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

//-------Aliases-------//
private alias 58 : TYPE_EGGMAN

// Function declarations
reserve function EggmanSLZ_Function132
reserve function EggmanSLZ_Function133
reserve function EggmanSLZ_Function134

// Static Values

// Tables
public table Eggman_table32
	2, 3, 1
end table

public table Eggman_table31
	0, 0, 0, 0, 0, 0
end table


function EggmanSLZ_Function132
	object.value7--
	if object.value7 == 0
		player.score += 1000
		object.value5 = 0
		object.animation = 4
		object.animationTimer = 0
		object.state = 4
		if stage.debugMode == 0
			if object.value13 == 0
				achievement.trigger = 8
				//CallNativeFunction2(SetAchievement, 7, 100)
			end if
		end if
	else
		object.animation = 3
		object.animationTimer = 0
		object.value8 = 32
		PlaySfx(SfxName[Boss Hit], 0)
	end if
end function


function EggmanSLZ_Function133
	arrayPos0 = object.entityPos
	temp1 = object.value9
	temp1 >>= 1
	GetTableValue(temp2, temp1, Eggman_table32)
	arrayPos0 -= temp2
	if object[arrayPos0].state == 3
		if object[arrayPos0].value12 == 0
			object.xpos = temp0
			object[arrayPos0].state = 2
			object[arrayPos0].xvel = 0
			object[arrayPos0].yvel = 0
			object[arrayPos0].value8 = object.xpos
			object[arrayPos0].value9 = object.ypos
			object[arrayPos0].value9 += 0x200000
			object[arrayPos0].value0 = 240
			object[arrayPos0].value10 = 2
			object[arrayPos0].animationTimer = 44
			object.value4 = 40
			object.value5 = 0
			object.state++
		end if
	end if
end function


function EggmanSLZ_Function134
	Sin256(temp0, object.value2)
	temp0 <<= 10
	object.ypos += temp0
	object.value2 += 2
	object.value2 &= 255
end function


