pokeemerald/src/battle_anim_fire.c
Eduardo Quezada 749225ace1 Matching merge from upstream pret
# Conflicts:
#	graphics/interface/menu_info.png
#	include/pokemon.h
#	src/battle_ai_switch_items.c
#	src/battle_anim_mons.c
#	src/battle_anim_water.c
#	src/battle_controller_opponent.c
#	src/battle_gfx_sfx_util.c
#	src/battle_main.c
#	src/battle_pike.c
#	src/battle_script_commands.c
#	src/data/pokemon/species_info.h
#	src/pokemon.c
#	src/pokemon_summary_screen.c
2023-01-20 12:31:54 -03:00

1459 lines
39 KiB
C

#include "global.h"
#include "battle_anim.h"
#include "constants/rgb.h"
#include "constants/songs.h"
#include "palette.h"
#include "sound.h"
#include "util.h"
#include "task.h"
#include "trig.h"
static void AnimFireSpiralInward(struct Sprite *);
static void AnimLargeFlame(struct Sprite *);
static void AnimLargeFlame_Step(struct Sprite *);
static void AnimUnusedSmallEmber(struct Sprite *);
static void AnimUnusedSmallEmber_Step(struct Sprite *);
static void AnimSunlight(struct Sprite *);
static void AnimEmberFlare(struct Sprite *);
static void AnimBurnFlame(struct Sprite *);
static void AnimFireRing(struct Sprite *);
static void AnimFireRing_Step1(struct Sprite *);
static void AnimFireRing_Step2(struct Sprite *);
static void AnimFireRing_Step3(struct Sprite *);
static void UpdateFireRingCircleOffset(struct Sprite *);
static void AnimFireSpiralOutward_Step1(struct Sprite *);
static void AnimFireSpiralOutward_Step2(struct Sprite *);
static void AnimTask_EruptionLaunchRocks_Step(u8);
static void CreateEruptionLaunchRocks(u8, u8, u8);
static void AnimEruptionLaunchRock(struct Sprite *);
static u16 GetEruptionLaunchRockInitialYPos(u8);
static void InitEruptionLaunchRockCoordData(struct Sprite *, s16, s16);
static void UpdateEruptionLaunchRockPos(struct Sprite *);
static void AnimEruptionFallingRock_Step(struct Sprite *);
static void AnimWillOWispOrb_Step(struct Sprite *);
static void AnimWillOWispFire(struct Sprite *);
static void AnimTask_MoveHeatWaveTargets_Step(u8);
static void AnimLavaPlumeOrbitScatter(struct Sprite *);
static void AnimLavaPlumeOrbitScatterStep(struct Sprite *);
static const union AnimCmd sAnim_FireSpiralSpread_0[] =
{
ANIMCMD_FRAME(16, 4),
ANIMCMD_FRAME(32, 4),
ANIMCMD_FRAME(48, 4),
ANIMCMD_JUMP(0),
};
static const union AnimCmd sAnim_FireSpiralSpread_1[] =
{
ANIMCMD_FRAME(16, 4, .vFlip = TRUE, .hFlip = TRUE),
ANIMCMD_FRAME(32, 4, .vFlip = TRUE, .hFlip = TRUE),
ANIMCMD_FRAME(48, 4, .vFlip = TRUE, .hFlip = TRUE),
ANIMCMD_JUMP(0),
};
static const union AnimCmd *const sAnims_FireSpiralSpread[] =
{
sAnim_FireSpiralSpread_0,
sAnim_FireSpiralSpread_1,
};
const struct SpriteTemplate gFireSpiralInwardSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = sAnims_FireSpiralSpread,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFireSpiralInward,
};
const struct SpriteTemplate gFireSpreadSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = sAnims_FireSpiralSpread,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFireSpread,
};
static const union AnimCmd sAnim_LargeFlame[] =
{
ANIMCMD_FRAME(0, 3),
ANIMCMD_FRAME(16, 3),
ANIMCMD_FRAME(32, 3),
ANIMCMD_FRAME(48, 3),
ANIMCMD_FRAME(64, 3),
ANIMCMD_FRAME(80, 3),
ANIMCMD_FRAME(96, 3),
ANIMCMD_FRAME(112, 3),
ANIMCMD_JUMP(0),
};
static const union AnimCmd *const sAnims_LargeFlame[] =
{
sAnim_LargeFlame,
};
static const union AnimCmd sAnim_FirePlume[] =
{
ANIMCMD_FRAME(0, 5),
ANIMCMD_FRAME(16, 5),
ANIMCMD_FRAME(32, 5),
ANIMCMD_FRAME(48, 5),
ANIMCMD_FRAME(64, 5),
ANIMCMD_JUMP(0),
};
const union AnimCmd *const gAnims_FirePlume[] =
{
sAnim_FirePlume,
};
static const union AffineAnimCmd sAffineAnim_LargeFlame[] =
{
AFFINEANIMCMD_FRAME(0x32, 0x100, 0, 0),
AFFINEANIMCMD_FRAME(0x20, 0x0, 0, 7),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd *const sAffineAnims_LargeFlame[] =
{
sAffineAnim_LargeFlame,
};
const struct SpriteTemplate gLargeFlameSpriteTemplate =
{
.tileTag = ANIM_TAG_FIRE,
.paletteTag = ANIM_TAG_FIRE,
.oam = &gOamData_AffineNormal_ObjNormal_32x32,
.anims = sAnims_LargeFlame,
.images = NULL,
.affineAnims = sAffineAnims_LargeFlame,
.callback = AnimLargeFlame,
};
const struct SpriteTemplate gLargeFlameScatterSpriteTemplate =
{
