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-rw-r--r--src/battle_anim_normal.c1023
1 files changed, 1023 insertions, 0 deletions
diff --git a/src/battle_anim_normal.c b/src/battle_anim_normal.c
new file mode 100644
index 000000000..f7df9a4a9
--- /dev/null
+++ b/src/battle_anim_normal.c
@@ -0,0 +1,1023 @@
+#include "global.h"
+#include "battle_anim.h"
+#include "palette.h"
+#include "random.h"
+#include "task.h"
+#include "trig.h"
+#include "constants/rgb.h"
+
+static void AnimConfusionDuck(struct Sprite *);
+static void AnimSimplePaletteBlend(struct Sprite *);
+static void AnimSimplePaletteBlend_Step(struct Sprite *);
+static void AnimComplexPaletteBlend(struct Sprite *);
+static void AnimComplexPaletteBlend_Step1(struct Sprite *);
+static void AnimComplexPaletteBlend_Step2(struct Sprite *);
+static void sub_81159B4(struct Sprite *);
+static void AnimShakeMonOrBattleTerrain(struct Sprite *);
+static void AnimShakeMonOrBattleTerrain_Step(struct Sprite *);
+static void AnimShakeMonOrBattleTerrain_UpdateCoordOffsetEnabled(void);
+static void AnimHitSplatBasic(struct Sprite *);
+static void AnimHitSplatPersistent(struct Sprite *);
+static void AnimHitSplatHandleInvert(struct Sprite *);
+static void AnimHitSplatRandom(struct Sprite *);
+static void AnimHitSplatOnMonEdge(struct Sprite *);
+static void AnimCrossImpact(struct Sprite *);
+static void AnimFlashingHitSplat(struct Sprite *);
+static void AnimFlashingHitSplat_Step(struct Sprite *);
+static void AnimConfusionDuck_Step(struct Sprite *);
+static void BlendColorCycle(u8, u8, u8);
+static void AnimTask_BlendColorCycleLoop(u8);
+static void BlendColorCycleExclude(u8, u8, u8);
+static void AnimTask_BlendColorCycleExcludeLoop(u8);
+static void BlendColorCycleByTag(u8, u8, u8);
+static void AnimTask_BlendColorCycleByTagLoop(u8);
+static void AnimTask_FlashAnimTagWithColor_Step1(u8);
+static void AnimTask_FlashAnimTagWithColor_Step2(u8);
+static void AnimTask_ShakeBattleTerrain_Step(u8);
+
+static const union AnimCmd sAnim_ConfusionDuck_0[] =
+{
+ ANIMCMD_FRAME(0, 8),
+ ANIMCMD_FRAME(4, 8),
+ ANIMCMD_FRAME(0, 8, .hFlip = TRUE),
+ ANIMCMD_FRAME(8, 8),
+ ANIMCMD_JUMP(0),
+};
+
+static const union AnimCmd sAnim_ConfusionDuck_1[] =
+{
+ ANIMCMD_FRAME(0, 8, .hFlip = TRUE),
+ ANIMCMD_FRAME(4, 8),
+ ANIMCMD_FRAME(0, 8),
+ ANIMCMD_FRAME(8, 8),
+ ANIMCMD_JUMP(0),
+};
+
+static const union AnimCmd *const sAnims_ConfusionDuck[] =
+{
+ sAnim_ConfusionDuck_0,
+ sAnim_ConfusionDuck_1,
+};
+
+const struct SpriteTemplate gConfusionDuckSpriteTemplate =
+{
+ .tileTag = ANIM_TAG_DUCK,
+ .paletteTag = ANIM_TAG_DUCK,
+ .oam = &gOamData_AffineOff_ObjNormal_16x16,
+ .anims = sAnims_ConfusionDuck,
+ .images = NULL,
+ .affineAnims = gDummySpriteAffineAnimTable,
+ .callback = AnimConfusionDuck,
+};
+
+const struct SpriteTemplate gSimplePaletteBlendSpriteTemplate =
+{
+ .tileTag = 0,
+ .paletteTag = 0,
+ .oam = &gDummyOamData,
+ .anims = gDummySpriteAnimTable,
+ .images = NULL,
+ .affineAnims = gDummySpriteAffineAnimTable,
+ .callback = AnimSimplePaletteBlend,
+};
+
+const struct SpriteTemplate gComplexPaletteBlendSpriteTemplate =
+{
+ .tileTag = 0,
+ .paletteTag = 0,
+ .oam = &gDummyOamData,
+ .anims = gDummySpriteAnimTable,
+ .images = NULL,
+ .affineAnims = gDummySpriteAffineAnimTable,
+ .callback = AnimComplexPaletteBlend,
+};
+
+static const union AnimCmd gUnknown_085972A4[] =
+{
+ ANIMCMD_FRAME(0, 3),
+ ANIMCMD_FRAME(16, 3),
+ ANIMCMD_FRAME(32, 3),
+ ANIMCMD_FRAME(48, 3),
+ ANIMCMD_FRAME(64, 3),
+ ANIMCMD_JUMP(0),
+};
+
+static const union AnimCmd *const gUnknown_085972BC[] =
+{
+ gUnknown_085972A4,
+};
+
+// Unused
+const struct SpriteTemplate gUnknown_085972C0 =
+{
+ .tileTag = ANIM_TAG_SPARKLE_4,
+ .paletteTag = ANIM_TAG_SPARKLE_4,
+ .oam = &gOamData_AffineOff_ObjNormal_32x32,
+ .anims = gUnknown_085972BC,
