tumbledemerald-legacy/src/battle_anim_ghost.c
2022-05-19 17:14:13 +00:00

1337 lines
39 KiB
C

#include "global.h"
#include "battle.h"
#include "battle_anim.h"
#include "gpu_regs.h"
#include "palette.h"
#include "constants/rgb.h"
#include "scanline_effect.h"
#include "constants/songs.h"
#include "sound.h"
#include "trig.h"
#include "util.h"
static void AnimConfuseRayBallBounce(struct Sprite *);
static void AnimConfuseRayBallBounce_Step1(struct Sprite *);
static void AnimConfuseRayBallBounce_Step2(struct Sprite *);
static void UpdateConfuseRayBallBlend(struct Sprite *);
static void AnimConfuseRayBallSpiral(struct Sprite *);
static void AnimConfuseRayBallSpiral_Step(struct Sprite *);
static void AnimTask_NightShadeClone_Step1(u8 taskId);
static void AnimTask_NightShadeClone_Step2(u8 taskId);
static void AnimShadowBall(struct Sprite *);
static void AnimShadowBall_Step(struct Sprite *);
static void AnimLick(struct Sprite *);
static void AnimLick_Step(struct Sprite *);
static void AnimTask_NightmareClone_Step(u8 taskId);
static void AnimTask_SpiteTargetShadow_Step1(u8 taskId);
static void AnimTask_SpiteTargetShadow_Step2(u8 taskId);
static void AnimTask_SpiteTargetShadow_Step3(u8 taskId);
static void AnimDestinyBondWhiteShadow(struct Sprite *);
static void AnimDestinyBondWhiteShadow_Step(struct Sprite *);
static void AnimTask_DestinyBondWhiteShadow_Step(u8 taskId);
static void AnimTask_CurseStretchingBlackBg_Step1(u8 taskId);
static void AnimTask_CurseStretchingBlackBg_Step2(u8 taskId);
static void AnimCurseNail(struct Sprite *);
static void AnimCurseNail_Step1(struct Sprite *);
static void AnimCurseNail_Step2(struct Sprite *);
static void AnimCurseNail_End(struct Sprite *);
static void AnimGhostStatusSprite(struct Sprite *);
static void AnimGhostStatusSprite_Step(struct Sprite *);
static void AnimTask_GrudgeFlames_Step(u8 taskId);
static void AnimGrudgeFlame(struct Sprite *);
static void AnimMonMoveCircular(struct Sprite *);
static void AnimMonMoveCircular_Step(struct Sprite *);
static const union AffineAnimCmd sAffineAnim_ConfuseRayBallBounce[] =
{
AFFINEANIMCMD_FRAME(0x1E, 0x1E, 10, 5),
AFFINEANIMCMD_FRAME(0xFFE2, 0xFFE2, 10, 5),
AFFINEANIMCMD_JUMP(0),
};
static const union AffineAnimCmd *const sAffineAnims_ConfuseRayBallBounce[] =
{
sAffineAnim_ConfuseRayBallBounce,
};
const struct SpriteTemplate gConfuseRayBallBounceSpriteTemplate =
{
.tileTag = ANIM_TAG_YELLOW_BALL,
.paletteTag = ANIM_TAG_YELLOW_BALL,
.oam = &gOamData_AffineDouble_ObjNormal_16x16,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = sAffineAnims_ConfuseRayBallBounce,
.callback = AnimConfuseRayBallBounce,
};
const struct SpriteTemplate gConfuseRayBallSpiralSpriteTemplate =
{
.tileTag = ANIM_TAG_YELLOW_BALL,
.paletteTag = ANIM_TAG_YELLOW_BALL,
.oam = &gOamData_AffineOff_ObjBlend_16x16,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimConfuseRayBallSpiral,
};
static const union AffineAnimCmd sAffineAnim_ShadowBall[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, 10, 1),
AFFINEANIMCMD_JUMP(0),
};
static const union AffineAnimCmd *const sAffineAnims_ShadowBall[] =
{
sAffineAnim_ShadowBall,
};
const struct SpriteTemplate gShadowBallSpriteTemplate =
{
.tileTag = ANIM_TAG_SHADOW_BALL,
.paletteTag = ANIM_TAG_SHADOW_BALL,
.oam = &gOamData_AffineNormal_ObjNormal_32x32,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = sAffineAnims_ShadowBall,
