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

//-------Aliases-------//
private alias 20 : TYPE_SIGNPOST
private alias object.value7 : signpost.timeout

public alias saveRAM[8026] : saved.hedgePost

// Function declarations
reserve function SignPost_DebugDraw
reserve function SignPost_DebugSpawn

// Static Values

// Tables

function SignPost_DebugDraw
	DrawSprite(0)
	DrawSprite(1)
end function


function SignPost_DebugSpawn
	CreateTempObject(TypeName[Sign Post], 0, object.xpos, object.ypos)
	object[tempObjectPos].frame = 1
	object[tempObjectPos].value0 = 16
end function


function normalsigncode
	if object[0].type == TypeName[Blank Object]
		object.state = 4
		if object.propertyValue < 3
			PlayMusic(1)
		else
			if object.outOfBounds == 0
				PlayMusic(1)
			end if
		end if
		object[30].type = TypeName[Act Finish]
		object[30].drawOrder = 6
		object[30].priority = PRIORITY_ACTIVE
		object[0].controlMode = -1
		object[0].interaction = 0
		if stage.player2Enabled == 1
			object[1].interaction = 0
			object[1].controlMode = -1
			object[1].up = 0
			object[1].down = 0
			object[1].left = 0
			object[1].jumpPress = 0
			object[1].jumpHold = 0
		end if
	else
		object[0].controlMode = -1
		//object[0].interaction = 0
		object[0].value15 = 0
		object[0].up = 0
		object[0].down = 0
		object[0].left = 0
		object[0].jumpPress = 0
		object[0].jumpHold = 0
		if stage.player2Enabled == 1
			object[1].controlMode = -1
			object[1].interaction = 0
			object[1].up = 0
			object[1].down = 0
			object[1].left = 0
			object[1].jumpPress = 0
			object[1].jumpHold = 0
		end if
		object.state = 2
	end if
end function

function victorysigncode
	object.state = 6
	if object.propertyValue < 3
		PlayMusic(1)
	else
		if object.outOfBounds == 0
			PlayMusic(1)
		end if
	end if
	object[30].type = TypeName[Act Finish]
	object[30].drawOrder = 6
	object[30].priority = PRIORITY_ACTIVE
	object[0].controlMode = -1
	object[0].interaction = 0
	object[0].up = 0
	object[0].down = 0
	object[0].left = 0
	object[0].right = 0
	object[0].jumpPress = 0
	object[0].jumpHold = 0
	if stage.player2Enabled == 1
		object[1].interaction = 0
		object[1].controlMode = -1
		object[1].up = 0
		object[1].down = 0
		object[1].left = 0
		object[1].right = 0
		object[1].jumpPress = 0
		object[1].jumpHold = 0
	end if
end function

