pokeemerald/src/battle_anim_water.c

1776 lines
52 KiB
C

#include "global.h"
#include "battle.h"
#include "battle_anim.h"
#include "gpu_regs.h"
#include "graphics.h"
#include "palette.h"
#include "random.h"
#include "scanline_effect.h"
#include "sprite.h"
#include "task.h"
#include "trig.h"
#include "util.h"
#include "constants/battle.h"
#include "constants/rgb.h"
static void AnimRainDrop(struct Sprite *);
static void AnimRainDrop_Step(struct Sprite *);
static void AnimWaterBubbleProjectile(struct Sprite *);
static void AnimWaterBubbleProjectile_Step1(struct Sprite *);
static void AnimWaterBubbleProjectile_Step2(struct Sprite *);
static void AnimWaterBubbleProjectile_Step3(struct Sprite *);
static void AnimAuroraBeamRings(struct Sprite *);
static void AnimAuroraBeamRings_Step(struct Sprite *);
void AnimFlyUpTarget(struct Sprite *);
static void AnimFlyUpTarget_Step(struct Sprite *);
static void AnimToTargetInSinWave(struct Sprite *);
static void AnimToTargetInSinWave_Step(struct Sprite *);
static void AnimHydroCannonCharge(struct Sprite *);
static void AnimHydroCannonCharge_Step(struct Sprite *);
static void AnimHydroCannonBeam(struct Sprite *);
static void AnimWaterGunDroplet(struct Sprite *);
static void AnimSmallBubblePair_Step(struct Sprite *);
static void AnimSmallDriftingBubbles(struct Sprite *);
static void AnimSmallDriftingBubbles_Step(struct Sprite *);
static void AnimSmallWaterOrb(struct Sprite *);
static void AnimWaterSpoutRain(struct Sprite *);
static void AnimWaterSpoutRainHit(struct Sprite *);
static void AnimWaterSportDroplet(struct Sprite *);
static void AnimWaterSportDroplet_Step(struct Sprite *);
static void AnimWaterPulseBubble_Step(struct Sprite *);
static void AnimWaterPulseRingBubble(struct Sprite *);
static void AnimWaterPulseRing_Step(struct Sprite *);
static void AnimTask_RotateAuroraRingColors_Step(u8);
static void AnimTask_RunSinAnimTimer(u8);
static void AnimTask_CreateSurfWave_Step1(u8);
static void AnimTask_CreateSurfWave_Step2(u8);
static void AnimTask_SurfWaveScanlineEffect(u8);
static void AnimTask_WaterSpoutLaunch_Step(u8);
static void AnimTask_WaterSpoutRain_Step(u8);
static u8 GetWaterSpoutPowerForAnim(void);
static void CreateWaterSpoutLaunchDroplets(struct Task*, u8);
static void CreateWaterSpoutRainDroplet(struct Task*, u8);
static void AnimTask_WaterSport_Step(u8);
static void CreateWaterSportDroplet(struct Task*);
static void CreateWaterPulseRingBubbles(struct Sprite*, int, int);
static void AnimAquaTail(struct Sprite *sprite);
static void AnimKnockOffAquaTail(struct Sprite *sprite);
static void AnimKnockOffAquaTailStep(struct Sprite *sprite);
static const u8 sUnusedWater_Gfx[] = INCBIN_U8("graphics/battle_anims/unused/water_gfx.4bpp");
static const u8 sUnusedWater[] = INCBIN_U8("graphics/battle_anims/unused/water.bin");
static const union AnimCmd sAnim_RainDrop[] =
{
ANIMCMD_FRAME(0, 2),
ANIMCMD_FRAME(8, 2),
ANIMCMD_FRAME(16, 2),
ANIMCMD_FRAME(24, 6),
ANIMCMD_FRAME(32, 2),
ANIMCMD_FRAME(40, 2),
ANIMCMD_FRAME(48, 2),
ANIMCMD_END,
};
static const union AnimCmd *const sAnims_RainDrop[] =
{
sAnim_RainDrop,
};
const struct SpriteTemplate gRainDropSpriteTemplate =
{
.tileTag = ANIM_TAG_RAIN_DROPS,
.paletteTag = ANIM_TAG_RAIN_DROPS,
.oam = &gOamData_AffineOff_ObjNormal_16x32,
.anims = sAnims_RainDrop,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimRainDrop,
};
static const union AffineAnimCmd sAffineAnim_WaterBubbleProjectile[] =
{
AFFINEANIMCMD_FRAME(0xFFFB, 0xFFFB, 0, 10),
AFFINEANIMCMD_FRAME(0x5, 0x5, 0, 10),
AFFINEANIMCMD_JUMP(0),
};
static const union AffineAnimCmd *const sAffineAnims_WaterBubbleProjectile[] =
{
sAffineAnim_WaterBubbleProjectile,
};
static const union AnimCmd sAnim_WaterBubbleProjectile[] =
{
ANIMCMD_FRAME(0, 1),
ANIMCMD_FRAME(4, 5),
ANIMCMD_FRAME(8, 5),
ANIMCMD_END,
};
const union AnimCmd *const gAnims_WaterBubbleProjectile[] =
{
sAnim_WaterBubbleProjectile,
};
const struct SpriteTemplate gWaterBubbleProjectileSpriteTemplate =
{
.tileTag = ANIM_TAG_BUBBLE,
.paletteTag = ANIM_TAG_BUBBLE,
.oam = &gOamData_AffineNormal_ObjBlend_16x16,
.anims = gAnims_WaterBubbleProjectile,
.images = NULL,
.affineAnims = sAffineAnims_WaterBubbleProjectile,
.callback = AnimWaterBubbleProjectile,
};
static const union AnimCmd sAnim_AuroraBeamRing_0[] =
{
ANIMCMD_FRAME(0, 1),
ANIMCMD_END,
};
static const union AnimCmd sAnim_AuroraBeamRing_1[] =
{
ANIMCMD_FRAME(4, 1),
ANIMCMD_END,
};
static const union AnimCmd *const sAnims_AuroraBeamRing[] =
{
sAnim_AuroraBeamRing_0,
sAnim_AuroraBeamRing_1,
};
static const union AffineAnimCmd sAffineAnim_AuroraBeamRing[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 1),
AFFINEANIMCMD_FRAME(0x60, 0x60, 0, 1),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd *const sAffineAnims_AuroraBeamRing[] =
{
sAffineAnim_AuroraBeamRing,
};
const struct SpriteTemplate gAuroraBeamRingSpriteTemplate =
{
.tileTag = ANIM_TAG_RAINBOW_RINGS,
.paletteTag = ANIM_TAG_RAINBOW_RINGS,
.oam = &gOamData_AffineDouble_ObjNormal_8x16,
.anims = sAnims_AuroraBeamRing,
.images = NULL,
.affineAnims = sAffineAnims_AuroraBeamRing,
.callback = AnimAuroraBeamRings,
};
static const union AnimCmd sAnim_WaterMudOrb[] =
{
ANIMCMD_FRAME(0, 1),
ANIMCMD_FRAME(4, 1),
ANIMCMD_FRAME(8, 1),
ANIMCMD_FRAME(12, 1),
ANIMCMD_JUMP(0),
};
const union AnimCmd *const gAnims_WaterMudOrb[] =
{
sAnim_WaterMudOrb,
};
const struct SpriteTemplate gHydroPumpOrbSpriteTemplate =
{
.tileTag = ANIM_TAG_WATER_ORB,
.paletteTag = ANIM_TAG_WATER_ORB,
.oam = &gOamData_AffineOff_ObjBlend_16x16,