+ .images = NULL,
+ .affineAnims = gDummySpriteAffineAnimTable,
+ .callback = sub_81159B4,
+};
+
+const struct SpriteTemplate gShakeMonOrTerrainSpriteTemplate =
+{
+ .tileTag = 0,
+ .paletteTag = 0,
+ .oam = &gDummyOamData,
+ .anims = gDummySpriteAnimTable,
+ .images = NULL,
+ .affineAnims = gDummySpriteAffineAnimTable,
+ .callback = AnimShakeMonOrBattleTerrain,
+};
+
+static const union AffineAnimCmd sAffineAnim_HitSplat_0[] =
+{
+ AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8),
+ AFFINEANIMCMD_END,
+};
+
+static const union AffineAnimCmd sAffineAnim_HitSplat_1[] =
+{
+ AFFINEANIMCMD_FRAME(0xD8, 0xD8, 0, 0),
+ AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8),
+ AFFINEANIMCMD_END,
+};
+
+static const union AffineAnimCmd sAffineAnim_HitSplat_2[] =
+{
+ AFFINEANIMCMD_FRAME(0xB0, 0xB0, 0, 0),
+ AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8),
+ AFFINEANIMCMD_END,
+};
+
+static const union AffineAnimCmd sAffineAnim_HitSplat_3[] =
+{
+ AFFINEANIMCMD_FRAME(0x80, 0x80, 0, 0),
+ AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8),
+ AFFINEANIMCMD_END,
+};
+
+static const union AffineAnimCmd *const sAffineAnims_HitSplat[] =
+{
+ sAffineAnim_HitSplat_0,
+ sAffineAnim_HitSplat_1,
+ sAffineAnim_HitSplat_2,
+ sAffineAnim_HitSplat_3,
+};
+
+const struct SpriteTemplate gBasicHitSplatSpriteTemplate =
+{
+ .tileTag = ANIM_TAG_IMPACT,
+ .paletteTag = ANIM_TAG_IMPACT,
+ .oam = &gOamData_AffineNormal_ObjBlend_32x32,
+ .anims = gDummySpriteAnimTable,
+ .images = NULL,
+ .affineAnims = sAffineAnims_HitSplat,
+ .callback = AnimHitSplatBasic,
+};
+
+const struct SpriteTemplate gHandleInvertHitSplatSpriteTemplate =
+{
+ .tileTag = ANIM_TAG_IMPACT,
+ .paletteTag = ANIM_TAG_IMPACT,
+ .oam = &gOamData_AffineNormal_ObjBlend_32x32,
+ .anims = gDummySpriteAnimTable,
+ .images = NULL,
+ .affineAnims = sAffineAnims_HitSplat,
+ .callback = AnimHitSplatHandleInvert,
+};
+
+const struct SpriteTemplate gWaterHitSplatSpriteTemplate =
+{
+ .tileTag = ANIM_TAG_WATER_IMPACT,
+ .paletteTag = ANIM_TAG_WATER_IMPACT,
+ .oam = &gOamData_AffineNormal_ObjBlend_32x32,
+ .anims = gDummySpriteAnimTable,
+ .images = NULL,
+ .affineAnims = sAffineAnims_HitSplat,
+ .callback = AnimHitSplatBasic,
+};
+
+const struct SpriteTemplate gRandomPosHitSplatSpriteTemplate =
+{
+ .tileTag = ANIM_TAG_IMPACT,
+ .paletteTag = ANIM_TAG_IMPACT,
+ .oam = &gOamData_AffineNormal_ObjBlend_32x32,
+ .anims = gDummySpriteAnimTable,
+ .images = NULL,
+ .affineAnims = sAffineAnims_HitSplat,
+ .callback = AnimHitSplatRandom,
+};
+
+const struct SpriteTemplate gMonEdgeHitSplatSpriteTemplate =
+{
+ .tileTag = ANIM_TAG_IMPACT,
+ .paletteTag = ANIM_TAG_IMPACT,
+ .oam = &gOamData_AffineNormal_ObjBlend_32x32,
+ .anims = gDummySpriteAnimTable,
+ .images = NULL,
+ .affineAnims = sAffineAnims_HitSplat,
+ .callback = AnimHitSplatOnMonEdge,
+};
+
+const struct SpriteTemplate gCrossImpactSpriteTemplate =
+{
+ .tileTag = ANIM_TAG_CROSS_IMPACT,
+ .paletteTag = ANIM_TAG_CROSS_IMPACT,
+ .oam = &gOamData_AffineOff_ObjBlend_32x32,
+ .anims = gDummySpriteAnimTable,
+ .images = NULL,
+ .affineAnims = gDummySpriteAffineAnimTable,
+ .callback = AnimCrossImpact,
+};
+
+const struct SpriteTemplate gFlashingHitSplatSpriteTemplate =
+{
+ .tileTag = ANIM_TAG_IMPACT,
+ .paletteTag = ANIM_TAG_IMPACT,
+ .oam = &gOamData_AffineNormal_ObjNormal_32x32,
+ .anims = gDummySpriteAnimTable,
+ .images = NULL,
+ .affineAnims = sAffineAnims_HitSplat,
+ .callback = AnimFlashingHitSplat,
+};
+
+const struct SpriteTemplate gPersistHitSplatSpriteTemplate =
+{
+ .tileTag = ANIM_TAG_IMPACT,
+ .paletteTag = ANIM_TAG_IMPACT,
+ .oam = &gOamData_AffineNormal_ObjBlend_32x32,
+ .anims = gDummySpriteAnimTable,
+ .images = NULL,
+ .affineAnims = sAffineAnims_HitSplat,
+ .callback = AnimHitSplatPersistent,
+};
+
+// Moves a spinning duck around the mon's head.
