#ifndef GUARD_BATTLE_ANIM_H #define GUARD_BATTLE_ANIM_H #include "global.h" #ifndef BATTLE_BANKS_COUNT #define BATTLE_BANKS_COUNT 4 #endif // BATTLE_BANKS_COUNT enum { ANIM_BANK_ATTACKER, ANIM_BANK_TARGET, ANIM_BANK_ATK_PARTNER, ANIM_BANK_DEF_PARTNER, }; enum { BG_ANIM_SCREEN_SIZE, BG_ANIM_AREA_OVERFLOW_MODE, BG_ANIM_MOSAIC, BG_ANIM_CHAR_BASE_BLOCK, BG_ANIM_PRIORITY, BG_ANIM_PALETTES_MODE, BG_ANIM_SCREEN_BASE_BLOCK }; struct BattleAnimBgData { u8 *bgTiles; u16 *bgTilemap; u8 paletteId; u8 bgId; u16 tilesOffset; u16 unused; }; struct BattleAnimBackground { const u32 *image; const u32 *palette; const u32 *tilemap; }; #define ANIM_ARGS_COUNT 8 #define PAN_SIDE_PLAYER -64 #define PAN_SIDE_OPPONENT 63 extern void (*gAnimScriptCallback)(void); extern bool8 gAnimScriptActive; extern u8 gAnimVisualTaskCount; extern u8 gAnimSoundTaskCount; extern struct DisableStruct *gAnimDisableStructPtr; extern u16 gAnimMovePower; extern u8 gAnimFriendship; extern u16 gWeatherMoveAnim; extern s16 gBattleAnimArgs[ANIM_ARGS_COUNT]; extern u8 gAnimMoveTurn; extern u8 gBattleAnimAttacker; extern u8 gBattleAnimTarget; extern u16 gAnimSpeciesByBanks[BATTLE_BANKS_COUNT]; extern u8 gUnknown_02038440; extern u8 gBattlerSpriteIds[MAX_BATTLERS_COUNT]; extern u16 gAnimMovePower; extern s32 gAnimMoveDmg; void ClearBattleAnimationVars(void); void DoMoveAnim(u16 move); void LaunchBattleAnimation(const u8 *const animsTable[], u16 tableId, bool8 isMoveAnim); void DestroyAnimSprite(struct Sprite *sprite); void DestroyAnimVisualTask(u8 taskId); void DestroyAnimSoundTask(u8 taskId); bool8 IsAnimBankSpriteVisible(u8 bank); void sub_80A438C(u8 bank, bool8 toBG_2, bool8 setSpriteInvisible); bool8 IsContest(void); s8 BattleAnimAdjustPanning(s8 pan); s8 BattleAnimAdjustPanning2(s8 pan); s16 sub_80A52EC(s16 a); s16 CalculatePanIncrement(s16 sourcePan, s16 targetPan, s16 incrementPan); bool8 IsBattlerSpriteVisible(u8 battlerId); // battle_anim_80FE840.s void SetAnimBgAttribute(u8 bgId, u8 attributeId, u8 value); void sub_8118FBC(u8 arg0, u8 arg1, u8 arg2, u8 bankIdentity, u8 arg4, void *arg5, u16 *arg6, u16 arg7); void HandleIntroSlide(u8 terrainId); // battle_anim_80A5C6C.s void sub_80A6EEC(struct Sprite *sprite); void sub_80A68D4(struct Sprite *sprite); void sub_80A6F3C(struct Sprite *sprite); void sub_80A8278(void); void sub_80A6B30(struct BattleAnimBgData *); void sub_80A6B90(struct BattleAnimBgData *, u32 arg1); u8 sub_80A82E4(u8 bank); bool8 AnimateBallThrow(struct Sprite *sprite); // battle_anim_special void sub_80F1720(u8 battler, struct Pokemon *mon); enum { BATTLER_COORD_X, BATTLER_COORD_Y, BATTLER_COORD_X_2, BATTLER_COORD_Y_PIC_OFFSET, BATTLER_COORD_Y_PIC_OFFSET_DEFAULT, }; enum { BATTLER_COORD_ATTR_HEIGHT, BATTLER_COORD_ATTR_WIDTH, BATTLER_COORD_ATTR_TOP, BATTLER_COORD_ATTR_BOTTOM, BATTLER_COORD_ATTR_LEFT, BATTLER_COORD_ATTR_RIGHT, BATTLER_COORD_ATTR_RAW_BOTTOM, }; u8 GetBattlerSpriteCoord(u8 bank, u8 attributeId); bool8 IsBankSpritePresent(u8 bank); void sub_80A6C68(u8 arg0); u8 GetAnimBankSpriteId(u8 wantedBank); bool8 IsDoubleBattle(void); u8 sub_80A6D94(void); u8 sub_80A8364(u8); void StoreSpriteCallbackInData6(struct Sprite *sprite, void (*spriteCallback)(struct Sprite*)); void SetSpritePrimaryCoordsFromSecondaryCoords(struct Sprite *sprite); u8 GetBattlerSpriteDefault_Y(u8 bank); u8 sub_80A82E4(u8 bank); u8 GetSubstituteSpriteDefault_Y(u8 bank); u8 GetGhostSpriteDefault_Y(u8 battlerId); void sub_8072E48(u8 battlerId, u8); void sub_8073128(u8); // battle_anim_80A9C70.s #define STAT_ANIM_PLUS1 15 #define STAT_ANIM_PLUS2 39 #define STAT_ANIM_MINUS1 22 #define STAT_ANIM_MINUS2 46 #define STAT_ANIM_MULTIPLE_PLUS1 55 #define STAT_ANIM_MULTIPLE_PLUS2 56 #define STAT_ANIM_MULTIPLE_MINUS1 57 #define STAT_ANIM_MULTIPLE_MINUS2 58 void LaunchStatusAnimation(u8 bank, u8 statusAnimId); // battle_anim_8170478.s u8 ItemIdToBallId(u16 itemId); u8 LaunchBallStarsTask(u8 x, u8 y, u8 kindOfStars, u8 arg3, u8 ballId); u8 LaunchBallFadeMonTask(bool8 unFadeLater, u8 bank, u32 arg2, u8 ballId); // battle_anim_mons.s void TranslateMonSpriteLinear(struct Sprite * sprite); void TranslateMonSpriteLinearFixedPoint(struct Sprite * sprite); void InitSpriteDataForLinearTranslation(struct Sprite * sprite); void PrepareBattlerSpriteForRotScale(u8 spriteId, u8 b); void ResetSpriteRotScale(u8 spriteId); void SetSpriteRotScale(u8 spriteId, s16 xScale, s16 yScale, u16 rotation); bool8 IsContest(void); void sub_80759DC(u8 spriteId); bool8 IsBattlerSpritePresent(u8 battlerId); u8 GetBattlerSpriteSubpriority(u8 battlerId); void StartAnimLinearTranslation(struct Sprite *sprite); void sub_80755B8(struct Sprite *sprite); u8 sub_80768B0(u8 battlerId); // battle_anim_mon_movement.c void AnimTask_ShakeMon(u8 taskId); void AnimTask_ShakeMon2(u8 taskId); void AnimTask_ShakeMonInPlace(u8 taskId); void AnimTask_ShakeAndSinkMon(u8 taskId); void AnimTask_TranslateMonElliptical(u8 taskId); void AnimTask_TranslateMonEllipticalRespectSide(u8 taskId); void AnimTask_WindUpLunge(u8 taskId); void sub_80995FC(u8 taskId); void AnimTask_SwayMon(u8 taskId); void AnimTask_ScaleMonAndRestore(u8 taskId); void sub_8099980(u8 taskId); void sub_8099A78(u8 taskId); void sub_8099BD4(u8 taskId); #endif // GUARD_BATTLE_ANIM_H