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

//-------Aliases-------//
private alias 8 : TYPE_ACTFINISH
private alias object.value3 : score.offset
private alias object.value4 : time.offset
private alias object.value5 : time.bonus
private alias object.value6 : ring.bonus
private alias object.value7 : ring.offset
private alias object.value8 : perfect.offset
private alias object.value10 : perfect.bonus
private alias object.value20 : player.perfect
public alias saveRAM[294] : saved.graphics

event ObjectMain
	switch object.state
	case 0
		stage.pauseEnabled = 0
		object.drawOrder = 6
		object.priority = PRIORITY_ACTIVE
		object.xpos = screen.xcenter
		object.xpos += 128
		object.ypos = screen.xcenter
		object.value1 = screen.xcenter
		FlipSign(object.value1)
		object.value1 -= 160
		object.value2 = screen.xcenter
		FlipSign(object.value2)
		object.value2 -= 160
		score.offset = screen.xcenter
		score.offset += 128
		time.offset = score.offset
		time.offset += 32
		ring.offset = time.offset
		ring.offset += 32
		perfect.offset = ring.offset
		perfect.offset += 32
		if PlayerObject_SuperState == 1
			PlayerObject_SuperState = 2
		end if
		switch stage.minutes
		case 0
			if stage.seconds < 30
				time.bonus = 0xC350
			else
				if stage.seconds < 45
					time.bonus = 0x2710
				else
					time.bonus = 0x1388
				end if
			end if
			break
		case 1
			if stage.seconds < 30
				time.bonus = 0xFA0
			else
				time.bonus = 0xBB8
			end if
			break
		case 2
			time.bonus = 0x7D0
			break
		case 3
			time.bonus = 1000
			break
		case 4
			time.bonus = 500
			break
		case 5
			time.bonus = 100
			break
		case 9
			if stage.debugMode == 0
				if options.gameMode < 2
					if stage.seconds == 59
						time.bonus = 0x186A0
					end if
				end if
			end if
			break
		end switch
		ring.bonus = object[0].value0
		ring.bonus *= 100
		switch stage.playerListPos
		case 0
		case 3
		case 5
			temp0 = 0
			foreach (TypeName[Ring], arrayPos0, ALL_ENTITIES)
				if object[arrayPos0].propertyValue <= 1
					temp0++
				end if
			next
			break
		case 1
		case 2
		case 4
			temp0 = 0
			foreach (TypeName[Ring], arrayPos0, ALL_ENTITIES)
				if object[arrayPos0].propertyValue != 2
					temp0++
				end if
			next
			break
		end switch
		if options.gameMode == 3
			if temp0 == 0
				perfect.bonus = 50000
				player.perfect = 1
			end if
		end if
		object.state++
		break
	case 1
		if object.xpos > 0
			object.xpos -= 16
			if object.xpos < 0
				object.xpos = 0
			end if
		end if
		if object.value1 < 0
			object.value1 += 16
			if object.value1 > 0
				object.value1 = 0
			end if
		else
			object.state++
		end if
		break
	case 2
		if object.value2 < 0
			object.value2 += 16
			if object.value2 > 0
				object.value2 = 0
			end if
		else
			object.state++
		end if
		break
	case 3
		if object.ypos > 0
			object.ypos -= 16
			if object.ypos < 0
				object.ypos = 0
			end if
		else
			object.state++
		end if
		break
	case 4
		if score.offset > 0
			score.offset -= 16
			if score.offset < 0
				score.offset = 0
			end if
		end if
		if time.offset > 0
			time.offset -= 16
			if time.offset < 0
				time.offset = 0
			end if
		end if
		if ring.offset > 0
			ring.offset -= 16
			if ring.offset < 0
				ring.offset = 0
			end if
		else
			object.state++
		end if
		
		if perfect.offset > 0
			perfect.offset -= 16
			if perfect.offset < 0
				perfect.offset = 0
			end if
		end if
		break
	case 5		
		if perfect.offset > 0
			perfect.offset -= 16
			if perfect.offset < 0
				perfect.offset = 0
			end if
		end if
		