.callback = AnimShadowBall,
};
static const union AnimCmd sAnim_Lick[] =
{
ANIMCMD_FRAME(0, 2),
ANIMCMD_FRAME(8, 2),
ANIMCMD_FRAME(16, 2),
ANIMCMD_FRAME(24, 2),
ANIMCMD_FRAME(32, 2),
ANIMCMD_END,
};
static const union AnimCmd *const sAnims_Lick[] =
{
sAnim_Lick,
};
const struct SpriteTemplate gLickSpriteTemplate =
{
.tileTag = ANIM_TAG_LICK,
.paletteTag = ANIM_TAG_LICK,
.oam = &gOamData_AffineOff_ObjNormal_16x32,
.anims = sAnims_Lick,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimLick,
};
static const union AffineAnimCmd sAffineAnim_Unused[] =
{
AFFINEANIMCMD_FRAME(0x200, 0x200, 0, 0),
AFFINEANIMCMD_END,
};
// Unused
static const union AffineAnimCmd *const sAffineAnims_Unused[] =
{
sAffineAnim_Unused,
};
const struct SpriteTemplate gDestinyBondWhiteShadowSpriteTemplate =
{
.tileTag = ANIM_TAG_WHITE_SHADOW,
.paletteTag = ANIM_TAG_WHITE_SHADOW,
.oam = &gOamData_AffineOff_ObjBlend_64x32,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimDestinyBondWhiteShadow,
};
const struct SpriteTemplate gCurseNailSpriteTemplate =
{
.tileTag = ANIM_TAG_NAIL,
.paletteTag = ANIM_TAG_NAIL,
.oam = &gOamData_AffineOff_ObjBlend_32x16,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimCurseNail,
};
const struct SpriteTemplate gCurseGhostSpriteTemplate =
{
.tileTag = ANIM_TAG_GHOSTLY_SPIRIT,
.paletteTag = ANIM_TAG_GHOSTLY_SPIRIT,
.oam = &gOamData_AffineOff_ObjBlend_32x32,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimGhostStatusSprite,
};
const struct SpriteTemplate gNightmareDevilSpriteTemplate =
{
.tileTag = ANIM_TAG_DEVIL,
.paletteTag = ANIM_TAG_DEVIL,
.oam = &gOamData_AffineOff_ObjBlend_32x32,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimGhostStatusSprite,
};
static const union AnimCmd sAnim_GrudgeFlame[] =
{
ANIMCMD_FRAME(0, 4),
ANIMCMD_FRAME(8, 4),
ANIMCMD_FRAME(16, 4),
ANIMCMD_FRAME(24, 4),
ANIMCMD_JUMP(0),
};
static const union AnimCmd *const sAnims_GrudgeFlame[] =
{
sAnim_GrudgeFlame,
};
const struct SpriteTemplate gGrudgeFlameSpriteTemplate =
{
.tileTag = ANIM_TAG_PURPLE_FLAME,
.paletteTag = ANIM_TAG_PURPLE_FLAME,
.oam = &gOamData_AffineOff_ObjBlend_16x32,
.anims = sAnims_GrudgeFlame,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimGrudgeFlame,
};
// Unused
static const struct SpriteTemplate sMonMoveCircularSpriteTemplate =
{
.tileTag = 0,
.paletteTag = 0,
.oam = &gDummyOamData,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimMonMoveCircular,
};
static void AnimConfuseRayBallBounce(struct Sprite *sprite)
{
InitSpritePosToAnimAttacker(sprite, TRUE);
sprite->data[0] = gBattleAnimArgs[2];
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);
InitAnimLinearTranslationWithSpeed(sprite);
sprite->callback = AnimConfuseRayBallBounce_Step1;
sprite->data[6] = 16;
SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL));
SetGpuReg(REG_OFFSET_BLDALPHA, sprite->data[6]);
}
static void AnimConfuseRayBallBounce_Step1(struct Sprite *sprite)
{
s16 r0;
s16 r2;
UpdateConfuseRayBallBlend(sprite);
if (AnimTranslateLinear(sprite))
{
sprite->callback = AnimConfuseRayBallBounce_Step2;
return;
}
sprite->x2 += Sin(sprite->data[5], 10);
sprite->y2 += Cos(sprite->data[5], 15);
r2 = sprite->data[5];
sprite->data[5] = (sprite->data[5] + 5) & 0xFF;
r0 = sprite->data[5];
if (r2 != 0 && r2 <= 196)
return;
if (r0 <= 0)
return;
PlaySE12WithPanning(SE_M_CONFUSE_RAY, gAnimCustomPanning);
