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

//-------Aliases-------//
private alias 66 : TYPE_EGGMAN

// Function declarations
reserve function Eggman_Function131
reserve function Eggman_Function132
reserve function Eggman_Function133

// Static Values

// Tables

function Eggman_Function131
	object.rotation += 2
	object.rotation &= 511
	temp0 = object.rotation
	temp0 <<= 1
	temp0 += 128
	Sin(object.ypos, temp0)
	object.ypos <<= 9
	object.ypos += object.value4
end function


function Eggman_Function132
	object.rotation += 4
	object.rotation &= 511
	Sin(object.ypos, object.rotation)
	object.ypos <<= 9
	object.ypos += object.value3
end function


function Eggman_Function133
	object[-6].xpos = object.xpos
	object[-6].ypos = object.ypos
	object[-6].ypos += object.value7
	Sin(temp1, object.rotation)
	temp1 >>= 2
	temp1 += 128
	temp0 = 16
	Cos(object[-5].xpos, temp1)
	object[-5].xpos *= temp0
	object[-5].xpos <<= 7
	object[-5].xpos += object[-6].xpos
	Sin(object[-5].ypos, temp1)
	object[-5].ypos *= temp0
	object[-5].ypos <<= 7
	object[-5].ypos += object[-6].ypos
	temp0 += 16
	Cos(object[-4].xpos, temp1)
	object[-4].xpos *= temp0
	object[-4].xpos <<= 7
	object[-4].xpos += object[-6].xpos
	Sin(object[-4].ypos, temp1)
	object[-4].ypos *= temp0
	object[-4].ypos <<= 7
	object[-4].ypos += object[-6].ypos
	temp0 += 16
	Cos(object[-3].xpos, temp1)
	object[-3].xpos *= temp0
	object[-3].xpos <<= 7
	object[-3].xpos += object[-6].xpos
	Sin(object[-3].ypos, temp1)
	object[-3].ypos *= temp0
	object[-3].ypos <<= 7
	object[-3].ypos += object[-6].ypos
	temp0 += 16
	Cos(object[-2].xpos, temp1)
	object[-2].xpos *= temp0
	object[-2].xpos <<= 7
	object[-2].xpos += object[-6].xpos
	Sin(object[-2].ypos, temp1)
	object[-2].ypos *= temp0
	object[-2].ypos <<= 7
	object[-2].ypos += object[-6].ypos
	temp0 += 32
	Cos(object[-1].xpos, temp1)
	object[-1].xpos *= temp0
	object[-1].xpos <<= 7
	object[-1].xpos += object[-6].xpos
	Sin(object[-1].ypos, temp1)
	object[-1].ypos *= temp0
	object[-1].ypos <<= 7
	object[-1].ypos += object[-6].ypos
	object[-1].rotation = temp1
	if object.rotation >= 256
		object.direction = FLIP_NONE
	else
		object.direction = FLIP_X
	end if
end function


