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#include "global.h"
#include "battle_anim.h"
#include "palette.h"
#include "rom_8077ABC.h"
#include "sprite.h"
#include "task.h"
extern s16 gBattleAnimArgs[8];
extern u8 gBattleAnimAttacker;
extern u8 gBattleAnimTarget;
void AnimAuroraRings(struct Sprite *sprite);
static void AnimGrowAuroraRings(struct Sprite *);
static void AnimTask_RotateMonPalette2(u8);
const union AnimCmd gSpriteAnim_83D9190[] =
{
ANIMCMD_FRAME(0, 1),
ANIMCMD_END,
};
const union AnimCmd gSpriteAnim_83D9198[] =
{
ANIMCMD_FRAME(4, 1),
ANIMCMD_END,
};
const union AnimCmd *const gSpriteAnimTable_83D91A0[] =
{
gSpriteAnim_83D9190,
gSpriteAnim_83D9198,
};
const union AffineAnimCmd gSpriteAffineAnim_83D91A8[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 1),
AFFINEANIMCMD_FRAME(0x60, 0x60, 0, 1),
AFFINEANIMCMD_END,
};
const union AffineAnimCmd *const gSpriteAffineAnimTable_83D91C0[] =
{
gSpriteAffineAnim_83D91A8,
};
// Multi-colored rings used in Aurora Beam.
const struct SpriteTemplate RainbowRingSpriteTemplate =
{
.tileTag = ANIM_TAG_RAINBOW_RINGS,
.paletteTag = ANIM_TAG_RAINBOW_RINGS,
.oam = &gOamData_837E024,
.anims = gSpriteAnimTable_83D91A0,
.images = NULL,
.affineAnims = gSpriteAffineAnimTable_83D91C0,
.callback = AnimAuroraRings,
};
// Animates the colorful rings in Aurora Beam linearly towards the target mon.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: target x offset
// arg 3: target y offset
// arg 4: duration
void AnimAuroraRings(struct Sprite *sprite)
{
s16 r6;
InitAnimSpritePos(sprite, 1);
if (GetBattlerSide(gBattleAnimAttacker) != 0)
r6 = -gBattleAnimArgs[2];
else
r6 = gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[4];
sprite->data[1] = sprite->x;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + r6;
sprite->data[3] = sprite->y;
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
InitAnimLinearTranslation(sprite);
sprite->callback = AnimGrowAuroraRings;
sprite->affineAnimPaused = TRUE;
sprite->callback(sprite);
}
// Grows the rings in Aurora Beam.
// arg 7: if -1, grow the rings
static void AnimGrowAuroraRings(struct Sprite *sprite)
{
if ((u16)gBattleAnimArgs[7] == 0xFFFF)
{
StartSpriteAnim(sprite, 1);
sprite->affineAnimPaused = FALSE;
}
if (TranslateAnimLinear(sprite) != 0)
DestroyAnimSprite(sprite);
}
// This seems to rotate the palette of the attacking mon, but the visual
// effect is not noticeable in-game.
// arg 0: duration
void AnimTask_RotateMonPalette1(u8 taskId)
{
gTasks[taskId].data[0] = gBattleAnimArgs[0];
gTasks[taskId].data[2] = 0x100 + IndexOfSpritePaletteTag(0x279C) * 16;
gTasks[taskId].func = AnimTask_RotateMonPalette2;
}
static void AnimTask_RotateMonPalette2(u8 taskId)
{
gTasks[taskId].data[10]++;
if (gTasks[taskId].data[10] == 3)
{
u16 r5;
u16 r6;
s32 i;
gTasks[taskId].data[10] = 0;
r5 = gTasks[taskId].data[2] + 1;
r6 = gPlttBufferFaded[r5];
for (i = 1; i < 8; i++)
gPlttBufferFaded[r5 + i - 1] = gPlttBufferFaded[r5 + i];
gPlttBufferFaded[r5 + 7] = r6;
}
gTasks[taskId].data[11]++;
if (gTasks[taskId].data[11] == gTasks[taskId].data[0])
DestroyAnimVisualTask(taskId);
}
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