tumbledemerald-legacy/src/battle_anim_ground.c

775 lines
22 KiB
C

#include "global.h"
#include "battle_anim.h"
#include "random.h"
#include "scanline_effect.h"
#include "task.h"
#include "trig.h"
#include "constants/rgb.h"
static void AnimBonemerangProjectile(struct Sprite *);
static void AnimBoneHitProjectile(struct Sprite *);
static void AnimDirtScatter(struct Sprite *);
static void AnimMudSportDirt(struct Sprite *);
static void AnimDirtPlumeParticle(struct Sprite *);
static void AnimDirtPlumeParticle_Step(struct Sprite *);
static void AnimDigDirtMound(struct Sprite *);
static void AnimBonemerangProjectile_Step(struct Sprite *);
static void AnimBonemerangProjectile_End(struct Sprite *);
static void AnimMudSportDirtRising(struct Sprite *);
static void AnimMudSportDirtFalling(struct Sprite *);
static void AnimTask_DigBounceMovement(u8);
static void AnimTask_DigEndBounceMovementSetInvisible(u8);
static void AnimTask_DigSetVisibleUnderground(u8);
static void AnimTask_DigRiseUpFromHole(u8);
static void SetDigScanlineEffect(u8, s16, s16);
static void AnimTask_ShakeTerrain(u8);
static void AnimTask_ShakeBattlers(u8);
static void SetBattlersXOffsetForShake(struct Task *);
static void WaitForFissureCompletion(u8);
static const union AffineAnimCmd sAffineAnim_Bonemerang[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, 15, 1),
AFFINEANIMCMD_JUMP(0),
};
static const union AffineAnimCmd sAffineAnim_SpinningBone[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, 20, 1),
AFFINEANIMCMD_JUMP(0),
};
static const union AffineAnimCmd *const sAffineAnims_Bonemerang[] =
{
sAffineAnim_Bonemerang,
};
static const union AffineAnimCmd *const sAffineAnims_SpinningBone[] =
{
sAffineAnim_SpinningBone,
};
const struct SpriteTemplate gBonemerangSpriteTemplate =
{
.tileTag = ANIM_TAG_BONE,
.paletteTag = ANIM_TAG_BONE,
.oam = &gOamData_AffineNormal_ObjNormal_32x32,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = sAffineAnims_Bonemerang,
.callback = AnimBonemerangProjectile,
};
const struct SpriteTemplate gSpinningBoneSpriteTemplate =
{
.tileTag = ANIM_TAG_BONE,
.paletteTag = ANIM_TAG_BONE,
.oam = &gOamData_AffineNormal_ObjNormal_32x32,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = sAffineAnims_SpinningBone,
.callback = AnimBoneHitProjectile,
};
const struct SpriteTemplate gSandAttackDirtSpriteTemplate =
{
.tileTag = ANIM_TAG_MUD_SAND,
.paletteTag = ANIM_TAG_MUD_SAND,
.oam = &gOamData_AffineOff_ObjNormal_8x8,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimDirtScatter,
};
static const union AnimCmd sAnim_MudSlapMud[] =
{
ANIMCMD_FRAME(1, 1),
ANIMCMD_END,
};
static const union AnimCmd *const sAnims_MudSlapMud[] =
{
sAnim_MudSlapMud,
};
const struct SpriteTemplate gMudSlapMudSpriteTemplate =
{
.tileTag = ANIM_TAG_MUD_SAND,
.paletteTag = ANIM_TAG_MUD_SAND,
.oam = &gOamData_AffineOff_ObjNormal_16x16,
.anims = sAnims_MudSlapMud,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimDirtScatter,
};
const struct SpriteTemplate gMudsportMudSpriteTemplate =
{
.tileTag = ANIM_TAG_MUD_SAND,
.paletteTag = ANIM_TAG_MUD_SAND,
.oam = &gOamData_AffineOff_ObjNormal_16x16,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimMudSportDirt,
};
const struct SpriteTemplate gDirtPlumeSpriteTemplate =
{
.tileTag = ANIM_TAG_MUD_SAND,
.paletteTag = ANIM_TAG_MUD_SAND,
.oam = &gOamData_AffineOff_ObjNormal_8x8,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimDirtPlumeParticle,
};
const struct SpriteTemplate gDirtMoundSpriteTemplate =
{
.tileTag = ANIM_TAG_DIRT_MOUND,
.paletteTag = ANIM_TAG_DIRT_MOUND,
.oam = &gOamData_AffineOff_ObjNormal_32x16,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimDigDirtMound,
};
// Moves a bone projectile towards the target mon, which moves like
// a boomerang. After hitting the target mon, it comes back to the user.