+// arg 0: initial x pixel offset
+// arg 1: initial y pixel offset
+// arg 2: initial wave offset
+// arg 3: wave period (higher means faster wave)
+// arg 4: duration
+static void AnimConfusionDuck(struct Sprite *sprite)
+{
+ sprite->pos1.x += gBattleAnimArgs[0];
+ sprite->pos1.y += gBattleAnimArgs[1];
+ sprite->data[0] = gBattleAnimArgs[2];
+ if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
+ {
+ sprite->data[1] = -gBattleAnimArgs[3];
+ sprite->data[4] = 1;
+ }
+ else
+ {
+ sprite->data[1] = gBattleAnimArgs[3];
+ sprite->data[4] = 0;
+ StartSpriteAnim(sprite, 1);
+ }
+
+ sprite->data[3] = gBattleAnimArgs[4];
+ sprite->callback = AnimConfusionDuck_Step;
+ sprite->callback(sprite);
+}
+
+static void AnimConfusionDuck_Step(struct Sprite *sprite)
+{
+ sprite->pos2.x = Cos(sprite->data[0], 30);
+ sprite->pos2.y = Sin(sprite->data[0], 10);
+
+ if ((u16)sprite->data[0] < 128)
+ sprite->oam.priority = 1;
+ else
+ sprite->oam.priority = 3;
+
+ sprite->data[0] = (sprite->data[0] + sprite->data[1]) & 0xFF;
+ if (++sprite->data[2] == sprite->data[3])
+ DestroyAnimSprite(sprite);
+}
+
+// Performs a simple color blend on a specified sprite.
+// arg 0: palette selector
+// arg 1: delay
+// arg 2: start blend amount
+// arg 3: end blend amount
+// arg 4: blend color
+static void AnimSimplePaletteBlend(struct Sprite *sprite)
+{
+ u32 selectedPalettes = UnpackSelectedBattleAnimPalettes(gBattleAnimArgs[0]);
+ BeginNormalPaletteFade(selectedPalettes, gBattleAnimArgs[1], gBattleAnimArgs[2], gBattleAnimArgs[3], gBattleAnimArgs[4]);
+ sprite->invisible = TRUE;
+ sprite->callback = AnimSimplePaletteBlend_Step;
+}
+
+// Unpacks a bitfield and returns a bitmask of its selected palettes.
+// Bits 0-6 of the selector parameter result in the following palettes being selected:
+// 0: battle background palettes (BG palettes 1, 2, and 3)
+// 1: gBattleAnimAttacker OBJ palette
+// 2: gBattleAnimTarget OBJ palette
+// 3: gBattleAnimAttacker partner OBJ palette
+// 4: gBattleAnimTarget partner OBJ palette
+// 5: BG palette 4
+// 6: BG palette 5
+u32 UnpackSelectedBattleAnimPalettes(s16 selector)
+{
+ u8 battleBackground = selector & 1;
+ u8 attacker = (selector >> 1) & 1;
+ u8 target = (selector >> 2) & 1;
+ u8 attackerPartner = (selector >> 3) & 1;
+ u8 targetPartner = (selector >> 4) & 1;
+ u8 arg5 = (selector >> 5) & 1;
+ u8 arg6 = (selector >> 6) & 1;
+ return sub_80A75AC(battleBackground, attacker, target, attackerPartner, targetPartner, arg5, arg6);
+}
+
+static void AnimSimplePaletteBlend_Step(struct Sprite *sprite)
+{
+ if (!gPaletteFade.active)
+ DestroyAnimSprite(sprite);
+}
+
+static void AnimComplexPaletteBlend(struct Sprite *sprite)
+{
+ u32 selectedPalettes;
+
+ sprite->data[0] = gBattleAnimArgs[1];
+ sprite->data[1] = gBattleAnimArgs[1];
+ sprite->data[2] = gBattleAnimArgs[2];
+ sprite->data[3] = gBattleAnimArgs[3];
+ sprite->data[4] = gBattleAnimArgs[4];
+ sprite->data[5] = gBattleAnimArgs[5];
+ sprite->data[6] = gBattleAnimArgs[6];
+ sprite->data[7] = gBattleAnimArgs[0];
+
+ selectedPalettes = UnpackSelectedBattleAnimPalettes(sprite->data[7]);
+ BlendPalettes(selectedPalettes, gBattleAnimArgs[4], gBattleAnimArgs[3]);
+ sprite->invisible = TRUE;
+ sprite->callback = AnimComplexPaletteBlend_Step1;
+}
+
+static void AnimComplexPaletteBlend_Step1(struct Sprite *sprite)
+{
+ u32 selectedPalettes;
+
+ if (sprite->data[0] > 0)
+ {
+ sprite->data[0]--;
+ return;
+ }
+
+ if (gPaletteFade.active)
+ return;
+
+ if (sprite->data[2] == 0)
+ {
+ sprite->callback = AnimComplexPaletteBlend_Step2;
+ return;
+ }
+
