#include "global.h" #include "rom_8077ABC.h" #include "trig.h" #include "battle_anim.h" #include "sound.h" #include "scanline_effect.h" void sub_80DF81C(struct Sprite *sprite); void sub_80DFBD8(struct Sprite *sprite); void sub_80DF9F4(u8 taskId); void sub_80DFAB0(struct Task *task); extern s16 gBattleAnimArgs[]; extern u8 gAnimBankAttacker; extern u8 gAnimBankTarget; extern u8 gBankAttacker; extern u16 gBattle_BG1_X; extern u16 gBattle_BG2_X; extern u16 gUnknown_03000730[]; extern u8 gObjectBankIDs[]; // Outrage void sub_80DF5A0(struct Sprite *sprite) { sprite->pos1.x = GetBankPosition(gAnimBankAttacker, 2); sprite->pos1.y = GetBankPosition(gAnimBankAttacker, 3); if (GetBankSide(gAnimBankAttacker)) { sprite->pos1.x -= gBattleAnimArgs[0]; gBattleAnimArgs[3] = -gBattleAnimArgs[3]; gBattleAnimArgs[4] = -gBattleAnimArgs[4]; } else sprite->pos1.x += gBattleAnimArgs[0]; sprite->pos1.y += gBattleAnimArgs[1]; sprite->data[0] = gBattleAnimArgs[2]; sprite->data[1] = gBattleAnimArgs[3]; sprite->data[3] = gBattleAnimArgs[4]; sprite->data[5] = gBattleAnimArgs[5]; sprite->invisible = 1; StoreSpriteCallbackInData(sprite, move_anim_8074EE0); sprite->callback = sub_8078504; } // part of Dragon Breath void sub_80DF63C(struct Sprite *sprite) { sub_8078650(sprite); sprite->data[2] = GetBankPosition(gAnimBankTarget, 2); sprite->data[4] = GetBankPosition(gAnimBankTarget, 3); if (GetBankSide(gAnimBankAttacker)) { sprite->pos1.x -= gBattleAnimArgs[1]; sprite->pos1.y += gBattleAnimArgs[1]; sprite->data[2] -= gBattleAnimArgs[2]; sprite->data[4] += gBattleAnimArgs[3]; } else { sprite->pos1.x += gBattleAnimArgs[0]; sprite->pos1.y += gBattleAnimArgs[1]; sprite->data[2] += gBattleAnimArgs[2]; sprite->data[4] += gBattleAnimArgs[3]; StartSpriteAnim(sprite, 1); } sprite->data[0] = gBattleAnimArgs[4]; sprite->callback = sub_8078B34; StoreSpriteCallbackInData(sprite, move_anim_8074EE0); } // Dragon Rage void sub_80DF6F0(struct Sprite *sprite) { if (gBattleAnimArgs[0] == 0) { sprite->pos1.x = GetBankPosition(gAnimBankAttacker, 0); sprite->pos1.y = GetBankPosition(gAnimBankAttacker, 1); } else { sprite->pos1.x = GetBankPosition(gAnimBankTarget, 0); sprite->pos1.y = GetBankPosition(gAnimBankTarget, 1); } sub_807867C(sprite, gBattleAnimArgs[1]); sprite->pos1.y += gBattleAnimArgs[2]; sprite->callback = sub_8078600; StoreSpriteCallbackInData(sprite, move_anim_8074EE0); } // Dragon Breath init void sub_80DF760(struct Sprite *sprite) { if (GetBankSide(gAnimBankAttacker)) StartSpriteAffineAnim(sprite, 1); sub_80DF63C(sprite); } //next 2 tasks might be Dragon Dance orbs? void sub_80DF78C(struct Sprite *sprite) { u16 r5; u16 r0; sprite->pos1.x = GetBankPosition(gAnimBankAttacker, 2); sprite->pos1.y = GetBankPosition(gAnimBankAttacker, 3); sprite->data[4] = 0; sprite->data[5] = 1; sprite->data[6] = gBattleAnimArgs[0]; r5 = sub_807A100(gBankAttacker, 0); r0 = sub_807A100(gBankAttacker, 1); if (r5 > r0) sprite->data[7] = r5 / 2; else sprite->data[7] = r0 / 2; sprite->pos2.x = Cos(sprite->data[6], sprite->data[7]); sprite->pos2.y = Sin(sprite->data[6], sprite->data[7]); sprite->callback = sub_80DF81C; } void sub_80DF81C(struct Sprite *sprite) { switch (sprite->data[0]) { case 0: sprite->data[6] = (sprite->data[6] - sprite->data[5]) & 