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-- ================================================================================================
24-- M A U L
25-- ================================================================================================
26
27-- entity specific
28local STATE_MAULATTACK 		= 1000
29local STATE_PULLBACK 			= 1001
30local STATE_ATTACKPREP		= 1002
31
32v.n = 0
33
34v.minCap = 400
35v.maxCap = 700
36v.cap = v.minCap
37
38v.deathtimer = 20
39
40v.cr = 8
41
42v.lungeDelay = 2
43
44-- ================================================================================================
45-- FUNCTIONS
46-- ================================================================================================
47
48function init(me)
49	v.add = math.random(50)
50
51	setupBasicEntity(
52	me,
53	"Maul",					-- texture
54	6,								-- health
55	1,								-- manaballamount
56	1,								-- exp
57	1,								-- money
58	v.cr,								-- collideRadius
59	STATE_IDLE,						-- initState
60	128,							-- sprite width
61	128,							-- sprite height
62	1,								-- particle "explosion" type, maps to particleEffects.txt -1 = none
63	0,								-- 0/1 hit other entities off/on (uses collideRadius)
64	4000							-- updateCull -1: disabled, default: 4000
65	)
66
67	v.deathtimer = v.deathtimer + math.random(20)
68	entity_scale(me, 1.5, 1.5)
69	--entity_setDropChance(me, 50)
70	--entity_scale(me, 0.9, 0.9)
71end
72
73function update(me, dt)
74
75--[[
76	if entity_isState(me, STATE_ATTACKPREP) then
77		return
78	end
79	]]--
80
81	if entity_getState(me) == STATE_IDLE then
82		v.cap = v.cap - dt*400
83		if v.cap < v.minCap then
84			v.cap = v.minCap
85		end
86		local add = v.add
87		if isLeftMouse() then
88			v.cap = v.maxCap
89			add = 600
90		end
91		--entity_doCollisionAvoidance(me, dt, 4, 0.5)
92		entity_doEntityAvoidance(me, dt, 16, 0.5)
93
94		local e = entity_getNearestEntity(me, "BigMaul", 1400)
95
96		if e ~= 0 then
97			local x = entity_x(e)
98			local y = entity_y(e)
99			entity_moveTowards(me, x, y, dt, 800+add)
100
101			local vx = entity_velx(me)
102			local vy = entity_vely(me)
103
104			vx, vy = vector_cap(vx, vy, v.cap)
105			entity_clearVel(me)
106			entity_addVel(me, vx, vy)
107
108			entity_setPosition(me, entity_x(me) + entity_velx(me)*dt, entity_y(me)+entity_vely(me)*dt)
109		else
110			v.deathtimer = v.deathtimer - dt*2
111			entity_setPosition(me, entity_x(me) + entity_velx(me)*dt, entity_y(me)+entity_vely(me)*dt)
112		end
113
114		--entity_updateMovement(me, dt)
115		entity_rotateToVel(me)
116
117		if v.lungeDelay > 0 then
118			v.lungeDelay = v.lungeDelay - dt
119		else
120			if not entity_hasTarget(me) then
121				entity_findTarget(me, 800)
122			else
123				if entity_isTargetInRange(me, 800) then
124					entity_moveTowardsTarget(me, dt, 400)		-- move in if we're too far away
125					if entity_isTargetInRange(me, 350) then
126						entity_setState(me, STATE_ATTACKPREP)
127					end
128				end
129			end
130		end
131	end
132
133	if entity_getState(me) == STATE_MAULATTACK then
134		--debugLog("attacking")
135		entity_moveTowardsTarget(me, dt, 500)
136
137		--entity_doEntityAvoidance(me, dt, 256, 0.2)
138		entity_doCollisionAvoidance(me, dt, 2, 0.5)
139		entity_rotateToVel(me, 0.1)
140		entity_updateCurrents(me, dt)
141		entity_updateMovement(me, dt)
142	end
143
144	if entity_getState(me) == STATE_PULLBACK then
145		--debugLog("pulling back")
146		if not entity_hasTarget(me) then
147			entity_setState(me, STATE_IDLE)
148		else
149			if entity_isTargetInRange(me, 800) then
150				entity_moveTowardsTarget(me, dt, -5000)
151			else
152				entity_setState(me, STATE_IDLE)
153			end
154		end
155
156		entity_doEntityAvoidance(me, dt, 256, 0.2)
157
158		entity_doCollisionAvoidance(me, dt, 6, 0.5)
159		entity_rotateToVel(me, 0.1)
160		entity_updateCurrents(me, dt)
161		entity_updateMovement(me, dt)
162	end
163
164	if entity_isState(me, STATE_ATTACKPREP) then
165		entity_updateMovement(me, dt)
166	end
167
168
169
170	v.deathtimer = v.deathtimer - dt
171	--debugLog(v.deathtimer)
172	if v.deathtimer < 1 then
173		entity_setState(me, STATE_DEAD)
174	end
175
176
177	entity_handleShotCollisions(me)
178	entity_touchAvatarDamage(me, v.cr, 0.5, 100)
179end
180
181function enterState(me)
182	if entity_getState(me)==STATE_IDLE then
183		entity_setMaxSpeed(me, 500)
184		entity_setMaxSpeedLerp(me, 1, 0.5)
185	elseif entity_isState(me, STATE_ATTACKPREP) then
186		entity_doGlint(me, "Glint", BLEND_ADD)
187		entity_setStateTime(me, 0.5)
188		entity_setMaxSpeedLerp(me, 0.2, 0)
189	elseif entity_getState(me)==STATE_MAULATTACK then
190		entity_setMaxSpeed(me, 800)
191		entity_setMaxSpeedLerp(me, 1.1, 0)
192		v.lungeDelay = 1
193		entity_moveTowardsTarget(me, 1, 1000)
194	elseif entity_getState(me)==STATE_PULLBACK then
195		entity_setMaxSpeed(me, 550)
196		entity_setMaxSpeedLerp(me, 1, 0.5)
197	end
198end
199
200function exitState(me)
201	if entity_getState(me)==STATE_MAULATTACK then
202		entity_setState(me, STATE_PULLBACK, 1)
203	elseif entity_getState(me)==STATE_PULLBACK then
204		entity_setState(me, STATE_IDLE)
205	elseif entity_isState(me, STATE_ATTACKPREP) then
206		entity_setState(me, STATE_MAULATTACK, 1)
207	end
208end
209
210function hitSurface(me)
211end
212
213function activate(me)
214end
215
216function damage(me, attacker, bone, damageType, dmg)
217	if damageType == DT_AVATAR_BITE then
218		entity_changeHealth(me, -99)
219	end
220	return true
221end
222