
		    if (key > 0) {
			char *ptr = strchr(buf, ':') + 1;
			while (isspace(*ptr)) {
			    ptr++;
			}
			strncpy(dst, ptr, size);
			dst[size - 1] = '\0';
			ptr = &dst[strlen(dst)];
			while (--ptr >= dst && isspace(*ptr)) {
			    *ptr = '\0';
			}
		    }
		}
		if (end_of_record && got_name) {
		    got_name = 0;
		    if (num_robs == max_robs) {
			if (max_robs == 0) {
			    max_robs = 10;
			    robs = (robot_t *)malloc(max_robs * sizeof(robot_t));
			} else {
			    max_robs += 10;
			    robs = (robot_t *)realloc(robs,
						      max_robs * sizeof(robot_t));
			}
			if (!robs) {
			    error("Not enough memory to parse robotsfile");
			    fclose(fp);
			    break;
			}
		    }
		    strcpy(robs[num_robs].driver, type_buf);
		    strcpy(robs[num_robs].name, name_buf);
		    strcpy(robs[num_robs].config, para_buf);
		    strcpy(robs[num_robs].shape, ship_buf);
		    robs[num_robs].used = 0;
		    num_robs++;
		}
	    }
	    if (num_robs > 0) {
		Robots = robs;
		MAX_ROBOTS = num_robs;
	    }
	}
    }
    if (MAX_ROBOTS == 0) {
	Robots = &DefaultRobots[0];
	MAX_ROBOTS = NELEM(DefaultRobots);
    }

#ifdef DEVELOPMENT
    if (getenv("XPILOTS_DUMP_ROBOTS_TO_ROBOT_FILE") != NULL) {
	if (robotFile && *robotFile) {
	    FILE *fp = fopen(robotFile, "w");
	    if (fp) {
		int i;
		for (i = 0; i < MAX_ROBOTS; i++) {
		    fprintf(fp,
			    "type:\t%s\n"
			    "para:\t%s\n"
			    "ship:\t%s\n"
			    "name:\t%s\n"
			    "\n",
			    Robots[i].driver,
			    Robots[i].config,
			    Robots[i].shape,
			    Robots[i].name);
		}
		fclose(fp);
	    }
	}
    }
#endif
}

/*
 * First time initialization of all the robot stuff.
 */
void Robot_init(void)
{
    int         	i;
    int			n;

    n = 0;
    for (i = 0; i < num_robot_types; i++) {
	memset(&robot_types[n], 0, sizeof(robot_type_t));
	if ((*robot_type_setups[i])(&robot_types[n]) == 0) {

	    /* maybe insert some checks about the result here */

	    n++;
	}
    }
    num_robot_types = n;

    Parse_robot_file();
}


static void Robot_talks(enum robot_talk_t says_what,
			char *robot_name, char *other_name)
{
    /*
     * Insert your own witty messages here and remove the silly ones.
     */

    static char *enter_msgs[] = {
	"%s just can't stand you anymore.",
	"%s has come to give you a hard time.",
	"%s is looking for trouble.",
	"%s has a very loose trigger finger.",
	"Have fear, %s is here.",
	"Prepare to die by the hands of %s.",
	"%s is untouchable.",
	"%s is in a gruesome mood.",
	"%s is in a killing mood.",
	"%s wants you for dessert.",
	"%s vows to torment you in this life and the next.",
	"%s has no sense of humour.",
	"%s is back from the Sirius wars, and he's in a violent mood.",
    };
    static char *leave_msgs[] = {
	"That's it, I've had enough. :(   I'm outta here. [%s]",
	"Later people.  It's been fun. [%s]",
	"Gotta go, ... er ... this ... er ... lab is closing. [%s]",
	"Er...  Oh!  It it really that late?  I gotta go. [%s].",
	"I'm signing off now.  Bye! [%s]",
	"Gotta go...  Er... I have some work to be done. [%s]",
	"This sucks! :(  I'm going back to cyberspace. [%s]",
	"I've taken enough beating for today. [%s]",
	"Oh man.  Playing with humans sucks. [%s]",
	"You can't beat us robots; we always return, stronger than ever! [%s]",
	"Geez, this just isn't my lucky day.  See ya some other time. [%s]",
	"Wow, this game is just killing me. :( [%s]",
	"I'll be back when you stop cheating! :-( [%s]",
    };
    static char *kill_msgs[] = {
	"Have some %s.  Have some! [%s]",
	"You want some more %s? [%s]",
	"%s lost his stuff again.  That's just tooooooo bad. :) [%s]",
	"%s: did you like that one? [%s]",
	"Face it %s, you just can't compete with me. [%s]",
	"%s, my grandmother plays better than you. [%s]",
	"Hey %s, go play chess instead. [%s]",
	"I think Darwin would've said you're too unfit to survive %s :) [%s]",
	"Oh my, what colourful explosions you make %s. :) [%s]",
    };
    static char *war_msgs[] = {
	"UNBELIEVABLE, me shot down by %s?!?!  This means war [%s]",
	"People like %s just piss me off. [%s]",
	"Nice %s.  But now its my turn. [%s]",
	"Red alert... target: %s. [%s]",
	"$%#^@#$^#$%  That's the last time you did that %s! [%s]",
	"Enough's enough!  It's only room enough for one of us %s here. [%s]",
	"I'm sorry %s, but you must... DIE!!!!! [%s]",
	"Jihad!  Die %s!  Die! [%s]",
    };

