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

//-------Aliases-------//
private alias 46 : TYPE_PUSHBLOCK

// Function declarations
reserve function PushBlock_DebugDraw
reserve function PushBlock_DebugSpawn
reserve function PushBlock_Function109
reserve function PushBlock_Function110
reserve function PushBlock_Function111

// Static Values
public value PushBlock_value32 = 0;

// Tables

function PushBlock_DebugDraw
	temp0 = object[0].value17
	temp0 -= PushBlock_value32
	DrawSprite(temp0)
end function


function PushBlock_DebugSpawn
	CreateTempObject(TypeName[Push Block], 0, object.xpos, object.ypos)
	object[tempObjectPos].value6 = 0
	object[tempObjectPos].frame = object[0].value17
	object[tempObjectPos].frame -= PushBlock_value32
	if object[tempObjectPos].frame == 0
		object[tempObjectPos].value2 = -16
		object[tempObjectPos].value3 = 16
		object[tempObjectPos].value4 = -17
		object[tempObjectPos].value5 = 17
	else
		object[tempObjectPos].value2 = -64
		object[tempObjectPos].value3 = 64
		object[tempObjectPos].value4 = -65
		object[tempObjectPos].value5 = 65
		object[tempObjectPos].drawOrder = 5
	end if
end function


function PushBlock_Function109
	if object.floorSensorC == 0
		if object.floorSensorL == 0
			object.xvel = -0x40000
			object.value9 = object.xpos
			object.value9 &= -0x100000
			object.state++
		else
			if object.floorSensorR == 0
				object.xvel = 0x40000
				object.value9 = object.xpos
				object.value9 &= -0x100000
				object.value9 += 0x100000
				object.state++
			end if
		end if
	end if
end function


