// ----------------------------------
// RSDK Project: Sonic 1/Sonic 2
// Script Description: Asteron Object
// Script Author: Christan Whitehead/Simon Thomley
// Unpacked by Rubberduckycooly's script unpacker
// ----------------------------------

//-------Aliases-------//
private alias 44 : TYPE_ASTERON

// Function declarations
reserve function Asteron_Function108
reserve function Asteron_DebugDraw
reserve function Asteron_DebugSpawn

// Static Values

// Tables

function Asteron_Function108
	object[arrayPos0].frame = 0
	object[arrayPos0].value0 = 0
	object[arrayPos0].state = 0
	object[arrayPos0].priority = PRIORITY_ACTIVE_BOUNDS
end function


function Asteron_DebugDraw
	DrawSpriteFX(0, FX_FLIP, object.xpos, object.ypos)
end function


function Asteron_DebugSpawn
	CreateTempObject(TypeName[Asteron], 0, object.xpos, object.ypos)
	arrayPos0 = object[tempObjectPos].entityPos
	object[arrayPos0].value1 = object.xpos
	object[arrayPos0].value2 = object.ypos
	object[arrayPos0].drawOrder = 5
	CallFunction(Asteron_Function108)
end function


event ObjectMain
	switch object.state
	case 0
		temp0 = 0
		temp1 = 0
		foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
			BoxCollisionTest(C_TOUCH, object.entityPos, -96, -64, 96, 64, currentPlayer, -1, -1, 1, 1)
			if checkResult == 0
				temp0++
			end if
			temp1++
		next
		if temp0 == temp1
			object.priority = PRIORITY_ACTIVE
			object.state = 1
		end if
		break
	case 1
		foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
			if object.state == 1
				BoxCollisionTest(C_TOUCH, object.entityPos, -96, -96, 96, 96, currentPlayer, -1, -1, 1, 1)
				if checkResult == 1
					temp1 = 0
					temp0 = object.xpos
					temp0 -= object[currentPlayer].xpos
					Abs(temp0)
					if temp0 >= 0x100000
						temp1 = 1
						if object.xpos > object[currentPlayer].xpos
							object.xvel = -0x4000
						else
							object.xvel = 0x4000
						end if
					end if
					temp0 = object.ypos
					temp0 -= object[currentPlayer].ypos
					Abs(temp0)
					if temp0 >= 0x100000
						temp1 = 1
						if object.ypos > object[currentPlayer].ypos
							object.yvel = -0x4000
						else
							object.yvel = 0x4000
						end if
					end if
					if temp1 == 1
						object.priority = PRIORITY_ACTIVE
						object.value0 = 65
						object.state = 2
					end if
				end if
			end if
		next
		break
	case 2
		object.xpos += object.xvel
		object.ypos += object.yvel
		object.frame = object.animationTimer
		object.frame >>= 1
		object.animationTimer++
		object.animationTimer &= 3
		object.value0--
		if object.value0 == 0
			ResetObjectEntity(object.entityPos, TypeName[Blank Object], 0, object.xpos, object.ypos)
			CreateTempObject(TypeName[Asteron Spike], 0, object.xpos, object.ypos)
			object[tempObjectPos].ypos -= 0x80000
			object[tempObjectPos].yvel = -0x40000
			object[tempObjectPos].drawOrder = 5
			CreateTempObject(TypeName[Asteron Spike], 1, object.xpos, object.ypos)
			object[tempObjectPos].xpos += 0x80000
			object[tempObjectPos].ypos -= 0x40000
			object[tempObjectPos].xvel = 0x30000
			object[tempObjectPos].yvel = -0x10000
			object[tempObjectPos].drawOrder = 5
			CreateTempObject(TypeName[Asteron Spike], 2, object.xpos, object.ypos)
			object[tempObjectPos].xpos += 0x80000
			object[tempObjectPos].ypos += 0x80000
			object[tempObjectPos].xvel = 0x30000
			object[tempObjectPos].yvel = 0x30000
			object[tempObjectPos].drawOrder = 5
			CreateTempObject(TypeName[Asteron Spike], 2, object.xpos, object.ypos)
			object[tempObjectPos].xpos -= 0x80000
			object[tempObjectPos].ypos += 0x80000
			object[tempObjectPos].xvel = -0x30000
			object[tempObjectPos].yvel = 0x30000
			object[tempObjectPos].direction = FLIP_X
			object[tempObjectPos].drawOrder = 5
			CreateTempObject(TypeName[Asteron Spike], 1, object.xpos, object.ypos)
			object[tempObjectPos].xpos -= 0x80000
			object[tempObjectPos].ypos -= 0x40000
			object[tempObjectPos].xvel = -0x30000
			object[tempObjectPos].yvel = -0x10000
			object[tempObjectPos].direction = FLIP_X
			object[tempObjectPos].drawOrder = 5
			CreateTempObject(TypeName[Smoke Puff], 0, object.xpos, object.ypos)
			object[tempObjectPos].ypos += 0x20000
			object[tempObjectPos].drawOrder = 5
			PlaySfx(SfxName[Destroy], 0)
		end if
		break
	end switch
	if object.outOfBounds == 1
		temp0 = object.xpos
		temp1 = object.ypos
		object.xpos = object.value1
		object.ypos = object.value2
		object.ypos += object.value31
		if object.outOfBounds == 1
			arrayPos0 = object.entityPos
			CallFunction(Asteron_Function108)
		else
			object.xpos = temp0
			object.ypos = temp1
		end if
	end if
	CallFunction(PlayerObject_EnemyPop)
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		BoxCollisionTest(C_TOUCH, object.entityPos, -8, -8, 8, 8, currentPlayer, object[currentPlayer].value40, object[currentPlayer].value38, object[currentPlayer].value41, object[currentPlayer].value39)
		if checkResult == 1
			CallFunction(PlayerObject_BadnikBreak)
		end if
	next
end event


event ObjectDraw
	DrawSpriteFX(object.frame, FX_FLIP, object.xpos, object.ypos)
end event


event ObjectStartup
	CheckCurrentStageFolder("Zone09")
	if checkResult == 1
		LoadSpriteSheet("MPZ/Objects.gif")
		SpriteFrame(-16, -14, 32, 28, 223, 1)
		SpriteFrame(-16, -14, 32, 28, 190, 1)
	else
		LoadSpriteSheet("MBZ/Objects.gif")
		SpriteFrame(-16, -14, 32, 28, 843, 289)
		SpriteFrame(-16, -14, 32, 28, 876, 289)
	end if
	foreach (TypeName[Asteron], arrayPos0, ALL_ENTITIES)
		object[arrayPos0].value1 = object[arrayPos0].xpos
		object[arrayPos0].value2 = object[arrayPos0].ypos
		object[arrayPos0].drawOrder = 5
		CallFunction(Asteron_Function108)
	next
	SetTableValue(TypeName[Asteron], DebugMode_ObjCount, DebugMode_TypesTable)
	SetTableValue(Asteron_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
	SetTableValue(Asteron_DebugSpawn, DebugMode_ObjCount, DebugMode_SpawnTable)
	DebugMode_ObjCount++
end event

event RSDKDraw
	DrawSprite(0)
end event

event RSDKLoad
	LoadSpriteSheet("Global/Display.gif")
	SpriteFrame(-16, -16, 32, 32, 1, 143)
end event
