// ----------------------------------
// RSDK Project: Sonic 2
// Script Description: Act Finish 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.textPos
private alias object.value2  : object.gotThroughTextPos
private alias object.value3  : object.timePos
private alias object.value4  : object.ringPos
private alias object.value5  : object.perfectPos
private alias object.value6  : object.totalPos
private alias object.value7  : object.timeBonus
private alias object.value8  : object.ringBonus
private alias object.value9  : object.perfectBonus
private alias object.value10 : object.hasPerfectBonus
private alias object.value11 : object.totalScore
private alias object.value12 : object.hasContinue // (can be Coins in Origins too)

// States
private alias -1 : ACTFINISH_NORESULTS
private alias  0 : ACTFINISH_INIT
private alias  1 : ACTFINISH_ENTERTEXT
private alias  2 : ACTFINISH_ACTFINISHJINGLE
private alias  3 : ACTFINISH_TALLYSCORE
private alias  4 : ACTFINISH_SHOWRESULTS
private alias  5 : ACTFINISH_LOADNEXTSTAGE
private alias  6 : ACTFINISH_GOTCONTINUE
private alias  7 : ACTFINISH_WAITFORCALLBACK
private alias  8 : ACTFINISH_SETSCREENFADE

// Player Aliases
private alias object.value0 : player.rings

// Game Modes
private alias 0 : MODE_NOSAVE
private alias 1 : MODE_SAVEGAME
private alias 2 : MODE_TIMEATTACK

// Achievement Aliases
private alias 6 : ACHIEVEMENT_PERFECTIONIST


// ========================
// Events
// ========================

event ObjectUpdate
	options.touchControls = false
	
	switch object.state
	case ACTFINISH_INIT
		object.drawOrder = 6
		object.priority = PRIORITY_ACTIVE
		object.textPos = -384
		object.gotThroughTextPos = 384
		object.timePos = 640
		object.ringPos = 656
		object.perfectPos = 672
		object.totalPos = 688

		switch stage.minutes
		case 0
			if stage.seconds < 30
				object.timeBonus = 50000
			else
				if stage.seconds < 45
					object.timeBonus = 10000
				else
					object.timeBonus = 5000
				end if
			end if
			break

		case 1
			if stage.seconds < 30
				object.timeBonus = 4000
			else
				object.timeBonus = 3000
			end if
			break

		case 2
			object.timeBonus = 2000
			break

		case 3
			object.timeBonus = 1000
			break

		case 4
			object.timeBonus = 500
			break

		case 5
			object.timeBonus = 100
			break

		case 9
			if stage.debugMode == false
				if options.gameMode < MODE_TIMEATTACK
					if stage.seconds == 59
						// Cutting it really close there - give the player a ton of points
						object.timeBonus = 100000
					end if
				end if
			end if
			break

		end switch

		object.ringBonus = player[0].rings
		object.ringBonus *= 100

		// Calculate Perfect Bonus

		// Ring Property Values
		// 0 = All
		// 1 = Not needed by Sonic for perfect
		// 2 = Not needed at all for perfect
		
		// The tallying system seems to be a bit off, though...

		switch stage.playerListPos
		case PLAYER_SONIC_ALONE
		case PLAYER_SONIC_AND_TAILS
			temp0 = 0
			foreach (TypeName[Ring], arrayPos0, ALL_ENTITIES)
				if object[arrayPos0].propertyValue <= 1 // Is this supposed to be just a `<`?
					temp0++
				end if
			next
			break
			
		case PLAYER_TAILS_ALONE
		case PLAYER_KNUX_ALONE
			temp0 = 0
			foreach (TypeName[Ring], arrayPos0, ALL_ENTITIES)
				if object[arrayPos0].propertyValue != 2
					temp0++
				end if
			next
			break
			
		end switch
		
		// Perfect Bonus
		if temp0 == 0
			object.hasPerfectBonus = true
			object.perfectBonus = 50000
			if stage.debugMode == false
				// Grant the "Perfectionist" Achievement, for collecting all rings in a level
				CallNativeFunction2(SetAchievement, ACHIEVEMENT_PERFECTIONIST, 100)
			end if
		end if
		
