mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-29 13:50:42 +01:00
1337 lines
39 KiB
C
1337 lines
39 KiB
C
#include "global.h"
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#include "battle.h"
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#include "battle_anim.h"
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#include "gpu_regs.h"
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#include "palette.h"
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#include "constants/rgb.h"
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#include "scanline_effect.h"
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#include "constants/songs.h"
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#include "sound.h"
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#include "trig.h"
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#include "util.h"
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static void AnimConfuseRayBallBounce(struct Sprite *);
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static void AnimConfuseRayBallBounce_Step1(struct Sprite *);
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static void AnimConfuseRayBallBounce_Step2(struct Sprite *);
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static void UpdateConfuseRayBallBlend(struct Sprite *);
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static void AnimConfuseRayBallSpiral(struct Sprite *);
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static void AnimConfuseRayBallSpiral_Step(struct Sprite *);
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static void AnimTask_NightShadeClone_Step1(u8 taskId);
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static void AnimTask_NightShadeClone_Step2(u8 taskId);
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static void AnimShadowBall(struct Sprite *);
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static void AnimShadowBall_Step(struct Sprite *);
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static void AnimLick(struct Sprite *);
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static void AnimLick_Step(struct Sprite *);
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static void AnimTask_NightmareClone_Step(u8 taskId);
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static void AnimTask_SpiteTargetShadow_Step1(u8 taskId);
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static void AnimTask_SpiteTargetShadow_Step2(u8 taskId);
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static void AnimTask_SpiteTargetShadow_Step3(u8 taskId);
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static void AnimDestinyBondWhiteShadow(struct Sprite *);
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static void AnimDestinyBondWhiteShadow_Step(struct Sprite *);
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static void AnimTask_DestinyBondWhiteShadow_Step(u8 taskId);
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static void AnimTask_CurseStretchingBlackBg_Step1(u8 taskId);
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static void AnimTask_CurseStretchingBlackBg_Step2(u8 taskId);
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static void AnimCurseNail(struct Sprite *);
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static void AnimCurseNail_Step1(struct Sprite *);
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static void AnimCurseNail_Step2(struct Sprite *);
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static void AnimCurseNail_End(struct Sprite *);
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static void AnimGhostStatusSprite(struct Sprite *);
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static void AnimGhostStatusSprite_Step(struct Sprite *);
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static void AnimTask_GrudgeFlames_Step(u8 taskId);
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static void AnimGrudgeFlame(struct Sprite *);
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static void AnimMonMoveCircular(struct Sprite *);
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static void AnimMonMoveCircular_Step(struct Sprite *);
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static const union AffineAnimCmd sAffineAnim_ConfuseRayBallBounce[] =
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{
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AFFINEANIMCMD_FRAME(0x1E, 0x1E, 10, 5),
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AFFINEANIMCMD_FRAME(0xFFE2, 0xFFE2, 10, 5),
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AFFINEANIMCMD_JUMP(0),
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};
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static const union AffineAnimCmd *const sAffineAnims_ConfuseRayBallBounce[] =
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{
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sAffineAnim_ConfuseRayBallBounce,
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};
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const struct SpriteTemplate gConfuseRayBallBounceSpriteTemplate =
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{
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.tileTag = ANIM_TAG_YELLOW_BALL,
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.paletteTag = ANIM_TAG_YELLOW_BALL,
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.oam = &gOamData_AffineDouble_ObjNormal_16x16,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = sAffineAnims_ConfuseRayBallBounce,
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.callback = AnimConfuseRayBallBounce,
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};
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const struct SpriteTemplate gConfuseRayBallSpiralSpriteTemplate =
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{
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.tileTag = ANIM_TAG_YELLOW_BALL,
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.paletteTag = ANIM_TAG_YELLOW_BALL,
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.oam = &gOamData_AffineOff_ObjBlend_16x16,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimConfuseRayBallSpiral,
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};
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static const union AffineAnimCmd sAffineAnim_ShadowBall[] =
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{
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AFFINEANIMCMD_FRAME(0x0, 0x0, 10, 1),
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AFFINEANIMCMD_JUMP(0),
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};
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static const union AffineAnimCmd *const sAffineAnims_ShadowBall[] =
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{
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sAffineAnim_ShadowBall,
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};
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const struct SpriteTemplate gShadowBallSpriteTemplate =
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{
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.tileTag = ANIM_TAG_SHADOW_BALL,
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.paletteTag = ANIM_TAG_SHADOW_BALL,
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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_ShadowBall,
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.callback = AnimShadowBall,
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};
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static const union AnimCmd sAnim_Lick[] =
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{
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ANIMCMD_FRAME(0, 2),
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ANIMCMD_FRAME(8, 2),
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ANIMCMD_FRAME(16, 2),
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ANIMCMD_FRAME(24, 2),
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ANIMCMD_FRAME(32, 2),
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ANIMCMD_END,
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};
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static const union AnimCmd *const sAnims_Lick[] =
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{
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sAnim_Lick,
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};
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const struct SpriteTemplate gLickSpriteTemplate =
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{
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.tileTag = ANIM_TAG_LICK,
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.paletteTag = ANIM_TAG_LICK,
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.oam = &gOamData_AffineOff_ObjNormal_16x32,
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.anims = sAnims_Lick,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimLick,
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};
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static const union AffineAnimCmd sAffineAnim_Unused[] =
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{
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AFFINEANIMCMD_FRAME(0x200, 0x200, 0, 0),
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AFFINEANIMCMD_END,
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};
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// Unused
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static const union AffineAnimCmd *const sAffineAnims_Unused[] =
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{
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sAffineAnim_Unused,
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};
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const struct SpriteTemplate gDestinyBondWhiteShadowSpriteTemplate =
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{
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.tileTag = ANIM_TAG_WHITE_SHADOW,
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.paletteTag = ANIM_TAG_WHITE_SHADOW,
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.oam = &gOamData_AffineOff_ObjBlend_64x32,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimDestinyBondWhiteShadow,
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};
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const struct SpriteTemplate gCurseNailSpriteTemplate =
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{
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.tileTag = ANIM_TAG_NAIL,
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.paletteTag = ANIM_TAG_NAIL,
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.oam = &gOamData_AffineOff_ObjBlend_32x16,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimCurseNail,
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};
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const struct SpriteTemplate gCurseGhostSpriteTemplate =
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{
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.tileTag = ANIM_TAG_GHOSTLY_SPIRIT,
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.paletteTag = ANIM_TAG_GHOSTLY_SPIRIT,
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.oam = &gOamData_AffineOff_ObjBlend_32x32,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimGhostStatusSprite,
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};
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const struct SpriteTemplate gNightmareDevilSpriteTemplate =
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{
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.tileTag = ANIM_TAG_DEVIL,
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.paletteTag = ANIM_TAG_DEVIL,
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.oam = &gOamData_AffineOff_ObjBlend_32x32,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimGhostStatusSprite,
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};
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static const union AnimCmd sAnim_GrudgeFlame[] =
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{
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ANIMCMD_FRAME(0, 4),
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ANIMCMD_FRAME(8, 4),
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ANIMCMD_FRAME(16, 4),
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ANIMCMD_FRAME(24, 4),
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ANIMCMD_JUMP(0),
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};
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static const union AnimCmd *const sAnims_GrudgeFlame[] =
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{
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sAnim_GrudgeFlame,
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};
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const struct SpriteTemplate gGrudgeFlameSpriteTemplate =
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{
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.tileTag = ANIM_TAG_PURPLE_FLAME,
