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

#include "z_obj_roomtimer.h"

#include "sfx.h"
#include "z_lib.h"
#include "play_state.h"
#include "save.h"

#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED

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);

ActorProfile Obj_Roomtimer_Profile = {
    /**/ ACTOR_OBJ_ROOMTIMER,
    /**/ ACTORCAT_ENEMY,
    /**/ FLAGS,
    /**/ OBJECT_GAMEPLAY_KEEP,
    /**/ sizeof(ObjRoomtimer),
    /**/ ObjRoomtimer_Init,
    /**/ ObjRoomtimer_Destroy,
    /**/ ObjRoomtimer_Update,
    /**/ NULL,
};

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

    this->switchFlag = PARAMS_GET_U(this->actor.params, 10, 6);
    this->actor.params = PARAMS_GET_U(this->actor.params, 0, 10);

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

    this->actionFunc = func_80B9D054;
}

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

    if ((this->actor.params != 0x3FF) && (gSaveContext.timerSeconds > 0)) {
        gSaveContext.timerState = TIMER_STATE_STOP;
    }
}

void func_80B9D054(ObjRoomtimer* this, PlayState* play) {
    if (this->actor.params != 0x3FF) {
        Interface_SetTimer(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.timerState = TIMER_STATE_STOP;
        }
        Flags_SetClear(play, this->actor.room);
        Flags_SetSwitch(play, this->switchFlag);
        Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
        Actor_Kill(&this->actor);
        return;
    }

    if ((this->actor.params != 0x3FF) && (gSaveContext.timerSeconds == 0)) {
        SFX_PLAY_CENTERED(NA_SE_OC_ABYSS);
        Play_TriggerVoidOut(play);
        Actor_Kill(&this->actor);
    }
}

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

    this->actionFunc(this, play);
}