		object.value0++
		if options.gameMode == 2
			if object.value0 > 400
				object.value0 = 0
				object.state = 8
			end if
		else
			if object.value0 > 299
				object.value0 = 0
				object.state++
			end if
		end if
		break
	case 6
		temp2 = inputDown.buttonA
		temp2 |= inputDown.buttonB
		temp2 |= inputDown.buttonC
		if temp2 == 1
			temp3 = 2000
			if temp3 > ring.bonus
				temp3 = ring.bonus
			end if
			temp4 = 2000
			if temp4 > time.bonus
				temp4 = time.bonus
			end if
			temp6 = 2000
			if temp6 > perfect.bonus
				temp6 = perfect.bonus
			end if			
		else
			temp3 = 100
			temp4 = 100
			temp6 = 100
		end if
		if ring.bonus > 0
			ring.bonus -= temp3
			player.score += temp3
		end if
		if time.bonus > 0
			time.bonus -= temp4
			player.score += temp4
		end if
		if perfect.bonus > 0
			perfect.bonus -= temp6
			player.score += temp6
		end if
		CheckGreater(ring.bonus, 0)
		temp0 = checkResult
		CheckGreater(time.bonus, 0)
		temp0 |= checkResult
		CheckGreater(perfect.bonus, 0)
		temp0 |= checkResult
		if temp0 == 1
			object.value0++
			if object.value0 == 2
				PlaySfx(SfxName[Score Add], 0)
				object.value0 = 0
			end if
		else
			object.state++
			object.value0 = 0
			PlaySfx(SfxName[Score Total], 0)
		end if
		break
	case 7
		object.value0++
		if object.value0 == 160
			object.value0 = 0
			if options.gameMode != 2
				CheckCurrentStageFolder("Zone06")
				temp0 = checkResult
				CheckEqual(stage.actNum, 2)
				temp0 &= checkResult
				if temp0 == 1
					object.state = 9
				else
					object.state++
					if object[0].type == TypeName[Blank Object]
						PlaySfx(SfxName[Warp], 0)
					end if
				end if
			else
				object.state++
				if object[0].type == TypeName[Blank Object]
					PlaySfx(SfxName[Warp], 0)
				end if
			end if
		end if
		break
	case 8
		if object[0].type == TypeName[Blank Object]
			object.value0 += 8			
			SetClassicFade(color7, color7, color7, object.value0)
			if object.value0 == 0x400
				fadeColor = color7
				fadeColor <<= 16
				temp0 = color7
				temp0 <<= 8
				fadeColor += temp0
				fadeColor += color7
				object.direction = FLIP_NONE
				object.value0 = 0
				lampPostID = 0
				stage.listPos++
				if options.gameMode == 1
					arrayPos1 = options.saveSlot
					arrayPos1 <<= 3
					arrayPos1 += 1000
					if stage.player2Enabled == 1
						switch stage.playerListPos
							case 0
								saveRAM[arrayPos1] = 3
								break
							case 2
								saveRAM[arrayPos1] = 4
								break
						end switch
					else
						saveRAM[arrayPos1] = stage.playerListPos
					end if
					arrayPos1++
					saveRAM[arrayPos1] = player.lives
					arrayPos1++
					saveRAM[arrayPos1] = player.score
					arrayPos1++
					saveRAM[arrayPos1] = player.scoreBonus
					arrayPos1++
					temp0 = stage.listPos
					temp0++
					if temp0 > saveRAM[arrayPos1]
						saveRAM[arrayPos1] = temp0
						saveRAM[arrayPos1] += 128
					end if
					arrayPos1++
					saveRAM[arrayPos1] = specialStage.emeralds
					arrayPos1++
					saveRAM[arrayPos1] = specialStage.listPos
				end if
				specialStage.nextZone = stage.listPos
				stage.listPos = specialStage.listPos
				stage.activeList = SPECIAL_STAGE
				temp0 = engine.trialMode
				if stage.listPos >= stage.listSize
					temp0 = 1
				end if
				if temp0 == 0
					WriteSaveRAM()
					LoadStage()
				else
					stage.activeList = PRESENTATION_STAGE
					stage.listPos = StageName[P - TITLE SCREEN]
					WriteSaveRAM()
					LoadStage()
				end if
			end if
		else
			object.value0 += 8
			SetClassicFade(0, 0, 0, object.value0)
			if object.value0 >= 384
				fadeColor = 0
				object.value0 = 0
				lampPostID = 0
				object.direction = FLIP_NONE
				stage.listPos++
				if options.gameMode == 1
					arrayPos1 = options.saveSlot
					arrayPos1 <<= 3
					arrayPos1 += 1000
					if stage.player2Enabled == 1
						switch stage.playerListPos
							case 0
								saveRAM[arrayPos1] = 3
								break
							case 2
								saveRAM[arrayPos1] = 4
								break
						end switch
					else
						saveRAM[arrayPos1] = stage.playerListPos
					end if
					arrayPos1++
					saveRAM[arrayPos1] = player.lives
					arrayPos1++
					saveRAM[arrayPos1] = player.score
					arrayPos1++
					saveRAM[arrayPos1] = player.scoreBonus
					arrayPos1++
					temp0 = stage.listPos
					temp0++
					if temp0 > saveRAM[arrayPos1]
						saveRAM[arrayPos1] = temp0
					end if
					arrayPos1++
					saveRAM[arrayPos1] = specialStage.emeralds
					arrayPos1++
					saveRAM[arrayPos1] = specialStage.listPos
				end if
				switch options.gameMode
				case 2
					if stage.activeList == BONUS_STAGE
						stage.listPos = StageName[P - MAIN MENU]
						recGoggles = 102
					else
						stage.listPos = StageName[P - TIME ATTACK]
					end if
					stage.activeList = PRESENTATION_STAGE
					