.tileTag = ANIM_TAG_FIRE,
.paletteTag = ANIM_TAG_FIRE,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = sAnims_LargeFlame,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimLargeFlame,
};
const struct SpriteTemplate gFirePlumeSpriteTemplate =
{
.tileTag = ANIM_TAG_FIRE_PLUME,
.paletteTag = ANIM_TAG_FIRE_PLUME,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_FirePlume,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFirePlume,
};
// Unused
static const struct SpriteTemplate sUnusedEmberFirePlumeSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_FirePlume,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFirePlume,
};
static const union AnimCmd sAnim_UnusedSmallEmber[] =
{
ANIMCMD_FRAME(16, 6),
ANIMCMD_FRAME(32, 6),
ANIMCMD_FRAME(48, 6),
ANIMCMD_JUMP(0),
};
static const union AnimCmd *const sAnims_UnusedSmallEmber[] =
{
sAnim_UnusedSmallEmber,
};
// Unused
static const struct SpriteTemplate sUnusedSmallEmberSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = sAnims_UnusedSmallEmber,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimUnusedSmallEmber,
};
static const union AffineAnimCmd sAffineAnim_SunlightRay[] =
{
AFFINEANIMCMD_FRAME(0x50, 0x50, 0, 0),
AFFINEANIMCMD_FRAME(0x2, 0x2, 10, 1),
AFFINEANIMCMD_JUMP(1),
};
static const union AffineAnimCmd *const sAffineAnims_SunlightRay[] =
{
sAffineAnim_SunlightRay,
};
const struct SpriteTemplate gSunlightRaySpriteTemplate =
{
.tileTag = ANIM_TAG_SUNLIGHT,
.paletteTag = ANIM_TAG_SUNLIGHT,
.oam = &gOamData_AffineNormal_ObjBlend_32x32,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = sAffineAnims_SunlightRay,
.callback = AnimSunlight,
};
static const union AnimCmd sAnim_BasicFire[] =
{
ANIMCMD_FRAME(0, 4),
ANIMCMD_FRAME(16, 4),
ANIMCMD_FRAME(32, 4),
ANIMCMD_FRAME(48, 4),
ANIMCMD_FRAME(64, 4),
ANIMCMD_JUMP(0),
};
const union AnimCmd *const gAnims_BasicFire[] =
{
sAnim_BasicFire,
};
const struct SpriteTemplate gEmberSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = TranslateAnimSpriteToTargetMonLocation,
};
const struct SpriteTemplate gEmberFlareSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_BasicFire,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimEmberFlare,
};
const union AnimCmd gIncinerateAnim1[] =
{
ANIMCMD_FRAME(0, 2),
ANIMCMD_FRAME(16, 4),
ANIMCMD_FRAME(32, 2),
ANIMCMD_JUMP(0),
};
const union AnimCmd *const gIncinerateAnims[] =
{
gIncinerateAnim1,
};
const struct SpriteTemplate gIncinerateSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gIncinerateAnims,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = TranslateAnimSpriteToTargetMonLocation,
};
const struct SpriteTemplate gBurnFlameSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_BasicFire,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimBurnFlame,
};
const struct SpriteTemplate gFireBlastRingSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_BasicFire,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFireRing,
};
static const union AnimCmd sAnim_FireBlastCross[] =
{
ANIMCMD_FRAME(32, 6),
ANIMCMD_FRAME(48, 6),
ANIMCMD_JUMP(0),
};
const union AnimCmd *const gAnims_FireBlastCross[] =
{
sAnim_FireBlastCross,
};
static const union AffineAnimCmd sAffineAnim_Unused_0[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 1),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_Unused_1[] =
{
AFFINEANIMCMD_FRAME(0xA0, 0xA0, 0, 0),
AFFINEANIMCMD_END,
};
// Unused
static const union AffineAnimCmd *const sAffineAnims_Unused[] =
{
sAffineAnim_Unused_0,
sAffineAnim_Unused_1,
};
const struct SpriteTemplate gFireBlastCrossSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_FireBlastCross,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFireCross,
};
const struct SpriteTemplate gFireSpiralOutwardSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_BasicFire,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFireSpiralOutward,
};
const struct SpriteTemplate gWeatherBallFireDownSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_BasicFire,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimWeatherBallDown,
};
const struct SpriteTemplate gEruptionLaunchRockSpriteTemplate =
{
.tileTag = ANIM_TAG_WARM_ROCK,