event ObjectMain
	switch object.state
	case 0
		if object[0].xpos >= object[-3].xpos
			temp0 = object[-3].ixpos
			temp0 -= screen.xcenter
			stage.newXBoundary1 = temp0
			temp0 = object[-3].ixpos
			temp0 += screen.xcenter
			stage.newXBoundary2 = temp0
			if screen.yoffset == object.value12
				object.state++
				object.priority = PRIORITY_ACTIVE
			else
				object.value12 = screen.yoffset
			end if
		end if
		break
	case 1
		object.xpos += object.xvel
		temp0 = object[-3].xpos
		temp0 += 0x800000
		if object.xpos < temp0
			object.state++
			temp1 = screen.xcenter
			temp1 -= 4
			temp1 <<= 8
			temp1 /= 160
			temp1 *= -512
			object.xvel = temp1
		end if
		object.ypos = object.value1
		CallFunction(EggmanSLZ_Function134)
		break
	case 2
		object.xpos += object.xvel
		if object.direction == FLIP_NONE
			if object.xpos <= object.value10
				object.xpos = object.value10
				FlipSign(object.xvel)
				object.direction ^= FLIP_X
			else			
				GetTableValue(temp0, object.value9, Eggman_table31)
				if object.xpos <= temp0
					CallFunction(EggmanSLZ_Function133)
					object.value9--
					if object.value9 < 0
						object.value9 = 1
					end if
				end if
				object.value9 &= 14
			end if
		else
			if object.xpos >= object.value11
				object.xpos = object.value11
				FlipSign(object.xvel)
				object.direction ^= FLIP_X
			else
				GetTableValue(temp0, object.value9, Eggman_table31)
				if object.xpos >= temp0
					CallFunction(EggmanSLZ_Function133)
					object.value9++
					if object.value9 > 5
						object.value9 = 4
					end if
				end if
				object.value9 |= 1
			end if
		end if
		object.ypos = object.value1
		CallFunction(EggmanSLZ_Function134)
		break
	case 3
		object.value4--
		if object.value4 <= 0
			object.value5 = 1
			object.state--
		end if
		break
	case 4
		object.value4++
		temp0 = object.value4
		temp0 &= 7
		if temp0 == 4
			Rand(temp0, 96)
			temp0 -= 48
			temp0 <<= 16
			temp0 += object.xpos
			Rand(temp1, 48)
			temp1 -= 24
			temp1 <<= 16
			temp1 += object.ypos
			CreateTempObject(TypeName[Explosion], 0, temp0, temp1)
			PlaySfx(SfxName[Explosion], 0)
		end if
		if object.value4 == 180
			object.animation = 5
			object.animationTimer = 0
			object.value4 = 0
			object.direction = FLIP_X
			object.state++
		end if
		break
	case 5
		object.ypos += object.yvel
		object.yvel += 0x1800
		object.value4++
		if object.value4 == 38
			object.yvel = 0
			object.value4 = 0
			object.animationTimer = 0
			object.state++
		end if
		break
	case 6
		if object.value4 < 48
			object.ypos += object.yvel
			object.yvel -= 0x800
			object.value4++
		else
			object.value4 = 0
			object.yvel = 0
			object.value1 = object.ypos
			object.state++
		end if
		break
	case 7
		object.ypos = object.value1
		CallFunction(EggmanSLZ_Function134)
		if object.value4 < 8
			object.value4++
		else
			object.value4 = 0
			object.animation = 6
			object.animationTimer = 0
			object.value5 = 2
			object.value6 = 0
			object.priority = PRIORITY_ACTIVE
			temp0 = tileLayer[0].xsize
			temp0 <<= 7
			stage.newXBoundary2 = temp0
			object.state++
		end if
		break
	case 8
		object.xpos += 0x40000
		object.value1 -= 0x4000
		object.ypos = object.value1
		CallFunction(EggmanSLZ_Function134)
		if object.outOfBounds == 1
			object.type = TypeName[Blank Object]
			object.priority = PRIORITY_ACTIVE_BOUNDS
		end if
		break
	end switch
	if object.value7 != 0
		if object.value8 > 0
			object.value8--
		end if
		foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
			if object.value8 == 0
				CheckEqual(object[currentPlayer].animation, ANI_HURT)
				temp0 = checkResult
				CheckEqual(object[currentPlayer].animation, ANI_DYING)
				temp0 |= checkResult
				CheckEqual(object[currentPlayer].animation, ANI_DROWNING)
				temp0 |= checkResult
				if temp0 != 0
					if object.animation != 2
						object.animation = 2
						object.animationTimer = 0
					end if
				end if
				BoxCollisionTest(C_TOUCH, object.entityPos, -23, -16, 23, 16, currentPlayer, object[currentPlayer].value40, object[currentPlayer].value38, object[currentPlayer].value41, object[currentPlayer].value39)
				if checkResult == 0
					BoxCollisionTest(C_TOUCH, object.entityPos, -16, -21, 16, 21, currentPlayer, object[currentPlayer].value40, object[currentPlayer].value38, object[currentPlayer].value41, object[currentPlayer].value39)
				end if	
				if checkResult == 1
					CallFunction(PlayerObject_CheckHit)
				else
					CallFunction(BossTarget)
				end if		
				if checkResult == 1
					object.value13 = 1
					CallFunction(EggmanSLZ_Function132)
				end if
			end if
		next
		foreach (TypeName[Bullet], arrayPos1, ACTIVE_ENTITIES)
			if object.value8 == 0
				BoxCollisionTest(C_TOUCH, object.entityPos, -23, -16, 23, 16, arrayPos1, -6, -4, 6, 4)	
				if checkResult == 0
					BoxCollisionTest(C_TOUCH, object.entityPos, -16, -21, 16, 21, arrayPos1, -6, -4, 6, 4)	
				end if	