+ selectedPalettes = UnpackSelectedBattleAnimPalettes(sprite->data[7]);
+ if (sprite->data[1] & 0x100)
+ BlendPalettes(selectedPalettes, sprite->data[4], sprite->data[3]);
+ else
+ BlendPalettes(selectedPalettes, sprite->data[6], sprite->data[5]);
+
+ sprite->data[1] ^= 0x100;
+ sprite->data[0] = sprite->data[1] & 0xFF;
+ sprite->data[2]--;
+}
+
+static void AnimComplexPaletteBlend_Step2(struct Sprite *sprite)
+{
+ u32 selectedPalettes;
+
+ if (!gPaletteFade.active)
+ {
+ selectedPalettes = UnpackSelectedBattleAnimPalettes(sprite->data[7]);
+ BlendPalettes(selectedPalettes, 0, 0);
+ DestroyAnimSprite(sprite);
+ }
+}
+
+static void sub_81159B4(struct Sprite *sprite)
+{
+ sprite->pos1.x += gBattleAnimArgs[0];
+ sprite->pos1.y += gBattleAnimArgs[1];
+ sprite->data[0] = 0;
+ sprite->data[1] = 10;
+ sprite->data[2] = 8;
+ sprite->data[3] = 40;
+ sprite->data[4] = 112;
+ sprite->data[5] = 0;
+ StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
+ sprite->callback = TranslateSpriteInGrowingCircleOverDuration;
+ sprite->callback(sprite);
+}
+
+// Task data for AnimTask_BlendColorCycle, AnimTask_BlendColorCycleExclude, and AnimTask_BlendColorCycleByTag
+#define tPalSelector data[0] // AnimTask_BlendColorCycle
+#define tPalTag data[0] // AnimTask_BlendColorCycleByTag
+#define tDelay data[1]
+#define tNumBlends data[2]
+#define tInitialBlendY data[3]
+#define tTargetBlendY data[4]
+#define tBlendColor data[5]
+#define tRestoreBlend data[8]
+#define tPalSelectorHi data[9]
+#define tPalSelectorLo data[10]
+
+// Blends mon/screen to designated color or back alternately tNumBlends times
+// Many uses of this task only set a tNumBlends of 2, which has the effect of blending to a color and back once
+void AnimTask_BlendColorCycle(u8 taskId)
+{
+ gTasks[taskId].tPalSelector = gBattleAnimArgs[0];
+ gTasks[taskId].tDelay = gBattleAnimArgs[1];
+ gTasks[taskId].tNumBlends = gBattleAnimArgs[2];
+ gTasks[taskId].tInitialBlendY = gBattleAnimArgs[3];
+ gTasks[taskId].tTargetBlendY = gBattleAnimArgs[4];
+ gTasks[taskId].tBlendColor = gBattleAnimArgs[5];
+ gTasks[taskId].tRestoreBlend = FALSE;
+ BlendColorCycle(taskId, 0, gTasks[taskId].tTargetBlendY);
+ gTasks[taskId].func = AnimTask_BlendColorCycleLoop;
+}
+
+static void BlendColorCycle(u8 taskId, u8 startBlendAmount, u8 targetBlendAmount)
+{
+ u32 selectedPalettes = UnpackSelectedBattleAnimPalettes(gTasks[taskId].tPalSelector);
+ BeginNormalPaletteFade(
+ selectedPalettes,
+ gTasks[taskId].tDelay,
+ startBlendAmount,
+ targetBlendAmount,
+ gTasks[taskId].tBlendColor);
+
+ gTasks[taskId].tNumBlends--;
+ gTasks[taskId].tRestoreBlend ^= 1;
+}
+
+static void AnimTask_BlendColorCycleLoop(u8 taskId)
+{
+ u8 startBlendAmount, targetBlendAmount;
+ if (!gPaletteFade.active)
+ {
+ if (gTasks[taskId].tNumBlends > 0)
+ {
+ if (!gTasks[taskId].tRestoreBlend)
+ {
+ // Blend to designated color
+ startBlendAmount = gTasks[taskId].tInitialBlendY;
+ targetBlendAmount = gTasks[taskId].tTargetBlendY;
+ }
+ else
+ {
+ // Blend back to original color
+ startBlendAmount = gTasks[taskId].tTargetBlendY;
+ targetBlendAmount = gTasks[taskId].tInitialBlendY;
+ }
+
+ if (gTasks[taskId].tNumBlends == 1)
+ targetBlendAmount = 0;
+
+ BlendColorCycle(taskId, startBlendAmount, targetBlendAmount);
+ }
+ else
+ {
+ DestroyAnimVisualTask(taskId);
+ }
+ }
+}
+
+// See AnimTask_BlendColorCycle. Same, but excludes Attacker and Target
+void AnimTask_BlendColorCycleExclude(u8 taskId)
+{
+ int battler;
+ u32 selectedPalettes = 0;
+
+ gTasks[taskId].data[0] = gBattleAnimArgs[0];
+ gTasks[taskId].tDelay = gBattleAnimArgs[1];
+ gTasks[taskId].tNumBlends = gBattleAnimArgs[2];
