// 2.1 Sea Egg - Ported from 2.1.25
// PLEASE LOAD LUA_CMMN AND LUA_EOCM BEFORE THIS

freeslot(
	// Sprites
	"SPR_OFAK",
	// Objects
	"MT_21EGGMOBILE3",
	"MT_OLDFAKEMOBILE",
	"MT_OLDTORPEDO2",
	// States
	"S_OLDFAKEMOBILE_INIT",
	"S_OLDFAKEMOBILE",
	"S_OLDFAKEMOBILE_ATK1",
	"S_OLDFAKEMOBILE_ATK2",
	"S_OLDFAKEMOBILE_ATK3A",
	"S_OLDFAKEMOBILE_ATK3B",
	"S_OLDFAKEMOBILE_ATK3C",
	"S_OLDFAKEMOBILE_ATK3D",
	"S_OLDFAKEMOBILE_ATK4",
	"S_OLDFAKEMOBILE_ATK5"
)

// Relevant ported functions

// A_Boss3Path ported from 2.1.25's p_enemy.c
function A_21Boss3Path(actor, var1, var2)
	if not (actor and actor.valid) then return end
	
	if actor.tracer and actor.tracer.valid and actor.tracer.health and actor.tracer.movecount
		actor.movecount = $|1
	elseif (actor.movecount & 1)
		actor.movecount = 0
	end
	
	if (actor.movecount & 2) // We've reached a firing point?
		// Wait here and pretend to be angry or something.
		actor.momx = 0
		actor.momy = 0
		actor.momz = 0
		actor.target = actor.tracer.target
		A_FaceTarget(actor, 0, 0)
		if actor.tracer.state == actor.tracer.info.missilestate
			actor.state = actor.info.missilestate
		end
		return
	elseif actor.threshold >= 0 // Traveling mode
		//local th
		//local mo2
		local dist, dist2
		local speed
		
		actor.target = nil
		
		// scan the thinkers
		// to find a point that matches
		// the number
		for th in mobjs.iterate()
			if th.type == MT_BOSS3WAYPOINT and th.spawnpoint and th.spawnpoint.angle == actor.threshold
				actor.target = th
				break
			end
		end
		
		if not (actor.target and actor.target.valid) // Should NEVER happen
			print("Error: Boss 3 Dummy was unable to find specified waypoint: " + actor.thresold)
			return
		end
		
		dist = FixedHypot(FixedHypot(actor.target.x - actor.x, actor.target.y - actor.y), actor.target.z - actor.z)
		
		if dist < 1
			dist = 1
		end
		
		if actor.tracer and actor.tracer.valid and (actor.tracer.movedir
		or actor.tracer.health <= actor.tracer.info.damage)
			speed = actor.info.speed * 2
		else
			speed = actor.info.speed
		end
		
		actor.momx = FixedMul(FixedDiv(actor.target.x - actor.x, dist), speed)
		actor.momy = FixedMul(FixedDiv(actor.target.y - actor.y, dist), speed)
		actor.momz = FixedMul(FixedDiv(actor.target.z - actor.z, dist), speed)
		
		if actor.momx ~= 0 or actor.momy ~= 0
			actor.angle = R_PointToAngle2(0, 0, actor.momx, actor.momy)
		end
		
		dist2 = FixedHypot(FixedHypot(actor.target.x - (actor.x + actor.momx), actor.target.y - (actor.y + actor.momy)), actor.target.z - (actor.z + actor.momz))
		
		if dist2 < 1
			dist2 = 1
		end
		
		if dist / (2^FRACBITS) <= dist2 / (2^FRACBITS)
			// If further away, set XYZ of mobj to waypoint location
			P_TeleportMove(actor, actor.target.x, actor.target.y, actor.target.z)
			actor.momx = 0
			actor.momy = 0
			actor.momz = 0
			
			if actor.threshold == 0
				P_RemoveMobj(actor) // Cycle completed. Dummy removed.
				return
			end
			