.anims = gAnims_WaterMudOrb,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimToTargetInSinWave,
};
const struct SpriteTemplate gWaterPledgeOrbSpriteTemplate =
{
.tileTag = ANIM_TAG_WATER_ORB,
.paletteTag = ANIM_TAG_WATER_ORB,
.oam = &gOamData_AffineOff_ObjBlend_16x16,
.anims = gAnims_WaterMudOrb,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFlyUpTarget,
};
const struct SpriteTemplate gMudShotOrbSpriteTemplate =
{
.tileTag = ANIM_TAG_BROWN_ORB,
.paletteTag = ANIM_TAG_BROWN_ORB,
.oam = &gOamData_AffineOff_ObjBlend_16x16,
.anims = gAnims_WaterMudOrb,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimToTargetInSinWave,
};
const struct SpriteTemplate gSignalBeamRedOrbSpriteTemplate =
{
.tileTag = ANIM_TAG_GLOWY_RED_ORB,
.paletteTag = ANIM_TAG_GLOWY_RED_ORB,
.oam = &gOamData_AffineOff_ObjNormal_8x8,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimToTargetInSinWave,
};
const struct SpriteTemplate gSignalBeamGreenOrbSpriteTemplate =
{
.tileTag = ANIM_TAG_GLOWY_GREEN_ORB,
.paletteTag = ANIM_TAG_GLOWY_GREEN_ORB,
.oam = &gOamData_AffineOff_ObjNormal_8x8,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimToTargetInSinWave,
};
static const union AnimCmd sAnim_FlamethrowerFlame[] =
{
ANIMCMD_FRAME(16, 2),
ANIMCMD_FRAME(32, 2),
ANIMCMD_FRAME(48, 2),
ANIMCMD_JUMP(0),
};
const union AnimCmd *const gAnims_FlamethrowerFlame[] =
{
sAnim_FlamethrowerFlame,
};
const struct SpriteTemplate gFlamethrowerFlameSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_FlamethrowerFlame,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimToTargetInSinWave,
};
const struct SpriteTemplate gFirePledgeSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_FlamethrowerFlame,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFlyUpTarget,
};
const struct SpriteTemplate gPsywaveRingSpriteTemplate =
{
.tileTag = ANIM_TAG_BLUE_RING,
.paletteTag = ANIM_TAG_BLUE_RING,
.oam = &gOamData_AffineDouble_ObjNormal_16x32,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gGrowingRingAffineAnimTable,
.callback = AnimToTargetInSinWave,
};
static const union AffineAnimCmd sAffineAnim_HydroCannonCharge[] =
{
AFFINEANIMCMD_FRAME(0x3, 0x3, 10, 50),
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 10),
AFFINEANIMCMD_FRAME(0xFFEC, 0xFFEC, -10, 20),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_HydroCannonBeam[] =
{
AFFINEANIMCMD_FRAME(0x150, 0x150, 0, 0),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd *const sAffineAnims_HydroCannonCharge[] =
{
sAffineAnim_HydroCannonCharge,
};
static const union AffineAnimCmd *const sAffineAnims_HydroCannonBeam[] =
{
sAffineAnim_HydroCannonBeam,
};
const struct SpriteTemplate gHydroCannonChargeSpriteTemplate =
{
.tileTag = ANIM_TAG_WATER_ORB,
.paletteTag = ANIM_TAG_WATER_ORB,
.oam = &gOamData_AffineDouble_ObjBlend_16x16,
.anims = gAnims_WaterMudOrb,
.images = NULL,
.affineAnims = sAffineAnims_HydroCannonCharge,
.callback = AnimHydroCannonCharge,
};
const struct SpriteTemplate gHydroCannonBeamSpriteTemplate =
{
.tileTag = ANIM_TAG_WATER_ORB,
.paletteTag = ANIM_TAG_WATER_ORB,
.oam = &gOamData_AffineDouble_ObjBlend_16x16,
.anims = gAnims_WaterMudOrb,
.images = NULL,
.affineAnims = sAffineAnims_HydroCannonBeam,
.callback = AnimHydroCannonBeam,
};
static const union AnimCmd sAnim_WaterBubble[] =
{
ANIMCMD_FRAME(0, 1),
ANIMCMD_END,
};
static const union AnimCmd sAnim_WaterGunDroplet[] =
{
ANIMCMD_FRAME(4, 1),
ANIMCMD_END,
};
const union AnimCmd *const gAnims_WaterBubble[] =
{
sAnim_WaterBubble,
};
static const union AnimCmd *const sAnims_WaterGunDroplet[] =
{
sAnim_WaterGunDroplet,
};
const struct SpriteTemplate gWaterGunProjectileSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_BUBBLES,
.paletteTag = ANIM_TAG_SMALL_BUBBLES,
.oam = &gOamData_AffineOff_ObjBlend_16x16,
.anims = gAnims_WaterBubble,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimThrowProjectile,
};
const struct SpriteTemplate gWaterGunDropletSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_BUBBLES,
.paletteTag = ANIM_TAG_SMALL_BUBBLES,
.oam = &gOamData_AffineDouble_ObjBlend_16x16,
.anims = sAnims_WaterGunDroplet,
.images = NULL,
.affineAnims = gAffineAnims_Droplet,
.callback = AnimWaterGunDroplet,
};
const struct SpriteTemplate gSmallBubblePairSpriteTemplate =
{
.tileTag = ANIM_TAG_ICE_CRYSTALS, // ice_crystals_4, which are bubbles
.paletteTag = ANIM_TAG_ICE_CRYSTALS,
.oam = &gOamData_AffineOff_ObjNormal_8x8,
.anims = gAnims_SmallBubblePair,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimSmallBubblePair,
};
const struct SpriteTemplate gSmallDriftingBubblesSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_BUBBLES,
.paletteTag = ANIM_TAG_SMALL_BUBBLES,
.oam = &gOamData_AffineOff_ObjNormal_8x8,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimSmallDriftingBubbles,
};
// Used by Water Spout / Water Sport
const struct SpriteTemplate gSmallWaterOrbSpriteTemplate =
{
.tileTag = ANIM_TAG_GLOWY_BLUE_ORB,
.paletteTag = ANIM_TAG_GLOWY_BLUE_ORB,
.oam = &gOamData_AffineOff_ObjNormal_8x8,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimSmallWaterOrb,
};
static const union AnimCmd sAnim_WaterPulseBubble_0[] =
{
ANIMCMD_FRAME(8, 1),
ANIMCMD_END,
};
static const union AnimCmd sAnim_WaterPulseBubble_1[] =
{
ANIMCMD_FRAME(9, 1),
ANIMCMD_END,
};
static const union AnimCmd sAnim_WeatherBallWaterDown[] =
{
ANIMCMD_FRAME(4, 1),
ANIMCMD_END,
};
const union AnimCmd *const gAnims_WaterPulseBubble[] =
{
sAnim_WaterPulseBubble_0,
sAnim_WaterPulseBubble_1,
};
static const union AnimCmd *const sAnims_WeatherBallWaterDown[] =
