#include "global.h" #include "malloc.h" #include "battle.h" #include "battle_anim.h" #include "bg.h" #include "contest.h" #include "data.h" #include "decompress.h" #include "dma3.h" #include "gpu_regs.h" #include "graphics.h" #include "palette.h" #include "pokemon_icon.h" #include "random.h" #include "scanline_effect.h" #include "sound.h" #include "sprite.h" #include "task.h" #include "trig.h" #include "util.h" #include "constants/battle_anim.h" #include "constants/rgb.h" #include "constants/songs.h" #include "constants/weather.h" extern const struct SpriteTemplate gThoughtBubbleSpriteTemplate; static void AnimBlackSmoke(struct Sprite *); static void AnimBlackSmoke_Step(struct Sprite *); static void AnimWhiteHalo(struct Sprite *); static void AnimWhiteHalo_Step1(struct Sprite *); static void AnimWhiteHalo_Step2(struct Sprite *); static void AnimTealAlert(struct Sprite *); static void AnimMeanLookEye(struct Sprite *); static void AnimMeanLookEye_Step1(struct Sprite *); static void AnimMeanLookEye_Step2(struct Sprite *); static void AnimMeanLookEye_Step3(struct Sprite *); static void AnimMeanLookEye_Step4(struct Sprite *); static void AnimSpikes(struct Sprite *); static void AnimSpikes_Step1(struct Sprite *); static void AnimSpikes_Step2(struct Sprite *); static void AnimLeer(struct Sprite *); static void AnimLetterZ(struct Sprite *); static void AnimFang(struct Sprite *); static void AnimSpotlight(struct Sprite *); static void AnimSpotlight_Step1(struct Sprite *); static void AnimSpotlight_Step2(struct Sprite *); static void AnimClappingHand(struct Sprite *); static void AnimClappingHand_Step(struct Sprite *); static void AnimClappingHand2(struct Sprite *); static void AnimRapidSpin(struct Sprite *); static void AnimRapidSpin_Step(struct Sprite *); static void AnimTriAttackTriangle(struct Sprite *); static void AnimBatonPassPokeball(struct Sprite *); static void AnimWishStar(struct Sprite *); static void AnimWishStar_Step(struct Sprite *); static void AnimMiniTwinklingStar(struct Sprite *); static void AnimMiniTwinklingStar_Step(struct Sprite *); static void AnimSwallowBlueOrb(struct Sprite *); static void AnimGreenStar(struct Sprite *); static void AnimGreenStar_Step1(struct Sprite *); static void AnimGreenStar_Step2(struct Sprite *); static void AnimGreenStar_Callback(struct Sprite *); static void AnimWeakFrustrationAngerMark(struct Sprite *); static void AnimSweetScentPetal(struct Sprite *); static void AnimSweetScentPetal_Step(struct Sprite *); static void AnimPainSplitProjectile(struct Sprite *); static void AnimFlatterConfetti(struct Sprite *); static void AnimFlatterConfetti_Step(struct Sprite *); static void AnimFlatterSpotlight(struct Sprite *); static void AnimFlatterSpotlight_Step(struct Sprite *); static void AnimReversalOrb(struct Sprite *); static void AnimReversalOrb_Step(struct Sprite *); static void AnimYawnCloud(struct Sprite *); static void AnimYawnCloud_Step(struct Sprite *); static void AnimSmokeBallEscapeCloud(struct Sprite *); static void AnimFacadeSweatDrop(struct Sprite *); static void AnimRoarNoiseLine(struct Sprite *); static void AnimRoarNoiseLine_Step(struct Sprite *); static void AnimGlareEyeDot(struct Sprite *); static void AnimAssistPawprint(struct Sprite *); static void AnimSmellingSaltsHand(struct Sprite *); static void AnimSmellingSaltsHand_Step(struct Sprite *); static void AnimSmellingSaltExclamation(struct Sprite *); static void AnimSmellingSaltExclamation_Step(struct Sprite *); static void AnimHelpingHandClap(struct Sprite *); static void AnimHelpingHandClap_Step(struct Sprite *); static void AnimForesightMagnifyingGlass(struct Sprite *); static void AnimForesightMagnifyingGlass_Step(struct Sprite *); static void AnimMeteorMashStar(struct Sprite *); static void AnimMeteorMashStar_Step(struct Sprite *sprite); static void AnimBlockX(struct Sprite *); static void AnimBlockX_Step(struct Sprite *); static void AnimUnusedItemBagSteal(struct Sprite *); static void AnimKnockOffStrike(struct Sprite *); static void AnimKnockOffStrike_Step(struct Sprite *sprite); static void AnimRecycle(struct Sprite *); static void AnimRecycle_Step(struct Sprite *); static void SetPsychicBackground_Step(u8); static void FadeScreenToWhite_Step(u8); static void RapinSpinMonElevation_Step(u8); static void TormentAttacker_Step(u8); static void TormentAttacker_Callback(struct Sprite *); static void AnimTask_RockMonBackAndForth_Step(u8); static void AnimTask_FlailMovement_Step(u8); static void AnimTask_RolePlaySilhouette_Step1(u8); static void AnimTask_RolePlaySilhouette_Step2(u8); static void AnimTask_AcidArmor_Step(u8); static void AnimTask_DeepInhale_Step(u8); static void AnimTask_SquishAndSweatDroplets_Step(u8); static void CreateSweatDroplets(u8, bool8); static void AnimTask_FacadeColorBlend_Step(u8); static void AnimTask_GlareEyeDots_Step(u8); static void GetGlareEyeDotCoords(s16, s16, s16, s16, u8, u8, s16 *, s16 *); static void AnimTask_BarrageBall_Step(u8); static void AnimTask_SmellingSaltsSquish_Step(u8); static void AnimTask_HelpingHandAttackerMovement_Step(u8); static void AnimTask_MonToSubstituteDoll(u8); static void AnimTask_OdorSleuthMovementWaitFinish(u8); static void MoveOdorSleuthClone(struct Sprite *); static void AnimTask_TeeterDanceMovement_Step(u8); static void AnimTask_SlackOffSquish_Step(u8); const union AnimCmd gScratchAnimCmds[] = { ANIMCMD_FRAME(0, 4), ANIMCMD_FRAME(16, 4), ANIMCMD_FRAME(32, 4), ANIMCMD_FRAME(48, 4), ANIMCMD_FRAME(64, 4), ANIMCMD_END, }; const union AnimCmd *const gScratchAnimTable[] = { gScratchAnimCmds, }; const struct SpriteTemplate gScratchSpriteTemplate = { .tileTag = ANIM_TAG_SCRATCH, .paletteTag = ANIM_TAG_SCRATCH, .oam = &gOamData_AffineOff_ObjBlend_32x32, .anims = gScratchAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimSpriteOnMonPos, }; const struct SpriteTemplate gBlackSmokeSpriteTemplate = { .tileTag = ANIM_TAG_BLACK_SMOKE, .paletteTag = ANIM_TAG_BLACK_SMOKE, .oam = &gOamData_AffineOff_ObjNormal_32x16, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimBlackSmoke, }; const struct SpriteTemplate gBlackBallSpriteTemplate = { .tileTag = ANIM_TAG_BLACK_BALL, .paletteTag = ANIM_TAG_BLACK_BALL, .oam = &gOamData_AffineOff_ObjNormal_8x8, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimThrowProjectile, }; const union AnimCmd gOpeningEyeAnimCmds[] = { ANIMCMD_FRAME(0, 40), ANIMCMD_FRAME(16, 8), ANIMCMD_FRAME(32, 40), ANIMCMD_END, }; const union AnimCmd *const gOpeningEyeAnimTable[] = { gOpeningEyeAnimCmds, }; const struct SpriteTemplate gOpeningEyeSpriteTemplate = { .tileTag = ANIM_TAG_OPENING_EYE, .paletteTag = ANIM_TAG_OPENING_EYE, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = gOpeningEyeAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimSpriteOnMonPos, }; const struct SpriteTemplate gWhiteHaloSpriteTemplate = { .tileTag = ANIM_TAG_ROUND_WHITE_HALO, .paletteTag = ANIM_TAG_ROUND_WHITE_HALO, .oam = &gOamData_AffineOff_ObjBlend_64x64, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimWhiteHalo, }; const struct SpriteTemplate gTealAlertSpriteTemplate = { .tileTag = ANIM_TAG_TEAL_ALERT, .paletteTag = ANIM_TAG_TEAL_ALERT, .oam = &gOamData_AffineNormal_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimTealAlert, }; const union AffineAnimCmd gMeanLookEyeAffineAnimCmds1[] = { AFFINEANIMCMD_FRAME(0x180, 0x180, 0, 0), AFFINEANIMCMD_FRAME(-0x20, 0x18, 0, 5), AFFINEANIMCMD_FRAME(0x18, -0x20, 0, 5), AFFINEANIMCMD_JUMP(1), }; const union AffineAnimCmd gMeanLookEyeAffineAnimCmds2[] = { AFFINEANIMCMD_FRAME(0x30, 0x30, 0, 0), AFFINEANIMCMD_FRAME(0x20, 0x20, 0, 6), AFFINEANIMCMD_END, }; const union AffineAnimCmd *const gMeanLookEyeAffineAnimTable[] = { gMeanLookEyeAffineAnimCmds1, gMeanLookEyeAffineAnimCmds2, }; const struct SpriteTemplate gMeanLookEyeSpriteTemplate = { .tileTag = ANIM_TAG_EYE, .paletteTag = ANIM_TAG_EYE, .oam = &gOamData_AffineDouble_ObjBlend_64x64, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gMeanLookEyeAffineAnimTable, .callback = AnimMeanLookEye, }; const struct SpriteTemplate gSpikesSpriteTemplate = { .tileTag = ANIM_TAG_SPIKES, .paletteTag = ANIM_TAG_SPIKES, .oam = &gOamData_AffineOff_ObjNormal_16x16, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimSpikes, }; const union AnimCmd gLeerAnimCmds[] = { ANIMCMD_FRAME(0, 3), ANIMCMD_FRAME(16, 3), ANIMCMD_FRAME(32, 3), ANIMCMD_FRAME(48, 3), ANIMCMD_FRAME(64, 3), ANIMCMD_END, }; const union AnimCmd *const gLeerAnimTable[] = { gLeerAnimCmds, }; const struct SpriteTemplate gLeerSpriteTemplate = { .tileTag = ANIM_TAG_LEER, .paletteTag = ANIM_TAG_LEER, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = gLeerAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimLeer, }; const union AnimCmd gLetterZAnimCmds[] = { ANIMCMD_FRAME(0, 3), ANIMCMD_END, }; const union AnimCmd *const gLetterZAnimTable[] = { gLetterZAnimCmds, }; const union AffineAnimCmd gLetterZAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(-7, -7, -3, 16), AFFINEANIMCMD_FRAME(7, 7, 3, 16), AFFINEANIMCMD_JUMP(0), }; const union AffineAnimCmd *const gLetterZAffineAnimTable[] = { gLetterZAffineAnimCmds, }; const struct SpriteTemplate gLetterZSpriteTemplate = { .tileTag = ANIM_TAG_LETTER_Z, .paletteTag = ANIM_TAG_LETTER_Z, .oam = &gOamData_AffineNormal_ObjNormal_32x32, .anims = gLetterZAnimTable, .images = NULL, .affineAnims = gLetterZAffineAnimTable, .callback = AnimLetterZ, }; const union AnimCmd gFangAnimCmds[] = { ANIMCMD_FRAME(0, 8), ANIMCMD_FRAME(16, 16), ANIMCMD_FRAME(32, 4), ANIMCMD_FRAME(48, 4), ANIMCMD_END, }; const union AnimCmd *const gFangAnimTable[] = { gFangAnimCmds, }; const union AffineAnimCmd gFangAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(0x200, 0x200, 0, 0), AFFINEANIMCMD_FRAME(-0x20, -0x20, 0, 8), AFFINEANIMCMD_END, }; const union AffineAnimCmd *const gFangAffineAnimTable[] = { gFangAffineAnimCmds, }; const struct SpriteTemplate gFangSpriteTemplate = { .tileTag = ANIM_TAG_FANG_ATTACK, .paletteTag = ANIM_TAG_FANG_ATTACK, .oam = &gOamData_AffineDouble_ObjNormal_32x32, .anims = gFangAnimTable, .images = NULL, .affineAnims = gFangAffineAnimTable, .callback = AnimFang, }; const union AffineAnimCmd gSpotlightAffineAnimCmds1[] = { AFFINEANIMCMD_FRAME(0x0, 0x180, 0, 0), AFFINEANIMCMD_FRAME(0x10, 0x0, 0, 20), AFFINEANIMCMD_END, }; const union AffineAnimCmd gSpotlightAffineAnimCmds2[] = { AFFINEANIMCMD_FRAME(0x140, 0x180, 0, 0), AFFINEANIMCMD_FRAME(-0x10, 0x0, 0, 19), AFFINEANIMCMD_END, }; const union AffineAnimCmd *const gSpotlightAffineAnimTable[] = { gSpotlightAffineAnimCmds1, gSpotlightAffineAnimCmds2, }; const struct SpriteTemplate gSpotlightSpriteTemplate = { .tileTag = ANIM_TAG_SPOTLIGHT, .paletteTag = ANIM_TAG_SPOTLIGHT, .oam = &gOamData_AffineDouble_ObjNormal_64x64, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gSpotlightAffineAnimTable, .callback = AnimSpotlight, }; const struct SpriteTemplate gClappingHandSpriteTemplate = { .tileTag = ANIM_TAG_TAG_HAND, .paletteTag = ANIM_TAG_TAG_HAND, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimClappingHand, }; const struct SpriteTemplate gClappingHand2SpriteTemplate = { .tileTag = ANIM_TAG_TAG_HAND, .paletteTag = ANIM_TAG_TAG_HAND, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimClappingHand2, }; const union AnimCmd gRapidSpinAnimCmds[] = { ANIMCMD_FRAME(0, 2), ANIMCMD_FRAME(8, 2), ANIMCMD_FRAME(16, 2), ANIMCMD_JUMP(0), }; const union AnimCmd *const gRapidSpinAnimTable[] = { gRapidSpinAnimCmds, }; const struct SpriteTemplate gRapidSpinSpriteTemplate = { .tileTag = ANIM_TAG_RAPID_SPIN, .paletteTag = ANIM_TAG_RAPID_SPIN, .oam = &gOamData_AffineOff_ObjNormal_32x16, .anims = gRapidSpinAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimRapidSpin, }; static const union AffineAnimCmd sAffineAnims_Torment[] = { AFFINEANIMCMD_FRAME(-12, 8, 0, 4), AFFINEANIMCMD_FRAME(20, -20, 0, 4), AFFINEANIMCMD_FRAME(-8, 12, 0, 4), AFFINEANIMCMD_END, }; const union AnimCmd gTriAttackTriangleAnimCmds[] = { ANIMCMD_FRAME(0, 8), ANIMCMD_END, }; const union AnimCmd *const gTriAttackTriangleAnimTable[] = { gTriAttackTriangleAnimCmds, }; const union AffineAnimCmd gTriAttackTriangleAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(0, 0, 5, 40), AFFINEANIMCMD_FRAME(0, 0, 10, 10), AFFINEANIMCMD_FRAME(0, 0, 15, 10), AFFINEANIMCMD_FRAME(0, 0, 20, 40), AFFINEANIMCMD_JUMP(0), }; const union AffineAnimCmd *const gTriAttackTriangleAffineAnimTable[] = { gTriAttackTriangleAffineAnimCmds, }; const struct SpriteTemplate gTriAttackTriangleSpriteTemplate = { .tileTag = ANIM_TAG_TRI_ATTACK_TRIANGLE, .paletteTag = ANIM_TAG_TRI_ATTACK_TRIANGLE, .oam = &gOamData_AffineDouble_ObjNormal_64x64, .anims = gTriAttackTriangleAnimTable, .images = NULL, .affineAnims = gTriAttackTriangleAffineAnimTable, .callback = AnimTriAttackTriangle, }; const union AnimCmd gEclipsingOrbAnimCmds[] = { ANIMCMD_FRAME(0, 3), ANIMCMD_FRAME(16, 3), ANIMCMD_FRAME(32, 3), ANIMCMD_FRAME(48, 3), ANIMCMD_FRAME(32, 3, .hFlip = TRUE), ANIMCMD_FRAME(16, 3, .hFlip = TRUE), ANIMCMD_FRAME(0, 3, .hFlip = TRUE), ANIMCMD_LOOP(1), ANIMCMD_END, }; const union AnimCmd *const gEclipsingOrbAnimTable[] = { gEclipsingOrbAnimCmds, }; const struct SpriteTemplate gEclipsingOrbSpriteTemplate = { .tileTag = ANIM_TAG_ECLIPSING_ORB, .paletteTag = ANIM_TAG_ECLIPSING_ORB, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = gEclipsingOrbAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimSpriteOnMonPos, }; const union AffineAnimCmd DefenseCurlDeformMonAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(-12, 20, 0, 8), AFFINEANIMCMD_FRAME(12, -20, 0, 8), AFFINEANIMCMD_LOOP(2), AFFINEANIMCMD_END, }; const struct SpriteTemplate gBatonPassPokeballSpriteTemplate = { .tileTag = ANIM_TAG_POKEBALL, .paletteTag = ANIM_TAG_POKEBALL, .oam = &gOamData_AffineOff_ObjNormal_16x16, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimBatonPassPokeball, }; const struct SpriteTemplate gWishStarSpriteTemplate = { .tileTag = ANIM_TAG_GOLD_STARS, .paletteTag = ANIM_TAG_GOLD_STARS, .oam = &gOamData_AffineOff_ObjNormal_16x16, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimWishStar, }; const struct SpriteTemplate gMiniTwinklingStarSpriteTemplate = { .tileTag = ANIM_TAG_GOLD_STARS, .paletteTag = ANIM_TAG_GOLD_STARS, .oam = &gOamData_AffineOff_ObjNormal_8x8, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimMiniTwinklingStar, }; const union AffineAnimCmd gStockpileDeformMonAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(8, -8, 0, 12), AFFINEANIMCMD_FRAME(-16, 16, 0, 12), AFFINEANIMCMD_FRAME(8, -8, 0, 12), AFFINEANIMCMD_LOOP(1), AFFINEANIMCMD_END, }; const union AffineAnimCmd gSpitUpDeformMonAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(0, 6, 0, 20), AFFINEANIMCMD_FRAME(0, 0, 0, 20), AFFINEANIMCMD_FRAME(0, -18, 0, 6), AFFINEANIMCMD_FRAME(-18, -18, 0, 3), AFFINEANIMCMD_FRAME(0, 0, 0, 15), AFFINEANIMCMD_FRAME(4, 4, 0, 13), AFFINEANIMCMD_END, }; const struct SpriteTemplate gSwallowBlueOrbSpriteTemplate = { .tileTag = ANIM_TAG_BLUE_ORB, .paletteTag = ANIM_TAG_BLUE_ORB, .oam = &gOamData_AffineOff_ObjNormal_8x8, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimSwallowBlueOrb, }; const union AffineAnimCmd gSwallowDeformMonAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(0, 6, 0, 20), AFFINEANIMCMD_FRAME(0, 0, 0, 20), AFFINEANIMCMD_FRAME(7, -30, 0, 6), AFFINEANIMCMD_FRAME(0, 0, 0, 20), AFFINEANIMCMD_FRAME(-2, 3, 0, 20), AFFINEANIMCMD_END, }; const s8 gMorningSunLightBeamCoordsTable[] = { 0xE8, 0x18, 0xFC, 0x00, }; const union AnimCmd gGreenStarAnimCmds1[] = { ANIMCMD_FRAME(0, 6), ANIMCMD_FRAME(4, 6), ANIMCMD_JUMP(0), }; const union AnimCmd gGreenStarAnimCmds2[] = { ANIMCMD_FRAME(8, 6), ANIMCMD_END, }; const union AnimCmd gGreenStarAnimCmds3[] = { ANIMCMD_FRAME(12, 6), ANIMCMD_END, }; const union AnimCmd *const gGreenStarAnimTable[] = { gGreenStarAnimCmds1, gGreenStarAnimCmds2, gGreenStarAnimCmds3, }; const struct SpriteTemplate gGreenStarSpriteTemplate = { .tileTag = ANIM_TAG_GREEN_STAR, .paletteTag = ANIM_TAG_GREEN_STAR, .oam = &gOamData_AffineOff_ObjNormal_16x16, .anims = gGreenStarAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimGreenStar, }; const s8 gDoomDesireLightBeamCoordTable[] = { 0x78, 0x50, 0x28, 0x00, }; const u8 gDoomDesireLightBeamDelayTable[] = { 0, 0, 0, 0, 50, }; const union AffineAnimCmd gStrongFrustrationAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(0, -15, 0, 7), AFFINEANIMCMD_FRAME(0, 15, 0, 7), AFFINEANIMCMD_LOOP(2), AFFINEANIMCMD_END, }; const struct SpriteTemplate gWeakFrustrationAngerMarkSpriteTemplate = { .tileTag = ANIM_TAG_ANGER, .paletteTag = ANIM_TAG_ANGER, .oam = &gOamData_AffineOff_ObjNormal_16x16, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimWeakFrustrationAngerMark, }; const union AnimCmd gSweetScentPetalAnimCmds1[] = { ANIMCMD_FRAME(0, 8), ANIMCMD_FRAME(1, 8), ANIMCMD_FRAME(2, 8), ANIMCMD_FRAME(3, 8), ANIMCMD_FRAME(3, 8, .vFlip = TRUE), ANIMCMD_FRAME(2, 8, .vFlip = TRUE), ANIMCMD_FRAME(0, 8, .vFlip = TRUE), ANIMCMD_FRAME(1, 8, .vFlip = TRUE), ANIMCMD_JUMP(0), }; const union AnimCmd gSweetScentPetalAnimCmds2[] = { ANIMCMD_FRAME(0, 8, .hFlip = TRUE), ANIMCMD_FRAME(1, 8, .hFlip = TRUE), ANIMCMD_FRAME(2, 8, .hFlip = TRUE), ANIMCMD_FRAME(3, 8, .hFlip = TRUE), ANIMCMD_FRAME(3, 8, .vFlip = TRUE, .hFlip = TRUE), ANIMCMD_FRAME(2, 8, .vFlip = TRUE, .hFlip = TRUE), ANIMCMD_FRAME(0, 8, .vFlip = TRUE, .hFlip = TRUE), ANIMCMD_FRAME(1, 8, .vFlip = TRUE, .hFlip = TRUE), ANIMCMD_JUMP(0), }; const union AnimCmd gSweetScentPetalAnimCmds3[] = { ANIMCMD_FRAME(0, 8), ANIMCMD_END, }; const union AnimCmd *const gSweetScentPetalAnimCmdTable[] = { gSweetScentPetalAnimCmds1, gSweetScentPetalAnimCmds2, gSweetScentPetalAnimCmds3, }; const struct SpriteTemplate gSweetScentPetalSpriteTemplate = { .tileTag = ANIM_TAG_PINK_PETAL, .paletteTag = ANIM_TAG_PINK_PETAL, .oam = &gOamData_AffineOff_ObjNormal_8x8, .anims = gSweetScentPetalAnimCmdTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimSweetScentPetal, }; static const u16 sUnusedPalette[] = INCBIN_U16("graphics/battle_anims/unused/unknown.gbapal"); const union AnimCmd gPainSplitAnimCmds[] = { ANIMCMD_FRAME(0, 5), ANIMCMD_FRAME(4, 9), ANIMCMD_FRAME(8, 5), ANIMCMD_END, }; const union AnimCmd *const gPainSplitAnimCmdTable[] = { gPainSplitAnimCmds, }; const struct SpriteTemplate gPainSplitProjectileSpriteTemplate = { .tileTag = ANIM_TAG_PAIN_SPLIT, .paletteTag = ANIM_TAG_PAIN_SPLIT, .oam = &gOamData_AffineOff_ObjNormal_16x16, .anims = gPainSplitAnimCmdTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimPainSplitProjectile, }; const struct SpriteTemplate gFlatterConfettiSpriteTemplate = { .tileTag = ANIM_TAG_CONFETTI, .paletteTag = ANIM_TAG_CONFETTI, .oam = &gOamData_AffineOff_ObjNormal_8x8, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimFlatterConfetti, }; const struct SpriteTemplate gFlatterSpotlightSpriteTemplate = { .tileTag = ANIM_TAG_SPOTLIGHT, .paletteTag = ANIM_TAG_SPOTLIGHT, .oam = &gOamData_AffineDouble_ObjNormal_64x64, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gSpotlightAffineAnimTable, .callback = AnimFlatterSpotlight, }; const struct SpriteTemplate gReversalOrbSpriteTemplate = { .tileTag = ANIM_TAG_BLUE_ORB, .paletteTag = ANIM_TAG_BLUE_ORB, .oam = &gOamData_AffineOff_ObjNormal_8x8, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimReversalOrb, }; const union AffineAnimCmd gDeepInhaleAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(16, 0, 0, 4), AFFINEANIMCMD_FRAME(0, -3, 0, 16), AFFINEANIMCMD_FRAME(4, 0, 0, 4), AFFINEANIMCMD_FRAME(0, 0, 0, 24), AFFINEANIMCMD_FRAME(-5, 3, 0, 16), AFFINEANIMCMD_END, }; const union AffineAnimCmd gYawnCloudAffineAnimCmds1[] = { AFFINEANIMCMD_FRAME(0x80, 0x80, 0, 0), AFFINEANIMCMD_FRAME(-8, -8, 0, 8), AFFINEANIMCMD_FRAME(8, 8, 0, 8), AFFINEANIMCMD_JUMP(0), }; const union AffineAnimCmd gYawnCloudAffineAnimCmds2[] = { AFFINEANIMCMD_FRAME(0xC0, 0xC0, 0, 0), AFFINEANIMCMD_FRAME(8, 8, 0, 8), AFFINEANIMCMD_FRAME(-8, -8, 0, 8), AFFINEANIMCMD_JUMP(0), }; const union AffineAnimCmd gYawnCloudAffineAnimCmds3[] = { AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0), AFFINEANIMCMD_FRAME(8, 8, 0, 8), AFFINEANIMCMD_FRAME(-8, -8, 0, 8), AFFINEANIMCMD_JUMP(0), }; const union AffineAnimCmd *const gYawnCloudAffineAnimTable[] = { gYawnCloudAffineAnimCmds1, gYawnCloudAffineAnimCmds2, gYawnCloudAffineAnimCmds3, }; const struct SpriteTemplate gYawnCloudSpriteTemplate = { .tileTag = ANIM_TAG_PINK_CLOUD, .paletteTag = ANIM_TAG_PINK_CLOUD, .oam = &gOamData_AffineNormal_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gYawnCloudAffineAnimTable, .callback = AnimYawnCloud, }; const union AffineAnimCmd gSmokeBallEscapeCloudAffineAnimCmds1[] = { AFFINEANIMCMD_FRAME(0x80, 0x80, 0, 0), AFFINEANIMCMD_FRAME(-4, -6, 0, 16), AFFINEANIMCMD_FRAME(4, 6, 0, 16), AFFINEANIMCMD_JUMP(0), }; const union AffineAnimCmd gSmokeBallEscapeCloudAffineAnimCmds2[] = { AFFINEANIMCMD_FRAME(0xC0, 0xC0, 0, 0), AFFINEANIMCMD_FRAME(4, 6, 0, 16), AFFINEANIMCMD_FRAME(-4, -6, 0, 16), AFFINEANIMCMD_JUMP(0), }; const union AffineAnimCmd gSmokeBallEscapeCloudAffineAnimCmds3[] = { AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0), AFFINEANIMCMD_FRAME(4, 6, 0, 16), AFFINEANIMCMD_FRAME(-4, -6, 0, 16), AFFINEANIMCMD_JUMP(0), }; const union AffineAnimCmd gSmokeBallEscapeCloudAffineAnimCmds4[] = { AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0), AFFINEANIMCMD_FRAME(8, 10, 0, 30), AFFINEANIMCMD_FRAME(-8, -10, 0, 16), AFFINEANIMCMD_JUMP(0), }; const union AffineAnimCmd *const gSmokeBallEscapeCloudAffineAnimTable[] = { gSmokeBallEscapeCloudAffineAnimCmds1, gSmokeBallEscapeCloudAffineAnimCmds2, gSmokeBallEscapeCloudAffineAnimCmds3, gSmokeBallEscapeCloudAffineAnimCmds4, }; const struct SpriteTemplate gSmokeBallEscapeCloudSpriteTemplate = { .tileTag = ANIM_TAG_PINK_CLOUD, .paletteTag = ANIM_TAG_PINK_CLOUD, .oam = &gOamData_AffineDouble_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gSmokeBallEscapeCloudAffineAnimTable, .callback = AnimSmokeBallEscapeCloud, }; const union AffineAnimCmd gFacadeSquishAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(-16, 16, 0, 6), AFFINEANIMCMD_FRAME(16, -16, 0, 12), AFFINEANIMCMD_FRAME(-16, 16, 0, 6), AFFINEANIMCMD_END, }; const struct SpriteTemplate gFacadeSweatDropSpriteTemplate = { .tileTag = ANIM_TAG_SWEAT_DROP, .paletteTag = ANIM_TAG_SWEAT_DROP, .oam = &gOamData_AffineOff_ObjNormal_8x8, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimFacadeSweatDrop, }; const u16 gFacadeBlendColors[] = { RGB(28, 25, 1), RGB(28, 21, 5), RGB(27, 18, 8), RGB(27, 14, 11), RGB(26, 10, 15), RGB(26, 7, 18), RGB(25, 3, 21), RGB(25, 0, 25), RGB(25, 0, 23), RGB(25, 0, 20), RGB(25, 0, 16), RGB(25, 0, 13), RGB(26, 0, 10), RGB(26, 0, 6), RGB(26, 0, 3), RGB(27, 0, 0), RGB(27, 1, 0), RGB(27, 5, 0), RGB(27, 9, 0), RGB(27, 12, 0), RGB(28, 16, 0), RGB(28, 19, 0), RGB(28, 23, 0), RGB(29, 27, 0), }; const union AnimCmd gRoarNoiseLineAnimCmds1[] = { ANIMCMD_FRAME(0, 3), ANIMCMD_FRAME(16, 3), ANIMCMD_JUMP(0), }; const union AnimCmd gRoarNoiseLineAnimCmds2[] = { ANIMCMD_FRAME(32, 3), ANIMCMD_FRAME(48, 3), ANIMCMD_JUMP(0), }; const union AnimCmd *const gRoarNoiseLineAnimTable[] = { gRoarNoiseLineAnimCmds1, gRoarNoiseLineAnimCmds2, }; const struct SpriteTemplate gRoarNoiseLineSpriteTemplate = { .tileTag = ANIM_TAG_NOISE_LINE, .paletteTag = ANIM_TAG_NOISE_LINE, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = gRoarNoiseLineAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimRoarNoiseLine, }; const struct SpriteTemplate gGlareEyeDotSpriteTemplate = { .tileTag = ANIM_TAG_SMALL_RED_EYE, .paletteTag = ANIM_TAG_SMALL_RED_EYE, .oam = &gOamData_AffineOff_ObjNormal_8x8, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimGlareEyeDot, }; const struct SpriteTemplate gAssistPawprintSpriteTemplate = { .tileTag = ANIM_TAG_PAW_PRINT, .paletteTag = ANIM_TAG_PAW_PRINT, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimAssistPawprint, }; const union AffineAnimCmd gBarrageBallAffineAnimCmds1[] = { AFFINEANIMCMD_FRAME(0, 0, -4, 24), AFFINEANIMCMD_END, }; const union AffineAnimCmd gBarrageBallAffineAnimCmds2[] = { AFFINEANIMCMD_FRAME(0x100, 0x100, -64, 0), AFFINEANIMCMD_FRAME(0, 0, 4, 24), AFFINEANIMCMD_END, }; const union AffineAnimCmd *const gBarrageBallAffineAnimTable[] = { gBarrageBallAffineAnimCmds1, gBarrageBallAffineAnimCmds2, }; const struct SpriteTemplate gBarrageBallSpriteTemplate = { .tileTag = ANIM_TAG_RED_BALL, .paletteTag = ANIM_TAG_RED_BALL, .oam = &gOamData_AffineNormal_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gBarrageBallAffineAnimTable, .callback = SpriteCallbackDummy, }; const struct SpriteTemplate gSmellingSaltsHandSpriteTemplate = { .tileTag = ANIM_TAG_TAG_HAND, .paletteTag = ANIM_TAG_TAG_HAND, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimSmellingSaltsHand, }; const union AffineAnimCmd gSmellingSaltsSquishAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(0, -16, 0, 6), AFFINEANIMCMD_FRAME(0, 16, 0, 6), AFFINEANIMCMD_END, }; const struct SpriteTemplate gSmellingSaltExclamationSpriteTemplate = { .tileTag = ANIM_TAG_SMELLINGSALT_EFFECT, .paletteTag = ANIM_TAG_SMELLINGSALT_EFFECT, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimSmellingSaltExclamation, }; const struct SpriteTemplate gHelpingHandClapSpriteTemplate = { .tileTag = ANIM_TAG_TAG_HAND, .paletteTag = ANIM_TAG_TAG_HAND, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimHelpingHandClap, }; const struct SpriteTemplate gForesightMagnifyingGlassSpriteTemplate = { .tileTag = ANIM_TAG_MAGNIFYING_GLASS, .paletteTag = ANIM_TAG_MAGNIFYING_GLASS, .oam = &gOamData_AffineOff_ObjBlend_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimForesightMagnifyingGlass, }; const struct SpriteTemplate gMeteorMashStarSpriteTemplate = { .tileTag = ANIM_TAG_GOLD_STARS, .paletteTag = ANIM_TAG_GOLD_STARS, .oam = &gOamData_AffineOff_ObjNormal_16x16, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimMeteorMashStar, }; static const struct SpriteTemplate sUnusedStarBurstSpriteTemplate = { .tileTag = ANIM_TAG_GOLD_STARS, .paletteTag = ANIM_TAG_GOLD_STARS, .oam = &gOamData_AffineOff_ObjNormal_16x16, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimParticleBurst, }; const struct SpriteTemplate gBlockXSpriteTemplate = { .tileTag = ANIM_TAG_X_SIGN, .paletteTag = ANIM_TAG_X_SIGN, .oam = &gOamData_AffineOff_ObjNormal_64x64, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimBlockX, }; static const struct SpriteTemplate sUnusedItemBagStealSpriteTemplate = { .tileTag = ANIM_TAG_ITEM_BAG, .paletteTag = ANIM_TAG_ITEM_BAG, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimUnusedItemBagSteal, }; const union AnimCmd gKnockOffStrikeAnimCmds[] = { ANIMCMD_FRAME(0, 4), ANIMCMD_FRAME(64, 4), ANIMCMD_END, }; const union AnimCmd *const gKnockOffStrikeAnimTable[] = { gKnockOffStrikeAnimCmds, }; const union AffineAnimCmd gKnockOffStrikeAffineanimCmds1[] = { AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0, 0, -4, 8), AFFINEANIMCMD_END, }; const union AffineAnimCmd gKnockOffStrikeAffineanimCmds2[] = { AFFINEANIMCMD_FRAME(-0x100, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0, 0, 4, 8), AFFINEANIMCMD_END, }; const union AffineAnimCmd *const gKnockOffStrikeAffineAnimTable[] = { gKnockOffStrikeAffineanimCmds1, gKnockOffStrikeAffineanimCmds2, }; const struct SpriteTemplate gKnockOffStrikeSpriteTemplate = { .tileTag = ANIM_TAG_SLAM_HIT_2, .paletteTag = ANIM_TAG_SLAM_HIT_2, .oam = &gOamData_AffineNormal_ObjNormal_64x64, .anims = gKnockOffStrikeAnimTable, .images = NULL, .affineAnims = gKnockOffStrikeAffineAnimTable, .callback = AnimKnockOffStrike, }; const union AffineAnimCmd gRecycleSpriteAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(0, 0, -4, 64), AFFINEANIMCMD_JUMP(0), }; const union AffineAnimCmd *const gRecycleSpriteAffineAnimTable[] = { gRecycleSpriteAffineAnimCmds, }; const struct SpriteTemplate gRecycleSpriteTemplate = { .tileTag = ANIM_TAG_RECYCLE, .paletteTag = ANIM_TAG_RECYCLE, .oam = &gOamData_AffineNormal_ObjBlend_64x64, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gRecycleSpriteAffineAnimTable, .callback = AnimRecycle, }; const union AffineAnimCmd gSlackOffSquishAffineAnimCmds[] = { AFFINEANIMCMD_FRAME(0, 16, 0, 4), AFFINEANIMCMD_FRAME(-2, 0, 0, 8), AFFINEANIMCMD_FRAME(0, 4, 0, 4), AFFINEANIMCMD_FRAME(0, 0, 0, 24), AFFINEANIMCMD_FRAME(1, -5, 0, 16), AFFINEANIMCMD_END, }; static void AnimBlackSmoke(struct Sprite *sprite) { sprite->x += gBattleAnimArgs[0]; sprite->y += gBattleAnimArgs[1]; if (!gBattleAnimArgs[3]) sprite->data[0] = gBattleAnimArgs[2]; else sprite->data[0] = -gBattleAnimArgs[2]; sprite->data[1] = gBattleAnimArgs[4]; sprite->callback = AnimBlackSmoke_Step; } static void AnimBlackSmoke_Step(struct Sprite *sprite) { if (sprite->data[1] > 0) { sprite->x2 = sprite->data[2] >> 8; sprite->data[2] += sprite->data[0]; sprite->invisible ^= 1; sprite->data[1]--; } else { DestroyAnimSprite(sprite); } } void AnimTask_SmokescreenImpact(u8 taskId) { SmokescreenImpact( GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + 8, GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + 8, FALSE); DestroyAnimVisualTask(taskId); } static void AnimWhiteHalo(struct Sprite *sprite) { sprite->data[0] = 90; sprite->callback = WaitAnimForDuration; sprite->data[1] = 7; StoreSpriteCallbackInData6(sprite, AnimWhiteHalo_Step1); SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND); SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(sprite->data[1], 16 - sprite->data[1])); } static void AnimWhiteHalo_Step1(struct Sprite *sprite) { SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(sprite->data[1], 16 - sprite->data[1])); if (--sprite->data[1] < 0) { sprite->invisible = TRUE; sprite->callback = AnimWhiteHalo_Step2; } } static void AnimWhiteHalo_Step2(struct Sprite *sprite) { SetGpuReg(REG_OFFSET_BLDCNT, 0); SetGpuReg(REG_OFFSET_BLDALPHA, 0); DestroyAnimSprite(sprite); } static void AnimTealAlert(struct Sprite *sprite) { u16 rotation; u8 x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2); u8 y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET); InitSpritePosToAnimTarget(sprite, TRUE); rotation = ArcTan2Neg(sprite->x - x, sprite->y - y); rotation += 0x6000; if (IsContest()) rotation += 0x4000; TrySetSpriteRotScale(sprite, FALSE, 0x100, 0x100, rotation); sprite->data[0] = gBattleAnimArgs[2]; sprite->data[2] = x; sprite->data[4] = y; sprite->callback = StartAnimLinearTranslation; StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); } static void AnimMeanLookEye(struct Sprite *sprite) { SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND); SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 16)); sprite->data[0] = 4; sprite->callback = AnimMeanLookEye_Step1; } static void AnimMeanLookEye_Step1(struct Sprite *sprite) { SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(sprite->data[0], 16 - sprite->data[0])); if (sprite->data[1]) sprite->data[0]--; else sprite->data[0]++; if (sprite->data[0] == 15 || sprite->data[0] == 4) sprite->data[1] ^= 1; if (sprite->data[2]++ > 70) { SetGpuReg(REG_OFFSET_BLDCNT, 0); SetGpuReg(REG_OFFSET_BLDALPHA, 0); StartSpriteAffineAnim(sprite, 1); sprite->data[2] = 0; sprite->invisible = TRUE; sprite->affineAnimPaused = 1; sprite->callback = AnimMeanLookEye_Step2; } } static void AnimMeanLookEye_Step2(struct Sprite *sprite) { if (sprite->data[2]++ > 9) { sprite->invisible = FALSE; sprite->affineAnimPaused = 0; if (sprite->affineAnimEnded) sprite->callback = AnimMeanLookEye_Step3; } } static void AnimMeanLookEye_Step3(struct Sprite *sprite) { switch (sprite->data[3]) { case 0: case 1: sprite->x2 = 1; sprite->y2 = 0; break; case 2: case 3: sprite->x2 = -1; sprite->y2 = 0; break; case 4: case 5: sprite->x2 = 0; sprite->y2 = 1; break; case 6: default: sprite->x2 = 0; sprite->y2 = -1; break; } if (++sprite->data[3] > 7) sprite->data[3] = 0; if (sprite->data[4]++ > 15) { sprite->data[0] = 16; sprite->data[1] = 0; SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND); SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(sprite->data[0], 0)); sprite->callback = AnimMeanLookEye_Step4; } } static void AnimMeanLookEye_Step4(struct