function PushBlock_Function110
	object.value10 = 0
	temp2 = 0
	object.xvel = 0
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		CheckEqual(options.attractMode, 1)
		temp1 = checkResult
		CheckEqual(currentPlayer, 1)
		temp1 &= checkResult
		if object[currentPlayer].gravity == GRAVITY_GROUND
			if object[currentPlayer].direction == FLIP_X
				BoxCollisionTest(C_TOUCH, object.entityPos, 0, -12, object.value5, 12, currentPlayer, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO)
				if checkResult == 1
					CheckEqual(object[currentPlayer].state, PlayerObject_HandleSpindash)
					temp5 = checkResult
					CheckEqual(object[currentPlayer].state, PlayerObject_HandleSpindashCD)
					temp5 |= checkResult
					CheckGreater(object[currentPlayer].xpos, object.xpos)
					temp5 &= checkResult
					CheckLower(object[currentPlayer].xvel, 0)
					temp6 = checkResult
					temp6 &= object[currentPlayer].left
					temp5 |= temp6
					checkEqual(currentPlayer, 0)
					temp5 &= checkResult
					if temp5 == 1
						if temp1 == 0
							SetBit(object.value10, temp2, 1)
							object.xvel -= 0x6000
							object.value6 = 1	
							if stage.playerListPos == 7
								CheckEqual(object[currentPlayer].state, PlayerObject_HandleSpindash)
								temp6 = checkResult
								CheckEqual(object[currentPlayer].state, PlayerObject_HandleSpindashCD)
								temp6 |= checkResult
								if temp6 == 0
									object[currentPlayer].pushing = 3
								else
									object[currentPlayer].pushing = 2
								end if
							else
								object[currentPlayer].pushing = 2
							end if
						end if
					end if
					object[currentPlayer].xpos = object[currentPlayer].collisionRight
					object[currentPlayer].xpos += object.value3
					object[currentPlayer].xpos <<= 16
					object[currentPlayer].xpos += object.value1
					object[currentPlayer].xvel = 0
					object[currentPlayer].speed = 0
				end if
			else
				if object[currentPlayer].direction == FLIP_NONE
					BoxCollisionTest(C_TOUCH, object.entityPos, object.value4, -12, 0, 12, currentPlayer, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO)
					if checkResult == 1
						CheckEqual(object[currentPlayer].state, PlayerObject_HandleSpindash)
						temp5 = checkResult
						CheckEqual(object[currentPlayer].state, PlayerObject_HandleSpindashCD)
						temp5 |= checkResult
						CheckLower(object[currentPlayer].xpos, object.xpos)
						temp5 &= checkResult
						CheckGreater(object[currentPlayer].xvel, 0)
						temp6 = checkResult
						temp6 &= object[currentPlayer].right
						temp5 |= temp6
						if temp5 == 1
							if temp1 == 0
								SetBit(object.value10, temp2, 1)
								object.xvel += 0x6000
								object.value6 = 1
								if stage.playerListPos == 7
									CheckEqual(object[currentPlayer].state, PlayerObject_HandleSpindash)
									temp6 = checkResult
									CheckEqual(object[currentPlayer].state, PlayerObject_HandleSpindashCD)
									temp6 |= checkResult
									if temp6 == 0
										object[currentPlayer].pushing = 3
									else
										object[currentPlayer].pushing = 2
									end if
								else
									object[currentPlayer].pushing = 2
								end if									
							end if
						end if
						object[currentPlayer].xpos = object[currentPlayer].collisionLeft
						object[currentPlayer].xpos += object.value2
						object[currentPlayer].xpos <<= 16
						object[currentPlayer].xpos += object.value1
						object[currentPlayer].xvel = 0
						object[currentPlayer].speed = 0
					end if
				else
					BoxCollisionTest(C_BOX, object.entityPos, object.value2, -16, object.value3, 16, currentPlayer, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO)
				end if
			end if
		else
			BoxCollisionTest(C_BOX, object.entityPos, object.value2, -16, object.value3, 16, currentPlayer, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO)
		end if
		temp2++
	next
	if object.xvel != 0
		object.xpos += object.xvel
		if object.xvel < 0
			ObjectTileCollision(CSIDE_RWALL, object.value2, 0, 0)
		else
			ObjectTileCollision(CSIDE_LWALL, object.value3, 0, 0)
		end if
		CallFunction(PushBlock_Function109)
		temp0 = oscillation
		temp0 &= 31
		if temp0 < 3
			PlaySfx(SfxName[Push Block], 0)
		end if
	end if
	object.value1 = object.xpos
	object.value1 &= -0x10000
	temp2 = 0
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		GetBit(temp0, object.value10, temp2)
		if temp0 == 1
			if object[currentPlayer].xpos < object.xpos
				object[currentPlayer].ixpos = object[currentPlayer].collisionRight
				temp1 = object.value2
			else
				object[currentPlayer].ixpos = object[currentPlayer].collisionLeft
				temp1 = object.value3
			end if
			FlipSign(object[currentPlayer].xpos)
			temp1 <<= 16
			object[currentPlayer].xpos += temp1
			object[currentPlayer].xpos += object.xpos
		else
			BoxCollisionTest(C_BOX, object.entityPos, object.value2, -16, object.value3, 16, currentPlayer, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO)
		end if
		temp2++
	next
end function


