#include "global.h" #include "battle_anim.h" #include "palette.h" #include "random.h" #include "task.h" #include "trig.h" #include "constants/rgb.h" static void AnimConfusionDuck(struct Sprite *); static void AnimSimplePaletteBlend(struct Sprite *); static void AnimSimplePaletteBlend_Step(struct Sprite *); static void AnimComplexPaletteBlend(struct Sprite *); static void AnimComplexPaletteBlend_Step1(struct Sprite *); static void AnimComplexPaletteBlend_Step2(struct Sprite *); static void AnimCirclingSparkle(struct Sprite *); static void AnimShakeMonOrBattleTerrain(struct Sprite *); static void AnimShakeMonOrBattleTerrain_Step(struct Sprite *); static void AnimShakeMonOrBattleTerrain_UpdateCoordOffsetEnabled(void); static void AnimHitSplatBasic(struct Sprite *); static void AnimHitSplatPersistent(struct Sprite *); static void AnimHitSplatHandleInvert(struct Sprite *); static void AnimHitSplatRandom(struct Sprite *); static void AnimHitSplatOnMonEdge(struct Sprite *); static void AnimCrossImpact(struct Sprite *); static void AnimFlashingHitSplat(struct Sprite *); static void AnimFlashingHitSplat_Step(struct Sprite *); static void AnimConfusionDuck_Step(struct Sprite *); static void BlendColorCycle(u8, u8, u8); static void AnimTask_BlendColorCycleLoop(u8); static void BlendColorCycleExclude(u8, u8, u8); static void AnimTask_BlendColorCycleExcludeLoop(u8); static void BlendColorCycleByTag(u8, u8, u8); static void AnimTask_BlendColorCycleByTagLoop(u8); static void AnimTask_FlashAnimTagWithColor_Step1(u8); static void AnimTask_FlashAnimTagWithColor_Step2(u8); static void AnimTask_ShakeBattleTerrain_Step(u8); static const union AnimCmd sAnim_ConfusionDuck_0[] = { ANIMCMD_FRAME(0, 8), ANIMCMD_FRAME(4, 8), ANIMCMD_FRAME(0, 8, .hFlip = TRUE), ANIMCMD_FRAME(8, 8), ANIMCMD_JUMP(0), }; static const union AnimCmd sAnim_ConfusionDuck_1[] = { ANIMCMD_FRAME(0, 8, .hFlip = TRUE), ANIMCMD_FRAME(4, 8), ANIMCMD_FRAME(0, 8), ANIMCMD_FRAME(8, 8), ANIMCMD_JUMP(0), }; static const union AnimCmd *const sAnims_ConfusionDuck[] = { sAnim_ConfusionDuck_0, sAnim_ConfusionDuck_1, }; const struct SpriteTemplate gConfusionDuckSpriteTemplate = { .tileTag = ANIM_TAG_DUCK, .paletteTag = ANIM_TAG_DUCK, .oam = &gOamData_AffineOff_ObjNormal_16x16, .anims = sAnims_ConfusionDuck, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimConfusionDuck, }; const struct SpriteTemplate gSimplePaletteBlendSpriteTemplate = { .tileTag = 0, .paletteTag = 0, .oam = &gDummyOamData, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimSimplePaletteBlend, }; const struct SpriteTemplate gComplexPaletteBlendSpriteTemplate = { .tileTag = 0, .paletteTag = 0, .oam = &gDummyOamData, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimComplexPaletteBlend, }; static const union AnimCmd sAnim_CirclingSparkle[] = { ANIMCMD_FRAME(0, 3), ANIMCMD_FRAME(16, 3), ANIMCMD_FRAME(32, 3), ANIMCMD_FRAME(48, 3), ANIMCMD_FRAME(64, 3), ANIMCMD_JUMP(0), }; static const union AnimCmd *const sAnims_CirclingSparkle[] = { sAnim_CirclingSparkle, }; // Unused static const struct SpriteTemplate sCirclingSparkleSpriteTemplate = { .tileTag = ANIM_TAG_SPARKLE_4, .paletteTag = ANIM_TAG_SPARKLE_4, .oam = &gOamData_AffineOff_ObjNormal_32x32, .anims = sAnims_CirclingSparkle, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimCirclingSparkle, }; const struct SpriteTemplate gShakeMonOrTerrainSpriteTemplate = { .tileTag = 