Sprite *sprite) { SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(sprite->data[0], 16 - sprite->data[0])); if (sprite->data[1]++ > 1) { sprite->data[0]--; sprite->data[1] = 0; } if (sprite->data[0] == 0) sprite->invisible = TRUE; if (sprite->data[0] < 0) { SetGpuReg(REG_OFFSET_BLDCNT, 0); SetGpuReg(REG_OFFSET_BLDALPHA, 0); DestroyAnimSprite(sprite); } } void AnimTask_SetPsychicBackground(u8 taskId) { gTasks[taskId].func = SetPsychicBackground_Step; gAnimVisualTaskCount--; } static void SetPsychicBackground_Step(u8 taskId) { int i; u16 lastColor; u8 paletteIndex = GetBattleBgPaletteNum(); if (++gTasks[taskId].data[5] == 4) { lastColor = gPlttBufferFaded[BG_PLTT_ID(paletteIndex) + 11]; for (i = 10; i > 0; i--) gPlttBufferFaded[BG_PLTT_ID(paletteIndex) + i + 1] = gPlttBufferFaded[BG_PLTT_ID(paletteIndex) + i]; gPlttBufferFaded[BG_PLTT_ID(paletteIndex) + 1] = lastColor; gTasks[taskId].data[5] = 0; } if ((u16)gBattleAnimArgs[7] == 0xFFFF) DestroyTask(taskId); } void AnimTask_FadeScreenToWhite(u8 taskId) { gTasks[taskId].func = FadeScreenToWhite_Step; gAnimVisualTaskCount--; } static void FadeScreenToWhite_Step(u8 taskId) { int i; u16 lastColor; u8 paletteIndex = GetBattleBgPaletteNum(); if (++gTasks[taskId].data[5] == 4) { lastColor = gPlttBufferFaded[BG_PLTT_ID(paletteIndex) + 11]; for (i = 10; i > 0; i--) gPlttBufferFaded[BG_PLTT_ID(paletteIndex) + i + 1] = gPlttBufferFaded[BG_PLTT_ID(paletteIndex) + i]; gPlttBufferFaded[BG_PLTT_ID(paletteIndex) + 1] = lastColor; lastColor = gPlttBufferUnfaded[BG_PLTT_ID(paletteIndex) + 11]; for (i = 10; i > 0; i--) gPlttBufferUnfaded[BG_PLTT_ID(paletteIndex) + i + 1] = gPlttBufferUnfaded[BG_PLTT_ID(paletteIndex) + i]; gPlttBufferUnfaded[BG_PLTT_ID(paletteIndex) + 1] = lastColor; gTasks[taskId].data[5] = 0; } if ((u16)gBattleAnimArgs[7] == 0xFFFF) DestroyTask(taskId); } static void AnimSpikes(struct Sprite *sprite) { u16 x; u16 y; InitSpritePosToAnimAttacker(sprite, TRUE); SetAverageBattlerPositions(gBattleAnimTarget, FALSE, &x, &y); if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) gBattleAnimArgs[2] = -gBattleAnimArgs[2]; sprite->data[0] = gBattleAnimArgs[4]; sprite->data[2] = x + gBattleAnimArgs[2]; sprite->data[4] = y + gBattleAnimArgs[3]; sprite->data[5] = -50; InitAnimArcTranslation(sprite); sprite->callback = AnimSpikes_Step1; } static void AnimSpikes_Step1(struct Sprite *sprite) { if (TranslateAnimHorizontalArc(sprite)) { sprite->data[0] = 30; sprite->data[1] = 0; sprite->callback = WaitAnimForDuration; StoreSpriteCallbackInData6(sprite, AnimSpikes_Step2); } } static void AnimSpikes_Step2(struct Sprite *sprite) { if (sprite->data[1] & 1) sprite->invisible ^= 1; if (++sprite->data[1] == 16) DestroyAnimSprite(sprite); } static void AnimLeer(struct Sprite *sprite) { SetSpriteCoordsToAnimAttackerCoords(sprite); SetAnimSpriteInitialXOffset(sprite, gBattleAnimArgs[0]); sprite->y += gBattleAnimArgs[1]; sprite->callback = RunStoredCallbackWhenAnimEnds; StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); } static void AnimLetterZ(struct Sprite *sprite) { int var0; if (sprite->data[0] == 0) { SetSpriteCoordsToAnimAttackerCoords(sprite); SetAnimSpriteInitialXOffset(sprite, gBattleAnimArgs[0]); if (!IsContest()) { if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) { sprite->data[1] = gBattleAnimArgs[2]; sprite->data[2] = gBattleAnimArgs[3]; } else { sprite->data[1] = -1 * gBattleAnimArgs[2]; sprite->data[2] = -1 * gBattleAnimArgs[3]; } } else { sprite->data[1] = -1 * gBattleAnimArgs[2]; sprite->data[2] = gBattleAnimArgs[3]; } } sprite->data[0]++; var0 = (sprite->data[0] * 20) & 0xFF; sprite->data[3] += sprite->data[1]; sprite->data[4] += sprite->data[2]; sprite->x2 = sprite->data[3] / 2; sprite->y2 = Sin(var0 & 0xFF, 5) + (sprite->data[4] / 2); if ((u16)(sprite->x + sprite->x2) > DISPLAY_WIDTH) DestroyAnimSprite(sprite); } static void AnimFang(struct Sprite *sprite) { if (sprite->animEnded) DestroyAnimSprite(sprite); } void AnimTask_IsTargetPlayerSide(u8 taskId) { if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_OPPONENT) gBattleAnimArgs[ARG_RET_ID] = FALSE; else gBattleAnimArgs[ARG_RET_ID] = TRUE; DestroyAnimVisualTask(taskId); } void AnimTask_IsHealingMove(u8 taskId) { if (gAnimMoveDmg > 0) gBattleAnimArgs[ARG_RET_ID] = FALSE; else gBattleAnimArgs[ARG_RET_ID] = TRUE; DestroyAnimVisualTask(taskId); } static void AnimSpotlight(struct Sprite *sprite) { SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR | WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ); SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_OBJWIN_ON); gBattle_WIN0H = 0; gBattle_WIN0V = 0; SetGpuReg(REG_OFFSET_WIN0H, gBattle_WIN0H); SetGpuReg(REG_OFFSET_WIN0V, gBattle_WIN0V); InitSpritePosToAnimTarget(sprite, FALSE); sprite->oam.objMode = ST_OAM_OBJ_WINDOW; sprite->invisible = TRUE; sprite->callback = AnimSpotlight_Step1; } static void AnimSpotlight_Step1(struct Sprite *sprite) { switch (sprite->data[0]) { case 0: sprite->invisible = FALSE; if (sprite->affineAnimEnded) sprite->data[0]++; break; case 1: case 3: sprite->data[1] += 117; sprite->x2 = sprite->data[1] >> 8; if (++sprite->data[2] == 21) { sprite->data[2] = 0; sprite->data[0]++; } break; case 2: sprite->data[1] -= 117; sprite->x2 = sprite->data[1] >> 8; if (++sprite->data[2] == 41) { sprite->data[2] = 0; sprite->data[0]++; } break; case 4: ChangeSpriteAffineAnim(sprite, 1); sprite->data[0]++; break; case 5: if (sprite->affineAnimEnded) { sprite->invisible = TRUE; sprite->callback = AnimSpotlight_Step2; } break; } } static void AnimSpotlight_Step2(struct Sprite *sprite) { SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR | WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR); SetGpuReg(REG_OFFSET_DISPCNT, GetGpuReg(REG_OFFSET_DISPCNT) ^ DISPCNT_OBJWIN_ON); DestroyAnimSprite(sprite); } static void AnimClappingHand(struct Sprite *sprite) { if (gBattleAnimArgs[3] == 0) { sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X); sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y); } sprite->x += gBattleAnimArgs[0]; sprite->y += gBattleAnimArgs[1]; sprite->oam.tileNum += 16; if (gBattleAnimArgs[2] == 0) { sprite->oam.matrixNum = ST_OAM_HFLIP; sprite->x2 = -12; sprite->data[1] = 2; } else { sprite->x2 = 12; sprite->data[1] = -2; } sprite->data[0] = gBattleAnimArgs[4]; if (sprite->data[3] != 255) sprite->data[3] = gBattleAnimArgs[2]; sprite->callback = AnimClappingHand_Step; } static void AnimClappingHand_Step(struct Sprite *sprite) { if (sprite->data[2] == 0) { sprite->x2 += sprite->data[1]; if (sprite->x2 == 0) { sprite->data[2]++; if (sprite->data[3] == 0) { PlaySE1WithPanning(SE_M_ENCORE, BattleAnimAdjustPanning(SOUND_PAN_ATTACKER)); } } } else { sprite->x2 -= sprite->data[1]; if (abs(sprite->x2) == 12) { sprite->data[0]--; sprite->data[2]--; } } if (sprite->data[0] == 0) DestroyAnimSprite(sprite); } static void AnimClappingHand2(struct Sprite *sprite) { sprite->oam.objMode = ST_OAM_OBJ_WINDOW; sprite->data[3] = 255; AnimClappingHand(sprite); } void AnimTask_CreateSpotlight(u8 taskId) { if (IsContest()) { SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ); gBattle_WIN1H = WIN_RANGE(152, DISPLAY_WIDTH); gBattle_WIN1V = WIN_RANGE(0, DISPLAY_HEIGHT); SetGpuReg(REG_OFFSET_WIN1H, gBattle_WIN0H); SetGpuReg(REG_OFFSET_WIN1V, gBattle_WIN0V); } else { SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ); gBattle_WIN1H = WIN_RANGE(0, DISPLAY_WIDTH); gBattle_WIN1V = WIN_RANGE(120, DISPLAY_HEIGHT); SetGpuReg(REG_OFFSET_WIN1H, gBattle_WIN1H); SetGpuReg(REG_OFFSET_WIN1V, gBattle_WIN1V); SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_WIN1_ON); } DestroyAnimVisualTask(taskId); } void AnimTask_RemoveSpotlight(u8 taskId) { SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR); gBattle_WIN1H = 0; gBattle_WIN1V = 0; if (!IsContest()) ClearGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_WIN1_ON); DestroyAnimVisualTask(taskId); } static void AnimRapidSpin(struct Sprite *sprite) { if (gBattleAnimArgs[0] == 0) { sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X) + gBattleAnimArgs[1]; sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y); } else { sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X) + gBattleAnimArgs[1]; sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y); } sprite->y2 = gBattleAnimArgs[2]; sprite->data[0] = (sprite->y2 > gBattleAnimArgs[3]); sprite->data[1] = 0; sprite->data[2] = gBattleAnimArgs[4]; sprite->data[3] = gBattleAnimArgs[5]; sprite->data[4] = gBattleAnimArgs[3]; sprite->callback = AnimRapidSpin_Step; } static void AnimRapidSpin_Step(struct Sprite *sprite) { sprite->data[1] = (sprite->data[1] + sprite->data[2]) & 0xFF; sprite->x2 = gSineTable[sprite->data[1]] >> 4; sprite->y2 += sprite->data[3]; if (sprite->data[0]) { if (sprite->y2 < sprite->data[4]) DestroyAnimSprite(sprite); } else { if (sprite->y2 > sprite->data[4]) DestroyAnimSprite(sprite); } } void AnimTask_RapinSpinMonElevation(u8 taskId) { s16 var0; u8 toBG2; s16 var2; int var3; int var4; s16 i; struct ScanlineEffectParams scanlineParams; struct Task *task = &gTasks[taskId]; if (!gBattleAnimArgs[0]) { var0 = GetBattlerYCoordWithElevation(gBattleAnimAttacker); toBG2 = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker); } else { var0 = GetBattlerYCoordWithElevation(gBattleAnimTarget); toBG2 = GetBattlerSpriteBGPriorityRank(gBattleAnimTarget); } task->data[0] = var0 + 36; task->data[1] = task->data[0]; task->data[2] = var0 - 33; if (task->data[2] < 0) task->data[2] = 0; task->data[3] = task->data[0]; task->data[4] = 8; task->data[5] = gBattleAnimArgs[1]; task->data[6] = 0; task->data[7] = 0; if (toBG2 == 1) { var3 = gBattle_BG1_X; task->data[8] = var3; var4 = var3 + DISPLAY_WIDTH; } else { var3 = gBattle_BG2_X; task->data[8] = var3; var4 = var3 + DISPLAY_WIDTH; } task->data[9] = var4; task->data[10] = gBattleAnimArgs[2]; if (!gBattleAnimArgs[2]) { task->data[11] = var4; var2 = task->data[8]; } else { task->data[11] = var3; var2 = task->data[9]; } task->data[15] = 0; i = task->data[2]; while (i <= task->data[3]) { gScanlineEffectRegBuffers[0][i] = var2; gScanlineEffectRegBuffers[1][i] = var2; i++; } if (toBG2 == 1) scanlineParams.dmaDest = ®_BG1HOFS; else scanlineParams.dmaDest = ®_BG2HOFS; scanlineParams.dmaControl = SCANLINE_EFFECT_DMACNT_16BIT; scanlineParams.initState = 1; scanlineParams.unused9 = 0; ScanlineEffect_SetParams(scanlineParams); task->func = RapinSpinMonElevation_Step; } static void RapinSpinMonElevation_Step(u8 taskId) { s16 i; struct Task *task = &gTasks[taskId]; task->data[0] -= task->data[5]; if (task->data[0] < task->data[2]) task->data[0] = task->data[2]; if (task->data[4] == 0) { task->data[1] -= task->data[5]; if (task->data[1] < task->data[2]) { task->data[1] = task->data[2]; task->data[15] = 1; } } else { task->data[4]--; } if (++task->data[6] > 1) { task->data[6] = 0; task->data[7] = task->data[7] == 0 ? 1 : 0; if (task->data[7]) task->data[12] = task->data[8]; else task->data[12] = task->data[9]; } i = task->data[0]; while (i < task->data[1]) { gScanlineEffectRegBuffers[0][i] = task->data[12]; gScanlineEffectRegBuffers[1][i] = task->data[12]; i++; } i = task->data[1]; while (i <= task->data[3]) { gScanlineEffectRegBuffers[0][i] = task->data[11]; gScanlineEffectRegBuffers[1][i] = task->data[11]; i++; } if (task->data[15]) { if (task->data[10]) gScanlineEffect.state = 3; DestroyAnimVisualTask(taskId); } } void AnimTask_TormentAttacker(u8 taskId) { struct Task *task = &gTasks[taskId]; task->data[0] = 0; task->data[1] = 0; task->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2); task->data[3] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET); task->data[4] = 32; task->data[5] = -20; task->data[6] = 0; task->data[15] = GetAnimBattlerSpriteId(ANIM_ATTACKER); task->func = TormentAttacker_Step; } static void TormentAttacker_Step(u8 taskId) { int var0, var1; s16 x, y; u16 i, j; u8 spriteId; struct Task *task = &gTasks[taskId]; switch (task->data[0]) { case 0: var0 = task->data[2]; if (task->data[1] & 1) { var1 = task->data[4]; x = var0 - var1; } else { var1 = task->data[4]; x = var0 + var1; } y = task->data[3] + task->data[5]; spriteId = CreateSprite(&gThoughtBubbleSpriteTemplate, x, y, 6 - task->data[1]); PlaySE12WithPanning(SE_M_METRONOME, BattleAnimAdjustPanning(SOUND_PAN_ATTACKER)); if (spriteId != MAX_SPRITES) { gSprites[spriteId].hFlip = task->data[1] & 1; gSprites[spriteId].callback = SpriteCallbackDummy; } if (task->data[1] & 1) { task->data[4] -= 6; task->data[5] -= 6; } PrepareAffineAnimInTaskData(task, task->data[15], sAffineAnims_Torment); task->data[1]++; task->data[0] = 1; break; case 1: if (!RunAffineAnimFromTaskData(task)) { if (task->data[1] == 6) { task->data[6] = 8; task->data[0] = 3; } else { if (task->data[1] <= 2) task->data[6] = 10; else task->data[6] = 0; task->data[0] = 2; } } break; case 2: if (task->data[6] != 0) task->data[6]--; else task->data[0] = 0; break; case 3: if (task->data[6] != 0) task->data[6]--; else task->data[0] = 4; break; case 4: for (i = 0, j = 0; i < MAX_SPRITES; i++) { if (gSprites[i].template == &gThoughtBubbleSpriteTemplate) { gSprites[i].data[0] = taskId; gSprites[i].data[1] = 6; StartSpriteAnim(&gSprites[i], 2); gSprites[i].callback = TormentAttacker_Callback; if (++j == 6) break; } } task->data[6] = j; task->data[0] = 5; break; case 5: if (task->data[6] == 0) DestroyAnimVisualTask(taskId); break; } } static void TormentAttacker_Callback(struct Sprite *sprite) { if (sprite->animEnded) { gTasks[sprite->data[0]].data[sprite->data[1]]--; DestroySprite(sprite); } } static void AnimTriAttackTriangle(struct Sprite *sprite) { if (sprite->data[0] == 0) InitSpritePosToAnimAttacker(sprite, FALSE); if (++sprite->data[0] < 40) { u16 var = sprite->data[0]; if ((var & 1) == 0) sprite->invisible = TRUE; else sprite->invisible = FALSE; } if (sprite->data[0] > 30) sprite->invisible = FALSE; if (sprite->data[0] == 61) { StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); sprite->x += sprite->x2; sprite->y += sprite->y2; sprite->x2 = 0; sprite->y2 = 0; sprite->data[0] = 20; sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2); sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET); sprite->callback = StartAnimLinearTranslation; } } void AnimTask_DefenseCurlDeformMon(u8 taskId) { switch (gTasks[taskId].data[0]) { case 0: PrepareAffineAnimInTaskData(&gTasks[taskId], GetAnimBattlerSpriteId(ANIM_ATTACKER), DefenseCurlDeformMonAffineAnimCmds); gTasks[taskId].data[0]++; break; case 1: if (!RunAffineAnimFromTaskData(&gTasks[taskId])) DestroyAnimVisualTask(taskId); break; } } static void AnimBatonPassPokeball(struct Sprite *sprite) { u8 spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER); switch (sprite->data[0]) { case 0: sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2); sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET); PrepareBattlerSpriteForRotScale(spriteId, ST_OAM_OBJ_NORMAL); sprite->data[1] = 256; sprite->data[2] = 256; sprite->data[0]++; break; case 1: sprite->data[1] += 96; sprite->data[2] -= 26; SetSpriteRotScale(spriteId, sprite->data[1], sprite->data[2], 0); if (++sprite->data[3] == 5) sprite->data[0]++; // fall through case 2: sprite->data[1] += 96; sprite->data[2] += 48; SetSpriteRotScale(spriteId, sprite->data[1], sprite->data[2], 0); if (++sprite->data[3] == 9) { sprite->data[3] = 0; gSprites[spriteId].invisible = TRUE; ResetSpriteRotScale(spriteId); sprite->data[0]++; } break; case 3: sprite->y2 -= 6; if (sprite->y + sprite->y2 < -32) DestroyAnimSprite(sprite); break; } } static void AnimWishStar(struct Sprite *sprite) { if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) sprite->x = -16; else sprite->x = DISPLAY_WIDTH + 16; sprite->y = 0; sprite->callback = AnimWishStar_Step; } static void AnimWishStar_Step(struct Sprite *sprite) { u32 newX; sprite->data[0] += 72; if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) sprite->x2 = sprite->data[0] >> 4; else sprite->x2 = -(sprite->data[0] >> 4); sprite->data[1] += 16; sprite->y2 += sprite->data[1] >> 8; if (++sprite->data[2] % 3 == 0) { CreateSpriteAndAnimate( &gMiniTwinklingStarSpriteTemplate, sprite->x + sprite->x2, sprite->y + sprite->y2, sprite->subpriority + 1); } newX = sprite->x + sprite->x2 + 32; if (newX > DISPLAY_WIDTH + 64) DestroyAnimSprite(sprite); } static void AnimMiniTwinklingStar(struct Sprite *sprite) { u8 rand; s8 y; rand = Random2() & 3; if (rand == 0) sprite->oam.tileNum += 4; else sprite->oam.tileNum += 5; y = Random2() & 7; if (y > 3) y = -y; sprite->y2 = y; sprite->callback = AnimMiniTwinklingStar_Step; } static void AnimMiniTwinklingStar_Step(struct Sprite *sprite) { if (++sprite->data[0] < 30) { if (++sprite->data[1] == 2) { sprite->invisible ^= 1; sprite->data[1] = 0; } } else { if (sprite->data[1] == 2) sprite->invisible = FALSE; if (sprite->data[1] == 3) { sprite->invisible = TRUE; sprite->data[1] = -1; } sprite->data[1]++; } if (sprite->data[0] > 60) DestroySprite(sprite); } void AnimTask_StockpileDeformMon(u8 taskId) { if (!gTasks[taskId].data[0]) { PrepareAffineAnimInTaskData(&gTasks[taskId], GetAnimBattlerSpriteId(ANIM_ATTACKER), gStockpileDeformMonAffineAnimCmds); gTasks[taskId].data[0]++; } else { if (!RunAffineAnimFromTaskData(&gTasks[taskId])) DestroyAnimVisualTask(taskId); } } void AnimTask_SpitUpDeformMon(u8 taskId) { if (!gTasks[taskId].data[0]) { PrepareAffineAnimInTaskData(&gTasks[taskId], GetAnimBattlerSpriteId(ANIM_ATTACKER), gSpitUpDeformMonAffineAnimCmds); gTasks[taskId].data[0]++; } else { if (!RunAffineAnimFromTaskData(&gTasks[taskId])) DestroyAnimVisualTask(taskId); } } static void AnimSwallowBlueOrb(struct Sprite *sprite) { switch (sprite->data[0]) { case 0: InitSpritePosToAnimAttacker(sprite, FALSE); sprite->data[1] = 0x900; sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET); sprite->data[0]++; break; case 1: sprite->y2 -= sprite->data[1] >> 8; sprite->data[1] -= 96; if (sprite->y + sprite->y2 > sprite->data[2]) DestroyAnimSprite(sprite); break; } } void AnimTask_SwallowDeformMon(u8 taskId) { if (!gTasks[taskId].data[0]) { PrepareAffineAnimInTaskData(&gTasks[taskId], GetAnimBattlerSpriteId(ANIM_ATTACKER), gSwallowDeformMonAffineAnimCmds); gTasks[taskId].data[0]++; } else { if (!RunAffineAnimFromTaskData(&gTasks[taskId])) DestroyAnimVisualTask(taskId); } } void AnimTask_TransformMon(u8 taskId) { int i, j; u8 position; struct BattleAnimBgData animBg; u8 *dest; u8 *src; u16 *bgTilemap; u16 stretch; switch (gTasks[taskId].data[0]) { case 0: SetGpuReg(REG_OFFSET_MOSAIC, 0); if (GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker) == 1) SetAnimBgAttribute(1, BG_ANIM_MOSAIC, 1); else SetAnimBgAttribute(2, BG_ANIM_MOSAIC, 1); gTasks[taskId].data[10] = gBattleAnimArgs[0]; gTasks[taskId].data[0]++; break; case 1: if (gTasks[taskId].data[2]++ > 1) { gTasks[taskId].data[2] = 0; gTasks[taskId].data[1]++; stretch = gTasks[taskId].data[1]; SetGpuReg(REG_OFFSET_MOSAIC, (stretch << 4) | stretch); if (stretch == 15) gTasks[taskId].data[0]++; } break; case 2: HandleSpeciesGfxDataChange(gBattleAnimAttacker, gBattleAnimTarget, gTasks[taskId].data[10]); GetBgDataForTransform(&animBg, gBattleAnimAttacker); if (IsContest()) position = B_POSITION_PLAYER_LEFT; else position = GetBattlerPosition(gBattleAnimAttacker); src = gMonSpritesGfxPtr->sprites.ptr[position] + (gBattleMonForms[gBattleAnimAttacker] << 11); dest = animBg.bgTiles; CpuCopy32(src, dest, MON_PIC_SIZE); LoadBgTiles(1, animBg.bgTiles, 0x800, animBg.tilesOffset); if (IsContest()) { if (IsSpeciesNotUnown(gContestResources->moveAnim->species) != IsSpeciesNotUnown(gContestResources->moveAnim->targetSpecies)) { bgTilemap = (u16 *)animBg.bgTilemap; for (i = 0; i < 8; i++) { for (j = 0; j < 4; j++) { u16 temp = bgTilemap[j + i * 0x20]; bgTilemap[j + i * 0x20] = bgTilemap[(7 - j) + i * 0x20]; bgTilemap[(7 - j) + i * 0x20] = temp; } } for (i = 0; i < 8; i++) { for (j = 0; j < 8; j++) { bgTilemap[j + i * 0x20] ^= 0x400; } } } if (IsSpeciesNotUnown(gContestResources->moveAnim->targetSpecies)) gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].affineAnims = gAffineAnims_BattleSpriteContest; else gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].affineAnims = gAffineAnims_BattleSpriteOpponentSide; StartSpriteAffineAnim(&gSprites[gBattlerSpriteIds[gBattleAnimAttacker]], BATTLER_AFFINE_NORMAL); } gTasks[taskId].data[0]++; break; case 3: if (gTasks[taskId].data[2]++ > 1) { gTasks[taskId].data[2] = 0; gTasks[taskId].data[1]--; stretch = gTasks[taskId].data[1]; SetGpuReg(REG_OFFSET_MOSAIC, (stretch << 4) | stretch); if (stretch == 0) gTasks[taskId].data[0]++; } break; case 4: SetGpuReg(REG_OFFSET_MOSAIC, 0); if (GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker) == 1) SetAnimBgAttribute(1, BG_ANIM_MOSAIC, 0); else SetAnimBgAttribute(2, BG_ANIM_MOSAIC, 0); if (!IsContest()) { if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_OPPONENT) { if (gTasks[taskId].data[10] == 0) SetBattlerShadowSpriteCallback(gBattleAnimAttacker, gBattleSpritesDataPtr->battlerData[gBattleAnimAttacker].transformSpecies); } } DestroyAnimVisualTask(taskId); break; } } void AnimTask_IsMonInvisible(u8 taskId) { gBattleAnimArgs[ARG_RET_ID] = gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].invisible; DestroyAnimVisualTask(taskId); } void AnimTask_CastformGfxDataChange(u8 taskId) { HandleSpeciesGfxDataChange(gBattleAnimAttacker, gBattleAnimTarget, TRUE); DestroyAnimVisualTask(taskId); } void AnimTask_MorningSunLightBeam(u8 taskId) { struct BattleAnimBgData animBg; switch (gTasks[taskId].data[0]) { case 0: SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG1); SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 16)); SetAnimBgAttribute(1, BG_ANIM_SCREEN_SIZE, 0); SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1); if (!IsContest()) SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 1); GetBattleAnimBg1Data(&animBg); AnimLoadCompressedBgTilemapHandleContest(&animBg, &gBattleAnimMaskTilemap_LightBeam, FALSE); if (IsContest()) { gBattle_BG1_X = -56; gBattle_BG1_Y = 0; } else { if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) gBattle_BG1_X = -135; else gBattle_BG1_X = -10; gBattle_BG1_Y = 0; } AnimLoadCompressedBgGfx(animBg.bgId, gBattleAnimMaskImage_LightBeam, animBg.tilesOffset); LoadCompressedPalette(gBattleAnimMaskPalette_LightBeam, BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP); gTasks[taskId].data[10] = gBattle_BG1_X; gTasks[taskId].data[11] = gBattle_BG1_Y; gTasks[taskId].data[0]++; PlaySE12WithPanning(SE_M_MORNING_SUN, BattleAnimAdjustPanning(SOUND_PAN_ATTACKER)); break; case 1: if (gTasks[taskId].data[4]++ > 0) { gTasks[taskId].data[4] = 0; if (++gTasks[taskId].data[1] > 12) gTasks[taskId].data[1] = 12; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[1], 16 - gTasks[taskId].data[1])); if (gTasks[taskId].data[1] == 12) gTasks[taskId].data[0]++; } break; case 2: if (--gTasks[taskId].data[1] < 0) gTasks[taskId].data[1] = 0; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[1], 16 - gTasks[taskId].data[1])); if (!gTasks[taskId].data[1]) { gBattle_BG1_X = gMorningSunLightBeamCoordsTable[gTasks[taskId].data[2]] + gTasks[taskId].data[10]; if (++gTasks[taskId].data[2] == 4) gTasks[taskId].data[0] = 4; else gTasks[taskId].data[0] = 3; } break; case 3: if (++gTasks[taskId].data[3] == 4) { gTasks[taskId].data[3] = 0; gTasks[taskId].data[0] = 1; PlaySE12WithPanning(SE_M_MORNING_SUN, BattleAnimAdjustPanning(SOUND_PAN_ATTACKER)); } break; case 4: GetBattleAnimBg1Data(&animBg); ClearBattleAnimBg(animBg.bgId); if (!IsContest()) SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 0); SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1); gBattle_BG1_X = 0; gBattle_BG1_Y = 0; SetGpuReg(REG_OFFSET_BLDCNT, 0); SetGpuReg(REG_OFFSET_BLDALPHA, 0); DestroyAnimVisualTask(taskId); break; } } static void AnimGreenStar(struct Sprite *sprite) { s16 xOffset; u8 spriteId1; u8 spriteId2; xOffset = Random2(); xOffset &= 0x3F; if (xOffset > 31) xOffset = 32 - xOffset; sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X) + xOffset; sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 32; sprite->data[1] = gBattleAnimArgs[0]; sprite->data[2] = gBattleAnimArgs[1]; spriteId1 = CreateSprite(&gGreenStarSpriteTemplate, sprite->x, sprite->y, sprite->subpriority + 1); spriteId2 = CreateSprite(&gGreenStarSpriteTemplate, sprite->x, sprite->y, sprite->subpriority + 1); StartSpriteAnim(&gSprites[spriteId1], 1); StartSpriteAnim(&gSprites[spriteId2], 2); gSprites[spriteId1].data[1] = gBattleAnimArgs[0]; gSprites[spriteId1].data[2] = gBattleAnimArgs[1]; gSprites[spriteId2].data[1] = gBattleAnimArgs[0]; gSprites[spriteId2].data[2] = gBattleAnimArgs[1]; gSprites[spriteId1].data[7] = -1; gSprites[spriteId2].data[7] = -1; gSprites[spriteId1].invisible = TRUE; gSprites[spriteId2].invisible = TRUE; gSprites[spriteId1].callback = AnimGreenStar_Callback; gSprites[spriteId2].callback = AnimGreenStar_Callback; sprite->data[6] = spriteId1; sprite->data[7] = spriteId2; sprite->callback = AnimGreenStar_Step1; } static void AnimGreenStar_Step1(struct Sprite *sprite) { s16 delta = sprite->data[3] + sprite->data[2]; sprite->y2 -= delta >> 8; sprite->data[3] += sprite->data[2]; sprite->data[3] &= 0xFF; if (sprite->data[4] == 0 && sprite->y2 < -8) { gSprites[sprite->data[6]].invisible = FALSE; sprite->data[4]++; } if (sprite->data[4] == 1 && sprite->y2 < -16) { gSprites[sprite->data[7]].invisible = FALSE; sprite->data[4]++; } if (--sprite->data[1] == -1) { sprite->invisible = TRUE; sprite->callback = AnimGreenStar_Step2; } } static void AnimGreenStar_Step2(struct Sprite *sprite) { if (gSprites[sprite->data[6]].callback == SpriteCallbackDummy && gSprites[sprite->data[7]].callback == SpriteCallbackDummy) { DestroySprite(&gSprites[sprite->data[6]]); DestroySprite(&gSprites[sprite->data[7]]); DestroyAnimSprite(sprite); } } static void AnimGreenStar_Callback(struct Sprite *sprite) { if (!sprite->invisible) { s16 delta = sprite->data[3] + sprite->data[2]; sprite->y2 -= delta >> 8; sprite->data[3] += sprite->data[2]; sprite->data[3] &= 0xFF; if (--sprite->data[1] == -1) { sprite->invisible = TRUE; sprite->callback = SpriteCallbackDummy; } } } void AnimTask_DoomDesireLightBeam(u8 taskId) { struct BattleAnimBgData animBg; switch (gTasks[taskId].data[0]) { case 0: SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG1); SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(3, 13)); SetAnimBgAttribute(1, BG_ANIM_SCREEN_SIZE, 0); SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1); if (!IsContest()) SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 1); GetBattleAnimBg1Data(&animBg); AnimLoadCompressedBgTilemapHandleContest(&animBg, &gBattleAnimMaskTilemap_LightBeam, FALSE); if (IsContest()) { gBattle_BG1_X = -56; gBattle_BG1_Y = 0; } else { u8 position = GetBattlerPosition(gBattleAnimTarget); if (IsDoubleBattle() == TRUE) { if (position == B_POSITION_OPPONENT_LEFT) gBattle_BG1_X = -155; if (position == B_POSITION_OPPONENT_RIGHT) gBattle_BG1_X = -115; if (position == B_POSITION_PLAYER_LEFT) gBattle_BG1_X = 14; if (position == B_POSITION_PLAYER_RIGHT) gBattle_BG1_X = -20; } else { if (position == B_POSITION_OPPONENT_LEFT) gBattle_BG1_X = -135; if (position == B_POSITION_PLAYER_LEFT) gBattle_BG1_X = -10; } gBattle_BG1_Y = 0; } AnimLoadCompressedBgGfx(animBg.bgId, gBattleAnimMaskImage_LightBeam, animBg.tilesOffset); LoadCompressedPalette(gBattleAnimMaskPalette_LightBeam, BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP); gTasks[taskId].data[10] = gBattle_BG1_X; gTasks[taskId].data[11] = gBattle_BG1_Y; gTasks[taskId].data[0]++; break; case 1: gTasks[taskId].data[3] = 0; if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_OPPONENT) gBattle_BG1_X = gTasks[taskId].data[10] + gDoomDesireLightBeamCoordTable[gTasks[taskId].data[2]]; else gBattle_BG1_X = gTasks[taskId].data[10] - gDoomDesireLightBeamCoordTable[gTasks[taskId].data[2]]; if (++gTasks[taskId].data[2] == 5) gTasks[taskId].data[0] = 5; else gTasks[taskId].data[0]++; break; case 2: if (--gTasks[taskId].data[1] <= 4) gTasks[taskId].data[1] = 5; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(3, gTasks[taskId].data[1])); if (gTasks[taskId].data[1] == 5) gTasks[taskId].data[0]++; break; case 3: if (++gTasks[taskId].data[3] > gDoomDesireLightBeamDelayTable[gTasks[taskId].data[2]]) gTasks[taskId].data[0]++; break; case 4: if (++gTasks[taskId].data[1] > 13) gTasks[taskId].data[1] = 13; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(3, gTasks[taskId].data[1])); if (gTasks[taskId].data[1] == 13) gTasks[taskId].data[0] = 1; break; case 5: GetBattleAnimBg1Data(&animBg); ClearBattleAnimBg(animBg.bgId); if (!IsContest()) SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 0); SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1); gBattle_BG1_X = 0; gBattle_BG1_Y = 0; SetGpuReg(REG_OFFSET_BLDCNT, 0); SetGpuReg(REG_OFFSET_BLDALPHA, 0); DestroyAnimVisualTask(taskId); break; } } // Briefly vertically grows and shrinks the attacking mon's sprite. // No args. void AnimTask_StrongFrustrationGrowAndShrink(u8 taskId) { if (gTasks[taskId].data[0] == 0) { PrepareAffineAnimInTaskData(&gTasks[taskId], GetAnimBattlerSpriteId(ANIM_ATTACKER), gStrongFrustrationAffineAnimCmds); gTasks[taskId].data[0]++; } else { if (!RunAffineAnimFromTaskData(&gTasks[taskId])) DestroyAnimVisualTask(taskId); } } // Animates an anger mark near the mon's head. // arg 0: initial x pixel offset // arg 1: initial y pixel offset static void AnimWeakFrustrationAngerMark(struct Sprite *sprite) { if (sprite->data[0] == 0) { InitSpritePosToAnimAttacker(sprite, FALSE); sprite->data[0]++; } else if (sprite->data[0]++ > 20) { sprite->data[1] += 160; sprite->data[2] += 128; if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) sprite->x2 = -(sprite->data[1] >> 8); else sprite->x2 = sprite->data[1] >> 8; sprite->y2 += sprite->data[2] >> 8; if (sprite->y2 > 64) DestroyAnimSprite(sprite); } } // Rocks the mon back and forth. This is done on a pivot so it is done via rotation. // arg 0: which battler // arg 1: number of rocks // arg 2: rotation speed increase void AnimTask_RockMonBackAndForth(u8 taskId) { u8 side; struct Task *task = &gTasks[taskId]; if (!gBattleAnimArgs[1]) { DestroyAnimVisualTask(taskId); return; } if (gBattleAnimArgs[2] < 0) gBattleAnimArgs[2] = 0; if (gBattleAnimArgs[2] > 2) gBattleAnimArgs[2] = 2; task->data[0] = 0; task->data[1] = 0; task->data[2] = 0; task->data[3] = 8 - (2 * gBattleAnimArgs[2]); task->data[4] = 0x100 + (gBattleAnimArgs[2] * 128); task->data[5] = gBattleAnimArgs[2] + 2; task->data[6] = gBattleAnimArgs[1] - 1; task->data[15] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); if (gBattleAnimArgs[0] == ANIM_ATTACKER) side = GetBattlerSide(gBattleAnimAttacker); else side = GetBattlerSide(gBattleAnimTarget); if (side == B_SIDE_OPPONENT) { task->data[4] *= -1; task->data[5] *= -1; } PrepareBattlerSpriteForRotScale(task->data[15], ST_OAM_OBJ_NORMAL); task->func = AnimTask_RockMonBackAndForth_Step; } static void AnimTask_RockMonBackAndForth_Step(u8 taskId) { struct Task *task = &gTasks[taskId]; switch (task->data[0]) { case 0: gSprites[task->data[15]].x2 += task->data[5]; task->data[2] -= task->data[4]; SetSpriteRotScale(task->data[15], 0x100, 0x100, task->data[2]); SetBattlerSpriteYOffsetFromRotation(task->data[15]); if (++task->data[1] >= task->data[3]) { task->data[1] = 0; task->data[0]++; } break; case 1: gSprites[task->data[15]].x2 -= task->data[5]; task->data[2] += task->data[4]; SetSpriteRotScale(task->data[15], 0x100, 0x100, task->data[2]); SetBattlerSpriteYOffsetFromRotation(task->data[15]); if (++task->data[1] >= task->data[3] * 2) { task->data[1] = 0; task->data[0]++; } break; case 2: gSprites[task->data[15]].x2 += task->data[5]; task->data[2] -= task->data[4]; SetSpriteRotScale(task->data[15], 0x100, 0x100, task->data[2]); SetBattlerSpriteYOffsetFromRotation(task->data[15]); if (++task->data[1] >= task->data[3]) { if (task->data[6]) { task->data[6]--; task->data[1] = 0; task->data[0] = 0; } else { task->data[0]++; } } break; case 3: ResetSpriteRotScale(task->data[15]); DestroyAnimVisualTask(taskId); break; } } // Floats a petal across the screen towards the target mon's side. // arg 0: initial y pixel offset // arg 1: sprite anim num // arg 2: unused static void AnimSweetScentPetal(struct Sprite *sprite) { if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) { sprite->x = 0; sprite->y = gBattleAnimArgs[0]; } else { sprite->x = DISPLAY_WIDTH; sprite->y = gBattleAnimArgs[0] - 30; } sprite->data[2] = gBattleAnimArgs[2]; StartSpriteAnim(sprite, gBattleAnimArgs[1]); sprite->callback = AnimSweetScentPetal_Step; } static void AnimSweetScentPetal_Step(struct Sprite *sprite) { sprite->data[0] += 3; if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) { sprite->x += 5; sprite->y -= 1; if (sprite->x > DISPLAY_WIDTH) DestroyAnimSprite(sprite); sprite->y2 = Sin(sprite->data[0] & 0xFF, 16); } else { sprite->x -= 5; sprite->y += 1; if (sprite->x < 0) DestroyAnimSprite(sprite); sprite->y2 = Cos(sprite->data[0] & 0xFF, 16); } } // Moves the mon sprite in a flailing back-and-forth motion. // arg 0: which battler void AnimTask_FlailMovement(u8 taskId) { struct Task *task = &gTasks[taskId]; task->data[0] = 0; task->data[1] = 0; task->data[2] = 0; task->data[3] = 0; task->data[12] = 0x20; task->data[13] = 0x40; task->data[14] = 0x800; task->data[15] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); PrepareBattlerSpriteForRotScale(task->data[15], ST_OAM_OBJ_NORMAL); task->func = AnimTask_FlailMovement_Step; } static void AnimTask_FlailMovement_Step(u8 taskId) { int temp; struct Task *task = &gTasks[taskId]; switch (task->data[0]) { case 0: task->data[2] += 0x200; if (task->data[2] >= task->data[14]) { s16 diff = task->data[14] - task->data[2]; s16 div = diff / (task->data[14] * 2); s16 mod = diff % (task->data[14] * 2); if ((div & 1) == 0) { task->data[2] = task->data[14] - mod; task->data[0] = 1; } else { task->data[2] = mod - task->data[14]; } } break; case 1: task->data[2] -= 0x200; if (task->data[2] <= -task->data[14]) { s16 diff = task->data[14] - task->data[2]; s16 div = diff / (task->data[14] * 2); s16 mod = diff % (task->data[14] * 2); if ((1 & div) == 0) { task->data[2] = mod - task->data[14]; task->data[0] = 0; } else { task->data[2] = task->data[14] - mod; } } break; case 2: ResetSpriteRotScale(task->data[15]); DestroyAnimVisualTask(taskId); return; } SetSpriteRotScale(task->data[15], 0x100, 0x100, task->data[2]); SetBattlerSpriteYOffsetFromRotation(task->data[15]); gSprites[task->data[15]].x2 = -(((temp = task->data[2]) >= 0 ? task->data[2] : temp + 63) >> 6); if (++task->data[1] > 8) { if (task->data[12]) { task->data[12]--; task->data[14] -= task->data[13]; if (task->data[14] < 16) task->data[14] = 16; } else { task->data[0] = 2; } } } // Makes a spark-like projectile fall on top of the mon. // arg 0: initial x pixel offset // arg 1: initial y pixel offset // arg 2: which battler static void AnimPainSplitProjectile(struct Sprite *sprite) { if (!sprite->data[0]) { if (gBattleAnimArgs[2] == ANIM_ATTACKER) { sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2); sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET); } sprite->x += gBattleAnimArgs[0]; sprite->y += gBattleAnimArgs[1]; sprite->data[1] = 0x80; sprite->data[2] = 0x300; sprite->data[3] = gBattleAnimArgs[1]; sprite->data[0]++; } else { sprite->x2 = sprite->data[1] >> 8; sprite->y2 += sprite->data[2] >> 8; if (sprite->data[4] == 0 && sprite->y2 > -sprite->data[3]) { sprite->data[4] = 1; sprite->data[2] = (-sprite->data[2] / 3) * 2; } sprite->data[1] += 192; sprite->data[2] += 128; if (sprite->animEnded) DestroyAnimSprite(sprite); } } // Performs one of several affine transformations on the mon sprite. // arg 0: which battler // arg 1: which transformation void AnimTask_PainSplitMovement(u8 taskId) { u8 spriteId; if (gTasks[taskId].data[0] == 0) { if (gBattleAnimArgs[0] == ANIM_ATTACKER) gTasks[taskId].data[11] = gBattleAnimAttacker; else gTasks[taskId].data[11] = gBattleAnimTarget; spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); gTasks[taskId].data[10] = spriteId; PrepareBattlerSpriteForRotScale(spriteId, ST_OAM_OBJ_NORMAL); switch (gBattleAnimArgs[1]) { case 0: SetSpriteRotScale(spriteId, 0xE0, 0x140, 0); SetBattlerSpriteYOffsetFromYScale(spriteId); break; case 1: SetSpriteRotScale(spriteId, 0xD0, 0x130, 0xF00); SetBattlerSpriteYOffsetFromYScale(spriteId); if (IsContest() || GetBattlerSide(gTasks[taskId].data[11]) == B_SIDE_PLAYER) gSprites[spriteId].y2 += 16; break; case 2: SetSpriteRotScale(spriteId, 0xD0, 0x130, 0xF100); SetBattlerSpriteYOffsetFromYScale(spriteId); if (IsContest() || GetBattlerSide(gTasks[taskId].data[11]) == B_SIDE_PLAYER) gSprites[spriteId].y2 += 16; break; } gSprites[spriteId].x2 = 2; gTasks[taskId].data[0]++; } else { spriteId = gTasks[taskId].data[10]; if (++gTasks[taskId].data[2] == 3) { gTasks[taskId].data[2] = 0; gSprites[spriteId].x2 = -gSprites[spriteId].x2; } if (++gTasks[taskId].data[1] == 13) { ResetSpriteRotScale(spriteId); gSprites[spriteId].x2 = 0; gSprites[spriteId].y2 = 0; DestroyAnimVisualTask(taskId); } } } // Move a piece of confetti in a slightly-random speed across the screen. // arg 0: which battler the confetti starts from static void AnimFlatterConfetti(struct Sprite *sprite) { u8 tileOffset; int rand1; int rand2; tileOffset = Random2() % 12; sprite->oam.tileNum += tileOffset; rand1 = Random2() & 0x1FF; rand2 = Random2() & 0xFF; if (rand1 & 1) sprite->data[0] = 0x5E0 + rand1; else sprite->data[0] = 0x5E0 - rand1; if (rand2 & 1) sprite->data[1] = 0x480 + rand2; else sprite->data[1] = 0x480 - rand2; sprite->data[2] = gBattleAnimArgs[0]; if (sprite->data[2] == ANIM_ATTACKER) sprite->x = -8; else sprite->x = 248; sprite->y = 104; sprite->callback = AnimFlatterConfetti_Step; } static void AnimFlatterConfetti_Step(struct Sprite *sprite) { if (sprite->data[2] == 0) { sprite->x2 += sprite->data[0] >> 8; sprite->y2 -= sprite->data[1] >> 8; } else { sprite->x2 -= sprite->data[0] >> 8; sprite->y2 -= sprite->data[1] >> 8; } sprite->data[0] -= 22; sprite->data[1] -= 48; if (sprite->data[0] < 0) sprite->data[0] = 0; if (++sprite->data[3] == 31) DestroyAnimSprite(sprite); } // Uses a spotlight sprite as a light mask to illuminate the target mon. The spotlight grows and shrinks. // arg 0: initial x pixel offset // arg 1: initial y pixel offset // arg 2: duration of fully-opened spotlight static void AnimFlatterSpotlight(struct Sprite *sprite) { SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR | WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ); SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_OBJWIN_ON); gBattle_WIN0H = 0; gBattle_WIN0V = 0; SetGpuReg(REG_OFFSET_WIN0H, gBattle_WIN0H); SetGpuReg(REG_OFFSET_WIN0V, gBattle_WIN0V); sprite->data[0] = gBattleAnimArgs[2]; InitSpritePosToAnimTarget(sprite, FALSE); sprite->oam.objMode = ST_OAM_OBJ_WINDOW; sprite->invisible = TRUE; sprite->callback = AnimFlatterSpotlight_Step; } static void AnimFlatterSpotlight_Step(struct Sprite *sprite) { switch (sprite->data[1]) { case 0: sprite->invisible = FALSE; if (sprite->affineAnimEnded) sprite->data[1]++; break; case 1: if (--sprite->data[0] == 0) { ChangeSpriteAffineAnim(sprite, 1); sprite->data[1]++; } break; case 2: if (sprite->affineAnimEnded) { sprite->invisible = TRUE; sprite->data[1]++; } break; case 3: SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR | WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR); SetGpuReg(REG_OFFSET_DISPCNT, GetGpuReg(REG_OFFSET_DISPCNT) ^ DISPCNT_OBJWIN_ON); DestroyAnimSprite(sprite); break; } } // Spins an orb around the attacking mon, while its path radius grows and shrinks. // arg 0: duration // arg 1: initial wave offset static void AnimReversalOrb(struct Sprite *sprite) { sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2); sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET); sprite->data[0] = gBattleAnimArgs[0]; sprite->data[1] = gBattleAnimArgs[1]; sprite->callback = AnimReversalOrb_Step; sprite->callback(sprite); } static void AnimReversalOrb_Step(struct Sprite *sprite) { sprite->x2 = Sin(sprite->data[1], sprite->data[2] >> 8); sprite->y2 = Cos(sprite->data[1], sprite->data[3] >> 8); sprite->data[1] = (sprite->data[1] + 9) & 0xFF; if ((u16)sprite->data[1] < 64 || sprite->data[1] > 195) sprite->subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 1; else sprite->subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) + 1; if (!sprite->data[5]) { sprite->data[2] += 0x400; sprite->data[3] += 0x100; sprite->data[4]++; if (sprite->data[4] == sprite->data[0]) { sprite->data[4] = 0; sprite->data[5] = 1; } } else if (sprite->data[5] == 1) { sprite->data[2] -= 0x400; sprite->data[3] -= 0x100; sprite->data[4]++; if (sprite->data[4] == sprite->data[0]) DestroyAnimSprite(sprite); } } // Copies the target mon's sprite, and makes a white silhouette that shrinks away. void AnimTask_RolePlaySilhouette(u8 taskId) { bool8 isBackPic; u32 personality; u32 otId; u16 species; s16 xOffset; u32 priority; u8 spriteId; s16 coord1, coord2; GetAnimBattlerSpriteId(ANIM_ATTACKER); if (IsContest()) { isBackPic = TRUE; personality = gContestResources->moveAnim->targetPersonality; otId = gContestResources->moveAnim->otId; species = gContestResources->moveAnim->targetSpecies; xOffset = 20; priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker); } else { if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) { isBackPic = FALSE; personality = GetMonData(&gPlayerParty[gBattlerPartyIndexes[gBattleAnimTarget]], MON_DATA_PERSONALITY); otId = GetMonData(&gPlayerParty[gBattlerPartyIndexes[gBattleAnimTarget]], MON_DATA_OT_ID); if (gBattleSpritesDataPtr->battlerData[gBattleAnimTarget].transformSpecies == SPECIES_NONE) { if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER) species = GetMonData(&gPlayerParty[gBattlerPartyIndexes[gBattleAnimTarget]], MON_DATA_SPECIES); else species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[gBattleAnimTarget]], MON_DATA_SPECIES); } else { species = gBattleSpritesDataPtr->battlerData[gBattleAnimTarget].transformSpecies; } xOffset = 20; priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker); } else { isBackPic = TRUE; personality = GetMonData(&gEnemyParty[gBattlerPartyIndexes[gBattleAnimTarget]], MON_DATA_PERSONALITY); otId = GetMonData(&gEnemyParty[gBattlerPartyIndexes[gBattleAnimTarget]], MON_DATA_OT_ID); if (gBattleSpritesDataPtr->battlerData[gBattleAnimTarget].transformSpecies == SPECIES_NONE) { if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER) species = GetMonData(&gPlayerParty[gBattlerPartyIndexes[gBattleAnimTarget]], MON_DATA_SPECIES); else species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[gBattleAnimTarget]], MON_DATA_SPECIES); } else { species = gBattleSpritesDataPtr->battlerData[gBattleAnimTarget].transformSpecies; } xOffset = -20; priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker); } } coord1 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X); coord2 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y); spriteId = CreateAdditionalMonSpriteForMoveAnim(species, isBackPic, 0, coord1 + xOffset, coord2, 5, personality, otId, gBattleAnimTarget, TRUE); gSprites[spriteId].oam.priority = priority; gSprites[spriteId].oam.objMode = ST_OAM_OBJ_BLEND; FillPalette(RGB_WHITE, OBJ_PLTT_ID(gSprites[spriteId].oam.paletteNum), PLTT_SIZE_4BPP); gSprites[spriteId].oam.priority = priority; SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL); SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[1], 16 - gTasks[taskId].data[1])); gTasks[taskId].data[0] = spriteId; gTasks[taskId].func = AnimTask_RolePlaySilhouette_Step1; } static void AnimTask_RolePlaySilhouette_Step1(u8 taskId) { if (gTasks[taskId].data[10]++ > 1) { gTasks[taskId].data[10] = 0; gTasks[taskId].data[1]++; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[1], 16 - gTasks[taskId].data[1])); if (gTasks[taskId].data[1] == 10) { gTasks[taskId].data[10] = 256; gTasks[taskId].data[11] = 256; gTasks[taskId].func = AnimTask_RolePlaySilhouette_Step2; } } } static void AnimTask_RolePlaySilhouette_Step2(u8 taskId) { u8 spriteId = gTasks[taskId].data[0]; gTasks[taskId].data[10] -= 16; gTasks[taskId].data[11] += 128; gSprites[spriteId].oam.affineMode |= ST_OAM_AFFINE_DOUBLE_MASK; TrySetSpriteRotScale(&gSprites[spriteId], TRUE, gTasks[taskId].data[10], gTasks[taskId].data[11], 0); if (++gTasks[taskId].data[12] == 9) { ResetSpriteRotScale_PreserveAffine(&gSprites[spriteId]); DestroySpriteAndFreeResources_(&gSprites[spriteId]); gTasks[taskId].func = DestroyAnimVisualTaskAndDisableBlend; } } // Performs a wavy transformation on the mon's sprite, and fades out. // arg 0: which battler void AnimTask_AcidArmor(u8 taskId) { u8 battler; u16 bgX, bgY; s16 y, i; struct ScanlineEffectParams scanlineParams; struct Task *task = &gTasks[taskId]; if (gBattleAnimArgs[0] == ANIM_ATTACKER) battler = gBattleAnimAttacker; else battler = gBattleAnimTarget; task->data[0] = 0; task->data[1] = 0; task->data[2] = 0; task->data[3] = 16; task->data[4] = 0; task->data[5] = battler; task->data[6] = 32; task->data[7] = 0; task->data[8] = 24; if (GetBattlerSide(battler) == B_SIDE_OPPONENT) task->data[8] *= -1; task->data[13] = GetBattlerYCoordWithElevation(battler) - 34; if (task->data[13] < 0) task->data[13] = 0; task->data[14] = task->data[13] + 66; task->data[15] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); if (GetBattlerSpriteBGPriorityRank(battler) == 1) { scanlineParams.dmaDest = ®_BG1HOFS; SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG1); bgX = gBattle_BG1_X; bgY = gBattle_BG1_Y; } else { scanlineParams.dmaDest = ®_BG2HOFS; SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG2); bgX = gBattle_BG2_X; bgY = gBattle_BG2_Y; } for (y = 0, i = 0; y < 160; y++, i += 2) { gScanlineEffectRegBuffers[0][i] = bgX; gScanlineEffectRegBuffers[1][i] = bgX; gScanlineEffectRegBuffers[0][i + 1] = bgY; gScanlineEffectRegBuffers[1][i + 1] = bgY; } scanlineParams.dmaControl = SCANLINE_EFFECT_DMACNT_32BIT; scanlineParams.initState = 1; scanlineParams.unused9 = 0; ScanlineEffect_SetParams(scanlineParams); task->func = AnimTask_AcidArmor_Step; } static void AnimTask_AcidArmor_Step(u8 taskId) { struct Task *task; s16 var1; s16 var2; s16 bgX, bgY; s16 offset; s16 var0; s16 i; s16 sineIndex; s16 var3; task = &gTasks[taskId]; if (GetBattlerSpriteBGPriorityRank(task->data[5]) == 1) { bgX = gBattle_BG1_X; bgY = gBattle_BG1_Y; } else { bgX = gBattle_BG2_X; bgY = gBattle_BG2_Y; } switch (task->data[0]) { case 0: offset = task->data[14] * 2; var1 = 0; var2 = 0; i = 0; task->data[1] = (task->data[1] + 2) & 0xFF; sineIndex = task->data[1]; task->data[9] = 0x7E0 / task->data[6]; task->data[10] = -((task->data[7] * 2) / task->data[9]); task->data[11] = task->data[7]; var3 = task->data[11] >> 5; task->data[12] = var3; var0 = task->data[14]; while (var0 > task->data[13]) { gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][offset + 1] = (i - var2) + bgY; gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][offset] = bgX + var3 + (gSineTable[sineIndex] >> 5); sineIndex = (sineIndex + 10) & 0xFF; task->data[11] += task->data[10]; var3 = task->data[11] >> 5; task->data[12] = var3; i++; offset -= 2; var1 += task->data[6]; var2 = var1 >> 5; var0--; } var0 *= 2; while (var0 >= 0) { gScanlineEffectRegBuffers[0][var0] = bgX + 240; gScanlineEffectRegBuffers[1][var0] = bgX + 240; var0 -= 2; } if (++task->data[6] > 63) { task->data[6] = 64; task->data[2]++; if (task->data[2] & 1) task->data[3]--; else task->data[4]++; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(task->data[3], task->data[4])); if (task->data[3] == 0 && task->data[4] == 16) { task->data[2] = 0; task->data[3] = 0; task->data[0]++; } } else { task->data[7] += task->data[8]; } break; case 1: if (++task->data[2] > 12) { gScanlineEffect.state = 3; task->data[2] = 0; task->data[0]++; } break; case 2: task->data[2]++; if (task->data[2] & 1) task->data[3]++; else task->data[4]--; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(task->data[3], task->data[4])); if (task->data[3] == 16 && task->data[4] == 0) { task->data[2] = 0; task->data[3] = 0; task->data[0]++; } break; case 3: DestroyAnimVisualTask(taskId); break; } } // Runs an affine animation that makes it look like the mon is inhaling deeply. // arg 0: which battler void AnimTask_DeepInhale(u8 taskId) { struct Task *task = &gTasks[taskId]; task->data[0] = 0; task->data[15] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); PrepareAffineAnimInTaskData(&gTasks[taskId], task->data[15], gDeepInhaleAffineAnimCmds); task->func = AnimTask_DeepInhale_Step; } static void AnimTask_DeepInhale_Step(u8 taskId) { u16 var0; struct Task *task = &gTasks[taskId]; var0 = task->data[0]; task->data[0]++; var0 -= 20; if (var0 < 23) { if (++task->data[1] > 1) { task->data[1] = 0; task->data[2]++; if (task->data[2] & 1) gSprites[task->data[15]].x2 = 1; else gSprites[task->data[15]].x2 = -1; } } else { gSprites[task->data[15]].x2 = 0; } if (!RunAffineAnimFromTaskData(&gTasks[taskId])) DestroyAnimVisualTask(taskId); } static void InitYawnCloudPosition(struct Sprite *sprite, s16 startX, s16 startY, s16 destX, s16 destY, u16 duration) { sprite->x = startX; sprite->y = startY; sprite->data[4] = startX << 4; sprite->data[5] = startY << 4; sprite->data[6] = ((destX - startX) << 4) / duration; sprite->data[7] = ((destY - startY) << 4) / duration; } static void UpdateYawnCloudPosition(struct Sprite *sprite) { sprite->data[4] += sprite->data[6]; sprite->data[5] += sprite->data[7]; sprite->x = sprite->data[4] >> 4; sprite->y = sprite->data[5] >> 4; } // Drifts a cloud in a wavy path towards the target mon. // arg 0: which affine anim static void AnimYawnCloud(struct Sprite *sprite) { s16 destX = sprite->x; s16 destY = sprite->y; SetSpriteCoordsToAnimAttackerCoords(sprite); StartSpriteAffineAnim(sprite, gBattleAnimArgs[0]); InitYawnCloudPosition(sprite, sprite->x, sprite->y, destX, destY, 64); sprite->data[0] = 0; sprite->callback = AnimYawnCloud_Step; } static void AnimYawnCloud_Step(struct Sprite *sprite) { int index; sprite->data[0]++; index = (sprite->data[0] * 8) & 0xFF; UpdateYawnCloudPosition(sprite); sprite->y2 = Sin(index, 8); if (sprite->data[0] > 58) { if (++sprite->data[1] > 1) { sprite->data[1] = 0; sprite->data[2]++; sprite->invisible = sprite->data[2] & 1; if (sprite->data[2] > 3) DestroySpriteAndMatrix(sprite); } } } // Animates a cloud coming from the smoke ball. // arg 0: ? // arg 1: initial x pixel offset // arg 2: initial y pixel offset // arg 3: time until destroyed static void AnimSmokeBallEscapeCloud(struct Sprite *sprite) { sprite->data[0] = gBattleAnimArgs[3]; StartSpriteAffineAnim(sprite, gBattleAnimArgs[0]); if (GetBattlerSide(gBattleAnimTarget) != B_SIDE_PLAYER) gBattleAnimArgs[1] = -gBattleAnimArgs[1]; sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[1]; sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2]; sprite->callback = DestroyAnimSpriteAfterTimer; } static void AnimTask_SlideMonForFocusBand_Step2(u8 taskId) { u16 var0 = 0; u16 var1 = 0; gTasks[taskId].data[0]--; if ((gTasks[taskId].data[6] & 0x8000) && (--gTasks[taskId].data[1] == -1)) { if (gTasks[taskId].data[9] == 0) { gTasks[taskId].data[9] = gTasks[taskId].data[4]; gTasks[taskId].data[4] = -gTasks[taskId].data[4]; } else { gTasks[taskId].data[9] = 0; } if (gTasks[taskId].data[10] == 0) { gTasks[taskId].data[10] = gTasks[taskId].data[5]; gTasks[taskId].data[5] = -gTasks[taskId].data[5]; } else { gTasks[taskId].data[10] = 0; } gTasks[taskId].data[1] = gTasks[taskId].data[13]; } var0 = gTasks[taskId].data[7]; var1 = gTasks[taskId].data[8]; if (gTasks[taskId].data[2] & 0x8000) gSprites[gTasks[taskId].data[15]].x2 = gTasks[taskId].data[9] - (var0 >> 8); else gSprites[gTasks[taskId].data[15]].x2 = gTasks[taskId].data[9] + (var0 >> 8); if (gTasks[taskId].data[3] & 0x8000) gSprites[gTasks[taskId].data[15]].y2 = gTasks[taskId].data[10] - (var1 >> 8); else gSprites[gTasks[taskId].data[15]].y2 = gTasks[taskId].data[10] + (var1 >> 8); if (gTasks[taskId].data[0] < 1) { DestroyTask(taskId); gAnimVisualTaskCount--; } } static void AnimTask_SlideMonForFocusBand_Step1(u8 taskId) { u16 var0 = 0; u16 var1 = 0; gTasks[taskId].data[0]--; if ((gTasks[taskId].data[6] & 0x8000) && (--gTasks[taskId].data[1] == -1)) { if (gTasks[taskId].data[9] == 0) { gTasks[taskId].data[9] = gTasks[taskId].data[4]; gTasks[taskId].data[4] = -gTasks[taskId].data[4]; } else { gTasks[taskId].data[9] = var0; } if (gTasks[taskId].data[10] == 0) { gTasks[taskId].data[10] = gTasks[taskId].data[5]; gTasks[taskId].data[5] = -gTasks[taskId].data[5]; } else { gTasks[taskId].data[10] = 0; } gTasks[taskId].data[1] = gTasks[taskId].data[13]; } var0 = (gTasks[taskId].data[2] & 0x7FFF) + gTasks[taskId].data[7]; var1 = (gTasks[taskId].data[3] & 0x7FFF) + gTasks[taskId].data[8]; if (gTasks[taskId].data[2] & 0x8000) gSprites[gTasks[taskId].data[15]].x2 = gTasks[taskId].data[9] - (var0 >> 8); else gSprites[gTasks[taskId].data[15]].x2 = gTasks[taskId].data[9] + (var0 >> 8); if (gTasks[taskId].data[3] & 0x8000) gSprites[gTasks[taskId].data[15]].y2 = gTasks[taskId].data[10] - (var1 >> 8); else gSprites[gTasks[taskId].data[15]].y2 = gTasks[taskId].data[10] + (var1 >> 8); gTasks[taskId].data[7] = var0; gTasks[taskId].data[8] = var1; if (gTasks[taskId].data[0] < 1) { gTasks[taskId].data[0] = 30; gTasks[taskId].data[13] = 0; gTasks[taskId].func = AnimTask_SlideMonForFocusBand_Step2; } } void AnimTask_SlideMonForFocusBand(u8 taskId) { gTasks[taskId].data[15] = gBattlerSpriteIds[gBattleAnimAttacker]; gTasks[taskId].data[14] = gBattleAnimArgs[0]; gTasks[taskId].data[0] = gBattleAnimArgs[0]; gTasks[taskId].data[13] = gBattleAnimArgs[6]; if (gBattleAnimArgs[3]) gTasks[taskId].data[6] = gTasks[taskId].data[6] | -0x8000; if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) { gTasks[taskId].data[2] = gBattleAnimArgs[1]; gTasks[taskId].data[3] = gBattleAnimArgs[2]; } else { if (gBattleAnimArgs[1] & 0x8000) gTasks[taskId].data[2] = gBattleAnimArgs[1] & 0x7FFF; else gTasks[taskId].data[2] = gBattleAnimArgs[1] | -0x8000; if (gBattleAnimArgs[2] & 0x8000) gTasks[taskId].data[3] = gBattleAnimArgs[2] & 0x7FFF; else gTasks[taskId].data[3] = gBattleAnimArgs[2] | -0x8000; } gTasks[taskId].data[8] = 0; gTasks[taskId].data[7] = 0; gTasks[taskId].data[4] = gBattleAnimArgs[4]; gTasks[taskId].data[5] = gBattleAnimArgs[5]; gTasks[taskId].func = AnimTask_SlideMonForFocusBand_Step1; } #define IDX_ACTIVE_SPRITES 2 // Used by the sprite callback to modify the number of active sprites // Task data for AnimTask_SquishAndSweatDroplets #define tState data[0] #define tTimer data[1] #define tActiveSprites data[IDX_ACTIVE_SPRITES] #define tNumSquishes data[3] #define tBaseX data[4] #define tBaseY data[5] #define tSubpriority data[6] // data[7]-data[15] used by PrepareAffineAnimInTaskData #define tBattlerSpriteId data[15] // Sprite data for AnimFacadeSweatDrop #define sTimer data[0] #define sVelocX data[1] #define sVelocY data[2] #define sTaskId data[3] #define sActiveSpritesIdx data[4] // Squishes the mon vertically and emits sweat droplets a few times. // arg 0: battler // arg 1: num squishes void AnimTask_SquishAndSweatDroplets(u8 taskId) { u8 battler; struct Task *task = &gTasks[taskId]; if (!gBattleAnimArgs[1]) DestroyAnimVisualTask(taskId); task->tState = 0; task->tTimer = 0; task->tActiveSprites = 0; task->tNumSquishes = gBattleAnimArgs[1]; if (gBattleAnimArgs[0] == ANIM_ATTACKER) battler = gBattleAnimAttacker; else battler = gBattleAnimTarget; task->tBaseX = GetBattlerSpriteCoord(battler, BATTLER_COORD_X); task->tBaseY = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y); task->tSubpriority = GetBattlerSpriteSubpriority(battler); task->tBattlerSpriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); PrepareAffineAnimInTaskData(task, task->tBattlerSpriteId, gFacadeSquishAffineAnimCmds); task->func = AnimTask_SquishAndSweatDroplets_Step; } static void AnimTask_SquishAndSweatDroplets_Step(u8 taskId) { struct Task *task = &gTasks[taskId]; switch (task->tState) { case 0: task->tTimer++; if (task->tTimer == 6) CreateSweatDroplets(taskId, TRUE); if (task->tTimer == 18) CreateSweatDroplets(taskId, FALSE); if (!RunAffineAnimFromTaskData(task)) { if (--task->tNumSquishes == 0) { // Animation is finished task->tState++; } else { // Animation continues, more droplet sprites to create task->tTimer = 0; PrepareAffineAnimInTaskData(task, task->tBattlerSpriteId, gFacadeSquishAffineAnimCmds); } } break; case 1: // Wait for sprites to be destroyed before ending task if (task->tActiveSprites == 0) DestroyAnimVisualTask(taskId); break; } } static void CreateSweatDroplets(u8 taskId, bool8 lowerDroplets) { u8 i; s8 xOffset, yOffset; struct Task *task; s16 xCoords[4]; s16 yCoords[2]; task = &gTasks[taskId]; if (!lowerDroplets) { xOffset = 18; yOffset = -20; } else { xOffset = 30; yOffset = 20; } xCoords[0] = task->tBaseX - xOffset; xCoords[1] = task->tBaseX - xOffset - 4; xCoords[2] = task->tBaseX + xOffset; xCoords[3] = task->tBaseX + xOffset + 4; yCoords[0] = task->tBaseY + yOffset; yCoords[1] = task->tBaseY + yOffset + 6; for (i = 0; i < 4; i++) { u8 spriteId = CreateSprite(&gFacadeSweatDropSpriteTemplate, xCoords[i], yCoords[i & 1], task->tSubpriority - 5); if (spriteId != MAX_SPRITES) { gSprites[spriteId].sTimer = 0; gSprites[spriteId].sVelocX = i < 2 ? -2 : 2; // First two travel left, remaining travel right gSprites[spriteId].sVelocY = -1; gSprites[spriteId].sTaskId = taskId; gSprites[spriteId].sActiveSpritesIdx = IDX_ACTIVE_SPRITES; task->tActiveSprites++; } } } static void AnimFacadeSweatDrop(struct Sprite *sprite) { sprite->x += sprite->sVelocX; sprite->y += sprite->sVelocY; if (++sprite->sTimer > 6) { gTasks[sprite->sTaskId].data[sprite->sActiveSpritesIdx]--; DestroySprite(sprite); } } #undef IDX_ACTIVE_SPRITES #undef tState #undef tTimer #undef tActiveSprites #undef tNumSquishes #undef tBaseX #undef tBaseY #undef tSubpriority #undef tBattlerSpriteId #undef sTimer #undef sVelocX #undef sVelocY #undef sTaskId #undef sActiveSpritesIdx // Blends the mon sprite's color with a rotating set of colors. // arg 0: battler // arg 1: duration void AnimTask_FacadeColorBlend(u8 taskId) { u8 spriteId; gTasks[taskId].data[0] = 0; gTasks[taskId].data[1] = gBattleAnimArgs[1]; spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); gTasks[taskId].data[2] = OBJ_PLTT_ID(gSprites[spriteId].oam.paletteNum); gTasks[taskId].func = AnimTask_FacadeColorBlend_Step; } static void AnimTask_FacadeColorBlend_Step(u8 taskId) { if (gTasks[taskId].data[1]) { BlendPalette(gTasks[taskId].data[2], 16, 8, gFacadeBlendColors[gTasks[taskId].data[0]]); if (++gTasks[taskId].data[0] > 23) gTasks[taskId].data[0] = 0; gTasks[taskId].data[1]--; } else { BlendPalette(gTasks[taskId].data[2], 16, 0, RGB_BLACK); DestroyAnimVisualTask(taskId); } } // The sliding circle effect used by Refresh and Aromatherapy void AnimTask_StatusClearedEffect(u8 taskId) { StartMonScrollingBgMask( taskId, 0, 0x1A0, gBattleAnimAttacker, gBattleAnimArgs[0], 10, 2, 30, gCureBubblesGfx, gCureBubblesTilemap, gCureBubblesPal); } // Moves a noise line from the mon. // arg 0: initial x pixel offset // arg 1: initial y pixel offset // arg 2: which direction (0 = upward, 1 = downward, 2 = horizontal) static void AnimRoarNoiseLine(struct Sprite *sprite) { if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_OPPONENT) gBattleAnimArgs[0] = -gBattleAnimArgs[0]; sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X) + gBattleAnimArgs[0]; sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[1]; if (gBattleAnimArgs[2] == 0) { sprite->data[0] = 0x280; sprite->data[1] = -0x280; } else if (gBattleAnimArgs[2] == 1) { sprite->vFlip = 1; sprite->data[0] = 0x280; sprite->data[1] = 0x280; } else { StartSpriteAnim(sprite, 1); sprite->data[0] = 0x280; } if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) { sprite->data[0] = -sprite->data[0]; sprite->hFlip = 1; } sprite->callback = AnimRoarNoiseLine_Step; } static void AnimRoarNoiseLine_Step(struct Sprite *sprite) { sprite->data[6] += sprite->data[0]; sprite->data[7] += sprite->data[1]; sprite->x2 = sprite->data[6] >> 8; sprite->y2 = sprite->data[7] >> 8; if (++sprite->data[5] == 14) DestroyAnimSprite(sprite); } #define IDX_ACTIVE_SPRITES 10 // Used by the sprite callback to modify the number of active sprites // Task data for AnimTask_GlareEyeDots #define tState data[0] #define tTimer data[1] #define tPairNum data[2] #define tPairMax data[5] #define tDotOffset data[6] #define tIsContest data[7] #define tActiveSprites data[IDX_ACTIVE_SPRITES] #define tStartX data[11] #define tStartY data[12] #define tEndX data[13] #define tEndY data[14] // Sprite data for AnimGlareEyeDot #define sTimer data[0] #define sTaskId data[1] #define sActiveSpritesIdx data[2] // Makes a series of dots in a trail from the attacker to the target. // arg 0: unused void AnimTask_GlareEyeDots(u8 taskId) { struct Task *task = &gTasks[taskId]; if (IsContest()) { task->tPairMax = 8; task->tDotOffset = 3; task->tIsContest = TRUE; } else { task->tPairMax = 12; task->tDotOffset = 3; task->tIsContest = FALSE; } if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) task->tStartX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_HEIGHT) / 4; else task->tStartX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) - GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_HEIGHT) / 4; task->tStartY = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) - GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_HEIGHT) / 4; task->tEndX = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2); task->tEndY = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET); task->func = AnimTask_GlareEyeDots_Step; } static void AnimTask_GlareEyeDots_Step(u8 taskId) { u8 i; s16 x, y; struct Task *task = &gTasks[taskId]; switch (task->tState) { case 0: // Wait to create next pair of dots if (++task->tTimer > 3) { task->tTimer = 0; GetGlareEyeDotCoords( task->tStartX, task->tStartY, task->tEndX, task->tEndY, task->tPairMax, task->tPairNum, &x, &y); // Create dot pair for (i = 0; i < 2; i++) { u8 spriteId = CreateSprite(&gGlareEyeDotSpriteTemplate, x, y, 35); if (spriteId != MAX_SPRITES) { if (!task->tIsContest) { if (i == 0) gSprites[spriteId].x2 = gSprites[spriteId].y2 = -task->tDotOffset; else gSprites[spriteId].x2 = gSprites[spriteId].y2 = task->tDotOffset; } else { if (i == 0) { gSprites[spriteId].x2 = -task->tDotOffset; gSprites[spriteId].y2 = task->tDotOffset; } else { gSprites[spriteId].x2 = task->tDotOffset; gSprites[spriteId].y2 = -task->tDotOffset; } } gSprites[spriteId].sTimer = 0; gSprites[spriteId].sTaskId = taskId; gSprites[spriteId].sActiveSpritesIdx = IDX_ACTIVE_SPRITES; task->tActiveSprites++; } } if (task->tPairNum == task->tPairMax) task->tState++; task->tPairNum++; } break; case 1: // Wait for sprites to be destroyed before ending task if (task->tActiveSprites == 0) DestroyAnimVisualTask(taskId); break; } } static void GetGlareEyeDotCoords(s16 startX, s16 startY, s16 endX, s16 endY, u8 pairMax, u8 pairNum, s16 *x, s16 *y) { int x2; int y2; if (pairNum == 0) { *x = startX; *y = startY; return; } if (pairNum >= pairMax) { *x = endX; *y = endY; return; } pairMax--; x2 = (startX << 8) + pairNum * (((endX - startX) << 8) / pairMax); y2 = (startY << 8) + pairNum * (((endY - startY) << 8) / pairMax); *x = x2 >> 8; *y = y2 >> 8; } static void AnimGlareEyeDot(struct Sprite *sprite) { if (++sprite->sTimer > 36) { gTasks[sprite->sTaskId].data[sprite->sActiveSpritesIdx]--; DestroySprite(sprite); } } #undef IDX_ACTIVE_SPRITES #undef tState #undef tTimer #undef tPairNum #undef tPairMax #undef tDotOffset #undef tIsContest #undef tActiveSprites #undef tStartX #undef tStartY #undef tEndX #undef tEndY #undef sTimer #undef sTaskId #undef sActiveSpritesIdx // Moves a pawprint in a straight line. // arg 0: initial x position // arg 1: initial y position // arg 2: destination x position // arg 3: destination y position // arg 4: duration static void AnimAssistPawprint(struct Sprite *sprite) { sprite->x = gBattleAnimArgs[0]; sprite->y = gBattleAnimArgs[1]; sprite->data[2] = gBattleAnimArgs[2]; sprite->data[4] = gBattleAnimArgs[3]; sprite->data[0] = gBattleAnimArgs[4]; StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); sprite->callback = InitAndRunAnimFastLinearTranslation; } // Moves a ball in an arc twoards the target, and rotates the ball while arcing. // No args. void AnimTask_BarrageBall(u8 taskId) { struct Task *task = &gTasks[taskId]; task->data[11] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2); task->data[12] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET); task->data[13] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2); task->data[14] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_HEIGHT) / 4; task->data[15] = CreateSprite(&gBarrageBallSpriteTemplate, task->data[11], task->data[12], GetBattlerSpriteSubpriority(gBattleAnimTarget) - 5); if (task->data[15] != MAX_SPRITES) { gSprites[task->data[15]].data[0] = 16; gSprites[task->data[15]].data[2] = task->data[13]; gSprites[task->data[15]].data[4] = task->data[14]; gSprites[task->data[15]].data[5] = -32; InitAnimArcTranslation(&gSprites[task->data[15]]); if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_OPPONENT) StartSpriteAffineAnim(&gSprites[task->data[15]], 1); task->func = AnimTask_BarrageBall_Step; } else { DestroyAnimVisualTask(taskId); } } static void AnimTask_BarrageBall_Step(u8 taskId) { struct Task *task = &gTasks[taskId]; switch (task->data[0]) { case 0: if (++task->data[1] > 1) { task->data[1] = 0; TranslateAnimHorizontalArc(&gSprites[task->data[15]]); if (++task->data[2] > 7) task->data[0]++; } break; case 1: if (TranslateAnimHorizontalArc(&gSprites[task->data[15]])) { task->data[1] = 0; task->data[2] = 0; task->data[0]++; } break; case 2: if (++task->data[1] > 1) { task->data[1] = 0; task->data[2]++; gSprites[task->data[15]].invisible = task->data[2] & 1; if (task->data[2] == 16) { FreeOamMatrix(gSprites[task->data[15]].oam.matrixNum); DestroySprite(&gSprites[task->data[15]]); task->data[0]++; } } break; case 3: DestroyAnimVisualTask(taskId); break; } } // Moves a hand back and forth in a squishing motion. // arg 0: which battler // arg 1: horizontal flip // arg 2: num squishes static void AnimSmellingSaltsHand(struct Sprite *sprite) { u8 battler; if (gBattleAnimArgs[0] == ANIM_ATTACKER) battler = gBattleAnimAttacker; else battler = gBattleAnimTarget; sprite->oam.tileNum += 16; sprite->data[6] = gBattleAnimArgs[2]; sprite->data[7] = gBattleAnimArgs[1] == 0 ? -1 : 1; sprite->y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET); if (gBattleAnimArgs[1] == 0) { sprite->oam.matrixNum |= ST_OAM_HFLIP; sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_LEFT) - 8; } else { sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_RIGHT) + 8; } sprite->callback = AnimSmellingSaltsHand_Step; } static void AnimSmellingSaltsHand_Step(struct Sprite *sprite) { switch (sprite->data[0]) { case 0: if (++sprite->data[1] > 1) { sprite->data[1] = 0; sprite->x2 += sprite->data[7]; if (++sprite->data[2] == 12) sprite->data[0]++; } break; case 1: if (++sprite->data[1] == 8) { sprite->data[1] = 0; sprite->data[0]++; } break; case 2: sprite->x2 -= sprite->data[7] * 4; if (++sprite->data[1] == 6) { sprite->data[1] = 0; sprite->data[0]++; } break; case 3: sprite->x2 += sprite->data[7] * 3; if (++sprite->data[1] == 8) { if (--sprite->data[6]) { sprite->data[1] = 0; sprite->data[0]--; } else { DestroyAnimSprite(sprite); } } break; } } // Squishes the mon horizontally a few times. // arg 0: which mon // arg 1: number of squishes void AnimTask_SmellingSaltsSquish(u8 taskId) { if (gBattleAnimArgs[0] == ANIM_ATTACKER) { DestroyAnimVisualTask(taskId); } else { gTasks[taskId].data[0] = gBattleAnimArgs[1]; gTasks[taskId].data[15] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); PrepareAffineAnimInTaskData(&gTasks[taskId], gTasks[taskId].data[15], gSmellingSaltsSquishAffineAnimCmds); gTasks[taskId].func = AnimTask_SmellingSaltsSquish_Step; } } static void AnimTask_SmellingSaltsSquish_Step(u8 taskId) { struct Task *task = &gTasks[taskId]; if (++task->data[1] > 1) { task->data[1] = 0; if (!(task->data[2] & 1)) gSprites[task->data[15]].x2 = 2; else gSprites[task->data[15]].x2 = -2; } if (!RunAffineAnimFromTaskData(task)) { gSprites[task->data[15]].x2 = 0; if (--task->data[0]) { PrepareAffineAnimInTaskData(&gTasks[taskId], gTasks[taskId].data[15], gSmellingSaltsSquishAffineAnimCmds); task->data[1] = 0; task->data[2] = 0; } else { DestroyAnimVisualTask(taskId); } } } // Blinks an exclamation image over the mon a few times. // arg 0: which mon // arg 1: blink delay // arg 2: number of blinks static void AnimSmellingSaltExclamation(struct Sprite *sprite) { if (gBattleAnimArgs[0] == ANIM_ATTACKER) { sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2); sprite->y = GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_TOP); } else { sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2); sprite->y = GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_TOP); } if (sprite->y < 8) sprite->y = 8; sprite->data[0] = 0; sprite->data[1] = gBattleAnimArgs[1]; sprite->data[2] = 0; sprite->data[3] = gBattleAnimArgs[2]; sprite->callback = AnimSmellingSaltExclamation_Step; } static void AnimSmellingSaltExclamation_Step(struct Sprite *sprite) { if (++sprite->data[0] >= sprite->data[1]) { sprite->data[0] = 0; sprite->data[2] = (sprite->data[2] + 1) & 1; sprite->invisible = sprite->data[2]; if (sprite->data[2] && --sprite->data[3] == 0) DestroyAnimSprite(sprite); } } // Claps a hand several times. // arg 0: which hand // arg 1: static void AnimHelpingHandClap(struct Sprite *sprite) { if (gBattleAnimArgs[0] == 0) { sprite->oam.matrixNum |= ST_OAM_HFLIP; sprite->x = 100; sprite->data[7] = 1; } else { sprite->x = 140; sprite->data[7] = -1; } sprite->y = 56; sprite->callback = AnimHelpingHandClap_Step; } static void AnimHelpingHandClap_Step(struct Sprite *sprite) { switch (sprite->data[0]) { case 0: sprite->y -= sprite->data[7] * 2; if (sprite->data[1] & 1) sprite->x -= sprite->data[7] * 2; if (++sprite->data[1] == 9) { sprite->data[1] = 0; sprite->data[0]++; } break; case 1: if (++sprite->data[1] == 4) { sprite->data[1] = 0; sprite->data[0]++; } break; case 2: sprite->data[1]++; sprite->y += sprite->data[7] * 3; sprite->x2 = sprite->data[7] * (gSineTable[sprite->data[1] * 10] >> 3); if (sprite->data[1] == 12) { sprite->data[1] = 0; sprite->data[0]++; } break; case 3: if (++sprite->data[1] == 2) { sprite->data[1] = 0; sprite->data[0]++; } break; case 4: sprite->data[1]++; sprite->y -= sprite->data[7] * 3; sprite->x2 = sprite->data[7] * (gSineTable[sprite->data[1] * 10] >> 3); if (sprite->data[1] == 12) sprite->data[0]++; break; case 5: sprite->data[1]++; sprite->y += sprite->data[7] * 3; sprite->x2 = sprite->data[7] * (gSineTable[sprite->data[1] * 10] >> 3); if (sprite->data[1] == 15) sprite->oam.tileNum += 16; if (sprite->data[1] == 18) { sprite->data[1] = 0; sprite->data[0]++; } break; case 6: sprite->x += sprite->data[7] * 6; if (++sprite->data[1] == 9) { sprite->data[1] = 0; sprite->data[0]++; } break; case 7: sprite->x += sprite->data[7] * 2; if (++sprite->data[1] == 1) { sprite->data[1] = 0; sprite->data[0]++; } break; case 8: sprite->x -= sprite->data[7] * 3; if (++sprite->data[1] == 5) DestroyAnimSprite(sprite); break; } } // Repeatedly moves the attacking mon in a horizontal lunging motion. // No args. void AnimTask_HelpingHandAttackerMovement(u8 taskId) { struct Task *task = &gTasks[taskId]; task->data[15] = GetAnimBattlerSpriteId(ANIM_ATTACKER); if (!IsContest()) { if (IsDoubleBattle() == TRUE) { int attackerX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X); int partnerX = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimAttacker), BATTLER_COORD_X); if (attackerX > partnerX) task->data[14] = 1; else task->data[14] = -1; } else { if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) task->data[14] = -1; else task->data[14] = 1; } } else { task->data[14] = 1; } task->func = AnimTask_HelpingHandAttackerMovement_Step; } static void AnimTask_HelpingHandAttackerMovement_Step(u8 taskId) { struct Task *task = &gTasks[taskId]; switch (task->data[0]) { case 0: if (++task->data[1] == 13) { task->data[1] = 0; task->data[0]++; } break; case 1: gSprites[task->data[15]].x2 -= task->data[14] * 3; if (++task->data[1] == 6) { task->data[1] = 0; task->data[0]++; } break; case 2: gSprites[task->data[15]].x2 += task->data[14] * 3; if (++task->data[1] == 6) { task->data[1] = 0; task->data[0]++; } break; case 3: if (++task->data[1] == 2) { task->data[1] = 0; if (task->data[2] == 0) { task->data[2]++; task->data[0] = 1; } else { task->data[0]++; } } break; case 4: gSprites[task->data[15]].x2 += task->data[14]; if (++task->data[1] == 3) { task->data[1] = 0; task->data[0]++; } break; case 5: if (++task->data[1] == 6) { task->data[1] = 0; task->data[0]++; } break; case 6: gSprites[task->data[15]].x2 -= task->data[14] * 4; if (++task->data[1] == 5) { task->data[1] = 0; task->data[0]++; } break; case 7: gSprites[task->data[15]].x2 += task->data[14] * 4; if (++task->data[1] == 5) { task->data[1] = 0; task->data[0]++; } break; case 8: gSprites[task->data[15]].x2 = 0; DestroyAnimVisualTask(taskId); break; } } // Moves a magnifying glass around in straight lines. // arg 0: magnifying glass target mon static void AnimForesightMagnifyingGlass(struct Sprite *sprite) { if (gBattleAnimArgs[0] == ANIM_ATTACKER) { InitSpritePosToAnimAttacker(sprite, TRUE); sprite->data[7] = gBattleAnimAttacker; } else { sprite->data[7] = gBattleAnimTarget; } if (GetBattlerSide(sprite->data[7]) == B_SIDE_OPPONENT) sprite->oam.matrixNum = ST_OAM_HFLIP; sprite->oam.priority = GetBattlerSpriteBGPriority(sprite->data[7]); sprite->oam.objMode = ST_OAM_OBJ_BLEND; sprite->callback = AnimForesightMagnifyingGlass_Step; } static void AnimForesightMagnifyingGlass_Step(struct Sprite *sprite) { u16 x, y; switch (sprite->data[5]) { case 0: switch (sprite->data[6]) { default: sprite->data[6] = 0; case 0: case 4: x = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_RIGHT) - 4; y = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_BOTTOM) - 4; break; case 1: x = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_RIGHT) - 4; y = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_TOP) + 4; break; case 2: x = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_LEFT) + 4; y = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_BOTTOM) - 4; break; case 3: x = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_LEFT) + 4; y = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_TOP) - 4; break; case 5: x = GetBattlerSpriteCoord(sprite->data[7], BATTLER_COORD_X_2); y = GetBattlerSpriteCoord(sprite->data[7], BATTLER_COORD_Y_PIC_OFFSET); break; } if (sprite->data[6] == 4) sprite->data[0] = 24; else if (sprite->data[6] == 5) sprite->data[0] = 6; else sprite->data[0] = 12; sprite->data[1] = sprite->x; sprite->data[2] = x; sprite->data[3] = sprite->y; sprite->data[4] = y; InitAnimLinearTranslation(sprite); sprite->data[5]++; break; case 1: if (AnimTranslateLinear(sprite)) { switch (sprite->data[6]) { default: sprite->x += sprite->x2; sprite->y += sprite->y2; sprite->y2 = 0; sprite->x2 = 0; sprite->data[0] = 0; sprite->data[5]++; sprite->data[6]++; break; case 4: sprite->x += sprite->x2; sprite->y += sprite->y2; sprite->y2 = 0; sprite->x2 = 0; sprite->data[5] = 0; sprite->data[6]++; break; case 5: sprite->data[0] = 0; sprite->data[1] = 16; sprite->data[2] = 0; sprite->data[5] = 3; break; } } break; case 2: if (++sprite->data[0] == 4) sprite->data[5] = 0; break; case 3: if (!(sprite->data[0] & 1)) sprite->data[1]--; else sprite->data[2]++; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(sprite->data[1], sprite->data[2])); if (++sprite->data[0] == 32) { sprite->invisible = TRUE; sprite->data[5]++; } break; case 4: DestroyAnimSprite(sprite); break; } } static void AnimMeteorMashStar_Step(struct Sprite *sprite) { sprite->x2 = ((sprite->data[2] - sprite->data[0]) * sprite->data[5]) / sprite->data[4]; sprite->y2 = ((sprite->data[3] - sprite->data[1]) * sprite->data[5]) / sprite->data[4]; if (!(sprite->data[5] & 1)) { CreateSprite( &gMiniTwinklingStarSpriteTemplate, sprite->x + sprite->x2, sprite->y + sprite->y2, 5); } if (sprite->data[5] == sprite->data[4]) DestroyAnimSprite(sprite); sprite->data[5]++; } // Moves a shooting star across the screen that leaves little twinkling stars behind its path. // arg 0: initial x pixel offset // arg 1: initial y pixel offset // arg 2: destination x pixel offset // arg 3: destination y pixel offset // arg 4: duration static void AnimMeteorMashStar(struct Sprite *sprite) { s16 y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2); // unused local variable s16 x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET); // unused local variable if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER || IsContest()) { sprite->data[0] = sprite->x - gBattleAnimArgs[0]; sprite->data[2] = sprite->x - gBattleAnimArgs[2]; } else { sprite->data[0] = sprite->x + gBattleAnimArgs[0]; sprite->data[2] = sprite->x + gBattleAnimArgs[2]; } sprite->data[1] = sprite->y + gBattleAnimArgs[1]; sprite->data[3] = sprite->y + gBattleAnimArgs[3]; sprite->data[4] = gBattleAnimArgs[4]; sprite->x = sprite->data[0]; sprite->y = sprite->data[1]; sprite->callback = AnimMeteorMashStar_Step; } void AnimTask_MonToSubstitute(u8 taskId) { int i; u8 spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER); if (gTasks[taskId].data[0] == 0) { PrepareBattlerSpriteForRotScale(spriteId, ST_OAM_OBJ_NORMAL); gTasks[taskId].data[1] = 0x100; gTasks[taskId].data[2] = 0x100; gTasks[taskId].data[0]++; } else if (gTasks[taskId].data[0] == 1) { gTasks[taskId].data[1] += 0x60; gTasks[taskId].data[2] -= 0xD; SetSpriteRotScale(spriteId, gTasks[taskId].data[1], gTasks[taskId].data[2], 0); if (++gTasks[taskId].data[3] == 9) { gTasks[taskId].data[3] = 0; ResetSpriteRotScale(spriteId); gSprites[spriteId].invisible = TRUE; gTasks[taskId].data[0]++; } } else { LoadBattleMonGfxAndAnimate(gBattleAnimAttacker, FALSE, spriteId); if (IsContest()) { gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].affineAnims = gAffineAnims_BattleSpriteContest; StartSpriteAffineAnim(&gSprites[gBattlerSpriteIds[gBattleAnimAttacker]], BATTLER_AFFINE_NORMAL); } for (i = 0; i < NUM_TASK_DATA; i++) gTasks[taskId].data[i] = 0; gTasks[taskId].func = AnimTask_MonToSubstituteDoll; } } static void AnimTask_MonToSubstituteDoll(u8 taskId) { u8 spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER); switch (gTasks[taskId].data[0]) { case 0: gSprites[spriteId].y2 = -200; gSprites[spriteId].x2 = 200; gSprites[spriteId].invisible = FALSE; gTasks[taskId].data[10] = 0; gTasks[taskId].data[0]++; break; case 1: gTasks[taskId].data[10] += 112; gSprites[spriteId].y2 += gTasks[taskId].data[10] >> 8; if (gSprites[spriteId].y + gSprites[spriteId].y2 >= -32) gSprites[spriteId].x2 = 0; if (gSprites[spriteId].y2 > 0) gSprites[spriteId].y2 = 0; if (gSprites[spriteId].y2 == 0) { PlaySE12WithPanning(SE_M_BUBBLE2, BattleAnimAdjustPanning(SOUND_PAN_ATTACKER)); gTasks[taskId].data[10] -= 0x800; gTasks[taskId].data[0]++; } break; case 2: gTasks[taskId].data[10] -= 112; if (gTasks[taskId].data[10] < 0) gTasks[taskId].data[10] = 0; gSprites[spriteId].y2 -= gTasks[taskId].data[10] >> 8; if (gTasks[taskId].data[10] == 0) gTasks[taskId].data[0]++; break; case 3: gTasks[taskId].data[10] += 112; gSprites[spriteId].y2 += gTasks[taskId].data[10] >> 8; if (gSprites[spriteId].y2 > 0) gSprites[spriteId].y2 = 0; if (gSprites[spriteId].y2 == 0) { PlaySE12WithPanning(SE_M_BUBBLE2, BattleAnimAdjustPanning(SOUND_PAN_ATTACKER)); DestroyAnimVisualTask(taskId); } break; } } // Moves down an X that flickers and disappears. // No args. static void AnimBlockX(struct Sprite *sprite) { s16 y; if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER) { sprite->subpriority = GetBattlerSpriteSubpriority(gBattleAnimTarget) - 2; y = -144; } else { sprite->subpriority = GetBattlerSpriteSubpriority(gBattleAnimTarget) + 