mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-29 13:50:42 +01:00
554210c5e3
Command used for the job: egrep -rl ' $' --include *.c --include *.h --include *.s --include *.inc --include *.txt * | xargs sed -i 's/\s\+$//g' Credits to Grant Murphy from Stack Overflow.
775 lines
22 KiB
C
775 lines
22 KiB
C
#include "global.h"
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#include "battle_anim.h"
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#include "random.h"
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#include "scanline_effect.h"
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#include "task.h"
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#include "trig.h"
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#include "constants/rgb.h"
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static void AnimBonemerangProjectile(struct Sprite *);
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static void AnimBoneHitProjectile(struct Sprite *);
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static void AnimDirtScatter(struct Sprite *);
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static void AnimMudSportDirt(struct Sprite *);
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static void AnimDirtPlumeParticle(struct Sprite *);
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static void AnimDirtPlumeParticle_Step(struct Sprite *);
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static void AnimDigDirtMound(struct Sprite *);
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static void AnimBonemerangProjectile_Step(struct Sprite *);
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static void AnimBonemerangProjectile_End(struct Sprite *);
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static void AnimMudSportDirtRising(struct Sprite *);
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static void AnimMudSportDirtFalling(struct Sprite *);
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static void AnimTask_DigBounceMovement(u8);
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static void AnimTask_DigEndBounceMovementSetInvisible(u8);
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static void AnimTask_DigSetVisibleUnderground(u8);
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static void AnimTask_DigRiseUpFromHole(u8);
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static void SetDigScanlineEffect(u8, s16, s16);
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static void AnimTask_ShakeTerrain(u8);
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static void AnimTask_ShakeBattlers(u8);
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static void SetBattlersXOffsetForShake(struct Task *);
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static void WaitForFissureCompletion(u8);
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static const union AffineAnimCmd sAffineAnim_Bonemerang[] =
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{
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AFFINEANIMCMD_FRAME(0x0, 0x0, 15, 1),
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AFFINEANIMCMD_JUMP(0),
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};
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static const union AffineAnimCmd sAffineAnim_SpinningBone[] =
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{
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AFFINEANIMCMD_FRAME(0x0, 0x0, 20, 1),
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AFFINEANIMCMD_JUMP(0),
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};
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static const union AffineAnimCmd *const sAffineAnims_Bonemerang[] =
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{
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sAffineAnim_Bonemerang,
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};
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static const union AffineAnimCmd *const sAffineAnims_SpinningBone[] =
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{
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sAffineAnim_SpinningBone,
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};
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const struct SpriteTemplate gBonemerangSpriteTemplate =
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{
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.tileTag = ANIM_TAG_BONE,
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.paletteTag = ANIM_TAG_BONE,
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.oam = &gOamData_AffineNormal_ObjNormal_32x32,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = sAffineAnims_Bonemerang,
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.callback = AnimBonemerangProjectile,
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};
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const struct SpriteTemplate gSpinningBoneSpriteTemplate =
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{
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.tileTag = ANIM_TAG_BONE,
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.paletteTag = ANIM_TAG_BONE,
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.oam = &gOamData_AffineNormal_ObjNormal_32x32,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = sAffineAnims_SpinningBone,
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.callback = AnimBoneHitProjectile,
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};
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const struct SpriteTemplate gSandAttackDirtSpriteTemplate =
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{
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.tileTag = ANIM_TAG_MUD_SAND,
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.paletteTag = ANIM_TAG_MUD_SAND,
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.oam = &gOamData_AffineOff_ObjNormal_8x8,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimDirtScatter,
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};
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static const union AnimCmd sAnim_MudSlapMud[] =
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{
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ANIMCMD_FRAME(1, 1),
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ANIMCMD_END,
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};
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static const union AnimCmd *const sAnims_MudSlapMud[] =
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{
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sAnim_MudSlapMud,
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};
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const struct SpriteTemplate gMudSlapMudSpriteTemplate =
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{
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.tileTag = ANIM_TAG_MUD_SAND,
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.paletteTag = ANIM_TAG_MUD_SAND,
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.oam = &gOamData_AffineOff_ObjNormal_16x16,
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.anims = sAnims_MudSlapMud,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimDirtScatter,
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};
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const struct SpriteTemplate gMudsportMudSpriteTemplate =
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{
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.tileTag = ANIM_TAG_MUD_SAND,
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.paletteTag = ANIM_TAG_MUD_SAND,
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.oam = &gOamData_AffineOff_ObjNormal_16x16,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimMudSportDirt,
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};
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const struct SpriteTemplate gDirtPlumeSpriteTemplate =
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{
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.tileTag = ANIM_TAG_MUD_SAND,
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.paletteTag = ANIM_TAG_MUD_SAND,
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.oam = &gOamData_AffineOff_ObjNormal_8x8,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimDirtPlumeParticle,
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};
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const struct SpriteTemplate gDirtMoundSpriteTemplate =
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{
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.tileTag = ANIM_TAG_DIRT_MOUND,
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.paletteTag = ANIM_TAG_DIRT_MOUND,
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.oam = &gOamData_AffineOff_ObjNormal_32x16,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimDigDirtMound,
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};
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// Moves a bone projectile towards the target mon, which moves like
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// a boomerang. After hitting the target mon, it comes back to the user.