event ObjectMain
	switch object.state
	case 0
		temp0 = object[-1].ixpos
		temp0 -= screen.xcenter
		stage.newXBoundary1 = temp0
		temp0 = object[-1].ixpos
		temp0 += screen.xcenter
		stage.newXBoundary2 = temp0
		temp0 = object.iypos
		temp0 += 64
		if screen.yoffset > temp0
			if object[0].xpos > object[-1].xpos
				object.animation = 1
				object.value1 = MBZBossHits
				object.state++
			end if
		end if
		break
	case 1
		object.ypos += 0x10000
		if object.ypos >= object.value3
			object.ypos = object.value3
			object.value0 = 96
			object[-1].value6 = 1
			object.state++
		end if
		break
	case 2
		if object.value0 > 0
			object.value0--
			object.xpos = object.value0
			object.xpos <<= 16
			object.xpos += object[-1].xpos
			temp0 = object.value0
			temp0 <<= 7
			temp0 /= 96
			Cos(object.ypos, temp0)
			object.ypos *= -0xB00
			object.ypos += object.value3
		else
			object.xpos = object[-1].xpos
			object.value2 = object[-1].xpos
			object.ypos = object.value4
			object.value4 -= 0x40000
			object.state++
			object[-1].type = TypeName[Wrecking Ball]
			object[-1].ypos = object.ypos
			object[-6].type = TypeName[Boss Lights]
			object[-6].ypos = object.ypos
			object.animation = 2
			object[-1].value6 = 0
		end if
		break
	case 3
		if object.value6 < 0x7C0000
			CallFunction(Eggman_Function131)
			object.value6 += 0x10000
			if object.value7 < 0x1C0000
				object.value7 += 0x8000
			end if
			if object.value6 > 0x2C0000
				object[-5].type = TypeName[Boss Chain]
			end if
			if object.value6 > 0x3C0000
				object[-4].type = TypeName[Boss Chain]
			end if
			if object.value6 > 0x4C0000
				object[-3].type = TypeName[Boss Chain]
			end if
			if object.value6 > 0x5C0000
				object[-2].type = TypeName[Boss Chain]
			end if
			object[-1].ypos = object.ypos
			object[-1].ypos += object.value6
			object[-6].ypos = object.ypos
			object[-6].ypos += object.value7
			object[-5].ypos = object[-6].ypos
			object[-5].ypos += 0x100000
			object[-4].ypos = object[-5].ypos
			object[-4].ypos += 0x100000
			object[-3].ypos = object[-4].ypos
			object[-3].ypos += 0x100000
			object[-2].ypos = object[-3].ypos
			object[-2].ypos += 0x100000
			object.animationTimer %= 10
		else
			object.rotation = 256
			CallFunction(Eggman_Function131)
			object[-1].value1 = object.value5
			object[-1].value1 >>= 2
			object[-1].value2 = object.value5
			object[-1].value3 = object.value5
			object[-1].value3 *= 64
			temp0 = object[-1].value3
			temp0 >>= 1
			object.value2 -= temp0
			object.state++
			object.animation = 1
			object[-1].value6 = 1
			object[-1].state = 1
			CallFunction(Eggman_Function133)
		end if
		break
	case 4
		CallFunction(Eggman_Function131)
		if object.xpos > object.value2
			object.xpos -= object[-1].value1
			if object.xpos < object.value2
				object.xpos = object.value2
			end if
		else
			object[-1].value6 = 0
			object.value2 += object[-1].value3
			object.state++
		end if
		CallFunction(Eggman_Function133)
		break
	case 5
		CallFunction(Eggman_Function131)
		if object.xpos < object.value2
			if object.rotation >= 128
				object[-1].value6 = 1
				object.xpos += object[-1].value2
				if object.xpos > object.value2
					object.xpos = object.value2
				end if
			end if
		else
			object[-1].value6 = 0
			object.value2 -= object[-1].value3
			object.state++
		end if
		CallFunction(Eggman_Function133)
		break
	case 6
		CallFunction(Eggman_Function131)
		if object.xpos > object.value2
			if object.rotation >= 384
				object[-1].value6 = 1
				object.xpos -= object[-1].value2
				if object.xpos < object.value2
					object.xpos = object.value2
				end if
			end if
		else
			object[-1].value6 = 0
			object.value2 += object[-1].value3
			object.state--
		end if
		CallFunction(Eggman_Function133)
		break
	case 7
		object.value0++
		temp0 = object.value0
		temp0 &= 7
		if temp0 == 4
			Rand(temp0, 96)
			temp0 -= 48
			temp0 <<= 16
			temp0 += object.xpos
			Rand(temp1, 48)
			temp1 -= 24
			temp1 <<= 16
			temp1 += object.ypos
			CreateTempObject(TypeName[Explosion], 0, temp0, temp1)
			PlaySfx(SfxName[Explosion], 0)
		end if
		if object.value0 == 180
			object.animation = 5
			object.animationTimer = 0
			object.value0 = 0
			object.direction = FLIP_X
			object.state++
		end if
		break
	case 8
		object.ypos += object[-1].value5
		object[-1].value5 += 0x1800
		object.value0++
		if object.value0 == 38
			object[-1].value5 = 0
			object.value0 = 0
			object.animationTimer = 0
			object.state++
		end if
		break
	case 9
		if object.value0 < 48
			object.ypos += object[-1].value5
			object[-1].value5 -= 0x800
			object.value0++
		else
			object.value0 = 0
			object[-1].value5 = 0
			object.rotation = 0
			object.value3 = object.ypos
			object.state++
		end if
		break
	case 10
		CallFunction(Eggman_Function132)
		if object.value0 < 8
			object.value0++
		else
			object.value0 = 0
			object.animation = 6
			object.animationTimer = 0
			object[-1].value6 = 2
			object[-1].value7 = 0
			object.priority = PRIORITY_ACTIVE
			temp0 = tileLayer[0].xsize
			temp0 <<= 7
			stage.newXBoundary2 = temp0
			object.state++
		end if
		break
	case 11
		CallFunction(Eggman_Function132)
		object.xpos += 0x40000
		object.value3 -= 0x4000
		if object.outOfBounds == 1
			object.type = TypeName[Blank Object]
			object.priority = PRIORITY_ACTIVE_BOUNDS
		end if
		break
	end switch
	if object[-1].value4 > 0
		object[-1].value4--
	end if
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		if object[-1].value4 == 0
			CheckEqual(object[currentPlayer].animation, ANI_HURT)
			temp0 = checkResult
			CheckEqual(object[currentPlayer].animation, ANI_DYING)
			temp0 |= checkResult
			CheckEqual(object[currentPlayer].animation, ANI_DROWNING)
			temp0 |= checkResult
			if temp0 != 0
				if object.animation != 2
					object.animation = 2
					object.animationTimer = 0
				end if
			end if
			if object.state <= 6
				if object.state > 0
				BoxCollisionTest(C_TOUCH, object.entityPos, -23, -16, 23, 16, currentPlayer, object[currentPlayer].value40, object[currentPlayer].value38, object[currentPlayer].value41, object[currentPlayer].value39)
				if checkResult == 0
					BoxCollisionTest(C_TOUCH, object.entityPos, -16, -21, 16, 21, currentPlayer, object[currentPlayer].value40, object[currentPlayer].value38, object[currentPlayer].value41, object[currentPlayer].value39)
				end if	
					if checkResult == 1
						CallFunction(PlayerObject_CheckHit)
					else
						CallFunction(BossTarget)
					end if
					if checkResult == 1
						object.value1--
						if object.value1 == 0
							player.score += 1000
							object.animationTimer = 0
							object.animation = 4
							temp0 = object.entityPos
							temp0 -= 2
							ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-2].xpos, object[-2].ypos)
							temp0--
							ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-3].xpos, object[-3].ypos)
							temp0--
							ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-4].xpos, object[-4].ypos)
							temp0--
							ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-5].xpos, object[-5].ypos)
							temp0--
							ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-6].xpos, object[-6].ypos)
							object[-1].state = 2
							object[-1].value6 = 0
							object.value0 = 0
							object.state = 7
						else
							object.animationTimer = 0
							object.animation = 3
							object[-1].value4 = 32
							PlaySfx(SfxName[Boss Hit], 0)
						end if
					end if
				end if
			end if
			if object.state < 11
				temp0 = object[currentPlayer].collisionRight
				temp0 <<= 16
				temp0 += object[currentPlayer].xpos
				temp1 = stage.curXBoundary2
				temp1 <<= 16
				if temp0 > temp1
					object[currentPlayer].xvel = 0
					object[currentPlayer].speed = 0
					object[currentPlayer].xpos = temp1
					temp0 = object[currentPlayer].collisionRight
					temp0 <<= 16
					object[currentPlayer].xpos -= temp0
				end if
			end if
		end if
	next

