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#include "global.h"
#include "rom_8077ABC.h"
#include "trig.h"
#include "battle_anim.h"
extern s16 gBattleAnimArgs[];
extern u8 gBattleAnimBankAttacker;
extern u8 gBattleAnimBankTarget;
static void sub_80CB09C(struct Sprite* sprite);
static void sub_80CB1A4(struct Sprite* sprite);
// cutter (the cresent shaped leaf used in throwing projectiles for the listed moves.)
// Used by Razor Leaf and Magical Leaf.
void sub_80CAFD0(struct Sprite* sprite)
{
sub_80787B0(sprite, 1);
if (GetBankSide(gBattleAnimBankAttacker))
{
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
}
sprite->data[0] = gBattleAnimArgs[4];
if (!(gBattleAnimArgs[6]))
{
sprite->data[2] = sub_8077ABC(gBattleAnimBankTarget, 2) + gBattleAnimArgs[2];
sprite->data[4] = sub_8077ABC(gBattleAnimBankTarget, 3) + gBattleAnimArgs[3];
}
else
{
sub_807A3FC(gBattleAnimBankTarget, 1, &sprite->data[2], &sprite->data[4]);
sprite->data[2] += gBattleAnimArgs[2];
sprite->data[4] += gBattleAnimArgs[3];
}
sprite->data[5] = gBattleAnimArgs[5];
sub_80786EC(sprite);
if (GetBankSide(gBattleAnimBankAttacker) == GetBankSide(gBattleAnimBankTarget))
{
sprite->data[0] = 1;
}
else
{
sprite->data[0] = 0;
}
sprite->callback = sub_80CB09C;
}
void sub_80CB09C(struct Sprite* sprite)
{
bool8 c = FALSE;
s16 a = sprite->data[0];
s16 b = sprite->data[7];
s16 r0;
sprite->data[0] = 1;
sub_8078718(sprite);
r0 = sprite->data[7];
sprite->data[0] = a;
if (b > 0xC8 && r0 <= 0x37 && sprite->oam.affineParam == 0)
sprite->oam.affineParam++;
if (sprite->oam.affineParam != 0 && sprite->data[0] != 0)
{
sprite->invisible ^= 1;
sprite->oam.affineParam++;
if (sprite->oam.affineParam == 0x1E)
c = TRUE;
}
if (sprite->pos1.x + sprite->pos2.x > 0x100
|| sprite->pos1.x + sprite->pos2.x < -16
|| sprite->pos1.y + sprite->pos2.y > 0xA0
|| sprite->pos1.y + sprite->pos2.y < -16)
c = TRUE;
if (c)
move_anim_8072740(sprite);
}
void sub_80CB144(struct Sprite* sprite)
{
if (!NotInBattle() && IsDoubleBattle() == TRUE)
{
sub_807A3FC(gBattleAnimBankTarget, 1, &sprite->pos1.x, &sprite->pos1.y);
}
sprite->pos1.y += 32;
sprite->data[0] = gBattleAnimArgs[0];
sprite->data[1] = gBattleAnimArgs[1];
sprite->data[2] = gBattleAnimArgs[2];
sprite->data[3] = gBattleAnimArgs[3];
sprite->data[4] = gBattleAnimArgs[4];
sprite->callback = sub_80CB1A4;
}
void sub_80CB1A4(struct Sprite* sprite)
{
if (sprite->data[1] == 0xFF)
{
sprite->pos1.y -= 2;
}
else if (sprite->data[1] > 0)
{
sprite->pos1.y -= 2;
sprite->data[1] -= 2;
}
sprite->data[5] += sprite->data[2];
if (sprite->data[0] < sprite->data[4])
sprite->data[5] += sprite->data[2];
sprite->data[5] &= 0xFF;
sprite->pos2.x = Cos(sprite->data[5], sprite->data[3]);
sprite->pos2.y = Sin(sprite->data[5], 5);
if (sprite->data[5] <= 0x7F)
{
sprite->oam.priority = sub_8079ED4(gBattleAnimBankTarget) - 1;
}
else
{
sprite->oam.priority = sub_8079ED4(gBattleAnimBankTarget) + 1;
}
sprite->data[0]--;
if (!sprite->data[0])
move_anim_8072740(sprite);
}
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