summaryrefslogtreecommitdiff
path: root/src/battle/anim/homing.c
blob: 6fb4a76d800f018d9c9c0f6e1a9631a4a28e5519 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
#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_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)
    {
        DestroyAnimSprite(sprite);
    }
    else
    {
        if (gBattleAnimArgs[0] == 0)
        {
            a = GetBankPosition(gAnimBankAttacker, 2);
            b = GetBankPosition(gAnimBankAttacker, 3);
        }
        else
        {
            a = GetBankPosition(gAnimBankTarget, 2);
            b = GetBankPosition(gAnimBankTarget, 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 (IsContest())
            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);
    }
}