					LoadStage()
					//CallNativeFunction2(SetLeaderboard, stage.listPos, timeAttack.result)
					//engine.state = 8
					break
				case 5
					stage.listPos = StageName[P - GOLF MENU]
					stage.activeList = PRESENTATION_STAGE
					LoadStage()
				default
					temp0 = engine.trialMode
					if stage.listPos >= stage.listSize
						temp0 = 1
					end if
					if temp0 == 0
						LoadStage()
					else
						stage.activeList = PRESENTATION_STAGE
						stage.listPos = StageName[P - TITLE SCREEN]
						LoadStage()
					end if
					break
				end switch
				WriteSaveRAM()
			end if
		end if
		break
	case 9
		object.xpos += 32
		object.ypos += 32
		object.value1 -= 32
		object.value0++
		if object.value0 == 8
			object.value0 = 0
			object.state++
		end if
		break
	case 10
		object.xpos += 32
		object.ypos += 32
		object.value1 -= 32
		object.value2 -= 32
		object.value0++
		if object.value0 == 8
			object.value0 = 0
			object.state++
		end if
		break
	case 11
		object.xpos += 32
		object.ypos += 32
		object.value1 -= 32
		object.value2 -= 32
		score.offset += 32
		if score.offset > 96
			time.offset += 32
			if time.offset > 96
				ring.offset += 32
				if ring.offset > 96
					perfect.offset += 32
				end if
			end if
		end if
		object.value0++
		if object.value0 == 35
			object.value0 = 0
			temp0 = tileLayer[0].xsize
			temp0 <<= 7
			stage.newXBoundary2 = temp0
			foreach (TypeName[Sign Post], arrayPos0, ACTIVE_ENTITIES)
				object[arrayPos0].state = 5
			next
			currentPlayer = 0
			while currentPlayer < playerCount
				object[currentPlayer].interaction = 1
				object[currentPlayer].controlMode = 0
				object[currentPlayer].right = 1
				currentPlayer++
			loop
			ResetObjectEntity(object.entityPos, TypeName[Blank Object], 0, 0, 0)
			SetMusicTrack("Final.ogg", 0, 0x14AC8)
			PlayMusic(0)
		end if
		break
	end switch
end event