static void AnimBonemerangProjectile(struct Sprite *sprite)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[0] = 20;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[5] = -40;
InitAnimArcTranslation(sprite);
sprite->callback = AnimBonemerangProjectile_Step;
}
static void AnimBonemerangProjectile_Step(struct Sprite *sprite)
{
if (TranslateAnimHorizontalArc(sprite))
{
sprite->x += sprite->x2;
sprite->y += sprite->y2;
sprite->y2 = 0;
sprite->x2 = 0;
sprite->data[0] = 20;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[5] = 40;
InitAnimArcTranslation(sprite);
sprite->callback = AnimBonemerangProjectile_End;
}
}
static void AnimBonemerangProjectile_End(struct Sprite *sprite)
{
if (TranslateAnimHorizontalArc(sprite))
DestroyAnimSprite(sprite);
}
// Moves a bone projectile towards the target mon, starting right next to
// the target mon.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: target x pixel offset
// arg 3: target y pixel offset
// arg 4: duration
static void AnimBoneHitProjectile(struct Sprite *sprite)
{
InitSpritePosToAnimTarget(sprite, TRUE);
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, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
sprite->callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
}
// Moves a small dirt projectile towards the target mon.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: duration
// arg 3: target x pixel offset
// arg 4: target y pixel offset
static void AnimDirtScatter(struct Sprite *sprite)
{
u8 targetXPos, targetYPos;
s16 xOffset, yOffset;
InitSpritePosToAnimAttacker(sprite, 1);
targetXPos = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_X_2);
targetYPos = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
xOffset = Random2() & 0x1F;
yOffset = Random2() & 0x1F;
if (xOffset > 16)
xOffset = 16 - xOffset;
if (yOffset > 16)
yOffset = 16 - yOffset;
sprite->data[0] = gBattleAnimArgs[2];
sprite->data[2] = targetXPos + xOffset;
sprite->data[4] = targetYPos + yOffset;
sprite->callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
}
// Moves a particle of dirt in the Mud Sport animation.
// The dirt can either be rising upward, or falling down.
// arg 0: 0 = dirt is rising into the air, 1 = dirt is falling down
// arg 1: initial x pixel offset
// arg 2: initial y pixel offset
static void AnimMudSportDirt(struct Sprite *sprite)
{
sprite->oam.tileNum++;
if (gBattleAnimArgs[0] == 0)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[1] > 0 ? 1 : -1;
sprite->callback = AnimMudSportDirtRising;
}
else
{
sprite->x = gBattleAnimArgs[1];
sprite->y = gBattleAnimArgs[2];
sprite->y2 = -gBattleAnimArgs[2];
sprite->callback = AnimMudSportDirtFalling;
}
}
static void AnimMudSportDirtRising(struct Sprite *sprite)
{
if (++sprite->data[1] > 1)
{
sprite->data[1] = 0;
sprite->x += sprite->data[0];
}
sprite->y -= 4;
if (sprite->y < -4)
DestroyAnimSprite(sprite);
}
static void AnimMudSportDirtFalling(struct Sprite *sprite)
{
switch (sprite->data[0])
{
case 0:
sprite->y2 += 4;
if (sprite->y2 >= 0)
{
sprite->y2 = 0;
sprite->data[0]++;
}
break;
case 1:
if (++sprite->data[1] > 0)
{
sprite->data[1] = 0;
sprite->invisible ^= 1;
if (++sprite->data[2] == 10)
DestroyAnimSprite(sprite);
}
break;
}
}
void AnimTask_DigDownMovement(u8 taskId)
{
struct Task *task = &gTasks[taskId];
if (gBattleAnimArgs[0] == FALSE)
task->func = AnimTask_DigBounceMovement;
else
task->func = AnimTask_DigEndBounceMovementSetInvisible;
task->func(taskId);
}
static void AnimTask_DigBounceMovement(u8 taskId)
{
u8 y;
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
task->data[10] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
task->data[11] = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker);
if (task->data[11] == 1)
{