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static void AnimBonemerangProjectile(struct Sprite *sprite)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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sprite->data[0] = 20;
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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sprite->data[5] = -40;
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InitAnimArcTranslation(sprite);
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sprite->callback = AnimBonemerangProjectile_Step;
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}
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static void AnimBonemerangProjectile_Step(struct Sprite *sprite)
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{
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if (TranslateAnimHorizontalArc(sprite))
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{
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sprite->x += sprite->x2;
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sprite->y += sprite->y2;
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sprite->y2 = 0;
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sprite->x2 = 0;
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sprite->data[0] = 20;
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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sprite->data[5] = 40;
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InitAnimArcTranslation(sprite);
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sprite->callback = AnimBonemerangProjectile_End;
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}
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}
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static void AnimBonemerangProjectile_End(struct Sprite *sprite)
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{
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if (TranslateAnimHorizontalArc(sprite))
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DestroyAnimSprite(sprite);
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}
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// Moves a bone projectile towards the target mon, starting right next to
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// the target mon.
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// arg 0: initial x pixel offset
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// arg 1: initial y pixel offset
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// arg 2: target x pixel offset
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// arg 3: target y pixel offset
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// arg 4: duration
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static void AnimBoneHitProjectile(struct Sprite *sprite)
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{
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InitSpritePosToAnimTarget(sprite, TRUE);
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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sprite->data[0] = gBattleAnimArgs[4];
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
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sprite->callback = StartAnimLinearTranslation;
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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}
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// Moves a small dirt projectile towards the target mon.
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// arg 0: initial x pixel offset
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// arg 1: initial y pixel offset
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// arg 2: duration
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// arg 3: target x pixel offset
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// arg 4: target y pixel offset
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static void AnimDirtScatter(struct Sprite *sprite)
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{
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u8 targetXPos, targetYPos;
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s16 xOffset, yOffset;
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InitSpritePosToAnimAttacker(sprite, 1);
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targetXPos = GetBattlerSpriteCoord2(gBattleAnimTarget, 2);
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targetYPos = GetBattlerSpriteCoord2(gBattleAnimTarget, 3);
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xOffset = Random2() & 0x1F;
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yOffset = Random2() & 0x1F;
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if (xOffset > 16)
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xOffset = 16 - xOffset;
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if (yOffset > 16)
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yOffset = 16 - yOffset;
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sprite->data[0] = gBattleAnimArgs[2];
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sprite->data[2] = targetXPos + xOffset;
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sprite->data[4] = targetYPos + yOffset;
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sprite->callback = StartAnimLinearTranslation;
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StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
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}
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// Moves a particle of dirt in the Mud Sport animation.
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// The dirt can either be rising upward, or falling down.