event ObjectDraw
	SetActivePalette(0, 0, screen.ysize)
	temp0 = screen.xcenter
	temp0 += 16
	temp0 += object.xpos
	DrawSpriteScreenXY(3, temp0, 56)
	temp0 = screen.xcenter
	temp0 += 3
	temp0 += object.value1
	switch stage.playerListPos
	case 5
		DrawSpriteScreenXY(29, temp0, 60)
		break
	case 6
		DrawSpriteScreenXY(30, temp0, 60)
		break
	default
		DrawSpriteScreenXY(stage.playerListPos, temp0, 60)
		break
	end switch
	DrawSpriteScreenXY(4, temp0, 60)
	temp0 = screen.xcenter
	temp0 -= 48
	temp0 += object.value2
	DrawSpriteScreenXY(5, temp0, 80)
	temp0 = screen.xcenter
	temp0 += 24
	temp0 += object.ypos
	if stage.actNum == 5
		temp1 = 27
	else
		temp1 = stage.actNum
		temp1 += 5
		if temp1 < 6
			temp1 = 6
		end if
		if temp1 > 8
			temp1 = 8
		end if
	end if
	DrawSpriteScreenXY(temp1, temp0, 82)
	temp0 = screen.xcenter
	temp0 -= 79
	temp0 += score.offset
	switch options.gameMode
		case 2 //time attack
			temp1 = temp0
			temp1 += 24
			DrawSpriteScreenXY(26, temp1, 117)
			DrawSpriteScreenXY(10, temp0, 117)
			temp0 += 114
			
			temp1 = stage.minutes
			while temp1 >= 10
				temp0 += 8
				temp1 /= 10
			loop
			
			DrawSpriteScreenXY(25, temp0, 117)
				temp0 += 37
			DrawNumbers(13, temp0, 117, stage.milliSeconds, 2, 8, 1)
			temp0 -= 24
			DrawNumbers(13, temp0, 117, stage.seconds, 2, 8, 1)
			temp5 = temp0
			temp0 -= 24
			DrawNumbers(13, temp0, 117, stage.minutes, 10, 8, 0)
			break
		default
			DrawSpriteScreenXY(9, temp0, 117)
			temp0 += 151
			DrawNumbers(13, temp0, 117, player.score, 6, 8, 0)
			break
	end switch
	
	temp0 = screen.xcenter
	temp0 -= 79
	temp0 += time.offset
	switch options.gameMode
		case 2 //time attack
			temp1 = temp0
			temp1 += 63
			DrawSpriteScreenXY(26, temp1, 133)
			DrawSpriteScreenXY(23, temp0, 133)
			temp0 += 114
			if object[9].value5 > 9
				temp0 += 8
			end if
			DrawSpriteScreenXY(25, temp0, 133)
				temp0 += 37
			DrawNumbers(13, temp0, 133, object[9].value3, 2, 8, 1)
			temp0 -= 24
			DrawNumbers(13, temp0, 133, object[9].value4, 2, 8, 1)
			temp5 = temp0
			temp0 -= 24
			DrawNumbers(13, temp0, 133, object[9].value5, 2, 8, 0)
			break
		case 5 //golf
			time.bonus = 0
			break
		default
			DrawSpriteScreenXY(10, temp0, 133)
			DrawSpriteScreenXY(12, temp0, 133)
			temp0 += 151
			DrawNumbers(13, temp0, 133, time.bonus, 6, 8, 0)
			break
	end switch
	
	temp0 = screen.xcenter
	temp0 -= 79
	temp0 += ring.offset
	
	switch options.gameMode
		case 2	//time attack
			if object[9].value2 > timeAttack.result
				temp0 += 37
				temp1 = temp0
				temp1 += 76
				DrawSpriteScreenXY(26, temp1, 149)
				DrawSpriteScreenXY(24, temp0, 149)
			end if
			break
		case 5 //golf
			ring.bonus = 0
			break
		default
			DrawSpriteScreenXY(11, temp0, 149)
			DrawSpriteScreenXY(12, temp0, 149)
			temp0 += 151
			DrawNumbers(13, temp0, 149, ring.bonus, 5, 8, 0)
			break
	end switch
		