task->data[12] = gBattle_BG1_X;
task->data[13] = gBattle_BG1_Y;
}
else
{
task->data[12] = gBattle_BG2_X;
task->data[13] = gBattle_BG2_Y;
}
y = GetBattlerYCoordWithElevation(gBattleAnimAttacker);
task->data[14] = y - 32;
task->data[15] = y + 32;
if (task->data[14] < 0)
task->data[14] = 0;
gSprites[task->data[10]].invisible = TRUE;
task->data[0]++;
break;
case 1:
SetDigScanlineEffect(task->data[11], task->data[14], task->data[15]);
task->data[0]++;
break;
case 2:
task->data[2] = (task->data[2] + 6) & 0x7F;
if (++task->data[4] > 2)
{
task->data[4] = 0;
task->data[3]++;
}
task->data[5] = task->data[3] + (gSineTable[task->data[2]] >> 4);
if (task->data[11] == 1)
gBattle_BG1_Y = task->data[13] - task->data[5];
else
gBattle_BG2_Y = task->data[13] - task->data[5];
if (task->data[5] > 63)
{
task->data[5] = 120 - task->data[14];
if (task->data[11] == 1)
gBattle_BG1_Y = task->data[13] - task->data[5];
else
gBattle_BG2_Y = task->data[13] - task->data[5];
gSprites[task->data[10]].x2 = DISPLAY_WIDTH + 32 - gSprites[task->data[10]].x;
task->data[0]++;
}
break;
case 3:
gScanlineEffect.state = 3;
task->data[0]++;
break;
case 4:
DestroyAnimVisualTask(taskId);
gSprites[task->data[10]].invisible = TRUE;
break;
}
}
static void AnimTask_DigEndBounceMovementSetInvisible(u8 taskId)
{
u8 spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
gSprites[spriteId].invisible = TRUE;
gSprites[spriteId].x2 = 0;
gSprites[spriteId].y2 = 0;
if (GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker) == 1)
gBattle_BG1_Y = 0;
else
gBattle_BG2_Y = 0;
DestroyAnimVisualTask(taskId);
}
void AnimTask_DigUpMovement(u8 taskId)
{
struct Task *task = &gTasks[taskId];
if (gBattleAnimArgs[0] == FALSE)
task->func = AnimTask_DigSetVisibleUnderground;
else
task->func = AnimTask_DigRiseUpFromHole;
task->func(taskId);
}
static void AnimTask_DigSetVisibleUnderground(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
task->data[10] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
gSprites[task->data[10]].invisible = FALSE;
gSprites[task->data[10]].x2 = 0;
gSprites[task->data[10]].y2 = DISPLAY_HEIGHT - gSprites[task->data[10]].y;
task->data[0]++;
break;
case 1:
DestroyAnimVisualTask(taskId);
}
}
static void AnimTask_DigRiseUpFromHole(u8 taskId)
{
u8 var0;
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
task->data[10] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
task->data[11] = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker);
if (task->data[11] == 1)
task->data[12] = gBattle_BG1_X;
else
task->data[12] = gBattle_BG2_X;
var0 = GetBattlerYCoordWithElevation(gBattleAnimAttacker);
task->data[14] = var0 - 32;
task->data[15] = var0 + 32;
task->data[0]++;
break;
case 1:
SetDigScanlineEffect(task->data[11], 0, task->data[15]);
task->data[0]++;
break;
case 2:
gSprites[task->data[10]].y2 = 96;
task->data[0]++;
break;
case 3:
gSprites[task->data[10]].y2 -= 8;
if (gSprites[task->data[10]].y2 == 0)
{
gScanlineEffect.state = 3;
task->data[0]++;
}
break;
case 4:
DestroyAnimVisualTask(taskId);
break;
}
}
static void SetDigScanlineEffect(u8 useBG1, s16 y, s16 endY)
{
s16 bgX;
struct ScanlineEffectParams scanlineParams;
if (useBG1 == 1)
{
bgX = gBattle_BG1_X;
scanlineParams.dmaDest = &REG_BG1HOFS;
}
else
{
bgX = gBattle_BG2_X;
scanlineParams.dmaDest = &REG_BG2HOFS;
}
if (y < 0)
y = 0;
while (y < endY)
{
gScanlineEffectRegBuffers[0][y] = bgX;
gScanlineEffectRegBuffers[1][y] = bgX;
y++;
}
while (y < 160)
{
gScanlineEffectRegBuffers[0][y] = bgX + 240;
gScanlineEffectRegBuffers[1][y] = bgX + 240;
y++;
}
scanlineParams.dmaControl = SCANLINE_EFFECT_DMACNT_16BIT;
scanlineParams.initState = 1;
scanlineParams.unused9 = 0;
ScanlineEffect_SetParams(scanlineParams);
}
// Moves a particle of dirt in a plume of dirt. Used in Fissure and Dig.