.paletteTag = ANIM_TAG_WARM_ROCK,
.oam = &gOamData_AffineOff_ObjNormal_16x16,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimEruptionLaunchRock,
};
static const s16 sEruptionLaunchRockSpeeds[][2] =
{
{-2, -5},
{-1, -1},
{ 3, -6},
{ 4, -2},
{ 2, -8},
{-5, -5},
{ 4, -7},
};
const struct SpriteTemplate gEruptionFallingRockSpriteTemplate =
{
.tileTag = ANIM_TAG_WARM_ROCK,
.paletteTag = ANIM_TAG_WARM_ROCK,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimEruptionFallingRock,
};
static const union AnimCmd sAnim_WillOWispOrb_0[] =
{
ANIMCMD_FRAME(0, 5),
ANIMCMD_FRAME(4, 5),
ANIMCMD_FRAME(8, 5),
ANIMCMD_FRAME(12, 5),
ANIMCMD_JUMP(0),
};
static const union AnimCmd sAnim_WillOWispOrb_1[] =
{
ANIMCMD_FRAME(16, 5),
ANIMCMD_END,
};
static const union AnimCmd sAnim_WillOWispOrb_2[] =
{
ANIMCMD_FRAME(20, 5),
ANIMCMD_END,
};
static const union AnimCmd sAnim_WillOWispOrb_3[] =
{
ANIMCMD_FRAME(20, 5),
ANIMCMD_END,
};
const union AnimCmd *const gAnims_WillOWispOrb[] =
{
sAnim_WillOWispOrb_0,
sAnim_WillOWispOrb_1,
sAnim_WillOWispOrb_2,
sAnim_WillOWispOrb_3,
};
const struct SpriteTemplate gWillOWispOrbSpriteTemplate =
{
.tileTag = ANIM_TAG_WISP_ORB,
.paletteTag = ANIM_TAG_WISP_ORB,
.oam = &gOamData_AffineOff_ObjNormal_16x16,
.anims = gAnims_WillOWispOrb,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimWillOWispOrb,
};
static const union AnimCmd sAnim_WillOWispFire[] =
{
ANIMCMD_FRAME(0, 5),
ANIMCMD_FRAME(16, 5),
ANIMCMD_FRAME(32, 5),
ANIMCMD_FRAME(48, 5),
ANIMCMD_JUMP(0),
};
static const union AnimCmd *const sAnims_WillOWispFire[] =
{
sAnim_WillOWispFire,
};
const struct SpriteTemplate gWillOWispFireSpriteTemplate =
{
.tileTag = ANIM_TAG_WISP_FIRE,
.paletteTag = ANIM_TAG_WISP_FIRE,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = sAnims_WillOWispFire,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimWillOWispFire,
};
// Directions for shaking up/down or left/right in AnimTask_ShakeTargetInPattern
// Only first 10 values are ever accessed.
// First pattern results in larger shakes, second results in faster oscillation
static const s8 sShakeDirsPattern0[16] =
{
-1, -1, 0, 1, 1, 0, 0, -1, -1, 1, 1, 0, 0, -1, 0, 1,
};
static const s8 sShakeDirsPattern1[16] =
{
-1, 0, 1, 0, -1, 1, 0, -1, 0, 1, 0, -1, 0, 1, 0, 1,
};
const union AffineAnimCmd gLavaPlumeAffineAnimCmd[] =
{
AFFINEANIMCMD_FRAME(0x80, 0x80, 0, 0),
AFFINEANIMCMD_FRAME(0x8, 0x8, 0, 1),
AFFINEANIMCMD_JUMP(1),
};
const union AffineAnimCmd *const gLavaPlumeAffineAnims[] =
{
gLavaPlumeAffineAnimCmd,
};
const struct SpriteTemplate gLavaPlumeSpriteTemplate =
{
.tileTag = ANIM_TAG_FIRE_PLUME,
.paletteTag = ANIM_TAG_FIRE_PLUME,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_FirePlume,
.images = NULL,
.affineAnims = gLavaPlumeAffineAnims,
.callback = AnimLavaPlumeOrbitScatter,
};
const struct SpriteTemplate gSpacialRendBladesTemplate =
{
.tileTag = ANIM_TAG_PUNISHMENT_BLADES,
.paletteTag = ANIM_TAG_PINK_HEART_2, //ANIM_TAG_BERRY_EATEN,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = gAnims_BasicFire,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFireSpiralOutward
};
const struct SpriteTemplate gSpacialRendBladesTemplate2 =
{
.tileTag = ANIM_TAG_PUNISHMENT_BLADES,
.paletteTag = ANIM_TAG_PINK_HEART_2, //ANIM_TAG_BERRY_EATEN,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = sAnims_FireSpiralSpread,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFireSpread
};
static void AnimLavaPlumeOrbitScatter(struct Sprite *sprite)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
sprite->data[0] = Sin(gBattleAnimArgs[0], 10);
sprite->data[1] = Cos(gBattleAnimArgs[0], 7);
sprite->callback = AnimLavaPlumeOrbitScatterStep;
}
static void AnimLavaPlumeOrbitScatterStep(struct Sprite *sprite)
{
sprite->x2 += sprite->data[0];
sprite->y2 += sprite->data[1];
if (sprite->x + sprite->x2 + 16 > 272u || sprite->y + sprite->y2 > 160 || sprite->y + sprite->y2 < -16)
DestroyAnimSprite(sprite);
}
// For the first stage of Fire Punch
static void AnimFireSpiralInward(struct Sprite *sprite)
{
sprite->data[0] = gBattleAnimArgs[0];
sprite->data[1] = 0x3C;
sprite->data[2] = 0x9;
sprite->data[3] = 0x1E;
sprite->data[4] = 0xFE00;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