    static int		next_msg = -1;
    char		**msgsp;
    int			two, i, n;
    char		msg[MSG_LEN];

    if (robotsTalk != true && says_what != ROBOT_TALK_ENTER) {
	return;
    }

    switch (says_what) {
    case ROBOT_TALK_ENTER:
	msgsp = enter_msgs;
	n = NELEM(enter_msgs);
	two = 1;
	break;
    case ROBOT_TALK_LEAVE:
	msgsp = leave_msgs;
	n = NELEM(leave_msgs);
	two = 1;
	break;
    case ROBOT_TALK_KILL:
	msgsp = kill_msgs;
	n = NELEM(kill_msgs);
	two = 2;
	break;
    case ROBOT_TALK_WAR:
	msgsp = war_msgs;
	n = NELEM(war_msgs);
	two = 2;
	break;
    default:
	return;
    }

    if (next_msg == -1) {
	next_msg = rand();
    }
    if (++next_msg > 997) {
	next_msg = 0;
    }
    i = next_msg % n;
    if (two == 2) {
	sprintf(msg, msgsp[i], other_name, robot_name);
    } else {
	sprintf(msg, msgsp[i], robot_name);
    }
    Set_message(msg);
}


static void Robot_create(void)
{
    player		*robot;
    robot_t		*rob;
    int			i,
			num;
    int			most_used,
			least_used;
    robot_data_t	*data, *new_data;
    robot_type_t	*rob_type;

    if ((new_data = (robot_data_t *)malloc(sizeof(robot_data_t))) == NULL) {
	perror("malloc robot_data");
	return;
    }
    new_data->private_data = NULL;

    most_used = 0;
    for (i = 0; i < MAX_ROBOTS; i++) {
	if (Robots[i].used > Robots[most_used].used) {
	    most_used = i;
	}
    }
    for (i = 0; i < NumPlayers; i++) {
	if (IS_ROBOT_IND(i)) {
	    data = (robot_data_t *)Players[i]->robot_data_ptr;
	    if (Robots[data->robots_ind].used < Robots[most_used].used) {
		Robots[data->robots_ind].used = Robots[most_used].used;
	    }
	}
    }
    least_used = 0;
    for (i = 0; i < MAX_ROBOTS; i++) {
	if (Robots[i].used < Robots[least_used].used) {
	    least_used = i;
	}
    }
    num = rand() % MAX_ROBOTS;
    while (Robots[num].used > Robots[least_used].used) {
	if (++num >= MAX_ROBOTS) {
	    num = 0;
	}
    }
    rob = &Robots[num];
    rob->used++;
    new_data->robots_ind = num;
    new_data->robot_types_ind = 0;
    for (i = 1; i < num_robot_types; i++) {
	if (!strcmp(robot_types[i].name, rob->driver)) {
	    new_data->robot_types_ind = i;
	}
    }
    rob_type = &robot_types[new_data->robot_types_ind];