#platform: USE_ORIGINS
		if game.playMode == BOOT_PLAYMODE_MISSION
			object.state = ACTFINISH_NORESULTS
		else
			if game.playMode == BOOT_PLAYMODE_BOSSRUSH
				object.state = ACTFINISH_NORESULTS
			else
				object.state++
			end if
		end if
		
		CallNativeFunction4(NotifyCallback, NOTIFY_STATS_ENEMY, StageStatsUsabilityParam1, StageStatsUsabilityParam2, StageStatsUsabilityParam3)
		CallNativeFunction2(NotifyCallback, NOTIFY_STATS_RING, player[0].rings)
		CallNativeFunction2(NotifyCallback, NOTIFY_ACT_FINISH, 0)
		
		StageStatsUsabilityParam1 = 0
		StageStatsUsabilityParam2 = 0
		StageStatsUsabilityParam3 = 0
		StageStatsUsabilityParam4 = 0
		StageStatsUsabilityParam5 = 0
		
		StatsUsabilityParam1 = 0
		StatsUsabilityParam2 = 0
		StatsUsabilityParam3 = 0
		StatsUsabilityParam4 = 0
		StatsUsabilityParam5 = 0
#endplatform
#platform: USE_STANDALONE
		object.state++
#endplatform
		break

	case ACTFINISH_ENTERTEXT
		if object.textPos < 0
			object.textPos += 16
		end if
		
		if object.gotThroughTextPos > 0
			object.gotThroughTextPos -= 16
		end if
		
		if object.timePos > 0
			object.timePos -= 16
		end if
		
		if object.ringPos > 0
			object.ringPos -= 16
		end if
		
		if object.perfectPos > 0
			object.perfectPos -= 16
		end if
		
		if object.totalPos > 0
			object.totalPos -= 16
		else
			object.state++
		end if
		break
		
	case ACTFINISH_ACTFINISHJINGLE
		object.timer++
		if object.timer > 299
			object.timer = 0
			object.state++
		end if
		break
		
	case ACTFINISH_TALLYSCORE
		if object.ringBonus > 0
			object.ringBonus -= 100
			object.totalScore += 100
			player.score += 100
		end if
		
		if object.timeBonus > 0
			object.timeBonus -= 100
			object.totalScore += 100
			player.score += 100
		end if
		
		if object.perfectBonus > 0
			object.perfectBonus -= 100
			object.totalScore += 100
			player.score += 100
		end if
		
		CheckGreater(object.ringBonus, 0)
		temp0 = checkResult
		CheckGreater(object.timeBonus, 0)
		temp0 |= checkResult
		CheckGreater(object.perfectBonus, 0)
		temp0 |= checkResult
		if temp0 == true
			object.timer++
			if object.timer == 2
				PlaySfx(SfxName[Score Add], false)
				object.timer = 0
			end if
		else
			if options.vsMode == false
				if object.totalScore >= 10000
					object.state = ACTFINISH_GOTCONTINUE
				else
					object.state++
				end if
			else
				object.state++
			end if
			
			object.timer = 0
			PlaySfx(SfxName[Score Total], false)
		end if
		break
		
	case ACTFINISH_GOTCONTINUE
		object.timer++
		if object.timer == 60
			object.timer = 0
			object.hasContinue = true
#platform: USE_ORIGINS
			if game.coinMode == false
				player.continues++
			else
				CallNativeFunction2(NotifyCallback, NOTIFY_ADD_COIN, 3)
			end if
#endplatform
#platform: USE_STANDALONE
			player.continues++
#endplatform
			PlaySfx(SfxName[Continue], false)
			object.state = ACTFINISH_SHOWRESULTS
		end if
		break

	case ACTFINISH_SHOWRESULTS
		object.timer++
		if object.timer == 160
#platform: USE_ORIGINS
			if game.oneStageFlag != false
				game.callbackResult = -1
				CallNativeFunction4(NotifyCallback, NOTIFY_STAGE_RETRY, 1, stage.listPos, 0)
				object.state = ACTFINISH_WAITFORCALLBACK
			else
				object.timer = 0
				object.state++
			end if
#endplatform
#platform: USE_STANDALONE
			object.timer = 0
			object.state++
#endplatform
		end if
		break

	case ACTFINISH_LOADNEXTSTAGE
		object.timer += 4
		SetScreenFade(0, 0, 0, object.timer)
		if object.timer == 384
			fadeColor = 0x000000
			object.timer = 0
			starPostID = 0
			