			// Set to next waypoint in sequence
			if actor.target.spawnpoint
				// From the center point, choose one of the five paths
				if actor.target.spawnpoint.angle == 0
					P_RemoveMobj(actor) // Cycle completed. Dummy removed.
					return
				else
					actor.threshold = actor.target.spawnpoint.extrainfo
				end
				
				// If the deaf flag is set, go into firing mode
				if (actor.target.spawnpoint.options & MTF_AMBUSH)
					actor.movecount = $|2
				end
			else // This should never happen, as well
				print("Error: Boss 3 Dummy waypoint has no spawnpoint associated with it.")
			end
		end
	end
end

// 2.1 Sea Egg

// Ported BossThinker behavior for 2.1 Sea Egg from 2.1.25
addHook("BossThinker", function(mobj)
	if not (mobj and mobj.valid) then return end
	
	if mobj.state == mobj.info.spawnstate
		mobj.flags2 = $ & ~MF2_FRET
	end
	
	if (mobj.flags2 & MF2_FRET)
		mobj.movedir = 1
	end
	
	if not mobj.tracer
		A_OldSeaEggPropeller(mobj, 0, 0)
	end
	
	if mobj.health <= 0
		mobj.movecount = 0
		mobj.reactiontime = 0
		
		if mobj.state < mobj.info.xdeathstate
			return
		end
		
		if mobj.threshold == -1
			mobj.momz = mobj.info.speed
			return
		end
	end
	
	if mobj.reactiontime // Shock mode
		local i
		
		if mobj.state ~= mobj.info.spawnstate
			mobj.state = mobj.info.spawnstate
		end
		
		mobj.reactiontime = $-1
		if not mobj.reactiontime
			// Shock the water
			for player in players.iterate do
				if not player.valid or player.spectator
					continue
				end
				
				if not (player.mo and player.mo.valid)
					continue
				end
				
				if player.mo.health <= 0
					continue
				end
				
				if (player.mo.eflags & MFE_UNDERWATER)
					P_DamageMobj(player.mo, mobj, mobj, 1)
				end
			end
			
			// Make the water flash
			for sector in sectors.iterate do
				if not sector.ffloors()
					continue
				end
				
				for rover in sector.ffloors() do
					if not (rover.flags & FF_EXISTS)
						continue
					end
					
					if not (rover.flags & FF_SWIMMABLE)
						continue
					end
					
					P_SpawnLightningFlash(rover.master.frontsector)
					break
				end
			end
			
			if mobj.extravalue1 + TICRATE*2 < leveltime
				mobj.extravalue1 = leveltime
				S_StartSound(nil, sfx_buzz1)
			end
			
			// If in the center, check to make sure
			// none of the players are in the water
			for player in players.iterate do
				if not player.valid or player.spectator
					continue
				end
				
				if not (player.mo and player.mo.valid) or player.bot
					continue
				end
				
				if player.mo.health <= 0
					continue
				end
				
				if player.mo.eflags & MFE_UNDERWATER
				// Stay put
					mobj.reactiontime = 2*TICRATE
					return
				end
			end
		end
		
		if not mobj.reactiontime and mobj.health <= mobj.info.damage
		// Spawn pinch dummies from the center when we're leaving it.
			//local th
			//local mo2
			local dummy
			local way = mobj.threshold - 1 // 0 through 4
			local way2
			
			i = 0 // reset i to 0 so we can check how many clones we've removed
			
			// scan the thinkers to make sure all the old pinch dummies are gone before making new ones
			// this can happen if the boss was hurt earlier than expected
			for th in mobjs.iterate() do
				//mo2 = th
				if th.type == mobj.info.mass and th.tracer == mobj
					P_RemoveMobj(th)
					i = $+1
				end
				if i == 2 // we've already removed 2 of these, let's stop now
					break
				end
			end
			
