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#include "global.h"
#include "battle_anim.h"
#include "blend_palette.h"
#include "main.h"
#include "rom_8077ABC.h"
#include "task.h"
#include "trig.h"
extern s16 gBattleAnimArgs[];
extern u8 gBattleAnimTarget;
extern u8 gBattleAnimAttacker;
extern u8 gBattlerSpriteIds[];
void sub_80D5CC0(struct Sprite *sprite);
static void sub_80D5E4C(u8 taskId);
const union AnimCmd gSpriteAnim_83D9764[] =
{
ANIMCMD_FRAME(0, 5),
ANIMCMD_FRAME(16, 5),
ANIMCMD_FRAME(32, 5),
ANIMCMD_FRAME(48, 5),
ANIMCMD_JUMP(0),
};
const union AnimCmd *const gSpriteAnimTable_83D9778[] =
{
gSpriteAnim_83D9764,
};
const struct SpriteTemplate gBattleAnimSpriteTemplate_83D977C =
{
.tileTag = ANIM_TAG_WISP_FIRE,
.paletteTag = ANIM_TAG_WISP_FIRE,
.oam = &gOamData_837DF34,
.anims = gSpriteAnimTable_83D9778,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = sub_80D5CC0,
};
const s8 gUnknown_083D9794[16] =
{
-1, -1, 0, 1, 1, 0, 0, -1, -1, 1, 1, 0, 0, -1, 0, 1,
};
const s8 gUnknown_083D97A4[16] =
{
-1, 0, 1, 0, -1, 1, 0, -1, 0, 1, 0, -1, 0, 1, 0, 1,
};
void sub_80D5CC0(struct Sprite *sprite)
{
if (!sprite->data[0])
{
sprite->data[1] = gBattleAnimArgs[0];
sprite->data[0] += 1;
}
sprite->data[3] += 0xC0 * 2;
sprite->data[4] += 0xA0;
sprite->x2 = Sin(sprite->data[1], sprite->data[3] >> 8);
sprite->y2 = Cos(sprite->data[1], sprite->data[4] >> 8);
sprite->data[1] = (sprite->data[1] + 7) & 0xFF;
if (gMain.inBattle)
{
if (sprite->data[1] < 64 || sprite->data[1] > 195)
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimTarget);
else
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimTarget) + 1;
}
else
{
if (sprite->data[1] < 64 || sprite->data[1] > 195)
sprite->subpriority = 0x1D;
else
sprite->subpriority = 0x1F;
}
if (++sprite->data[2] > 0x14)
sprite->invisible ^= 1;
if (sprite->data[2] == 0x1E)
DestroyAnimSprite(sprite);
}
void sub_80D5DDC(u8 taskId)
{
struct Task *task = &gTasks[taskId];
task->data[12] = !GetBattlerSide(gBattleAnimAttacker) ? 1 : -1;
task->data[13] = IsAnimBankSpriteVisible(gBattleAnimTarget ^ 2) + 1;
task->data[14] = GetAnimBattlerSpriteId(1);
task->data[15] = GetAnimBattlerSpriteId(3);
task->func = sub_80D5E4C;
}
static void sub_80D5E4C(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
task->data[10] += task->data[12] * 2;
if (++task->data[1] >= 2)
{
task->data[1] = 0;
task->data[2]++;
if (task->data[2] & 1)
task->data[11] = 2;
else
task->data[11] = -2;
}
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].x2 = task->data[10] + task->data[11];
}
if (++task->data[9] == 16)
{
task->data[9] = 0;
task->data[0]++;
}
break;
case 1:
if (++task->data[1] >= 5)
{
task->data[1] = 0;
task->data[2]++;
if (task->data[2] & 1)
task->data[11] = 2;
else
task->data[11] = -2;
}
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].x2 = task->data[10] + task->data[11];
}
if (++task->data[9] == 96)
{
task->data[9] = 0;
task->data[0]++;
}
break;
case 2:
task->data[10] -= task->data[12] * 2;
if (++task->data[1] >= 2)
{
task->data[1] = 0;
task->data[2]++;
if (task->data[2] & 1)
task->data[11] = 2;
else
task->data[11] = -2;
}
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].x2 = task->data[10] + task->data[11];
}
if (++task->data[9] == 16)
{
task->data[0]++;
}
break;
case 3:
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].x2 = 0;
}
DestroyAnimVisualTask(taskId);
break;
}
}
// Used to add a color mask to the battle interface / HUD in Heat Wave.
// arg 0: opacity
// arg 1: color code
void AnimTask_BlendInterfaceColor(u8 taskId)
{
struct Struct_sub_8078914 unk;
sub_8078914(&unk);
BlendPalette(unk.field_8 << 4, 16, gBattleAnimArgs[0], gBattleAnimArgs[1]); // u16 palOffset, u16 numEntries, u8 coeff, u16 blendColor
DestroyAnimVisualTask(taskId);
}
void sub_80D60B4(u8 taskId)
{
s8 unk;
u8 spriteId;
if (gTasks[taskId].data[0] == 0)
{
gTasks[taskId].data[1] = gBattleAnimArgs[0];
gTasks[taskId].data[2] = gBattleAnimArgs[1];
gTasks[taskId].data[3] = gBattleAnimArgs[2];
gTasks[taskId].data[4] = gBattleAnimArgs[3];
}
gTasks[taskId].data[0]++;
spriteId = gBattlerSpriteIds[gBattleAnimTarget];
if (!gTasks[taskId].data[4])
unk = gUnknown_083D9794[gTasks[taskId].data[0] % 10];
else
unk = gUnknown_083D97A4[gTasks[taskId].data[0] % 10];
if (gTasks[taskId].data[3] == 1)
gSprites[spriteId].y2 = gBattleAnimArgs[1] * unk < 0 ? -(gBattleAnimArgs[1] * unk) : gBattleAnimArgs[1] * unk;
else
gSprites[spriteId].x2 = gBattleAnimArgs[1] * unk;
if (gTasks[taskId].data[0] == gTasks[taskId].data[1])
{
gSprites[spriteId].x2 = 0;
gSprites[spriteId].y2 = 0;
DestroyAnimVisualTask(taskId);
}
}
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