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#include "global.h"
#include "rom_8077ABC.h"
#include "trig.h"
#include "battle_anim.h"
#include "sound.h"
extern s16 gBattleAnimArgs[];
extern u8 gAnimBankAttacker;
extern u8 gAnimBankTarget;
static void sub_80CCF70(struct Sprite* sprite);
static void sub_80CD0CC(struct Sprite* sprite, int unk1, int unk2);
// bottle (shows a bottle swinging back and forth.)
// Used by Milk Drink.
void sub_80CCF04(struct Sprite* sprite)
{
sprite->pos1.x = GetBankPosition(gAnimBankTarget, 2);
sprite->pos1.y = GetBankPosition(gAnimBankTarget, 3) + 0xFFE8;
sprite->data[0] = 0;
sprite->data[1] = 0;
sprite->data[2] = 0;
sprite->data[3] = 0;
sprite->data[4] = 0;
sprite->data[6] = 0;
sprite->data[7] = 16;
REG_BLDCNT = 0x3F40;
REG_BLDALPHA = (sprite->data[7] << 8) | sprite->data[6];
sprite->callback = sub_80CCF70;
}
void sub_80CCF70(struct Sprite* sprite)
{
switch (sprite->data[0])
{
case 0:
if (++sprite->data[2] > 0)
{
sprite->data[2] = 0;
if (((++sprite->data[1]) & 1) != 0)
{
if (sprite->data[6] <= 15)
sprite->data[6]++;
}
else if (sprite->data[7] > 0)
sprite->data[7]--;
REG_BLDALPHA = (sprite->data[7] << 8) | sprite->data[6];
if (sprite->data[6] == 16 && sprite->data[7] == 0)
{
sprite->data[1] = 0;
sprite->data[0]++;
}
}
break;
case 1:
if (++sprite->data[1] > 8)
{
sprite->data[1] = 0;
StartSpriteAffineAnim(sprite, 1);
sprite->data[0]++;
}
break;
case 2:
sub_80CD0CC(sprite, 16, 4);
if (++sprite->data[1] > 2)
{
sprite->data[1] = 0;
sprite->pos1.y++;
}
if (++sprite->data[2] <= 29)
break;
if (sprite->data[2] & 1)
{
if (sprite->data[6] > 0)
sprite->data[6]--;
}
else if (sprite->data[7] <= 15)
{
sprite->data[7]++;
}
REG_BLDALPHA = (sprite->data[7] << 8) | sprite->data[6];
if (sprite->data[6] == 0 && sprite->data[7] == 16)
{
sprite->data[1] = 0;
sprite->data[2] = 0;
sprite->data[0]++;
}
break;
case 3:
sprite->invisible = 1;
sprite->data[0]++;
break;
case 4:
REG_BLDCNT = 0;
REG_BLDALPHA = 0;
DestroyAnimSprite(sprite);
break;
}
}
void sub_80CD0CC(struct Sprite* sprite, int unk1, int unk2)
{
if (sprite->data[3] <= 11)
sprite->data[4] += 2;
if ((u16)(sprite->data[3] - 0x12) <= 0x17)
sprite->data[4] -= 2;
if ((sprite->data[3]) > 0x2F)
sprite->data[4] += 2;
sprite->pos2.x = sprite->data[4] / 9;
sprite->pos2.y = sprite->data[4] / 14;
if (sprite->pos2.y < 0)
sprite->pos2.y *= -1;
sprite->data[3]++;
if (sprite->data[3] > 0x3B)
sprite->data[3] = 0;
}
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