	foreach (TypeName[Bullet], arrayPos1, ACTIVE_ENTITIES)
		if object[-1].value4 == 0
			if object.state <= 6
				if object.state > 0
					BoxCollisionTest(C_TOUCH, object.entityPos, -23, -16, 23, 16, arrayPos1, -6, -4, 6, 4)	
					if checkResult == 0
						BoxCollisionTest(C_TOUCH, object.entityPos, -16, -21, 16, 21, arrayPos1, -6, -4, 6, 4)	
					end if	
					if checkResult == 1
						object.value1--
						if object.value1 == 0
							player.score += 1000
							object.animationTimer = 0
							object.animation = 4
							temp0 = object.entityPos
							temp0 -= 2
							ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-2].xpos, object[-2].ypos)
							temp0--
							ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-3].xpos, object[-3].ypos)
							temp0--
							ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-4].xpos, object[-4].ypos)
							temp0--
							ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-5].xpos, object[-5].ypos)
							temp0--
							ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-6].xpos, object[-6].ypos)
							object[-1].state = 2
							object[-1].value6 = 0
							object.value0 = 0
							object.state = 7
						else
							object.animationTimer = 0
							object.animation = 3
							object[-1].value4 = 32
							PlaySfx(SfxName[Boss Hit], 0)
						end if
					end if
				end if
			end if
		end if
	next

	if stage.playerListPos == 6
		if saved.gogoplus > 0
			temp0 = 0
			temp1 = object.xpos
			temp1 >>= 16
			temp1 -= screen.xoffset
			temp1 += 0x20
			temp2 = object.ypos
			temp2 >>= 16
			temp2 -= screen.yoffset
			temp2 += 0x20
			temp3 = 0
			temp4 = screen.xsize
			temp4 += 0x40
			temp5 = screen.ysize
			temp5 += 0x40
			
			
			if temp1 >= 0
				if temp1 <= temp4
					if temp2 >= 0
						if temp2 <= temp5
							temp3 = 1
						end if
					end if
				end if
			end if
			