sprite->callback = TranslateSpriteInGrowingCircle;
sprite->callback(sprite);
}
// For the impact spread of fire sprites for moves like Blaze Kick or Fire Punch
void AnimFireSpread(struct Sprite *sprite)
{
SetAnimSpriteInitialXOffset(sprite, gBattleAnimArgs[0]);
sprite->y += gBattleAnimArgs[1];
sprite->data[0] = gBattleAnimArgs[4];
sprite->data[1] = gBattleAnimArgs[2];
sprite->data[2] = gBattleAnimArgs[3];
sprite->callback = TranslateSpriteLinearFixedPoint;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
}
void AnimFirePlume(struct Sprite *sprite)
{
SetSpriteCoordsToAnimAttackerCoords(sprite);
if (GetBattlerSide(gBattleAnimAttacker))
{
sprite->x -= gBattleAnimArgs[0];
sprite->y += gBattleAnimArgs[1];
sprite->data[2] = -gBattleAnimArgs[4];
}
else
{
sprite->x += gBattleAnimArgs[0];
sprite->y += gBattleAnimArgs[1];
sprite->data[2] = gBattleAnimArgs[4];
}
sprite->data[1] = gBattleAnimArgs[2];
sprite->data[4] = gBattleAnimArgs[3];
sprite->data[3] = gBattleAnimArgs[5];
sprite->callback = AnimLargeFlame_Step;
}
static void AnimLargeFlame(struct Sprite *sprite)
{
if (GetBattlerSide(gBattleAnimAttacker))
{
sprite->x -= gBattleAnimArgs[0];
sprite->y += gBattleAnimArgs[1];
sprite->data[2] = gBattleAnimArgs[4];
}
else
{
sprite->x += gBattleAnimArgs[0];
sprite->y += gBattleAnimArgs[1];
sprite->data[2] = -gBattleAnimArgs[4];
}
sprite->data[1] = gBattleAnimArgs[2];
sprite->data[4] = gBattleAnimArgs[3];
sprite->data[3] = gBattleAnimArgs[5];
sprite->callback = AnimLargeFlame_Step;
}
static void AnimLargeFlame_Step(struct Sprite *sprite)
{
if (++sprite->data[0] < sprite->data[4])
{
sprite->x2 += sprite->data[2];
sprite->y2 += sprite->data[3];
}
if (sprite->data[0] == sprite->data[1])
DestroySpriteAndMatrix(sprite);
}
static void AnimUnusedSmallEmber(struct Sprite *sprite)
{
SetSpriteCoordsToAnimAttackerCoords(sprite);
if (GetBattlerSide(gBattleAnimAttacker))
{
sprite->x -= gBattleAnimArgs[0];
}
else
{
sprite->x += gBattleAnimArgs[0];
sprite->subpriority = 8;
}
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->data[4] = gBattleAnimArgs[6];
sprite->data[5] = 0;
sprite->callback = AnimUnusedSmallEmber_Step;
}
static void AnimUnusedSmallEmber_Step(struct Sprite *sprite)
{
if (sprite->data[3])
{
if(sprite->data[5] > 10000)
sprite->subpriority = 1;
sprite->x2 = Sin(sprite->data[0], sprite->data[1] + (sprite->data[5] >> 8));
sprite->y2 = Cos(sprite->data[0], sprite->data[1] + (sprite->data[5] >> 8));
sprite->data[0] += sprite->data[2];
sprite->data[5] += sprite->data[4];
if (sprite->data[0] > 255)
sprite->data[0] -= 256;
else if (sprite->data[0] < 0)
sprite->data[0] += 256;
sprite->data[3]--;
}
else
{
DestroySpriteAndMatrix(sprite);
}
}
// Sunlight from Sunny Day / sunny weather
static void AnimSunlight(struct Sprite *sprite)
{
sprite->x = 0;
sprite->y = 0;
sprite->data[0] = 60;
sprite->data[2] = 140;
sprite->data[4] = 80;
sprite->callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
}
// Animates the secondary effect of MOVE_EMBER, where the flames grow and slide
// horizontally a bit.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: target x pixel offset
// arg 3: target y pixel offset
// arg 4: duration
// arg 5: ? (todo: something related to which mon the pixel offsets are based on)
// arg 6: ? (todo: something related to which mon the pixel offsets are based on)
static void AnimEmberFlare(struct Sprite *sprite)
{
if (GetBattlerSide(gBattleAnimAttacker) == GetBattlerSide(gBattleAnimTarget)
&& (gBattleAnimAttacker == GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT)
|| gBattleAnimAttacker == GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT)))
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
sprite->callback = AnimTravelDiagonally;
sprite->callback(sprite);
}
static void AnimBurnFlame(struct Sprite *sprite)
{
gBattleAnimArgs[0] = -gBattleAnimArgs[0];
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
sprite->callback = AnimTravelDiagonally;
}
// Animates the a fire sprite in the first-half of the MOVE_FIRE_BLAST
// animation. The fire sprite first moves in a circle around the mon,
// and then it is translated towards the target mon, while still rotating.
