
#include "../stdai.h"
#include "sym.fdh"


INITFUNC(AIRoutines)
{
	ONTICK(OBJ_NULL, ai_null);
	ONTICK(OBJ_HVTRIGGER, ai_hvtrigger);
	
	ONTICK(OBJ_XP, ai_xp);
	ONTICK(OBJ_HEART, ai_powerup);
	ONTICK(OBJ_HEART3, ai_powerup);
	ONTICK(OBJ_MISSILE, ai_powerup);
	ONTICK(OBJ_MISSILE3, ai_powerup);
	
	ONTICK(OBJ_HIDDEN_POWERUP, ai_hidden_powerup);
	
	ONTICK(OBJ_DOOR, ai_door);
	ONTICK(OBJ_LARGEDOOR, ai_largedoor);
	
	ONTICK(OBJ_SAVE_POINT, ai_save_point);
	ONTICK(OBJ_RECHARGE, ai_recharge);
	
	ONTICK(OBJ_CHEST_CLOSED, ai_chest_closed);
	ONTICK(OBJ_CHEST_OPEN, ai_chest_open);
	
	ONTICK(OBJ_TELEPORTER, ai_teleporter);
	ONTICK(OBJ_TELEPORTER_LIGHTS, ai_animate2);
	
	ONTICK(OBJ_COMPUTER, ai_animate4);
	ONTICK(OBJ_TERMINAL, ai_terminal);
	
	ONTICK(OBJ_LIFE_CAPSULE, ai_animate4);
	ONTICK(OBJ_XP_CAPSULE, ai_xp_capsule);
	
	ONTICK(OBJ_SPRINKLER, ai_sprinkler);
	ONTICK(OBJ_WATER_DROPLET, ai_water_droplet);
	ONTICK(OBJ_LAVA_DROPLET, ai_water_droplet);
	ONTICK(OBJ_DROPLET_SPAWNER, ai_droplet_spawner);
	
	ONTICK(OBJ_FAN_UP, ai_fan_vert);
	ONTICK(OBJ_FAN_DOWN, ai_fan_vert);
	ONTICK(OBJ_FAN_LEFT, ai_fan_hoz);
	ONTICK(OBJ_FAN_RIGHT, ai_fan_hoz);
	ONTICK(OBJ_FAN_DROPLET, ai_fan_droplet);
	
	ONTICK(OBJ_PRESS, ai_press);
	ONTICK(OBJ_HIDDEN_SPARKLE, ai_animate4);
	ONTICK(OBJ_LIGHTNING, ai_lightning);
	
	ONTICK(OBJ_STRAINING, ai_straining);
	
	ONTICK(OBJ_BUBBLE_SPAWNER, ai_bubble_spawner);
	
	ONTICK(OBJ_CHINFISH, ai_chinfish);
	ONTICK(OBJ_FIREPLACE, ai_fireplace);
	
	ONTICK(OBJ_SMOKE_DROPPER, ai_smoke_dropper);
	
	ONSPAWN(OBJ_SPIKE_SMALL, onspawn_spike_small);
	
	ONTICK(OBJ_SCROLL_CONTROLLER, ai_scroll_controller);
	ONTICK(OBJ_QUAKE, ai_quake);
}

/*
void c------------------------------() {}
*/

// ai routine for OBJ_NULL
void ai_null(Object *o)
{
	if (o->state == 0)
	{
		o->state = 1;
		
		// FLAG_FACES_RIGHT is causes the object to drop down one tile when actually
		// seen in the game. I think this was used to make map editing easier in
		// places where things were getting really crouded with entities.
		if (o->dir == RIGHT)
		{
			o->y += (TILE_H << CSF);
			
			// precedence hack for Boulder Chamber
			if (game.curmap == STAGE_BOULDER_CHAMBER)
			{
				Object *boulder = Objects::FindByType(OBJ_BOULDER);
				if (boulder) o->PushBehind(boulder);
			}
		}
	}
}

