/*
 * File: z_obj_roomtimer.c
 * Overlay: ovl_Obj_Roomtimer
 * Description: Starts Timer 1 with a value specified in params
 */

#include "z_obj_roomtimer.h"

#define FLAGS ACTOR_FLAG_4

void ObjRoomtimer_Init(Actor* thisx, PlayState* play);
void ObjRoomtimer_Destroy(Actor* thisx, PlayState* play);
void ObjRoomtimer_Update(Actor* thisx, PlayState* play);

void func_80B9D054(ObjRoomtimer* this, PlayState* play);
void func_80B9D0B0(ObjRoomtimer* this, PlayState* play);

const ActorInit Obj_Roomtimer_InitVars = {
    ACTOR_OBJ_ROOMTIMER,
    ACTORCAT_ENEMY,
    FLAGS,
    OBJECT_GAMEPLAY_KEEP,
    sizeof(ObjRoomtimer),
    (ActorFunc)ObjRoomtimer_Init,
    (ActorFunc)ObjRoomtimer_Destroy,
    (ActorFunc)ObjRoomtimer_Update,
    (ActorFunc)NULL,
    NULL,
};

void ObjRoomtimer_Init(Actor* thisx, PlayState* play) {
    ObjRoomtimer* this = (ObjRoomtimer*)thisx;
    s16 params = this->actor.params;

    // Shabom room in Jabu Jabu has a lengthened timer in Enemy Randomizer. Flag doesn't match what the game
    // expects. Instead set it back to the same flag as what it would be in vanilla.
    if (CVarGetInteger("gRandomizedEnemies", 0) && play->sceneNum == SCENE_BDAN && play->roomCtx.curRoom.num == 12) {
        this->switchFlag = 30;
    } else {
        this->switchFlag = (params >> 10) & 0x3F;
    }
    this->actor.params = params & 0x3FF;
    params = this->actor.params;

    if (params != 0x3FF) {
        if (params > 600) {
            this->actor.params = 600;
        } else {
            this->actor.params = params;
        }
    }

    this->actionFunc = func_80B9D054;
}

void ObjRoomtimer_Destroy(Actor* thisx, PlayState* play) {
    ObjRoomtimer* this = (ObjRoomtimer*)thisx;

    if ((this->actor.params != 0x3FF) && (gSaveContext.timer1Value > 0)) {
        gSaveContext.timer1State = 10;
    }
}

void func_80B9D054(ObjRoomtimer* this, PlayState* play) {
    if (this->actor.params != 0x3FF) {
        func_80088B34(this->actor.params);
    }

    Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP);
    this->actionFunc = func_80B9D0B0;
}

void func_80B9D0B0(ObjRoomtimer* this, PlayState* play) {
    if (Flags_GetTempClear(play, this->actor.room)) {
        if (this->actor.params != 0x3FF) {
            gSaveContext.timer1State = 10;
        }
        Flags_SetClear(play, this->actor.room);
        Flags_SetSwitch(play, this->switchFlag);
        func_80078884(NA_SE_SY_CORRECT_CHIME);
        Actor_Kill(&this->actor);
    } else {
        if ((this->actor.params != 0x3FF) && (gSaveContext.timer1Value == 0)) {
            Audio_PlaySoundGeneral(NA_SE_OC_ABYSS, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
            Play_TriggerVoidOut(play);
            Actor_Kill(&this->actor);
        }
    }
}

void ObjRoomtimer_Update(Actor* thisx, PlayState* play) {
    ObjRoomtimer* this = (ObjRoomtimer*)thisx;

    this->actionFunc(this, play);
}
