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

#define STATE_FIGHTING			100		// script-triggered, must be constant

#define STATE_FLASH_FOR_SPELL	200		// flashes then casts either FIRE_SHOTS or SUMMON_BLOCk
#define STATE_FIRE_SHOTS		210		// fires black shots at player
#define STATE_SUMMON_BLOCK		220		// summons falling block over player's head
#define STATE_SUMMON_BALLS		230		// summons black-lightning balls
#define STATE_TP_AWAY			240		// teleports away then reappears

#define STATE_DEFEATED			1000	// script-triggered, must be constant

INITFUNC(AIRoutines)
{
	ONTICK(OBJ_BOSS_MISERY, ai_boss_misery);
	ONTICK(OBJ_MISERY_PHASE, ai_misery_phase);
	ONTICK(OBJ_MISERY_SHOT, ai_generic_angled_shot);
	
	ONTICK(OBJ_MISERY_RING, ai_misery_ring);
	AFTERMOVE(OBJ_MISERY_RING, aftermove_misery_ring);
	
	ONTICK(OBJ_MISERY_BALL, ai_misery_ball);
	ONTICK(OBJ_BLACK_LIGHTNING, ai_black_lightning);
}

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

void ai_boss_misery(Object *o)
{
	/*debug("state: %d", o->state);
	debug("timer: %d", o->timer);
	debug("timer2: %d", o->timer2);*/
	
	switch(o->state)
	{
		// fight begin and default/base state
		case STATE_FIGHTING:
		{
			o->flags |= FLAG_SHOOTABLE;
			o->savedhp = o->hp;
			
			o->timer = 0;
			o->frame = 0;
			o->xinertia = 0;
			o->state++;
		}
		case STATE_FIGHTING+1:
		{
			FACEPLAYER;
			
			o->yinertia += (o->y < o->ymark) ? 0x20 : -0x20;
			LIMITY(0x200);
			
			if (++o->timer > 200 || (o->hp - o->savedhp) >= 80)
			{
				o->state = STATE_FLASH_FOR_SPELL;
				o->timer = 0;
			}
		}
		break;
	}
	
	run_spells(o);
	run_teleport(o);
	
	run_intro(o);
	run_defeated(o);
	
	LIMITX(0x200);
	LIMITY(0x400);
}


// her 3 attacks: black shots, black balls, and summon falling block.
static void run_spells(Object *o)
{
	switch(o->state)
	{
		// flashes for spell...
		// then either fires shots or casts the falling-block spell
		case STATE_FLASH_FOR_SPELL:
		{
			o->flags &= ~FLAG_SHOOTABLE;
			o->xinertia = 0;
			o->yinertia = 0;
			
			o->timer = 0;
			o->state++;
		}
		case STATE_FLASH_FOR_SPELL+1:
		{
			o->timer++;
			o->frame = 5 + (o->timer & 1);
			
			if (o->timer > 30)
			{
				o->timer = 0;
				o->frame = 4;
				
				if (++o->timer2 >= 3)
				{
					o->state = STATE_SUMMON_BLOCK;
					o->timer2 = 0;
				}
				else
				{
					o->state = STATE_FIRE_SHOTS;
				}
			}
		}
		break;
		
		// fire black shots at player
		case STATE_FIRE_SHOTS:
		{
			if ((++o->timer % 6) == 0)
			{
				EmFireAngledShot(o, OBJ_MISERY_SHOT, 4, 0x800);
				sound(SND_FIREBALL);
			}
			
			if (o->timer > 30)
			{
				o->timer = 0;
				o->state = STATE_TP_AWAY;
			}
		}
		break;
		
		// summon falling block
		case STATE_SUMMON_BLOCK:
		{
			if (++o->timer == 10)
			{
				int x = player->x - (8 << CSF);
				int y = player->y - (64 << CSF);
				CreateObject(x, y, OBJ_FALLING_BLOCK);
				o->sprite = SPR_BALCONY_BLOCK_LARGE;
				o->dir = DOWN;	// tell block it was spawned by Misery
			}
			
			if (o->timer > 30)
			{
				o->state = STATE_TP_AWAY;
				o->timer = 0;
			}
		}
		break;
		