// H/V Trigger
//
// By default, triggers on vertical axis.
// If set to face right, it triggers on horizontal axis instead.
//
// If FLAG_SCRIPTONTOUCH is set, projects an invisible horizontal or vertical "Beam"
// which is blocked by solid bricks, and only by intersecting the beam
// can the player trip the trigger.
//
void ai_hvtrigger(Object *o)
{
	// init: find bounding box within which we will trigger
	if (o->state == 0)
	{
		o->state = 1;
		o->hvt.is_horizontal = (o->dir == LEFT);
		
		// start with a trigger box around object which
		// encloses only the object's tile itself.
		o->hvt.x1 = o->x;
		o->hvt.y1 = o->y;
		o->hvt.x2 = o->x + ((TILE_W - 1) << CSF);
		o->hvt.y2 = o->y + ((TILE_H - 1) << CSF);
		
		// now expand the trigger box as appropriate
		if (o->flags & FLAG_SCRIPTONTOUCH)
		{
			o->flags &= ~FLAG_SCRIPTONTOUCH;
			hv_project_beam(o);
		}
		else if (o->hvt.is_horizontal)
		{
			o->hvt.x1 = 0;
			o->hvt.x2 = (map.xsize * TILE_W) << CSF;
		}
		else
		{
			o->hvt.y1 = 0;
			o->hvt.y2 = (map.ysize * TILE_H) << CSF;
		}
	}
	
	if (game.debug.DrawBoundingBoxes)
		AddDebugMark(o->hvt.x1, o->hvt.y1, o->hvt.x2, o->hvt.y2, DM_BOX, 255, 0, 255);
	
	int px = player->CenterX();
	if (px > o->hvt.x2) return;
	if (px < o->hvt.x1) return;
	
	int py = player->CenterY();
	if (py > o->hvt.y2) return;
	if (py < o->hvt.y1) return;
	
	if (game.debug.DrawBoundingBoxes)
		AddDebugMark(o->hvt.x1, o->hvt.y1, o->hvt.x2, o->hvt.y2, DM_BOX, 0, 255, 0);
	
	// ok then, we can trigger, except for:
	if (GetCurrentScript() == -1 &&		// no override other scripts
		game.switchstage.mapno == -1)	// no repeat exec after <TRA
	{
		stat("HVTrigger %04d (%08x) activated", o->id2, o);
		StartScript(o->id2);
	}
}

// project the Option 1 beam and set the hvtrigger's y1/y2 or x1/x2
static void hv_project_beam(Object *o)
{
int tilex = (o->x >> CSF) / TILE_W;
int tiley = (o->y >> CSF) / TILE_H;
int x, y, t;
	
	if (!o->hvt.is_horizontal)
	{
		for(y=tiley;y>=0;y--)
		{
			t = map.tiles[tilex][y];
			if (tileattr[t] & TA_SOLID) { y++; break; }
		}
		
		o->hvt.y1 = (y * TILE_H) << CSF;
		
		for(y=tiley;y<map.ysize;y++)
		{
			t = map.tiles[tilex][y];
			if (tileattr[t] & TA_SOLID) { y--; break; }
		}
		
		o->hvt.y2 = ((y * TILE_H) + (TILE_H - 1)) << CSF;
	}
	else
	{
		for(x=tilex;x>=0;x--)
		{
			t = map.tiles[x][tiley];
			if (tileattr[t] & TA_SOLID) { x++; break; }
		}
		
		o->hvt.x1 = (x * TILE_W) << CSF;
		
		for(x=tilex;x<map.xsize;x++)
		{
			t = map.tiles[x][tiley];
			if (tileattr[t] & TA_SOLID) { x--; break; }
		}
		
		o->hvt.x2 = ((x * TILE_W) + (TILE_W - 1)) << CSF;
	}
}


/*
void c------------------------------() {}
*/


void ai_xp(Object *o)
{
	if (o->state == 0)
	{
		o->yinertia = random(-400, 0);
		o->state = 1;
	}
	
