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

//-------Aliases-------//
private alias 67 : TYPE_BUZZSAW

// Function declarations
reserve function Buzzsaw_DebugDraw
reserve function Buzzsaw_DebugSpawn
reserve function Buzzsaw_Function150
reserve function Buzzsaw_Function151
reserve function Buzzsaw_Function152

// Static Values
public value Buzzsaw_value38 = 0;

// Tables

function Buzzsaw_DebugDraw
	temp0 = object[0].value17
	temp0 -= Buzzsaw_value38
	temp0--
	DrawSprite(temp0)
end function


function Buzzsaw_DebugSpawn
	CreateTempObject(TypeName[Buzzsaw], 0, object.xpos, object.ypos)
	object[tempObjectPos].value0 = object.xpos
	object[tempObjectPos].value1 = object.ypos
	object[tempObjectPos].inkEffect = INK_ALPHA
	object[tempObjectPos].propertyValue = object[0].value17
	object[tempObjectPos].propertyValue -= Buzzsaw_value38
end function


function Buzzsaw_Function150
	object.animationTimer--
	if object.animationTimer < 0
		object.animationTimer = 2
		object.frame ^= 1
	end if
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		BoxCollisionTest(C_TOUCH, object.entityPos, -24, -24, 24, 24, currentPlayer, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO)
		if checkResult == 1
			Player.BounceDistance = 0x400
			Player.CheckHammerDrop = 0
			CallFunction(PlayerObject_CheckMightyUnspin)
			if checkResult == false
				CallFunction(PlayerObject_Hit)
			end if
		end if
	next
end function


function Buzzsaw_Function151
	checkResult = 0
	temp0 = screen.cameraX
	temp0 -= object.ixpos
	temp0 -= 8
	Abs(temp0)
	if temp0 <= screen.xcenter
		temp0 = screen.cameraY
		temp0 -= object.iypos
		temp0 -= 32
		Abs(temp0)
		if temp0 <= screen.ycenter
			checkResult = 1
		end if
	end if
end function


function Buzzsaw_Function152
	if object.alpha < 256
		object.alpha += 16
	end if
	object.xpos += object.xvel
	CallFunction(Buzzsaw_Function150)
	if object.outOfBounds == 1
		temp0 = object.xpos
		object.xpos = object.value0
		if object.outOfBounds == 1
			object.xpos = object.value0
			object.xvel = 0
			object.state = 0
			object.alpha = 0
			object.animationTimer = 0
			object.priority = PRIORITY_ACTIVE_BOUNDS
		else
			object.xpos = temp0
		end if
	end if
end function


event ObjectMain
	switch object.propertyValue
	case 0
		break
	case 1
		GetTableValue(temp0, 6, StageSetup_table9)
		GetBit(temp1, object.direction, 0)
		if temp1 == 1
			FlipSign(temp0)
			temp0 += 0x6000
		end if
		temp0 <<= 8
		object.xpos = object.value0
		object.xpos -= temp0
		CallFunction(Buzzsaw_Function150)
		temp0 = oscillation
		temp0 &= 15
		if temp0 == 0
			CallFunction(Buzzsaw_Function151)
			if checkResult == 1
				PlaySfx(SfxName[Buzzsaw], 0)
			end if
		end if
		break
	case 2
		GetTableValue(temp0, 2, StageSetup_table9)
		GetBit(temp1, object.direction, 0)
		if temp1 == 1
			FlipSign(temp0)
			temp0 += 0x8000
		end if
		temp0 <<= 8
		object.ypos = object.value1
		object.ypos -= temp0
		CallFunction(Buzzsaw_Function150)
		GetTableValue(temp0, 2, StageSetup_table9)
		temp0 >>= 8
		if temp0 == 24
			CallFunction(Buzzsaw_Function151)
			if checkResult == 1
				PlaySfx(SfxName[Buzzsaw], 0)
			end if
		end if
		break
	case 3
		if object.state == 0
			foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
				if object.state == 0
					temp0 = object[currentPlayer].xpos
					temp0 -= 0xC00000
					if temp0 >= 0
						temp0 -= object.xpos
						if temp0 >= 0
							temp0 = object[currentPlayer].ypos
							temp0 -= 0x800000
							if temp0 < object.ypos
								temp0 += 0x1000000
								if temp0 >= object.ypos
									object.state = 1
									object.xvel = 0x60000
									object.frame = 2
									object.priority = PRIORITY_ACTIVE
									PlaySfx(SfxName[Buzzsaw], 0)
								end if
							end if
						end if
					end if
				end if
			next
		else
			CallFunction(Buzzsaw_Function152)
		end if
		break
	case 4
		if object.state == 0
			foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
				if object.state == 0
					temp0 = object[currentPlayer].xpos
					temp0 += 0xE00000
					temp0 -= object.xpos
					if temp0 < 0
						temp0 = object[currentPlayer].ypos
						temp0 -= 0x800000
						if temp0 < object.ypos
							temp0 += 0x1000000
							if temp0 >= object.ypos
								object.state = 1
								object.xvel = -0x60000
								object.frame = 2
								object.priority = PRIORITY_ACTIVE
								PlaySfx(SfxName[Buzzsaw], 0)
							end if
						end if
					end if
				end if
			next
		else
			CallFunction(Buzzsaw_Function152)
		end if
		break
	end switch
end event


event ObjectDraw
	if object.propertyValue < 3
		DrawSprite(object.frame)
	else
		if object.state != 0
			DrawSpriteFX(object.frame, FX_INK, object.xpos, object.ypos)
		end if
	end if
end event


event ObjectStartup
	LoadSpriteSheet("SBZ/Objects.gif")
	SpriteFrame(-32, -60, 64, 92, 189, 1)
	SpriteFrame(-32, -60, 64, 92, 254, 1)
	SpriteFrame(-32, -32, 64, 64, 319, 50)
	SpriteFrame(-32, -32, 64, 64, 384, 50)
	foreach (TypeName[Buzzsaw], arrayPos0, ALL_ENTITIES)
		object[arrayPos0].value0 = object[arrayPos0].xpos
		object[arrayPos0].value1 = object[arrayPos0].ypos
		object[arrayPos0].inkEffect = INK_ALPHA
	next
	temp0 = 0
	Buzzsaw_value38 = DebugMode_ObjCount
	Buzzsaw_value38--
	while temp0 < 3
		SetTableValue(TypeName[Buzzsaw], DebugMode_ObjCount, DebugMode_TypesTable)
		SetTableValue(Buzzsaw_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
		SetTableValue(Buzzsaw_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
