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

// ========================
// Aliases
// ========================

private alias object.value0 : object.timer
private alias object.value1 : object.extend.length
private alias object.value2 : object.extend.x
private alias object.value3 : object.extend.y
private alias object.value4 : object.head.x
private alias object.value5 : object.head.y
private alias object.value6 : object.target.distance
private alias object.value7 : object.target.entityPos

// States
private alias 0 : CRAWLTON_AWAITPLAYER
private alias 1 : CRAWLTON_EXTENDDELAY
private alias 2 : CRAWLTON_EXTEND
private alias 3 : CRAWLTON_RETRACTDELAY
private alias 4 : CRAWLTON_RETRACT

// Player Aliases
private alias object.xpos : player.xpos
private alias object.ypos : player.ypos

private alias object.value40 : player.hitboxLeft
private alias object.value38 : player.hitboxTop
private alias object.value41 : player.hitboxRight
private alias object.value39 : player.hitboxBottom


// ========================
// Function Declarations
// ========================

reserve function Crawlton_DebugDraw
reserve function Crawlton_DebugSpawn
reserve function Crawlton_CheckPlayerDist

// Static Values

// Tables

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


function Snake_DebugSpawn
	CreateTempObject(TypeName[Snake], 0, object.xpos, object.ypos)
end function


function Snake_Function136
	temp0 = object[currentPlayer].xpos
	temp0 -= object.xpos
	temp0 >>= 16
	object.value6 = temp0
	object.value6 *= temp0
	temp0 = object[currentPlayer].ypos
	temp0 -= object.ypos
	temp0 >>= 16
	temp1 = temp0
	temp1 *= temp0
	object.value6 += temp1
end function


event ObjectMain
	switch object.state
	case 0
		foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
			if object.state == 0
				if object[currentPlayer].xpos < object.xpos
					object.direction = FLIP_NONE
				else
					object.direction = FLIP_X
				end if
				CallFunction(Snake_Function136)
				if object.value6 < 0x4000
					object.value7 = currentPlayer
					object.state = 1
				end if
			end if
		next
		break
	case 1
		currentPlayer = object.value7
		if object[currentPlayer].xpos < object.xpos
			object.direction = FLIP_NONE
		else
			object.direction = FLIP_X
		end if
		object.value0++
		if object.value0 == 32
			CallFunction(Snake_Function136)
			if object.value6 < 0x4000
				object.value2 = object[currentPlayer].xpos
				object.value2 -= object.xpos
				object.value2 /= 0x12000
				object.value3 = object[currentPlayer].ypos
				object.value3 -= object.ypos
				object.value3 /= 0x12000
			else
				temp0 = object[currentPlayer].xpos
				temp0 -= object.xpos
				temp1 = object[currentPlayer].ypos
				temp1 -= object.ypos
				ATan2(temp2, temp0, temp1)
				Cos256(object.value2, temp2)
				Sin256(object.value3, temp2)
				object.value2 *= 224
				object.value3 *= 224
				object.value2 >>= 9
				object.value3 >>= 9
			end if
			object.value0 = 0
			object.state = 2
		end if
		break
	case 2
		if object.value1 < 0x1C0000
			object.value1 += 0x10000
		else
			object.state = 3
		end if
		break
	case 3
		object.value0++
		if object.value0 == 32
			object.value0 = 0
			object.state = 4
		end if
		break
	case 4
		if object.value1 > 0
			object.value1 -= 0x10000
		else
			object.state = 0
		end if
		break
	end switch
	object.value4 = object.value2
	object.value4 *= object.value1
	object.value4 /= 28
	object.value4 += object.xpos
	object.value5 = object.value3
	object.value5 *= object.value1
	object.value5 /= 28
	object.value5 += object.ypos
	temp6 = object.xpos
	temp7 = object.ypos
	object.xpos = object.value4
	object.ypos = object.value5
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		BoxCollisionTest(C_TOUCH, object.entityPos, -10, -8, 10, 8, currentPlayer, object[currentPlayer].value40, object[currentPlayer].value38, object[currentPlayer].value41, object[currentPlayer].value39)
		if checkResult == 1
			CallFunction(PlayerObject_BadnikBreak)
		end if
	next
	if object.type == TypeName[Snake]
		object.xpos = temp6
		object.ypos = temp7
		if object.outOfBounds == 1
		end if
	end if
end event


event ObjectDraw
	DrawSpriteFX(1, FX_FLIP, object.xpos, object.ypos)
	switch object.state
	case 0
	case 1
		DrawSpriteFX(0, FX_FLIP, object.value4, object.value5)
		break
	case 2
		DrawSpriteFX(2, FX_FLIP, object.value4, object.value5)
		temp0 = object.value1
		temp0 &= 0x3FFFF
		while temp0 < object.value1
			temp1 = object.value2
			temp1 *= temp0
			temp1 /= 28
			temp1 += object.xpos
			temp2 = object.value3
			temp2 *= temp0
			temp2 /= 28
			temp2 += object.ypos
			DrawSpriteFX(1, FX_FLIP, temp1, temp2)
			temp0 += 0x40000
		loop
		break
	case 3
	case 4
		temp0 = 0x40000
		while temp0 < object.value1
			temp1 = object.value2
			temp1 *= temp0
			temp1 /= 28
			temp1 += object.xpos
			temp2 = object.value3
			temp2 *= temp0
			temp2 /= 28
			temp2 += object.ypos
			DrawSpriteFX(1, FX_FLIP, temp1, temp2)
			temp0 += 0x40000
		loop
		DrawSpriteFX(2, FX_FLIP, object.value4, object.value5)
		break
	end switch
	
end event


event ObjectStartup

	LoadSpriteSheet("SSZ/Objects.gif")
	SpriteFrame(-8, -7, 17, 14, 60, 167)
	SpriteFrame(-8, -8, 16, 16, 96, 167)
	SpriteFrame(-10, -7, 17, 17, 78, 167)

	SetTableValue(TypeName[Snake], DebugMode_ObjCount, DebugMode_TypesTable)
	SetTableValue(Snake_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
	SetTableValue(Snake_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