event ObjectMain
		
	switch object.state
	case 0
		temp0 = object.ypos
		temp0 += 0x400000
		if object[0].ypos < temp0
			stage.newXBoundary1 = object.xpos
			stage.newXBoundary1 >>= 16
			stage.newXBoundary1 -= screen.xcenter
			stage.newXBoundary1 -= screen.xcenter
			stage.newXBoundary2 = object.xpos
			stage.newXBoundary2 >>= 16
			stage.newXBoundary2 += screen.xcenter
			if object[0].xpos > object.xpos
				stage.newXBoundary1 = object.xpos
				stage.newXBoundary1 >>= 16
				stage.newXBoundary1 -= screen.xcenter
				if stage.debugMode == 0
					if stage.listPos == 0
						if stage.minutes == 0
							if stage.seconds < 30
								achievement.trigger = 1
								//CallNativeFunction2(SetAchievement, 1, 100)
							end if
						end if
					end if
					if options.gameMode == 2
						if stage.listPos == 5
							if stage.minutes == 0
								if stage.seconds < 40
									achievement.trigger = 22
								end if
							end if
						end if
					end if	
					if stage.listPos == 7
						temp0 = 230
						temp0 <<= 16
						if object[0].ypos < temp0
							achievement.trigger = 16
						end if
					end if
				end if
				if stage.timeEnabled == 1
					if options.gameMode == 2
						timeAttack.result = stage.seconds
						timeAttack.result *= 100
						temp0 = stage.minutes
						temp0 *= 0x1770
						timeAttack.result += temp0
						timeAttack.result += stage.milliSeconds
							//stage.listPos--
						switch stage.playerListPos
							case 0
								arrayPos0 = 500
								break
							case 1
								arrayPos0 = 530
								break
							case 2
								arrayPos0 = 560
								break
							case 5
								arrayPos0 = 470
								break
							case 7
								arrayPos0 = 7000
								break
							case 8
								arrayPos0 = 7030
								break						
						end switch
						if SuperTimeAttack == 1
							arrayPos0 = 590
						end if
						arraypos0 += stage.listPos
						if timeAttack.result < saveRAM[arrayPos0]
							saveRAM[arrayPos0] = timeAttack.result
							//object[9].value2 = timeAttack.result
							PlaySfx(SfxName[Event], 0)
						end if
						WriteSaveRAM()
					end if
				end if
				stage.timeEnabled = 0
				object.state = 1
				PlaySfx(SfxName[Sign Post], 0)
				if PlayerObject_SuperState == 1
					PlayerObject_SuperState = 2
				end if
			end if
		end if
		break
	case 1
		music.volume--
		object.value1++
		if object.value1 == 2
			object.value1 = 0
			object.frame++
			if object.frame == 5
				object.frame = 1
				Rand(temp0, 48)
				temp0 <<= 16
				temp0 += object.xpos
				temp0 -= 0x180000
				Rand(temp1, 32)
				temp1 <<= 16
				temp1 += object.ypos
				temp1 -= 0x140000
				CreateTempObject(TypeName[Ring Sparkle], 0, temp0, temp1)
				object.value0--
				if object.value0 == 0
					if delta.secret >= 50
						CallFunction(victorysigncode)
					else
						CallFunction(normalsigncode)
					end if
				end if
			end if
		end if
		temp0 = 40
		temp0 += screen.xcenter
		temp0 <<= 16
		temp0 += object.xpos
		if object[0].xpos > temp0
			object[0].xpos = temp0
			object[0].speed = 0
			object[0].xvel = 0
		end if
		if stage.player2Enabled == 1
			if object[1].xpos > temp0
				object[1].xpos = temp0
				object[1].speed = 0
				object[1].xvel = 0
			end if
		end if
		break
	case 2
		if object[0].type == TypeName[Blank Object]
			object.state = 4
			if object.propertyValue < 3
				PlayMusic(1)
			else
				if object.outOfBounds == 0
					PlayMusic(1)
				end if
			end if
			object[30].type = TypeName[Act Finish]
			object[30].drawOrder = 6
			object[30].priority = PRIORITY_ACTIVE
		end if
		if object[0].controlMode == -1
			object[0].right = 1
			if object[0].xvel < 0
				object[0].interaction = 1
			else
				object[0].interaction = 0
			end if
		end if
		if stage.player2Enabled == 1
			object[1].controlMode = object[0].controlMode
			if object[1].controlMode == -1
				if object[1].left == 0
					object[1].right = 1
				end if
			end if
		end if
		temp0 = screen.xcenter
		temp0 <<= 16
		temp0 += object.xpos
		if object[0].xpos > temp0
			if object.propertyValue < 3
				PlayMusic(1)
			else
				if object.outOfBounds == 0
					PlayMusic(1)
				end if
			end if
			signpost.timeout = 0
			object.state = 3
			object[30].type = TypeName[Act Finish]
			object[30].drawOrder = 6
			object[30].priority = PRIORITY_ACTIVE
		else
			signpost.timeout++
			if signpost.timeout >= 300
				if object.propertyValue < 3
					PlayMusic(1)
				else
					if object.outOfBounds == 0
						PlayMusic(1)
					end if
				end if
				signpost.timeout = 0
				object.state = 3
				object[30].type = TypeName[Act Finish]
				object[30].drawOrder = 6
				object[30].priority = PRIORITY_ACTIVE
			end if
		end if
		break
	case 3
		if object[0].controlMode == -1
			object[0].right = 1
			if object[0].xvel < 0
				object[0].interaction = 1
			else
				object[0].interaction = 0
			end if
		end if
		temp0 = 40
		temp0 += screen.xcenter
		temp0 <<= 16
		temp0 += object.xpos
		if object[0].xpos > temp0
			object[0].xpos = temp0
			object[0].speed = 0
			object[0].xvel = 0
		end if
		if stage.player2Enabled == 1
			if object[1].controlMode == -1
				object[1].right = 1
			end if
			if object[1].xpos > temp0
				object[1].xpos = temp0
				object[1].speed = 0
				object[1].xvel = 0
			end if
		end if
		break
	case 4
		if stage.player2Enabled == 1
			temp0 = 40
			temp0 += screen.xcenter
			temp0 <<= 16
			temp0 += object.xpos
			object[1].right = 1
			object[1].controlMode = -1
			if object[1].xpos > temp0
				object[1].xpos = temp0
				object[1].speed = 0
				object[1].xvel = 0
			end if
		end if
		break
	case 6 //victory state (scrapped)
		//object[0].speed = 0
		//object[0].state = PlayerObject_Blank
		//object[0].animation = ANI_VICTORY
		//if stage.player2Enabled == 1
		//	object[1].speed = 0
		//	object[1].state = PlayerObject_Blank
		//	object[1].animation = ANI_VICTORY
		//end if
		break
	end switch
end event