				if checkResult == 1
					object.value13 = 1
					CallFunction(EggmanSLZ_Function132)
				end if
			end if
		next		
		if object.value8 == 0
			foreach (TypeName[SeeSaw], arrayPos0, ACTIVE_ENTITIES)
				if object[arrayPos0].state != 3	
					temp0 = object[arrayPos0].xpos
					temp1 = object[arrayPos0].ypos
					object[arrayPos0].xpos = object[arrayPos0].value8
					object[arrayPos0].ypos = object[arrayPos0].value9
					BoxCollisionTest(C_TOUCH, object.entityPos, -20, -16, 20, 16, arrayPos0, -7, -7, 7, 7)
					if checkResult == 1
						CallFunction(EggmanSLZ_Function132)
						CreateTempObject(TypeName[Smoke Puff], 0, object[arrayPos0].value8, object[arrayPos0].value9)
						PlaySfx(SfxName[Explosion], 0)
						object[arrayPos0].state = 3
						object[arrayPos0].value0 = 0
					end if
					object[arrayPos0].xpos = temp0
					object[arrayPos0].ypos = temp1
				end if
			next
		end if
	end if
	if object.state < 8
		foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
			temp0 = object[currentPlayer].collisionRight
			temp0 <<= 16
			temp0 += object[currentPlayer].xpos
			temp1 = stage.curXBoundary2
			temp1 <<= 16
			if temp0 > temp1
				object[currentPlayer].xvel = 0
				object[currentPlayer].speed = 0
				object[currentPlayer].xpos = temp1
				temp0 = object[currentPlayer].collisionRight
				temp0 <<= 16
				object[currentPlayer].xpos -= temp0
			end if
		next
	end if
end event


event ObjectDraw
	switch object.animation
	case 1
		temp0 = object.animationTimer
		temp0 /= 6
		object.animationTimer++
		object.animationTimer %= 12
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		DrawSpriteFX(20, FX_FLIP, object.xpos, object.ypos)
		break
	case 2
		temp0 = object.animationTimer
		temp0 %= 10
		temp0 /= 5
		temp0 += 9
		object.animationTimer++
		if object.animationTimer == 50
			object.animationTimer = 0
			if object[0].animation != ANI_DYING
				object.animation = 1
			end if
		end if
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		DrawSpriteFX(20, FX_FLIP, object.xpos, object.ypos)
		break
	case 3
		temp0 = object.animationTimer
		temp0 &= 1
		temp0 += 2
		temp1 = temp0
		temp1 += 17
		object.animationTimer++
		if object.animationTimer == 30
			object.animationTimer = 0
			object.animation = 1
		end if
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		DrawSpriteFX(temp1, FX_FLIP, object.xpos, object.ypos)
		break
	case 4
		temp0 = object.animationTimer
		temp0 >>= 5
		temp0 += 4
		object.animationTimer++
		object.animationTimer &= 63
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		DrawSpriteFX(20, FX_FLIP, object.xpos, object.ypos)
		break
	case 5
		DrawSpriteFX(6, FX_FLIP, object.xpos, object.ypos)
		DrawSpriteFX(20, FX_FLIP, object.xpos, object.ypos)
		break
	case 6
		temp0 = object.animationTimer
		temp0 >>= 2
		temp0 += 7
		object.animationTimer++
		object.animationTimer %= 7
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		DrawSpriteFX(20, FX_FLIP, object.xpos, object.ypos)
		break
	end switch
	switch object.value5
	case 1
		temp0 = object.value6
		temp0 >>= 2
		temp0 += 11
		object.value6++
		object.value6 &= 7
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		break
	case 2
		temp0 = object.value6
		temp0 /= 3
		temp0 += 11
		object.value6++
		if object.value6 > 21
			object.value6 = 18
		end if
		DrawSpriteFX(temp0, FX_FLIP, object.xpos, object.ypos)
		break
	end switch
end event


