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author | Cameron Hall <camthesaxman@users.noreply.github.com> | 2019-07-28 21:23:43 -0500 |
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committer | GitHub <noreply@github.com> | 2019-07-28 21:23:43 -0500 |
commit | 3f477dae36c99bcb03a38be251dbef2f7e344ebc (patch) | |
tree | 57da1db9027de960c4b066bdcf6ab17c03753791 /src/battle_anim_mon_movement.c | |
parent | d442be12102ed3493c04b3688f37a4ffad6606f7 (diff) | |
parent | e03220c21de7c33e1ddeb3fd0585378da37d8b51 (diff) |
Merge pull request #750 from camthesaxman/filenames_1
emerald file names, part 1
Diffstat (limited to 'src/battle_anim_mon_movement.c')
-rw-r--r-- | src/battle_anim_mon_movement.c | 1072 |
1 files changed, 1072 insertions, 0 deletions
diff --git a/src/battle_anim_mon_movement.c b/src/battle_anim_mon_movement.c new file mode 100644 index 000000000..5e713a3a7 --- /dev/null +++ b/src/battle_anim_mon_movement.c @@ -0,0 +1,1072 @@ +#include "global.h" +#include "battle.h" +#include "battle_anim.h" +#include "rom_8077ABC.h" +#include "sprite.h" +#include "task.h" +#include "trig.h" + +#define SPRITE gSprites[TASK.data[0]] + +extern s16 gBattleAnimArgs[8]; + +extern u8 gBankSpriteIds[]; +extern s32 gAnimMoveDmg; +extern u16 gAnimMovePower; +extern u8 gBattleAnimAttacker; +extern u8 gBattleAnimTarget; + +static void AnimTask_ShakeMonStep(u8 taskId); +static void AnimTask_ShakeMon2Step(u8 taskId); +static void AnimTask_ShakeMonInPlaceStep(u8 taskId); +static void AnimTask_ShakeAndSinkMonStep(u8 taskId); +static void sub_80A8488(u8 taskId); +static void DoHorizontalLunge(struct Sprite *sprite); +static void ReverseHorizontalLungeDirection(struct Sprite *sprite); +static void DoVerticalDip(struct Sprite *sprite); +static void ReverseVerticalDipDirection(struct Sprite* sprite); +static void SlideMonToOriginalPos(struct Sprite *sprite); +static void SlideMonToOriginalPosStep(struct Sprite *sprite); +static void SlideMonToOffset(struct Sprite *sprite); +static void sub_80A8818(struct Sprite *sprite); +static void sub_80A88F0(struct Sprite *sprite); +static void AnimTask_WindUpLungePart1(u8 taskId); +static void AnimTask_WindUpLungePart2(u8 taskId); +static void AnimTask_SwayMonStep(u8 taskId); +static void AnimTask_ScaleMonAndRestoreStep(u8 taskId); +static void sub_80A8FD8(u8 taskId); +static void sub_80A913C(u8 taskId); + +const struct SpriteTemplate gHorizontalLungeSpriteTemplate = +{ + .tileTag = 0, + .paletteTag = 0, + .oam = &gDummyOamData, + .anims = gDummySpriteAnimTable, + .images = NULL, + .affineAnims = gDummySpriteAffineAnimTable, + .callback = DoHorizontalLunge, +}; + +const struct SpriteTemplate gVerticalDipSpriteTemplate = +{ + .tileTag = 0, + .paletteTag = 0, + .oam = &gDummyOamData, + .anims = gDummySpriteAnimTable, + .images = NULL, + .affineAnims = gDummySpriteAffineAnimTable, + .callback = DoVerticalDip, +}; + +const struct SpriteTemplate gSlideMonToOriginalPosSpriteTemplate = +{ + .tileTag = 0, + .paletteTag = 0, + .oam = &gDummyOamData, + .anims = gDummySpriteAnimTable, + .images = NULL, + .affineAnims = gDummySpriteAffineAnimTable, + .callback = SlideMonToOriginalPos, +}; + +const struct SpriteTemplate gSlideMonToOffsetSpriteTemplate = +{ + .tileTag = 0, + .paletteTag = 0, + .oam = &gDummyOamData, + .anims = gDummySpriteAnimTable, + .images = NULL, + .affineAnims = gDummySpriteAffineAnimTable, + .callback = SlideMonToOffset, +}; + +const