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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 gBattleAnimBankAttacker;
extern u8 gBattleAnimBankTarget;
static void sub_80CC7D4(struct Sprite* sprite);
// homing (the spinning effect of sprites going inward in a static rotation.)
// Used by Needle Arm.
void sub_80CC6CC(struct Sprite* sprite)
{
u8 a;
u8 b;
u16 c;
u16 x;
u16 y;
if (gBattleAnimArgs[4] == 0)
{
move_anim_8072740(sprite);
}
else
{
if (gBattleAnimArgs[0] == 0)
{
a = sub_8077ABC(gBattleAnimBankAttacker, 2);
b = sub_8077ABC(gBattleAnimBankAttacker, 3);
}
else
{
a = sub_8077ABC(gBattleAnimBankTarget, 2);
b = sub_8077ABC(gBattleAnimBankTarget, 3);
}
sprite->data[0] = gBattleAnimArgs[4];
if (gBattleAnimArgs[1] == 0)
{
sprite->pos1.x = gBattleAnimArgs[2] + a;
sprite->pos1.y = gBattleAnimArgs[3] + b;
sprite->data[5] = a;
sprite->data[6] = b;
}
else
{
sprite->pos1.x = a;
sprite->pos1.y = b;
sprite->data[5] = gBattleAnimArgs[2] + a;
sprite->data[6] = gBattleAnimArgs[3] + b;
}
x = sprite->pos1.x;
sprite->data[1] = x * 16;
y = sprite->pos1.y;
sprite->data[2] = y * 16;
sprite->data[3] = (sprite->data[5] - sprite->pos1.x) * 16 / gBattleAnimArgs[4];
sprite->data[4] = (sprite->data[6] - sprite->pos1.y) * 16 / gBattleAnimArgs[4];
c = sub_80790F0(sprite->data[5] - x, sprite->data[6] - y);
if (NotInBattle())
c -= 0x8000;
sub_8078FDC(sprite, 0, 0x100, 0x100, c);
sprite->callback = sub_80CC7D4;
}
}
void sub_80CC7D4(struct Sprite* sprite)
{
if (sprite->data[0])
{
sprite->data[1] += sprite->data[3];
sprite->data[2] += sprite->data[4];
sprite->pos1.x = sprite->data[1] >> 4 ;
sprite->pos1.y = sprite->data[2] >> 4 ;
sprite->data[0]--;
}
else
{
move_anim_8074EE0(sprite);
}
}
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