2; y = -96; } sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET); sprite->y2 = y; sprite->callback = AnimBlockX_Step; } static void AnimBlockX_Step(struct Sprite *sprite) { switch (sprite->data[0]) { case 0: sprite->y2 += 10; if (sprite->y2 >= 0) { PlaySE12WithPanning(SE_M_SKETCH, BattleAnimAdjustPanning(SOUND_PAN_TARGET)); sprite->y2 = 0; sprite->data[0]++; } break; case 1: sprite->data[1] += 4; sprite->y2 = -(gSineTable[sprite->data[1]] >> 3); if (sprite->data[1] > 0x7F) { PlaySE12WithPanning(SE_M_SKETCH, BattleAnimAdjustPanning(SOUND_PAN_TARGET)); sprite->data[1] = 0; sprite->y2 = 0; sprite->data[0]++; } break; case 2: sprite->data[1] += 6; sprite->y2 = -(gSineTable[sprite->data[1]] >> 4); if (sprite->data[1] > 0x7F) { sprite->data[1] = 0; sprite->y2 = 0; sprite->data[0]++; } break; case 3: if (++sprite->data[1] > 8) { PlaySE12WithPanning(SE_M_LEER, BattleAnimAdjustPanning(SOUND_PAN_TARGET)); sprite->data[1] = 0; sprite->data[0]++; } break; case 4: if (++sprite->data[1] > 8) { sprite->data[1] = 0; sprite->data[2]++; sprite->invisible = sprite->data[2] & 1; if (sprite->data[2] == 7) DestroyAnimSprite(sprite); } break; } } // Quickly moves two clones of the target mon back and forth. // No args. void AnimTask_OdorSleuthMovement(u8 taskId) { s16 spriteId1, spriteId2; if (IsContest()) { DestroyAnimVisualTask(taskId); return; } spriteId1 = CloneBattlerSpriteWithBlend(ANIM_TARGET); if (spriteId1 < 0) { DestroyAnimVisualTask(taskId); return; } spriteId2 = CloneBattlerSpriteWithBlend(ANIM_TARGET); if (spriteId2 < 0) { DestroySpriteWithActiveSheet(&gSprites[spriteId1]); DestroyAnimVisualTask(taskId); return; } gSprites[spriteId2].x2 += 24; gSprites[spriteId1].x2 -= 24; gSprites[spriteId2].data[0] = 0; gSprites[spriteId1].data[0] = 0; gSprites[spriteId2].data[1] = 0; gSprites[spriteId1].data[1] = 0; gSprites[spriteId2].data[2] = 0; gSprites[spriteId1].data[2] = 0; gSprites[spriteId2].data[3] = 16; gSprites[spriteId1].data[3] = -16; gSprites[spriteId2].data[4] = 0; gSprites[spriteId1].data[4] = 128; gSprites[spriteId2].data[5] = 24; gSprites[spriteId1].data[5] = 24; gSprites[spriteId2].data[6] = taskId; gSprites[spriteId1].data[6] = taskId; gSprites[spriteId2].data[7] = 0; gSprites[spriteId1].data[7] = 0; gTasks[taskId].data[0] = 2; if (!gBattleSpritesDataPtr->battlerData[gBattleAnimTarget].invisible) { gSprites[spriteId2].invisible = FALSE; gSprites[spriteId1].invisible = TRUE; } else { gSprites[spriteId2].invisible = TRUE; gSprites[spriteId1].invisible = TRUE; } gSprites[spriteId2].oam.objMode = ST_OAM_OBJ_NORMAL; gSprites[spriteId1].oam.objMode = ST_OAM_OBJ_NORMAL; gSprites[spriteId2].callback = MoveOdorSleuthClone; gSprites[spriteId1].callback = MoveOdorSleuthClone; gTasks[taskId].func = AnimTask_OdorSleuthMovementWaitFinish; } static void AnimTask_OdorSleuthMovementWaitFinish(u8 taskId) { if (gTasks[taskId].data[0] == 0) DestroyAnimVisualTask(taskId); } static void MoveOdorSleuthClone(struct Sprite *sprite) { if (++sprite->data[1] > 1) { sprite->data[1] = 0; if (!gBattleSpritesDataPtr->battlerData[gBattleAnimTarget].invisible) sprite->invisible ^= 1; } sprite->data[4] = sprite->data[4] + sprite->data[3]; sprite->data[4] &= 0xFF; sprite->x2 = Cos(sprite->data[4], sprite->data[5]); switch (sprite->data[0]) { case 0: if (++sprite->data[2] == 60) { sprite->data[2] = 0; sprite->data[0]++; } break; case 1: if (++sprite->data[2] > 0) { sprite->data[2] = 0; sprite->data[5] -= 2; if (sprite->data[5] < 0) { gTasks[sprite->data[6]].data[sprite->data[7]]--; DestroySpriteWithActiveSheet(sprite); } } break; } } void AnimTask_GetReturnPowerLevel(u8 taskId) { gBattleAnimArgs[ARG_RET_ID] = 0; if (gAnimFriendship < 60) gBattleAnimArgs[ARG_RET_ID] = 0; if (gAnimFriendship > 60 && gAnimFriendship < 92) gBattleAnimArgs[ARG_RET_ID] = 1; if (gAnimFriendship > 91 && gAnimFriendship < 201) gBattleAnimArgs[ARG_RET_ID] = 2; if (gAnimFriendship > 200) gBattleAnimArgs[ARG_RET_ID] = 3; DestroyAnimVisualTask(taskId); } // Makes the mon run out of screen, run past the opposing mon, and return to its original position. // No args. void AnimTask_SnatchOpposingMonMove(u8 taskId) { u8 spriteId, spriteId2; int personality; int otId; u16 species; u8 subpriority; bool8 isBackPic; s16 x; switch (gTasks[taskId].data[0]) { case 0: spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER); gTasks[taskId].data[1] += 0x800; if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) gSprites[spriteId].x2 += (gTasks[taskId].data[1] >> 8); else gSprites[spriteId].x2 -= (gTasks[taskId].data[1] >> 8); gTasks[taskId].data[1] &= 0xFF; x = gSprites[spriteId].x + gSprites[spriteId].x2; if (x < -32 || x > DISPLAY_WIDTH + 32) { gTasks[taskId].data[1] = 0; gTasks[taskId].data[0]++; } break; case 1: if (IsContest()) { personality = gContestResources->moveAnim->personality; otId = gContestResources->moveAnim->otId; species = gContestResources->moveAnim->species; subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker); isBackPic = FALSE; x = -32; } else { if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) { personality = GetMonData(&gPlayerParty[gBattlerPartyIndexes[gBattleAnimAttacker]], MON_DATA_PERSONALITY); otId = GetMonData(&gPlayerParty[gBattlerPartyIndexes[gBattleAnimAttacker]], MON_DATA_OT_ID); if (gBattleSpritesDataPtr->battlerData[gBattleAnimAttacker].transformSpecies == SPECIES_NONE) species = GetMonData(&gPlayerParty[gBattlerPartyIndexes[gBattleAnimAttacker]], MON_DATA_SPECIES); else species = gBattleSpritesDataPtr->battlerData[gBattleAnimAttacker].transformSpecies; subpriority = gSprites[GetAnimBattlerSpriteId(ANIM_TARGET)].subpriority + 1; isBackPic = FALSE; x = DISPLAY_WIDTH + 32; } else { personality = GetMonData(&gEnemyParty[gBattlerPartyIndexes[gBattleAnimAttacker]], MON_DATA_PERSONALITY); otId = GetMonData(&gEnemyParty[gBattlerPartyIndexes[gBattleAnimAttacker]], MON_DATA_OT_ID); if (gBattleSpritesDataPtr->battlerData[gBattleAnimAttacker].transformSpecies == SPECIES_NONE) species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[gBattleAnimAttacker]], MON_DATA_SPECIES); else species = gBattleSpritesDataPtr->battlerData[gBattleAnimAttacker].transformSpecies; subpriority = gSprites[GetAnimBattlerSpriteId(ANIM_TARGET)].subpriority - 1; isBackPic = TRUE; x = -32; } } spriteId2 = CreateAdditionalMonSpriteForMoveAnim(species, isBackPic, 0, x, GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y), subpriority, personality, otId, gBattleAnimAttacker, FALSE); if (gBattleSpritesDataPtr->battlerData[gBattleAnimAttacker].transformSpecies != SPECIES_NONE) BlendPalette(OBJ_PLTT_ID(gSprites[spriteId2].oam.paletteNum), 16, 6, RGB_WHITE); gTasks[taskId].data[15] = spriteId2; gTasks[taskId].data[0]++; break; case 2: spriteId2 = gTasks[taskId].data[15]; gTasks[taskId].data[1] += 0x800; if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) gSprites[spriteId2].x2 -= (gTasks[taskId].data[1] >> 8); else gSprites[spriteId2].x2 += (gTasks[taskId].data[1] >> 8); gTasks[taskId].data[1] &= 0xFF; x = gSprites[spriteId2].x + gSprites[spriteId2].x2; if (gTasks[taskId].data[14] == 0) { if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) { if (x < GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X)) { gTasks[taskId].data[14]++; gBattleAnimArgs[7] = 0xFFFF; } } else { if (x > GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X)) { gTasks[taskId].data[14]++; gBattleAnimArgs[7] = 0xFFFF; } } } if (x < -32 || x > DISPLAY_WIDTH + 32) { gTasks[taskId].data[1] = 0; gTasks[taskId].data[0]++; } break; case 3: spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER); spriteId2 = gTasks[taskId].data[15]; DestroySpriteAndFreeResources_(&gSprites[spriteId2]); if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) gSprites[spriteId].x2 = -gSprites[spriteId].x - 32; else gSprites[spriteId].x2 = DISPLAY_WIDTH + 32 - gSprites[spriteId].x; gTasks[taskId].data[0]++; break; case 4: spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER); gTasks[taskId].data[1] += 0x800; if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) { gSprites[spriteId].x2 += (gTasks[taskId].data[1] >> 8); if (gSprites[spriteId].x2 + gSprites[spriteId].x >= GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X)) gSprites[spriteId].x2 = 0; } else { gSprites[spriteId].x2 -= (gTasks[taskId].data[1] >> 8); if (gSprites[spriteId].x2 + gSprites[spriteId].x <= GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X)) gSprites[spriteId].x2 = 0; } gTasks[taskId].data[1] &= 0xFF; if (gSprites[spriteId].x2 == 0) DestroyAnimVisualTask(taskId); break; } } static void AnimUnusedItemBagSteal(struct Sprite *sprite) { switch (sprite->data[7]) { case 0: if (gBattleAnimArgs[7] == -1) { PlaySE12WithPanning(SE_M_VITAL_THROW, BattleAnimAdjustPanning(SOUND_PAN_TARGET)); sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 16; sprite->data[0] = -32; sprite->data[7]++; sprite->invisible = FALSE; if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_OPPONENT && !IsContest()) sprite->subpriority = gSprites[GetAnimBattlerSpriteId(ANIM_TARGET)].subpriority - 1; } else { sprite->invisible = TRUE; } break; case 1: sprite->y2 = Sin(sprite->data[1], sprite->data[0]); sprite->data[1] += 5; if (sprite->data[1] > 0x7F) { sprite->data[0] = sprite->data[0] / 2; sprite->data[3]++; sprite->data[1] -= 0x7F; } sprite->data[2] += 0x100; if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) sprite->x2 -= (sprite->data[2] >> 8); else sprite->x2 += (sprite->data[2] >> 8); sprite->data[2] &= 0xFF; if (sprite->data[3] == 2) DestroyAnimSprite(sprite); break; } } // Quickly moves the mon towards its partner and back. // No args. void AnimTask_SnatchPartnerMove(u8 taskId) { s16 attackerX, targetX; u8 spriteId; switch (gTasks[taskId].data[15]) { case 0: attackerX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X); targetX = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X); gTasks[taskId].data[0] = 6; if (attackerX > targetX) gTasks[taskId].data[0] *= -1; gTasks[taskId].data[1] = attackerX; gTasks[taskId].data[2] = targetX; gTasks[taskId].data[15]++; break; case 1: spriteId = gBattlerSpriteIds[gBattleAnimAttacker]; gSprites[spriteId].x2 += gTasks[taskId].data[0]; if (gTasks[taskId].data[0] > 0) { if (gSprites[spriteId].x + gSprites[spriteId].x2 >= gTasks[taskId].data[2]) gTasks[taskId].data[15]++; } else { if (gSprites[spriteId].x + gSprites[spriteId].x2 <= gTasks[taskId].data[2]) gTasks[taskId].data[15]++; } break; case 2: gTasks[taskId].data[0] *= -1; gTasks[taskId].data[15]++; break; case 3: spriteId = gBattlerSpriteIds[gBattleAnimAttacker]; gSprites[spriteId].x2 += gTasks[taskId].data[0]; if (gTasks[taskId].data[0] < 0) { if (gSprites[spriteId].x + gSprites[spriteId].x2 <= gTasks[taskId].data[1]) gTasks[taskId].data[15]++; } else { if (gSprites[spriteId].x + gSprites[spriteId].x2 >= gTasks[taskId].data[1]) gTasks[taskId].data[15]++; } break; case 4: default: spriteId = gBattlerSpriteIds[gBattleAnimAttacker]; gSprites[spriteId].x2 = 0; DestroyAnimVisualTask(taskId); break; } } // Moves the mon's sprite back and forth in an unpredictable swaying motion. // No args. void AnimTask_TeeterDanceMovement(u8 taskId) { struct Task *task = &gTasks[taskId]; task->data[3] = GetAnimBattlerSpriteId(ANIM_ATTACKER); task->data[4] = GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER ? 1 : -1; task->data[6] = gSprites[task->data[3]].y; task->data[5] = gSprites[task->data[3]].x; task->data[9] = 0; task->data[11] = 0; task->data[10] = 1; task->data[12] = 0; task->func = AnimTask_TeeterDanceMovement_Step; } static void AnimTask_TeeterDanceMovement_Step(u8 taskId) { struct Task *task = &gTasks[taskId]; switch (task->data[0]) { case 0: task->data[11] += 8; task->data[11] &= 0xFF; gSprites[task->data[3]].x2 = gSineTable[task->data[11]] >> 5; task->data[9] += 2; task->data[9] &= 0xFF; gSprites[task->data[3]].x = (gSineTable[task->data[9]] >> 3) * task->data[4] + task->data[5]; if (task->data[9] == 0) { gSprites[task->data[3]].x = task->data[5]; task->data[0]++; } break; case 1: task->data[11] += 8; task->data[11] &= 0xFF; gSprites[task->data[3]].x2 = gSineTable[task->data[11]] >> 5; if (task->data[11] == 0) { gSprites[task->data[3]].x2 = 0; task->data[0]++; } break; case 2: DestroyAnimVisualTask(taskId); break; } } static void AnimKnockOffStrike_Step(struct Sprite *sprite) { // These two cases are identical. if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER) { sprite->data[1] += sprite->data[0]; sprite->data[1] &= 0xFF; } else { sprite->data[1] += sprite->data[0]; sprite->data[1] &= 0xFF; } sprite->x2 = Cos(sprite->data[1], 20); sprite->y2 = Sin(sprite->data[1], 20); if (sprite->animEnded) DestroyAnimSprite(sprite); sprite->data[2]++; } // Animates a strike that swipes downard at the target mon. // arg 0: initial x pixel offset // arg 1: initial y pixel offset static void AnimKnockOffStrike(struct Sprite *sprite) { if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER) { sprite->x -= gBattleAnimArgs[0]; sprite->y += gBattleAnimArgs[1]; sprite->data[0] = -11; sprite->data[1] = 192; StartSpriteAffineAnim(sprite, 1); } else { sprite->data[0] = 11; sprite->data[1] = 192; sprite->x += gBattleAnimArgs[0]; sprite->y += gBattleAnimArgs[1]; } sprite->callback = AnimKnockOffStrike_Step; } // Gradually fades a rotating recyle arrow sprite in and back out. // No args. static void AnimRecycle(struct Sprite *sprite) { sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2); sprite->y = GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_TOP); if (sprite->y < 16) sprite->y = 16; sprite->data[6] = 0; sprite->data[7] = 16; sprite->callback = AnimRecycle_Step; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(sprite->data[6], sprite->data[7])); } static void AnimRecycle_Step(struct Sprite *sprite) { switch (sprite->data[2]) { case 0: if (++sprite->data[0] > 1) { sprite->data[0] = 0; if (!(sprite->data[1] & 1)) { if (sprite->data[6] < 16) sprite->data[6]++; } else { if (sprite->data[7] != 0) sprite->data[7]--; } sprite->data[1]++; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(sprite->data[6], sprite->data[7])); if (sprite->data[7] == 0) sprite->data[2]++; } break; case 1: if (++sprite->data[0] == 10) { sprite->data[0] = 0; sprite->data[1] = 0; sprite->data[2]++; } break; case 2: if (++sprite->data[0] > 1) { sprite->data[0] = 0; if (!(sprite->data[1] & 1)) { if (sprite->data[6] != 0) sprite->data[6]--; } else { if (sprite->data[7] < 16) sprite->data[7]++; } sprite->data[1]++; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(sprite->data[6], sprite->data[7])); if (sprite->data[7] == 16) sprite->data[2]++; } break; case 3: DestroySpriteAndMatrix(sprite); break; } } void AnimTask_GetWeather(u8 taskId) { gBattleAnimArgs[ARG_RET_ID] = ANIM_WEATHER_NONE; if (gWeatherMoveAnim & B_WEATHER_SUN) gBattleAnimArgs[ARG_RET_ID] = ANIM_WEATHER_SUN; else if (gWeatherMoveAnim & B_WEATHER_RAIN) gBattleAnimArgs[ARG_RET_ID] = ANIM_WEATHER_RAIN; else if (gWeatherMoveAnim & B_WEATHER_SANDSTORM) gBattleAnimArgs[ARG_RET_ID] = ANIM_WEATHER_SANDSTORM; else if (gWeatherMoveAnim & B_WEATHER_HAIL) gBattleAnimArgs[ARG_RET_ID] = ANIM_WEATHER_HAIL; DestroyAnimVisualTask(taskId); } // Squishes the mon sprite vertically, and shakes it back and forth. // arg 0: which battler void AnimTask_SlackOffSquish(u8 taskId) { struct Task *task = &gTasks[taskId]; task->data[0] = 0; task->data[15] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); PrepareAffineAnimInTaskData(task, task->data[15], gSlackOffSquishAffineAnimCmds); task->func = AnimTask_SlackOffSquish_Step; } static void AnimTask_SlackOffSquish_Step(u8 taskId) { struct Task *task = &gTasks[taskId]; gTasks[taskId].data[0]++; if (gTasks[taskId].data[0] > 16 && gTasks[taskId].data[0] < 40) { if (++task->data[1] > 2) { task->data[1] = 0; task->data[2]++; if (!(task->data[2] & 1)) gSprites[task->data[15]].x2 = -1; else gSprites[task->data[15]].x2 = 1; } } else { gSprites[task->data[15]].x2 = 0; } if (!RunAffineAnimFromTaskData(&gTasks[taskId])) DestroyAnimVisualTask(taskId); }