struct SpriteTemplate gBattleAnimSpriteTemplate_83C2010 = +{ + .tileTag = 0, + .paletteTag = 0, + .oam = &gDummyOamData, + .anims = gDummySpriteAnimTable, + .images = NULL, + .affineAnims = gDummySpriteAffineAnimTable, + .callback = sub_80A8818, +}; + +// Task to facilitate simple shaking of a pokemon's picture in battle. +// The shaking alternates between the original position and the target position. +// arg 0: anim battler +// arg 1: x pixel offset +// arg 2: y pixel offset +// arg 3: num times to shake +// arg 4: frame delay +void AnimTask_ShakeMon(u8 taskId) +{ + u8 spriteId; + spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); + if (spriteId == 0xff) + { + DestroyAnimVisualTask(taskId); + return; + } + gSprites[spriteId].pos2.x = gBattleAnimArgs[1]; + gSprites[spriteId].pos2.y = gBattleAnimArgs[2]; + TASK.data[0] = spriteId; + TASK.data[1] = gBattleAnimArgs[3]; + TASK.data[2] = gBattleAnimArgs[4]; + TASK.data[3] = gBattleAnimArgs[4]; + TASK.data[4] = gBattleAnimArgs[1]; + TASK.data[5] = gBattleAnimArgs[2]; + TASK.func = AnimTask_ShakeMonStep; + AnimTask_ShakeMonStep(taskId); +} + +static void AnimTask_ShakeMonStep(u8 taskId) +{ + if (TASK.data[3] == 0) + { + if (SPRITE.pos2.x == 0) + { + SPRITE.pos2.x = TASK.data[4]; + } + else + { + SPRITE.pos2.x = 0; + } + if (SPRITE.pos2.y == 0) + { + SPRITE.pos2.y = TASK.data[5]; + } + else + { + SPRITE.pos2.y = 0; + } + TASK.data[3] = TASK.data[2]; + if (--TASK.data[1] == 0) + { + SPRITE.pos2.x = 0; + SPRITE.pos2.y = 0; + DestroyAnimVisualTask(taskId); + return; + } + } + else + { + TASK.data[3]--; + } +} + +// Task to facilitate simple shaking of a pokemon's picture in battle. +// The shaking alternates between the positive and negative versions of the specified pixel offsets. +// arg 0: anim battler +// arg 1: x pixel offset +// arg 2: y pixel offset +// arg 3: num times to shake +// arg 4: frame delay +void AnimTask_ShakeMon2(u8 taskId) +{ + u8 sprite; + bool8 destroy; + u8 side; + destroy = FALSE; + if (gBattleAnimArgs[0] < 4) + { + sprite = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); + if (sprite == 0xff) + { + DestroyAnimVisualTask(taskId); + return; + } + } + else if (gBattleAnimArgs[0] != 8) + { + switch (gBattleAnimArgs[0]) + { + case 4: + side = GetBattlerAtPosition(0); + break; + case 5: + side = GetBattlerAtPosition(2); + break; + case 6: + side = GetBattlerAtPosition(1); + break; + case 7: + default: + side = GetBattlerAtPosition(3); + break; + } + + if (IsAnimBankSpriteVisible(side) == FALSE) + destroy = TRUE; + + sprite = gBankSpriteIds[side]; + } + else + { + sprite = gBankSpriteIds[gBattleAnimAttacker]; + } + + if (destroy) + { + DestroyAnimVisualTask(taskId); + return; + } + + gSprites[sprite].pos2.x = gBattleAnimArgs[1]; + gSprites[sprite].pos2.y = gBattleAnimArgs[2]; + TASK.data[0] = sprite; + TASK.data[1] = gBattleAnimArgs[3]; + TASK.data[2] = gBattleAnimArgs[4]; + TASK.data[3] = gBattleAnimArgs[4]; + TASK.data[4] = gBattleAnimArgs[1]; + TASK.data[5] = gBattleAnimArgs[2]; + TASK.func = AnimTask_ShakeMon2Step; + TASK.func(taskId); +} + +static void AnimTask_ShakeMon2Step(u8 taskId) +{ + if (TASK.data[3] == 0) + { + if (SPRITE.pos2.x == TASK.data[4]) + SPRITE.pos2.x = -TASK.data[4]; + else + SPRITE.pos2.x = TASK.data[4]; + + if (SPRITE.pos2.y == TASK.data[5]) + SPRITE.pos2.y = -TASK.data[5]; + else + SPRITE.pos2.y = TASK.data[5]; + + TASK.data[3] = TASK.data[2]; + if (--TASK.data[1] == 