// Lastly, it moves in a circle around the target mon.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: initial wave offset
//void AnimFireRing(struct Sprite *sprite)
void AnimFireRing(struct Sprite *sprite)
{
InitSpritePosToAnimAttacker(sprite, TRUE);
sprite->data[7] = gBattleAnimArgs[2];
sprite->data[0] = 0;
sprite->callback = AnimFireRing_Step1;
}
static void AnimFireRing_Step1(struct Sprite *sprite)
{
UpdateFireRingCircleOffset(sprite);
if (++sprite->data[0] == 0x12)
{
sprite->data[0] = 0x19;
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->callback = AnimFireRing_Step2;
}
}
static void AnimFireRing_Step2(struct Sprite *sprite)
{
if (AnimTranslateLinear(sprite))
{
sprite->data[0] = 0;
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
sprite->y2 = 0;
sprite->x2 = 0;
sprite->callback = AnimFireRing_Step3;
sprite->callback(sprite);
}
else
{
sprite->x2 += Sin(sprite->data[7], 28);
sprite->y2 += Cos(sprite->data[7], 28);
sprite->data[7] = (sprite->data[7] + 20) & 0xFF;
}
}
static void AnimFireRing_Step3(struct Sprite *sprite)
{
UpdateFireRingCircleOffset(sprite);
if (++sprite->data[0] == 0x1F)
DestroyAnimSprite(sprite);
}
static void UpdateFireRingCircleOffset(struct Sprite *sprite)
{
sprite->x2 = Sin(sprite->data[7], 28);
sprite->y2 = Cos(sprite->data[7], 28);
sprite->data[7] = (sprite->data[7] + 20) & 0xFF;
}
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: duration
// arg 3: x delta
// arg 4: y delta
// AnimFireCross(struct Sprite *sprite)
void AnimFireCross(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];
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
sprite->callback = TranslateSpriteLinear;
}
void AnimFireSpiralOutward(struct Sprite *sprite)
{
InitSpritePosToAnimAttacker(sprite, TRUE);
sprite->data[1] = gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[3];
sprite->invisible = TRUE;
sprite->callback = WaitAnimForDuration;
StoreSpriteCallbackInData6(sprite, AnimFireSpiralOutward_Step1);
}
static void AnimFireSpiralOutward_Step1(struct Sprite *sprite)
{
sprite->invisible = FALSE;
sprite->data[0] = sprite->data[1];
sprite->data[1] = 0;
sprite->callback = AnimFireSpiralOutward_Step2;
sprite->callback(sprite);
}
static void AnimFireSpiralOutward_Step2(struct Sprite *sprite)
{
sprite->x2 = Sin(sprite->data[1], sprite->data[2] >> 8);
sprite->y2 = Cos(sprite->data[1], sprite->data[2] >> 8);
sprite->data[1] = (sprite->data[1] + 10) & 0xFF;
sprite->data[2] += 0xD0;
if (--sprite->data[0] == -1)
DestroyAnimSprite(sprite);
}
#define IDX_ACTIVE_SPRITES 6 // Used by the sprite callback to modify the number of active sprites
#define tState data[0]
#define tTimer1 data[1]
#define tTimer2 data[2]
#define tTimer3 data[3]
#define tAttackerY data[4]
#define tAttackerSide data[5]
#define tActiveSprites data[IDX_ACTIVE_SPRITES]
// data[8]-data[15] used by PrepareEruptAnimTaskData / UpdateEruptAnimTask
#define tAttackerSpriteId data[15]
#define sSpeedDelay data[0]
#define sLaunchStage data[1]
#define sX data[2]
#define sY data[3]
#define sSpeedX data[4]
#define sSpeedY data[5]
#define sTaskId data[6]
#define sActiveSpritesIdx data[7]
// Animates first stage of Eruption where the attacker squishes and launches rocks away from themself
void AnimTask_EruptionLaunchRocks(u8 taskId)
{
struct Task *task = &gTasks[taskId];
task->tAttackerSpriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
task->tState = 0;
task->tTimer1 = 0;
task->tTimer2 = 0;
task->tTimer3 = 0;
task->tAttackerY = gSprites[task->tAttackerSpriteId].y;
task->tAttackerSide = GetBattlerSide(gBattleAnimAttacker);
task->tActiveSprites = 0;
PrepareBattlerSpriteForRotScale(task->tAttackerSpriteId, ST_OAM_OBJ_NORMAL);
task->func = AnimTask_EruptionLaunchRocks_Step;
}
