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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_80CC580(struct Sprite* sprite);
// flying_petals (petals fly across the screen.)
// Used by Aromatherapy.
void sub_80CC474(struct Sprite* sprite)
{
u8 bank;
if (!gBattleAnimArgs[6])
bank = gAnimBankAttacker;
else
bank = gAnimBankTarget;
if (GetBankSide(bank) != 0)
{
sprite->data[4] = 0;
sprite->data[2] = gBattleAnimArgs[3];
sprite->pos1.x = 0xFFF0;
}
else
{
sprite->data[4] = 1;
sprite->data[2] = -gBattleAnimArgs[3];
sprite->pos1.x = 0x100;
}
sprite->data[1] = gBattleAnimArgs[1];
sprite->data[0] = gBattleAnimArgs[2];
sprite->data[3] = gBattleAnimArgs[4];
switch (gBattleAnimArgs[5])
{
case 0:
sprite->pos1.y = gBattleAnimArgs[0];
sprite->oam.priority = sub_8079ED4(bank);
break;
case 1:
sprite->pos1.y = gBattleAnimArgs[0];
sprite->oam.priority = sub_8079ED4(bank) + 1;
break;
case 2:
sprite->pos1.y = GetBankPosition(bank, 3) + gBattleAnimArgs[0];
sprite->oam.priority = sub_8079ED4(bank);
break;
case 3:
sprite->pos1.y = GetBankPosition(gAnimBankTarget, 3) + gBattleAnimArgs[0];
GetAnimBankSpriteId(1);
sprite->oam.priority = sub_8079ED4(bank) + 1;
break;
}
sprite->callback = sub_80CC580;
}
void sub_80CC580(struct Sprite* sprite)
{
int a = sprite->data[7];
sprite->data[7]++;
sprite->pos2.y = (sprite->data[1] * gSineTable[sprite->data[0]]) >> 8;
sprite->pos2.x = sprite->data[2] * a;
sprite->data[0] = (sprite->data[3] * a) & 0xFF;
if (sprite->data[4] == 0)
{
if (sprite->pos2.x + sprite->pos1.x <= 0xF7)
return;
}
else
{
if (sprite->pos2.x + sprite->pos1.x > -16)
return;
}
move_anim_8074EE0(sprite);
}
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