			way = (way + P_RandomRange(1,3)) % 5 // dummy 1 at one of the first three options after eggmobile
			dummy = P_SpawnMobj(mobj.x, mobj.y, mobj.z, mobj.info.mass)
			dummy.angle = mobj.angle
			dummy.threshold = way + 1
			dummy.tracer = mobj
			
			repeat
				way2 = (way + P_RandomRange(1,3)) % 5 // dummy 2 has to be careful,
			until not (way2 == mobj.threshold - 1) // to make sure it doesn't try to go the Eggman Way if dummy 1 rolled high.
			dummy = P_SpawnMobj(mobj.x, mobj.y, mobj.z, mobj.info.mass)
			dummy.angle = mobj.angle
			dummy.threshold = way2 + 1
			dummy.tracer = mobj
			
			//CONS_Debug(DBG_GAMELOGIC, "Eggman path %d - Dummy selected paths %d and %d\n", mobj.threshold, way + 1, dummy threshold)
			P_LinedefExecute(LE_PINCHPHASE, mobj, nil)
		end
	elseif mobj.movecount // Firing mode
		local i
		
		// Look for a new target
		P_BossTargetPlayer(mobj, false)
		
		if not mobj.target or not mobj.target.player
			return
		end
		
		// Are there any players underwater? If so, shock them!
		for player in players.iterate do
			if not player.valid or player.spectator
				continue
			end
			
			if not (player.mo and player.mo.valid) or player.bot
				continue
			end
			
			if (player.mo.eflags & MFE_UNDERWATER)
				mobj.movecount = 0
				mobj.state = mobj.info.spawnstate
				return
			end
		end
		
		// Always face your target
		A_FaceTarget(mobj)
		
		// Check if the attack animation is running. If not, play it.
		if mobj.state < mobj.info.missilestate or mobj.state > mobj.info.raisestate
			if mobj.health <= mobj.info.damage // pinch phase
				mobj.movecount = $-1 // limited number of shots before diving again
			end
			if mobj.movecount
				mobj.state = mobj.info.missilestate
			end
		end
	elseif mobj.threshold >= 0 // Traveling mode
		local th
		local mo2
		local dist, dist2
		local speed
		
		mobj.target = nil
		
		if mobj.state ~= mobj.info.spawnstate and mobj.health > 0
			and not (mobj.flags2 & MF2_FRET)
			mobj.state = mobj.info.spawnstate
		end
		
		// scan the thinekrs
		// to find a point that matches
		// the number
		for th in mobjs.iterate()
			/*
			if th.function.acp1 != P_MobjThinker
				continue
			end
			*/
			
			//mo2 = th
			if th.type == MT_BOSS3WAYPOINT and th.spawnpoint and th.spawnpoint.angle == mobj.threshold
				mobj.target = th
				break
			end
		end
		
		if not (mobj.target and mobj.target.valid) // Should NEVER happen
			print("Error: Boss 3 was unable to find specified waypoint: " + mobj.threshold)
			return
		end
		
		dist = FixedHypot(FixedHypot(mobj.target.x - mobj.x, mobj.target.y - mobj.y), mobj.target.z - mobj.z)
		
		if dist < 1
			dist = 1
		end
		
		if mobj.movedir or mobj.health <= mobj.info.damage
			speed = mobj.info.speed * 2
		else
			speed = mobj.info.speed
		end
		
		mobj.momx = FixedMul(FixedDiv(mobj.target.x - mobj.x, dist), speed)
		mobj.momy = FixedMul(FixedDiv(mobj.target.y - mobj.y, dist), speed)
		mobj.momz = FixedMul(FixedDiv(mobj.target.z - mobj.z, dist), speed)
		
		if mobj.momx ~= 0 or mobj.momy ~= 0
			mobj.angle = R_PointToAngle2(0, 0, mobj.momx, mobj.momy)
		end
		
