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

//-------Aliases-------//
private alias 49 : TYPE_BATBRAIN

// Function declarations
reserve function Batbrain_DebugDraw
reserve function Batbrain_DebugSpawn

// Static Values

// Tables

function Batbrain_DebugDraw
	DrawSpriteFX(0, FX_FLIP, object.xpos, object.ypos)
end function


function Batbrain_DebugSpawn
	CreateTempObject(TypeName[Batbrain], 0, object.xpos, object.ypos)
	object[tempObjectPos].value0 = object.xpos
	object[tempObjectPos].value1 = object.ypos
end function


event ObjectMain
	switch object.state
	case 0
		object.priority = PRIORITY_ACTIVE
		object.value4 = 0x7FFFFFFF
		object.value2 = 0
		object.value3 = 0xFFFF
		foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
			temp0 = object[currentPlayer].xpos
			temp0 -= object.xpos
			Abs(temp0)
			if temp0 < object.value4
				object.value4 = temp0
				object.value2 = currentPlayer
			end if
			if temp0 < 0x800000
				if object[currentPlayer].ypos >= object.ypos
					if object.value3 != 0xFFFF
						arrayPos0 = object.value3
						if object[currentPlayer].ypos < object[arrayPos0].ypos
							object.value3 = currentPlayer
						end if
					else
						object.value3 = currentPlayer
					end if
				end if
			end if
		next
		if object.value3 != 0xFFFF
			arrayPos0 = object.value3
			temp0 = object[arrayPos0].ypos
			temp0 -= object.ypos
			if temp0 >= 0
				if temp0 <= 0x800000
					Rand(temp0, 8)
					if temp0 == 0
						object.state = 1
						object.value5 = object[arrayPos0].ypos
						object.animation = 1
					end if
				end if
			end if
		else
			arrayPos0 = object.value2
		end if
		if object[arrayPos0].xpos < object.xpos
			object.direction = FLIP_NONE
		else
			object.direction = FLIP_X
		end if
		break
	case 1
		object.ypos += object.yvel
		object.yvel += 0x1800
		arrayPos0 = object.value3
		if object[arrayPos0].xpos < object.xpos
			object.direction = FLIP_NONE
		else
			object.direction = FLIP_X
		end if
		temp0 = object.value5
		temp0 -= object.ypos
		if temp0 < 0x100000
			if object.direction == FLIP_NONE
				object.xvel = -0x10000
			else
				object.xvel = 0x10000
			end if
			object.yvel = 0
			object.animation = 2
			object.state = 2
		end if
		break
	case 2
		object.xpos += object.xvel
		arrayPos0 = object.value3
		temp0 = object[arrayPos0].xpos
		temp0 -= object.xpos
		Abs(temp0)
		if temp0 >= 0x800000
			Rand(temp0, 8)
			if temp0 == 0
				object.state = 3
			end if
		end if
		break
	case 3
		object.xpos += object.xvel
		object.ypos += object.yvel
		object.yvel -= 0x1800
		ObjectTileCollision(CSIDE_ROOF, 0, -12, 0)
		if checkResult == 1
			object.xvel = 0
			object.yvel = 0
			object.state = 0
			object.animation = 0
		end if
		break
	end switch
	if object.outOfBounds == 1
		temp0 = object.xpos
		temp1 = object.ypos
		object.xpos = object.value0
		object.ypos = object.value1
		if object.outOfBounds == 1
			object.xvel = 0
			object.yvel = 0
			object.direction = FLIP_NONE
			object.animation = 0
			object.frame = 0
			object.priority = PRIORITY_ACTIVE_BOUNDS
			object.state = 0
		else
			object.xpos = temp0
			object.ypos = temp1
		end if
	end if
	CallFunction(PlayerObject_EnemyPop)
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		BoxCollisionTest(C_TOUCH, object.entityPos, -12, -18, 12, 18, currentPlayer, object[currentPlayer].value40, object[currentPlayer].value38, object[currentPlayer].value41, object[currentPlayer].value39)
		if checkResult == 1
			CallFunction(PlayerObject_BadnikBreak)
		end if
	next
	foreach (TypeName[Bullet], arrayPos0, ACTIVE_ENTITIES)
		BoxCollisionTest(C_TOUCH, object.entityPos, -12, -18, 12, 18, arrayPos0, -6, -4, 6, 4)
		if checkResult == 1
			CallFunction(BulletKill)
		end if
	next	
	switch object.animation
	case 0
		object.frame = 0
		break
	case 1
		object.frame = 1
		break
	case 2
		if object.animationTimer == 0
			PlaySfx(SfxName[Batbrain Fly], 0)
		end if
		object.frame = object.animationTimer
		object.frame >>= 2
		object.frame++
		object.animationTimer++
		object.animationTimer &= 15
		break
	end switch
end event


event ObjectDraw
	DrawSpriteFX(object.frame, FX_FLIP, object.xpos, object.ypos)
end event


event ObjectStartup
	CheckCurrentStageFolder("Zone02")
	if checkResult == 1
		LoadSpriteSheet("MZ/Objects.gif")
		SpriteFrame(-7, -12, 14, 24, 37, 98)
		SpriteFrame(-12, -14, 32, 30, 52, 81)
		SpriteFrame(-15, -6, 35, 20, 1, 106)
		SpriteFrame(-12, -8, 29, 28, 85, 81)
		SpriteFrame(-15, -6, 35, 20, 1, 106)
	end if
	CheckCurrentStageFolder("BossRush")
	if checkResult == 1
		LoadSpriteSheet("MBZ/Objects.gif")
		SpriteFrame(-7, -12, 14, 24, 52, 68)
		SpriteFrame(-12, -14, 32, 30, 1, 93)
		SpriteFrame(-15, -6, 35, 20, 64, 99)
		SpriteFrame(-12, -8, 29, 28, 34, 93)
		SpriteFrame(-15, -6, 35, 20, 64, 99)
	end if
	CheckCurrentStageFolder("Zone00")
	if checkResult == 1
		LoadSpriteSheet("GHZ/Objects3.gif")
		SpriteFrame(-7, -12, 14, 24, 52, 68)
		SpriteFrame(-12, -14, 32, 30, 1, 93)
		SpriteFrame(-15, -6, 35, 20, 64, 99)
		SpriteFrame(-12, -8, 29, 28, 34, 93)
		SpriteFrame(-15, -6, 35, 20, 64, 99)
	end if
	foreach (TypeName[Batbrain], arrayPos0, ALL_ENTITIES)
		object[arrayPos0].value0 = object[arrayPos0].xpos
		object[arrayPos0].value1 = object[arrayPos0].ypos
		object[arrayPos0].drawOrder = 5
	next
	SetTableValue(TypeName[Batbrain], DebugMode_ObjCount, DebugMode_TypesTable)
	SetTableValue(Batbrain_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
	SetTableValue(Batbrain_DebugSpawn, DebugMode_ObjCount, DebugMode_SpawnTable)
	DebugMode_ObjCount++
end event

event RSDKDraw
	DrawSprite(0)
end event

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