    Init_player(NumPlayers, (allowShipShapes)
			    ? Parse_shape_str(rob->shape)
			    : (wireobj *)NULL);
    robot = Players[NumPlayers];
    SET_BIT(robot->type_ext, OBJ_EXT_ROBOT);
    robot->robot_data_ptr = new_data;

    strcpy(robot->name, rob->name);
    strcpy(robot->realname, "robot");
    strcpy(robot->hostname, "robots.org");

    robot->color = WHITE;
    robot->turnspeed = MAX_PLAYER_TURNSPEED;
    robot->turnspeed_s = MAX_PLAYER_TURNSPEED;
    robot->turnresistance = 0.12;
    robot->turnresistance_s = 0.12;
    robot->power = MAX_PLAYER_POWER;
    robot->power_s = MAX_PLAYER_POWER;
    if (BIT(World.rules->mode, TEAM_PLAY))
	robot->team = 0;		/* Robots are on their own team */
    if (robot->mychar != 'W')
	robot->mychar = 'R';

    robot->fuel.l1 = 100 * FUEL_SCALE_FACT;
    robot->fuel.l2 = 200 * FUEL_SCALE_FACT;
    robot->fuel.l3 = 500 * FUEL_SCALE_FACT;

    Pick_startpos(NumPlayers);

    (*rob_type->create)(NumPlayers, rob->config);

    Go_home(NumPlayers);

    /*
     * robot->shot_speed= ShotsSpeed + (rob->attack - 50) / 5.0;
     * robot->shot_mass	= ShotsMass + (rob->defense - rob->attack) / 10.0;
     * robot->max_speed	= SPEED_LIMIT - robot->shot_speed;
     */
    NumPlayers++;
    World.teams[0].NumMembers++;
    Id++;
    NumRobots++;

    for (i = 0; i < NumPlayers - 1; i++) {
	if (Players[i]->conn != NOT_CONNECTED) {
	    Send_player(Players[i]->conn, robot->id);
	    Send_base(Players[i]->conn, robot->id, robot->home_base);
	}
    }

    Robot_talks(ROBOT_TALK_ENTER, robot->name, "");

#ifndef	SILENT
    printf("%s (%d, %s) starts at startpos %d.\n",
	   robot->name, NumPlayers, robot->realname, robot->home_base);
#endif

    updateScores = true;
}


void Robot_destroy(int ind)
{
    player		*pl = Players[ind];

    (*robot_types[pl->robot_data_ptr->robot_types_ind].destroy)(ind);
    free(Players[ind]->robot_data_ptr);
    Players[ind]->robot_data_ptr = NULL;
}


void Robot_delete(int ind, int kicked)
{
    long		i,
			low_score = LONG_MAX,
			low_i = -1;
    char		msg[MSG_LEN];

    if (ind == -1) {
	/*
	 * Find the robot with the lowest score.
	 */

	for (i = 0; i < NumPlayers; i++) {
	    if (!IS_ROBOT_IND(i))
		continue;

	    if (Players[i]->score < low_score) {
		low_i = i;
		low_score = Players[i]->score;
	    }
	}
	if (low_i >= 0) {
	    ind = low_i;
	}
    }

    if (ind >= 0) {
	if (kicked) {
	    sprintf(msg, "\"%s\" upset the gods and was kicked out "
		    "of the game.", Players[ind]->name);
	    Set_message(msg);
	}
	Delete_player(ind);
    }
}


void Robot_go_gome(int ind)
{
    (*robot_types[Players[ind]->robot_data_ptr->robot_types_ind].go_home)(ind);
}


/*
 * Turn on a war lock.
 */
static void Robot_set_war(int ind, int victim_id)
{
    player		*pl = Players[ind];

    (*robot_types[pl->robot_data_ptr->robot_types_ind].set_war)(ind, victim_id);
}


/*
 * Turn off a war lock.
 * The only time when this can be called is if
 * a player a robot has war on leaves the game.
 */
void Robot_reset_war(int ind)
{
    Robot_set_war(ind, -1);
}


/*
 * Someone has programmed a robot (using ECM) to seek some player.
 */
void Robot_program(int ind, int victim_id)
{
    Robot_set_war(ind, victim_id);
}


/*
 * Return the id of the player this robot has war on.
 * If the robot is not in peace mode then return -1.
 */
int Robot_war_on_player(int ind)
{
    player		*pl = Players[ind];
    robot_type_t	*rob_type =
			    &robot_types[pl->robot_data_ptr->robot_types_ind];

    return (*rob_type->war_on_player)(ind);
}


/*
 * A robot has killed someone.
 * Or a robot has been killed by someone.
 * Maybe this is enough reason for the killed robot to change
 * its behavior with respect to the player it has been killed by.
 */
void Robot_war(int ind, int killer)
{
    player		*pl = Players[ind],
			*kp = Players[killer];
    int			i;

    if (killer == ind) {
	return;
    }

    if (IS_ROBOT_PTR(kp)) {
	Robot_talks(ROBOT_TALK_KILL, kp->name, pl->name);
    }

    if (IS_ROBOT_PTR(pl)
	&& rand()%100 < kp->score - pl->score) {

	Robot_talks(ROBOT_TALK_WAR, pl->name, kp->name);