+ gTasks[taskId].tInitialBlendY = gBattleAnimArgs[3];
+ gTasks[taskId].tTargetBlendY = gBattleAnimArgs[4];
+ gTasks[taskId].tBlendColor = gBattleAnimArgs[5];
+ gTasks[taskId].tRestoreBlend = 0;
+
+ for (battler = 0; battler < gBattlersCount; battler++)
+ {
+ if (battler != gBattleAnimAttacker && battler != gBattleAnimTarget)
+ selectedPalettes |= 1 << (battler + 16);
+ }
+
+ if (gBattleAnimArgs[0] == 1)
+ selectedPalettes |= 0xE;
+
+ gTasks[taskId].tPalSelectorHi = selectedPalettes >> 16;
+ gTasks[taskId].tPalSelectorLo = selectedPalettes & 0xFF;
+ BlendColorCycleExclude(taskId, 0, gTasks[taskId].tTargetBlendY);
+ gTasks[taskId].func = AnimTask_BlendColorCycleExcludeLoop;
+}
+
+static void BlendColorCycleExclude(u8 taskId, u8 startBlendAmount, u8 targetBlendAmount)
+{
+ u32 selectedPalettes = ((u16)gTasks[taskId].tPalSelectorHi << 16) | (u16)gTasks[taskId].tPalSelectorLo;
+ BeginNormalPaletteFade(
+ selectedPalettes,
+ gTasks[taskId].tDelay,
+ startBlendAmount,
+ targetBlendAmount,
+ gTasks[taskId].tBlendColor);
+
+ gTasks[taskId].tNumBlends--;
+ gTasks[taskId].tRestoreBlend ^= 1;
+}
+
+static void AnimTask_BlendColorCycleExcludeLoop(u8 taskId)
+{
+ u8 startBlendAmount, targetBlendAmount;
+ if (!gPaletteFade.active)
+ {
+ if (gTasks[taskId].tNumBlends > 0)
+ {
+ if (!gTasks[taskId].tRestoreBlend)
+ {
+ // Blend to designated color
+ startBlendAmount = gTasks[taskId].tInitialBlendY;
+ targetBlendAmount = gTasks[taskId].tTargetBlendY;
+ }
+ else
+ {
+ // Blend back to original color
+ startBlendAmount = gTasks[taskId].tTargetBlendY;
+ targetBlendAmount = gTasks[taskId].tInitialBlendY;
+ }
+
+ if (gTasks[taskId].tNumBlends == 1)
+ targetBlendAmount = 0;
+
+ BlendColorCycleExclude(taskId, startBlendAmount, targetBlendAmount);
+ }
+ else
+ {
+ DestroyAnimVisualTask(taskId);
+ }
+ }
+}
+
+// See AnimTask_BlendColorCycle. Same, but selects palette by ANIM_TAG_*
+void AnimTask_BlendColorCycleByTag(u8 taskId)
+{
+ u8 paletteIndex;
+
+ gTasks[taskId].tPalTag = gBattleAnimArgs[0];
+ gTasks[taskId].tDelay = gBattleAnimArgs[1];
+ gTasks[taskId].tNumBlends = gBattleAnimArgs[2];
+ gTasks[taskId].tInitialBlendY = gBattleAnimArgs[3];
+ gTasks[taskId].tTargetBlendY = gBattleAnimArgs[4];
+ gTasks[taskId].tBlendColor = gBattleAnimArgs[5];
+ gTasks[taskId].tRestoreBlend = FALSE;
+
+ BlendColorCycleByTag(taskId, 0, gTasks[taskId].tTargetBlendY);
+ gTasks[taskId].func = AnimTask_BlendColorCycleByTagLoop;
+}
+
+static void BlendColorCycleByTag(u8 taskId, u8 startBlendAmount, u8 targetBlendAmount)
+{
+ u8 paletteIndex = IndexOfSpritePaletteTag(gTasks[taskId].tPalTag);
+ BeginNormalPaletteFade(
+ 1 << (paletteIndex + 16),
+ gTasks[taskId].tDelay,
+ startBlendAmount,
+ targetBlendAmount,
+ gTasks[taskId].tBlendColor);
+
+ gTasks[taskId].tNumBlends--;
+ gTasks[taskId].tRestoreBlend ^= 1;
+}
+
+static void AnimTask_BlendColorCycleByTagLoop(u8 taskId)
+{
+ u8 startBlendAmount, targetBlendAmount;
+ if (!gPaletteFade.active)
+ {
+ if (gTasks[taskId].tNumBlends > 0)
+ {
+ if (!gTasks[taskId].tRestoreBlend)
+ {
+ // Blend to designated color
+ startBlendAmount = gTasks[taskId].tInitialBlendY;
+ targetBlendAmount = gTasks[taskId].tTargetBlendY;
+ }
+ else
+ {
+ // Blend back to original color
+ startBlendAmount = gTasks[taskId].tTargetBlendY;
+ targetBlendAmount = gTasks[taskId].tInitialBlendY;
+ }
+
+ if (gTasks[taskId].tNumBlends == 1)
+ targetBlendAmount = 0;
+
+ BlendColorCycleByTag(taskId, startBlendAmount, targetBlendAmount);
+ }
+ else
+ {
+ DestroyAnimVisualTask(taskId);
+ }
+ }
+}
+
+#undef tPalSelector
+#undef tPalTag
+#undef tDelay
+#undef tNumBlends