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.paletteTag = ANIM_TAG_PURPLE_FLAME,
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.oam = &gOamData_AffineOff_ObjBlend_16x32,
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.anims = sAnims_GrudgeFlame,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimGrudgeFlame,
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};
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// Unused
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static const struct SpriteTemplate sMonMoveCircularSpriteTemplate =
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{
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.tileTag = 0,
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.paletteTag = 0,
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.oam = &gDummyOamData,
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimMonMoveCircular,
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};
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static void AnimConfuseRayBallBounce(struct Sprite *sprite)
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{
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InitSpritePosToAnimAttacker(sprite, TRUE);
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sprite->data[0] = gBattleAnimArgs[2];
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sprite->data[1] = sprite->pos1.x;
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->data[3] = sprite->pos1.y;
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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InitAnimLinearTranslationWithSpeed(sprite);
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sprite->callback = AnimConfuseRayBallBounce_Step1;
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sprite->data[6] = 16;
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SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL));
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SetGpuReg(REG_OFFSET_BLDALPHA, sprite->data[6]);
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}
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static void AnimConfuseRayBallBounce_Step1(struct Sprite *sprite)
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{
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s16 r0;
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s16 r2;
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UpdateConfuseRayBallBlend(sprite);
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if (AnimTranslateLinear(sprite))
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{
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sprite->callback = AnimConfuseRayBallBounce_Step2;
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return;
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}
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sprite->pos2.x += Sin(sprite->data[5], 10);
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sprite->pos2.y += Cos(sprite->data[5], 15);
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r2 = sprite->data[5];
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sprite->data[5] = (sprite->data[5] + 5) & 0xFF;
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r0 = sprite->data[5];
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if (r2 != 0 && r2 <= 196)
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return;
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if (r0 <= 0)
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return;
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PlaySE12WithPanning(SE_M_CONFUSE_RAY, gAnimCustomPanning);
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}
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static void AnimConfuseRayBallBounce_Step2(struct Sprite *sprite)
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{
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s16 r2;
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s16 r0;
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sprite->data[0] = 1;
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AnimTranslateLinear(sprite);
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sprite->pos2.x += Sin(sprite->data[5], 10);
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sprite->pos2.y += Cos(sprite->data[5], 15);
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r2 = sprite->data[5];
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sprite->data[5] = (sprite->data[5] + 5) & 0xFF;
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r0 = sprite->data[5];
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if (r2 == 0 || r2 > 196)
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{
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if (r0 > 0)
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PlaySE(SE_M_CONFUSE_RAY);
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}
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if (sprite->data[6] == 0)
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{
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sprite->invisible = TRUE;
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sprite->callback = DestroyAnimSpriteAndDisableBlend;
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}
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else
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UpdateConfuseRayBallBlend(sprite);
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}
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static void UpdateConfuseRayBallBlend(struct Sprite *sprite)
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{
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if (sprite->data[6] > 0xFF)
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{
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if (++sprite->data[6] == 0x10d)
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sprite->data[6] = 0;
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return;
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}
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if ((sprite->data[7]++ & 0xFF) == 0)
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{
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sprite->data[7] &= 0xff00;
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if ((sprite->data[7] & 0x100) != 0)
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sprite->data[6]++;
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else
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sprite->data[6]--;
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(sprite->data[6], 16 - sprite->data[6]));
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if (sprite->data[6] == 0 || sprite->data[6] == 16)
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sprite->data[7] ^= 0x100;
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if (sprite->data[6] == 0)
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sprite->data[6] = 0x100;
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}
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}
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static void AnimConfuseRayBallSpiral(struct Sprite *sprite)
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{
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InitSpritePosToAnimTarget(sprite, TRUE);
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sprite->callback = AnimConfuseRayBallSpiral_Step;
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sprite->callback(sprite);
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}
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static void AnimConfuseRayBallSpiral_Step(struct Sprite *sprite)
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{
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u16 temp1;
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sprite->pos2.x = Sin(sprite->data[0], 32);
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sprite->pos2.y = Cos(sprite->data[0], 8);
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temp1 = sprite->data[0] - 65;
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if (temp1 <= 130)
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sprite->oam.priority = 2;
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else
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sprite->oam.priority = 1;
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sprite->data[0] = (sprite->data[0] + 19) & 0xFF;
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sprite->data[2] += 80;
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sprite->pos2.y += sprite->data[2] >> 8;
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sprite->data[7] += 1;
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if (sprite->data[7] == 61)
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DestroyAnimSprite(sprite);
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}
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// Creates a large transparent clone of the attacker centered on their position which shrinks to original size
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void AnimTask_NightShadeClone(u8 taskId)
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{
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u8 spriteId;
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SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL));
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 0x10));
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spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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PrepareBattlerSpriteForRotScale(spriteId, ST_OAM_OBJ_BLEND);
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SetSpriteRotScale(spriteId, 128, 128, 0);
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gSprites[spriteId].invisible = FALSE;
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gTasks[taskId].data[0] = 128;
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gTasks[taskId].data[1] = *gBattleAnimArgs;
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gTasks[taskId].data[2] = 0;
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gTasks[taskId].data[3] = 16;
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gTasks[taskId].func = AnimTask_NightShadeClone_Step1;
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}
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static void AnimTask_NightShadeClone_Step1(u8 taskId)
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{
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gTasks[taskId].data[10] += 1;
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if (gTasks[taskId].data[10] == 3)
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{
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gTasks[taskId].data[10] = 0;
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gTasks[taskId].data[2] += 1;
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gTasks[taskId].data[3] -= 1;
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[2], gTasks[taskId].data[3]));
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if (gTasks[taskId].data[2] != 9)
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return;
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gTasks[taskId].func = AnimTask_NightShadeClone_Step2;
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}
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}
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static void AnimTask_NightShadeClone_Step2(u8 taskId)
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{
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u8 spriteId;
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if (gTasks[taskId].data[1] > 0)
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{
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gTasks[taskId].data[1] -= 1;
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return;
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}
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spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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gTasks[taskId].data[0] += 8;
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if (gTasks[taskId].data[0] <= 0xFF)
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{
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SetSpriteRotScale(spriteId, gTasks[taskId].data[0], gTasks[taskId].data[0], 0);
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}
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else
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{
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ResetSpriteRotScale(spriteId);
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DestroyAnimVisualTask(taskId);
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SetGpuReg(REG_OFFSET_BLDCNT, 0);
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SetGpuReg(REG_OFFSET_BLDALPHA, 0);
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}
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}
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// Spins a sprite towards the target, pausing in the middle.
