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

//-------Aliases-------//
private alias 67 : TYPE_RAILROCKET

// Function declarations
reserve function RailRocket_DebugDraw
reserve function RailRocket_DebugSpawn

// Static Values

// Tables

function RailRocket_DebugDraw
	DrawSprite(object.direction)
end function


function RailRocket_DebugSpawn
	CreateTempObject(TypeName[Rail Rocket], 0, object.xpos, object.ypos)
	object[tempObjectPos].value11 = object.direction
end function


event ObjectMain
	switch object.state
	case 0
		if object.value5 > 0
			if object.value12 > 0
				object.value12 -= 16
			else
				object.value12 -= 8
			end if
		else
			if object.value12 < 0
				object.value12 += 16
			else
				object.value12 += 8
			end if
		end if
		object.value5 += object.value12
		if object.value10 == 1
			object.speed = -0x80000
			object.state = 1
			PlaySfx(SfxName[Launch], 0)
		end if
		break
	case 1
		object.ypos += object.speed
		temp0 = object.speed
		temp0 >>= 1
		if object.value11 == 0
			object.xpos += temp0
			object.value5 += 32
			if object.value5 >= 512
				object.value5 = 512
			end if
		else
			object.xpos -= temp0
			object.value5 -= 32
			if object.value5 <= -512
				object.value5 = -512
			end if
		end if
		if object.ypos <= object.value9
			object.speed = 0
			object.ypos = object.value9
			if object.value11 == 0
				object.value12 = -128
			else
				object.value12 = 128
			end if
			object.state = 2
		end if
		object.frame = object.animationTimer
		object.frame >>= 3
		temp0 = object.speed
		Abs(temp0)
		temp0 >>= 16
		object.animationTimer += temp0
		object.animationTimer &= 15
		object.value13++
		object.value13 &= 3
		if ringTimer == 0
			CreateTempObject(TypeName[Dust Puff], 0, object.xpos, object.ypos)
			if object.value11 == 0
				object[tempObjectPos].ixpos += 10
			else
				object[tempObjectPos].ixpos -= 10
			end if
			object[tempObjectPos].iypos += 22
		end if
		break
	case 2
		if object.value5 > 0
			if object.value12 > 0
				object.value12 -= 16
			else
				object.value12 -= 8
			end if
		else
			if object.value12 < 0
				object.value12 += 16
			else
				object.value12 += 8
			end if
		end if
		object.value5 += object.value12
		object.value0++
		if object.value0 == 60
			object.value0 = 0
			object.state = 3
		end if
		object.value13++
		object.value13 &= 3
		break
	case 3
		object.speed += 0x1800
		if object.speed > 0x80000
			object.speed = 0x80000
		end if
		object.ypos += object.speed
		temp0 = object.speed
		temp0 >>= 1
		if object.value11 == 0
			object.xpos += temp0
			object.value5 -= 32
			if object.value5 <= -512
				object.value5 = -512
			end if
		else
			object.xpos -= temp0
			object.value5 += 32
			if object.value5 >= 512
				object.value5 = 512
			end if
		end if
		if object.ypos >= object.value2
			object.speed = 0
			object.xpos = object.value1
			object.ypos = object.value2
			if object.value11 == 0
				object.value12 = 128
			else
				object.value12 = -128
			end if
			object.state = 4
		end if
		object.frame = object.animationTimer
		object.frame >>= 3
		temp0 = object.speed
		Abs(temp0)
		temp0 >>= 16
		object.animationTimer += temp0
		object.animationTimer &= 15
		break
	case 4
		if object.value5 > 0
			if object.value12 > 0
				object.value12 -= 16
			else
				object.value12 -= 8
			end if
		else
			if object.value12 < 0
				object.value12 += 16
			else
				object.value12 += 8
			end if
		end if
		object.value5 += object.value12
		if object.value10 == 0
			object.state = 0
		end if
		break
	end switch
	temp0 = 0
	temp4 = object.value5
	object.value3 = object.xpos
	object.value4 = object.ypos
	while temp0 < 8
		temp5 = temp4
		temp5 >>= 7
		temp5 &= 511
		Sin(temp2, temp5)
		temp2 *= 786
		object.value3 += temp2
		Cos(temp3, temp5)
		temp3 *= 786
		object.value4 += temp3
		temp0++
		temp4 += object.value5
	loop
	if object.value8 > 0
		object.value8--
	end if
	object.value10 = 0
	temp0 = object.xpos
	temp1 = object.ypos
	object.xpos = object.value3
	object.ypos = object.value4
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		if object[currentPlayer].state != PlayerObject_Blank
			if object.value8 == 0
				BoxCollisionTest(C_TOUCH, object.entityPos, -10, 16, 10, 24, currentPlayer, HITBOX_AUTO, 0, HITBOX_AUTO, 0)
				if checkResult == 1
					if object[currentPlayer].gravity == GRAVITY_AIR
						object[currentPlayer].state = PlayerObject_Blank
						object[currentPlayer].animation = ANI_HANGING
						object[currentPlayer].speed = 0
						object[currentPlayer].xvel = 0
						object[currentPlayer].yvel = 0
						object[currentPlayer].xpos = object.xpos
						object[currentPlayer].ypos = object[currentPlayer].collisionTop
						FlipSign(object[currentPlayer].ypos)
						object[currentPlayer].ypos += 8
						object[currentPlayer].ypos <<= 16
						object[currentPlayer].ypos += object.ypos
						PlaySfx(SfxName[Catch], 0)
						object.value10 = 1
					end if
				end if
			end if
		else
			BoxCollisionTest(C_TOUCH, object.entityPos, -8, -4, 8, 20, currentPlayer, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO)
			if checkResult == 1
				if object[currentPlayer].jumpPress == 1
					object[currentPlayer].state = PlayerObject_HandleAir
					object[currentPlayer].yvel = -0x40000
					object[currentPlayer].gravity = GRAVITY_AIR
					object.value8 = 30
				else
					object[currentPlayer].xpos = object.xpos
					object[currentPlayer].ypos = object[currentPlayer].collisionTop
					FlipSign(object[currentPlayer].ypos)
					object[currentPlayer].ypos += 8
					object[currentPlayer].ypos <<= 16
					object[currentPlayer].ypos += object.ypos
					object.value10 = 1
				end if
			end if
		end if
	next
	object.xpos = temp0
	object.ypos = temp1
end event