{
sAnim_WeatherBallWaterDown,
};
static const union AffineAnimCmd sAffineAnim_WaterPulseRingBubble_0[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0),
AFFINEANIMCMD_FRAME(0xFFF6, 0xFFF6, 0, 15),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_WaterPulseRingBubble_1[] =
{
AFFINEANIMCMD_FRAME(0xE0, 0xE0, 0, 0),
AFFINEANIMCMD_FRAME(0xFFF8, 0xFFF8, 0, 15),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_WeatherBallWaterDown[] =
{
AFFINEANIMCMD_FRAME(0x150, 0x150, 0, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 15),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd *const sAffineAnims_WaterPulseRingBubble[] =
{
sAffineAnim_WaterPulseRingBubble_0,
sAffineAnim_WaterPulseRingBubble_1,
};
static const union AffineAnimCmd *const sAffineAnims_WeatherBallWaterDown[] =
{
sAffineAnim_WeatherBallWaterDown,
};
const struct SpriteTemplate gWaterPulseBubbleSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_BUBBLES,
.paletteTag = ANIM_TAG_SMALL_BUBBLES,
.oam = &gOamData_AffineOff_ObjNormal_8x8,
.anims = gAnims_WaterPulseBubble,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimWaterPulseBubble,
};
const struct SpriteTemplate gWaterPulseRingBubbleSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_BUBBLES,
.paletteTag = ANIM_TAG_SMALL_BUBBLES,
.oam = &gOamData_AffineNormal_ObjNormal_8x8,
.anims = gAnims_WaterPulseBubble,
.images = NULL,
.affineAnims = sAffineAnims_WaterPulseRingBubble,
.callback = AnimWaterPulseRingBubble,
};
const struct SpriteTemplate gWeatherBallWaterDownSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_BUBBLES,
.paletteTag = ANIM_TAG_SMALL_BUBBLES,
.oam = &gOamData_AffineNormal_ObjNormal_16x16,
.anims = sAnims_WeatherBallWaterDown,
.images = NULL,
.affineAnims = sAffineAnims_WeatherBallWaterDown,
.callback = AnimWeatherBallDown,
};
const union AffineAnimCmd gAquaTailHitAffineAnimCmd_1[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8),
AFFINEANIMCMD_END,
};
const union AffineAnimCmd gAquaTailHitAffineAnimCmd_2[] =
{
AFFINEANIMCMD_FRAME(0xD8, 0xD8, 0, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8),
AFFINEANIMCMD_END,
};
const union AffineAnimCmd gAquaTailHitAffineAnimCmd_3[] =
{
AFFINEANIMCMD_FRAME(0xB0, 0xB0, 0, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8),
AFFINEANIMCMD_END,
};
const union AffineAnimCmd gAquaTailHitAffineAnimCmd_4[] =
{
AFFINEANIMCMD_FRAME(0x80, 0x80, 0, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8),
AFFINEANIMCMD_END,
};
const union AffineAnimCmd *const gAquaTailHitAffineAnims[] =
{
gAquaTailHitAffineAnimCmd_1,
gAquaTailHitAffineAnimCmd_2,
gAquaTailHitAffineAnimCmd_3,
gAquaTailHitAffineAnimCmd_4,
};
const union AnimCmd gKnockOffAquaTailAnimCmd[] =
{
ANIMCMD_FRAME(0, 4),
ANIMCMD_FRAME(64, 4),
ANIMCMD_END,
};
const union AnimCmd *const gKnockOffAquaTailAnim[] =
{
gKnockOffAquaTailAnimCmd,
};
const union AffineAnimCmd gKnockOffAquaTailAffineanimCmd_1[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0),
AFFINEANIMCMD_FRAME(0, 0, -4, 8),
AFFINEANIMCMD_END,
};
const union AffineAnimCmd gKnockOffAquaTailAffineanimCmd_2[] =
{
AFFINEANIMCMD_FRAME(-0x100, 0x100, 0, 0),
AFFINEANIMCMD_FRAME(0, 0, 4, 8),
AFFINEANIMCMD_END,
};
const union AffineAnimCmd *const gKnockOffAquaTailAffineAnim[] =
{
gKnockOffAquaTailAffineanimCmd_1,
gKnockOffAquaTailAffineanimCmd_2,
};
const struct SpriteTemplate gAquaTailKnockOffSpriteTemplate =
{
.tileTag = ANIM_TAG_SLAM_HIT_2,
.paletteTag = ANIM_TAG_WATER_IMPACT,
.oam = &gOamData_AffineNormal_ObjNormal_64x64,
.anims = gKnockOffAquaTailAnim,
.images = NULL,
.affineAnims = gKnockOffAquaTailAffineAnim,
.callback = AnimKnockOffAquaTail,
};
const struct SpriteTemplate gAquaTailHitSpriteTemplate =
{
.tileTag = ANIM_TAG_IMPACT,
.paletteTag = ANIM_TAG_WATER_IMPACT,
.oam = &gOamData_AffineNormal_ObjBlend_32x32,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gAquaTailHitAffineAnims,
.callback = AnimAquaTail,
};
static void AnimAquaTail(struct Sprite *sprite)
{
StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]);
if (gBattleAnimArgs[2] == 0)
InitSpritePosToAnimAttacker(sprite, 1);
else
InitSpritePosToAnimTarget(sprite, TRUE);
sprite->callback = RunStoredCallbackWhenAffineAnimEnds;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
}
static void AnimKnockOffAquaTail(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 = AnimKnockOffAquaTailStep;
}
static void AnimKnockOffAquaTailStep(struct Sprite *sprite)
{
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]++;
}
void AnimTask_CreateRaindrops(u8 taskId)
{
u8 x, y;
if (gTasks[taskId].data[0] == 0)
{
gTasks[taskId].data[1] = gBattleAnimArgs[0];
gTasks[taskId].data[2] = gBattleAnimArgs[1];
gTasks[taskId].data[3] = gBattleAnimArgs[2];
}
gTasks[taskId].data[0]++;
if (gTasks[taskId].data[0] % gTasks[taskId].data[2] == 1)
{
x = Random2() % DISPLAY_WIDTH;
y = Random2() % (DISPLAY_HEIGHT / 2);
CreateSprite(&gRainDropSpriteTemplate, x, y, 4);
}
if (gTasks[taskId].data[0] == gTasks[taskId].data[3])
DestroyAnimVisualTask(taskId);
}
static void AnimRainDrop(struct Sprite *sprite)
{
sprite->callback = AnimRainDrop_Step;
}
static void AnimRainDrop_Step(struct Sprite *sprite)
{
if (++sprite->data[0] <= 13)
{
sprite->x2++;
sprite->y2 += 4;
}
if (sprite->animEnded)
DestroySprite(sprite);
}
// For water bubbles that move to a dest, as in Bubble/Bubblebeam
static void AnimWaterBubbleProjectile(struct Sprite *sprite)
{
u8 spriteId;
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) - gBattleAnimArgs[0];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1];