	/*
	 * Give fuel for offensive.
	 */
	pl->fuel.sum = MAX_PLAYER_FUEL;

	if (Robot_war_on_player(ind) != kp->id) {
	    for (i = 0; i < NumPlayers; i++) {
		if (Players[i]->conn != NOT_CONNECTED) {
		    Send_war(Players[i]->conn, pl->id, kp->id);
		}
	    }
	    sound_play_all(DECLARE_WAR_SOUND);
	    Robot_set_war(ind, kp->id);
	}
    }
}


/*
 * A robot starts on its homebase.
 */
void Robot_go_home(int ind)
{
    (*robot_types[Players[ind]->robot_data_ptr->robot_types_ind].go_home)(ind);
}


/*
 * Someone sends a message to a robot.
 * The format of the message is: "This is the real message [receiver]:[sender]"
 */
void Robot_message(int ind, char *message)
{
    player		*pl = Players[ind];
    robot_type_t	*rob_type =
			    &robot_types[pl->robot_data_ptr->robot_types_ind];

    (*rob_type->message)(ind, message);
}


/*
 * A robot plays this frame.
 */
static void Robot_play(int ind)
{
    (*robot_types[Players[ind]->robot_data_ptr->robot_types_ind].play)(ind);
}


void Robot_update(void)
{
    player		*pl;
    int			i;
    char		msg[MSG_LEN];
    static int		new_robot_delay;


    if (NumRobots < WantedNumRobots
	&& NumPlayers - NumPseudoPlayers < World.NumBases - 1
	&& NumRobots < MAX_ROBOTS
	&& !(BIT(World.rules->mode, TEAM_PLAY)
	     && World.teams[0].NumMembers >= World.teams[0].NumBases)) {

	if (++new_robot_delay >= RECOVERY_DELAY) {
	    Robot_create();
	    new_robot_delay = 0;
	}
    } else if (NumPlayers - NumPseudoPlayers >= World.NumBases
	       && NumRobots > 0) {
	Robot_delete(-1, false);
    }
    if (NumRobots <= 0)
	return;

    for (i = 0; i < NumPlayers; i++) {
	pl = Players[i];
	if (IS_HUMAN_PTR(pl)) {
	    /*
	     * Ignore human players here.
	     */
	    continue;
	}
	if (IS_TANK_PTR(pl)) {
	    /*
	     * Update tanks here.
	     * This could be moved into its own robot type function...
	     */

	    int         t = frame_loops % (TANK_NOTHRUST_TIME + TANK_THRUST_TIME);

	    if (t == 0) {
		SET_BIT(pl->status, THRUSTING);
	    } else if (t == TANK_THRUST_TIME) {
		CLR_BIT(pl->status, THRUSTING);
	    }
	    continue;
	}

	/*
	 * So it is a genuine robot...
	 * Check if it is still considered good enough to continue playing...
	 */
	if (robotsLeave
	    && pl->life > 0
	    && !BIT(World.rules->mode, LIMITED_LIVES)) {
	    msg[0] = '\0';
	    if (robotLeaveLife > 0 && pl->life >= robotLeaveLife) {
		sprintf(msg, "%s retired.", pl->name);
	    }
	    else if (robotLeaveScore != 0 && pl->score < robotLeaveScore) {
		sprintf(msg, "%s left out of disappointment.", pl->name);
	    }
	    else if (robotLeaveRatio != 0 && pl->score / (pl->life + 1)
		    < robotLeaveRatio) {
		sprintf(msg, "%s played too badly.", pl->name);
	    }
	    if (msg[0] != '\0') {
		Robot_talks(ROBOT_TALK_LEAVE, pl->name, "");
		Set_message(msg);
		Robot_delete(i, false);
		i--;
		continue;
	    }
	}

	if (BIT(pl->status, PLAYING|GAME_OVER) != PLAYING)
	    continue;

	/*
	 * Let the robot code control this robot.
	 */
	Robot_play(i);
    }
}