0) + { + SPRITE.pos2.x = 0; + SPRITE.pos2.y = 0; + DestroyAnimVisualTask(taskId); + return; + } + } + else + { + TASK.data[3]--; + } +} + +// Task to facilitate simple shaking of a pokemon's picture in battle. +// The shaking alternates between the positive and negative versions of the specified pixel offsets +// with respect to the current location of the mon's picture. +// arg 0: battler +// arg 1: x offset +// arg 2: y offset +// arg 3: num shakes +// arg 4: delay +void AnimTask_ShakeMonInPlace(u8 taskId) +{ + u8 spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); + if (spriteId == 0xff) + { + DestroyAnimVisualTask(taskId); + return; + } + + gSprites[spriteId].pos2.x += gBattleAnimArgs[1]; + gSprites[spriteId].pos2.y += gBattleAnimArgs[2]; + TASK.data[0] = spriteId; + TASK.data[1] = 0; + TASK.data[2] = gBattleAnimArgs[3]; + TASK.data[3] = 0; + TASK.data[4] = gBattleAnimArgs[4]; + TASK.data[5] = gBattleAnimArgs[1] * 2; + TASK.data[6] = gBattleAnimArgs[2] * 2; + TASK.func = AnimTask_ShakeMonInPlaceStep; + TASK.func(taskId); +} + +static void AnimTask_ShakeMonInPlaceStep(u8 taskId) +{ + if (TASK.data[3] == 0) + { + if (TASK.data[1] & 1) + { + SPRITE.pos2.x += TASK.data[5]; + SPRITE.pos2.y += TASK.data[6]; + } + else + { + SPRITE.pos2.x -= TASK.data[5]; + SPRITE.pos2.y -= TASK.data[6]; + } + TASK.data[3] = TASK.data[4]; + if (++TASK.data[1] >= TASK.data[2]) + { + if (TASK.data[1] & 1) + { + SPRITE.pos2.x += TASK.data[5] / 2; + SPRITE.pos2.y += TASK.data[6] / 2; + } + else + { + SPRITE.pos2.x -= TASK.data[5] / 2; + SPRITE.pos2.y -= TASK.data[6] / 2; + } + DestroyAnimVisualTask(taskId); + return; + } + } + else + { + TASK.data[3]--; + } +} + +// Shakes a mon bg horizontally and moves it downward linearly. +// arg 0: battler +// arg 1: x offset +// arg 2: frame delay between each movement +// arg 3: downward speed (subpixel) +// arg 4: duration +void AnimTask_ShakeAndSinkMon(u8 taskId) +{ + u8 sprite = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); + gSprites[sprite].pos2.x = gBattleAnimArgs[1]; + TASK.data[0] = sprite; + TASK.data[1] = gBattleAnimArgs[1]; + TASK.data[2] = gBattleAnimArgs[2]; + TASK.data[3] = gBattleAnimArgs[3]; + TASK.data[4] = gBattleAnimArgs[4]; + TASK.func = AnimTask_ShakeAndSinkMonStep; + TASK.func(taskId); +} + +static void AnimTask_ShakeAndSinkMonStep(u8 taskId) +{ + s16 x; + u8 sprite; + sprite = TASK.data[0]; + x = TASK.data[1]; + if (TASK.data[2] == TASK.data[8]++) + { + TASK.data[8] = 0; + if (gSprites[sprite].pos2.x == x) + x = -x; + + gSprites[sprite].pos2.x += x; + } + + TASK.data[1] = x; + TASK.data[9] += TASK.data[3]; + gSprites[sprite].pos2.y = TASK.data[9] >> 8; + if (--TASK.data[4] == 0) + { + DestroyAnimVisualTask(taskId); + return; + } +} + +// Moves a mon bg picture along an elliptical path that begins +// and ends at the mon's origin location. +// arg 0: battler +// arg 1: ellipse width +// arg 2: ellipse height +// arg 3: num loops +// arg 4: speed (valid values are 0-5) +void AnimTask_TranslateMonElliptical(u8 taskId) +{ + u8 i; + u8 spriteId; + u8 wavePeriod; + + wavePeriod = 1; + spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); + if (gBattleAnimArgs[4] > 5) + gBattleAnimArgs[4] = 5; + + for (i = 0; i < gBattleAnimArgs[4]; i++) + { + wavePeriod <<= 1; + } + + TASK.data[0] = spriteId; + TASK.data[1] = gBattleAnimArgs[1]; + TASK.data[2] = gBattleAnimArgs[2]; + TASK.data[3] = gBattleAnimArgs[3]; + TASK.data[4] = wavePeriod; + TASK.func = sub_80A8488; + TASK.func(taskId); +} + +static void sub_80A8488(u8 taskId) +{ + u8 spriteId = TASK.data[0]; + gSprites[spriteId].pos2.x = Sin(TASK.data[5], TASK.data[1]); + gSprites[spriteId].pos2.y = -Cos(TASK.data[5], TASK.data[2]); + gSprites[spriteId].pos2.y += TASK.data[2]; + TASK.data[5] += TASK.data[4]; + TASK.data[5] &= 0xff; + + if (TASK.data[5] == 0) + TASK.data[3]--; + + if (TASK.data[3] == 0) + { + gSprites[spriteId].pos2.x = 0; + gSprites[spriteId].pos2.y = 0; + DestroyAnimVisualTask(taskId); + return; + } +} + +// Moves a mon bg picture along an elliptical path that begins +// and ends at the mon's origin location. Reverses the direction +// of the path if it's not on the player's side of the battle. +// arg 0: battler +// arg 1: ellipse width +// arg 2: ellipse height +// arg 3: num loops +// arg 4: speed (valid values are 0-5) +void AnimTask_TranslateMonEllipticalRespectSide(u8 taskId) +{ + if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) + gBattleAnimArgs[1] = -gBattleAnimArgs[1]; + + AnimTask_TranslateMonElliptical(taskId); +} + +// Performs a simple horizontal lunge, where the mon moves +// horizontally, and then moves back in the opposite direction. +// arg 0: duration of single lunge direction +// arg 1: x pixel delta that is applied each frame +static void DoHorizontalLunge(struct Sprite *sprite) +{ + sprite->invisible = TRUE; + if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) + sprite->data[1] = -gBattleAnimArgs[1]; + else + sprite->data[1] = gBattleAnimArgs[1]; + + sprite->data[0] = gBattleAnimArgs[0]; + sprite->data[2] = 0; + sprite->data[3] = gBankSpriteIds[gBattleAnimAttacker]; + sprite->data[4] = gBattleAnimArgs[0]; + StoreSpriteCallbackInData(sprite, ReverseHorizontalLungeDirection); + sprite->callback = TranslateMonBGUntil; +} + +static void ReverseHorizontalLungeDirection(struct Sprite *sprite) +{ + sprite->data[0] = sprite->data[4]; + sprite->data[1] = -sprite->data[1]; + sprite->callback = TranslateMonBGUntil; + StoreSpriteCallbackInData(sprite, DestroyAnimSprite); +} + +// Performs a simple vertical dipping motion, where moves vertically, and then +// moves back in the opposite direction. +// arg 0: duration of single dip direction +// arg 1: y pixel delta that is applied each frame +// arg 2: battler +static void DoVerticalDip(struct Sprite *sprite) +{ + u8 spriteId; + sprite->invisible = TRUE; + spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[2]); + sprite->data[0] = gBattleAnimArgs[0]; + sprite->data[1] = 0; + sprite->data[2] = gBattleAnimArgs[1]; + sprite->data[3] = spriteId; + sprite->data[4] = gBattleAnimArgs[0]; + StoreSpriteCallbackInData(sprite, ReverseVerticalDipDirection); + sprite->callback = TranslateMonBGUntil; +} + +static void ReverseVerticalDipDirection(struct Sprite *sprite) +{ + sprite->data[0] = sprite->data[4]; + sprite->data[2] = -sprite->data[2]; + sprite->callback = TranslateMonBGUntil; + StoreSpriteCallbackInData(sprite, DestroyAnimSprite); +} + +// Linearly slides a mon's bg picture back to its original sprite position. +// The sprite parameter is a dummy sprite used for facilitating the movement with its callback. +// arg 0: 1 = target or 0 = attacker +// arg 1: direction (0 = horizontal and vertical, 1 = horizontal only, 2 = vertical only) +// arg 2: duration +static void SlideMonToOriginalPos(struct Sprite *sprite) +{ + int something; + int monSpriteId; + if (!gBattleAnimArgs[0]) + monSpriteId = gBankSpriteIds[gBattleAnimAttacker]; + else + monSpriteId = gBankSpriteIds[gBattleAnimTarget]; + + sprite->data[0] = gBattleAnimArgs[2]; + sprite->data[1] = gSprites[monSpriteId].pos1.x + gSprites[monSpriteId].pos2.x; + sprite->data[2] = gSprites[monSpriteId].pos1.x; + sprite->data[3] = gSprites[monSpriteId].pos1.y + gSprites[monSpriteId].pos2.y; + sprite->data[4] = gSprites[monSpriteId].pos1.y; + something = 0; + InitSpriteDataForLinearTranslation(sprite); + sprite->data[3] = something; + sprite->data[4] = something; + sprite->data[5] = gSprites[monSpriteId].pos2.x; + sprite->data[6] = gSprites[monSpriteId].pos2.y; + sprite->invisible = TRUE; + + if (gBattleAnimArgs[1] == 1) + sprite->data[2] = something; + else if (gBattleAnimArgs[1] == 2) + sprite->data[1] = something; + + sprite->data[7] = gBattleAnimArgs[1]; + sprite->data[7] |= monSpriteId << 8; + sprite->callback = SlideMonToOriginalPosStep; +} + +static void SlideMonToOriginalPosStep(struct Sprite *sprite) +{ + s8 monSpriteId; + u8 lo; + struct Sprite *monSprite; + + lo = sprite->data[7] & 0xff; + monSpriteId = sprite->data[7] >> 8; + monSprite = &gSprites[monSpriteId]; + if (sprite->data[0] == 0) + { + if (lo < 2) + monSprite->pos2.x = 0; + + if (lo == 2 || lo == 0) + monSprite->pos2.y = 0; + + DestroyAnimSprite(sprite); + } + else + { + sprite->data[0]--; + sprite->data[3] += sprite->data[1]; + sprite->data[4] += sprite->data[2]; + monSprite->pos2.x = (s8)(sprite->data[3] >> 8) + sprite->data[5]; + monSprite->pos2.y = (s8)(sprite->data[4] >> 8) + sprite->data[6]; + } +} + +// Linearly translates a mon to a target offset. The horizontal offset +// is mirrored for the opponent's pokemon, and the vertical offset +// is only mirrored if arg 3 is set to 1. +// arg 0: 0 = attacker, 1 = target +// arg 1: target x pixel offset +// arg 2: target y pixel offset +// arg 3: mirror vertical translation for opposite battle side +// arg 4: duration +static void SlideMonToOffset(struct Sprite *sprite) +{ + u8 battler; + u8 monSpriteId; + if (!gBattleAnimArgs[0]) + battler = gBattleAnimAttacker; + else + battler = gBattleAnimTarget; + + monSpriteId = gBankSpriteIds[battler]; + if (GetBattlerSide(battler) != B_SIDE_PLAYER) + { + gBattleAnimArgs[1] = -gBattleAnimArgs[1]; + if (gBattleAnimArgs[3] == 1) + { + gBattleAnimArgs[2] = -gBattleAnimArgs[2]; + } + } + + sprite->data[0] = gBattleAnimArgs[4]; + sprite->data[1] = gSprites[monSpriteId].pos1.x; + sprite->data[2] = gSprites[monSpriteId].pos1.x + gBattleAnimArgs[1]; + sprite->data[3] = gSprites[monSpriteId].pos1.y; + sprite->data[4] = gSprites[monSpriteId].pos1.y + gBattleAnimArgs[2]; + InitSpriteDataForLinearTranslation(sprite); + sprite->data[3] = 0; + sprite->data[4] = 0; + sprite->data[5] = monSpriteId; + sprite->invisible = TRUE; + StoreSpriteCallbackInData(sprite, DestroyAnimSprite); + sprite->callback = TranslateMonBGSubPixelUntil; +} + +static void sub_80A8818(struct Sprite *sprite) +{ + u8 spriteId; + u8 v1; + sprite->invisible = TRUE; + if (!gBattleAnimArgs[0]) + { + v1 = gBattleAnimAttacker; + } + else + { + v1 = gBattleAnimTarget; + } + spriteId = gBankSpriteIds[v1]; + if (GetBattlerSide(v1)) + { + gBattleAnimArgs[1] = -gBattleAnimArgs[1]; + if (gBattleAnimArgs[3] == 1) + { + gBattleAnimArgs[2] = -gBattleAnimArgs[2]; + } + } + sprite->data[0] = gBattleAnimArgs[4]; + sprite->data[1] = gSprites[spriteId].pos1.x + gSprites[spriteId].pos2.x; + sprite->data[2] = sprite->data[1] + gBattleAnimArgs[1]; + sprite->data[3] = gSprites[spriteId].pos1.y + gSprites[spriteId].pos2.y; + sprite->data[4] = sprite->data[3] + gBattleAnimArgs[2]; + InitSpriteDataForLinearTranslation(sprite); + sprite->data[3] = gSprites[spriteId].pos2.x << 8; + sprite->data[4] = gSprites[spriteId].pos2.y << 8; + sprite->data[5] = spriteId; + sprite->data[6] = gBattleAnimArgs[5]; + if (!gBattleAnimArgs[5]) + { + StoreSpriteCallbackInData(sprite, DestroyAnimSprite); + } + else + { + StoreSpriteCallbackInData(sprite, sub_80A88F0); + } + sprite->callback = TranslateMonBGSubPixelUntil; +} + + +static void sub_80A88F0(struct Sprite *sprite) +{ + gSprites[sprite->data[5]].pos2.x = 0; + gSprites[sprite->data[5]].pos2.y = 0; + DestroyAnimSprite(sprite); +} + +// Task to facilitate a two-part translation animation, in which the sprite +// is first translated in an arc to one position. Then, it "lunges" to a target +// x offset. Used in TAKE_DOWN, for example. +// arg 0: anim bank +// arg 1: horizontal speed (subpixel) +// arg 2: wave amplitude +// arg 3: first duration +// arg 4: delay before starting lunge +// arg 5: target x offset for lunge +// arg 6: lunge duration +void AnimTask_WindUpLunge(u8 taskId) +{ + s16 wavePeriod = 0x8000 / gBattleAnimArgs[3]; + if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) + { + gBattleAnimArgs[1] = -gBattleAnimArgs[1]; + gBattleAnimArgs[5] = -gBattleAnimArgs[5]; + } + TASK.data[0] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); + TASK.data[1] = (gBattleAnimArgs[1] << 8) / gBattleAnimArgs[3]; + TASK.data[2] = gBattleAnimArgs[2]; + TASK.data[3] = gBattleAnimArgs[3]; + TASK.data[4] = gBattleAnimArgs[4]; + TASK.data[5] = (gBattleAnimArgs[5] << 8) / gBattleAnimArgs[6]; + TASK.data[6] = gBattleAnimArgs[6]; + TASK.data[7] = wavePeriod; + TASK.func = AnimTask_WindUpLungePart1; +} + +static void AnimTask_WindUpLungePart1(u8 taskId) +{ + u8 spriteId; + spriteId = TASK.data[0]; + TASK.data[11] += TASK.data[1]; + gSprites[spriteId].pos2.x = TASK.data[11] >> 8; + gSprites[spriteId].pos2.y = Sin((u8)(TASK.data[10] >> 8), TASK.data[2]); + TASK.data[10] += TASK.data[7]; + if (--TASK.data[3] == 0) + { + TASK.func = AnimTask_WindUpLungePart2; + } +} + +static void AnimTask_WindUpLungePart2(u8 taskId) +{ + u8 spriteId; + if (TASK.data[4] > 0) + { + TASK.data[4]--; + } + else + { + spriteId = TASK.data[0]; + TASK.data[12] += TASK.data[5]; + gSprites[spriteId].pos2.x = (TASK.data[12] >> 8) + (TASK.data[11] >> 8); + if (--TASK.data[6] == 0) + { + DestroyAnimVisualTask(taskId); + return; + } + } +} + +static void sub_80A8B3C(u8 taskId); + +void sub_80A8A80(u8 taskId) +{ + u8 spriteId; + switch (gBattleAnimArgs[0]) + { + case 0: + case 1: + spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); + break; + case 2: + if (!IsAnimBankSpriteVisible(gBattleAnimAttacker ^ 2)) + { + DestroyAnimVisualTask(taskId); + return; + } + spriteId = gBankSpriteIds[gBattleAnimAttacker ^ 2]; + break; + case 3: + if (!IsAnimBankSpriteVisible(gBattleAnimTarget ^ 2)) + { + DestroyAnimVisualTask(taskId); + return; + } + spriteId = gBankSpriteIds[gBattleAnimTarget ^ 2]; + break; + default: + DestroyAnimVisualTask(taskId); + return; + } + TASK.data[0] = spriteId; + if (GetBattlerSide(gBattleAnimTarget)) + { + TASK.data[1] = gBattleAnimArgs[1]; + } + else + { + TASK.data[1] = -gBattleAnimArgs[1]; + } + TASK.func = sub_80A8B3C; +} + +static void sub_80A8B3C(u8 