sprite->animPaused = TRUE;
}
else
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[0];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1];
sprite->animPaused = TRUE;
}
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[6];
sprite->data[1] = sprite->x;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[3] = sprite->y;
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
InitAnimLinearTranslation(sprite);
spriteId = CreateInvisibleSpriteWithCallback(SpriteCallbackDummy);
sprite->data[5] = spriteId;
sprite->x -= Sin((u8)gBattleAnimArgs[4], gBattleAnimArgs[2]);
sprite->y -= Cos((u8)gBattleAnimArgs[4], gBattleAnimArgs[3]);
gSprites[spriteId].data[0] = gBattleAnimArgs[2];
gSprites[spriteId].data[1] = gBattleAnimArgs[3];
gSprites[spriteId].data[2] = gBattleAnimArgs[5];
gSprites[spriteId].data[3] = (u8)gBattleAnimArgs[4] * 256;
gSprites[spriteId].data[4] = gBattleAnimArgs[6];
sprite->callback = AnimWaterBubbleProjectile_Step1;
sprite->callback(sprite);
}
static void AnimWaterBubbleProjectile_Step1(struct Sprite *sprite)
{
u8 otherSpriteId = sprite->data[5];
u8 timer = gSprites[otherSpriteId].data[4];
u16 trigIndex = gSprites[otherSpriteId].data[3];
sprite->data[0] = 1;
AnimTranslateLinear(sprite);
sprite->x2 += Sin(trigIndex >> 8, gSprites[otherSpriteId].data[0]);
sprite->y2 += Cos(trigIndex >> 8, gSprites[otherSpriteId].data[1]);
gSprites[otherSpriteId].data[3] = trigIndex + gSprites[otherSpriteId].data[2];
if (--timer != 0)
{
gSprites[otherSpriteId].data[4] = timer;
}
else
{
sprite->callback = AnimWaterBubbleProjectile_Step2;
DestroySprite(&gSprites[otherSpriteId]);
}
}
static void AnimWaterBubbleProjectile_Step2(struct Sprite *sprite)
{
sprite->animPaused = FALSE;
sprite->callback = RunStoredCallbackWhenAnimEnds;
StoreSpriteCallbackInData6(sprite, AnimWaterBubbleProjectile_Step3);
}
static void AnimWaterBubbleProjectile_Step3(struct Sprite *sprite)
{
sprite->data[0] = 10;
sprite->callback = WaitAnimForDuration;
StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
}
static void AnimAuroraBeamRings(struct Sprite *sprite)
{
s16 unkArg;
InitSpritePosToAnimAttacker(sprite, TRUE);
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
unkArg = -gBattleAnimArgs[2];
else
unkArg = gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[4];
sprite->data[1] = sprite->x;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + unkArg;
sprite->data[3] = sprite->y;
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
InitAnimLinearTranslation(sprite);
sprite->callback = AnimAuroraBeamRings_Step;
sprite->affineAnimPaused = TRUE;
sprite->callback(sprite);
}
static void AnimAuroraBeamRings_Step(struct Sprite *sprite)
{
if ((u16)gBattleAnimArgs[7] == 0xFFFF)
{
StartSpriteAnim(sprite, 1);
sprite->affineAnimPaused = FALSE;
}
if (AnimTranslateLinear(sprite))
DestroyAnimSprite(sprite);
}
// Updates the palette on the rainbow rings used in Aurora Beam to make them appear to be rotating counterclockwise
void AnimTask_RotateAuroraRingColors(u8 taskId)
{
gTasks[taskId].data[0] = gBattleAnimArgs[0];
gTasks[taskId].data[2] = IndexOfSpritePaletteTag(ANIM_TAG_RAINBOW_RINGS) * 16 + 256;
gTasks[taskId].func = AnimTask_RotateAuroraRingColors_Step;
}
static void AnimTask_RotateAuroraRingColors_Step(u8 taskId)
{
int i;
u16 palIndex;
if (++gTasks[taskId].data[10] == 3)
{
u16 rgbBuffer;
gTasks[taskId].data[10] = 0;
palIndex = gTasks[taskId].data[2] + 1;
rgbBuffer = gPlttBufferFaded[palIndex];
for (i = 1; i < 8; i++)
gPlttBufferFaded[palIndex + i - 1] = gPlttBufferFaded[palIndex + i];
gPlttBufferFaded[palIndex + 7] = rgbBuffer;
}
if (++gTasks[taskId].data[11] == gTasks[taskId].data[0])
DestroyAnimVisualTask(taskId);
}
void AnimFlyUpTarget(struct Sprite *sprite)
{
InitSpritePosToAnimTarget(sprite, TRUE);
sprite->y2 += GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_HEIGHT) / 2;
sprite->y2 += gBattleAnimArgs[1];
sprite->data[0] = gBattleAnimArgs[2]; //max y offset
sprite->data[1] = gBattleAnimArgs[3]; //speed
sprite->callback = AnimFlyUpTarget_Step;
sprite->callback(sprite);
}
static void AnimFlyUpTarget_Step(struct Sprite *sprite)
{
if(sprite->y2 <= sprite->data[0])
{
DestroyAnimSprite(sprite);
return;
}
sprite->y2 -= sprite->data[1];
}
// For animating undulating beam attacks (e.g. Flamethrower, Hydro Pump, Signal Beam)
static void AnimToTargetInSinWave(struct Sprite *sprite)
{
u16 retArg;
InitSpritePosToAnimAttacker(sprite, TRUE);
sprite->data[0] = 30;
sprite->data[1] = sprite->x;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[3] = sprite->y;
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
InitAnimLinearTranslation(sprite);
sprite->data[5] = 0xD200 / sprite->data[0];
sprite->data[7] = gBattleAnimArgs[3];
retArg = gBattleAnimArgs[7];
if (gBattleAnimArgs[7] > 127)
{
sprite->data[6] = (retArg - 127) * 256;
sprite->data[7] = -sprite->data[7];
}
else
{
sprite->data[6] = retArg * 256;
}
sprite->callback = AnimToTargetInSinWave_Step;
sprite->callback(sprite);
}
static void AnimToTargetInSinWave_Step(struct Sprite *sprite)
{
if (AnimTranslateLinear(sprite))
DestroyAnimSprite(sprite);
sprite->y2 += Sin(sprite->data[6] >> 8, sprite->data[7]);
if ((sprite->data[6] + sprite->data[5]) >> 8 > 127)
{
sprite->data[6] = 0;
sprite->data[7] = -sprite->data[7];
}
else
{
sprite->data[6] += sprite->data[5];
}
}
void AnimTask_StartSinAnimTimer(u8 taskId)
{
gTasks[taskId].data[0] = gBattleAnimArgs[0];
gBattleAnimArgs[7] = 0;
gTasks[taskId].func = AnimTask_RunSinAnimTimer;
}
static void AnimTask_RunSinAnimTimer(u8 taskId)
{