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// Used in Shadow Ball.
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// arg 0: duration step 1 (attacker -> center)
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// arg 1: duration step 2 (spin center)
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// arg 2: duration step 3 (center -> target)
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static void AnimShadowBall(struct Sprite *sprite)
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{
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s16 oldPosX = sprite->pos1.x;
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s16 oldPosY = sprite->pos1.y;
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sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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sprite->data[0] = 0;
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sprite->data[1] = gBattleAnimArgs[0];
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sprite->data[2] = gBattleAnimArgs[1];
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sprite->data[3] = gBattleAnimArgs[2];
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sprite->data[4] = sprite->pos1.x << 4;
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sprite->data[5] = sprite->pos1.y << 4;
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sprite->data[6] = ((oldPosX - sprite->pos1.x) << 4) / (gBattleAnimArgs[0] << 1);
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sprite->data[7] = ((oldPosY - sprite->pos1.y) << 4) / (gBattleAnimArgs[0] << 1);
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sprite->callback = AnimShadowBall_Step;
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}
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static void AnimShadowBall_Step(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->data[4] += sprite->data[6];
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sprite->data[5] += sprite->data[7];
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sprite->pos1.x = sprite->data[4] >> 4;
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sprite->pos1.y = sprite->data[5] >> 4;
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sprite->data[1] -= 1;
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if (sprite->data[1] > 0)
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break;
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sprite->data[0] += 1;
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break;
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case 1:
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sprite->data[2] -= 1;
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if (sprite->data[2] > 0)
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break;
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sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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sprite->data[4] = sprite->pos1.x << 4;
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sprite->data[5] = sprite->pos1.y << 4;
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sprite->data[6] = ((sprite->data[1] - sprite->pos1.x) << 4) / sprite->data[3];
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sprite->data[7] = ((sprite->data[2] - sprite->pos1.y) << 4) / sprite->data[3];
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sprite->data[0] += 1;
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break;
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case 2:
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sprite->data[4] += sprite->data[6];
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sprite->data[5] += sprite->data[7];
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sprite->pos1.x = sprite->data[4] >> 4;
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sprite->pos1.y = sprite->data[5] >> 4;
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sprite->data[3] -= 1;
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if (sprite->data[3] > 0)
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break;
|
|
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
|
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
|
sprite->data[0] += 1;
|
|
break;
|
|
case 3:
|
|
DestroySpriteAndMatrix(sprite);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void AnimLick(struct Sprite *sprite)
|
|
{
|
|
InitSpritePosToAnimTarget(sprite, TRUE);
|
|
sprite->callback = AnimLick_Step;
|
|
}
|
|
|
|
static void AnimLick_Step(struct Sprite *sprite)
|
|
{
|
|
bool8 r5 = FALSE;
|
|
bool8 r6 = FALSE;
|
|
|
|
if (sprite->animEnded)
|
|
{
|
|
if (!sprite->invisible)
|
|
sprite->invisible = TRUE;
|
|
|
|
