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