		dist2 = FixedHypot(FixedHypot(mobj.target.x - (mobj.x + mobj.momx), mobj.target.y - (mobj.y + mobj.momy)), mobj.target.z - (mobj.z + mobj.momz))
		
		if dist2 < 1
			dist2 = 1
		end
		
		if dist / (2^FRACBITS) <= dist2 / (2^FRACBITS)
			P_TeleportMove(mobj, mobj.target.x, mobj.target.y, mobj.target.z)
			mobj.momx = 0
			mobj.momy = 0
			mobj.momz = 0
			
			if mobj.threshold == 0
				mobj.reactiontime = 1 // Bzzt! Shock the water!
				mobj.movedir = 0
				
				if mobj.health <= 0
					mobj.flags = $|MF_NOGRAVITY|MF_NOCLIP
					mobj.flags = $|MF_NOCLIPHEIGHT
					mobj.threshold = -1
					return
				end
			end
			
			// Set to next waypoint in sequence
			if mobj.target.spawnpoint
				// From the center point, choose one of the five paths
				if mobj.target.spawnpoint.angle == 0
					mobj.threshold = P_RandomRange(1,5)
				else
					mobj.threshold = mobj.target.spawnpoint.extrainfo
				end
				
				// If the deaf flag is set, go into firing mode
				if (mobj.target.spawnpoint.options & MTF_AMBUSH)
					mobj.movecount = mobj.health+1
				end
			else // This should never happen, as well
				//CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 waypoint has no spawnpoint associated with it.\n")
			end
		end
	end
	
	return true
end, MT_21EGGMOBILE3)

addHook("MobjDeath", function(target)
	if not (target and target.valid) then return end
	
	local i = 0 // to check how many clones we've removed
	
	// scan the thinkers to make sure all the old pinch dummies are gone on death
	// this can happen if the boss was hurt earlier than expected
	for th in mobjs.iterate()
		if th.type == target.info.mass and th.tracer == target
			P_RemoveMobj(th)
			i = $+1
		end
		if i == 2 // we've already removed 2 of these, let's stop now
			break
		end
	end
end, MT_21EGGMOBILE3)

addHook("BossDeath", function(mo)
	if not (mo and mo.valid) then return end
	A_21BossDeath(mo)
	return true
end, MT_21EGGMOBILE3)

mobjinfo[MT_21EGGMOBILE3] = {
	//$Name 2.1 Sea Egg
	//$Sprite OEGOA1
	//$Category Bosses
	//$Flags4Text End level on death
	doomednum = 4042,
	spawnstate = S_21EGGMOBILE3_STND,
	spawnhealth = 8,
	painstate = S_21EGGMOBILE3_PAIN,
	painchance = MT_PROPELLER,
	painsound = sfx_dmpain,
	missilestate = S_21EGGMOBILE3_ATK1,
	deathstate = S_21EGGMOBILE3_DIE1,
	xdeathstate = S_21EGGMOBILE3_FLEE1,
	deathsound = sfx_cybdth,
	speed = 8*FRACUNIT,
	radius = 32*FRACUNIT,
	height = 116*FRACUNIT,
	mass = MT_OLDFAKEMOBILE,
	damage = 3,
	activesound = sfx_telept,
	flags = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_BOSS|MF_NOCLIPHEIGHT,
	raisestate = S_21EGGMOBILE3_LAUGH20
}

// States are in LUA_EOCM

// 2.1 Fake Mobile

addHook("TouchSpecial", function(special, toucher)
	if not (special and special.valid
	and toucher and toucher.valid)
		return
	end
	
	local touchx, touchy, touchspeed
	local angle
	
	if FixedHypot(toucher.x-special.x, toucher.y-special.y) >
		FixedHypot((toucher.x-toucher.momx)-special.x, (toucher.y-toucher.momy)-special.y)
		touchx = toucher.x + toucher.momx
		touchy = toucher.y + toucher.momy
	else
		touchx = toucher.x
		touchy = toucher.y
	end
	
	angle = R_PointToAngle2(special.x, special.y, touchx, touchy)
	touchspeed = FixedHypot(toucher.momx, toucher.momy)
	
	toucher.momx = P_ReturnThrustX(special, angle, touchspeed)
	toucher.momy = P_ReturnThrustY(special, angle, touchspeed)
	toucher.momz = -toucher.momz
	if (toucher.player.pflags & PF_GLIDING)
		toucher.player.pflags = $ & ~(PF_GLIDING|PF_JUMPED)
		toucher.state = S_PLAY_FALL
	end
	