function PushBlock_Function111
	if object.value6 == 1
		if object.gravity == GRAVITY_AIR
			object.yvel += 0x1800
			object.ypos += object.yvel
			temp0 = object.value2
			temp0 += 2
			ObjectTileCollision(CSIDE_FLOOR, temp0, 16, 0)
			object.floorSensorL = checkResult
			object.gravity = checkResult
			ObjectTileCollision(CSIDE_FLOOR, 0, 16, 0)
			object.floorSensorC = checkResult
			object.gravity |= checkResult
			temp0 = object.value3
			temp0 -= 2
			ObjectTileCollision(CSIDE_FLOOR, temp0, 16, 0)
			object.floorSensorR = checkResult
			object.gravity |= checkResult
		else
			object.yvel = 0
			temp0 = object.value2
			temp0 += 2
			ObjectTileGrip(CSIDE_FLOOR, temp0, 16, 0)
			object.floorSensorL = checkResult
			object.gravity = checkResult
			ObjectTileGrip(CSIDE_FLOOR, 0, 16, 0)
			object.floorSensorC = checkResult
			object.gravity |= checkResult
			temp0 = object.value3
			temp0 -= 2
			ObjectTileGrip(CSIDE_FLOOR, temp0, 16, 0)
			object.floorSensorR = checkResult
			object.gravity |= checkResult
		end if
		object.gravity ^= GRAVITY_AIR
	else
		object.floorSensorL = 1
		object.floorSensorC = 1
		object.floorSensorR = 1
	end if
	foreach (TypeName[Chained Crusher], arrayPos0, ACTIVE_ENTITIES)
		switch object[arrayPos0].value1
		case 0
			BoxCollisionTest(C_PLATFORM, arrayPos0, -56, -12, 56, 12, object.entityPos, object.value2, -16, object.value3, 16)
			object.value6 |= checkResult
			if checkResult == 1
				object.priority = PRIORITY_BOUNDS_SMALL
			end if
			ObjectTileCollision(CSIDE_ROOF, 0, -17, 0)
			if checkResult == 1
				object.ypos -= 0x10000
				object[arrayPos0].ypos = object.ypos
				object[arrayPos0].ypos += 0x1D0000
				object[arrayPos0].value7 = 1
			end if
			break
		case 1
			BoxCollisionTest(C_PLATFORM, arrayPos0, -48, -12, 48, 12, object.entityPos, object.value2, -16, object.value3, 16)
			object.value6 |= checkResult
			ObjectTileCollision(CSIDE_ROOF, 0, -17, 0)
			if checkResult == 1
				object.ypos -= 0x10000
				object[arrayPos0].ypos = object.ypos
				object[arrayPos0].ypos += 0x1D0000
				object[arrayPos0].value7 = 1
			end if
			break
		case 2
			BoxCollisionTest(C_PLATFORM, arrayPos0, -16, -12, 16, 12, object.entityPos, object.value2, -16, object.value3, 16)
			object.value6 |= checkResult
			ObjectTileCollision(CSIDE_ROOF, 0, -17, 0)
			if checkResult == 1
				object.ypos -= 0x10000
				object[arrayPos0].ypos = object.ypos
				object[arrayPos0].ypos += 0x1D0000
				object[arrayPos0].value7 = 1
			end if
			break
		end switch
	next
end function