			// Huh? This object's direction doesn't really mean much, what's this supposed to mean..?
			object.direction = FACING_RIGHT
			
#platform: USE_ORIGINS
			// These following two lines were added in Origins 1.0.4
			// -> In standalone RSDKv4, all SFX are stopped when transitioning scenes so this wasn't a problem
			// -> In Origins's cross implementation of Hedgehog Engine 2 and RSDKv5U, however, SFX continue to play (and loop) between scenes
			StopSfx(SfxName[Flying])
			StopSfx(SfxName[Tired])
#endplatform
			
			stage.listPos++
			
			// Hidden Palace Checks
			if stage.listPos > 20
				stage.listPos = 12 // Make the next stage Oil Ocean Zone Act 1
				if options.stageSelectFlag == false
					if stage.debugMode == false
						if options.gameMode == MODE_NOSAVE
							ReadSaveRAM()
							saveRAM[46] = true // "unlockedHPZ"
							WriteSaveRAM()
						else
							saveRAM[46] = true // "unlockedHPZ"
						end if
					end if
				end if
			end if

			if options.gameMode == MODE_SAVEGAME
				arrayPos1 = options.saveSlot
				arrayPos1 <<= 3
				if stage.player2Enabled == true
					saveRAM[arrayPos1] = 3
				else
					saveRAM[arrayPos1] = stage.playerListPos
				end if

				arrayPos1++
				saveRAM[arrayPos1] = player.lives
				arrayPos1++
				saveRAM[arrayPos1] = player.score
				arrayPos1++
				saveRAM[arrayPos1] = player.scoreBonus
				arrayPos1++
				temp0 = stage.listPos
				temp0++
				if temp0 > saveRAM[arrayPos1]
					saveRAM[arrayPos1] = temp0
				end if
				arrayPos1++
				saveRAM[arrayPos1] = specialStage.emeralds
				arrayPos1++
				saveRAM[arrayPos1] = specialStage.listPos
				WriteSaveRAM()
			end if

#platform: USE_ORIGINS
			if game.oneStageFlag != false
				stage.listPos--
				object.state = ACTFINISH_SETSCREENFADE
			else
#endplatform
				if options.gameMode == MODE_TIMEATTACK
					timeAttack.result = stage.seconds
					timeAttack.result *= 100
					temp0 = stage.minutes
					temp0 *= 6000
					timeAttack.result += temp0
					timeAttack.result += stage.milliSeconds
					stage.listPos--
					if stage.activeList == REGULAR_STAGE
						CallNativeFunction2(SetLeaderboard, stage.listPos, timeAttack.result)
					else
						// If we're on a non-regular stage, then we're in the Boss Rush so use its special ID
						// (This was written in a pre-Origins world, before anything and everything was shoved into the BONUS_STATE list)
						CallNativeFunction2(SetLeaderboard, 21, timeAttack.result)
					end if
					
					engine.state = 8
				else
					temp0 = engine.trialMode
					if stage.listPos >= stage.listSize
						temp0 = true
					end if

					if temp0 == false
						LoadStage()
					else
						stage.activeList = PRESENTATION_STAGE
						stage.listPos = 0
						LoadStage()
					end if
				end if
#platform: USE_ORIGINS
			end if
#endplatform
		end if
		break
	
#platform: USE_ORIGINS
	case ACTFINISH_WAITFORCALLBACK
		if game.callbackResult >= 0
			object.timer = 0
			object.state = ACTFINISH_LOADNEXTSTAGE
		end if
		break
		
	case ACTFINISH_SETSCREENFADE
		SetScreenFade(0, 0, 0, 255)
		break
#endplatform
	end switch
end event


event ObjectDraw
	SetActivePalette(0, 0, screen.ysize)
	
	temp7 = object.textPos
	temp7 += screen.xcenter
	
	DrawSpriteScreenXY(0, temp7, 64)
	DrawSpriteScreenXY(1, temp7, 64)
	
	temp7 = object.gotThroughTextPos
	temp7 += screen.xcenter
	DrawSpriteScreenXY(2, temp7, 82)
	
