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

//-------Aliases-------//
private alias 40 : TYPE_BUZZBOMBER

// Function declarations
reserve function BuzzBomber_DebugDraw
reserve function BuzzBomber_DebugSpawn

// Static Values

// Tables

function BuzzBomber_DebugDraw
	DrawSpriteFX(0, FX_FLIP, object.xpos, object.ypos)
	DrawSpriteFX(2, FX_FLIP, object.xpos, object.ypos)
end function


function BuzzBomber_DebugSpawn
	CreateTempObject(TypeName[Buzz Bomber], 0, object.xpos, object.ypos)
	GetBit(temp0, object.direction, 0)
	if temp0 == 0
		object[tempObjectPos].direction = FLIP_NONE
		object[tempObjectPos].xvel = -0x40000
	else
		object[tempObjectPos].direction = FLIP_X
		object[tempObjectPos].xvel = 0x40000
	end if
end function


event ObjectMain
	switch object.state
	case 0
		object.priority = PRIORITY_ACTIVE
		if object.value0 < 127
			object.value0++
			object.xpos += object.xvel
		else
			object.value0 = 0
			object.state = 1
			object.animation = 1
			object.direction ^= FLIP_X
			FlipSign(object.xvel)
		end if
		break
	case 1
		if object.value0 < 59
			object.value0++
		else
			object.value0 = 0
			object.state = 0
			object.animation = 0
			object.value2 = 0
		end if
		break
	case 2
		if object.value0 < 29
			object.value0++
		else
			object.value0 = 0
			object.state++
			object.animation = 2
		end if
		break
	case 3
		if object.value0 < 59
			object.value0++
			if object.value0 == 15
				CreateTempObject(TypeName[Buzz Bomber Shot], 0, object.xpos, object.ypos)
				object[tempObjectPos].direction = object.direction
				if object.direction == FLIP_NONE
					object[tempObjectPos].xpos -= 0x180000
					object[tempObjectPos].xvel = -0x20000
				else
					object[tempObjectPos].xpos += 0x180000
					object[tempObjectPos].xvel = 0x20000
				end if
				object[tempObjectPos].ypos += 0x1C0000
				object[tempObjectPos].yvel = 0x20000
			end if
		else
			object.value0 = 0
			object.state = 0
			object.animation = 0
			object.value2 = 1
		end if
		break
	case 4
		object.animation = 3
		break
	end switch
	if object.outOfBounds == 1
		temp0 = object.xpos
		object.xpos = object.value1
		if object.value3 == 1
			object.state = 4
		end if
		if object.outOfBounds == 1
			object.xpos = object.value1
			GetBit(temp0, object.propertyValue, 0)
			if temp0 == 0
				object.direction = FLIP_NONE
				object.xvel = -0x40000
			else
				object.direction = FLIP_X
				object.xvel = 0x40000
			end if
			object.value0 = 0
			object.animation = 0
			object.priority = PRIORITY_ACTIVE_BOUNDS
			object.state = 0
		else
			object.xpos = temp0
		end if
	end if
	CallFunction(PlayerObject_EnemyPop)
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		if object.state == 0
			if object.value2 == 0
				if object.propertyValue < 2
					BoxCollisionTest(C_TOUCH, object.entityPos, -96, -256, 96, 256, currentPlayer, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO)
				else
					BoxCollisionTest(C_TOUCH, object.entityPos, -48, -256, 48, 256, currentPlayer, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO)
				end if
				if checkResult == 1
					object.state = 2
					object.value0 = 0
					object.animation = 1
				end if
			end if
		end if
		if object.state < 4
			BoxCollisionTest(C_TOUCH, object.entityPos, -24, -12, 24, 12, currentPlayer, object[currentPlayer].value40, object[currentPlayer].value38, object[currentPlayer].value41, object[currentPlayer].value39)
			if checkResult == 1
				CallFunction(PlayerObject_BadnikBreak)
			end if
		end if
	next
	
	foreach (TypeName[Bullet], arrayPos0, ACTIVE_ENTITIES)
		BoxCollisionTest(C_TOUCH, object.entityPos, -24, -12, 24, 12, arrayPos0, -6, -4, 6, 4)
		if checkResult == 1
			CallFunction(BulletKill)
		end if
	next
	
	object.frame = object.animationTimer
	object.frame >>= 1
	object.frame += 2
	object.animationTimer++
	object.animationTimer &= 3
end event


