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

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

private alias object.propertyValue : object.numDuds

private alias object.value0 : object.timer
private alias object.value1 : object.bubbleType2
private alias object.value2 : object.bubbleType1
private alias object.value3 : object.bubbleFlags
private alias object.value4 : object.dudsRemaining

// AirBubble object aliases
private alias object.value1 : airBubble.originPos.y
private alias object.value2 : airBubble.targetPlayer


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

reserve function AirBubbler_DebugDraw
reserve function AirBubbler_DebugSpawn


// ========================
// Tables
// ========================

private table AirBubbler_bubbleSizes
	2, 4, 2, 2, 2, 2, 4, 2, 4, 2, 2, 4, 2, 4, 2, 2, 4, 2
end table


// ========================
// Function Definitions
// ========================

private function AirBubbler_DebugDraw
	DrawSprite(0)
end function


private function AirBubbler_DebugSpawn
	CreateTempObject(TypeName[Air Bubbler], 0, object.xpos, object.ypos)
	object[tempObjectPos].drawOrder = 4
	object[tempObjectPos].dudsRemaining = 0
end function


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

event ObjectUpdate
	object.frame++
	object.frame %= 48
	
	if object.iypos > stage.waterLevel
		temp0 = object.ixpos
		temp0 -= camera[0].xpos
		Abs(temp0)
		if temp0 < screen.xcenter
			temp0 = object.iypos
			temp0 -= camera[0].ypos
			Abs(temp0)
			if temp0 < screen.ycenter
				temp1 = 0
				if object.bubbleFlags == 0
					object.timer--
					if object.timer < 0
						SetBit(object.bubbleFlags, 0, true)

						Rand(object.bubbleType1, 0xFFFF)
						object.bubbleType2 = object.bubbleType1
						object.bubbleType1 %= 6
						object.bubbleType2 &= 12
						object.dudsRemaining--
						if object.dudsRemaining < 0
							object.dudsRemaining = object.numDuds
							SetBit(object.bubbleFlags, 1, true)
						end if

						temp1 = true
					end if
				else
					object.timer--
					if object.timer < 0
						temp1 = true
					end if
				end if

				if temp1 == true
					Rand(object.timer, 32)

					Rand(temp0, 17)
					temp0 -= 8
					temp0 <<= 16
					temp0 += object.xpos
					CreateTempObject(TypeName[Air Bubble], 2, temp0, object.ypos)
					airBubble[tempObjectPos].originPos.y = object[tempObjectPos].xpos
					Rand(object[tempObjectPos].angle, 256)
					object[tempObjectPos].angle <<= 1
					object[tempObjectPos].drawOrder = 4
					object[tempObjectPos].yvel = -0x8800
					airBubble[tempObjectPos].targetPlayer = 0xFFFF
					temp0 = object.bubbleType2
					temp0 += object.bubbleType1
					GetTableValue(object[tempObjectPos].propertyValue, temp0, AirBubbler_bubbleSizes)

					GetBit(temp0, object.bubbleFlags, 1)
					if temp0 == true
						Rand(temp0, 4)

						temp1 = false
						if temp0 == false
							GetBit(temp0, object.bubbleFlags, 2)
							if temp0 == false
								temp1 = true
							end if
						end if

						if object.bubbleType1 == 0
							GetBit(temp0, object.bubbleFlags, 2)
							if temp0 == false
								temp1 = true
							end if
						end if

						if temp1 == true
							object[tempObjectPos].propertyValue = 6
							SetBit(object.bubbleFlags, 2, true)
						end if
					end if

					object.bubbleType1--
					if object.bubbleType1 < 0
						Rand(temp0, 128)
						temp0 += 128
						object.timer += temp0
						object.bubbleFlags = 0
					end if
				end if
			end if
		end if
	end if
end event


event ObjectDraw
	if object.iypos >= stage.waterLevel
		temp0 = object.frame
		temp0 >>= 4
		DrawSprite(temp0)
	end if
end event


event ObjectStartup
	LoadSpriteSheet("HPZ/Objects3.gif")

	// Bubbler frames
	SpriteFrame(-8, -8, 16, 16, 103, 1)
	SpriteFrame(-8, -8, 16, 16, 120, 1)
	SpriteFrame(-8, -8, 16, 16, 137, 1)

	foreach (TypeName[Air Bubbler], arrayPos0, ALL_ENTITIES)
		object[arrayPos0].drawOrder = 4
		object[arrayPos0].dudsRemaining = object[arrayPos0].numDuds
	next

	SetTableValue(TypeName[Air Bubbler], DebugMode_ObjCount, DebugMode_TypesTable)
	SetTableValue(AirBubbler_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
	SetTableValue(AirBubbler_DebugSpawn, DebugMode_ObjCount, DebugMode_SpawnTable)
	DebugMode_ObjCount++
end event


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

event RSDKDraw
	DrawSprite(0)
end event


event RSDKLoad
	LoadSpriteSheet("HPZ/Objects3.gif")
	SpriteFrame(-8, -8, 16, 16, 103, 1)
	
	SetVariableAlias(ALIAS_VAR_PROPVAL, "numDuds")
end event