			if temp3 == 1
				foreach (TypeName[Insta Shield], arrayPos0, ALL_ENTITIES)
					switch object[arrayPos0].propertyValue
						case 1
						case 3
							temp0 = 1
							break
						case 2
							if arrayPos0 == 13
								if object[arrayPos0].state < 3
									CheckEqual(object.entityPos, object[13].value15)
									temp3 = checkResult
									CheckEqual(object.entityPos, object[14].value15)
									temp3 |= checkResult
									CheckEqual(object.entityPos, object[15].value15)
									temp3 |= checkResult
									CheckEqual(object.entityPos, object[16].value15)
									temp3 |= checkResult
									
									if temp3 == 0
										temp0 = 0
										temp2 = 0
										while temp0 < 22
											if temp2 == 0
												GetTableValue(temp1, temp0, Target_Table_Pos)
												if temp1 == object.entityPos
													temp4 = object.xpos
													temp4 -= object[0].xpos
													Abs(temp4)
													temp4 >>= 19
													temp4 *= temp4
													
													temp5 = object.ypos
													temp5 -= object[0].ypos
													Abs(temp5)
													temp5 >>= 19
													temp5 *= temp5
													temp4 += temp5
													
													SetTableValue(temp4, temp0, Target_Table_Dist)
													temp2 = 1
												end if
											end if	
										temp0++
										loop
										
										if temp2 == 0
											temp4 = object.xpos
											temp4 -= object[0].xpos
											Abs(temp4)
											temp4 >>= 19
											temp4 *= temp4
											
											temp5 = object.ypos
											temp5 -= object[0].ypos
											Abs(temp5)
											temp5 >>= 19
											temp5 *= temp5
											temp4 += temp5
													
											SetTableValue(temp4, 21, Target_Table_Dist)
											SetTableValue(object.entityPos, 21, Target_Table_Pos)
										end if
										
										temp0 = 0
										while temp0 < 22
											temp1 = temp0
											temp1++
											while temp1 < 22
												GetTableValue(temp6, temp0, Target_Table_Dist)
												GetTableValue(temp7, temp1, Target_Table_Dist)
												CheckGreater(temp6, temp7)
												temp4 = checkResult
												CheckEqual(temp6, 0)
												temp4 |= checkResult
												if temp4 == 1
													temp5 = temp6
													temp6 = temp7
													temp7 = temp5
													SetTableValue(temp6, temp0, Target_Table_Dist)
													SetTableValue(temp7, temp1, Target_Table_Dist)
													GetTableValue(temp6, temp0, Target_Table_Pos)
													GetTableValue(temp7, temp1, Target_Table_Pos)
													temp5 = temp6
													temp6 = temp7
													temp7 = temp5
													SetTableValue(temp6, temp0, Target_Table_Pos)
													SetTableValue(temp7, temp1, Target_Table_Pos)
												end if			
												temp1++
											loop
											temp0++
										loop
									end if
								end if
							end if
							if object[arrayPos0].state == 2
								if object[arrayPos0].value15 == object.entityPos
									BoxCollisionTest(C_TOUCH, arrayPos0, -8, -8, 8, 8, object.entityPos, -8, -8, 8, 8)
									if checkResult == 1
										arrayPos1 = arrayPos0
										arrayPos1++
										if arrayPos1 > 16
											arrayPos1 = 13
										end if
										object[arrayPos0].state = 0
										object[arrayPos0].value15 = 0
										temp0 = 1
									end if
								end if
							end if
							break
					end switch
				next
			else
				temp0 = 0	
			end if
		else
			temp0 = 0
		end if	
		
		if temp0 == 1
			object.value1 -= 2
			if object.value1 == 0
				player.score += 1000
				object.animationTimer = 0
				object.animation = 4
				temp0 = object.entityPos
				temp0 -= 2
				ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-2].xpos, object[-2].ypos)
				temp0--
				ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-3].xpos, object[-3].ypos)
				temp0--
				ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-4].xpos, object[-4].ypos)
				temp0--
				ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-5].xpos, object[-5].ypos)
				temp0--
				ResetObjectEntity(temp0, TypeName[Explosion], 0, object[-6].xpos, object[-6].ypos)
				object[-1].state = 2
				//object[-1].value6 = 0
				object.value0 = 0
				object.state = 7
			else
				object.animationTimer = 0
				object.animation = 3
				object[-1].value4 = 32
				PlaySfx(SfxName[Boss Hit], 0)
			end if
		end if
	end if
end event