event ObjectDraw
	temp0 = 0
	temp4 = object.value5
	object.value6 = object.xpos
	object.value7 = object.ypos
	while temp0 < 7
		temp5 = temp4
		temp5 >>= 7
		temp5 &= 511
		Sin(temp2, temp5)
		temp2 *= 786
		object.value6 += temp2
		Cos(temp3, temp5)
		temp3 *= 786
		object.value7 += temp3
		DrawSpriteXY(2, object.value6, object.value7)
		temp0++
		temp4 += object.value5
	loop
	DrawSpriteXY(3, object.value3, object.value4)
	switch object.state
	case 1
	case 2
		object.direction = object.value11
		temp0 = object.value13
		temp0 >>= 1
		temp0 += 4
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		break
	end switch
	object.direction = object.value11
	object.direction ^= object.frame
	DrawSpriteFX(object.frame, FX_FLIP, object.xpos, object.ypos)
end event


event ObjectStartup
	LoadSpriteSheet("HPZ/Objects.gif")
	SpriteFrame(-20, -27, 40, 54, 66, 168)
	SpriteFrame(-20, -27, 40, 54, 140, 57)
	SpriteFrame(-3, -3, 6, 6, 198, 50)
	SpriteFrame(-8, -3, 16, 16, 193, 57)
	SpriteFrame(4, 11, 12, 16, 210, 46)
	SpriteFrame(5, 11, 8, 12, 184, 57)
	foreach (TypeName[Rail Rocket], arrayPos0, ALL_ENTITIES)
		object[arrayPos0].value1 = object[arrayPos0].xpos
		object[arrayPos0].value2 = object[arrayPos0].ypos
		object[arrayPos0].value11 = object[arrayPos0].propertyValue
		object[arrayPos0].value11 >>= 7
		temp0 = object[arrayPos0].propertyValue
		temp0 &= 127
		if temp0 == 0
			object[arrayPos0].value9 = object[arrayPos0].ypos
			object[arrayPos0].value9 -= 0x1000000
		else
			temp0 <<= 21
			object[arrayPos0].value9 = object[arrayPos0].ypos
			object[arrayPos0].value9 -= temp0
		end if
	next
	SetTableValue(TypeName[Rail Rocket], DebugMode_ObjCount, DebugMode_TypesTable)
	SetTableValue(RailRocket_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
	SetTableValue(RailRocket_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