gBattleAnimArgs[7] = (gBattleAnimArgs[7] + 3) & 0xFF;
if (--gTasks[taskId].data[0] == 0)
DestroyAnimVisualTask(taskId);
}
// Flashing blue orbs grow in size near the attacker. First stage of Hydro Cannon
static void AnimHydroCannonCharge(struct Sprite *sprite)
{
u8 priority;
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
sprite->y2 = -10;
priority = GetBattlerSpriteSubpriority(gBattleAnimAttacker);
if (!IsContest())
{
if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER)
{
sprite->x2 = 10;
sprite->subpriority = priority + 2;
}
else
{
sprite->x2 = -10;
sprite->subpriority = priority - 2;
}
}
else
{
sprite->x2 = -10;
sprite->subpriority = priority + 2;
}
sprite->callback = AnimHydroCannonCharge_Step;
}
static void AnimHydroCannonCharge_Step(struct Sprite *sprite)
{
if (sprite->affineAnimEnded)
DestroyAnimSprite(sprite);
}
// Flashing blue orbs move from the attacker to the target. Second stage of Hydro Cannon
static void AnimHydroCannonBeam(struct Sprite *sprite)
{
bool8 animType;
u8 coordType;
if (GetBattlerSide(gBattleAnimAttacker) == GetBattlerSide(gBattleAnimTarget))
{
gBattleAnimArgs[0] *= -1;
if (GetBattlerPosition(gBattleAnimAttacker) == B_POSITION_PLAYER_LEFT || GetBattlerPosition(gBattleAnimAttacker) == B_POSITION_OPPONENT_LEFT)
gBattleAnimArgs[0] *= -1;
}
if ((gBattleAnimArgs[5] & 0xFF00) == 0)
animType = TRUE;
else
animType = FALSE;
if ((u8)gBattleAnimArgs[5] == 0)
coordType = BATTLER_COORD_Y_PIC_OFFSET;
else
coordType = BATTLER_COORD_Y;
InitSpritePosToAnimAttacker(sprite, animType);
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[4];
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, coordType) + gBattleAnimArgs[3];
sprite->callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
}
// Water droplet appears and drips down. Used by Water Gun on impact
static void AnimWaterGunDroplet(struct Sprite *sprite)
{
InitSpritePosToAnimTarget(sprite, TRUE);
sprite->data[0] = gBattleAnimArgs[4];
sprite->data[2] = sprite->x + gBattleAnimArgs[2];
sprite->data[4] = sprite->y + gBattleAnimArgs[4];
sprite->callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
}
void AnimSmallBubblePair(struct Sprite *sprite)
{
if (gBattleAnimArgs[3] != ANIM_ATTACKER)
InitSpritePosToAnimTarget(sprite, TRUE);
else
InitSpritePosToAnimAttacker(sprite, TRUE);
sprite->data[7] = gBattleAnimArgs[2];
sprite->callback = AnimSmallBubblePair_Step;
}
static void AnimSmallBubblePair_Step(struct Sprite *sprite)
{
sprite->data[0] = (sprite->data[0] + 11) & 0xFF;
sprite->x2 = Sin(sprite->data[0], 4);
sprite->data[1] += 48;
sprite->y2 = -(sprite->data[1] >> 8);
if (--sprite->data[7] == -1)
DestroyAnimSprite(sprite);
}
void AnimTask_CreateSurfWave(u8 taskId)
{
struct BattleAnimBgData animBg;
u8 taskId2;
u16 *x;
u16 *y;
x = &gBattle_BG1_X;
y = &gBattle_BG1_Y;
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT1_BG1 | BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL);
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 16));
SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1);
SetAnimBgAttribute(1, BG_ANIM_SCREEN_SIZE, 1);
GetBattleAnimBg1Data(&animBg);
if (!IsContest())
{
SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 1);
if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_OPPONENT)
AnimLoadCompressedBgTilemap(animBg.bgId, gBattleAnimBgTilemap_SurfOpponent);
else
AnimLoadCompressedBgTilemap(animBg.bgId, gBattleAnimBgTilemap_SurfPlayer);
}
else
{
AnimLoadCompressedBgTilemapHandleContest(&animBg, gBattleAnimBgTilemap_SurfContest, TRUE);
}
AnimLoadCompressedBgGfx(animBg.bgId, gBattleAnimBgImage_Surf, animBg.tilesOffset);
switch (gBattleAnimArgs[0])
{
case ANIM_SURF_PAL_SURF:
default:
if (B_NEW_SURF_PARTICLE_PALETTE == TRUE)
LoadCompressedPalette(gBattleAnimSpritePal_NewSurf, animBg.paletteId * 16, 32);
else
LoadCompressedPalette(gBattleAnimBgPalette_Surf, animBg.paletteId * 16, 32);
break;
case ANIM_SURF_PAL_MUDDY_WATER:
LoadCompressedPalette(gBattleAnimBackgroundImageMuddyWater_Pal, animBg.paletteId * 16, 32);
break;
case ANIM_SURF_PAL_SLUDGE_WAVE:
LoadCompressedPalette(gBattleAnimBgPalette_SludgeWave, animBg.paletteId * 16, 32);
break;
}
taskId2 = CreateTask(AnimTask_SurfWaveScanlineEffect, gTasks[taskId].priority + 1);
gTasks[taskId].data[15] = taskId2;
gTasks[taskId2].data[0] = 0;
gTasks[taskId2].data[1] = 0x1000;
gTasks[taskId2].data[2] = 0x1000;
if (IsContest())
{
*x = -80;
*y = -48;
gTasks[taskId].data[0] = 2;
gTasks[taskId].data[1] = 1;
gTasks[taskId2].data[3] = 0;
}
else if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_OPPONENT)
{
*x = -224;
*y = 256;
gTasks[taskId].data[0] = 2;
gTasks[taskId].data[1] = -1;
gTasks[taskId2].data[3] = 1;
}
else
{
*x = 0;
*y = -48;
gTasks[taskId].data[0] = -2;
gTasks[taskId].data[1] = 1;
gTasks[taskId2].data[3] = 0;
}
SetGpuReg(REG_OFFSET_BG1HOFS, *x);
SetGpuReg(REG_OFFSET_BG1VOFS, *y);
if (gTasks[taskId2].data[3] == 0)
{
gTasks[taskId2].data[4] = 48;
gTasks[taskId2].data[5] = 112;
}
else
{
gTasks[taskId2].data[4] = 0;
gTasks[taskId2].data[5] = 0;
}
gTasks[taskId].data[6] = 1;
gTasks[taskId].func = AnimTask_CreateSurfWave_Step1;
}
static void AnimTask_CreateSurfWave_Step1(u8 taskId)
{
struct BattleAnimBgData animBg;
u8 i;
u16 rgbBuffer;
u16 *BGptrX = &gBattle_BG1_X;
u16 *BGptrY = &gBattle_BG1_Y;
*BGptrX += gTasks[taskId].data[0];
*BGptrY += gTasks[taskId].data[1];
GetBattleAnimBg1Data(&animBg);
gTasks[taskId].data[2] += gTasks[taskId].data[1];
if (++gTasks[taskId].data[5] == 4)
{
rgbBuffer = gPlttBufferFaded[animBg.paletteId * 16 + 7];
for (i = 6; i != 0; i--)
{