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// arg 0: 0 = dirt is rising into the air, 1 = dirt is falling down
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// arg 1: initial x pixel offset
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// arg 2: initial y pixel offset
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static void AnimMudSportDirt(struct Sprite *sprite)
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{
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sprite->oam.tileNum++;
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if (gBattleAnimArgs[0] == 0)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[1];
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2];
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sprite->data[0] = gBattleAnimArgs[1] > 0 ? 1 : -1;
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sprite->callback = AnimMudSportDirtRising;
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}
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else
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{
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sprite->x = gBattleAnimArgs[1];
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sprite->y = gBattleAnimArgs[2];
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sprite->y2 = -gBattleAnimArgs[2];
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sprite->callback = AnimMudSportDirtFalling;
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}
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}
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static void AnimMudSportDirtRising(struct Sprite *sprite)
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{
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if (++sprite->data[1] > 1)
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{
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sprite->data[1] = 0;
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sprite->x += sprite->data[0];
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}
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sprite->y -= 4;
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if (sprite->y < -4)
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DestroyAnimSprite(sprite);
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}
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static void AnimMudSportDirtFalling(struct Sprite *sprite)
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{
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switch (sprite->data[0])
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{
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case 0:
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sprite->y2 += 4;
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if (sprite->y2 >= 0)
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{
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sprite->y2 = 0;
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sprite->data[0]++;
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}
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break;
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case 1:
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if (++sprite->data[1] > 0)
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{
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sprite->data[1] = 0;
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sprite->invisible ^= 1;
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if (++sprite->data[2] == 10)
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DestroyAnimSprite(sprite);
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}
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break;
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}
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}
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void AnimTask_DigDownMovement(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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if (gBattleAnimArgs[0] == FALSE)
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task->func = AnimTask_DigBounceMovement;
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else
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task->func = AnimTask_DigEndBounceMovementSetInvisible;
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task->func(taskId);
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}
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static void AnimTask_DigBounceMovement(u8 taskId)
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{
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u8 y;
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struct Task *task = &gTasks[taskId];
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switch (task->data[0])
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{
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case 0:
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task->data[10] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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task->data[11] = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker);
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if (task->data[11] == 1)
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{
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task->data[12] = gBattle_BG1_X;
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task->data[13] = gBattle_BG1_Y;
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}
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else
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{
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task->data[12] = gBattle_BG2_X;
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task->data[13] = gBattle_BG2_Y;
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}
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y = GetBattlerYCoordWithElevation(gBattleAnimAttacker);
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task->data[14] = y - 32;
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task->data[15] = y + 32;
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if (task->data[14] < 0)
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task->data[14] = 0;
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gSprites[task->data[10]].invisible = TRUE;
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task->data[0]++;
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break;
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case 1:
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SetDigScanlineEffect(task->data[11], task->data[14], task->data[15]);
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task->data[0]++;
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break;
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case 2:
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task->data[2] = (task->data[2] + 6) & 0x7F;
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if (++task->data[4] > 2)
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{
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task->data[4] = 0;
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task->data[3]++;
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}
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task->data[5] = task->data[3] + (gSineTable[task->data[2]] >> 4);
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if (task->data[11] == 1)
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gBattle_BG1_Y = task->data[13] - task->data[5];
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else
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gBattle_BG2_Y = task->data[13] - task->data[5];
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if (task->data[5] > 63)
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{
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task->data[5] = 120 - task->data[14];
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if (task->data[11] == 1)
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gBattle_BG1_Y = task->data[13] - task->data[5];
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else
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gBattle_BG2_Y = task->data[13] - task->data[5];
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gSprites[task->data[10]].x2 = DISPLAY_WIDTH + 32 - gSprites[task->data[10]].x;
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task->data[0]++;
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}
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break;
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case 3:
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gScanlineEffect.state = 3;
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task->data[0]++;
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break;
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case 4:
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DestroyAnimVisualTask(taskId);