event ObjectDraw
	switch object.animation
	case 1
		temp0 = object.animationTimer
		temp0 /= 6
		object.animationTimer++
		object.animationTimer %= 12
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		break
	case 2
		temp0 = object.animationTimer
		temp0 %= 10
		temp0 /= 5
		temp0 += 9
		object.animationTimer++
		if object.animationTimer == 50
			object.animationTimer = 0
			if object[0].animation != ANI_DYING
				object.animation = 1
			end if
		end if
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		break
	case 3
		temp0 = object.animationTimer
		temp0 &= 1
		temp0 += 2
		object.animationTimer++
		if object.animationTimer == 30
			object.animationTimer = 0
			object.animation = 1
		end if
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		break
	case 4
		temp0 = object.animationTimer
		temp0 >>= 5
		temp0 += 4
		object.animationTimer++
		object.animationTimer &= 63
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		break
	case 5
		DrawSpriteFX(6, FX_FLIP, object.xpos, object.ypos)
		break
	case 6
		temp0 = object.animationTimer
		temp0 >>= 2
		temp0 += 7
		object.animationTimer++
		object.animationTimer %= 7
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		break
	end switch
	switch object[-1].value6
	case 1
		temp0 = object[-1].value7
		temp0 >>= 2
		temp0 += 11
		object[-1].value7++
		object[-1].value7 &= 7
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		break
	case 2
		temp0 = object[-1].value7
		temp0 /= 3
		temp0 += 11
		object[-1].value7++
		if object[-1].value7 > 21
			object[-1].value7 = 18
		end if
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		break
	end switch
end event


event ObjectStartup
	if stage.playerListPos == 2
		if saveRAM[279] == 1
			LoadSpriteSheet("Global/Eggrobo.gif")
		else
			LoadSpriteSheet("Global/Eggman.gif")
		end if
	else
		LoadSpriteSheet("Global/Eggman.gif")
	end if
	SpriteFrame(-28, -32, 64, 56, 1, 1)
	SpriteFrame(-28, -32, 64, 56, 66, 1)
	SpriteFrame(-28, -32, 64, 56, 131, 1)
	SpriteFrame(-28, -32, 64, 56, 1, 58)
	SpriteFrame(-28, -32, 64, 56, 1, 1)
	SpriteFrame(-28, -32, 64, 56, 1, 58)
	SpriteFrame(-28, -32, 64, 56, 66, 58)
	SpriteFrame(-28, -32, 64, 56, 131, 58)
	SpriteFrame(-28, -32, 64, 56, 66, 1)
	SpriteFrame(-28, -32, 64, 56, 1, 115)
	SpriteFrame(-28, -32, 64, 56, 66, 115)
	SpriteFrame(34, 1, 10, 9, 196, 2)
	SpriteFrame(33, 0, 15, 11, 196, 12)
	SpriteFrame(34, -1, 22, 14, 213, 1)
	SpriteFrame(34, -8, 32, 26, 213, 16)
	SpriteFrame(34, -1, 22, 14, 213, 1)
	SpriteFrame(34, -8, 32, 26, 213, 16)
	SpriteFrame(34, 1, 10, 9, 196, 2)
	SpriteFrame(33, 0, 15, 11, 196, 12)
	foreach (TypeName[GHZ Eggman], arrayPos0, ALL_ENTITIES)
		if object[arrayPos0].type == TypeName[GHZ Eggman]
				object[arrayPos0].priority = PRIORITY_XBOUNDS
				temp0 = screen.xcenter
				temp0 -= 160
				temp0 -= 8
				if temp0 < 0
					temp0 = 0
				end if
				if temp0 > 24
					temp0 = 24
				end if
				object[arrayPos0].value5 = temp0
				object[arrayPos0].value5 += 32
				object[arrayPos0].value5 *= 0x800
				temp0 <<= 16
				arrayPos1 = arrayPos0
				arrayPos1++
				object[arrayPos1].xpos -= temp0
				arrayPos1++
				object[arrayPos1].xpos += temp0
				object[arrayPos0].value3 = object[arrayPos1].ypos
				object[arrayPos0].value3 -= 0x440000
				object[arrayPos0].value4 = object[arrayPos1].ypos
				object[arrayPos0].value4 -= 0x5A0000
				arrayPos1 = arrayPos0
				arrayPos1--
				object[arrayPos0].value2 = object[arrayPos1].xpos
				object[arrayPos0].value2 += 0x600000
				object[arrayPos0].xpos = object[arrayPos0].value2
				object[arrayPos0].ypos = object[arrayPos0].value4
				object[arrayPos0].ypos -= 0xC00000
		end if
	next
end event

event RSDKDraw
	DrawSprite(0)
end event

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