event ObjectStartup
	if stage.playerListPos == 2
		if saveRAM[279] == 1
			LoadSpriteSheet("Global/Eggrobo.gif")
		else
			LoadSpriteSheet("Global/Eggman.gif")
		end if
	else
		LoadSpriteSheet("Global/Eggman.gif")
	end if
	SpriteFrame(-28, -32, 64, 56, 1, 1)
	SpriteFrame(-28, -32, 64, 56, 66, 1)
	SpriteFrame(-28, -32, 64, 56, 131, 1)
	SpriteFrame(-28, -32, 64, 56, 1, 58)
	SpriteFrame(-28, -32, 64, 56, 1, 1)
	SpriteFrame(-28, -32, 64, 56, 1, 58)
	SpriteFrame(-28, -32, 64, 56, 66, 58)
	SpriteFrame(-28, -32, 64, 56, 131, 58)
	SpriteFrame(-28, -32, 64, 56, 66, 1)
	SpriteFrame(-28, -32, 64, 56, 1, 115)
	SpriteFrame(-28, -32, 64, 56, 66, 115)
	SpriteFrame(34, 1, 10, 9, 196, 2)
	SpriteFrame(33, 0, 15, 11, 196, 12)
	SpriteFrame(34, -1, 22, 14, 213, 1)
	SpriteFrame(34, -8, 32, 26, 213, 16)
	SpriteFrame(34, -1, 22, 14, 213, 1)
	SpriteFrame(34, -8, 32, 26, 213, 16)
	SpriteFrame(34, 1, 10, 9, 196, 2)
	SpriteFrame(33, 0, 15, 11, 196, 12)
	SpriteFrame(-12, 17, 24, 16, 213, 135)
	SpriteFrame(-12, 17, 24, 16, 213, 43)
	foreach (TypeName[SLZ Eggman], arrayPos0, ALL_ENTITIES)
		if object[arrayPos0].type == TypeName[SLZ Eggman]
				object[arrayPos0].priority = PRIORITY_XBOUNDS
				arrayPos1 = arrayPos0
				arrayPos1 -= 3
				object[arrayPos0].xpos = object[arrayPos1].xpos
				object[arrayPos0].xpos += 0xE80000
				object[arrayPos0].ypos = object[arrayPos1].ypos
				object[arrayPos0].ypos -= 0xAC0000
				temp1 = screen.xcenter
				temp0 -= 4
				temp1 <<= 8
				temp1 /= 160
				temp1 *= -256
				object[arrayPos0].xvel = temp1
				object[arrayPos0].value9 = 4
				object[arrayPos0].value0 = object[arrayPos0].xpos
				object[arrayPos0].value1 = object[arrayPos0].ypos
				object[arrayPos0].animation = 1
				object[arrayPos0].value7 = MBZBossHits
				temp0 = screen.xcenter
				temp0 -= 160
				temp0 -= 4
				if temp0 < 0
					temp0 = 0
				end if
				temp0 <<= 16
				object[arrayPos0].xpos += temp0
				temp0 += 0x980000
				object[arrayPos0].value10 = object[arrayPos1].xpos
				object[arrayPos0].value10 -= temp0
				object[arrayPos0].value11 = object[arrayPos1].xpos
				object[arrayPos0].value11 += temp0
				temp0 -= 0x980000
				temp1 = object[arrayPos1].xpos
				temp1 -= 0x280000
				SetTableValue(temp1, 2, Eggman_table31)
				temp1 += 0x500000
				SetTableValue(temp1, 3, Eggman_table31)
				arrayPos1++
				object[arrayPos1].xpos -= temp0
				temp1 = object[arrayPos1].xpos
				temp1 -= 0x280000
				SetTableValue(temp1, 0, Eggman_table31)
				temp1 += 0x500000
				SetTableValue(temp1, 1, Eggman_table31)
				arrayPos1++
				object[arrayPos1].xpos += temp0
				temp1 = object[arrayPos1].xpos
				temp1 -= 0x280000
				SetTableValue(temp1, 4, Eggman_table31)
				temp1 += 0x500000
				SetTableValue(temp1, 5, Eggman_table31)
				object[arrayPos0].value5 = 1
		end if
	next
end event

event RSDKDraw
	DrawSprite(0)
end event

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