+#undef tInitialBlendY
+#undef tTargetBlendY
+#undef tBlendColor
+#undef tRestoreBlend
+#undef tPalSelectorHi
+#undef tPalSelectorLo
+
+// Flashes the specified anim tag with given color. Used e.g. to flash the particles red in Hyper Beam
+void AnimTask_FlashAnimTagWithColor(u8 taskId)
+{
+ u8 paletteIndex;
+
+ gTasks[taskId].data[0] = gBattleAnimArgs[1];
+ gTasks[taskId].data[1] = gBattleAnimArgs[1];
+ gTasks[taskId].data[2] = gBattleAnimArgs[2];
+ gTasks[taskId].data[3] = gBattleAnimArgs[3];
+ gTasks[taskId].data[4] = gBattleAnimArgs[4];
+ gTasks[taskId].data[5] = gBattleAnimArgs[5];
+ gTasks[taskId].data[6] = gBattleAnimArgs[6];
+ gTasks[taskId].data[7] = gBattleAnimArgs[0];
+
+ paletteIndex = IndexOfSpritePaletteTag(gBattleAnimArgs[0]);
+ BeginNormalPaletteFade(
+ 1 << (paletteIndex + 16),
+ 0,
+ gBattleAnimArgs[4],
+ gBattleAnimArgs[4],
+ gBattleAnimArgs[3]);
+
+ gTasks[taskId].func = AnimTask_FlashAnimTagWithColor_Step1;
+}
+
+static void AnimTask_FlashAnimTagWithColor_Step1(u8 taskId)
+{
+ u32 selectedPalettes;
+
+ if (gTasks[taskId].data[0] > 0)
+ {
+ gTasks[taskId].data[0]--;
+ return;
+ }
+
+ if (gPaletteFade.active)
+ return;
+
+ if (gTasks[taskId].data[2] == 0)
+ {
+ gTasks[taskId].func = AnimTask_FlashAnimTagWithColor_Step2;
+ return;
+ }
+
+ selectedPalettes = 1 << (IndexOfSpritePaletteTag(gTasks[taskId].data[7]) + 16);
+ if (gTasks[taskId].data[1] & 0x100)
+ {
+ BeginNormalPaletteFade(
+ selectedPalettes,
+ 0,
+ gTasks[taskId].data[4],
+ gTasks[taskId].data[4],
+ gTasks[taskId].data[3]);
+ }
+ else
+ {
+ BeginNormalPaletteFade(
+ selectedPalettes,
+ 0,
+ gTasks[taskId].data[6],
+ gTasks[taskId].data[6],
+ gTasks[taskId].data[5]);
+ }
+
+ gTasks[taskId].data[1] ^= 0x100;
+ gTasks[taskId].data[0] = gTasks[taskId].data[1] & 0xFF;
+ gTasks[taskId].data[2]--;
+}
+
+static void AnimTask_FlashAnimTagWithColor_Step2(u8 taskId)
+{
+ u32 selectedPalettes;
+
+ if (!gPaletteFade.active)
+ {
+ selectedPalettes = 1 << (IndexOfSpritePaletteTag(gTasks[taskId].data[7]) + 16);
+ BeginNormalPaletteFade(selectedPalettes, 0, 0, 0, RGB(0, 0, 0));
+ DestroyAnimVisualTask(taskId);
+ }
+}
+
+void AnimTask_InvertScreenColor(u8 taskId)
+{
+ u32 selectedPalettes = 0;
+ u8 attackerBattler = gBattleAnimAttacker;
+ u8 targetBattler = gBattleAnimTarget;
+
+ if (gBattleAnimArgs[0] & 0x100)
+ selectedPalettes = sub_80A75AC(1, 0, 0, 0, 0, 0, 0);
+
+ if (gBattleAnimArgs[1] & 0x100)
+ selectedPalettes |= (0x10000 << attackerBattler);
+
+ if (gBattleAnimArgs[2] & 0x100)
+ selectedPalettes |= (0x10000 << targetBattler);
+
+ InvertPlttBuffer(selectedPalettes);
+ DestroyAnimVisualTask(taskId);
+}
+
+void sub_8115F94(u8 taskId)
+{
+ u8 attackerBattler;
+ u8 targetBattler;
+ u8 paletteIndex;
+ u32 selectedPalettes = 0;
+
+ if (gTasks[taskId].data[0] == 0)
+ {
+ gTasks[taskId].data[2] = gBattleAnimArgs[0];
+ gTasks[taskId].data[3] = gBattleAnimArgs[1];
+ gTasks[taskId].data[4] = gBattleAnimArgs[2];
+ gTasks[taskId].data[1] = gBattleAnimArgs[3];
+ gTasks[taskId].data[5] = gBattleAnimArgs[4];
+ gTasks[taskId].data[6] = gBattleAnimArgs[5];
+ gTasks[taskId].data[7] = gBattleAnimArgs[6];
+ }
+
+ gTasks[taskId].data[0]++;
+ attackerBattler = gBattleAnimAttacker;
+ targetBattler = gBattleAnimTarget;
+
+ if (gTasks[taskId].data[2] & 0x100)
+ selectedPalettes = 0x0000FFFF;
+
+ if (gTasks[taskId].data[2] & 0x1)
+ {
+ paletteIndex = IndexOfSpritePaletteTag(gSprites[gHealthboxSpriteIds[attackerBattler]].template->paletteTag);
+ selectedPalettes |= (1 << paletteIndex) << 16;
+ }
+
+ if (gTasks[taskId].data[3] & 0x100)
+ selectedPalettes |= (1 << attackerBattler) << 16;
