1-- Copyright (C) 2007, 2010 - Bit-Blot
2--
3-- This file is part of Aquaria.
4--
5-- Aquaria is free software; you can redistribute it and/or
6-- modify it under the terms of the GNU General Public License
7-- as published by the Free Software Foundation; either version 2
8-- of the License, or (at your option) any later version.
9--
10-- This program is distributed in the hope that it will be useful,
11-- but WITHOUT ANY WARRANTY; without even the implied warranty of
12-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13--
14-- See the GNU General Public License for more details.
15--
16-- You should have received a copy of the GNU General Public License
17-- along with this program; if not, write to the Free Software
18-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19
20if not v then v = {} end
21if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
22
23-- CrystalHolder
24
25v.charge = 0
26v.delay = 1
27v.glow = 0
28v.crystal = 0
29v.lx = 0
30v.ly = 0
31v.setWaterLevel = false
32
33
34local STATE_DROPPED 	= 1000
35local STATE_ROTATE	= 1001
36
37function init(me)
38	setupEntity(me)
39	--entity_setProperty(me, EP_SOLID, true)
40	entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
41	entity_setProperty(me, EP_MOVABLE, true)
42	entity_setCollideRadius(me, 32)
43
44	entity_setMaxSpeed(me, 450)
45	--entity_setMaxSpeed(me, 600)
46
47	entity_setEntityType(me, ET_NEUTRAL)
48
49	entity_initSkeletal(me, "CrystalHolder")
50	entity_animate(me, "idle")
51
52	v.glow = entity_getBoneByName(me, "Glow")
53	v.crystal = entity_getBoneByName(me, "Crystal")
54	bone_alpha(v.glow, 0)
55
56	entity_setCanLeaveWater(me, 1)
57
58
59	--entity_setProperty(me, EP_BATTERY, true)
60end
61
62function postInit(me)
63
64	--v.lx,v.ly = entity_getPosition(me)
65end
66
67function update(me, dt)
68	if not v.setWaterLevel then
69		v.lx,v.ly = entity_getPosition(me)
70		entity_setPosition(me, entity_x(me), getWaterLevel())
71		if not entity_isNearObstruction(me, 1) then
72			v.ly = getWaterLevel(me)
73		end
74	end
75	--if not entity_isState(me, STATE_CHARGED) then
76	entity_handleShotCollisions(me)
77	--end
78
79	--[[
80	if not entity_isState(me, STATE_INHOLDER) then
81		entity_updateMovement(me, dt)
82	end
83	]]--
84	entity_updateMovement(me, dt)
85	entity_updateCurrents(me)
86
87	if not entity_isBeingPulled(me) then
88		entity_clearVel(me)
89	end
90
91	if entity_isState(me, STATE_IDLE) then
92		local node = entity_getNearestNode(me, "LIGHT")
93		if node ~= 0 and node_isEntityIn(node, me) then
94			-- charging
95			--debugLog(string.format("charge:%f", charge))
96			v.charge = v.charge + dt
97			if v.charge > 2 then
98				entity_setState(me, STATE_CHARGED, 2)
99			end
100		else
101			if v.charge > 0 then
102				v.charge = v.charge - dt
103				if v.charge < 0 then
104					v.charge = 0
105				end
106			end
107		end
108	end
109	if entity_isState(me, STATE_ROTATE) then
110		if not entity_isAnimating(me) then
111			entity_setState(me, STATE_DROPPED)
112		end
113	end
114
115	local levelDiff = math.abs(entity_y(me)-getWaterLevel())
116	if entity_isState(me, STATE_IDLE) then
117		--debugLog(string.format("diff: %f", levelDiff))
118		if levelDiff > 50 then
119			--debugLog("setting false")
120			entity_setProperty(me, EP_MOVABLE, false)
121		else
122			--debugLog("setting true")
123			entity_setProperty(me, EP_MOVABLE, true)
124		end
125	end
126	if levelDiff < 100 then
127		entity_setPosition(me, entity_x(me), getWaterLevel())
128	end
129	if entity_isNearObstruction(me, 1) then
130		entity_setPosition(me, v.lx, v.ly)
131	end
132	v.lx, v.ly = entity_getPosition(me)
133end
134
135function enterState(me)
136	if entity_isState(me, STATE_CHARGED) then
137		entity_setProperty(me, EP_MOVABLE, false)
138		bone_alpha(v.glow, 1, 1)
139	elseif entity_isState(me, STATE_ROTATE) then
140		entity_animate(me, "rotate")
141	elseif entity_isState(me, STATE_DROPPED) then
142		entity_setProperty(me, EP_MOVABLE, false)
143		bone_alpha(v.crystal, 0)
144		bone_alpha(v.glow, 0)
145		local x, y = bone_getWorldPosition(v.crystal)
146		local ent = createEntity("LightCrystalCharged", "", x, y)
147		entity_rotate(ent, 180)
148	end
149end
150
151function exitState(me)
152	if entity_isState(me, STATE_CHARGED) then
153		entity_setState(me, STATE_ROTATE)
154	end
155end
156
157function hitSurface(me)
158	--entity_sound(me, "rock-hit")
159end
160
161function damage(me, attacker, bone, damageType, dmg)
162	return false
163end
164
165function activate(me)
166end
167