0, .paletteTag = 0, .oam = &gDummyOamData, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimShakeMonOrBattleTerrain, }; static const union AffineAnimCmd sAffineAnim_HitSplat_0[] = { AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8), AFFINEANIMCMD_END, }; static const union AffineAnimCmd sAffineAnim_HitSplat_1[] = { AFFINEANIMCMD_FRAME(0xD8, 0xD8, 0, 0), AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8), AFFINEANIMCMD_END, }; static const union AffineAnimCmd sAffineAnim_HitSplat_2[] = { AFFINEANIMCMD_FRAME(0xB0, 0xB0, 0, 0), AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8), AFFINEANIMCMD_END, }; static const union AffineAnimCmd sAffineAnim_HitSplat_3[] = { AFFINEANIMCMD_FRAME(0x80, 0x80, 0, 0), AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8), AFFINEANIMCMD_END, }; static const union AffineAnimCmd *const sAffineAnims_HitSplat[] = { sAffineAnim_HitSplat_0, sAffineAnim_HitSplat_1, sAffineAnim_HitSplat_2, sAffineAnim_HitSplat_3, }; const struct SpriteTemplate gBasicHitSplatSpriteTemplate = { .tileTag = ANIM_TAG_IMPACT, .paletteTag = ANIM_TAG_IMPACT, .oam = &gOamData_AffineNormal_ObjBlend_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = sAffineAnims_HitSplat, .callback = AnimHitSplatBasic, }; const struct SpriteTemplate gHandleInvertHitSplatSpriteTemplate = { .tileTag = ANIM_TAG_IMPACT, .paletteTag = ANIM_TAG_IMPACT, .oam = &gOamData_AffineNormal_ObjBlend_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = sAffineAnims_HitSplat, .callback = AnimHitSplatHandleInvert, }; const struct SpriteTemplate gWaterHitSplatSpriteTemplate = { .tileTag = ANIM_TAG_WATER_IMPACT, .paletteTag = ANIM_TAG_WATER_IMPACT, .oam = &gOamData_AffineNormal_ObjBlend_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = sAffineAnims_HitSplat, .callback = AnimHitSplatBasic, }; const struct SpriteTemplate gRandomPosHitSplatSpriteTemplate = { .tileTag = ANIM_TAG_IMPACT, .paletteTag = ANIM_TAG_IMPACT, .oam = &gOamData_AffineNormal_ObjBlend_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = sAffineAnims_HitSplat, .callback = AnimHitSplatRandom, }; const struct SpriteTemplate gMonEdgeHitSplatSpriteTemplate = { .tileTag = ANIM_TAG_IMPACT, .paletteTag = ANIM_TAG_IMPACT, .oam = &gOamData_AffineNormal_ObjBlend_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = sAffineAnims_HitSplat, .callback = AnimHitSplatOnMonEdge, }; const struct SpriteTemplate gCrossImpactSpriteTemplate = { .tileTag = ANIM_TAG_CROSS_IMPACT, .paletteTag = ANIM_TAG_CROSS_IMPACT, .oam = &gOamData_AffineOff_ObjBlend_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = AnimCrossImpact, }; const struct SpriteTemplate gFlashingHitSplatSpriteTemplate = { .tileTag = ANIM_TAG_IMPACT, .paletteTag = ANIM_TAG_IMPACT, .oam = &gOamData_AffineNormal_ObjNormal_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = sAffineAnims_HitSplat, .callback = AnimFlashingHitSplat, }; const struct SpriteTemplate gPersistHitSplatSpriteTemplate = { .tileTag = ANIM_TAG_IMPACT, .paletteTag = ANIM_TAG_IMPACT, .oam = &gOamData_AffineNormal_ObjBlend_32x32, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = sAffineAnims_HitSplat, .callback = AnimHitSplatPersistent, }; // Moves a spinning duck around the mon's head. // arg 0: initial x pixel offset // arg 1: initial y pixel offset // arg 2: initial wave offset // arg 3: wave period (higher means faster wave) // arg 4: duration static