	if (Handle_Falling_Left(o))
	{	// left-falling bouncing
		if (map.scrolltype == BK_FASTLEFT_LAYERS)	// as opposed to Ironhead (BK_FASTLEFT)
		{
			if (o->blockl)
			{
				if (o->onscreen || pdistly((SCREEN_HEIGHT - (SCREEN_HEIGHT / 3)) << CSF))
					sound(SND_XP_BOUNCE);
				
				o->xinertia = 0x100;
				o->yinertia *= 2;
				o->yinertia /= 3;
			}
			
			if (o->blocku || o->blockd)
			{
				o->yinertia = -o->yinertia;
			}
		}
	}
	else
	{	// normal bouncing
		if (o->blockd)
		{
			// disappear if we were spawned embedded in ground
			// added for XP spawned by sandcrocs
			if (o->blocku || (o->blockl && o->blockr))
			{
				o->Delete();
				return;
			}
			
			if (o->onscreen || pdistlx((SCREEN_WIDTH - (SCREEN_WIDTH / 3)) << CSF))
				sound(SND_XP_BOUNCE);
			
			o->yinertia = -0x280;
			o->xinertia *= 2;
			o->xinertia /= 3;
		}
		else
		{
			o->yinertia += 42;
		}
		
		if (o->blockl || o->blockr)
		{
			o->xinertia = -o->xinertia;
		}
	}
	
	
	if (++o->animtimer >= 3)
	{
		o->animtimer = 0;
		if (++o->frame > 5) o->frame = 0;
	}
	
	if (++o->timer > 0x1f4)
	{
		o->Delete();
		return;
	}
	else if (o->timer > 0x1f2)
	{	// twinkle before disappearing
		o->frame = 0;
		o->invisible = 0;
		return;
	}
	else if (o->timer > 0x190)
	{
		o->invisible = (o->timer & 2);
	}
	
	// let player get it!
	if (hitdetect(o, player))
	{
		switch(o->sprite)
		{
			case SPR_XP_SMALL: AddXP(XP_SMALL_AMT); break;
			case SPR_XP_MED: AddXP(XP_MED_AMT); break;
			case SPR_XP_LARGE: AddXP(XP_LARGE_AMT); break;
		}
		
		o->Delete();
	}
}

// Hearts and Missiles
void ai_powerup(Object *o)
{
	// if o->state == 0, then was present in map; not dropped by an enemy...lasts forever
	if (o->state > 0)
	{
		Handle_Falling_Left(o);
		
		switch(o->state)
		{
			case 1:			// animating
			case 101:		// animating (in left-fall mode)
				if (++o->timer >= 256) { o->timer = 0; o->state++; }
							   else break;
			case 2:			// start blinking--we're about to go away!!
			case 102:		// blinking (in left-fall mode)
				if (++o->timer > 48)
				{
					effect(o->CenterX()-(1<<CSF), o->CenterY()-(1<<CSF), EFFECT_BONUSFLASH);
					o->Delete();
					return;
				}
				
				o->invisible = (o->timer2 & 2);
				o->timer2++;
			break;
		}
		
		// animation/frame selection
		if (++o->animtimer > 2)
		{
			o->animtimer = 0;
			o->frame ^= 1;
		}
	}
	else if (!o->state)
	{	// adjust position of map-spawned missiles
		if (o->type == OBJ_MISSILE)
		{
			o->x += (3 << CSF);
			o->y += (4 << CSF);
		}
		o->state = -1;
	}
	
	// hand over the powerup if player touches it
	if (hitdetect(o, player))
	{
		switch(o->type)
		{
			case OBJ_HEART:  sound(SND_HEALTH_REFILL); AddHealth(2); break;
			case OBJ_HEART3: sound(SND_HEALTH_REFILL); AddHealth(6); break;
			
			case OBJ_MISSILE:
			case OBJ_MISSILE3:
			{
				int amt = (o->type == OBJ_MISSILE3) ? 3 : 1;
				int wpn = (player->weapons[WPN_SUPER_MISSILE].hasWeapon) ? \
						WPN_SUPER_MISSILE : WPN_MISSILE;
				