	// Determine whether to show `got through zone` or `got through act`
	if TitleCard_showZoneText == false
		DrawSpriteScreenXY(3, temp7, 82)
		temp1 = stage.actNum
		temp1 += 4
		DrawSpriteScreenXY(temp1, temp7, 70)
	else
		DrawSpriteScreenXY(4, temp7, 82)
	end if
	
	temp7 = object.timePos
	temp7 += screen.xcenter
	DrawSpriteScreenXY(8, temp7, 120)
	DrawSpriteScreenXY(13, temp7, 120)
	temp7 += 88
	DrawNumbers(14, temp7, 121, object.timeBonus, 6, 8, 0)
	
	temp7 = object.ringPos
	temp7 += screen.xcenter
	DrawSpriteScreenXY(9, temp7, 136)
	DrawSpriteScreenXY(13, temp7, 136)
	temp7 += 88
	DrawNumbers(14, temp7, 137, object.ringBonus, 5, 8, 0)
	if object.hasPerfectBonus == true
		temp7 = object.perfectPos
		temp7 += screen.xcenter
		DrawSpriteScreenXY(10, temp7, 152)
		DrawSpriteScreenXY(11, temp7, 152)
		temp7 += 88
		DrawNumbers(14, temp7, 153, object.perfectBonus, 5, 8, 0)
	end if
	
	temp7 = object.totalPos
	temp7 += screen.xcenter
	DrawSpriteScreenXY(12, temp7, 168)
	temp7 += 88
	DrawNumbers(14, temp7, 169, object.totalScore, 6, 8, 0)
	
	if object.hasContinue == true
#platform: USE_ORIGINS
		if game.coinMode == false
#endplatform
			// Draw the Continue icon
			GetBit(temp0, oscillation, 4)
			if temp0 == true
				GetBit(temp0, oscillation, 5)
				temp0 += 24
				temp1 = screen.xcenter
				temp1 += 112
				temp2 = screen.ycenter
				temp2 += 52
				DrawSpriteScreenXY(temp0, temp1, temp2)
			end if
#platform: USE_ORIGINS
		else
			// Draw the Coin icon
			
			// First, the "Coin x 3" text
			// They could've used a constant value of 26 in the function rather than doing it this roundabout way, but if they really wanna ig
			temp0 = 26
			temp1 = screen.xcenter
			temp1 += 112
			temp2 = screen.ycenter
			temp2 += 52
			DrawSpriteScreenXY(temp0, temp1, temp2)
			
			// Then, the Coins icon
			temp0 = oscillation
			temp0 &= 15
			temp0 >>= 2
			temp0 += 27
			DrawSpriteScreenXY(temp0, temp1, temp2)
		end if
#endplatform
	end if
end event


event ObjectStartup
	LoadSpriteSheet("Global/Display.gif")

	// Assign sprite frames based on current characters in play
	switch stage.playerListPos
	case PLAYER_SONIC_ALONE
	case PLAYER_SONIC_AND_TAILS
		SpriteFrame(-64, 0, 72, 16, 1, 222)			// 0  - "SONIC" large text
		SpriteFrame(16, 0, 48, 16, 1, 205)			// 1  - "GOT" large text
		break

	case PLAYER_TAILS_ALONE
		// Determine Miles Vs Tails
		if options.region == false
			SpriteFrame(-61, 0, 69, 16, 74, 222)	// 0  - "TAILS" large text
		else
			SpriteFrame(-71, 0, 79, 16, 144, 222)	// 0  - "MILES" large text
		end if
		SpriteFrame(16, 0, 48, 16, 1, 205)			// 1  - "GOT" large text
		break
		