switch (sprite->data[0])
|
|
{
|
|
default:
|
|
r6 = TRUE;
|
|
break;
|
|
case 0:
|
|
if (sprite->data[1] == 2)
|
|
r5 = TRUE;
|
|
break;
|
|
case 1:
|
|
if (sprite->data[1] == 4)
|
|
r5 = TRUE;
|
|
break;
|
|
}
|
|
|
|
if (r5)
|
|
{
|
|
sprite->invisible ^= 1;
|
|
sprite->data[2]++;
|
|
sprite->data[1] = 0;
|
|
if (sprite->data[2] == 5)
|
|
{
|
|
sprite->data[2] = 0;
|
|
sprite->data[0]++;
|
|
}
|
|
}
|
|
else if (r6)
|
|
{
|
|
DestroyAnimSprite(sprite);
|
|
}
|
|
else
|
|
{
|
|
sprite->data[1]++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Creates a transparent clone of the target which drifts up and away to the side
|
|
void AnimTask_NightmareClone(u8 taskId)
|
|
{
|
|
struct Task *task;
|
|
|
|
task = &gTasks[taskId];
|
|
task->data[0] = CloneBattlerSpriteWithBlend(ANIM_TARGET);
|
|
if (task->data[0] < 0)
|
|
{
|
|
DestroyAnimVisualTask(taskId);
|
|
return;
|
|
}
|
|
task->data[1] = 0;
|
|
task->data[2] = 15;
|
|
task->data[3] = 2;
|
|
task->data[4] = 0;
|
|
SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL));
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(task->data[2], task->data[3]));
|
|
gSprites[task->data[0]].data[0] = 80;
|
|
if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER)
|
|
{
|
|
gSprites[task->data[0]].data[1] = -144;
|
|
gSprites[task->data[0]].data[2] = 112;
|
|
}
|
|
else
|
|
{
|
|
gSprites[task->data[0]].data[1] = 144;
|
|
gSprites[task->data[0]].data[2] = -112;
|
|
}
|
|
gSprites[task->data[0]].data[3] = 0;
|
|
gSprites[task->data[0]].data[4] = 0;
|
|
StoreSpriteCallbackInData6(&gSprites[task->data[0]], SpriteCallbackDummy);
|
|
gSprites[task->data[0]].callback = TranslateSpriteLinearFixedPoint;
|
|
task->func = AnimTask_NightmareClone_Step;
|
|
}
|
|
|
|
static void AnimTask_NightmareClone_Step(u8 taskId)
|
|
{
|
|
struct Task *task;
|
|
|
|
task = &gTasks[taskId];
|
|
switch (task->data[4])
|
|
{
|
|
case 0:
|
|
task->data[1] += 1;
|
|
task->data[5] = task->data[1] & 3;
|
|
if (task->data[5] == 1)
|
|
if (task->data[2] > 0)
|
|
task->data[2] -= 1;
|
|
if (task->data[5] == 3)
|
|
if (task->data[3] <= 15)
|
|
task->data[3] += 1;
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(task->data[2], task->data[3]));
|
|
if (task->data[3] != 16 || task->data[2] != 0)
|
|
break;
|
|
if (task->data[1] <= 80)
|
|
break;
|
|
obj_delete_but_dont_free_vram(&gSprites[task->data[0]]);
|
|
task->data[4] = 1;
|
|
break;
|
|
case 1:
|
|
if (++task->data[6] <= 1)
|
|
break;
|
|
SetGpuReg(REG_OFFSET_BLDCNT, 0);
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, 0);
|
|
task->data[4] += 1;
|
|
break;
|
|
case 2:
|
|
DestroyAnimVisualTask(taskId);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Creates a blended copy of the target that wavers in front of them
|
|
void AnimTask_SpiteTargetShadow(u8 taskId)
|
|
{
|
|
struct Task *task;
|
|
|
|
task = &gTasks[taskId];
|
|
task->data[15] = 0;
|
|
task->func = AnimTask_SpiteTargetShadow_Step1;
|
|
task->func(taskId);
|
|
}
|
|
|
|
static void AnimTask_SpiteTargetShadow_Step1(u8 taskId)
|
|
{
|
|
s16 startLine;
|
|
struct Task *task = &gTasks[taskId];
|
|
u8 position = GetBattlerSpriteBGPriorityRank(gBattleAnimTarget);
|
|
|
|
switch (task->data[15])
|
|
{
|
|
case 0:
|
|
task->data[14] = AllocSpritePalette(ANIM_TAG_BENT_SPOON);
|
|
if (task->data[14] == 0xFF || task->data[14] == 0xF)
|
|
{
|
|
DestroyAnimVisualTask(taskId);
|
|
}
|
|
else
|
|
{
|
|
task->data[0] = CloneBattlerSpriteWithBlend(ANIM_TARGET);
|
|
if (task->data[0] < 0)
|
|
{
|
|
FreeSpritePaletteByTag(ANIM_TAG_BENT_SPOON);
|
|
DestroyAnimVisualTask(taskId);
|
|
}
|
|
else
|
|
{
|
|
s16 mask2;
|
|
gSprites[task->data[0]].oam.paletteNum = task->data[14];
|
|
gSprites[task->data[0]].oam.objMode = ST_OAM_OBJ_NORMAL;
|
|
gSprites[task->data[0]].oam.priority = 3;
|
|
gSprites[task->data[0]].invisible = (gBattleSpritesDataPtr->battlerData[gBattleAnimTarget].invisible);
|
|
task->data[1] = 0;
|
|
task->data[2] = 0;
|
|
task->data[3] = 16;
|
|
task->data[13] = GetAnimBattlerSpriteId(ANIM_TARGET);
|
|
task->data[4] = (gSprites[task->data[13]].oam.paletteNum + 16) * 16;
|
|
if (position == 1) {
|
|
u16 mask = DISPCNT_BG1_ON;
|
|
mask2 = mask;
|
|
}
|
|
else {
|
|
u16 mask = DISPCNT_BG2_ON;
|
|
mask2 = mask;
|
|
}
|
|
ClearGpuRegBits(REG_OFFSET_DISPCNT, mask2);
|
|
task->data[15]++;
|
|
}
|
|
}
|
|
break;
|
|
case 1:
|
|
task->data[14] = (task->data[14] + 16) * 16;
|
|
CpuCopy32(&gPlttBufferUnfaded[task->data[4]], &gPlttBufferFaded[task->data[14]], 32);
|
|
BlendPalette(task->data[4], 16, 10, RGB(13, 0, 15));
|
|
task->data[15]++;
|
|
break;
|
|
case 2:
|
|
startLine = gSprites[task->data[13]].pos1.y + gSprites[task->data[13]].pos2.y - 32;
|
|
if (startLine < 0)
|
|
startLine = 0;
|
|
|
|
if (position == 1)
|