		// summon black balls
		case STATE_SUMMON_BALLS:
		{
			FACEPLAYER;
			o->frame = 4;
			
			o->timer = 0;
			o->state++;
		}
		case STATE_SUMMON_BALLS+1:
		{
			o->yinertia += (o->y < o->ymark) ? 0x20 : -0x20;
			LIMITY(0x200);
			
			if ((++o->timer % 24) == 0)
			{
				CreateObject(o->x, o->y+(4<<CSF), OBJ_MISERY_BALL);
				sound(SND_FIREBALL);
			}
			
			if (o->timer > 72)
			{
				o->state = 100;
				o->timer = 0;
			}
		}
		break;
	}
}


// runs her teleport-away and reappear states.
static void run_teleport(Object *o)
{
	switch(o->state)
	{
		// teleport away, then reappear someplace else
		case STATE_TP_AWAY:
		{
			o->state++;
			o->timer = 0;
			o->invisible = true;
			o->flags &= ~FLAG_SHOOTABLE;
			
			CreateObject(o->x, o->y, OBJ_MISERY_PHASE)->dir = LEFT;
			CreateObject(o->x, o->y, OBJ_MISERY_PHASE)->dir = RIGHT;
			
			sound(SND_TELEPORT);
		}
		case STATE_TP_AWAY+1:
		{
			o->timer++;
			
			// it takes exactly 8 frames for the phase-in animation to complete
			if (o->timer == 42)
			{
				// we don't actually move until the last possible second
				// in order not to bring the floattext/damage numbers with us,
				// which gives away our position.
				o->xmark = (random(9, 31) * TILE_W) << CSF;
				o->ymark = (random(5, 7) * TILE_H) << CSF;
				
				CreateObject(o->xmark + 0x2000, o->ymark, OBJ_MISERY_PHASE)->dir = LEFT;
				CreateObject(o->xmark - 0x2000, o->ymark, OBJ_MISERY_PHASE)->dir = RIGHT;
			}
			else if (o->timer == 50)
			{
				// switch back to showing real misery instead of the phase-in effect
				o->flags |= FLAG_SHOOTABLE;
				o->invisible = false;
				o->frame = 0;
				o->dir = LEFT;
				
				o->x = o->xmark;
				o->y = o->ymark;
				
				// spawn rings
				if (o->hp < 340)
				{
					CreateRing(o, 0x00);
					CreateRing(o, 0x80);
					
					if (o->hp < 180)
					{
						CreateRing(o, 0x40);
						CreateRing(o, 0xC0);
					}
				}
				
				// after tp we can summon the black balls if the player
				// is far enough away from us that they won't immediately trigger
				if (abs(player->x - o->x) > 112<<CSF)
				{
					o->state = STATE_SUMMON_BALLS;
				}
				else
				{
					o->state = STATE_FIGHTING;
				}
				
				// setup sinusoidal hover, both of those possible states
				// are in-air states that do it.
				o->timer = 0;
				o->yinertia = -0x200;
				// counteracts yinertia of first visible frame, so it's a
				// seamless transition from the phase-in effect.
				o->y += 0x220;
			}
		}
		break;
	}
}


// intro states: stuff that happens before the fight actually starts.
static void run_intro(Object *o)
{
	switch(o->state)
	{
		case 0:
		{
			// fixes her position on throne; don't use a spawn point or it'll
			// glitch when she turns to misery_stand in defeated cinematic
			o->y += (6 << CSF);
			
			// her initial target height when fight begins
			o->ymark = (64 << CSF);
			
			o->state = 1;
		}
		case 1:
		{
			o->frame = 0;
			randblink(o);
		}
		break;
		
		case 20:		// fall from throne (script-triggered)
		{
			o->yinertia += 0x40;
			
			if (o->blockd)
			{
				o->state = 21;
				o->frame = 2;
			}
		}
		break;
		case 21:		// standing/talking after fall from throne
		{
			o->frame = 2;
			randblink(o, 3);
		}
		break;
	}
}