static void AnimTask_EruptionLaunchRocks_Step(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->tState)
{
case 0:
PrepareEruptAnimTaskData(task, task->tAttackerSpriteId, 0x100, 0x100, 0xE0, 0x200, 32);
task->tState++;
case 1:
if (++task->tTimer1 > 1)
{
task->tTimer1 = 0;
if (++task->tTimer2 & 1)
gSprites[task->tAttackerSpriteId].x2 = 3;
else
gSprites[task->tAttackerSpriteId].x2 = -3;
}
if (task->tAttackerSide != B_SIDE_PLAYER)
{
if (++task->tTimer3 > 4)
{
task->tTimer3 = 0;
gSprites[task->tAttackerSpriteId].y++;
}
}
if(!UpdateEruptAnimTask(task))
{
SetBattlerSpriteYOffsetFromYScale(task->tAttackerSpriteId);
gSprites[task->tAttackerSpriteId].x2 = 0;
task->tTimer1 = 0;
task->tTimer2 = 0;
task->tTimer3 = 0;
task->tState++;
}
break;
case 2:
if (++task->tTimer1 > 4)
{
if (task->tAttackerSide != B_SIDE_PLAYER)
PrepareEruptAnimTaskData(task, task->tAttackerSpriteId, 0xE0, 0x200, 0x180, 0xF0, 6);
else
PrepareEruptAnimTaskData(task, task->tAttackerSpriteId, 0xE0, 0x200, 0x180, 0xC0, 6);
task->tTimer1 = 0;
task->tState++;
}
break;
case 3:
if (!UpdateEruptAnimTask(task))
{
CreateEruptionLaunchRocks(task->tAttackerSpriteId, taskId, IDX_ACTIVE_SPRITES);
task->tState++;
}
break;
case 4:
if (++task->tTimer1 > 1)
{
task->tTimer1 = 0;
if (++task->tTimer2 & 1)
gSprites[task->tAttackerSpriteId].y2 += 3;
else
gSprites[task->tAttackerSpriteId].y2 -= 3;
}
if (++task->tTimer3 > 24)
{
if (task->tAttackerSide != B_SIDE_PLAYER)
PrepareEruptAnimTaskData(task, task->tAttackerSpriteId, 0x180, 0xF0, 0x100, 0x100, 8);
else
PrepareEruptAnimTaskData(task, task->tAttackerSpriteId, 0x180, 0xC0, 0x100, 0x100, 8);
if (task->tTimer2 & 1)
gSprites[task->tAttackerSpriteId].y2 -= 3;
task->tTimer1 = 0;
task->tTimer2 = 0;
task->tTimer3 = 0;
task->tState++;
}
break;
case 5:
if (task->tAttackerSide != B_SIDE_PLAYER)
gSprites[task->tAttackerSpriteId].y--;
if (!UpdateEruptAnimTask(task))
{
gSprites[task->tAttackerSpriteId].y = task->tAttackerY;
ResetSpriteRotScale(task->tAttackerSpriteId);
task->tTimer2 = 0;
task->tState++;
}
break;
case 6:
if (task->tActiveSprites == 0)
DestroyAnimVisualTask(taskId);
break;
default:
break;
}
}
static void CreateEruptionLaunchRocks(u8 spriteId, u8 taskId, u8 activeSpritesIdx)
{
u16 i, j;
s8 sign;
u16 y = GetEruptionLaunchRockInitialYPos(spriteId);
u16 x = gSprites[spriteId].x;
if(GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER)
{
x -= 12;
sign = 1;
}
else
{
x += 16;
sign = -1;
}
for (i = 0, j = 0; i <= 6; i++)
{
u8 spriteId = CreateSprite(&gEruptionLaunchRockSpriteTemplate, x, y, 2);
if (spriteId != MAX_SPRITES)
{
gSprites[spriteId].oam.tileNum += j * 4 + 0x40;
if (++j >= 5)
j = 0;
InitEruptionLaunchRockCoordData(&gSprites[spriteId], sEruptionLaunchRockSpeeds[i][0] * sign, sEruptionLaunchRockSpeeds[i][1]);
gSprites[spriteId].sTaskId = taskId;
gSprites[spriteId].sActiveSpritesIdx = activeSpritesIdx;
gTasks[taskId].data[activeSpritesIdx]++;
}
}
}
static void AnimEruptionLaunchRock(struct Sprite *sprite)
{
UpdateEruptionLaunchRockPos(sprite);
if (sprite->invisible)
{
gTasks[sprite->sTaskId].data[sprite->sActiveSpritesIdx]--;
DestroySprite(sprite);
}
}
static u16 GetEruptionLaunchRockInitialYPos(u8 spriteId)
{
s16 y = gSprites[spriteId].y + gSprites[spriteId].y2 + gSprites[spriteId].centerToCornerVecY;
if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER)
y += 74;
else
y += 44;
return y;
}
static void InitEruptionLaunchRockCoordData(struct Sprite *sprite, s16 speedX, s16 speedY)
{
sprite->sSpeedDelay = 0;
sprite->sLaunchStage = 0;
sprite->sX = (u16)sprite->x * 8;
sprite->sY = (u16)sprite->y * 8;
sprite->sSpeedX = speedX * 8;
sprite->sSpeedY = speedY * 8;
}
static void UpdateEruptionLaunchRockPos(struct Sprite *sprite)
{
int extraLaunchSpeed;
if (++sprite->sSpeedDelay > 2)
{