void AnimConfusionDuck(struct Sprite *sprite) { sprite->x += gBattleAnimArgs[0]; sprite->y += gBattleAnimArgs[1]; sprite->data[0] = gBattleAnimArgs[2]; if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) { sprite->data[1] = -gBattleAnimArgs[3]; sprite->data[4] = 1; } else { sprite->data[1] = gBattleAnimArgs[3]; sprite->data[4] = 0; StartSpriteAnim(sprite, 1); } sprite->data[3] = gBattleAnimArgs[4]; sprite->callback = AnimConfusionDuck_Step; sprite->callback(sprite); } static void AnimConfusionDuck_Step(struct Sprite *sprite) { sprite->x2 = Cos(sprite->data[0], 30); sprite->y2 = Sin(sprite->data[0], 10); if ((u16)sprite->data[0] < 128) sprite->oam.priority = 1; else sprite->oam.priority = 3; sprite->data[0] = (sprite->data[0] + sprite->data[1]) & 0xFF; if (++sprite->data[2] == sprite->data[3]) DestroyAnimSprite(sprite); } // Performs a simple color blend on a specified sprite. // arg 0: palette selector // arg 1: delay // arg 2: start blend amount // arg 3: end blend amount // arg 4: blend color static void AnimSimplePaletteBlend(struct Sprite *sprite) { u32 selectedPalettes = UnpackSelectedBattleBgPalettes(gBattleAnimArgs[0]); BeginNormalPaletteFade(selectedPalettes, gBattleAnimArgs[1], gBattleAnimArgs[2], gBattleAnimArgs[3], gBattleAnimArgs[4]); sprite->invisible = TRUE; sprite->callback = AnimSimplePaletteBlend_Step; } // Unpacks a bitfield and returns a bitmask of its selected palettes. // Bits 0-6 of the selector parameter result in the following palettes being selected: // 0: battle background palettes (BG palettes 1, 2, and 3) // 1: gBattleAnimAttacker OBJ palette // 2: gBattleAnimTarget OBJ palette // 3: gBattleAnimAttacker partner OBJ palette // 4: gBattleAnimTarget partner OBJ palette // 5: BG palette 4 // 6: BG palette 5 u32 UnpackSelectedBattleBgPalettes(s16 selector) { u8 battleBackground = selector & 1; u8 attacker = (selector >> 1) & 1; u8 target = (selector >> 2) & 1; u8 attackerPartner = (selector >> 3) & 1; u8 targetPartner = (selector >> 4) & 1; u8 arg5 = (selector >> 5) & 1; u8 arg6 = (selector >> 6) & 1; return GetBattleBgPalettesMask(battleBackground, attacker, target, attackerPartner, targetPartner, arg5, arg6); } static void AnimSimplePaletteBlend_Step(struct Sprite *sprite) { if (!gPaletteFade.active) DestroyAnimSprite(sprite); } static void AnimComplexPaletteBlend(struct Sprite *sprite) { u32 selectedPalettes; sprite->data[0] = gBattleAnimArgs[1]; sprite->data[1] = gBattleAnimArgs[1]; sprite->data[2] = gBattleAnimArgs[2]; sprite->data[3] = gBattleAnimArgs[3]; sprite->data[4] = gBattleAnimArgs[4]; sprite->data[5] = gBattleAnimArgs[5]; sprite->data[6] = gBattleAnimArgs[6]; sprite->data[7] = gBattleAnimArgs[0]; selectedPalettes = UnpackSelectedBattleBgPalettes(sprite->data[7]); BlendPalettes(selectedPalettes, gBattleAnimArgs[4], gBattleAnimArgs[3]); sprite->invisible = TRUE; sprite->callback = AnimComplexPaletteBlend_Step1; } static void AnimComplexPaletteBlend_Step1(struct Sprite *sprite) { u32 selectedPalettes; if (sprite->data[0] > 0) { sprite->data[0]--; return; } if (gPaletteFade.active) return; if (sprite->data[2] == 0) { sprite->callback = AnimComplexPaletteBlend_Step2; return; } selectedPalettes = UnpackSelectedBattleBgPalettes(sprite->data[7]); if (sprite->data[1] & 0x100) BlendPalettes(selectedPalettes, sprite->data[4], sprite->data[3]); else BlendPalettes(selectedPalettes, sprite->data[6], sprite->data[5]); sprite->data[1] ^= 