|
task->data[10] = ScanlineEffect_InitWave(startLine, startLine + 64, 2, 6, 0, 4, 1);
|
|
else
|
|
task->data[10] = ScanlineEffect_InitWave(startLine, startLine + 64, 2, 6, 0, 8, 1);
|
|
|
|
task->data[15]++;
|
|
break;
|
|
case 3:
|
|
if (position == 1)
|
|
SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL | BLDCNT_TGT1_BG1));
|
|
else
|
|
SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL | BLDCNT_TGT1_BG2));
|
|
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 0x10));
|
|
task->data[15]++;
|
|
break;
|
|
case 4:
|
|
if (position == 1)
|
|
SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_BG1_ON);
|
|
else
|
|
SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_BG2_ON);
|
|
|
|
task->func = AnimTask_SpiteTargetShadow_Step2;
|
|
task->data[15]++;
|
|
break;
|
|
default:
|
|
task->data[15]++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void AnimTask_SpiteTargetShadow_Step2(u8 taskId)
|
|
{
|
|
struct Task *task = &gTasks[taskId];
|
|
task->data[1]++;
|
|
task->data[5] = task->data[1] & 1;
|
|
if (task->data[5] == 0)
|
|
task->data[2] = gSineTable[task->data[1]] / 18;
|
|
|
|
if (task->data[5] == 1)
|
|
task->data[3] = 16 - (gSineTable[task->data[1]] / 18);
|
|
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(task->data[2], task->data[3]));
|
|
if (task->data[1] == 128)
|
|
{
|
|
task->data[15] = 0;
|
|
task->func = AnimTask_SpiteTargetShadow_Step3;
|
|
task->func(taskId);
|
|
}
|
|
}
|
|
|
|
static void AnimTask_SpiteTargetShadow_Step3(u8 taskId)
|
|
{
|
|
struct Task *task = &gTasks[taskId];
|
|
u8 rank = GetBattlerSpriteBGPriorityRank(gBattleAnimTarget);
|
|
|
|
switch (task->data[15])
|
|
{
|
|
case 0:
|
|
gScanlineEffect.state = 3;
|
|
task->data[14] = GetAnimBattlerSpriteId(ANIM_TARGET);
|
|
if (rank == 1)
|
|
ClearGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_BG1_ON);
|
|
else
|
|
ClearGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_BG2_ON);
|
|
break;
|
|
case 1:
|
|
BlendPalette(task->data[4], 16, 0, RGB(13, 0, 15));
|
|
break;
|
|
case 2:
|
|
gSprites[task->data[14]].invisible = TRUE;
|
|
obj_delete_but_dont_free_vram(&gSprites[task->data[0]]);
|
|
FreeSpritePaletteByTag(ANIM_TAG_BENT_SPOON);
|
|
SetGpuReg(REG_OFFSET_BLDCNT, 0);
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, 0);
|
|
if (rank == 1)
|
|
SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_BG1_ON);
|
|
else
|
|
SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_BG2_ON);
|
|
|
|
DestroyAnimVisualTask(taskId);
|
|
break;
|
|
}
|
|
|
|
task->data[15]++;
|
|
}
|
|
|
|
static void AnimDestinyBondWhiteShadow(struct Sprite *sprite)
|
|
{
|
|
s16 battler1X, battler1Y;
|
|
s16 battler2X, battler2Y;
|
|
s16 yDiff;
|
|
|
|
if (gBattleAnimArgs[0] == 0)
|
|
{
|
|
battler1X = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
|
battler1Y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 28;
|
|
battler2X = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
|
battler2Y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 28;
|
|
}
|
|
else
|
|
{
|
|
battler1X = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
|
battler1Y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 28;
|
|
battler2X = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
|
battler2Y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 28;
|
|
}
|
|
|
|
yDiff = battler2Y - battler1Y;
|
|
sprite->data[0] = battler1X * 16;
|
|
sprite->data[1] = battler1Y * 16;
|
|
sprite->data[2] = ((battler2X - battler1X) * 16) / gBattleAnimArgs[1];
|
|
sprite->data[3] = (yDiff * 16) / gBattleAnimArgs[1];
|
|
sprite->data[4] = gBattleAnimArgs[1];
|
|
sprite->data[5] = battler2X;
|
|
sprite->data[6] = battler2Y;
|
|
sprite->data[7] = sprite->data[4] / 2;
|
|
sprite->oam.priority = 2;
|
|
sprite->pos1.x = battler1X;
|
|
sprite->pos1.y = battler1Y;
|
|
sprite->callback = AnimDestinyBondWhiteShadow_Step;
|
|
sprite->invisible = TRUE;
|
|
}
|
|
|
|
static void AnimDestinyBondWhiteShadow_Step(struct Sprite *sprite)
|
|
{
|
|
if (sprite->data[4])
|
|
{
|
|
sprite->data[0] += sprite->data[2];
|
|
sprite->data[1] += sprite->data[3];
|
|
sprite->pos1.x = sprite->data[0] >> 4;
|
|
sprite->pos1.y = sprite->data[1] >> 4;
|
|
if (--sprite->data[4] == 0)
|
|
sprite->data[0] = 0;
|
|
}
|
|
}
|
|
|
|
void AnimTask_DestinyBondWhiteShadow(u8 taskId)
|
|
{
|
|
struct Task *task;
|
|
s16 battler;
|
|
u8 spriteId;
|
|
s16 baseX, baseY;
|
|
s16 x, y;
|
|
|
|
task = &gTasks[taskId];
|
|
SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL));
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 0x10));
|
|
task->data[5] = 0;
|
|
task->data[6] = 0;
|
|
task->data[7] = 0;
|
|
task->data[8] = 0;
|
|
task->data[9] = 16;
|
|
task->data[10] = gBattleAnimArgs[0];
|
|
|
|