taskId) +{ + u8 spriteId = TASK.data[0]; + gSprites[spriteId].pos2.x += TASK.data[1]; + if (gSprites[spriteId].pos2.x + gSprites[spriteId].pos1.x + 0x20 > 0x130u) + { + DestroyAnimVisualTask(taskId); + return; + } +} + +// Task that facilitates translating the mon bg picture back and forth +// in a swaying motion (uses Sine wave). It can sway either horizontally +// or vertically, but not both. +// arg 0: direction (0 = horizontal, 1 = vertical) +// arg 1: wave amplitude +// arg 2: wave period +// arg 3: num sways +// arg 4: which mon (0 = attacker, 1`= target) +void AnimTask_SwayMon(u8 taskId) +{ + u8 spriteId; + if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) + gBattleAnimArgs[1] = -gBattleAnimArgs[1]; + + spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[4]); + TASK.data[0] = gBattleAnimArgs[0]; + TASK.data[1] = gBattleAnimArgs[1]; + TASK.data[2] = gBattleAnimArgs[2]; + TASK.data[3] = gBattleAnimArgs[3]; + TASK.data[4] = spriteId; + + if (gBattleAnimArgs[4] == 0) + TASK.data[5] = gBattleAnimAttacker; + else + TASK.data[5] = gBattleAnimTarget; + + TASK.data[12] = 1; + TASK.func = AnimTask_SwayMonStep; +} + +static void AnimTask_SwayMonStep(u8 taskId) +{ + s16 sineValue; + u8 spriteId; + int waveIndex; + u16 sineIndex; + + spriteId = TASK.data[4]; + sineIndex = TASK.data[10] + TASK.data[2]; + TASK.data[10] = sineIndex; + waveIndex = sineIndex >> 8; + sineValue = Sin(waveIndex, TASK.data[1]); + + if (TASK.data[0] == 0) + { + gSprites[spriteId].pos2.x = sineValue; + } + else + { + if (GetBattlerSide(TASK.data[5]) == B_SIDE_PLAYER) + { + gSprites[spriteId].pos2.y = (sineValue >= 0) ? sineValue : -sineValue; + } + else + { + gSprites[spriteId].pos2.y = (sineValue >= 0) ? -sineValue : sineValue; + } + } + + if (((waveIndex >= 0x80u) && (TASK.data[11] == 0) && (TASK.data[12] == 1)) + || ((waveIndex < 0x7fu) && (TASK.data[11] == 1) && (TASK.data[12] == 0))) + { + TASK.data[11] ^= 1; + TASK.data[12] ^= 1; + if (--TASK.data[3] == 0) + { + gSprites[spriteId].pos2.x = 0; + gSprites[spriteId].pos2.y = 0; + DestroyAnimVisualTask(taskId); + return; + } + } +} + +// Scales a mon's sprite, and then scales back to its original dimensions. +// arg 0: x scale delta +// arg 1: y scale delta +// arg 2: duration +// arg 3: anim bank +// arg 4: sprite object mode +void AnimTask_ScaleMonAndRestore(u8 taskId) +{ + u8 spriteId; + spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[3]); + PrepareBattlerSpriteForRotScale(spriteId, gBattleAnimArgs[4]); + TASK.data[0] = gBattleAnimArgs[0]; + TASK.data[1] = gBattleAnimArgs[1]; + TASK.data[2] = gBattleAnimArgs[2]; + TASK.data[3] = gBattleAnimArgs[2]; + TASK.data[4] = spriteId; + TASK.data[10] = 0x100; + TASK.data[11] = 0x100; + TASK.func = AnimTask_ScaleMonAndRestoreStep; +} + +static void AnimTask_ScaleMonAndRestoreStep(u8 taskId) +{ + u8 spriteId; + TASK.data[10] += TASK.data[0]; + TASK.data[11] += TASK.data[1]; + spriteId = TASK.data[4]; + obj_id_set_rotscale(spriteId, TASK.data[10], TASK.data[11], 0); + if (--TASK.data[2] == 0) + { + if (TASK.data[3] > 0) + { + TASK.data[0] = -TASK.data[0]; + TASK.data[1] = -TASK.data[1]; + TASK.data[2] = TASK.data[3]; + TASK.data[3] = 0; + } + else + { + sub_8078F40(spriteId); + DestroyAnimVisualTask(taskId); + return; + } + } +} + +void sub_80A8E04(u8 taskId) +{ + u8 spriteId; + spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[2]); + PrepareBattlerSpriteForRotScale(spriteId, 0); + TASK.data[1] = 