				sound(SND_GET_MISSILE);
				AddAmmo(wpn, amt);
			}
			break;
		}
		
		o->Delete();
	}
}



bool Handle_Falling_Left(Object *o)
{
	if (map.scrolltype == BK_FASTLEFT || \
		map.scrolltype == BK_FASTLEFT_LAYERS)
	{
		if (o->state < 100)			// initilize
		{
			o->state += 100;
			o->yinertia = random(-0x20, 0x20);
			o->xinertia = random(127, 256);
			//o->nxflags |= NXFLAG_FOLLOW_SLOPE;
		}
		
		o->xinertia -= 0x08;
		if (o->xinertia < -0x600) o->xinertia = -0x600;
		
		if (map.scrolltype == BK_FASTLEFT)
		{
			if (o->x < ((5 * TILE_W) << CSF)) o->Delete();		// went off screen in IronH
		}
		
		if (o->blockl && o->xinertia <= 0) o->xinertia = 0x40;
		if (o->blocku && o->yinertia <= 0) o->yinertia = 0x40;
		if (o->blockd && o->yinertia >= 0) o->yinertia = -0x40;
		
		return 1;
	}
	
	return 0;
}


// hidden heart/missile
void ai_hidden_powerup(Object *o)
{
	if (o->hp < 990)
	{
		SmokeBoomUp(o);
		sound(SND_EXPL_SMALL);
		
		o->ChangeType((o->dir == LEFT) ? OBJ_HEART : OBJ_MISSILE);
		if (o->type == OBJ_HEART)
		{
			o->x += (3 << CSF);
			o->y += (4 << CSF);
		}
	}
}


void ai_xp_capsule(Object *o)
{
	ANIMATE(4, 0, 1);
	
	if (o->hp < 100)
	{
		o->SpawnXP(o->id1);
		SmokeClouds(o, 8, 2, 2);
		sound(SND_FUNNY_EXPLODE);
		
		o->Delete();
	}
}


/*
void c------------------------------() {}
*/

void ai_save_point(Object *o)
{
	if (o->state == 0)
	{
		smoke_if_bonus_item(o);
		o->flags |= FLAG_SCRIPTONACTIVATE;	// needed for SP after Sisters fight
		o->state = 1;
	}
	
	ai_animate3(o);
	
	o->yinertia += 0x40;
	LIMITY(0x5ff);
}


void ai_recharge(Object *o)
{
	switch(o->state)
	{
		case 0:
		{
			smoke_if_bonus_item(o);
			o->state = 1;
		}
		case 1:		// flickery animation
		{
			int x = random(0, 30);
			
			if (x < 10) o->state = 2;
			else if (x < 25) o->state = 3;
			else o->state = 4;
			
			o->timer = random(16, 64);
			o->animtimer = 0;
		}
		break;
		
		case 2: o->frame = 0; break;				// solid on
		
		case 3:										// flickery
			o->animtimer++;
			o->frame = (o->animtimer & 1);
		break;
		
		case 4: o->frame = 1; break;				// solid off
	}
	
	if (--o->timer <= 0)
		o->state = 1;
	
	o->yinertia += 0x40;
	LIMITY(0x5ff);
}


void ai_chest_closed(Object *o)
{
	if (o->state == 0)
	{
		smoke_if_bonus_item(o);
		o->flags |= FLAG_SCRIPTONACTIVATE;	// isn't always set
		o->state = 1;
		
		// stop motion of chest spawned from Kulala
		if (settings->emulate_bugs)
			o->xinertia = 0;
	}
	
	// gleaming animation
	if (++o->timer < 3) o->frame = 1;
	else if (o->timer < 6) o->frame = 2;
	else
	{
		o->frame = 0;
		if (o->timer >= 80) o->timer = 0;
	}
	
	// need this for the big jelly that drops a chest in Weed
	if (o->blockd)
		o->xinertia = 0;
	
