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path: root/src/battle/anim/flying_petals.c
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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);
}