}
static void AnimConfuseRayBallBounce_Step2(struct Sprite *sprite)
{
s16 r2;
s16 r0;
sprite->data[0] = 1;
AnimTranslateLinear(sprite);
sprite->x2 += Sin(sprite->data[5], 10);
sprite->y2 += Cos(sprite->data[5], 15);
r2 = sprite->data[5];
sprite->data[5] = (sprite->data[5] + 5) & 0xFF;
r0 = sprite->data[5];
if (r2 == 0 || r2 > 196)
{
if (r0 > 0)
PlaySE(SE_M_CONFUSE_RAY);
}
if (sprite->data[6] == 0)
{
sprite->invisible = TRUE;
sprite->callback = DestroyAnimSpriteAndDisableBlend;
}
else
UpdateConfuseRayBallBlend(sprite);
}
static void UpdateConfuseRayBallBlend(struct Sprite *sprite)
{
if (sprite->data[6] > 0xFF)
{
if (++sprite->data[6] == 0x10d)
sprite->data[6] = 0;
return;
}
if ((sprite->data[7]++ & 0xFF) == 0)
{
sprite->data[7] &= 0xff00;
if ((sprite->data[7] & 0x100) != 0)
sprite->data[6]++;
else
sprite->data[6]--;
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(sprite->data[6], 16 - sprite->data[6]));
if (sprite->data[6] == 0 || sprite->data[6] == 16)
sprite->data[7] ^= 0x100;
if (sprite->data[6] == 0)
sprite->data[6] = 0x100;
}
}
static void AnimConfuseRayBallSpiral(struct Sprite *sprite)
{
InitSpritePosToAnimTarget(sprite, TRUE);
sprite->callback = AnimConfuseRayBallSpiral_Step;
sprite->callback(sprite);
}
static void AnimConfuseRayBallSpiral_Step(struct Sprite *sprite)
{
u16 temp1;
sprite->x2 = Sin(sprite->data[0], 32);
sprite->y2 = Cos(sprite->data[0], 8);
temp1 = sprite->data[0] - 65;
if (temp1 <= 130)
sprite->oam.priority = 2;
else
sprite->oam.priority = 1;
sprite->data[0] = (sprite->data[0] + 19) & 0xFF;
sprite->data[2] += 80;
sprite->y2 += sprite->data[2] >> 8;
sprite->data[7] += 1;
if (sprite->data[7] == 61)
DestroyAnimSprite(sprite);
}
// Creates a large transparent clone of the attacker centered on their position which shrinks to original size
void AnimTask_NightShadeClone(u8 taskId)
{
u8 spriteId;
SetGpuReg(REG_OFFSET_BLDCNT, (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL));
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 0x10));
spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
PrepareBattlerSpriteForRotScale(spriteId, ST_OAM_OBJ_BLEND);
SetSpriteRotScale(spriteId, 128, 128, 0);
gSprites[spriteId].invisible = FALSE;
gTasks[taskId].data[0] = 128;
gTasks[taskId].data[1] = *gBattleAnimArgs;
gTasks[taskId].data[2] = 0;
gTasks[taskId].data[3] = 16;
gTasks[taskId].func = AnimTask_NightShadeClone_Step1;
}
static void AnimTask_NightShadeClone_Step1(u8 taskId)
{
gTasks[taskId].data[10] += 1;
if (gTasks[taskId].data[10] == 3)
{
gTasks[taskId].data[10] = 0;
gTasks[taskId].data[2] += 1;
gTasks[taskId].data[3] -= 1;
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[2], gTasks[taskId].data[3]));
if (gTasks[taskId].data[2] != 9)
return;
gTasks[taskId].func = AnimTask_NightShadeClone_Step2;
}
}
static void AnimTask_NightShadeClone_Step2(u8 taskId)
{
u8 spriteId;
if (gTasks[taskId].data[1] > 0)
{
gTasks[taskId].data[1] -= 1;
return;
}
spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
gTasks[taskId].data[0] += 8;
if (gTasks[taskId].data[0] <= 0xFF)
{
SetSpriteRotScale(spriteId, gTasks[taskId].data[0], gTasks[taskId].data[0], 0);
}
else
{
ResetSpriteRotScale(spriteId);
DestroyAnimVisualTask(taskId);
SetGpuReg(REG_OFFSET_BLDCNT, 0);
SetGpuReg(REG_OFFSET_BLDALPHA, 0);
}
}
// Spins a sprite towards the target, pausing in the middle.