	// fall
	o->yinertia += 0x40;
	LIMITY(0x5ff);
}

void ai_chest_open(Object *o)
{
	o->flags |= FLAG_SCRIPTONACTIVATE;
}

// save points, recharges, and chests make smoke and jump in air for a moment
// when spawned as a bonus item (e.g. after a boss fight). That they should do
// this is indicated by the script setting it's direction to RIGHT.
static void smoke_if_bonus_item(Object *o)
{
	if (o->dir == RIGHT)
	{
		SmokeClouds(o, 4, 8, 8);
		o->yinertia = -0x200;
	}
}

/*
void c------------------------------() {}
*/

void ai_lightning(Object *o)
{
	switch(o->state)
	{
		case 0:
		{
			o->invisible = true;
			o->state = 1;
			
			if (o->dir == RIGHT)
				flashscreen.Start();
		}
		case 1:
		{
			if (++o->timer > 10)
			{
				o->state = 2;
				o->invisible = false;
				sound(SND_LIGHTNING_STRIKE);
			}
		}
		break;
		
		case 2:
		{
			if (++o->animtimer > 2)
			{
				o->animtimer = 0;
				
				if (o->frame >= 3)
				{
					for(int i=0;i<5;i++)
						SmokePuff(o->ActionPointX(), o->ActionPointY());
					
					effect(o->ActionPointX(), o->ActionPointY(), EFFECT_BOOMFLASH);
					o->Delete();
				}
				else
				{
					if (++o->frame == 2)
						o->damage = 10;
				}
			}
		}
		break;
	}
}

void ai_teleporter(Object *o)
{
	if (o->state==0)
	{
		o->frame = 0;
	}
	else
	{
		o->frame ^= 1;
	}
}

void ai_door(Object *o)
{
	switch(o->state)
	{
		case 0:
			o->frame = (o->dir == RIGHT) ? 1:0;
		break;
		
		case 1:		// being banged on
			o->shaketime = 20;
			o->state = 0;
		break;
	}
}

void ai_largedoor(Object *o)
{
	switch(o->state)
	{
		case 0:
			o->state = 1;
			if (o->dir==RIGHT)
			{
				//o->frame = 1;
				o->x -= (TILE_W << CSF);
			}
			o->xmark = o->x;
		break;
		
		case 10:	// door opens into frame
			o->state = 11;
			o->timer = 0;
			o->flags |= FLAG_IGNORE_SOLID;
			o->clip_enable = 1;
		case 11:
		{
			int px;
			o->timer++;
			if ((o->timer & 7)==0)
			{
				sound(SND_QUAKE);
			}
			
			px = (o->timer >> 3);
			if (o->dir==LEFT)
			{
				o->x = o->xmark - (px << CSF);
				o->clipx1 = px;
			}
			else
			{
				o->x = o->xmark + (px << CSF);
				o->clipx2 = (16 - px);
			}
			
			if (o->timer==104) o->Delete();
		}
	}
}


void ai_press(Object *o)
{
	switch(o->state)
	{
		case 0:
		{
			if (!o->blockd)
			{
				o->state = 10;
				o->frame = 1;
			}
		}
		break;
		
		case 10:		// fall
		{
			if (o->frame < 2)
				ANIMATE_FWD(2);
			
			o->yinertia += 0x20;
			LIMITY(0x5ff);
			
			if (o->y < player->y)
			{
				o->flags &= ~FLAG_SOLID_BRICK;
				o->damage = 127;
			}
			else
			{
				o->flags |= FLAG_SOLID_BRICK;
				o->damage = 0;
			}
			
			if (o->blockd)
			{
				SmokeSide(o, 4, DOWN);
				quake(10);
				
				o->state = 11;
				o->frame = 0;
				o->damage = 0;
				o->flags |= FLAG_SOLID_BRICK;
			}
		}
		break;
	}
}

void ai_terminal(Object *o)
{
	switch(o->state)
	{
		case 0:
		case 1:
			o->frame = 0;
			if (pdistlx(8<<CSF) && pdistly2(16<<CSF, 8<<CSF))
			{
				sound(SND_COMPUTER_BEEP);
				o->frame = 1;
				o->state = 10;
			}
		break;
		
		case 10:
			ANIMATE(0, 1, 2);
		break;
	}
}


/*
void c------------------------------() {}
*/

#define FAN_BLOW_FORCE		0x88

void ai_fan_vert(Object *o)
{
	if (o->dir == LEFT)
	{	// fan off
		o->frame = 0;
		return;
	}
	
	int blowdir = (o->type == OBJ_FAN_UP) ? UP : DOWN;
	ANIMATE(0, 0, 2);
	