// arg 0: which mon (0 = attacker, 1 = target)
// arg 1: which side of mon (0 = left, 1 = right)
// arg 2: target x offset
// arg 3: target y offset
// arg 4: wave amplitude
// arg 5: duration
void AnimDirtPlumeParticle(struct Sprite *sprite)
{
s8 battler;
s16 xOffset;
if (gBattleAnimArgs[0] == 0)
battler = gBattleAnimAttacker;
else
battler = gBattleAnimTarget;
xOffset = 24;
if (gBattleAnimArgs[1] == 1)
{
xOffset *= -1;
gBattleAnimArgs[2] *= -1;
}
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2) + xOffset;
sprite->y = GetBattlerYCoordWithElevation(battler) + 30;
sprite->data[0] = gBattleAnimArgs[5];
sprite->data[2] = sprite->x + gBattleAnimArgs[2];
sprite->data[4] = sprite->y + gBattleAnimArgs[3];
sprite->data[5] = gBattleAnimArgs[4];
InitAnimArcTranslation(sprite);
sprite->callback = AnimDirtPlumeParticle_Step;
}
static void AnimDirtPlumeParticle_Step(struct Sprite *sprite)
{
if (TranslateAnimHorizontalArc(sprite))
DestroyAnimSprite(sprite);
}
// Displays the dirt mound seen in the move Dig for set duration.
// The dirt mound image is too large for a single sprite, so two
// sprites are lined up next to each other.
// arg 0: which mon (0 = attacker, 1 = target)
// arg 1: oam tile num (0 = left half of image, 1 = right half of image)
// arg 2: duration
static void AnimDigDirtMound(struct Sprite *sprite)
{
s8 battler;
if (gBattleAnimArgs[0] == 0)
battler = gBattleAnimAttacker;
else
battler = gBattleAnimTarget;
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X) - 16 + (gBattleAnimArgs[1] * 32);
sprite->y = GetBattlerYCoordWithElevation(battler) + 32;
sprite->oam.tileNum += gBattleAnimArgs[1] * 8;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
sprite->data[0] = gBattleAnimArgs[2];
sprite->callback = WaitAnimForDuration;
}
#define tState data[0]
#define tDelay data[1]
#define tTimer data[2]
#define tMaxTime data[3]
#define tbattlerSpriteIds(i) data[9 + (i)]
#define tNumBattlers data[13] // AnimTask_ShakeBattlers
#define tInitialX data[13] // AnimTask_ShakeTerrain
#define tHorizOffset data[14]
#define tInitHorizOffset data[15]
// Shakes battler(s) or the battle terrain back and forth horizontally. Used by e.g. Earthquake, Eruption
// arg0: What to shake. 0-3 for any specific battler, MAX_BATTLERS_COUNT for all battlers, MAX_BATTLERS_COUNT + 1 for the terrain
// arg1: Shake intensity, used to calculate horizontal pixel offset (if 0, use move power instead)
// arg2: Length of time to shake for
void AnimTask_HorizontalShake(u8 taskId)
{
u16 i;
struct Task *task = &gTasks[taskId];
if (gBattleAnimArgs[1] != 0)
task->tHorizOffset = task->tInitHorizOffset = gBattleAnimArgs[1] + 3;
else
task->tHorizOffset = task->tInitHorizOffset = (gAnimMovePower / 10) + 3;
task->tMaxTime = gBattleAnimArgs[2];
switch (gBattleAnimArgs[0])
{
case MAX_BATTLERS_COUNT + 1: // Shake terrain
task->tInitialX = gBattle_BG3_X;
task->func = AnimTask_ShakeTerrain;
break;
case MAX_BATTLERS_COUNT: // Shake all battlers
task->tNumBattlers = 0;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
if (IsBattlerSpriteVisible(i))
{
task->tbattlerSpriteIds(task->tNumBattlers) = gBattlerSpriteIds[i];
task->tNumBattlers++;
}
}
task->func = AnimTask_ShakeBattlers;
break;
default: // Shake specific battler