// Used in Shadow Ball.
// arg 0: duration step 1 (attacker -> center)
// arg 1: duration step 2 (spin center)
// arg 2: duration step 3 (center -> target)
static void AnimShadowBall(struct Sprite *sprite)
{
s16 oldPosX = sprite->x;
s16 oldPosY = sprite->y;
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[0] = 0;
sprite->data[1] = gBattleAnimArgs[0];
sprite->data[2] = gBattleAnimArgs[1];
sprite->data[3] = gBattleAnimArgs[2];
sprite->data[4] = sprite->x << 4;
sprite->data[5] = sprite->y << 4;
sprite->data[6] = ((oldPosX - sprite->x) << 4) / (gBattleAnimArgs[0] << 1);
sprite->data[7] = ((oldPosY - sprite->y) << 4) / (gBattleAnimArgs[0] << 1);
sprite->callback = AnimShadowBall_Step;
}
static void AnimShadowBall_Step(struct Sprite *sprite)
{
switch (sprite->data[0])
{
case 0:
sprite->data[4] += sprite->data[6];
sprite->data[5] += sprite->data[7];
sprite->x = sprite->data[4] >> 4;
sprite->y = sprite->data[5] >> 4;
sprite->data[1] -= 1;
if (sprite->data[1] > 0)
break;
sprite->data[0] += 1;
break;
case 1:
sprite->data[2] -= 1;
if (sprite->data[2] > 0)
break;
sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[4] = sprite->x << 4;
sprite->data[5] = sprite->y << 4;
sprite->data[6] = ((sprite->data[1] - sprite->x) << 4) / sprite->data[3];
sprite->data[7] = ((sprite->data[2] - sprite->y) << 4) / sprite->data[3];
sprite->data[0] += 1;
break;
case 2:
sprite->data[4] += sprite->data[6];
sprite->data[5] += sprite->data[7];
sprite->x = sprite->data[4] >> 4;
sprite->y = sprite->data[5] >> 4;
sprite->data[3] -= 1;
if (sprite->data[3] > 0)
break;
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
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;
DestroySpriteWithActiveSheet(&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]].y + gSprites[task->data[13]].y2 - 32;
if (startLine < 0)
startLine = 0;
if (position == 1)
task->data[10] = ScanlineEffect_InitWave(startLine, startLine + 64, 2, 6, 0, SCANLINE_EFFECT_REG_BG1HOFS, 1);
else
task->data[10] = ScanlineEffect_InitWave(startLine, startLine + 64, 2, 6, 0, SCANLINE_EFFECT_REG_BG2HOFS, 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;
DestroySpriteWithActiveSheet(&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, BATTLER_COORD_X);
battler1Y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 28;
battler2X = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
battler2Y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 28;
}
else
{
battler1X = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
battler1Y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 28;
battler2X = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
battler2Y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 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->x = battler1X;
sprite->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->x = sprite->data[0] >> 4;
sprite->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, BATTLER_COORD_X_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, BATTLER_COORD_X_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, 16);
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER || IsContest())
startX = 40;
else
startX = 200;
gBattle_WIN0H = WIN_RANGE(startX, startX);
startY = 40;
gBattle_WIN0V = WIN_RANGE(startY, startY);
leftDistance = startX;
rightDistance = DISPLAY_WIDTH - 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 = DISPLAY_WIDTH;
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 = WIN_RANGE(left, right);
gBattle_WIN0V = WIN_RANGE(top, 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->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->x2 += sprite->data[1];
var0 = sprite->x2 + 7;
if (var0 > 14)
{
sprite->x += sprite->x2;
sprite->x2 = 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->x2 = Sin(sprite->data[0], 12);
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
sprite->x2 = -sprite->x2;
sprite->data[0] = (sprite->data[0] + 6) & 0xFF;
sprite->data[1] += 0x100;
sprite->y2 = -(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, BATTLER_COORD_X_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->x2 = 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->y2 = 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]].y += 8;
}
static void AnimMonMoveCircular_Step(struct Sprite *sprite)
{
if (sprite->data[3])
{
sprite->data[3]--;
gSprites[sprite->data[5]].x2 = Sin(sprite->data[0], sprite->data[1]);
gSprites[sprite->data[5]].y2 = 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]].x2 = 0;
gSprites[sprite->data[5]].y2 = 0;
gSprites[sprite->data[5]].y -= 8;
sprite->callback = DestroySpriteAndMatrix;
}
}