	// spawn droplet effects
	if (pdistlx(SCREEN_WIDTH << CSF) && pdistly(SCREEN_HEIGHT << CSF))
	{
		if (!random(0, 5))
		{
			int x = o->x + (random(4, 12) << CSF);
			int y = (blowdir == DOWN) ? o->Bottom() : o->y;
			
			Object *drop = CreateObject(x, y, OBJ_FAN_DROPLET);
			drop->dir = blowdir;
		}
	}
	
	// blow player
	if (pdistlx(8 << CSF) && pdistly(96 << CSF))
	{
		if (blowdir == UP && player->y < o->y)
			player->yinertia -= FAN_BLOW_FORCE;
		
		if (blowdir == DOWN && player->y > o->Bottom())
			player->yinertia += FAN_BLOW_FORCE;
	}
}

void ai_fan_hoz(Object *o)
{
	if (o->dir == LEFT)
	{	// fan off
		o->frame = 0;
		return;
	}
	
	int blowdir = (o->type == OBJ_FAN_LEFT) ? LEFT : RIGHT;
	ANIMATE(0, 0, 2);
	
	// spawn droplet effects
	if (pdistlx(SCREEN_WIDTH << CSF) && pdistly(SCREEN_HEIGHT << CSF))
	{
		if (!random(0, 5))
		{
			int x = (blowdir == LEFT) ? o->x : o->Right();
			int y = o->y + (random(4, 12) << CSF);
			
			Object *drop = CreateObject(x, y, OBJ_FAN_DROPLET);
			drop->dir = blowdir;
		}
	}
	
	// blow player
	if (pdistlx(96 << CSF) && pdistly(8 << CSF))
	{
		if (blowdir == LEFT && player->x < o->x)
			player->xinertia -= FAN_BLOW_FORCE;
		
		if (blowdir == RIGHT && player->x > o->Right())
			player->xinertia += FAN_BLOW_FORCE;
	}
}

// the visible moving air current from fans
void ai_fan_droplet(Object *o)
{
	switch(o->state)
	{
		case 0:
			o->state = 1;
			o->frame = random(0, 2);
			
			o->xinertia = o->yinertia = 0;
			
			switch(o->dir)
			{
				case LEFT: o->xinertia = -1; break;
				case RIGHT: o->xinertia = 1; break;
				case UP: o->yinertia = -1; break;
				case DOWN: o->yinertia = 1; break;
			}
			
			o->dir = RIGHT;		// so frame is correct
			
			o->xinertia *= random((2 << CSF), (4 << CSF));
			o->yinertia *= random((2 << CSF), (4 << CSF));
		case 1:
			ANIMATE_FWD(6);
			if (o->frame > 4) o->Delete();
		break;
	}
}

/*
void c------------------------------() {}
*/

// Yamashita Farm and Plantation water-droplet emitter
// throws out oodles of water splash droplets
void ai_sprinkler(Object *o)
{
	if (o->dir == RIGHT) return;
	
	if (++o->animtimer & 1)
		o->frame ^= 1;
	
	if (pdistlx(0x28000) && pdistly(0x1E000))
	{
		Object *drop;
		
		drop = CreateObject(o->CenterX() + (1<<CSF), \
							o->CenterY() + (1<<CSF), \
							OBJ_WATER_DROPLET);
		
		drop->xinertia = random(-(2 << CSF), (2 << CSF));
		drop->yinertia = random(-(3 << CSF), 384);
	}
}


// generates small splash water droplets
void ai_droplet_spawner(Object *o)
{
	if (pdistlx(SCREEN_WIDTH << CSF) && pdistly(SCREEN_HEIGHT << CSF))
	{
		if (!random(0, 80))
		{
			CreateObject(o->x + (random(2, (TILE_W - 2)) << CSF), o->y, OBJ_WATER_DROPLET);
		}
	}
}