0x100; sprite->data[0] = sprite->data[1] & 0xFF; sprite->data[2]--; } static void AnimComplexPaletteBlend_Step2(struct Sprite *sprite) { u32 selectedPalettes; if (!gPaletteFade.active) { selectedPalettes = UnpackSelectedBattleBgPalettes(sprite->data[7]); BlendPalettes(selectedPalettes, 0, 0); DestroyAnimSprite(sprite); } } static void AnimCirclingSparkle(struct Sprite *sprite) { sprite->x += gBattleAnimArgs[0]; sprite->y += gBattleAnimArgs[1]; sprite->data[0] = 0; sprite->data[1] = 10; sprite->data[2] = 8; sprite->data[3] = 40; sprite->data[4] = 112; sprite->data[5] = 0; StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix); sprite->callback = TranslateSpriteInGrowingCircle; sprite->callback(sprite); } // Task data for AnimTask_BlendColorCycle, AnimTask_BlendColorCycleExclude, and AnimTask_BlendColorCycleByTag #define tPalSelector data[0] // AnimTask_BlendColorCycle #define tPalTag data[0] // AnimTask_BlendColorCycleByTag #define tDelay data[1] #define tNumBlends data[2] #define tInitialBlendY data[3] #define tTargetBlendY data[4] #define tBlendColor data[5] #define tRestoreBlend data[8] #define tPalSelectorHi data[9] #define tPalSelectorLo data[10] // Blends mon/screen to designated color or back alternately tNumBlends times // Many uses of this task only set a tNumBlends of 2, which has the effect of blending to a color and back once void AnimTask_BlendColorCycle(u8 taskId) { gTasks[taskId].tPalSelector = gBattleAnimArgs[0]; gTasks[taskId].tDelay = gBattleAnimArgs[1]; gTasks[taskId].tNumBlends = gBattleAnimArgs[2]; gTasks[taskId].tInitialBlendY = gBattleAnimArgs[3]; gTasks[taskId].tTargetBlendY = gBattleAnimArgs[4]; gTasks[taskId].tBlendColor = gBattleAnimArgs[5]; gTasks[taskId].tRestoreBlend = FALSE; BlendColorCycle(taskId, 0, gTasks[taskId].tTargetBlendY); gTasks[taskId].func = AnimTask_BlendColorCycleLoop; } static void BlendColorCycle(u8 taskId, u8 startBlendAmount, u8 targetBlendAmount) { u32 selectedPalettes = UnpackSelectedBattleBgPalettes(gTasks[taskId].tPalSelector); BeginNormalPaletteFade( selectedPalettes, gTasks[taskId].tDelay, startBlendAmount, targetBlendAmount, gTasks[taskId].tBlendColor); gTasks[taskId].tNumBlends--; gTasks[taskId].tRestoreBlend ^= 1; } static void AnimTask_BlendColorCycleLoop(u8 taskId) { u8 startBlendAmount, targetBlendAmount; if (!gPaletteFade.active) { if (gTasks[taskId].tNumBlends > 0) { if (!gTasks[taskId].tRestoreBlend) { // Blend to designated color startBlendAmount = gTasks[taskId].tInitialBlendY; targetBlendAmount = gTasks[taskId].tTargetBlendY; } else { // Blend back to original color startBlendAmount = gTasks[taskId].tTargetBlendY; targetBlendAmount = gTasks[taskId].tInitialBlendY; } if (gTasks[taskId].tNumBlends == 1) targetBlendAmount = 0; BlendColorCycle(taskId, startBlendAmount, targetBlendAmount); } else { DestroyAnimVisualTask(taskId); } } } // See AnimTask_BlendColorCycle. Same, but excludes Attacker and Target void AnimTask_BlendColorCycleExclude(u8 taskId) { int battler; u32 selectedPalettes = 0; gTasks[taskId].data[0] = gBattleAnimArgs[0]; gTasks[taskId].tDelay = gBattleAnimArgs[1]; gTasks[taskId].tNumBlends = gBattleAnimArgs[2]; gTasks[taskId].tInitialBlendY = gBattleAnimArgs[3]; gTasks[taskId].tTargetBlendY = gBattleAnimArgs[4]; gTasks[taskId].tBlendColor = gBattleAnimArgs[5]; gTasks[taskId].tRestoreBlend = 0; for (battler = 0; battler < gBattlersCount; battler++) { if (battler != gBattleAnimAttacker && battler != gBattleAnimTarget) selectedPalettes |= 1 << (battler + 16); } if (gBattleAnimArgs[0] == 1) selectedPalettes |= 0xE; gTasks[taskId].tPalSelectorHi = selectedPalettes >> 16; gTasks[taskId].tPalSelectorLo = selectedPalettes & 0xFF; BlendColorCycleExclude(taskId, 0, gTasks[taskId].tTargetBlendY); gTasks[taskId].func = AnimTask_BlendColorCycleExcludeLoop; } static void BlendColorCycleExclude(u8 taskId, u8 startBlendAmount, u8 targetBlendAmount) { u32 selectedPalettes = ((u16)gTasks[taskId].tPalSelectorHi << 16) | (u16)gTasks[taskId].tPalSelectorLo; BeginNormalPaletteFade( selectedPalettes, gTasks[taskId].tDelay, startBlendAmount, targetBlendAmount, gTasks[taskId].tBlendColor); gTasks[taskId].tNumBlends--; gTasks[taskId].tRestoreBlend ^= 1; } static void AnimTask_BlendColorCycleExcludeLoop(u8 taskId) { u8 startBlendAmount, targetBlendAmount; if (!gPaletteFade.active) { if (gTasks[taskId].tNumBlends > 0) { if (!gTasks[taskId].tRestoreBlend) { // Blend to designated color startBlendAmount = gTasks[taskId].tInitialBlendY; targetBlendAmount = gTasks[taskId].tTargetBlendY; } else { // Blend back to original color startBlendAmount = gTasks[taskId].tTargetBlendY; targetBlendAmount = gTasks[taskId].tInitialBlendY; } if (gTasks[taskId].tNumBlends == 1) targetBlendAmount = 0; BlendColorCycleExclude(taskId, startBlendAmount, targetBlendAmount); } else { DestroyAnimVisualTask(taskId); } } } // See AnimTask_BlendColorCycle. Same, but selects palette by ANIM_TAG_* void AnimTask_BlendColorCycleByTag(u8 taskId) { gTasks[taskId].tPalTag = gBattleAnimArgs[0]; gTasks[taskId].tDelay = gBattleAnimArgs[1]; gTasks[taskId].tNumBlends = gBattleAnimArgs[2]; gTasks[taskId].tInitialBlendY = gBattleAnimArgs[3]; gTasks[taskId].tTargetBlendY = gBattleAnimArgs[4]; gTasks[taskId].tBlendColor = gBattleAnimArgs[5]; gTasks[taskId].tRestoreBlend = FALSE; BlendColorCycleByTag(taskId, 0, gTasks[taskId].tTargetBlendY); gTasks[taskId].func = AnimTask_BlendColorCycleByTagLoop; } static void BlendColorCycleByTag(u8 taskId, u8 startBlendAmount, u8 targetBlendAmount) { u8 paletteIndex = IndexOfSpritePaletteTag(gTasks[taskId].tPalTag); BeginNormalPaletteFade( 1 << (paletteIndex + 16), gTasks[taskId].tDelay, startBlendAmount, targetBlendAmount, gTasks[taskId].tBlendColor); gTasks[taskId].tNumBlends--; gTasks[taskId].tRestoreBlend ^= 1; } static void AnimTask_BlendColorCycleByTagLoop(u8 taskId) { u8 startBlendAmount, targetBlendAmount; if (!gPaletteFade.active) { if (gTasks[taskId].tNumBlends > 0) { if (!gTasks[taskId].tRestoreBlend) { // Blend to designated color startBlendAmount = gTasks[taskId].tInitialBlendY; targetBlendAmount = gTasks[taskId].tTargetBlendY; } else { // Blend back to original color startBlendAmount = gTasks[taskId].tTargetBlendY; targetBlendAmount = gTasks[taskId].tInitialBlendY; } if (gTasks[taskId].tNumBlends == 1) targetBlendAmount = 0; BlendColorCycleByTag(taskId, startBlendAmount, targetBlendAmount); } else { DestroyAnimVisualTask(taskId); } } } #undef tPalSelector #undef tPalTag #undef tDelay #undef tNumBlends #undef tInitialBlendY #undef tTargetBlendY #undef tBlendColor #undef tRestoreBlend #undef tPalSelectorHi #undef tPalSelectorLo // Flashes the specified anim tag with given color. Used e.g. to flash the particles red in Hyper Beam void AnimTask_FlashAnimTagWithColor(u8 