baseX = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
|
baseY = GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_BOTTOM);
|
|
if (!IsContest())
|
|
{
|
|
for (battler = 0; battler < MAX_BATTLERS_COUNT; battler++)
|
|
{
|
|
if (battler != gBattleAnimAttacker
|
|
&& battler != (gBattleAnimAttacker ^ 2)
|
|
&& IsBattlerSpriteVisible(battler))
|
|
{
|
|
spriteId = CreateSprite(&gDestinyBondWhiteShadowSpriteTemplate, baseX, baseY, 55);
|
|
if (spriteId != MAX_SPRITES)
|
|
{
|
|
x = GetBattlerSpriteCoord(battler, 2);
|
|
y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_BOTTOM);
|
|
gSprites[spriteId].data[0] = baseX << 4;
|
|
gSprites[spriteId].data[1] = baseY << 4;
|
|
gSprites[spriteId].data[2] = ((x - baseX) << 4) / gBattleAnimArgs[1];
|
|
gSprites[spriteId].data[3] = ((y - baseY) << 4) / gBattleAnimArgs[1];
|
|
gSprites[spriteId].data[4] = gBattleAnimArgs[1];
|
|
gSprites[spriteId].data[5] = x;
|
|
gSprites[spriteId].data[6] = y;
|
|
gSprites[spriteId].callback = AnimDestinyBondWhiteShadow_Step;
|
|
|
|
task->data[task->data[12] + 13] = spriteId;
|
|
task->data[12]++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
spriteId = CreateSprite(&gDestinyBondWhiteShadowSpriteTemplate, baseX, baseY, 55);
|
|
if (spriteId != MAX_SPRITES)
|
|
{
|
|
x = 48;
|
|
y = 40;
|
|
gSprites[spriteId].data[0] = baseX << 4;
|
|
gSprites[spriteId].data[1] = baseY << 4;
|
|
gSprites[spriteId].data[2] = ((x - baseX) << 4) / gBattleAnimArgs[1];
|
|
gSprites[spriteId].data[3] = ((y - baseY) << 4) / gBattleAnimArgs[1];
|
|
gSprites[spriteId].data[4] = gBattleAnimArgs[1];
|
|
gSprites[spriteId].data[5] = x;
|
|
gSprites[spriteId].data[6] = y;
|
|
gSprites[spriteId].callback = AnimDestinyBondWhiteShadow_Step;
|
|
|
|
task->data[13] = spriteId;
|
|
task->data[12] = 1;
|
|
}
|
|
}
|
|
|
|
task->func = AnimTask_DestinyBondWhiteShadow_Step;
|
|
}
|
|
|
|
static void AnimTask_DestinyBondWhiteShadow_Step(u8 taskId)
|
|
{
|
|
u16 i;
|
|
struct Task *task = &gTasks[taskId];
|
|
|
|
switch (task->data[0])
|
|
{
|
|
case 0:
|
|
if (task->data[6] == 0)
|
|
{
|
|
if (++task->data[5] > 1)
|
|
{
|
|
task->data[5] = 0;
|
|
task->data[7]++;
|
|
if (task->data[7] & 1)
|
|
{
|
|
if (task->data[8] < 16)
|
|
task->data[8]++;
|
|
}
|
|
else
|
|
{
|
|
if (task->data[9])
|
|
task->data[9]--;
|
|
}
|
|
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(task->data[8], task->data[9]));
|
|
if (task->data[7] >= 24)
|
|
{
|
|
task->data[7] = 0;
|
|
task->data[6] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (task->data[10])
|
|
task->data[10]--;
|
|
else if (task->data[6])
|
|
task->data[0]++;
|
|
break;
|
|
case 1:
|
|
if (++task->data[5] > 1)
|
|
{
|
|
task->data[5] = 0;
|
|
task->data[7]++;
|
|
if (task->data[7] & 1)
|
|
{
|
|
if (task->data[8])
|
|
task->data[8]--;
|
|
}
|
|
else
|
|
{
|
|
if (task->data[9] < 16)
|
|
task->data[9]++;
|
|
}
|
|
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(task->data[8], task->data[9]));
|
|
if (task->data[8] == 0 && task->data[9] == 16)
|
|
{
|
|
for (i = 0; i < task->data[12]; i++)
|
|
DestroySprite(&gSprites[task->data[i + 13]]);
|
|
|
|
task->data[0]++;
|
|
}
|
|
}
|
|
break;
|
|
case 2:
|
|
if (++task->data[5] > 0)
|
|
task->data[0]++;
|
|
break;
|
|
case 3:
|
|
SetGpuReg(REG_OFFSET_BLDCNT, 0);
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, 0);
|
|
DestroyAnimVisualTask(taskId);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void AnimTask_CurseStretchingBlackBg(u8 taskId)
|
|
{
|
|
s16 startX, startY;
|
|
s16 leftDistance, topDistance, bottomDistance, rightDistance;
|
|
|
|
gBattle_WIN0H = 0;
|
|
gBattle_WIN0V = 0;
|
|
SetGpuReg(REG_OFFSET_WININ, ((WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR) |
|
|
(WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR)));
|
|
SetGpuReg(REG_OFFSET_WINOUT, ((WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ) |
|
|
(WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR)));
|
|
SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_TGT1_BG3 | BLDCNT_EFFECT_DARKEN));
|
|
SetGpuReg(REG_OFFSET_BLDY, 0x10);
|
|
|
|
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER || IsContest())
|
|
startX = 40;
|
|
else
|
|
startX = 200;
|
|
|
|
gBattle_WIN0H = (startX << 8) | startX;
|
|
startY = 40;
|
|
gBattle_WIN0V = (startY << 8) | startY;
|
|
|
|
leftDistance = startX;
|
|
rightDistance = 240 - startX;
|
|
topDistance = startY;
|
|
bottomDistance = 72;
|
|
gTasks[taskId].data[1] = leftDistance;
|
|
gTasks[taskId].data[2] = rightDistance;
|
|
gTasks[taskId].data[3] = topDistance;
|
|
gTasks[taskId].data[4] = bottomDistance;
|
|
gTasks[taskId].data[5] = startX;
|
|
gTasks[taskId].data[6] = startY;
|
|
gTasks[taskId].func = AnimTask_CurseStretchingBlackBg_Step1;
|
|
}
|
|
|
|