// small flying water droplet from splashes or sprinklers
void ai_water_droplet(Object *o)
{
static const Point waterattrpoint[] = { 0, -3 };

	o->flags &= ~FLAG_IGNORE_SOLID;
	
	o->yinertia += 0x20;
	if (o->yinertia > 0x5ff) o->yinertia = 0x5ff;
	
	o->frame = random(0, 4);
	
	if (++o->timer > 10)
	{
		if (o->blockl || o->blockr || o->blockd || \
			(o->GetAttributes(waterattrpoint, 1, NULL) & TA_WATER))
		{
			o->Delete();
		}
	}
}


/*
void c------------------------------() {}
*/

void ai_bubble_spawner(Object *o)
{
Object *ko;

	if (o->dir == LEFT)
	{	// spawn smoke (broken motorcycle in Grass)
		if (!random(0, 40))
		{
			ko = CreateObject(o->x + (random(-20, 20) << CSF), o->y, OBJ_SMOKE_CLOUD);
			ko->xinertia = 0x100;
			ko->yinertia = -0x200;
		}
	}
	else
	{	// spawn "bubbles" (IronH battle)
		ko = CreateObject(o->x + (random(-160, 160) << CSF), \
						  o->y + (random(-128, 128) << CSF), \
						  OBJ_FAN_DROPLET);
		
		ko->dir = RIGHT;
		ko->xinertia = 0x100;
	}
}

void ai_chinfish(Object *o)
{
	switch(o->state)
	{
		case 0:
			o->state = 1;
			o->xmark = o->x;
			o->ymark = o->y;
			o->yinertia = 0x88;
		case 1:
			o->yinertia += (o->y > o->ymark) ? -8:8;
			LIMITY(0x100);
			ANIMATE(4, 0, 1);
			if (o->shaketime) o->frame = 2;
		break;
	}
}


void ai_fireplace(Object *o)
{
	switch(o->state)
	{
		case 0:		// burn
			o->frame = 0;
			o->state = 1;
			o->invisible = 0;
		case 1:
			ai_animate4(o);
		break;
		
		case 10:	// extinguished by Jellyfish Juice
			o->state = 11;
			effect(o->CenterX(), o->CenterY(), EFFECT_BOOMFLASH);
			SmokeClouds(o, 8, 16, 16);
		case 11:
			o->invisible = 1;
		break;
	}
}

// straining effect from Boulder Chamber
void ai_straining(Object *o)
{
	switch(o->state)
	{
		case 0:
		{
			if (o->dir == LEFT)
			{	// curly's straining
				o->x += (14 << CSF);
				o->y -= (18 << CSF);
			}
			else
			{	// player's straining
				o->x = player->x - (6 << CSF);
				o->y = player->y - (2 << CSF);
			}
			
			o->state = 1;
		}
		case 1:
		{
			if (++o->animtimer > 8)
			{
				o->animtimer = 0;
				o->frame ^= 1;
				
				if (++o->timer2 >= 8)
					o->Delete();
			}
		}
		break;
	}
}

// used by CMP to delay smoke created during a PRI until the PRI is released.
// See the description in tsc.cpp.
void ai_smoke_dropper(Object *o)
{
	SmokeXY(o->x, o->y, o->timer2, TILE_W/2, TILE_H/2);
	o->Delete();
}

/*
void c------------------------------() {}
*/

// this object is used in a few places, such as during the Red Demon fight (last cave),
// and during some of the end sequences. It seems to be primarily involved with providing
// "extra" map scrolling modes. Generally you'll <FON on it, then set the mode you desire.
void ai_scroll_controller(Object *o)
{
	//debug("scrollctrl: state %d; dp %d; linked %08x", o->state, o->dirparam, o->linkedobject);
	
	switch(o->state)
	{
		// stay above player's head. This is used during the "mad run" Balcony2 stage;
		// you'll notice there is not normal scrolling during this part.
		case 10:
		{
			o->x = player->x;
			o->y = player->y - (32 << CSF);
		}
		break;
		
