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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 gBattleAnimAttacker;
extern u8 gBattleAnimTarget;
static void AnimTask_SplashStep(u8 taskId);
// splash (splash effect of hopping up and down)
// Used in Splash, Mud Sport, and Sketch.
const union AffineAnimCmd gSpriteAffineAnim_83D76F4[] =
{
AFFINEANIMCMD_FRAME(-6, 4, 0, 8),
AFFINEANIMCMD_FRAME(10, -10, 0, 8),
AFFINEANIMCMD_FRAME(-4, 6, 0, 8),
AFFINEANIMCMD_END,
};
// Task to facilitate expanding and hopping effect seen in Splash.
// arg 0: anim battler
// arg 1: num hops
void AnimTask_Splash(u8 taskId)
{
struct Task* task = &gTasks[taskId];
if (gBattleAnimArgs[1] == 0)
{
DestroyAnimVisualTask(taskId);
}
else
{
u8 spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
task->data[0] = spriteId;
task->data[1] = 0;
task->data[2] = gBattleAnimArgs[1];
task->data[3] = 0;
task->data[4] = 0;
PrepareAffineAnimInTaskData(task, spriteId, &gSpriteAffineAnim_83D76F4);
task->func = AnimTask_SplashStep;
}
}
void AnimTask_SplashStep(u8 taskId)
{
struct Task* task = &gTasks[taskId];
switch (task->data[1])
{
case 0:
RunAffineAnimFromTaskData(task);
task->data[4] += 3;
gSprites[task->data[0]].y2 += task->data[4];
if (++task->data[3] > 7)
{
task->data[3] = 0;
task->data[1]++;
}
break;
case 1:
RunAffineAnimFromTaskData(task);
gSprites[task->data[0]].y2 += task->data[4];
if (++task->data[3] > 7)
{
task->data[3] = 0;
task->data[1]++;
}
break;
case 2:
if (task->data[4] != 0)
{
gSprites[task->data[0]].y2 -= 2;
task->data[4] -= 2;
}
else
task->data[1]++;
break;
case 3:
if (!RunAffineAnimFromTaskData(task))
{
if (--task->data[2] == 0)
{
gSprites[task->data[0]].y2 = 0;
DestroyAnimVisualTask(taskId);
}
else
{
PrepareAffineAnimInTaskData(task, task->data[0], &gSpriteAffineAnim_83D76F4);
task->data[1] = 0;
}
}
break;
}
}
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