sprite->sSpeedDelay = 0;
++sprite->sLaunchStage;
extraLaunchSpeed = (u16)sprite->sLaunchStage * (u16)sprite->sLaunchStage;
sprite->sY += extraLaunchSpeed;
}
sprite->sX += sprite->sSpeedX;
sprite->x = sprite->sX >> 3;
sprite->sY += sprite->sSpeedY;
sprite->y = sprite->sY >> 3;
if (sprite->x < -8 || sprite->x > DISPLAY_WIDTH + 8 || sprite->y < -8 || sprite->y > 120)
sprite->invisible = TRUE;
}
#undef IDX_ACTIVE_SPRITES
#undef tState
#undef tTimer1
#undef tTimer2
#undef tTimer3
#undef tAttackerY
#undef tAttackerSide
#undef tActiveSprites
#undef tAttackerSpriteId
#undef sSpeedDelay
#undef sLaunchStage
#undef sX
#undef sY
#undef sSpeedX
#undef sSpeedY
#undef sTaskId
#undef sActiveSpritesIdx
#define sState data[0]
#define sBounceTimer data[1]
#define sBounceDir data[2]
#define sEndTimer data[3]
#define sFallDelay data[6]
#define sTargetY data[7]
void AnimEruptionFallingRock(struct Sprite *sprite)
{
sprite->x = gBattleAnimArgs[0];
sprite->y = gBattleAnimArgs[1];
sprite->sState = 0;
sprite->sBounceTimer = 0;
sprite->sBounceDir = 0;
sprite->sFallDelay = gBattleAnimArgs[2];
sprite->sTargetY = gBattleAnimArgs[3];
sprite->oam.tileNum += gBattleAnimArgs[4] * 16;
sprite->callback = AnimEruptionFallingRock_Step;
}
static void AnimEruptionFallingRock_Step(struct Sprite *sprite)
{
switch (sprite->sState)
{
case 0:
// Wait to begin falling
if (sprite->sFallDelay != 0)
{
sprite->sFallDelay--;
return;
}
sprite->sState++;
// fall through
case 1:
// Rock is falling
sprite->y += 8;
if (sprite->y >= sprite->sTargetY)
{
sprite->y = sprite->sTargetY;
sprite->sState++;
}
break;
case 2:
// Bounce up and down on landing spot
if (++sprite->sBounceTimer > 1)
{
sprite->sBounceTimer = 0;
if ((++sprite->sBounceDir & 1) != 0)
sprite->y2 = -3;
else
sprite->y2 = 3;
}
if (++sprite->sEndTimer > 16)
DestroyAnimSprite(sprite);
break;
}
}
#undef sState
#undef sBounceTimer
#undef sBounceDir
#undef sEndTimer
#undef sFallDelay
#undef sTargetY
void AnimWillOWispOrb(struct Sprite *sprite)
{
switch (sprite->data[0])
{
case 0:
InitSpritePosToAnimAttacker(sprite, FALSE);
StartSpriteAnim(sprite, gBattleAnimArgs[2]);
sprite->data[7] = gBattleAnimArgs[2];
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
{
sprite->data[4] = 4;
}
else
{
sprite->data[4] = -4;
}
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimTarget);
sprite->data[0]++;
break;
case 1:
sprite->data[1] += 192;
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
{
sprite->y2 = -(sprite->data[1] >> 8);
}
else
{
sprite->y2 = sprite->data[1] >> 8;
}
sprite->x2 = Sin(sprite->data[2], sprite->data[4]);
sprite->data[2] = (sprite->data[2] + 4) & 0xFF;
if (++sprite->data[3] == 1)
{
sprite->data[3] = 0;
sprite->data[0]++;
}
break;
case 2:
sprite->x2 = Sin(sprite->data[2], sprite->data[4]);
sprite->data[2] = (sprite->data[2] + 4) & 0xFF;
if (++sprite->data[3] == 31)
{
sprite->x += sprite->x2;
sprite->y += sprite->y2;
sprite->y2 = 0;
sprite->x2 = 0;
sprite->data[0] = 256;
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);
InitAnimLinearTranslationWithSpeed(sprite);
sprite->callback = AnimWillOWispOrb_Step;
}
break;
}
}
static void AnimWillOWispOrb_Step(struct Sprite *sprite)
{
s16 initialData5;
s16 newData5;
if (!AnimTranslateLinear(sprite))
{
sprite->x2 += Sin(sprite->data[5], 16);
initialData5 = sprite->data[5];
sprite->data[5] = (sprite->data[5] + 4) & 0xFF;
newData5 = sprite->data[5];
if ((initialData5 == 0 || initialData5 > 196) && newData5 > 0 && sprite->data[7] == 0)
{
PlaySE12WithPanning(SE_M_FLAME_WHEEL, gAnimCustomPanning);
}
}
else
{
DestroyAnimSprite(sprite);
}
}
static void AnimWillOWispFire(struct Sprite *sprite)
{
if (!sprite->data[0])
{
sprite->data[1] = gBattleAnimArgs[0];
sprite->data[0] += 1;
}
sprite->data[3] += 0xC0 * 2;