	// Play a bounce sound?
	S_StartSound(toucher, special.info.painsound)
	
	return true
end, MT_OLDFAKEMOBILE)

mobjinfo[MT_OLDFAKEMOBILE] = {
	doomednum = -1,
	spawnstate = S_OLDFAKEMOBILE_INIT,
	spawnhealth = 1000,
	painchance = MT_PROPELLER,
	painsound = sfx_s3k7b,
	missilestate = S_OLDFAKEMOBILE_ATK1,
	deathstate = S_XPLD1, // Replace with an old explosion, if necessary
	deathsound = sfx_pop,
	speed = 8*FRACUNIT,
	radius = 32*FRACUNIT,
	height = 116*FRACUNIT,
	damage = 3,
	flags = MF_SPECIAL|MF_NOGRAVITY|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT
}

states[S_OLDFAKEMOBILE_INIT] =	{SPR_OFAK,	A,	1,	A_OldSeaEggPropeller,	0,	0,	S_OLDFAKEMOBILE}
states[S_OLDFAKEMOBILE] =		{SPR_OFAK,	A,	1,	A_21Boss3Path,			0,	0,	S_OLDFAKEMOBILE}

states[S_OLDFAKEMOBILE_ATK1] =	{SPR_OFAK,	A,	2,	nil,			0,				0,	S_OLDFAKEMOBILE_ATK2}
states[S_OLDFAKEMOBILE_ATK2] =	{SPR_OFAK,	A,	2,	nil,			0,				0,	S_OLDFAKEMOBILE_ATK3A}
states[S_OLDFAKEMOBILE_ATK3A] =	{SPR_OFAK,	A,	2,	A_BossFireShot,	MT_OLDTORPEDO2,	2,	S_OLDFAKEMOBILE_ATK3B}
states[S_OLDFAKEMOBILE_ATK3B] =	{SPR_OFAK,	A,	2,	A_BossFireShot,	MT_OLDTORPEDO2,	4,	S_OLDFAKEMOBILE_ATK3C}
states[S_OLDFAKEMOBILE_ATK3C] =	{SPR_OFAK,	A,	2,	A_BossFireShot,	MT_OLDTORPEDO2,	3,	S_OLDFAKEMOBILE_ATK3D}
states[S_OLDFAKEMOBILE_ATK3D] =	{SPR_OFAK,	A,	2,	A_BossFireShot,	MT_OLDTORPEDO2,	5,	S_OLDFAKEMOBILE_ATK4}
states[S_OLDFAKEMOBILE_ATK4] =	{SPR_OFAK,	A,	2,	nil,			0,				0,	S_OLDFAKEMOBILE_ATK5}
states[S_OLDFAKEMOBILE_ATK5] =	{SPR_OFAK,	A,	2,	nil,			0,				0,	S_OLDFAKEMOBILE}

// 2.1 Torpedo

mobjinfo[MT_OLDTORPEDO2] = {
	doomednum = -1,
	spawnstate = S_OLDTORPEDO,
	spawnhealth = 1000,
	reactiontime = 8,
	deathstate = S_MINE_BOOM1, // Make this a 2.1 variant if it changes in the future
	deathsound = sfx_cybdth,
	speed = 20*FRACUNIT,
	radius = 11*FRACUNIT,
	height = 8*FRACUNIT,
	damage = 20,
	flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
}