gPlttBufferFaded[animBg.paletteId * 16 + 1 + i] = gPlttBufferFaded[animBg.paletteId * 16 + 1 + i - 1]; // 1 + i - 1 is needed to match for some bizarre reason
}
gPlttBufferFaded[animBg.paletteId * 16 + 1] = rgbBuffer;
gTasks[taskId].data[5] = 0;
}
if (++gTasks[taskId].data[6] > 1)
{
gTasks[taskId].data[6] = 0;
if (++gTasks[taskId].data[3] <= 13)
{
gTasks[gTasks[taskId].data[15]].data[1] = (s16)((gTasks[taskId].data[3]) | ((16 - gTasks[taskId].data[3]) << 8));
gTasks[taskId].data[4]++;
}
if (gTasks[taskId].data[3] > 54)
{
gTasks[taskId].data[4]--;
gTasks[gTasks[taskId].data[15]].data[1] = (s16)((gTasks[taskId].data[4]) | ((16 - gTasks[taskId].data[4]) << 8));
}
}
if (!(gTasks[gTasks[taskId].data[15]].data[1] & 0x1F))
{
gTasks[taskId].data[0] = gTasks[gTasks[taskId].data[15]].data[1] & 0x1F;
gTasks[taskId].func = AnimTask_CreateSurfWave_Step2;
}
}
static void AnimTask_CreateSurfWave_Step2(u8 taskId)
{
u16 *BGptrX = &gBattle_BG1_X;
u16 *BGptrY = &gBattle_BG1_Y;
if (gTasks[taskId].data[0] == 0)
{
ClearBattleAnimBg(1);
ClearBattleAnimBg(2);
gTasks[taskId].data[0]++;
}
else
{
if (!IsContest())
SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 0);
*BGptrX = 0;
*BGptrY = 0;
SetGpuReg(REG_OFFSET_BLDCNT, 0);
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 0));
gTasks[gTasks[taskId].data[15]].data[15] = -1;
DestroyAnimVisualTask(taskId);
}
}
static void AnimTask_SurfWaveScanlineEffect(u8 taskId)
{
s16 i;
struct ScanlineEffectParams params;
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
for (i = 0; i < task->data[4]; i++)
gScanlineEffectRegBuffers[0][i] = gScanlineEffectRegBuffers[1][i] = task->data[2];
for (i = task->data[4]; i < task->data[5]; i++)
gScanlineEffectRegBuffers[0][i] = gScanlineEffectRegBuffers[1][i] = task->data[1];
for (i = task->data[5]; i < 160; i++)
gScanlineEffectRegBuffers[0][i] = gScanlineEffectRegBuffers[1][i] = task->data[2];
if (task->data[4] == 0)
gScanlineEffectRegBuffers[0][i] = gScanlineEffectRegBuffers[1][i] = task->data[1];
else
gScanlineEffectRegBuffers[0][i] = gScanlineEffectRegBuffers[1][i] = task->data[2];
params.dmaDest = &REG_BLDALPHA;
params.dmaControl = SCANLINE_EFFECT_DMACNT_16BIT;
params.initState = 1;
params.unused9 = 0;
ScanlineEffect_SetParams(params);
task->data[0]++;
break;
case 1:
if (task->data[3] == 0)
{
if (--task->data[4] <= 0)
{
task->data[4] = 0;
task->data[0]++;
}
}
else if (++task->data[5] > 111)
{
task->data[0]++;
}
for (i = 0; i < task->data[4]; i++)
gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][i] = task->data[2];
for (i = task->data[4]; i < task->data[5]; i++)
gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][i] = task->data[1];
for (i = task->data[5]; i < 160; i++)
gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][i] = task->data[2];
break;
case 2:
for (i = 0; i < task->data[4]; i++)
gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][i] = task->data[2];
for (i = task->data[4]; i < task->data[5]; i++)
gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][i] = task->data[1];
for (i = task->data[5]; i < 160; i++)
gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][i] = task->data[2];
if (task->data[15] == -1)
{
ScanlineEffect_Stop();
DestroyTask(taskId);
}
break;
}
}
static void AnimSmallDriftingBubbles(struct Sprite *sprite)
{
s16 randData;
s16 randData2;
sprite->oam.tileNum += 8;
InitSpritePosToAnimTarget(sprite, TRUE);
randData = (Random2() & 0xFF) | 256;
randData2 = (Random2() & 0x1FF);
if (randData2 > 255)
randData2 = 256 - randData2;
sprite->data[1] = randData;
sprite->data[2] = randData2;
sprite->callback = AnimSmallDriftingBubbles_Step;
}
static void AnimSmallDriftingBubbles_Step(struct Sprite *sprite)
{
sprite->data[3] += sprite->data[1];
sprite->data[4] += sprite->data[2];
if (sprite->data[1] & 1)
sprite->x2 = -(sprite->data[3] >> 8);
else
sprite->x2 = sprite->data[3] >> 8;
sprite->y2 = sprite->data[4] >> 8;
if (++sprite->data[0] == 21)
DestroyAnimSprite(sprite);
}
void AnimTask_WaterSpoutLaunch(u8 taskId)
{
struct Task *task = &gTasks[taskId];
task->data[15] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
task->data[5] = gSprites[task->data[15]].y;
task->data[1] = GetWaterSpoutPowerForAnim();
PrepareBattlerSpriteForRotScale(task->data[15], ST_OAM_OBJ_NORMAL);
task->func = AnimTask_WaterSpoutLaunch_Step;
}
static void AnimTask_WaterSpoutLaunch_Step(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
PrepareEruptAnimTaskData(task, task->data[15], 0x100, 0x100, 0xE0, 0x200, 32);
task->data[0]++;
case 1:
if (++task->data[3] > 1)
{
task->data[3] = 0;
if (++task->data[4] & 1)
{
gSprites[task->data[15]].x2 = 3;
gSprites[task->data[15]].y++;
}
else
{
gSprites[task->data[15]].x2 = -3;
}
}
if (UpdateEruptAnimTask(task) == 0)
{
SetBattlerSpriteYOffsetFromYScale(task->data[15]);
gSprites[task->data[15]].x2 = 0;
task->data[3] = 0;
task->data[4] = 0;
task->data[0]++;
}
break;
case 2:
if (++task->data[3] > 4)
{
PrepareEruptAnimTaskData(task, task->data[15], 0xE0, 0x200, 0x180, 0xE0, 8);
task->data[3] = 0;
task->data[0]++;
}
break;
case 3:
if (UpdateEruptAnimTask(task) == 0)
{
task->data[3] = 0;
task->data[4] = 0;
task->data[0]++;
}
break;
case 4:
CreateWaterSpoutLaunchDroplets(task, taskId);
task->data[0]++;
case 5:
if (++task->data[3] > 1)
{
task->data[3] = 0;
if (++task->data[4] & 1)
gSprites[task->data[15]].y2 += 2;
else
gSprites[task->data[15]].y2 -= 2;
if (task->data[4] == 10)
{
PrepareEruptAnimTaskData(task, task->data[15], 0x180, 0xE0, 0x100, 0x100, 8);
task->data[3] = 0;
task->data[4] = 0;
task->data[0]++;