task->tbattlerSpriteIds(0) = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
if (task->tbattlerSpriteIds(0) == SPRITE_NONE)
{
DestroyAnimVisualTask(taskId);
}
else
{
task->tNumBattlers = 1;
task->func = AnimTask_ShakeBattlers;
}
break;
}
}
static void AnimTask_ShakeTerrain(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->tState)
{
case 0:
if (++task->tDelay > 1)
{
task->tDelay = 0;
if ((task->tTimer & 1) == 0)
gBattle_BG3_X = task->tInitialX + task->tInitHorizOffset;
else
gBattle_BG3_X = task->tInitialX - task->tInitHorizOffset;
if (++task->tTimer == task->tMaxTime)
{
task->tTimer = 0;
task->tHorizOffset--;
task->tState++;
}
}
break;
case 1:
if (++task->tDelay > 1)
{
task->tDelay = 0;
if ((task->tTimer & 1) == 0)
gBattle_BG3_X = task->tInitialX + task->tHorizOffset;
else
gBattle_BG3_X = task->tInitialX - task->tHorizOffset;
if (++task->tTimer == 4)
{
task->tTimer = 0;
if (--task->tHorizOffset == 0)
task->tState++;
}
}
break;
case 2:
gBattle_BG3_X = task->tInitialX;
DestroyAnimVisualTask(taskId);
break;
}
}
static void AnimTask_ShakeBattlers(u8 taskId)
{
u16 i;
struct Task *task = &gTasks[taskId];
switch (task->tState)
{
case 0:
if (++task->tDelay > 1)
{
task->tDelay = 0;
SetBattlersXOffsetForShake(task);
if (++task->tTimer == task->tMaxTime)
{
task->tTimer = 0;
task->tHorizOffset--;
task->tState++;
}
}
break;
case 1:
if (++task->tDelay > 1)
{
task->tDelay = 0;
SetBattlersXOffsetForShake(task);
if (++task->tTimer == 4)
{
task->tTimer = 0;
if (--task->tHorizOffset == 0)
task->tState++;
}
}
break;
case 2:
for (i = 0; i < task->tNumBattlers; i++)
gSprites[task->tbattlerSpriteIds(i)].x2 = 0;
DestroyAnimVisualTask(taskId);
break;
}
}
static void SetBattlersXOffsetForShake(struct Task *task)
{
u16 i;
u16 xOffset;
if ((task->tTimer & 1) == 0)
xOffset = (task->tHorizOffset / 2) + (task->tHorizOffset & 1);
else
xOffset = -(task->tHorizOffset / 2);
for (i = 0; i < task->tNumBattlers; i++)
{
gSprites[task->tbattlerSpriteIds(i)].x2 = xOffset;
}
}
#undef tState
#undef tDelay
#undef tTimer
#undef tMaxTime
#undef tbattlerSpriteIds
#undef tNumBattlers
#undef tInitialX
#undef tHorizOffset
#undef tInitHorizOffset
void AnimTask_IsPowerOver99(u8 taskId)
{
gBattleAnimArgs[15] = gAnimMovePower > 99;
DestroyAnimVisualTask(taskId);
}
void AnimTask_PositionFissureBgOnBattler(u8 taskId)
{
struct Task *newTask;
u8 battler = (gBattleAnimArgs[0] & ANIM_TARGET) ? gBattleAnimTarget : gBattleAnimAttacker;
if (gBattleAnimArgs[0] > ANIM_TARGET)
battler = BATTLE_PARTNER(battler);
newTask = &gTasks[CreateTask(WaitForFissureCompletion, gBattleAnimArgs[1])];
newTask->data[1] = (32 - GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2)) & 0x1FF;
newTask->data[2] = (64 - GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET)) & 0xFF;
gBattle_BG3_X = newTask->data[1];
gBattle_BG3_Y = newTask->data[2];
newTask->data[3] = gBattleAnimArgs[2];
DestroyAnimVisualTask(taskId);
}
static void WaitForFissureCompletion(u8 taskId)
{
struct Task *task = &gTasks[taskId];
// Holds the BG3 offsets until gBattleAnimArgs[7]
// is set to a special terminator value.
if (gBattleAnimArgs[7] == task->data[3])
{
gBattle_BG3_X = 0;
gBattle_BG3_Y = 0;
DestroyTask(taskId);
}
else
{
gBattle_BG3_X = task->data[1];
gBattle_BG3_Y = task->data[2];
}
}