event ObjectMain
	temp6 = object.xpos
	temp7 = object.ypos
	switch object.state
	case 0
		object.priority = object.value11
		CallFunction(PushBlock_Function110)
		CallFunction(PushBlock_Function111)
		break
	case 1
		object.xpos += object.xvel
		if object.xvel > 0
			if object.xpos >= object.value9
				object.xpos = object.value9
				object.gravity = GRAVITY_AIR
				object.state = 2
			end if
		else
			if object.xpos <= object.value9
				object.xpos = object.value9
				object.gravity = GRAVITY_AIR
				object.state = 2
			end if
		end if
		break
	case 2
		CallFunction(PushBlock_Function111)
		if object.gravity == GRAVITY_GROUND
			temp1 = object.iypos
			temp1 += 12
			Get16x16TileInfo(temp0, object.ixpos, temp1, TILEINFO_ANGLEB)
			if temp0 == 1
				object.state = 3
				if object.xvel > 0
					object.xvel = 0x8000
				else
					object.xvel = -0x8000
				end if
			else
				object.state = 0
			end if
		end if
		break
	case 3
		temp0 = object.xpos
		temp0 -= object.value1
		temp0 += object.xvel
		temp0 &= -0x10000
		if object.gravity == GRAVITY_AIR
			temp1 = object.ypos
			temp1 &= -0x10000
			object.yvel += 0x1800
			object.ypos += object.yvel
			ObjectTileCollision(CSIDE_FLOOR, 0, 16, 0)
			if checkResult == 1
				object.yvel = 0
				object.gravity = GRAVITY_GROUND
			end if
			temp2 = object.ypos
			temp2 &= -0x10000
			temp2 -= temp1
			temp3 = object.ypos
			object.ypos = temp1
		else
			temp2 = 0
		end if
		object.xpos += object.xvel
		if temp2 != 0
			object.ypos = temp3
		end if
		if object.xvel > 0
			ObjectTileCollision(CSIDE_LWALL, 16, 12, 0)
			if checkResult == 1
				object.xvel = 0
				object.value0 = 0
				object.state = 4
			end if
		else
			ObjectTileCollision(CSIDE_RWALL, -16, 12, 0)
			if checkResult == 1
				object.xvel = 0
				object.value0 = 0
				object.state = 4
			end if
		end if
		break
	case 4
		if object.value0 < 320
			object.value0++
			temp0 = object.value0
			temp0 &= 7
			if temp0 == 0
				object.ypos += 0x10000
			end if
		end if
		break
	end switch
	temp0 = object.xpos
	temp1 = object.ypos
	temp4 = object.xpos
	temp4 &= -0x10000
	temp5 = object.ypos
	temp5 &= -0x10000
	object.xpos = temp6
	object.ypos = temp7
	temp6 &= -0x10000
	temp7 &= -0x10000
	temp4 -= temp6
	temp5 -= temp7
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		CheckNotEqual(object[currentPlayer].pushing, 0)
		temp2 = checkResult
		CheckEqual(object.state, 0)
		temp2 &= checkResult
		if temp2 == 0
			BoxCollisionTest(C_BOX, object.entityPos, object.value2, -16, object.value3, 16, currentPlayer, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO)
			if checkResult == 1
				object[currentPlayer].xpos += temp4
				object[currentPlayer].ypos += temp5
			end if
		end if
	next
	object.xpos = temp0
	object.ypos = temp1
	object.value1 = object.xpos
	object.value1 &= -0x10000
	if object.outOfBounds == 1
		temp0 = object.xpos
		temp1 = object.ypos
		object.xpos = object.value7
		object.ypos = object.value8
		if object.outOfBounds == 1
			object.yvel = 0
			object.xvel = 0
			object.value6 = 0
			object.priority = object.value12
			object.state = 0
			object.value10 = 0
			object.gravity = GRAVITY_GROUND
		else
			object.xpos = temp0
			object.ypos = temp1
		end if
	end if
end event


event ObjectDraw
	DrawSpriteXY(object.frame, object.value1, object.ypos)
end event


event ObjectStartup
	LoadSpriteSheet("MZ/Objects.gif")
	SpriteFrame(-16, -16, 32, 32, 159, 322)
	SpriteFrame(-64, -16, 128, 32, 159, 322)
	foreach (TypeName[Push Block], arrayPos0, ALL_ENTITIES)
		object[arrayPos0].frame = object[arrayPos0].propertyValue
		object[arrayPos0].frame &= 1
		if object[arrayPos0].frame == 0
			object[arrayPos0].value11 = 7
			object[arrayPos0].value12 = 6
			object[arrayPos0].priority = PRIORITY_BOUNDS_SMALL
		else
			object[arrayPos0].value11 = 1
			object[arrayPos0].value12 = 0
			object[arrayPos0].priority = PRIORITY_ACTIVE_BOUNDS
		end if
		object[arrayPos0].value7 = object[arrayPos0].xpos
		object[arrayPos0].value8 = object[arrayPos0].ypos
		object[arrayPos0].value6 = 0
		if object[arrayPos0].frame == 0
			object[arrayPos0].value2 = -16
			object[arrayPos0].value3 = 16
			object[arrayPos0].value4 = -17
			object[arrayPos0].value5 = 17
		else
			object[arrayPos0].value2 = -64
			object[arrayPos0].value3 = 64
			object[arrayPos0].value4 = -65
			object[arrayPos0].value5 = 65
			object[arrayPos0].drawOrder = 5
		end if
	next
	temp0 = 0
	PushBlock_value32 = DebugMode_ObjCount
	while temp0 < 2
		SetTableValue(TypeName[Push Block], DebugMode_ObjCount, DebugMode_TypesTable)
		SetTableValue(PushBlock_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
		SetTableValue(PushBlock_DebugSpawn, DebugMode_ObjCount, DebugMode_SpawnTable)
		DebugMode_ObjCount++
		temp0++
	loop
end event

event RSDKDraw
	DrawSprite(0)
end event

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