sprite->data[4] += 0xA0;
sprite->x2 = Sin(sprite->data[1], sprite->data[3] >> 8);
sprite->y2 = Cos(sprite->data[1], sprite->data[4] >> 8);
sprite->data[1] = (sprite->data[1] + 7) & 0xFF;
if (!IsContest())
{
if (sprite->data[1] < 64 || sprite->data[1] > 195)
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimTarget);
else
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimTarget) + 1;
}
else
{
if (sprite->data[1] < 64 || sprite->data[1] > 195)
sprite->subpriority = 0x1D;
else
sprite->subpriority = 0x1F;
}
if (++sprite->data[2] > 0x14)
sprite->invisible ^= 1;
if (sprite->data[2] == 0x1E)
DestroyAnimSprite(sprite);
}
void AnimTask_MoveHeatWaveTargets(u8 taskId)
{
struct Task *task = &gTasks[taskId];
task->data[12] = GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER ? 1 : -1;
task->data[13] = IsBattlerSpriteVisible(BATTLE_PARTNER(gBattleAnimTarget)) + 1;
task->data[14] = GetAnimBattlerSpriteId(ANIM_TARGET);
task->data[15] = GetAnimBattlerSpriteId(ANIM_DEF_PARTNER);
task->func = AnimTask_MoveHeatWaveTargets_Step;
}
static void AnimTask_MoveHeatWaveTargets_Step(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
task->data[10] += task->data[12] * 2;
if (++task->data[1] >= 2)
{
task->data[1] = 0;
task->data[2]++;
if (task->data[2] & 1)
task->data[11] = 2;
else
task->data[11] = -2;
}
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].x2 = task->data[10] + task->data[11];
}
if (++task->data[9] == 16)
{
task->data[9] = 0;
task->data[0]++;
}
break;
case 1:
if (++task->data[1] >= 5)
{
task->data[1] = 0;
task->data[2]++;
if (task->data[2] & 1)
task->data[11] = 2;
else
task->data[11] = -2;
}
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].x2 = task->data[10] + task->data[11];
}
if (++task->data[9] == 96)
{
task->data[9] = 0;
task->data[0]++;
}
break;
case 2:
task->data[10] -= task->data[12] * 2;
if (++task->data[1] >= 2)
{
task->data[1] = 0;
task->data[2]++;
if (task->data[2] & 1)
task->data[11] = 2;
else
task->data[11] = -2;
}
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].x2 = task->data[10] + task->data[11];
}
if (++task->data[9] == 16)
{
task->data[0]++;
}
break;
case 3:
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].x2 = 0;
}
DestroyAnimVisualTask(taskId);
break;
}
}
// Used to add a color mask to the battle background.
// arg 0: opacity
// arg 1: color code
void AnimTask_BlendBackground(u8 taskId)
{
struct BattleAnimBgData animBg;
GetBattleAnimBg1Data(&animBg);
BlendPalette(BG_PLTT_ID(animBg.paletteId), 16, gBattleAnimArgs[0], gBattleAnimArgs[1]);
DestroyAnimVisualTask(taskId);
}
#define tShakeNum data[0]
#define tMaxShakes data[1]
#define tShakeOffset data[2] // Never read, gBattleAnimArgs[1] is used directly instead
#define tVertical data[3]
#define tPatternId data[4]
// Shakes target horizontally or vertically tMaxShakes times, following a set pattern of alternations
void AnimTask_ShakeTargetInPattern(u8 taskId)
{
s8 dir;
u8 spriteId;
if (gTasks[taskId].tShakeNum == 0)
{
gTasks[taskId].tMaxShakes = gBattleAnimArgs[0];
gTasks[taskId].tShakeOffset = gBattleAnimArgs[1];
gTasks[taskId].tVertical = gBattleAnimArgs[2];
gTasks[taskId].tPatternId = gBattleAnimArgs[3];
}
gTasks[taskId].tShakeNum++;
spriteId = gBattlerSpriteIds[gBattleAnimTarget];
if (gTasks[taskId].tPatternId == 0)
dir = sShakeDirsPattern0[gTasks[taskId].tShakeNum % 10];
else
dir = sShakeDirsPattern1[gTasks[taskId].tShakeNum % 10];
if (gTasks[taskId].tVertical == TRUE)
gSprites[spriteId].y2 = gBattleAnimArgs[1] * dir < 0 ? -(gBattleAnimArgs[1] * dir) : gBattleAnimArgs[1] * dir;
else
gSprites[spriteId].x2 = gBattleAnimArgs[1] * dir;
if (gTasks[taskId].tShakeNum == gTasks[taskId].tMaxShakes)
{
gSprites[spriteId].x2 = 0;
gSprites[spriteId].y2 = 0;
DestroyAnimVisualTask(taskId);
}
}