diff options
Diffstat (limited to 'src/battle_anim_throw.c')
-rwxr-xr-x | src/battle_anim_throw.c | 116 |
1 files changed, 58 insertions, 58 deletions
diff --git a/src/battle_anim_throw.c b/src/battle_anim_throw.c index 4064e250c..23e031b64 100755 --- a/src/battle_anim_throw.c +++ b/src/battle_anim_throw.c @@ -473,8 +473,8 @@ void AnimTask_UnusedLevelUpHealthBox(u8 taskId) AnimLoadCompressedBgGfx(animBgData.bgId, UnusedLevelupAnimationGfx, animBgData.tilesOffset); LoadCompressedPalette(gCureBubblesPal, animBgData.paletteId << 4, 32); - gBattle_BG1_X = -gSprites[spriteId3].pos1.x + 32; - gBattle_BG1_Y = -gSprites[spriteId3].pos1.y - 32; + gBattle_BG1_X = -gSprites[spriteId3].x + 32; + gBattle_BG1_Y = -gSprites[spriteId3].y - 32; gTasks[taskId].data[1] = 640; gTasks[taskId].data[0] = spriteId3; gTasks[taskId].data[2] = spriteId4; @@ -857,9 +857,9 @@ static void SpriteCB_Ball_Throw(struct Sprite *sprite) u16 targetX = sprite->sTargetXArg; u16 targetY = sprite->sTargetYArg; - sprite->sOffsetX = sprite->pos1.x; + sprite->sOffsetX = sprite->x; sprite->sTargetX = targetX; - sprite->sOffsetY = sprite->pos1.y; + sprite->sOffsetY = sprite->y; sprite->sTargetY = targetY; sprite->sAmplitude = -40; InitAnimArcTranslation(sprite); @@ -891,10 +891,10 @@ static void SpriteCB_Ball_Arc(struct Sprite *sprite) else { StartSpriteAnim(sprite, 1); - sprite->pos1.x += sprite->pos2.x; - sprite->pos1.y += sprite->pos2.y; - sprite->pos2.x = 0; - sprite->pos2.y = 0; + sprite->x += sprite->x2; + sprite->y += sprite->y2; + sprite->x2 = 0; + sprite->y2 = 0; for (i = 0; i < 8; i++) sprite->data[i] = 0; @@ -906,7 +906,7 @@ static void SpriteCB_Ball_Arc(struct Sprite *sprite) switch (ballId) { case 0 ... POKEBALL_COUNT - 1: - AnimateBallOpenParticles(sprite->pos1.x, sprite->pos1.y - 5, 1, 28, ballId); + AnimateBallOpenParticles(sprite->x, sprite->y - 5, 1, 28, ballId); LaunchBallFadeMonTask(FALSE, gBattleAnimTarget, 14, ballId); break; } @@ -948,7 +948,7 @@ static void SpriteCB_Ball_MonShrink_Step(struct Sprite *sprite) PrepareBattlerSpriteForRotScale(spriteId, ST_OAM_OBJ_NORMAL); gTasks[taskId].data[10] = 256; gMonShrinkDuration = 28; - gMonShrinkDistance = (gSprites[spriteId].pos1.y + gSprites[spriteId].pos2.y) - (sprite->pos1.y + sprite->pos2.y); + gMonShrinkDistance = (gSprites[spriteId].y + gSprites[spriteId].y2) - (sprite->y + sprite->y2); gMonShrinkDelta = (u32)(gMonShrinkDistance * 256) / gMonShrinkDuration; gTasks[taskId].data[2] = gMonShrinkDelta; gTasks[taskId].tState++; // MON_SHRINK_STEP @@ -957,7 +957,7 @@ static void SpriteCB_Ball_MonShrink_Step(struct Sprite *sprite) gTasks[taskId].data[10] += 32; SetSpriteRotScale(spriteId, gTasks[taskId].data[10], gTasks[taskId].data[10], 0); gTasks[taskId].data[3] += gTasks[taskId].data[2]; - gSprites[spriteId].pos2.y = -gTasks[taskId].data[3] >> 8; + gSprites[spriteId].y2 = -gTasks[taskId].data[3] >> 8; if (gTasks[taskId].data[10] >= 1152) gTasks[taskId].tState++; // MON_SHRINK_INVISIBLE break; @@ -997,8 +997,8 @@ static void SpriteCB_Ball_Bounce(struct Sprite *sprite) sprite->sAmplitude = 40; sprite->sPhase = 0; phase = 0; - sprite->pos1.y += Cos(phase, 40); - sprite->pos2.y = -Cos(phase, sprite->sAmplitude); + sprite->y += Cos(phase, 40); + sprite->y2 = -Cos(phase, sprite->sAmplitude); sprite->callback = SpriteCB_Ball_Bounce_Step; } } @@ -1032,7 +1032,7 @@ static void SpriteCB_Ball_Bounce_Step(struct Sprite *sprite) switch (DIRECTION(sprite->sState)) { case BALL_FALLING: - sprite->pos2.y = -Cos(sprite->sPhase, sprite->sAmplitude); + sprite->y2 = -Cos(sprite->sPhase, sprite->sAmplitude); sprite->sPhase += PHASE_DELTA(sprite->sState) + 4; // Once the ball touches the ground if (sprite->sPhase >= 64) @@ -1062,7 +1062,7 @@ static void SpriteCB_Ball_Bounce_Step(struct Sprite *sprite) } break; case BALL_RISING: - sprite->pos2.y = -Cos(sprite->sPhase, sprite->sAmplitude); + sprite->y2 = -Cos(sprite->sPhase, sprite->sAmplitude); sprite->sPhase -= PHASE_DELTA(sprite->sState) + 4; // Once ball reaches max height if (sprite->sPhase <= 0) @@ -1077,8 +1077,8 @@ static void SpriteCB_Ball_Bounce_Step(struct Sprite *sprite) if (lastBounce) { sprite->sState = 0; - sprite->pos1.y += Cos(64, 40); - sprite->pos2.y = 0; + sprite->y += Cos(64, 40); + sprite->y2 = 0; if (gBattleSpritesDataPtr->animationData->ballThrowCaseId == BALL_NO_SHAKES) { sprite->sTimer = 0; @@ -1143,7 +1143,7 @@ static void SpriteCB_Ball_Wobble_Step(struct Sprite *sprite) // Rolling effect: every frame in the rotation, the sprite shifts 176/256 of a pixel. if (gBattleSpritesDataPtr->animationData->ballSubpx > 255) { - sprite->pos2.x += sprite->sDirection; + sprite->x2 += sprite->sDirection; gBattleSpritesDataPtr->animationData->ballSubpx &= 0xFF; } else @@ -1177,7 +1177,7 @@ static void SpriteCB_Ball_Wobble_Step(struct Sprite *sprite) case BALL_ROLL_2: if (gBattleSpritesDataPtr->animationData->ballSubpx > 255) { - sprite->pos2.x += sprite->sDirection; + sprite->x2 += sprite->sDirection; gBattleSpritesDataPtr->animationData->ballSubpx &= 0xFF; } else @@ -1212,7 +1212,7 @@ static void SpriteCB_Ball_Wobble_Step(struct Sprite *sprite) case BALL_ROLL_3: if (gBattleSpritesDataPtr->animationData->ballSubpx > 0xFF) { - sprite->pos2.x += sprite->sDirection; + sprite->x2 += sprite->sDirection; gBattleSpritesDataPtr->animationData->ballSubpx &= 0xFF; } else @@ -1420,12 +1420,12 @@ static void MakeCaptureStars(struct Sprite *sprite) LoadBallParticleGfx(BALL_MASTER); for (i = 0; i < ARRAY_COUNT(sCaptureStars); i++) { - u8 spriteId = CreateSprite(&sBallParticleSpriteTemplates[BALL_MASTER], sprite->pos1.x, sprite->pos1.y, subpriority); + u8 spriteId = CreateSprite(&sBallParticleSpriteTemplates[BALL_MASTER], sprite->x, sprite->y, subpriority); if (spriteId != MAX_SPRITES) { gSprites[spriteId].sDuration = 24; - gSprites[spriteId].sTargetX = sprite->pos1.x + sCaptureStars[i].xOffset; - gSprites[spriteId].sTargetY = sprite->pos1.y + sCaptureStars[i].yOffset; + gSprites[spriteId].sTargetX = sprite->x + sCaptureStars[i].xOffset; + gSprites[spriteId].sTargetY = sprite->y + sCaptureStars[i].yOffset; gSprites[spriteId].sAmplitude = sCaptureStars[i].amplitude; InitAnimArcTranslation(&gSprites[spriteId]); gSprites[spriteId].callback = SpriteCB_CaptureStar_Flicker; @@ -1465,7 +1465,7 @@ static void SpriteCB_Ball_Release_Step(struct Sprite *sprite) switch (ballId) { case 0 ... POKEBALL_COUNT - 1: - AnimateBallOpenParticles(sprite->pos1.x, sprite->pos1.y - 5, 1, 28, ballId); + AnimateBallOpenParticles(sprite->x, sprite->y - 5, 1, 28, ballId); LaunchBallFadeMonTask(TRUE, gBattleAnimTarget, 14, ballId); break; } @@ -1492,12 +1492,12 @@ static void SpriteCB_Ball_Release_Wait(struct Sprite *sprite) else { gSprites[gBattlerSpriteIds[gBattleAnimTarget]].sOffsetY -= 288; - gSprites[gBattlerSpriteIds[gBattleAnimTarget]].pos2.y = gSprites[gBattlerSpriteIds[gBattleAnimTarget]].sOffsetY >> 8; + gSprites[gBattlerSpriteIds[gBattleAnimTarget]].y2 = gSprites[gBattlerSpriteIds[gBattleAnimTarget]].sOffsetY >> 8; } if (sprite->animEnded && released) { - gSprites[gBattlerSpriteIds[gBattleAnimTarget]].pos2.y = 0; + gSprites[gBattlerSpriteIds[gBattleAnimTarget]].y2 = 0; gSprites[gBattlerSpriteIds[gBattleAnimTarget]].invisible = gBattleSpritesDataPtr->animationData->wildMonInvisible; sprite->sFrame = 0; sprite->callback = DestroySpriteAfterOneFrame; @@ -1513,10 +1513,10 @@ static void SpriteCB_Ball_Block(struct Sprite *sprite) { s32 i; - sprite->pos1.x += sprite->pos2.x; - sprite->pos1.y += sprite->pos2.y; - sprite->pos2.y = 0; - sprite->pos2.x = 0; + sprite->x += sprite->x2; + sprite->y += sprite->y2; + sprite->y2 = 0; + sprite->x2 = 0; for (i = 0; i < 6; i++) sprite->data[i] = 0; @@ -1533,13 +1533,13 @@ static void SpriteCB_Ball_Block_Step(struct Sprite *sprite) { s16 dy = sprite->sDy + 0x800; s16 dx = sprite->sDx + 0x680; - sprite->pos2.x -= dx >> 8; - sprite->pos2.y += dy >> 8; + sprite->x2 -= dx >> 8; + sprite->y2 += dy >> 8; sprite->sDy = (sprite->sDy + 0x800) & 0xFF; sprite->sDx = (sprite->sDx + 0x680) & 0xFF; - if (sprite->pos1.y + sprite->pos2.y > DISPLAY_HEIGHT - || sprite->pos1.x + sprite->pos2.x < -8) + if (sprite->y + sprite->y2 > DISPLAY_HEIGHT + || sprite->x + sprite->x2 < -8) { sprite->sFrame = 0; sprite->callback = DestroySpriteAfterOneFrame; @@ -1638,8 +1638,8 @@ static void PokeBallOpenParticleAnimation_Step1(struct Sprite *sprite) static void PokeBallOpenParticleAnimation_Step2(struct Sprite *sprite) { - sprite->pos2.x = Sin(sprite->data[0], sprite->data[1]); - sprite->pos2.y = Cos(sprite->data[0], sprite->data[1]); + sprite->x2 = Sin(sprite->data[0], sprite->data[1]); + sprite->y2 = Cos(sprite->data[0], sprite->data[1]); sprite->data[1] += 2; if (sprite->data[1] == 50) DestroyBallOpenAnimationParticle(sprite); @@ -1831,8 +1831,8 @@ static void GreatBallOpenParticleAnimation(u8 taskId) static void FanOutBallOpenParticles_Step1(struct Sprite *sprite) { - sprite->pos2.x = Sin(sprite->data[0], sprite->data[1]); - sprite->pos2.y = Cos(sprite->data[0], sprite->data[2]); + sprite->x2 = Sin(sprite->data[0], sprite->data[1]); + sprite->y2 = Cos(sprite->data[0], sprite->data[2]); sprite->data[0] = (sprite->data[0] + sprite->data[4]) & 0xFF; sprite->data[1] += sprite->data[5]; sprite->data[2] += sprite->data[6]; @@ -1873,8 +1873,8 @@ static void RepeatBallOpenParticleAnimation(u8 taskId) static void RepeatBallOpenParticleAnimation_Step1(struct Sprite *sprite) { - sprite->pos2.x = Sin(sprite->data[0], sprite->data[1]); - sprite->pos2.y = Cos(sprite->data[0], Sin(sprite->data[0], sprite->data[2])); + sprite->x2 = Sin(sprite->data[0], sprite->data[1]); + sprite->y2 = Cos(sprite->data[0], Sin(sprite->data[0], sprite->data[2])); sprite->data[0] = (sprite->data[0] + 6) & 0xFF; sprite->data[1]++; sprite->data[2]++; @@ -1961,8 +1961,8 @@ static void PremierBallOpenParticleAnimation(u8 taskId) static void PremierBallOpenParticleAnimation_Step1(struct Sprite *sprite) { - sprite->pos2.x = Sin(sprite->data[0], sprite->data[1]); - sprite->pos2.y = Cos(sprite->data[0], Sin(sprite->data[0] & 0x3F, sprite->data[2])); + sprite->x2 = Sin(sprite->data[0], sprite->data[1]); + sprite->y2 = Cos(sprite->data[0], Sin(sprite->data[0] & 0x3F, sprite->data[2])); sprite->data[0] = (sprite->data[0] + 10) & 0xFF; sprite->data[1]++; sprite->data[2]++; @@ -2111,12 +2111,12 @@ void AnimTask_SwapMonSpriteToFromSubstitute(u8 taskId) gTasks[taskId].data[11] = gBattleAnimArgs[0]; gTasks[taskId].data[0] += 0x500; if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) - gSprites[spriteId].pos2.x += gTasks[taskId].data[0] >> 8; + gSprites[spriteId].x2 += gTasks[taskId].data[0] >> 8; else - gSprites[spriteId].pos2.x -= gTasks[taskId].data[0] >> 8; + gSprites[spriteId].x2 -= gTasks[taskId].data[0] >> 8; gTasks[taskId].data[0] &= 0xFF; - x = gSprites[spriteId].pos1.x + gSprites[spriteId].pos2.x + 32; + x = gSprites[spriteId].x + gSprites[spriteId].x2 + 32; if (x > 304) gTasks[taskId].data[10]++; break; @@ -2127,24 +2127,24 @@ void AnimTask_SwapMonSpriteToFromSubstitute(u8 taskId) case 2: gTasks[taskId].data[0] += 0x500; if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) - gSprites[spriteId].pos2.x -= gTasks[taskId].data[0] >> 8; + gSprites[spriteId].x2 -= gTasks[taskId].data[0] >> 8; else - gSprites[spriteId].pos2.x += gTasks[taskId].data[0] >> 8; + gSprites[spriteId].x2 += gTasks[taskId].data[0] >> 8; gTasks[taskId].data[0] &= 0xFF; if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) { - if (gSprites[spriteId].pos2.x <= 0) + if (gSprites[spriteId].x2 <= 0) { - gSprites[spriteId].pos2.x = 0; + gSprites[spriteId].x2 = 0; done = TRUE; } } else { - if (gSprites[spriteId].pos2.x >= 0) + if (gSprites[spriteId].x2 >= 0) { - gSprites[spriteId].pos2.x = 0; + gSprites[spriteId].x2 = 0; done = TRUE; } } @@ -2302,8 +2302,8 @@ static void Task_ShinyStars(u8 taskId) else { gSprites[spriteId].callback = SpriteCB_ShinyStars_Diagonal; - gSprites[spriteId].pos2.x = -32; - gSprites[spriteId].pos2.y = 32; + gSprites[spriteId].x2 = -32; + gSprites[spriteId].y2 = 32; gSprites[spriteId].invisible = TRUE; if (gTasks[taskId].tStarIdx == 0) { @@ -2343,8 +2343,8 @@ static void Task_ShinyStars_Wait(u8 taskId) static void SpriteCB_ShinyStars_Encircle(struct Sprite *sprite) { - sprite->pos2.x = Sin(sprite->sPhase, 24); - sprite->pos2.y = Cos(sprite->sPhase, 24); + sprite->x2 = Sin(sprite->sPhase, 24); + sprite->y2 = Cos(sprite->sPhase, 24); sprite->sPhase += 12; if (sprite->sPhase > 255) { @@ -2362,9 +2362,9 @@ static void SpriteCB_ShinyStars_Diagonal(struct Sprite *sprite) else { sprite->invisible = FALSE; - sprite->pos2.x += 5; - sprite->pos2.y -= 5; - if (sprite->pos2.x > 32) + sprite->x2 += 5; + sprite->y2 -= 5; + if (sprite->x2 > 32) { gTasks[sprite->sTaskId].tNumStars--; FreeSpriteOamMatrix(sprite); |