static void AnimTask_CurseStretchingBlackBg_Step1(u8 taskId)
|
|
{
|
|
s16 step;
|
|
s16 leftDistance, rightDistance, topDistance, bottomDistance;
|
|
s16 startX, startY;
|
|
u16 left, right, top, bottom;
|
|
u16 selectedPalettes;
|
|
|
|
step = gTasks[taskId].data[0];
|
|
gTasks[taskId].data[0]++;
|
|
leftDistance = gTasks[taskId].data[1];
|
|
rightDistance = gTasks[taskId].data[2];
|
|
topDistance = gTasks[taskId].data[3];
|
|
bottomDistance = gTasks[taskId].data[4];
|
|
startX = gTasks[taskId].data[5];
|
|
startY = gTasks[taskId].data[6];
|
|
|
|
if (step < 16)
|
|
{
|
|
left = startX - (leftDistance * 0.0625) * step;
|
|
right = startX + (rightDistance * 0.0625) * step;
|
|
top = startY - (topDistance * 0.0625) * step;
|
|
bottom = startY + (bottomDistance * 0.0625) * step;
|
|
}
|
|
else
|
|
{
|
|
left = 0;
|
|
right = 240;
|
|
top = 0;
|
|
bottom = 112;
|
|
selectedPalettes = GetBattleBgPalettesMask(1, 0, 0, 0, 0, 0, 0);
|
|
BeginNormalPaletteFade(selectedPalettes, 0, 16, 16, RGB(0, 0, 0));
|
|
gTasks[taskId].func = AnimTask_CurseStretchingBlackBg_Step2;
|
|
}
|
|
|
|
gBattle_WIN0H = (left << 8) | right;
|
|
gBattle_WIN0V = (top << 8) | bottom;
|
|
}
|
|
|
|
static void AnimTask_CurseStretchingBlackBg_Step2(u8 taskId)
|
|
{
|
|
if (!gPaletteFade.active)
|
|
{
|
|
gBattle_WIN0H = 0;
|
|
gBattle_WIN0V = 0;
|
|
SetGpuReg(REG_OFFSET_WININ, ((WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR) |
|
|
(WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR)));
|
|
SetGpuReg(REG_OFFSET_WINOUT, ((WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR) |
|
|
(WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR)));
|
|
SetGpuReg(REG_OFFSET_BLDCNT, 0);
|
|
SetGpuReg(REG_OFFSET_BLDY, 0);
|
|
DestroyAnimVisualTask(taskId);
|
|
}
|
|
}
|
|
|
|
static void AnimCurseNail(struct Sprite *sprite)
|
|
{
|
|
s16 xDelta;
|
|
s16 xDelta2;
|
|
|
|
InitSpritePosToAnimAttacker(sprite, 1);
|
|
if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER)
|
|
{
|
|
xDelta = 24;
|
|
xDelta2 = -2;
|
|
sprite->oam.matrixNum = ST_OAM_HFLIP;
|
|
}
|
|
else
|
|
{
|
|
xDelta = -24;
|
|
xDelta2 = 2;
|
|
}
|
|
|
|
sprite->pos1.x += xDelta;
|
|
sprite->data[1] = xDelta2;
|
|
sprite->data[0] = 60;
|
|
sprite->callback = AnimCurseNail_Step1;
|
|
}
|
|
|
|
static void AnimCurseNail_Step1(struct Sprite *sprite)
|
|
{
|
|
u16 var0;
|
|
|
|
if (sprite->data[0] > 0)
|
|
{
|
|
sprite->data[0]--;
|
|
}
|
|
else
|
|
{
|
|
sprite->pos2.x += sprite->data[1];
|
|
var0 = sprite->pos2.x + 7;
|
|
if (var0 > 14)
|
|
{
|
|
sprite->pos1.x += sprite->pos2.x;
|
|
sprite->pos2.x = 0;
|
|
sprite->oam.tileNum += 8;
|
|
if (++sprite->data[2] == 3)
|
|
{
|
|
sprite->data[0] = 30;
|
|
sprite->callback = WaitAnimForDuration;
|
|
StoreSpriteCallbackInData6(sprite, AnimCurseNail_Step2);
|
|
}
|
|
else
|
|
{
|
|
sprite->data[0] = 40;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void AnimCurseNail_Step2(struct Sprite *sprite)
|
|
{
|
|
if (sprite->data[0] == 0)
|
|
{
|
|
SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL));
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(16, 0));
|
|
sprite->data[0]++;
|
|
sprite->data[1] = 0;
|
|
sprite->data[2] = 0;
|
|
}
|
|
else if (sprite->data[1] < 2)
|
|
{
|
|
sprite->data[1]++;
|
|
}
|
|
else
|
|
{
|
|
sprite->data[1] = 0;
|
|
sprite->data[2]++;
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, (16 - sprite->data[2]) | (sprite->data[2] << 8));
|
|
if (sprite->data[2] == 16)
|
|
{
|
|
sprite->invisible = TRUE;
|
|
sprite->callback = AnimCurseNail_End;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void AnimCurseNail_End(struct Sprite *sprite)
|
|
{
|
|
SetGpuReg(REG_OFFSET_BLDCNT, 0);
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, 0);
|
|
gBattle_WIN0H = 0;
|
|
gBattle_WIN0V = 0;
|
|
DestroyAnimSprite(sprite);
|
|
}
|
|
|
|
static void AnimGhostStatusSprite(struct Sprite *sprite)
|
|
{
|
|
u16 coeffB;
|
|
u16 coeffA;
|
|
|
|
sprite->pos2.x = Sin(sprite->data[0], 12);
|
|
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
|
sprite->pos2.x = -sprite->pos2.x;
|
|
|
|
sprite->data[0] = (sprite->data[0] + 6) & 0xFF;
|
|
sprite->data[1] += 0x100;
|
|
sprite->pos2.y = -(sprite->data[1] >> 8);
|
|
|
|
sprite->data[7]++;
|
|
if (sprite->data[7] == 1)
|
|
{
|
|
sprite->data[6] = 0x050B;
|
|
SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL));
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, sprite->data[6]);
|
|
}
|
|
else if (sprite->data[7] > 30)
|
|
{
|
|
sprite->data[2]++;
|
|
coeffB = sprite->data[6] >> 8;
|
|
coeffA = sprite->data[6] & 0xFF;
|
|
|
|
if (++coeffB > 16)
|
|
coeffB = 16;
|
|
--coeffA;
|
|
if ((s16)coeffA < 0)
|
|
coeffA = 0;
|
|
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(coeffA, coeffB));