}
}
break;
case 6:
gSprites[task->data[15]].y--;
if (UpdateEruptAnimTask(task) == 0)
{
ResetSpriteRotScale(task->data[15]);
gSprites[task->data[15]].y = task->data[5];
task->data[4] = 0;
task->data[0]++;
}
break;
case 7:
if (task->data[2] == 0)
DestroyAnimVisualTask(taskId);
break;
}
}
// Returns a value 0-3 relative to which quarter HP the attacker is in
// A higher number results in more water sprites during the Water Spout animation
static u8 GetWaterSpoutPowerForAnim(void)
{
u8 i;
u16 hp;
u16 maxhp;
u16 partyIndex;
struct Pokemon *slot;
if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER)
{
partyIndex = gBattlerPartyIndexes[gBattleAnimAttacker];
slot = &gPlayerParty[partyIndex];
maxhp = GetMonData(slot, MON_DATA_MAX_HP);
hp = GetMonData(slot, MON_DATA_HP);
maxhp /= 4;
}
else
{
partyIndex = gBattlerPartyIndexes[gBattleAnimAttacker];
slot = &gEnemyParty[partyIndex];
maxhp = GetMonData(slot, MON_DATA_MAX_HP);
hp = GetMonData(slot, MON_DATA_HP);
maxhp /= 4;
}
for (i = 0; i < 3; i++)
{
if (hp < maxhp * (i + 1))
return i;
}
return 3;
}
static void CreateWaterSpoutLaunchDroplets(struct Task *task, u8 taskId)
{
s16 i;
s16 attackerCoordX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
s16 attackerCoordY = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
s16 trigIndex = 172;
u8 subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 1;
s16 increment = 4 - task->data[1];
u8 spriteId;
if (increment <= 0)
increment = 1;
for (i = 0; i < 20; i += increment)
{
spriteId = CreateSprite(&gSmallWaterOrbSpriteTemplate, attackerCoordX, attackerCoordY, subpriority);
if (spriteId != MAX_SPRITES)
{
gSprites[spriteId].data[1] = i;
gSprites[spriteId].data[2] = attackerCoordX * 16;
gSprites[spriteId].data[3] = attackerCoordY * 16;
gSprites[spriteId].data[4] = Cos(trigIndex, 64);
gSprites[spriteId].data[5] = Sin(trigIndex, 64);
gSprites[spriteId].data[6] = taskId;
gSprites[spriteId].data[7] = 2;
if (task->data[2] & 1)
AnimSmallWaterOrb(&gSprites[spriteId]);
task->data[2]++;
}
trigIndex = (trigIndex + increment * 2);
trigIndex &= 0xFF;
}
}
static void AnimSmallWaterOrb(struct Sprite *sprite)
{
switch (sprite->data[0])
{
case 0:
sprite->data[4] += (sprite->data[1] % 6) * 3;
sprite->data[5] += (sprite->data[1] % 3) * 3;
sprite->data[0]++;
case 1:
sprite->data[2] += sprite->data[4];
sprite->data[3] += sprite->data[5];
sprite->x = sprite->data[2] >> 4;
sprite->y = sprite->data[3] >> 4;
if (sprite->x < -8 || sprite->x > 248 || sprite->y < -8 || sprite->y > 120)
{
gTasks[sprite->data[6]].data[sprite->data[7]]--;
DestroySprite(sprite);
}
break;
}
}
void AnimTask_WaterSpoutRain(u8 taskId)
{
struct Task *task = &gTasks[taskId];
task->data[1] = GetWaterSpoutPowerForAnim();
if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER)
{
task->data[4] = 136;
task->data[6] = 40;
}
else
{
task->data[4] = 16;
task->data[6] = 80;
}
task->data[5] = 98;
task->data[7] = task->data[4] + 49;
task->data[12] = task->data[1] * 5 + 5;
task->func = AnimTask_WaterSpoutRain_Step;
}
static void AnimTask_WaterSpoutRain_Step(u8 taskId)
{
struct Task *task = &gTasks[taskId];
u8 taskId2;
switch (task->data[0])
{
case 0:
if (++task->data[2] > 2)
{
task->data[2] = 0;
CreateWaterSpoutRainDroplet(task, taskId);
}
if (task->data[10] != 0 && task->data[13] == 0)
{
gBattleAnimArgs[0] = ANIM_TARGET;
gBattleAnimArgs[1] = 0;
gBattleAnimArgs[2] = 12;
taskId2 = CreateTask(AnimTask_HorizontalShake, 80);
if (taskId2 != TASK_NONE)
{
gTasks[taskId2].func(taskId2);
gAnimVisualTaskCount++;
}
gBattleAnimArgs[0] = ANIM_DEF_PARTNER;
taskId2 = CreateTask(AnimTask_HorizontalShake, 80);
if (taskId2 != TASK_NONE)
{
gTasks[taskId2].func(taskId2);
gAnimVisualTaskCount++;
}
task->data[13] = 1;
}
if (task->data[11] >= task->data[12])
task->data[0]++;
break;
case 1:
if (task->data[9] == 0)
DestroyAnimVisualTask(taskId);
break;
}
}
static void CreateWaterSpoutRainDroplet(struct Task *task, u8 taskId)
{
u16 yPosArg = ((gSineTable[task->data[8]] + 3) >> 4) + task->data[6];
u8 spriteId = CreateSprite(&gSmallWaterOrbSpriteTemplate, task->data[7], 0, 0);
if (spriteId != MAX_SPRITES)
{
gSprites[spriteId].callback = AnimWaterSpoutRain;
gSprites[spriteId].data[5] = yPosArg;
gSprites[spriteId].data[6] = taskId;
gSprites[spriteId].data[7] = 9;
task->data[9]++;
}
task->data[11]++;
task->data[8] = (task->data[8] + 39) & 0xFF;
task->data[7] = (ISO_RANDOMIZE2(task->data[7]) % task->data[5]) + task->data[4];
}
static void AnimWaterSpoutRain(struct Sprite *sprite)
{
if (sprite->data[0] == 0)
{
sprite->y += 8;
if (sprite->y >= sprite->data[5])
{
gTasks[sprite->data[6]].data[10] = 1;
sprite->data[1] = CreateSprite(&gWaterHitSplatSpriteTemplate, sprite->x, sprite->y, 1);
if (sprite->data[1] != MAX_SPRITES)
{
StartSpriteAffineAnim(&gSprites[sprite->data[1]], 3);
gSprites[sprite->data[1]].data[6] = sprite->data[6];
gSprites[sprite->data[1]].data[7] = sprite->data[7];
gSprites[sprite->data[1]].callback = AnimWaterSpoutRainHit;
}
DestroySprite(sprite);
}
}
}
static void AnimWaterSpoutRainHit(struct Sprite *sprite)
{
if (++sprite->data[1] > 1)
{
sprite->data[1] = 0;
sprite->invisible ^= 1;
if (++sprite->data[2] == 12)
{
gTasks[sprite->data[6]].data[sprite->data[7]]--;
FreeOamMatrix(sprite->oam.matrixNum);
DestroySprite(sprite);
}
}
}
void AnimTask_WaterSport(u8 taskId)
{
struct Task *task = &gTasks[taskId];
task->data[3] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
task->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
task->data[7] = (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) ? 1 : -1;