event ObjectDraw
	if object.state < 4
		if object.direction == FLIP_NONE
			DrawSpriteFX(object.frame, FX_INK, object.xpos, object.ypos)
		else
			object.frame += 2
			DrawSpriteFX(object.frame, FX_INK, object.xpos, object.ypos)
			object.frame -= 2
		end if
	end if
	switch object.animation
	case 0
		DrawSpriteFX(0, FX_FLIP, object.xpos, object.ypos)
		object.frame += 4
		DrawSpriteFX(object.frame, FX_FLIP, object.xpos, object.ypos)
		object.frame -= 4
		break
	case 1
		DrawSpriteFX(0, FX_FLIP, object.xpos, object.ypos)
		break
	case 2
		DrawSpriteFX(1, FX_FLIP, object.xpos, object.ypos)
		break
	end switch
end event


event ObjectStartup
	CheckCurrentStageFolder("Zone01")
	if checkResult == 1
		LoadSpriteSheet("GHZ/Objects.gif")
		SpriteFrame(-23, -9, 45, 19, 98, 74)
		SpriteFrame(-23, -9, 36, 29, 149, 49)
		SpriteFrame(-17, -15, 35, 8, 144, 79)
		SpriteFrame(-18, -10, 37, 5, 144, 88)
		SpriteFrame(-18, -15, 35, 8, 145, 220)
		SpriteFrame(-19, -10, 37, 5, 143, 229)
		SpriteFrame(13, 4, 6, 5, 98, 68)
		SpriteFrame(13, 4, 10, 5, 104, 68)
	end if
	CheckCurrentStageFolder("Zone02")
	if checkResult == 1
		LoadSpriteSheet("MZ/Objects.gif")
		SpriteFrame(-23, -9, 45, 19, 1, 127)
		SpriteFrame(-23, -9, 36, 29, 1, 147)
		SpriteFrame(-17, -15, 35, 8, 38, 147)
		SpriteFrame(-18, -10, 37, 5, 38, 156)
		SpriteFrame(-18, -15, 35, 8, 38, 162)
		SpriteFrame(-19, -10, 37, 5, 38, 171)
		SpriteFrame(13, 4, 6, 5, 76, 153)
		SpriteFrame(13, 4, 10, 5, 74, 147)
	end if
	CheckCurrentStageFolder("Zone03")
	if checkResult == 1
		LoadSpriteSheet("SYZ/Objects.gif")
		SpriteFrame(-23, -9, 45, 19, 1, 81)
		SpriteFrame(-23, -9, 36, 29, 1, 101)
		SpriteFrame(-17, -15, 35, 8, 38, 101)
		SpriteFrame(-18, -10, 37, 5, 38, 110)
		SpriteFrame(-18, -15, 35, 8, 38, 116)
		SpriteFrame(-19, -10, 37, 5, 38, 125)
		SpriteFrame(13, 4, 6, 5, 76, 123)
		SpriteFrame(13, 4, 10, 5, 83, 123)
	end if
	CheckCurrentStageFolder("BossRush")
	if checkResult == 1
		LoadSpriteSheet("MBZ/Objects.gif")
		SpriteFrame(-23, -9, 45, 19, 1, 1)
		SpriteFrame(-23, -9, 36, 29, 1, 21)
		SpriteFrame(-17, -15, 35, 8, 38, 21)
		SpriteFrame(-18, -10, 37, 5, 38, 30)
		SpriteFrame(-18, -15, 35, 8, 38, 36)
		SpriteFrame(-19, -10, 37, 5, 38, 45)
		SpriteFrame(13, 4, 6, 5, 47, 15)
		SpriteFrame(13, 4, 10, 5, 54, 15)
	end if
	CheckCurrentStageFolder("Zone00")
	if checkResult == 1
		LoadSpriteSheet("GHZ/Objects3.gif")
		SpriteFrame(-23, -9, 45, 19, 1, 1)
		SpriteFrame(-23, -9, 36, 29, 1, 21)
		SpriteFrame(-17, -15, 35, 8, 38, 21)
		SpriteFrame(-18, -10, 37, 5, 38, 30)
		SpriteFrame(-18, -15, 35, 8, 38, 36)
		SpriteFrame(-19, -10, 37, 5, 38, 45)
		SpriteFrame(13, 4, 6, 5, 47, 15)
		SpriteFrame(13, 4, 10, 5, 54, 15)
	end if
	foreach (TypeName[Buzz Bomber], arrayPos0, ALL_ENTITIES)
		object[arrayPos0].value1 = object[arrayPos0].xpos
		object[arrayPos0].inkEffect = INK_ALPHA
		object[arrayPos0].alpha = 160
		GetBit(temp0, object[arrayPos0].propertyValue, 0)
		if temp0 == 0
			object[arrayPos0].direction = FLIP_NONE
			object[arrayPos0].xvel = -0x40000
		else
			object[arrayPos0].direction = FLIP_X
			object[arrayPos0].xvel = 0x40000
		end if
	next
	SetTableValue(TypeName[Buzz Bomber], DebugMode_ObjCount, DebugMode_TypesTable)
	SetTableValue(BuzzBomber_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
	SetTableValue(BuzzBomber_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