|
|
sprite->data[6] = BLDALPHA_BLEND(coeffA, coeffB);
|
|
if (coeffB == 16 && coeffA == 0)
|
|
{
|
|
sprite->invisible = TRUE;
|
|
sprite->callback = AnimGhostStatusSprite_Step;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void AnimGhostStatusSprite_Step(struct Sprite *sprite)
|
|
{
|
|
SetGpuReg(REG_OFFSET_BLDCNT, 0);
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, 0);
|
|
DestroyAnimSprite(sprite);
|
|
}
|
|
|
|
void AnimTask_GrudgeFlames(u8 taskId)
|
|
{
|
|
struct Task *task = &gTasks[taskId];
|
|
|
|
task->data[0] = 0;
|
|
task->data[1] = 16;
|
|
task->data[9] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
|
task->data[10] = GetBattlerYCoordWithElevation(gBattleAnimAttacker);
|
|
task->data[11] = (GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_WIDTH) / 2) + 8;
|
|
task->data[7] = 0;
|
|
task->data[5] = GetBattlerSpriteBGPriority(gBattleAnimAttacker);
|
|
task->data[6] = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 2;
|
|
task->data[3] = 0;
|
|
task->data[4] = 16;
|
|
SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL));
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 0x10));
|
|
task->data[8] = 0;
|
|
task->func = AnimTask_GrudgeFlames_Step;
|
|
}
|
|
|
|
static void AnimTask_GrudgeFlames_Step(u8 taskId)
|
|
{
|
|
u16 i;
|
|
u8 spriteId;
|
|
struct Task *task = &gTasks[taskId];
|
|
|
|
switch (task->data[0])
|
|
{
|
|
case 0:
|
|
for (i = 0; i < 6; i++)
|
|
{
|
|
spriteId = CreateSprite(&gGrudgeFlameSpriteTemplate, task->data[9], task->data[10], task->data[6]);
|
|
if (spriteId != MAX_SPRITES)
|
|
{
|
|
gSprites[spriteId].data[0] = taskId;
|
|
gSprites[spriteId].data[1] = GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER;
|
|
|
|
gSprites[spriteId].data[2] = (i * 42) & 0xFF;
|
|
gSprites[spriteId].data[3] = task->data[11];
|
|
gSprites[spriteId].data[5] = i * 6;
|
|
task->data[7]++;
|
|
}
|
|
}
|
|
|
|
task->data[0]++;
|
|
break;
|
|
case 1:
|
|
if (++task->data[1] & 1)
|
|
{
|
|
if (task->data[3] < 14)
|
|
task->data[3]++;
|
|
}
|
|
else
|
|
{
|
|
if (task->data[4] > 4)
|
|
task->data[4]--;
|
|
}
|
|
|
|
if (task->data[3] == 14 && task->data[4] == 4)
|
|
{
|
|
task->data[1] = 0;
|
|
task->data[0]++;
|
|
}
|
|
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(task->data[3], task->data[4]));
|
|
break;
|
|
case 2:
|
|
if (++task->data[1] > 30)
|
|
{
|
|
task->data[1] = 0;
|
|
task->data[0]++;
|
|
}
|
|
break;
|
|
case 3:
|
|
if (++task->data[1] & 1)
|
|
{
|
|
if (task->data[3] > 0)
|
|
task->data[3]--;
|
|
}
|
|
else
|
|
{
|
|
if (task->data[4] < 16)
|
|
task->data[4]++;
|
|
}
|
|
|
|
if (task->data[3] == 0 && task->data[4] == 16)
|
|
{
|
|
task->data[8] = 1;
|
|
task->data[0]++;
|
|
}
|
|
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(task->data[3], task->data[4]));
|
|
break;
|
|
case 4:
|
|
if (task->data[7] == 0)
|
|
task->data[0]++;
|
|
break;
|
|
case 5:
|
|
SetGpuReg(REG_OFFSET_BLDCNT, 0);
|
|
SetGpuReg(REG_OFFSET_BLDALPHA, 0);
|
|
DestroyAnimVisualTask(taskId);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void AnimGrudgeFlame(struct Sprite *sprite)
|
|
{
|
|
u16 index;
|
|
|
|
if (sprite->data[1] == 0)
|
|
sprite->data[2] += 2;
|
|
else
|
|
sprite->data[2] -= 2;
|
|
|
|
sprite->data[2] &= 0xFF;
|
|
sprite->pos2.x = Sin(sprite->data[2], sprite->data[3]);
|
|
|
|
index = sprite->data[2] - 65;
|
|
if (index < 127)
|
|
sprite->oam.priority = gTasks[sprite->data[0]].data[5] + 1;
|
|
else
|
|
sprite->oam.priority = gTasks[sprite->data[0]].data[5];
|
|
|
|
sprite->data[5]++;
|
|
sprite->data[6] = (sprite->data[5] * 8) & 0xFF;
|
|
sprite->pos2.y = Sin(sprite->data[6], 7);
|
|
if (gTasks[sprite->data[0]].data[8])
|
|
{
|
|
gTasks[sprite->data[0]].data[7]--;
|
|
DestroySprite(sprite);
|
|
}
|
|
}
|
|
|
|
static void AnimMonMoveCircular(struct Sprite *sprite)
|
|
{
|
|
sprite->invisible = TRUE;
|
|
sprite->data[5] = gBattlerSpriteIds[gBattleAnimAttacker];
|
|
sprite->data[0] = 128;
|
|
sprite->data[1] = 10;
|
|
sprite->data[2] = gBattleAnimArgs[0];
|
|
sprite->data[3] = gBattleAnimArgs[1];
|
|
sprite->callback = AnimMonMoveCircular_Step;
|
|
|
|
gSprites[sprite->data[5]].pos1.y += 8;
|
|
}
|
|
|
|
static void AnimMonMoveCircular_Step(struct Sprite *sprite)
|
|
{
|
|
if (sprite->data[3])
|
|
{
|
|
sprite->data[3]--;
|
|
gSprites[sprite->data[5]].pos2.x = Sin(sprite->data[0], sprite->data[1]);
|
|
gSprites[sprite->data[5]].pos2.y = Cos(sprite->data[0], sprite->data[1]);
|
|
sprite->data[0] += sprite->data[2];
|
|
if (sprite->data[0] > 255)
|
|
sprite->data[0] -= 256;
|
|
}
|
|
else
|
|
{
|
|
gSprites[sprite->data[5]].pos2.x = 0;
|
|
gSprites[sprite->data[5]].pos2.y = 0;
|
|
gSprites[sprite->data[5]].pos1.y -= 8;
|
|
sprite->callback = DestroySpriteAndMatrix;
|
|
}
|
|
}
|