taskId) { u8 paletteIndex; gTasks[taskId].data[0] = gBattleAnimArgs[1]; gTasks[taskId].data[1] = gBattleAnimArgs[1]; gTasks[taskId].data[2] = gBattleAnimArgs[2]; gTasks[taskId].data[3] = gBattleAnimArgs[3]; gTasks[taskId].data[4] = gBattleAnimArgs[4]; gTasks[taskId].data[5] = gBattleAnimArgs[5]; gTasks[taskId].data[6] = gBattleAnimArgs[6]; gTasks[taskId].data[7] = gBattleAnimArgs[0]; paletteIndex = IndexOfSpritePaletteTag(gBattleAnimArgs[0]); BeginNormalPaletteFade( 1 << (paletteIndex + 16), 0, gBattleAnimArgs[4], gBattleAnimArgs[4], gBattleAnimArgs[3]); gTasks[taskId].func = AnimTask_FlashAnimTagWithColor_Step1; } static void AnimTask_FlashAnimTagWithColor_Step1(u8 taskId) { u32 selectedPalettes; if (gTasks[taskId].data[0] > 0) { gTasks[taskId].data[0]--; return; } if (gPaletteFade.active) return; if (gTasks[taskId].data[2] == 0) { gTasks[taskId].func = AnimTask_FlashAnimTagWithColor_Step2; return; } selectedPalettes = 1 << (IndexOfSpritePaletteTag(gTasks[taskId].data[7]) + 16); if (gTasks[taskId].data[1] & 0x100) { BeginNormalPaletteFade( selectedPalettes, 0, gTasks[taskId].data[4], gTasks[taskId].data[4], gTasks[taskId].data[3]); } else { BeginNormalPaletteFade( selectedPalettes, 0, gTasks[taskId].data[6], gTasks[taskId].data[6], gTasks[taskId].data[5]); } gTasks[taskId].data[1] ^= 0x100; gTasks[taskId].data[0] = gTasks[taskId].data[1] & 0xFF; gTasks[taskId].data[2]--; } static void AnimTask_FlashAnimTagWithColor_Step2(u8 taskId) { u32 selectedPalettes; if (!gPaletteFade.active) { selectedPalettes = 1 << (IndexOfSpritePaletteTag(gTasks[taskId].data[7]) + 16); BeginNormalPaletteFade(selectedPalettes, 0, 0, 0, RGB(0, 0, 0)); DestroyAnimVisualTask(taskId); } } void AnimTask_InvertScreenColor(u8 taskId) { u32 selectedPalettes = 0; u8 attackerBattler = gBattleAnimAttacker; u8 targetBattler = gBattleAnimTarget; if (gBattleAnimArgs[0] & 0x100) selectedPalettes = GetBattleBgPalettesMask(1, 0, 0, 0, 0, 0, 0); if (gBattleAnimArgs[1] & 0x100) selectedPalettes |= (0x10000 << attackerBattler); if (gBattleAnimArgs[2] & 0x100) selectedPalettes |= (0x10000 << targetBattler); InvertPlttBuffer(selectedPalettes); DestroyAnimVisualTask(taskId); } // Unused #define tTimer data[0] #define tLength data[1] #define tFlagsScenery data[2] #define tFlagsAttacker data[3] #define tFlagsTarget data[4] #define tColorR data[5] #define tColorG data[6] #define tColorB data[7] void AnimTask_TintPalettes(u8 taskId) { u8 attackerBattler; u8 targetBattler; u8 paletteIndex; u32 selectedPalettes = 0; if (gTasks[taskId].tTimer == 0) { gTasks[taskId].tFlagsScenery = gBattleAnimArgs[0]; gTasks[taskId].tFlagsAttacker = gBattleAnimArgs[1]; gTasks[taskId].tFlagsTarget = gBattleAnimArgs[2]; gTasks[taskId].tLength = gBattleAnimArgs[3]; gTasks[taskId].tColorR = gBattleAnimArgs[4]; gTasks[taskId].tColorG = gBattleAnimArgs[5]; gTasks[taskId].tColorB = gBattleAnimArgs[6]; } gTasks[taskId].tTimer++; attackerBattler = gBattleAnimAttacker; targetBattler = gBattleAnimTarget; if (gTasks[taskId].tFlagsScenery & (1 << 8)) selectedPalettes = PALETTES_BG; if (gTasks[taskId].tFlagsScenery & 1) { paletteIndex = IndexOfSpritePaletteTag(gSprites[gHealthboxSpriteIds[attackerBattler]].template->paletteTag); selectedPalettes |= (1 << paletteIndex) << 16; } if (gTasks[taskId].tFlagsAttacker & (1 << 8)) selectedPalettes |= (1 << attackerBattler) << 16; if (gTasks[taskId].tFlagsTarget & (1 << 8)) selectedPalettes |= (1 << targetBattler) << 16; TintPlttBuffer(selectedPalettes, gTasks[taskId].tColorR, gTasks[taskId].tColorG, gTasks[taskId].tColorB); if (gTasks[taskId].tTimer == gTasks[taskId].tLength) { UnfadePlttBuffer(selectedPalettes); DestroyAnimVisualTask(taskId); } } #undef tTimer #undef tLength #undef tFlagsScenery #undef tFlagsAttacker #undef tFlagsTarget #undef tColorR #undef tColorG #undef tColorB static void AnimShakeMonOrBattleTerrain(struct Sprite *sprite) { u16 var0; sprite->invisible = TRUE; sprite->data[0] = -gBattleAnimArgs[0]; sprite->data[1] = gBattleAnimArgs[1]; sprite->data[2] = gBattleAnimArgs[1]; sprite->data[3] = gBattleAnimArgs[2]; switch (gBattleAnimArgs[3]) { case 0: StoreSpriteCallbackInData6(sprite, (void *)&gBattle_BG3_X); break; case 1: StoreSpriteCallbackInData6(sprite, (void *)&gBattle_BG3_Y); break; case 2: StoreSpriteCallbackInData6(sprite, (void *)&gSpriteCoordOffsetX); break; default: StoreSpriteCallbackInData6(sprite, (void *)&gSpriteCoordOffsetY); break; } sprite->data[4] = *(u16 *)(sprite->data[6] | (sprite->data[7] << 16)); sprite->data[5] = gBattleAnimArgs[3]; var0 = sprite->data[5] - 2; if (var0 < 2) AnimShakeMonOrBattleTerrain_UpdateCoordOffsetEnabled(); sprite->callback = AnimShakeMonOrBattleTerrain_Step; } static void AnimShakeMonOrBattleTerrain_Step(struct Sprite *sprite) { u8 i; u16 var0; if (sprite->data[3] > 0) { sprite->data[3]--; if (sprite->data[1] > 0) { sprite->data[1]--; } else { sprite->data[1] = sprite->data[2]; *(u16 *)(sprite->data[6] | (sprite->data[7] << 16)) += sprite->data[0]; sprite->data[0] = -sprite->data[0]; } } else { *(u16 *)(sprite->data[6] | (sprite->data[7] << 16)) = sprite->data[4]; var0 = sprite->data[5] - 2; if (var0 < 2) { for (i = 0; i < gBattlersCount; i++) gSprites[gBattlerSpriteIds[i]].coordOffsetEnabled = FALSE; } DestroyAnimSprite(sprite); } } static void AnimShakeMonOrBattleTerrain_UpdateCoordOffsetEnabled(void) { gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = FALSE; gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = FALSE; if (gBattleAnimArgs[4] == 2) { gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = TRUE; gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = TRUE; } else { if (gBattleAnimArgs[4] == 0) gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = TRUE; else gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = TRUE; } } // Task data for AnimTask_ShakeBattleTerrain #define tXOffset data[0] #define tYOffset data[1] #define tNumShakes data[2] #define tTimer data[3] #define tShakeDelay data[8] // Can shake battle terrain back and forth on the X or down and back to original pos on Y (cant shake up from orig pos) // arg0: x offset of shake // arg1: y offset of shake // arg2: number of shakes // arg3: time between shakes void AnimTask_ShakeBattleTerrain(u8 taskId) { gTasks[taskId].tXOffset = gBattleAnimArgs[0]; gTasks[taskId].tYOffset = gBattleAnimArgs[1]; gTasks[taskId].tNumShakes = gBattleAnimArgs[2]; gTasks[taskId].tTimer = gBattleAnimArgs[3]; gTasks[taskId].tShakeDelay = gBattleAnimArgs[3]; gBattle_BG3_X = gBattleAnimArgs[0]; gBattle_BG3_Y = gBattleAnimArgs[1]; gTasks[taskId].func = AnimTask_ShakeBattleTerrain_Step; gTasks[taskId].func(taskId); } static void AnimTask_ShakeBattleTerrain_Step(u8 taskId) { if (gTasks[taskId].tTimer == 0) { if (gBattle_BG3_X == gTasks[taskId].tXOffset) gBattle_BG3_X = -gTasks[taskId].tXOffset; else