	case PLAYER_KNUX_ALONE
		SpriteFrame(-94, 0, 128, 16, 34, 188)		// 0  - "KNUCKLES" large text
		SpriteFrame(40, 0, 48, 16, 1, 205)			// 1  - "GOT" large text, note its different offset from the other two
		break
		
	end switch

	// Frames that are the same for everyone
	SpriteFrame(-88, 0, 112, 16, 50, 205) 			// 2  - "THROUGH" large text
	SpriteFrame(33, 0, 46, 16, 163, 205) 			// 3  - "ACT" large text
	SpriteFrame(33, 0, 62, 16, 83, 1) 				// 4  - "ZONE" large text
	SpriteFrame(88, 0, 16, 29, 42, 1) 				// 5  - Act number 1
	SpriteFrame(88, 0, 23, 29, 59, 1) 				// 6  - Act number 2
	SpriteFrame(88, 0, 23, 32, 42, 31) 				// 7  - Act number 3
	SpriteFrame(-91, 1, 31, 11, 2, 17) 				// 8  - "Time" text, cropped from normal HUD sprites
	SpriteFrame(-92, 1, 32, 11, 1, 33) 				// 9  - "Rings" text, also cropped from normal HUD sprites
	SpriteFrame(-104, 1, 56, 11, 66, 35)			// 10 - "Perfect" text
	SpriteFrame(-40, 0, 44, 16, 190, 1) 			// 11 - "Bonus" text
	SpriteFrame(-71, 0, 43, 16, 146, 1) 			// 12 - "Total" text
	SpriteFrame(-52, 0, 44, 16, 190, 1) 			// 13 - "Bonus" text, note its different offset
	SpriteFrame(0, 0, 8, 11, 1, 50) 				// 14 - Number 0
	SpriteFrame(0, 0, 8, 11, 10, 50)				// 15 - Number 1
	SpriteFrame(0, 0, 8, 11, 19, 50)				// 16 - Number 2
	SpriteFrame(0, 0, 8, 11, 28, 50)				// 17 - Number 3
	SpriteFrame(0, 0, 8, 11, 1, 62) 				// 18 - Number 4
	SpriteFrame(0, 0, 8, 11, 10, 62)				// 19 - Number 5
	SpriteFrame(0, 0, 8, 11, 19, 62)				// 20 - Number 6
	SpriteFrame(0, 0, 8, 11, 28, 62)				// 21 - Number 7
	SpriteFrame(0, 0, 8, 11, 1, 74) 				// 22 - Number 8
	SpriteFrame(0, 0, 8, 11, 10, 74)				// 23 - Number 9

	switch stage.playerListPos
	case PLAYER_SONIC_ALONE
	case PLAYER_SONIC_AND_TAILS
		SpriteFrame(-8, -11, 16, 23, 178, 113)		// 24 - Sonic continue frame 1
		SpriteFrame(-8, -11, 16, 23, 195, 113)		// 25 - Sonic continue frame 2
		break
		
	case PLAYER_TAILS_ALONE
		SpriteFrame(-8, -11, 16, 23, 212, 113)		// 24 - Tails continue frame 1
		SpriteFrame(-8, -11, 16, 23, 229, 113)		// 25 - Tails continue frame 2
		break
		
	case PLAYER_KNUX_ALONE
		SpriteFrame(-8, -11, 16, 23, 178, 137)		// 24 - Knuckles continue frame 1
		SpriteFrame(-8, -11, 16, 23, 195, 137)		// 25 - Knuckles continue frame 2
		break
		
	end switch

#platform: USE_ORIGINS
	SpriteFrame(-8, -5, 50, 16, 196, 180)			// 26 - Coin x 3
	SpriteFrame(-12, -9, 24, 24, 145, 48)			// 27 - Coin Sparkle 1
	SpriteFrame(-12, -9, 24, 24, 170, 48)			// 28 - Coin Sparkle 2
	SpriteFrame(-12, -9, 24, 24, 195, 48)			// 29 - Coin Sparkle 3
	SpriteFrame(-12, -9, 24, 24, 220, 48)			// 30 - Coin Sparkle 4
#endplatform
end event


// ========================
// Editor Events
// ========================

event RSDKDraw
	DrawSprite(0)
end event


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