+
+ if (gTasks[taskId].data[4] & 0x100)
+ selectedPalettes |= (1 << targetBattler) << 16;
+
+ TintPlttBuffer(selectedPalettes, gTasks[taskId].data[5], gTasks[taskId].data[6], gTasks[taskId].data[7]);
+ if (gTasks[taskId].data[0] == gTasks[taskId].data[1])
+ {
+ UnfadePlttBuffer(selectedPalettes);
+ DestroyAnimVisualTask(taskId);
+ }
+}
+
+static void AnimShakeMonOrBattleTerrain(struct Sprite *sprite)
+{
+ u16 var0;
+
+ sprite->invisible = TRUE;
+ sprite->data[0] = -gBattleAnimArgs[0];
+ sprite->data[1] = gBattleAnimArgs[1];
+ sprite->data[2] = gBattleAnimArgs[1];
+ sprite->data[3] = gBattleAnimArgs[2];
+
+ switch (gBattleAnimArgs[3])
+ {
+ case 0:
+ StoreSpriteCallbackInData6(sprite, (void *)&gBattle_BG3_X);
+ break;
+ case 1:
+ StoreSpriteCallbackInData6(sprite, (void *)&gBattle_BG3_Y);
+ break;
+ case 2:
+ StoreSpriteCallbackInData6(sprite, (void *)&gSpriteCoordOffsetX);
+ break;
+ default:
+ StoreSpriteCallbackInData6(sprite, (void *)&gSpriteCoordOffsetY);
+ break;
+ }
+
+ sprite->data[4] = *(u16 *)(sprite->data[6] | (sprite->data[7] << 16));
+ sprite->data[5] = gBattleAnimArgs[3];
+ var0 = sprite->data[5] - 2;
+ if (var0 < 2)
+ AnimShakeMonOrBattleTerrain_UpdateCoordOffsetEnabled();
+
+ sprite->callback = AnimShakeMonOrBattleTerrain_Step;
+}
+
+static void AnimShakeMonOrBattleTerrain_Step(struct Sprite *sprite)
+{
+ u8 i;
+ u16 var0;
+
+ if (sprite->data[3] > 0)
+ {
+ sprite->data[3]--;
+ if (sprite->data[1] > 0)
+ {
+ sprite->data[1]--;
+ }
+ else
+ {
+ sprite->data[1] = sprite->data[2];
+ *(u16 *)(sprite->data[6] | (sprite->data[7] << 16)) += sprite->data[0];
+ sprite->data[0] = -sprite->data[0];
+ }
+ }
+ else
+ {
+ *(u16 *)(sprite->data[6] | (sprite->data[7] << 16)) = sprite->data[4];
+ var0 = sprite->data[5] - 2;
+ if (var0 < 2)
+ {
+ for (i = 0; i < gBattlersCount; i++)
+ gSprites[gBattlerSpriteIds[i]].coordOffsetEnabled = FALSE;
+ }
+
+ DestroyAnimSprite(sprite);
+ }
+}
+
+static void AnimShakeMonOrBattleTerrain_UpdateCoordOffsetEnabled(void)
+{
+ gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = FALSE;
+ gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = FALSE;
+
+ if (gBattleAnimArgs[4] == 2)
+ {
+ gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = TRUE;
+ gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = TRUE;
+ }
+ else
+ {
+ if (gBattleAnimArgs[4] == 0)
+ gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = TRUE;
+ else
+ gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = TRUE;
+ }
+}
+
+// Task data for AnimTask_ShakeBattleTerrain
+#define tXOffset data[0]
+#define tYOffset data[1]
+#define tNumShakes data[2]
+#define tTimer data[3]
+#define tShakeDelay data[8]
+
+// Can shake battle terrain back and forth on the X or down and back to original pos on Y (cant shake up from orig pos)
+// arg0: x offset of shake
+// arg1: y offset of shake
+// arg2: number of shakes
+// arg3: time between shakes
+void AnimTask_ShakeBattleTerrain(u8 taskId)
+{
+ gTasks[taskId].tXOffset = gBattleAnimArgs[0];
+ gTasks[taskId].tYOffset = gBattleAnimArgs[1];
+ gTasks[taskId].tNumShakes = gBattleAnimArgs[2];
+ gTasks[taskId].tTimer = gBattleAnimArgs[3];
+ gTasks[taskId].tShakeDelay = gBattleAnimArgs[3];
+ gBattle_BG3_X = gBattleAnimArgs[0];
+ gBattle_BG3_Y = gBattleAnimArgs[1];
+ gTasks[taskId].func = AnimTask_ShakeBattleTerrain_Step;
+ gTasks[taskId].func(taskId);
+}
+
+static void AnimTask_ShakeBattleTerrain_Step(u8 taskId)
+{
+ if (gTasks[taskId].tTimer == 0)
+ {
+ if (gBattle_BG3_X == gTasks[taskId].tXOffset)
+ gBattle_BG3_X = -gTasks[taskId].tXOffset;
+ else
+ gBattle_BG3_X = gTasks[taskId].tXOffset;
