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

//-------Aliases-------//
private alias 54 : TYPE_REDZ

// Function declarations
reserve function Redz_DebugDraw
reserve function Redz_DebugSpawn

// Static Values

// Tables

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


function Redz_DebugSpawn
	CreateTempObject(TypeName[Redz], 0, object.xpos, object.ypos)
	if object.direction == FLIP_NONE
		object[tempObjectPos].direction = FLIP_NONE
		object[tempObjectPos].xvel = -0x8000
	else
		object[tempObjectPos].direction = FLIP_X
		object[tempObjectPos].xvel = 0x8000
	end if
end function


event ObjectMain
	switch object.state
	case 0
		if object.priority != PRIORITY_XBOUNDS_DESTROY
			object.priority = PRIORITY_ACTIVE
		end if
		object.xpos += object.xvel
		if object.direction == FLIP_NONE
			ObjectTileGrip(CSIDE_FLOOR, -8, 16, 0)
		else
			ObjectTileGrip(CSIDE_FLOOR, 8, 16, 0)
		end if
		if checkResult == 0
			object.state = 1
			object.animation = 1
			object.animationTimer = 0
			object.frame = 0
		end if
		if stage.actNum == 2
			object.value3 = 300
		end if
		if object.value3 < 1
			foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
				if object.direction == FLIP_NONE
					BoxCollisionTest(C_TOUCH, object.entityPos, -64, -96, 0, -8, currentPlayer, 0, 0, 0, 0)
				else
					BoxCollisionTest(C_TOUCH, object.entityPos, 0, -96, 64, -8, currentPlayer, 0, 0, 0, 0)
				end if
				if checkResult == 1
					object.state = 2
					object.animation = 1
					object.frame = 0
					object.value3 = 60
				end if
			next
		else
			object.value3--
		end if
		break
	case 1
		if object.value0 < 59
			object.value0++
		else
			object.value0 = 0
			object.state = 0
			object.animation = 0
			object.direction ^= FLIP_X
			FlipSign(object.xvel)
		end if
		break
	case 2
		if object.value0 < 30
			object.value0++
		else
			object.value0 = 0
			object.frame = 4
			object.state = 3
			PlaySfx(SfxName[Flame Thrower], 0)
		end if
		break
	case 3
		if object.value0 < 90
			temp0 = object.value0
			temp0 &= 3
			if temp0 == 0
				CreateTempObject(TypeName[Redz Fire], 0, object.xpos, object.ypos)
				object[tempObjectPos].drawOrder = 4
				object[tempObjectPos].ypos -= 0x40000
				temp0 = object.value0
				temp0 <<= 3
				temp0 &= 511
				Sin(object.angle, temp0)
				object.angle >>= 5
				object.angle -= 48
				object.angle &= 511
				Cos(object[tempObjectPos].xvel, object.angle)
				object[tempObjectPos].xvel <<= 8
				Sin(object[tempObjectPos].yvel, object.angle)
				object[tempObjectPos].yvel <<= 8
				if object.direction == FLIP_NONE
					object[tempObjectPos].xpos -= 0x80000
					FlipSign(object[tempObjectPos].xvel)
				else
					object[tempObjectPos].xpos += 0x80000
				end if
			end if
			object.value0++
		else
			object.value0 = 0
			object.frame = 0
			object.state = 0
			object.animation = 0
		end if
		break
	end switch
	if object.outOfBounds == 1
		temp0 = object.xpos
		temp1 = object.ypos
		object.xpos = object.value1
		object.ypos = object.value2
		if object.outOfBounds == 1
			if object.propertyValue == 0
				object.direction = FLIP_NONE
				object.xvel = -0x8000
			else
				object.direction = FLIP_X
				object.xvel = 0x8000
			end if
			object.value3 = 0
			object.animation = 0
			if object.priority != PRIORITY_XBOUNDS_DESTROY
				object.priority = PRIORITY_ACTIVE_BOUNDS
			end if
			object.state = 0
		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, -14, -14, 14, 14, currentPlayer, object[currentPlayer].value40, object[currentPlayer].value38, object[currentPlayer].value41, object[currentPlayer].value39)
		if checkResult == 1
			CallFunction(PlayerObject_BadnikBreak)
		end if
	next
	if object.animation == 0
		object.frame = object.animationTimer
		object.frame /= 10
		object.animationTimer++
		object.animationTimer %= 40
	end if
end event


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


event ObjectStartup
	LoadSpriteSheet("HPZ/Objects.gif")
	SpriteFrame(-16, -16, 31, 32, 1, 118)
	SpriteFrame(-16, -16, 30, 32, 1, 85)
	SpriteFrame(-16, -16, 31, 32, 1, 118)
	SpriteFrame(-16, -16, 32, 32, 1, 151)
	SpriteFrame(-16, -16, 31, 32, 143, 140)
	foreach (TypeName[Redz], arrayPos0, ALL_ENTITIES)
		object[arrayPos0].value1 = object[arrayPos0].xpos
		object[arrayPos0].value2 = object[arrayPos0].ypos
		if object[arrayPos0].propertyValue == 0
			object[arrayPos0].direction = FLIP_NONE
			object[arrayPos0].xvel = -0x8000
		else
			object[arrayPos0].direction = FLIP_X
			object[arrayPos0].xvel = 0x8000
		end if
	next
	SetTableValue(TypeName[Redz], DebugMode_ObjCount, DebugMode_TypesTable)
	SetTableValue(Redz_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
	SetTableValue(Redz_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