event ObjectDraw
	DrawSprite(0)
	if object.value0 > 8
		DrawSprite(object.frame)
	else
		temp0 = object.frame
		temp0 += 4
		DrawSprite(temp0)
	end if
end event


event ObjectStartup
	LoadSpriteSheet("Global/Items2.gif")
	SpriteFrame(-24, 16, 48, 16, 34, 214)
	switch stage.playerListPos
	case 0
		SpriteFrame(-24, -16, 48, 32, 34, 182)
		SpriteFrame(-16, -16, 32, 32, 1, 150)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 1, 183)
		switch saved.hedgePost
		case 0
			SpriteFrame(-24, -16, 48, 32, 34, 83)
			break
		case 2
			SpriteFrame(-24, -16, 48, 32, 116, 289)
			break
		case 1
			SpriteFrame(-24, -16, 48, 32, 116, 322)
			break			
		end switch	
		SpriteFrame(-16, -16, 32, 32, 1, 150)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 1, 183)
		break
	case 1
		SpriteFrame(-24, -16, 48, 32, 34, 182)
		SpriteFrame(-16, -16, 32, 32, 83, 131)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 83, 163)
		SpriteFrame(-24, -16, 48, 32, 34, 116)
		SpriteFrame(-16, -16, 32, 32, 83, 131)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 83, 163)
		break
	case 2
		SpriteFrame(-24, -16, 48, 32, 34, 182)
		SpriteFrame(-16, -16, 32, 32, 83, 256)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 116, 256)
		SpriteFrame(-24, -16, 48, 32, 34, 149)
		SpriteFrame(-16, -16, 32, 32, 83, 256)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 116, 256)
		break
	case 5
		SpriteFrame(-24, -16, 48, 32, 34, 182)
		SpriteFrame(-16, -16, 32, 32, 149, 256)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 182, 256)
		SpriteFrame(-24, -16, 48, 32, 34, 256)
		SpriteFrame(-16, -16, 32, 32, 149, 256)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 182, 256)
		break
	case 7
		SpriteFrame(-24, -16, 48, 32, 34, 182)
		SpriteFrame(-16, -16, 32, 32, 50, 289)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 83, 289)
		SpriteFrame(-24, -16, 48, 32, 1, 289)
		SpriteFrame(-16, -16, 32, 32, 50, 289)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 83, 289)
		break
	case 8
		SpriteFrame(-24, -16, 48, 32, 34, 182)
		SpriteFrame(-16, -16, 32, 32, 50, 322)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 83, 322)
		SpriteFrame(-24, -16, 48, 32, 1, 322)
		SpriteFrame(-16, -16, 32, 32, 50, 322)
		SpriteFrame(-4, -16, 8, 32, 189, 131)
		SpriteFrame(-16, -16, 32, 32, 83, 322)
		break
	end switch
	foreach (TypeName[Sign Post], arrayPos0, ALL_ENTITIES)
		object[arrayPos0].frame = 1
		object[arrayPos0].value0 = 16
		object[arrayPos0].priority = PRIORITY_XBOUNDS
	next
	SetTableValue(TypeName[Sign Post], DebugMode_ObjCount, DebugMode_TypesTable)
	SetTableValue(SignPost_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
	SetTableValue(SignPost_DebugSpawn, DebugMode_ObjCount, DebugMode_SpawnTable)
	DebugMode_ObjCount++
end event

event RSDKDraw
	DrawSprite(0)
	DrawSprite(1)
end event

event RSDKLoad
	LoadSpriteSheet("Global/Items2.gif")
	SpriteFrame(-24, 16, 48, 16, 34, 214)
	SpriteFrame(-24, -16, 48, 32, 34, 182)
end event