gBattle_BG3_X = gTasks[taskId].tXOffset; if (gBattle_BG3_Y == -gTasks[taskId].tYOffset) gBattle_BG3_Y = 0; else gBattle_BG3_Y = -gTasks[taskId].tYOffset; gTasks[taskId].tTimer = gTasks[taskId].tShakeDelay; if (--gTasks[taskId].tNumShakes == 0) { gBattle_BG3_X = 0; gBattle_BG3_Y = 0; DestroyAnimVisualTask(taskId); } } else { gTasks[taskId].tTimer--; } } #undef tXOffset #undef tYOffset #undef tNumShakes #undef tTimer #undef tShakeDelay static void AnimHitSplatBasic(struct Sprite *sprite) { StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]); if (gBattleAnimArgs[2] == ANIM_ATTACKER) InitSpritePosToAnimAttacker(sprite, 1); else InitSpritePosToAnimTarget(sprite, TRUE); sprite->callback = RunStoredCallbackWhenAffineAnimEnds; StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); } // Same as basic hit splat but takes a length of time to persist for (arg4) static void AnimHitSplatPersistent(struct Sprite *sprite) { StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]); if (gBattleAnimArgs[2] == ANIM_ATTACKER) InitSpritePosToAnimAttacker(sprite, 1); else InitSpritePosToAnimTarget(sprite, TRUE); sprite->data[0] = gBattleAnimArgs[4]; sprite->callback = RunStoredCallbackWhenAffineAnimEnds; StoreSpriteCallbackInData6(sprite, DestroyAnimSpriteAfterTimer); } // For paired hit splats whose position is inverted when used by the opponent on the player. // Used by Twineedle and Spike Cannon static void AnimHitSplatHandleInvert(struct Sprite *sprite) { if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER && !IsContest()) gBattleAnimArgs[1] = -gBattleAnimArgs[1]; AnimHitSplatBasic(sprite); } static void AnimHitSplatRandom(struct Sprite *sprite) { if (gBattleAnimArgs[1] == -1) gBattleAnimArgs[1] = Random2() & 3; StartSpriteAffineAnim(sprite, gBattleAnimArgs[1]); if (gBattleAnimArgs[0] == ANIM_ATTACKER) InitSpritePosToAnimAttacker(sprite, 0); else InitSpritePosToAnimTarget(sprite, FALSE); sprite->x2 += (Random2() % 48) - 24; sprite->y2 += (Random2() % 24) - 12; StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix); sprite->callback = RunStoredCallbackWhenAffineAnimEnds; } static void AnimHitSplatOnMonEdge(struct Sprite *sprite) { sprite->data[0] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); sprite->x = gSprites[sprite->data[0]].x + gSprites[sprite->data[0]].x2; sprite->y = gSprites[sprite->data[0]].y + gSprites[sprite->data[0]].y2; sprite->x2 = gBattleAnimArgs[1]; sprite->y2 = gBattleAnimArgs[2]; StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]); StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix); sprite->callback = RunStoredCallbackWhenAffineAnimEnds; } static void AnimCrossImpact(struct Sprite *sprite) { if (gBattleAnimArgs[2] == ANIM_ATTACKER) InitSpritePosToAnimAttacker(sprite, 1); else InitSpritePosToAnimTarget(sprite, TRUE); sprite->data[0] = gBattleAnimArgs[3]; StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); sprite->callback = WaitAnimForDuration; } static void AnimFlashingHitSplat(struct Sprite *sprite) { StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]); if (gBattleAnimArgs[2] == ANIM_ATTACKER) InitSpritePosToAnimAttacker(sprite, 1); else InitSpritePosToAnimTarget(sprite, TRUE); sprite->callback = AnimFlashingHitSplat_Step; } static void AnimFlashingHitSplat_Step(struct Sprite *sprite) { sprite->invisible ^= 1; if (sprite->data[0]++ > 12) DestroyAnimSprite(sprite); }