if (IsContest())
task->data[7] *= -1;
task->data[5] = task->data[3] + task->data[7] * 8;
task->data[6] = task->data[4] - task->data[7] * 8;
task->data[9] = -32;
task->data[1] = 0;
task->data[0] = 0;
task->func = AnimTask_WaterSport_Step;
}
static void AnimTask_WaterSport_Step(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
CreateWaterSportDroplet(task);
if (task->data[10] != 0)
task->data[0]++;
break;
case 1:
CreateWaterSportDroplet(task);
if (++task->data[1] > 16)
{
task->data[1] = 0;
task->data[0]++;
}
break;
case 2:
CreateWaterSportDroplet(task);
task->data[5] += task->data[7] * 6;
if (!(task->data[5] >= -16 && task->data[5] <= 256))
{
if (++task->data[12] > 2)
{
task->data[13] = 1;
task->data[0] = 6;
task->data[1] = 0;
}
else
{
task->data[1] = 0;
task->data[0]++;
}
}
break;
case 3:
CreateWaterSportDroplet(task);
task->data[6] -= task->data[7] * 2;
if (++task->data[1] > 7)
task->data[0]++;
break;
case 4:
CreateWaterSportDroplet(task);
task->data[5] -= task->data[7] * 6;
if (!(task->data[5] >= -16 && task->data[5] <= 256))
{
task->data[12]++;
task->data[1] = 0;
task->data[0]++;
}
break;
case 5:
CreateWaterSportDroplet(task);
task->data[6] -= task->data[7] * 2;
if (++task->data[1] > 7)
task->data[0] = 2;
break;
case 6:
if (task->data[8] == 0)
task->data[0]++;
break;
default:
DestroyAnimVisualTask(taskId);
break;
}
}
static void CreateWaterSportDroplet(struct Task *task)
{
u8 spriteId;
if (++task->data[2] > 1)
{
task->data[2] = 0;
spriteId = CreateSprite(&gSmallWaterOrbSpriteTemplate, task->data[3], task->data[4], 10);
if (spriteId != MAX_SPRITES)
{
gSprites[spriteId].data[0] = 16;
gSprites[spriteId].data[2] = task->data[5];
gSprites[spriteId].data[4] = task->data[6];
gSprites[spriteId].data[5] = task->data[9];
InitAnimArcTranslation(&gSprites[spriteId]);
gSprites[spriteId].callback = AnimWaterSportDroplet;
task->data[8]++;
}
}
}
static void AnimWaterSportDroplet(struct Sprite *sprite)
{
if (TranslateAnimHorizontalArc(sprite))
{
sprite->x += sprite->x2;
sprite->y += sprite->y2;
sprite->data[0] = 6;
sprite->data[2] = (Random2() & 0x1F) - 16 + sprite->x;
sprite->data[4] = (Random2() & 0x1F) - 16 + sprite->y;
sprite->data[5] = ~(Random2() & 7);
InitAnimArcTranslation(sprite);
sprite->callback = AnimWaterSportDroplet_Step;
}
}
static void AnimWaterSportDroplet_Step(struct Sprite *sprite)
{
u16 i;
if (TranslateAnimHorizontalArc(sprite))
{
for (i = 0; i < NUM_TASKS; i++)
{
if (gTasks[i].func == AnimTask_WaterSport_Step)
{
gTasks[i].data[10] = 1;
gTasks[i].data[8]--;
DestroySprite(sprite);
}
}
}
}
void AnimWaterPulseBubble(struct Sprite *sprite)
{
sprite->x = gBattleAnimArgs[0];
sprite->y = gBattleAnimArgs[1];
sprite->data[0] = gBattleAnimArgs[2];
sprite->data[1] = gBattleAnimArgs[3];
sprite->data[2] = gBattleAnimArgs[4];
sprite->data[3] = gBattleAnimArgs[5];
sprite->callback = AnimWaterPulseBubble_Step;
}
static void AnimWaterPulseBubble_Step(struct Sprite *sprite)
{
sprite->data[4] -= sprite->data[0];
sprite->y2 = sprite->data[4] / 10;
sprite->data[5] = (sprite->data[5] + sprite->data[1]) & 0xFF;
sprite->x2 = Sin(sprite->data[5], sprite->data[2]);
if (--sprite->data[3] == 0)
DestroyAnimSprite(sprite);
}
static void AnimWaterPulseRingBubble(struct Sprite *sprite)
{
sprite->data[3] += sprite->data[1];
sprite->data[4] += sprite->data[2];
sprite->x2 = sprite->data[3] >> 7;
sprite->y2 = sprite->data[4] >> 7;
if (--sprite->data[0] == 0)
{
FreeSpriteOamMatrix(sprite);
DestroySprite(sprite);
}
}
void AnimWaterPulseRing(struct Sprite *sprite)
{
InitSpritePosToAnimAttacker(sprite, TRUE);
sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[3] = gBattleAnimArgs[2];
sprite->data[4] = gBattleAnimArgs[3];
sprite->callback = AnimWaterPulseRing_Step;
}
static void AnimWaterPulseRing_Step(struct Sprite *sprite)
{
int xDiff = sprite->data[1] - sprite->x;
int yDiff = sprite->data[2] - sprite->y;
sprite->x2 = (sprite->data[0] * xDiff) / sprite->data[3];
sprite->y2 = (sprite->data[0] * yDiff) / sprite->data[3];
if (++sprite->data[5] == sprite->data[4])
{
sprite->data[5] = 0;
CreateWaterPulseRingBubbles(sprite, xDiff, yDiff);
}
if (sprite->data[3] == sprite->data[0])
DestroyAnimSprite(sprite);
sprite->data[0]++;
}
static void CreateWaterPulseRingBubbles(struct Sprite *sprite, int xDiff, int yDiff)
{
s16 combinedX;
s16 combinedY;
s16 i;
s16 something;
s16 unusedVar = 1; //unusedVar is needed to match
s16 randomSomethingY;
s16 randomSomethingX;
u8 spriteId;
something = sprite->data[0] / 2;
combinedX = sprite->x + sprite->x2;
combinedY = sprite->y + sprite->y2;
if (yDiff < 0)
unusedVar *= -1; //Needed to match
randomSomethingY = yDiff + (Random2() % 10) - 5;
randomSomethingX = -xDiff + (Random2() % 10) - 5;
for (i = 0; i <= 0; i++)
{
spriteId = CreateSprite(&gWaterPulseRingBubbleSpriteTemplate, combinedX, combinedY + something, 130);
gSprites[spriteId].data[0] = 20;
gSprites[spriteId].data[1] = randomSomethingY;
gSprites[spriteId].subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 1;
if (randomSomethingX < 0)
gSprites[spriteId].data[2] = -randomSomethingX;
else
gSprites[spriteId].data[2] = randomSomethingX;
}
for (i = 0; i <= 0; i++)
{
spriteId = CreateSprite(&gWaterPulseRingBubbleSpriteTemplate, combinedX, combinedY - something, 130);
gSprites[spriteId].data[0] = 20;
gSprites[spriteId].data[1] = randomSomethingY;
gSprites[spriteId].subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 1;
if (randomSomethingX > 0)
gSprites[spriteId].data[2] = -randomSomethingX;
else
gSprites[spriteId].data[2] = randomSomethingX;
}
}