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#include "global.h"
#include "rom_8077ABC.h"
#include "trig.h"
#include "battle_anim.h"
extern s16 gBattleAnimArgs[];
extern u8 gBattleAnimAttacker;
extern u8 gBattleAnimTarget;
void sub_80CB94C(struct Sprite* sprite);
void sub_80CBA28(struct Sprite* sprite);
// hop (where a sprite "hops" across the screen)
// Used by Present, Trick, and the item knock off effect.
const union AnimCmd gSpriteAnim_83D66B0[] =
{
ANIMCMD_FRAME(0, 30),
ANIMCMD_END,
};
const union AnimCmd *const gSpriteAnimTable_83D66B8[] =
{
gSpriteAnim_83D66B0,
};
const union AffineAnimCmd gSpriteAffineAnim_83D66BC[] = {
AFFINEANIMCMD_FRAME(0, 0, -4, 10),
AFFINEANIMCMD_FRAME(0, 0, 4, 20),
AFFINEANIMCMD_FRAME(0, 0, -4, 10),
AFFINEANIMCMD_END,
};
const union AffineAnimCmd gSpriteAffineAnim_83D66DC[] = {
AFFINEANIMCMD_FRAME(0, 0, -1, 2),
AFFINEANIMCMD_FRAME(0, 0, 1, 4),
AFFINEANIMCMD_FRAME(0, 0, -1, 4),
AFFINEANIMCMD_FRAME(0, 0, 1, 4),
AFFINEANIMCMD_FRAME(0, 0, -1, 4),
AFFINEANIMCMD_FRAME(0, 0, 1, 2),
AFFINEANIMCMD_END,
};
const union AffineAnimCmd *const gSpriteAffineAnimTable_83D6714[] = {
gSpriteAffineAnim_83D66BC,
gSpriteAffineAnim_83D66DC,
};
const struct SpriteTemplate gBattleAnimSpriteTemplate_83D671C =
{
.tileTag = ANIM_TAG_ITEM_BAG,
.paletteTag = ANIM_TAG_ITEM_BAG,
.oam = &gOamData_837DF94,
.anims = gSpriteAnimTable_83D66B8,
.images = NULL,
.affineAnims = gSpriteAffineAnimTable_83D6714,
.callback = sub_80CB94C,
};
const struct SpriteTemplate gFallingItemBagTemplate =
{
.tileTag = ANIM_TAG_ITEM_BAG,
.paletteTag = ANIM_TAG_ITEM_BAG,
.oam = &gOamData_837DF94,
.anims = gSpriteAnimTable_83D66B8,
.images = NULL,
.affineAnims = gSpriteAffineAnimTable_83D6714,
.callback = sub_80CBA28,
};
void sub_80CB7EC(struct Sprite* sprite, s16 c)
{
s32 a = (sprite->x * 256) | sprite->y;
s32 b = (sprite->data[6] * 256) | sprite->data[7];
c *= 256;
sprite->data[5] = a;
sprite->data[6] = b;
sprite->data[7] = c;
}
bool8 sub_80CB814(struct Sprite* sprite)
{
u16 r10 = (u8)(sprite->data[5] >> 8);
u16 r9 = (u8)sprite->data[5];
s32 r2 = (u8)(sprite->data[6] >> 8);
s32 r4 = (u8)sprite->data[6];
s16 r6 = sprite->data[7] >> 8;
s16 r3 = sprite->data[7] & 0xFF;
s16 r4_2;
s16 r0;
s32 var1;
s32 var2;
if (r2 == 0)
{
r2 = -32;
}
else if (r2 == 255)
{
r2 = 0x110;
}
r4_2 = r4 - r9;
r0 = r2 - r10;
var1 = r0 * r3 / r6;
var2 = r4_2 * r3 / r6;
sprite->x = var1 + r10;
sprite->y = var2 + r9;
if (++r3 == r6)
return TRUE;
sprite->data[7] = (r6 << 8) | r3;
return FALSE;
}
void sub_80CB8B8(struct Sprite* sprite)
{
if (sprite->data[0] == 10)
{
StartSpriteAffineAnim(sprite, 1);
}
sprite->data[0]++;
if (sprite->data[0] > 50)
{
DestroyAnimSprite(sprite);
}
}
void sub_80CB8E8(struct Sprite* sprite)
{
sprite->data[0] += sprite->data[3] * 128 / sprite->data[4];
if (sprite->data[0] >= 128)
{
sprite->data[1]++;
sprite->data[0] = 0;
}
sprite->y2 = Sin(sprite->data[0] + 128, 30 - sprite->data[1] * 8);
if (sub_80CB814(sprite))
{
sprite->y2 = 0;
sprite->data[0] = 0;
sprite->callback = sub_80CB8B8;
}
}
void sub_80CB94C(struct Sprite* sprite)
{
s16 e1;
s16 e2;
InitAnimSpritePos(sprite, 0);
e1 = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
e2 = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
if ((gBattleAnimAttacker ^ 2) == gBattleAnimTarget)
{
sprite->data[6] = e1;
sprite->data[7] = e2 + 10;
sub_80CB7EC(sprite, 0x3C);
sprite->data[3] = 1;
}
else
{
sprite->data[6] = e1;
sprite->data[7] = e2 + 10;
sub_80CB7EC(sprite, 0x3C);
sprite->data[3] = 3;
}
sprite->data[4] = 0x3C;
sprite->callback = sub_80CB8E8;
}
void sub_80CB9C4(struct Sprite* sprite)
{
int zero;
sprite->data[0] += ((sprite->data[3] * 128) / sprite->data[4]);
zero = 0;
if (sprite->data[0] > 0x7F)
{
sprite->data[1]++;
sprite->data[0] = zero;
}
sprite->y2 = Sin(sprite->data[0] + 0x80, 30 - sprite->data[1] * 8);
if (sub_80CB814(sprite))
{
sprite->y2 = zero;
sprite->data[0] = zero;
DestroyAnimSprite(sprite);
}
}
void sub_80CBA28(struct Sprite* sprite)
{
s16 e = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
if (GetBattlerSide(gBattleAnimTarget) == 0)
{
sprite->data[6] = 0;
sprite->data[7] = e + 10;
sub_80CB7EC(sprite, 0x28);
sprite->data[3] = 3;
sprite->data[4] = 0x3C;
sprite->callback = sub_80CB8E8;
}
else
{
sprite->data[6] = 255;
sprite->data[7] = e + 10;
if (IsContest())
sprite->data[6] = 0;
sub_80CB7EC(sprite, 0x28);
sprite->data[3] = 3;
sprite->data[4] = 0x3C;
sprite->callback = sub_80CB9C4;
}
}
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