+
+ if (gBattle_BG3_Y == -gTasks[taskId].tYOffset)
+ gBattle_BG3_Y = 0;
+ else
+ gBattle_BG3_Y = -gTasks[taskId].tYOffset;
+
+ gTasks[taskId].tTimer = gTasks[taskId].tShakeDelay;
+ if (--gTasks[taskId].tNumShakes == 0)
+ {
+ gBattle_BG3_X = 0;
+ gBattle_BG3_Y = 0;
+ DestroyAnimVisualTask(taskId);
+ }
+ }
+ else
+ {
+ gTasks[taskId].tTimer--;
+ }
+}
+
+#undef tXOffset
+#undef tYOffset
+#undef tNumShakes
+#undef tTimer
+#undef tShakeDelay
+
+static void AnimHitSplatBasic(struct Sprite *sprite)
+{
+ StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]);
+ if (gBattleAnimArgs[2] == ANIM_ATTACKER)
+ InitSpritePosToAnimAttacker(sprite, 1);
+ else
+ InitSpritePosToAnimTarget(sprite, TRUE);
+
+ sprite->callback = RunStoredCallbackWhenAffineAnimEnds;
+ StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
+}
+
+// Same as basic hit splat but takes a length of time to persist for (arg4)
+static void AnimHitSplatPersistent(struct Sprite *sprite)
+{
+ StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]);
+ if (gBattleAnimArgs[2] == ANIM_ATTACKER)
+ InitSpritePosToAnimAttacker(sprite, 1);
+ else
+ InitSpritePosToAnimTarget(sprite, TRUE);
+
+ sprite->data[0] = gBattleAnimArgs[4];
+ sprite->callback = RunStoredCallbackWhenAffineAnimEnds;
+ StoreSpriteCallbackInData6(sprite, DestroyAnimSpriteAfterTimer);
+}
+
+// For paired hit splats whose position is inverted when used by the opponent on the player.
+// Used by Twineedle and Spike Cannon
+static void AnimHitSplatHandleInvert(struct Sprite *sprite)
+{
+ if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER && !IsContest())
+ gBattleAnimArgs[1] = -gBattleAnimArgs[1];
+
+ AnimHitSplatBasic(sprite);
+}
+
+static void AnimHitSplatRandom(struct Sprite *sprite)
+{
+ if (gBattleAnimArgs[1] == -1)
+ gBattleAnimArgs[1] = Random2() & 3;
+
+ StartSpriteAffineAnim(sprite, gBattleAnimArgs[1]);
+ if (gBattleAnimArgs[0] == ANIM_ATTACKER)
+ InitSpritePosToAnimAttacker(sprite, 0);
+ else
+ InitSpritePosToAnimTarget(sprite, FALSE);
+
+ sprite->pos2.x += (Random2() % 48) - 24;
+ sprite->pos2.y += (Random2() % 24) - 12;
+
+ StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
+ sprite->callback = RunStoredCallbackWhenAffineAnimEnds;
+}
+
+static void AnimHitSplatOnMonEdge(struct Sprite *sprite)
+{
+ sprite->data[0] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
+ sprite->pos1.x = gSprites[sprite->data[0]].pos1.x + gSprites[sprite->data[0]].pos2.x;
+ sprite->pos1.y = gSprites[sprite->data[0]].pos1.y + gSprites[sprite->data[0]].pos2.y;
+ sprite->pos2.x = gBattleAnimArgs[1];
+ sprite->pos2.y = gBattleAnimArgs[2];
+ StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]);
+ StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
+ sprite->callback = RunStoredCallbackWhenAffineAnimEnds;
+}
+
+static void AnimCrossImpact(struct Sprite *sprite)
+{
+ if (gBattleAnimArgs[2] == ANIM_ATTACKER)
+ InitSpritePosToAnimAttacker(sprite, 1);
+ else
+ InitSpritePosToAnimTarget(sprite, TRUE);
+
+ sprite->data[0] = gBattleAnimArgs[3];
+ StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
+ sprite->callback = WaitAnimForDuration;
+}
+
+static void AnimFlashingHitSplat(struct Sprite *sprite)
+{
+ StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]);
+ if (gBattleAnimArgs[2] == ANIM_ATTACKER)
+ InitSpritePosToAnimAttacker(sprite, 1);
+ else
+ InitSpritePosToAnimTarget(sprite, TRUE);
+
+ sprite->callback = AnimFlashingHitSplat_Step;
+}
+
+static void AnimFlashingHitSplat_Step(struct Sprite *sprite)
+{
+ sprite->invisible ^= 1;
+ if (sprite->data[0]++ > 12)
+ DestroyAnimSprite(sprite);
+}