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gSprites[task->data[10]].invisible = TRUE;
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break;
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}
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}
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static void AnimTask_DigEndBounceMovementSetInvisible(u8 taskId)
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{
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u8 spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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gSprites[spriteId].invisible = TRUE;
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gSprites[spriteId].x2 = 0;
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gSprites[spriteId].y2 = 0;
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if (GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker) == 1)
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gBattle_BG1_Y = 0;
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else
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gBattle_BG2_Y = 0;
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DestroyAnimVisualTask(taskId);
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}
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void AnimTask_DigUpMovement(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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if (gBattleAnimArgs[0] == FALSE)
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task->func = AnimTask_DigSetVisibleUnderground;
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else
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task->func = AnimTask_DigRiseUpFromHole;
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task->func(taskId);
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}
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static void AnimTask_DigSetVisibleUnderground(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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switch (task->data[0])
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{
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case 0:
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task->data[10] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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gSprites[task->data[10]].invisible = FALSE;
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gSprites[task->data[10]].x2 = 0;
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gSprites[task->data[10]].y2 = DISPLAY_HEIGHT - gSprites[task->data[10]].y;
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task->data[0]++;
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break;
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case 1:
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DestroyAnimVisualTask(taskId);
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}
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}
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static void AnimTask_DigRiseUpFromHole(u8 taskId)
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{
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u8 var0;
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struct Task *task = &gTasks[taskId];
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switch (task->data[0])
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{
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case 0:
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task->data[10] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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task->data[11] = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker);
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if (task->data[11] == 1)
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task->data[12] = gBattle_BG1_X;
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else
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task->data[12] = gBattle_BG2_X;
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var0 = GetBattlerYCoordWithElevation(gBattleAnimAttacker);
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task->data[14] = var0 - 32;
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task->data[15] = var0 + 32;
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task->data[0]++;
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break;
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case 1:
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SetDigScanlineEffect(task->data[11], 0, task->data[15]);
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task->data[0]++;
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break;
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case 2:
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gSprites[task->data[10]].y2 = 96;
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task->data[0]++;
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break;
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case 3:
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gSprites[task->data[10]].y2 -= 8;
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if (gSprites[task->data[10]].y2 == 0)
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{
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gScanlineEffect.state = 3;
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task->data[0]++;
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}
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break;
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case 4:
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DestroyAnimVisualTask(taskId);
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break;
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}
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}
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static void SetDigScanlineEffect(u8 useBG1, s16 y, s16 endY)
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{
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s16 bgX;
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struct ScanlineEffectParams scanlineParams;
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if (useBG1 == 1)
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{
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bgX = gBattle_BG1_X;
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scanlineParams.dmaDest = ®_BG1HOFS;
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}
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else
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{
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bgX = gBattle_BG2_X;
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scanlineParams.dmaDest = ®_BG2HOFS;
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}
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if (y < 0)
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y = 0;
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while (y < endY)
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{
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gScanlineEffectRegBuffers[0][y] = bgX;
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gScanlineEffectRegBuffers[1][y] = bgX;
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y++;
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|
}
|
|
|
|
while (y < 160)
|
|
{
|
|
gScanlineEffectRegBuffers[0][y] = bgX + 240;
|
|
gScanlineEffectRegBuffers[1][y] = bgX + 240;
|
|
y++;
|
|
}
|
|
|
|
scanlineParams.dmaControl = SCANLINE_EFFECT_DMACNT_16BIT;
|
|
scanlineParams.initState = 1;
|
|
scanlineParams.unused9 = 0;
|
|
ScanlineEffect_SetParams(scanlineParams);
|
|
}
|
|
|
|
// Moves a particle of dirt in a plume of dirt. Used in Fissure and Dig.
|
|
// arg 0: which mon (0 = attacker, 1 = target)
|
|
// arg 1: which side of mon (0 = left, 1 = right)
|
|
// arg 2: target x offset
|
|
// arg 3: target y offset
|
|
// arg 4: wave amplitude
|
|
// arg 5: duration
|
|
void AnimDirtPlumeParticle(struct Sprite *sprite)
|
|
{
|
|
s8 battler;
|
|
s16 xOffset;
|
|
|
|
if (gBattleAnimArgs[0] == 0)
|
|
battler = gBattleAnimAttacker;
|
|
else
|
|
battler = gBattleAnimTarget;
|
|
|
|
xOffset = 24;
|
|
if (gBattleAnimArgs[1] == 1)
|
|
{
|
|
xOffset *= -1;
|
|
gBattleAnimArgs[2] *= -1;
|
|
}
|
|
|
|
sprite->x = GetBattlerSpriteCoord(battler, 2) + xOffset;
|
|
sprite->y = GetBattlerYCoordWithElevation(battler) + 30;
|
|
sprite->data[0] = gBattleAnimArgs[5];
|
|
sprite->data[2] = sprite->x + gBattleAnimArgs[2];
|
|
sprite->data[4] = sprite->y + gBattleAnimArgs[3];
|
|
sprite->data[5] = gBattleAnimArgs[4];
|
|
InitAnimArcTranslation(sprite);
|
|
sprite->callback = AnimDirtPlumeParticle_Step;
|
|
}
|
|
|
|
static void AnimDirtPlumeParticle_Step(struct Sprite *sprite)
|
|
{
|
|
if (TranslateAnimHorizontalArc(sprite))
|
|
DestroyAnimSprite(sprite);
|
|
}
|
|
|
|
// Displays the dirt mound seen in the move Dig for set duration.
|
|
// The dirt mound image is too large for a single sprite, so two
|
|
// sprites are lined up next to each other.
