#include "flo_23.h"
#include "effects.h"

#include "world/area_flo/common/FlowerSpawnRegion.inc.c"

API_CALLABLE(N(SpawnSunEffect)) {
    fx_sun_undeclared(FX_SUN_FROM_LEFT, 0, 0, 0, 0, 0);
    return ApiStatus_DONE2;
}

EvtScript N(EVS_ExitWalk_flo_00_2) = EVT_EXIT_WALK(60, flo_23_ENTRY_0, "flo_00", flo_00_ENTRY_2);
EvtScript N(EVS_ExitWalk_flo_11_0) = EVT_EXIT_WALK(60, flo_23_ENTRY_1, "flo_11", flo_11_ENTRY_0);

EvtScript N(EVS_BindExitTriggers) = {
    BindTrigger(Ref(N(EVS_ExitWalk_flo_11_0)), TRIGGER_FLOOR_ABOVE, COLLIDER_deiliw, 1, 0)
    BindTrigger(Ref(N(EVS_ExitWalk_flo_00_2)), TRIGGER_FLOOR_ABOVE, COLLIDER_deilie, 1, 0)
    Return
    End
};

EvtScript N(EVS_Main) = {
    Set(GB_WorldLocation, LOCATION_FLOWER_FIELDS)
    Call(SetSpriteShading, SHADING_NONE)
    Call(SetCamLeadPlayer, CAM_DEFAULT, FALSE)
    EVT_SETUP_CAMERA_DEFAULT()
    Call(MakeNpcs, FALSE, Ref(N(DefaultNPCs)))
    ExecWait(N(EVS_MakeEntities))
    EVT_FLOWER_SPAWN_REGION( -290, -190,  480,  -90,  0)
    Call(ModifyColliderFlags, MODIFY_COLLIDER_FLAGS_SET_BITS, COLLIDER_deilitw, COLLIDER_FLAGS_UPPER_MASK)
    Call(ModifyColliderFlags, MODIFY_COLLIDER_FLAGS_SET_BITS, COLLIDER_deilite, COLLIDER_FLAGS_UPPER_MASK)
    Set(LVar0, Ref(N(EVS_BindExitTriggers)))
    Exec(EnterWalk)
    ExecWait(N(EVS_SetupMusic))
    IfGe(GB_StoryProgress, STORY_CH6_DESTROYED_PUFF_PUFF_MACHINE)
        Call(N(SpawnSunEffect))
    EndIf
    Return
    End
};
