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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_80CCB00(struct Sprite* sprite);
// slice (the cutting animation showing as a yellow line drawn diagonally)
// Used in Cut, Fury Cutter, Aerial Ace, and Air Cutter.
void sub_80CC914(struct Sprite* sprite)
{
sprite->pos1.x = GetBankPosition(gAnimBankTarget, 0);
sprite->pos1.y = GetBankPosition(gAnimBankTarget, 1);
if (GetBankSide(gAnimBankTarget) == 0)
sprite->pos1.y += 8;
sprite->callback = sub_80CCB00;
if (gBattleAnimArgs[2] == 0)
{
sprite->pos1.x += gBattleAnimArgs[0];
}
else
{
sprite->pos1.x -= gBattleAnimArgs[0];
sprite->hFlip = 1;
}
sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[1] -= 0x400;
sprite->data[2] += 0x400;
sprite->data[5] = gBattleAnimArgs[2];
if (sprite->data[5] == 1)
sprite->data[1] = -sprite->data[1];
}
void sub_80CC9BC(struct Sprite* sprite)
{
u8 a;
u8 b;
switch (gBattleAnimArgs[3])
{
case 1:
a = GetBankPosition(gAnimBankTarget ^ 2, 0);
b = GetBankPosition(gAnimBankTarget ^ 2, 1);
break;
case 2:
a = GetBankPosition(gAnimBankTarget, 0);
b = GetBankPosition(gAnimBankTarget, 1);
if (IsAnimBankSpriteVisible(gAnimBankTarget ^ 2))
{
a = (GetBankPosition(gAnimBankTarget ^ 2, 0) + a) / 2;
b = (GetBankPosition(gAnimBankTarget ^ 2, 1) + b) / 2;
}
break;
case 0:
default:
a = GetBankPosition(gAnimBankTarget, 0);
b = GetBankPosition(gAnimBankTarget, 1);
break;
}
sprite->pos1.x = a;
sprite->pos1.y = b;
if (GetBankSide(gAnimBankTarget) == 0)
sprite->pos1.y += 8;
sprite->callback = sub_80CCB00;
if (gBattleAnimArgs[2] == 0)
{
sprite->pos1.x += gBattleAnimArgs[0];
}
else
{
sprite->pos1.x -= gBattleAnimArgs[0];
sprite->hFlip = 1;
}
sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[1] -= 0x400;
sprite->data[2] += 0x400;
sprite->data[5] = gBattleAnimArgs[2];
if (sprite->data[5] == 1)
sprite->data[1] = -sprite->data[1];
}
void sub_80CCB00(struct Sprite* sprite)
{
sprite->data[3] += sprite->data[1];
sprite->data[4] += sprite->data[2];
if (sprite->data[5] == 0)
sprite->data[1] += 0x18;
else
sprite->data[1] -= 0x18;
sprite->data[2] -= 0x18;
sprite->pos2.x = sprite->data[3] >> 8;
sprite->pos2.y = sprite->data[4] >> 8;
sprite->data[0]++;
if (sprite->data[0] == 20)
{
StoreSpriteCallbackInData(sprite, DestroyAnimSprite);
sprite->data[0] = 3;
sprite->callback = sub_80782D8;
}
}
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