|
|
// arg 0: which mon (0 = attacker, 1 = target)
|
|
// arg 1: oam tile num (0 = left half of image, 1 = right half of image)
|
|
// arg 2: duration
|
|
static void AnimDigDirtMound(struct Sprite *sprite)
|
|
{
|
|
s8 battler;
|
|
|
|
if (gBattleAnimArgs[0] == 0)
|
|
battler = gBattleAnimAttacker;
|
|
else
|
|
battler = gBattleAnimTarget;
|
|
|
|
sprite->x = GetBattlerSpriteCoord(battler, 0) - 16 + (gBattleAnimArgs[1] * 32);
|
|
sprite->y = GetBattlerYCoordWithElevation(battler) + 32;
|
|
sprite->oam.tileNum += gBattleAnimArgs[1] * 8;
|
|
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
|
|
sprite->data[0] = gBattleAnimArgs[2];
|
|
sprite->callback = WaitAnimForDuration;
|
|
}
|
|
|
|
|
|
#define tState data[0]
|
|
#define tDelay data[1]
|
|
#define tTimer data[2]
|
|
#define tMaxTime data[3]
|
|
#define tbattlerSpriteIds(i) data[9 + (i)]
|
|
#define tNumBattlers data[13] // AnimTask_ShakeBattlers
|
|
#define tInitialX data[13] // AnimTask_ShakeTerrain
|
|
#define tHorizOffset data[14]
|
|
#define tInitHorizOffset data[15]
|
|
|
|
// Shakes battler(s) or the battle terrain back and forth horizontally. Used by e.g. Earthquake, Eruption
|
|
// arg0: What to shake. 0-3 for any specific battler, MAX_BATTLERS_COUNT for all battlers, MAX_BATTLERS_COUNT + 1 for the terrain
|
|
// arg1: Shake intensity, used to calculate horizontal pixel offset (if 0, use move power instead)
|
|
// arg2: Length of time to shake for
|
|
void AnimTask_HorizontalShake(u8 taskId)
|
|
{
|
|
u16 i;
|
|
struct Task *task = &gTasks[taskId];
|
|
|
|
if (gBattleAnimArgs[1] != 0)
|
|
task->tHorizOffset = task->tInitHorizOffset = gBattleAnimArgs[1] + 3;
|
|
else
|
|
task->tHorizOffset = task->tInitHorizOffset = (gAnimMovePower / 10) + 3;
|
|
|
|
task->tMaxTime = gBattleAnimArgs[2];
|
|
switch (gBattleAnimArgs[0])
|
|
{
|
|
case MAX_BATTLERS_COUNT + 1: // Shake terrain
|
|
task->tInitialX = gBattle_BG3_X;
|
|
task->func = AnimTask_ShakeTerrain;
|
|
break;
|
|
case MAX_BATTLERS_COUNT: // Shake all battlers
|
|
task->tNumBattlers = 0;
|
|
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
|
|
{
|
|
if (IsBattlerSpriteVisible(i))
|
|
{
|
|
task->tbattlerSpriteIds(task->tNumBattlers) = gBattlerSpriteIds[i];
|
|
task->tNumBattlers++;
|
|
}
|
|
}
|
|
task->func = AnimTask_ShakeBattlers;
|
|
break;
|
|
default: // Shake specific battler
|
|
task->tbattlerSpriteIds(0) = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
|
|
if (task->tbattlerSpriteIds(0) == SPRITE_NONE)
|
|
{
|
|
DestroyAnimVisualTask(taskId);
|
|
}
|
|
else
|
|
{
|
|
task->tNumBattlers = 1;
|
|
task->func = AnimTask_ShakeBattlers;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void AnimTask_ShakeTerrain(u8 taskId)
|
|
{
|
|
struct Task *task = &gTasks[taskId];
|
|
|
|
switch (task->tState)
|
|
{
|
|
case 0:
|
|
if (++task->tDelay > 1)
|
|
{
|
|
task->tDelay = 0;
|
|
if ((task->tTimer & 1) == 0)
|
|
gBattle_BG3_X = task->tInitialX + task->tInitHorizOffset;
|
|
else
|
|
gBattle_BG3_X = task->tInitialX - task->tInitHorizOffset;
|
|
|
|
if (++task->tTimer == task->tMaxTime)
|
|
{
|
|
task->tTimer = 0;
|
|
task->tHorizOffset--;
|
|
task->tState++;
|
|
}
|
|
}
|
|
break;