	temp0 = screen.xcenter
	temp0 -= 79
	temp0 += perfect.offset
	
	if options.gameMode == 3
		if player.perfect == 1
			DrawSpriteScreenXY(28, temp0, 165)
			temp0 += 24
			DrawSpriteScreenXY(12, temp0, 165)
			temp0 += 127
			DrawNumbers(13, temp0, 165, perfect.bonus, 5, 8, 0)
		end if
	end if
end event


event ObjectStartup
	LoadSpriteSheet("Global/Display.gif")
	SpriteFrame(-70, 0, 70, 16, 1, 222) //0 Sonic
	if saved.region == 0
		SpriteFrame(-69, 0, 69, 16, 72, 222) //1 Tails
	else
		SpriteFrame(-69, 0, 69, 16, 145, 205) //1 Miles
	end if
	SpriteFrame(-107, 0, 127, 16, 51, 256) //2 Knuckles
	if stage.playerListPos != 2
		SpriteFrame(0, 0, 56, 56, 41, 1) //3 Blue Egg
		SpriteFrame(17, 0, 47, 16, 1, 205) //4 Has
		SpriteFrame(0, 0, 95, 16, 49, 205) //5 Passed
		SpriteFrame(0, 0, 39, 24, 98, 1) //6 Act 1
		SpriteFrame(0, 0, 43, 24, 138, 1) //7 Act 2
		SpriteFrame(0, 0, 43, 24, 182, 1) //8 Act 3
	else
		SpriteFrame(20, 0, 56, 56, 41, 1) //3 Blue Egg
		SpriteFrame(37, 0, 47, 16, 1, 205) //4 Has
		SpriteFrame(20, 0, 95, 16, 49, 205) //5 Passed
		SpriteFrame(20, 0, 39, 24, 98, 1) //6 Act 1
		SpriteFrame(20, 0, 43, 24, 138, 1) //7 Act 2
		SpriteFrame(20, 0, 43, 24, 182, 1) //8 Act 3
	end if
	SpriteFrame(0, -2, 44, 16, 161, 26) //9 Score
	SpriteFrame(0, 0, 31, 11, 1, 17) //10 Time
	SpriteFrame(0, 0, 31, 11, 1, 33) //11 Ring
	SpriteFrame(40, -2, 46, 16, 98, 43) //12 Bonus
	
	//Numbers
	SpriteFrame(0, 0, 8, 11, 1, 50) // 13 0
	SpriteFrame(0, 0, 8, 11, 10, 50) //14 1
	SpriteFrame(0, 0, 8, 11, 19, 50) //15 2
	SpriteFrame(0, 0, 8, 11, 28, 50) //16 3
	SpriteFrame(0, 0, 8, 11, 1, 62) //17 4
	SpriteFrame(0, 0, 8, 11, 10, 62) //18 5
	SpriteFrame(0, 0, 8, 11, 19, 62) //19 6
	SpriteFrame(0, 0, 8, 11, 28, 62) //20 7
	SpriteFrame(0, 0, 8, 11, 1, 74) //21 8
	SpriteFrame(0, 0, 8, 11, 10, 74) //22 9
		
	SpriteFrame(0, 0, 70, 11, 46, 192) //23 Best Time
	SpriteFrame(0, 0, 83, 11, 118, 192) //24 New Record
	SpriteFrame(0, 0, 29, 4, 1, 45) //25 Time Marker
	SpriteFrame(-4, -2, 16, 16, 182, 175) //26 Results Oval
	
	if stage.playerListPos != 2
		SpriteFrame(0, 16, 32, 8, 174, 64) //27 Act 1
	else		
		SpriteFrame(20, 16, 32, 8, 174, 64) //27 Act 1
	end if
	
	SpriteFrame(0, 0, 56, 11, 199, 179) //28 Perfect
	SpriteFrame(-51, 0, 48, 16, 1, 256) //29 Amy
	SpriteFrame(-103, 0, 103, 16, 255, 216) //30 Shadow

end event

event RSDKDraw
	DrawSprite(0)
end event

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