// defeated states--they're all run by the ondeath script.
static void run_defeated(Object *o)
{
	// these states are all script-triggered and must be constant.
	switch(o->state)
	{
		// defeated! "gaah" in air
		case 1000:
		{
			o->flags &= ~FLAG_SHOOTABLE;
			KillObjectsOfType(OBJ_MISERY_RING);
			SmokeClouds(o, 3, 2, 2);
			
			o->xinertia = 0;
			o->yinertia = 0;
			
			o->state = 1001;
			o->timer = 0;
			o->frame = 4;
			o->xmark = o->x;
		}
		case 1001:		// shake until script tells us otherwise
		{
			o->x = o->xmark;
			if (++o->timer & 2)
				o->x += (1 << CSF);
		}
		break;
		
		case 1010:		// fall to ground and do defeated frame: "ergh"
		{
			o->yinertia += 10;
			if (o->blockd)
			{
				o->frame = 7;
				o->state = 1011;
			}
		}
		break;
	}
}


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

static Object *CreateRing(Object *o, uint8_t angle)
{
Object *ring;

	ring = CreateObject(0, 0, OBJ_MISERY_RING);
	ring->angle = angle;
	ring->linkedobject = o;
	
	return ring;
}

void ai_misery_ring(Object *o)
{
	if (!o->linkedobject)
	{
		SmokeClouds(o, 3, 2, 2);
		o->Delete();
		return;
	}
	
	switch(o->state)
	{
		case 0:
		{
			o->state = 1;
			o->timer = 0;
		}
		case 1:
		{
			// distance from misery
			if (o->timer < 192)
				o->timer++;
			
			// turn to bats when misery teleports
			if (o->linkedobject->state >= STATE_TP_AWAY && \
				o->linkedobject->state < STATE_TP_AWAY+10)
			{
				o->state = 10;
			}
		}
		break;
		
		case 10:	// transform to bat
		{
			o->flags |= FLAG_SHOOTABLE;
			o->flags &= ~FLAG_INVULNERABLE;
			
			ThrowObjectAtPlayer(o, 3, 0x200);
			FACEPLAYER;
			
			o->sprite = SPR_ORANGE_BAT_FINAL;
			o->state = 11;
		}
		case 11:
		{
			ANIMATE(4, 0, 2);
			
			if ((o->dir == LEFT && o->blockl) || \
				(o->dir == RIGHT && o->blockr) || \
				o->blocku || o->blockd)
			{
				SmokeClouds(o, 3, 2, 2);
				o->Delete();
			}
		}
		break;
	}
}

void aftermove_misery_ring(Object *o)
{
	if (o->state == 1 && o->linkedobject)
	{
		o->angle += 2;
		
		int dist = (o->timer << CSF) / 4;
		o->x = o->linkedobject->x + xinertia_from_angle(o->angle, dist);
		o->y = o->linkedobject->y + yinertia_from_angle(o->angle, dist);
	}
}


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

// this is her phasy teleport out/teleport in effect
// it's a 2-dir interlaced picture of her with each dir
// containing only half the lines. We spawn two objects
// in opposite dirs and then separate them.
void ai_misery_phase(Object *o)
{
	XMOVE(0x400);
	if (++o->timer >= 8) o->Delete();
}


void ai_misery_ball(Object *o)
{
	switch(o->state)
	{
		case 0:
		{
			o->state = 1;
			o->ymark = o->y;
			o->xinertia = 0;
			o->yinertia = -0x200;
		}
		case 1:
		{
			ANIMATE(2, 0, 1);
			
			o->xinertia += (o->x < player->x) ? 0x10 : -0x10;
			o->yinertia += (o->y < o->ymark) ? 0x20 : -0x20;
			LIMITX(0x200);
			LIMITY(0x200);
			
			if (pdistlx(8<<CSF) && player->y > o->y)
			{
				o->state = 10;
				o->timer = 0;
			}
		}
		break;
		
		case 10:	// black lightning
		{
			if (++o->timer > 10)
			{
				sound(SND_LIGHTNING_STRIKE);
				CreateObject(o->x, o->y, OBJ_BLACK_LIGHTNING);
				o->Delete();
			}
			
			o->frame = (o->timer & 2) ? 2 : 1;
		}
		break;
	}
}

void ai_black_lightning(Object *o)
{
	ANIMATE(0, 0, 1);
	o->yinertia = 0x1000;
	
	if (o->blockd)
	{
		effect(o->CenterX(), o->Bottom(), EFFECT_BOOMFLASH);
		SmokeXY(o->CenterX(), o->Bottom(), 3, o->Width()>>CSF, 4);
		o->Delete();
	}
}


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