|
|
case 1:
|
|
if (++task->tDelay > 1)
|
|
{
|
|
task->tDelay = 0;
|
|
if ((task->tTimer & 1) == 0)
|
|
gBattle_BG3_X = task->tInitialX + task->tHorizOffset;
|
|
else
|
|
gBattle_BG3_X = task->tInitialX - task->tHorizOffset;
|
|
|
|
if (++task->tTimer == 4)
|
|
{
|
|
task->tTimer = 0;
|
|
if (--task->tHorizOffset == 0)
|
|
task->tState++;
|
|
}
|
|
}
|
|
break;
|
|
case 2:
|
|
gBattle_BG3_X = task->tInitialX;
|
|
DestroyAnimVisualTask(taskId);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void AnimTask_ShakeBattlers(u8 taskId)
|
|
{
|
|
u16 i;
|
|
struct Task *task = &gTasks[taskId];
|
|
|
|
switch (task->tState)
|
|
{
|
|
case 0:
|
|
if (++task->tDelay > 1)
|
|
{
|
|
task->tDelay = 0;
|
|
SetBattlersXOffsetForShake(task);
|
|
if (++task->tTimer == task->tMaxTime)
|
|
{
|
|
task->tTimer = 0;
|
|
task->tHorizOffset--;
|
|
task->tState++;
|
|
}
|
|
}
|
|
break;
|
|
case 1:
|
|
if (++task->tDelay > 1)
|
|
{
|
|
task->tDelay = 0;
|
|
SetBattlersXOffsetForShake(task);
|
|
if (++task->tTimer == 4)
|
|
{
|
|
task->tTimer = 0;
|
|
if (--task->tHorizOffset == 0)
|
|
task->tState++;
|
|
}
|
|
}
|
|
break;
|
|
case 2:
|
|
for (i = 0; i < task->tNumBattlers; i++)
|
|
gSprites[task->tbattlerSpriteIds(i)].x2 = 0;
|
|
|
|
DestroyAnimVisualTask(taskId);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void SetBattlersXOffsetForShake(struct Task *task)
|
|
{
|
|
u16 i;
|
|
u16 xOffset;
|
|
|
|
if ((task->tTimer & 1) == 0)
|
|
xOffset = (task->tHorizOffset / 2) + (task->tHorizOffset & 1);
|
|
else
|
|
xOffset = -(task->tHorizOffset / 2);
|
|
|
|
for (i = 0; i < task->tNumBattlers; i++)
|
|
{
|
|
gSprites[task->tbattlerSpriteIds(i)].x2 = xOffset;
|
|
}
|
|
}
|
|
|
|
#undef tState
|
|
#undef tDelay
|
|
#undef tTimer
|
|
#undef tMaxTime
|
|
#undef tbattlerSpriteIds
|
|
#undef tNumBattlers
|
|
#undef tInitialX
|
|
#undef tHorizOffset
|
|
#undef tInitHorizOffset
|
|
|
|
void AnimTask_IsPowerOver99(u8 taskId)
|
|
{
|
|
gBattleAnimArgs[15] = gAnimMovePower > 99;
|
|
DestroyAnimVisualTask(taskId);
|
|
}
|
|
|
|
void AnimTask_PositionFissureBgOnBattler(u8 taskId)
|
|
{
|
|
struct Task *newTask;
|
|
u8 battler = (gBattleAnimArgs[0] & ANIM_TARGET) ? gBattleAnimTarget : gBattleAnimAttacker;
|
|
|
|
if (gBattleAnimArgs[0] > ANIM_TARGET)
|
|
battler = BATTLE_PARTNER(battler);
|
|
|
|
newTask = &gTasks[CreateTask(WaitForFissureCompletion, gBattleAnimArgs[1])];
|
|
newTask->data[1] = (32 - GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2)) & 0x1FF;
|
|
newTask->data[2] = (64 - GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET)) & 0xFF;
|
|
gBattle_BG3_X = newTask->data[1];
|
|
gBattle_BG3_Y = newTask->data[2];
|
|
newTask->data[3] = gBattleAnimArgs[2];
|
|
DestroyAnimVisualTask(taskId);
|
|
}
|
|
|
|
static void WaitForFissureCompletion(u8 taskId)
|
|
{
|
|
struct Task *task = &gTasks[taskId];
|
|
|
|
// Holds the BG3 offsets until gBattleAnimArgs[7]
|
|
// is set to a special terminator value.
|
|
if (gBattleAnimArgs[7] == task->data[3])
|
|
{
|
|
gBattle_BG3_X = 0;
|
|
gBattle_BG3_Y = 0;
|
|
DestroyTask(taskId);
|
|
}
|
|
else
|
|
{
|
|
gBattle_BG3_X = task->data[1];
|
|
gBattle_BG3_Y = task->data[2];
|
|
}
|
|
}
|