		// pan in the specified direction. used when you get the good ending
		// to pan over all the scenes from the island just before it crashes.
		case 20:
		{
			switch(o->dir)
			{
				case LEFT:	o->x -= (2 << CSF); break;
				case UP:	o->y -= (2 << CSF); break;
				case RIGHT: o->x += (2 << CSF); break;
				case DOWN:	o->y += (2 << CSF); break;
			}
			
			// player is invisible during this part. dragging him along is
			// what makes all the monsters, falling spikes etc react.
			player->x = o->x;
			player->y = o->y;
		}
		break;
		
		// stay below player.
		case 30:
		{
			o->x = player->x;
			o->y = player->y + (80 << CSF);
		}
		break;
		
		// stay mid-way between player and the specified object.
		// used during the Red Demon fight in Last Cave (hidden).
		case 100:
		{
			o->state = 101;
			
			if (o->dirparam == 0)
			{
				o->linkedobject = game.stageboss.object;
				
				if (!o->linkedobject)
				{
					staterr("sctrl: no stageboss object!");
					o->Delete();
				}
			}
			else
			{
				o->linkedobject = FindObjectByID2(o->dirparam);
				
				if (o->linkedobject)
				{
					staterr("sctrl: successfully linked to object %08x", o->linkedobject);
				}
				else
				{
					staterr("sctrl: failed to link to id2 %d: object not found", o->id2);
					o->Delete();
				}
			}
		}
		case 101:
		{
			if (o->linkedobject)
			{
				o->x = (player->x + o->linkedobject->x) / 2;
				o->y = (player->y + o->linkedobject->y) / 2;
			}
		}
		break;
	}
}

// makes a perpetual quake. used during end-run and Hell.
void ai_quake(Object *o)
{
	if (!settings->no_quake_in_hell || \
		(game.curmap != STAGE_HELL1 && \
		 game.curmap != STAGE_HELL2 && \
		 game.curmap != STAGE_HELL3 && \
		 game.curmap != STAGE_HELL4 && \
		 game.curmap != STAGE_HELL42 && \
		 game.curmap != STAGE_STATUE_CHAMBER && \
		 game.curmap != STAGE_CORRIDOR && \
		 game.curmap != STAGE_SEAL_CHAMBER))
	{
		game.quaketime = 10;
	}
}

/*
void c------------------------------() {}
*/

void ai_generic_angled_shot(Object *o)
{
	// enemies can set the shot's ttl by setting an initial timer value
	// after they spawn us. Or, they can leave it at zero and we
	// will set a default.
	if (o->state == 0)
	{
		o->state = 1;
		
		if (o->timer == 0)
			o->timer = 200;
	}
	
	if (o->sprite == SPR_GAUDI_FLYING_SHOT)
	{
		ANIMATE(0, 0, sprites[o->sprite].nframes - 1);
	}
	else
	{
		ANIMATE(2, 0, sprites[o->sprite].nframes - 1);
	}
	
	if (o->blockl && o->xinertia < 0) goto del;
	if (o->blockr && o->xinertia > 0) goto del;
	if (o->blocku && o->yinertia < 0) goto del;
	if (o->blockd && o->yinertia > 0) goto del;
	
	if (--o->timer < 0)
	{
		del: ;
		
		effect(o->CenterX(), o->CenterY(), EFFECT_FISHY);
		o->Delete();
	}
}

/*
void c------------------------------() {}
*/


void onspawn_spike_small(Object *o)
{
	o->frame = o->id2;
	
	// hack to remove 2 spikes in First Cave which are
	// extraneous and invisible because they are embedded
	// in the wall, but due to slight engine differences
	// you can still sometimes get hurt by them in our engine.
	int tile = map.tiles[(o->CenterX() >> CSF) / TILE_W][(o->CenterY() >> CSF) / TILE_H];
	if (tileattr[tile] & TA_SOLID)
	{
		stat("onspawn_spike_small: spike %08x embedded in wall, deleting", o);
		o->Delete();
	}
}