0xFF; sprite->pos2.x = Cos(sprite->data[6], sprite->data[7]); sprite->pos2.y = Sin(sprite->data[6], sprite->data[7]); if (++sprite->data[4] > 5) { sprite->data[4] = 0; if (sprite->data[5] <= 15 && ++sprite->data[5] > 15) sprite->data[5] = 16; } if (++sprite->data[3] > 0x3C) { sprite->data[3] = 0; sprite->data[0]++; } break; case 1: sprite->data[6] = (sprite->data[6] - sprite->data[5]) & 0xFF; if (sprite->data[7] <= 0x95 && (sprite->data[7] += 8) > 0x95) sprite->data[7] = 0x96; sprite->pos2.x = Cos(sprite->data[6], sprite->data[7]); sprite->pos2.y = Sin(sprite->data[6], sprite->data[7]); if (++sprite->data[4] > 5) { sprite->data[4] = 0; if (sprite->data[5] <= 15 && ++sprite->data[5] > 15) sprite->data[5] = 16; } if (++sprite->data[3] > 20) DestroyAnimSprite(sprite); break; } } // Dragon Dance scanline eff void sub_80DF924(u8 taskId) { struct ScanlineEffectParams sp; struct Task *task = &gTasks[taskId]; u16 i; u8 r1; if (GetBankIdentity_permutated(gAnimBankAttacker) == 1) { sp.dmaDest = ®_BG1HOFS; task->data[2] = gBattle_BG1_X; } else { sp.dmaDest = ®_BG2HOFS; task->data[2] = gBattle_BG2_X; } sp.dmaControl = 0xA2600001; sp.initState = 1; sp.unused9 = 0; r1 = sub_8077FC0(gAnimBankAttacker); task->data[3] = r1 - 32; task->data[4] = r1 + 32; if (task->data[3] < 0) task->data[3] = 0; for(i = task->data[3];i <= task->data[4];i++) { gScanlineEffectRegBuffers[0][i] = task->data[2]; gScanlineEffectRegBuffers[1][i] = task->data[2]; } ScanlineEffect_SetParams(sp); task->func = sub_80DF9F4; } void sub_80DF9F4(u8 taskId) { struct Task *task = &gTasks[taskId]; switch (task->data[0]) { case 0: if (++task->data[7] > 1) { task->data[7] = 0; if (++task->data[6] == 3) task->data[0]++; } sub_80DFAB0(task); break; case 1: if (++task->data[1] > 0x3C) task->data[0]++; sub_80DFAB0(task); break; case 2: if (++task->data[7] > 1) { task->data[7] = 0; if (--task->data[6] == 0) task->data[0]++; } sub_80DFAB0(task); break; case 3: gScanlineEffect.state = 3; task->data[0]++; break; case 4: DestroyAnimVisualTask(taskId); break; } } void sub_80DFAB0(struct Task *task) { u16 r3 = task->data[5]; u16 i; for (i = task->data[3]; i <= task->data[4]; i++) { gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][i] = ((gSineTable[r3] * task->data[6]) >> 7) + task->data[2]; r3 = (r3 + 8) & 0xFF; } task->data[5] = (task->data[5] + 9) & 0xFF; } // Overheat void sub_80DFB28(struct Sprite *sprite) { int r6 = (gBattleAnimArgs[2] * 3) / 5; int i; sprite->pos1.x = GetBankPosition(gAnimBankAttacker, 2); sprite->pos1.y = GetBankPosition(gAnimBankAttacker, 3) + gBattleAnimArgs[4]; sprite->data[1] = Cos(gBattleAnimArgs[1], gBattleAnimArgs[2]); sprite->data[2] = Sin(gBattleAnimArgs[1], r6); sprite->pos1.x += sprite->data[1] * gBattleAnimArgs[0]; sprite->pos1.y += sprite->data[2] * gBattleAnimArgs[0]; sprite->data[3] = gBattleAnimArgs[3]; sprite->callback = sub_80DFBD8; for (i = 0; i <= 6; i++) gUnknown_03000730[i] = sprite->data[i]; } void sub_80DFBD8(struct Sprite *sprite) { sprite->data[4] += sprite->data[1]; sprite->data[5] += sprite->data[2]; sprite->pos2.x = sprite->data[4] / 10; sprite->pos2.y = sprite->data[5] / 10; if (++sprite->data[0] > sprite->data[3]) DestroyAnimSprite(sprite); }