0; + TASK.data[2] = gBattleAnimArgs[0]; + if (gBattleAnimArgs[3] != 1) + { + TASK.data[3] = 0; + } + else + { + TASK.data[3] = gBattleAnimArgs[0] * gBattleAnimArgs[1]; + } + TASK.data[4] = gBattleAnimArgs[1]; + TASK.data[5] = spriteId; + TASK.data[6] = gBattleAnimArgs[3]; + if (IsContest()) + { + TASK.data[7] = 1; + } + else + { + if (gBattleAnimArgs[2] == 0) + { + TASK.data[7] = !GetBattlerSide(gBattleAnimAttacker); + } + else + { + TASK.data[7] = !GetBattlerSide(gBattleAnimTarget); + } + } + if (TASK.data[7]) + { + if (!IsContest()) + { + TASK.data[3] *= -1; + TASK.data[4] *= -1; + } + } + TASK.func = sub_80A8FD8; +} + +void sub_80A8EFC(u8 taskId) +{ + u8 spriteId; + spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[2]); + PrepareBattlerSpriteForRotScale(spriteId, 0); + TASK.data[1] = 0; + TASK.data[2] = gBattleAnimArgs[0]; + if (gBattleAnimArgs[2] == 0) + { + if (GetBattlerSide(gBattleAnimAttacker)) + { + gBattleAnimArgs[1] = -gBattleAnimArgs[1]; + } + } + else + { + if (GetBattlerSide(gBattleAnimTarget)) + { + gBattleAnimArgs[1] = -gBattleAnimArgs[1]; + } + } + if (gBattleAnimArgs[3] != 1) + { + TASK.data[3] = 0; + } + else + { + TASK.data[3] = gBattleAnimArgs[0] * gBattleAnimArgs[1]; + } + TASK.data[4] = gBattleAnimArgs[1]; + TASK.data[5] = spriteId; + TASK.data[6] = gBattleAnimArgs[3]; + TASK.data[7] = 1; + TASK.data[3] *= -1; + TASK.data[4] *= -1; + TASK.func = sub_80A8FD8; +} + +static void sub_80A8FD8(u8 taskId) +{ + TASK.data[3] += TASK.data[4]; + obj_id_set_rotscale(TASK.data[5], 0x100, 0x100, TASK.data[3]); + if (TASK.data[7]) + { + sub_8078F9C(TASK.data[5]); + } + if (++TASK.data[1] >= TASK.data[2]) + { + switch (TASK.data[6]) + { + case 1: + sub_8078F40(TASK.data[5]); + case 0: + default: + DestroyAnimVisualTask(taskId); + return; + case 2: + TASK.data[1] = 0; + TASK.data[4] *= -1; + TASK.data[6] = 1; + break; + } + } +} + +void sub_80A9058(u8 taskId) +{ + if (!gBattleAnimArgs[0]) + { + TASK.data[15] = gAnimMovePower / 12; + if (TASK.data[15] < 1) + { + TASK.data[15] = 1; + } + if (TASK.data[15] > 16) + { + TASK.data[15] = 16; + } + } + else + { + TASK.data[15] = gAnimMoveDmg / 12; + if (TASK.data[15] < 1) + { + TASK.data[15] = 1; + } + if (TASK.data[15] > 16) + { + TASK.data[15] = 16; + } + } + TASK.data[14] = TASK.data[15] / 2; + TASK.data[13] = TASK.data[14] + (TASK.data[15] & 1); + TASK.data[12] = 0; + TASK.data[10] = gBattleAnimArgs[3]; + TASK.data[11] = gBattleAnimArgs[4]; + TASK.data[7] = GetAnimBattlerSpriteId(1); + TASK.data[8] = gSprites[TASK.data[7]].pos2.x; + TASK.data[9] = gSprites[TASK.data[7]].pos2.y; + TASK.data[0] = 0; + TASK.data[1] = gBattleAnimArgs[1]; + TASK.data[2] = gBattleAnimArgs[2]; + TASK.func = sub_80A913C; +} + +static void sub_80A913C(u8 taskId) +{ + struct Task *task = &gTasks[taskId]; + if (++task->data[0] > task->data[1]) + { + task->data[0] = 0; + task->data[12] = (task->data[12] + 1) & 1; + if (task->data[10]) + { + if (task->data[12]) + { + gSprites[task->data[7]].pos2.x = task->data[8] + task->data[13]; + } + else + { + gSprites[task->data[7]].pos2.x = task->data[8] - task->data[14]; + } + } + if (task->data[11]) + { + if (task->data[12]) + { + gSprites[task->data[7]].pos2.y = task->data[15]; + } + else + { + gSprites[task->data[7]].pos2.y = 0; + } + } + if (!--task->data[2]) + { + gSprites[task->data[7]].pos2.x = 0; + gSprites[task->data[7]].pos2.y = 0; + DestroyAnimVisualTask(taskId); + return; + } + } +} |