mirror of https://github.com/pret/pokeemerald.git
start ice
This commit is contained in:
parent
6ef9671718
commit
64832ff67e
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@ -172,6 +172,10 @@ void oamt_add_pos2_onto_pos1(struct Sprite *sprite);
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u8 GetBattlerSpriteDefault_Y(u8 battlerId);
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u8 GetSubstituteSpriteDefault_Y(u8 battlerId);
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// battle_anim_80A64EC.c
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void sub_80A64EC(struct Sprite *sprite);
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void sub_80A718C(struct Sprite *sprite);
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// battle_anim_80A9C70.s
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#define STAT_ANIM_PLUS1 15
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#define STAT_ANIM_PLUS2 39
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@ -134,6 +134,10 @@ struct Weather
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// field_weather.c
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extern struct Weather gWeather;
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extern struct Weather *const gWeatherPtr;
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extern const u16 gUnknown_083970E8[];
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// field_weather_effect.c
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extern const u8 gWeatherFog1Tiles[];
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void StartWeather(void);
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void ChangeWeather(u8 weather);
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@ -4748,6 +4748,8 @@ extern const u32 gBattleAnimBackgroundImage_Surf[];
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extern const u32 gBattleAnimBackgroundPalette_Surf[];
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extern const u32 gBattleAnimBackgroundImageMuddyWater_Pal[];
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extern const u32 gBattleAnimFogTilemap[];
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// Berry blender
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extern const u32 gBerryBlenderArrowTiles[];
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extern const u32 gBerryBlenderStartTiles[];
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@ -162,6 +162,7 @@ SECTIONS {
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src/water.o(.text);
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src/fire.o(.text);
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src/electric.o(.text);
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src/ice.o(.text);
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asm/ice.o(.text);
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src/fight.o(.text);
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src/poison.o(.text);
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801
src/ice.c
801
src/ice.c
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@ -1,21 +1,39 @@
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#include "global.h"
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#include "battle_anim.h"
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#include "bg.h"
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#include "field_weather.h"
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#include "gpu_regs.h"
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#include "graphics.h"
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#include "palette.h"
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#include "sprite.h"
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#include "task.h"
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#include "trig.h"
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#include "constants/battle_anim.h"
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#include "constants/rgb.h"
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extern void sub_810B684(struct Sprite *);
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extern void sub_810B6C4(struct Sprite *);
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extern void sub_810B848(struct Sprite *);
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extern void sub_810B8AC(struct Sprite *);
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extern void sub_810B8EC(struct Sprite *);
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extern void sub_810B974(struct Sprite *);
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extern void sub_810B9E8(struct Sprite *);
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extern void sub_810BA24(struct Sprite *);
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extern void sub_810BB60(struct Sprite *);
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extern void sub_810BBC8(struct Sprite *);
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extern void sub_810BC4C(struct Sprite *);
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extern void sub_810BC94(struct Sprite *);
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extern void sub_810BDD8(struct Sprite *);
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extern void sub_810BE48(struct Sprite *);
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extern void sub_810BED0(struct Sprite *);
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extern void sub_810C008(struct Sprite *);
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extern void sub_810C2F0(struct Sprite *);
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extern void sub_810C560(struct Sprite *);
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extern void sub_810CB58(struct Sprite *);
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extern void sub_80A8EE4(struct Sprite *);
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extern void unc_080B06FC(struct Sprite *);
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extern void sub_810CD4C(struct Sprite *);
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void sub_810C164(u8);
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const union AnimCmd gUnknown_08595A48[] =
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{
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@ -489,3 +507,786 @@ const struct SpriteTemplate gUnknown_08595DFC =
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = sub_810CD4C,
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};
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extern const struct SpriteTemplate gUnknown_085956C0;
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bool8 sub_810B614(struct Task *task, u8 taskId)
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{
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u8 spriteId = CreateSprite(&gUnknown_085956C0, task->data[13], task->data[14], task->data[12]);
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if (spriteId != MAX_SPRITES)
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{
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gSprites[spriteId].callback = sub_810B684;
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gSprites[spriteId].data[6] = taskId;
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gSprites[spriteId].data[7] = 10;
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task->data[10]++;
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}
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if (task->data[14] >= task->data[15])
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return TRUE;
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task->data[14] += 32;
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return FALSE;
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}
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void sub_810B684(struct Sprite *sprite)
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{
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if (sprite->animEnded)
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{
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gTasks[sprite->data[6]].data[sprite->data[7]]--;
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DestroySprite(sprite);
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}
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}
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// unused
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#ifdef NONMATCHING
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void sub_810B6C4(struct Sprite *sprite)
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{
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s16 targetX, targetY, attackerX, attackerY;
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s16 i;
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sprite->oam.tileNum += 7;
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targetX = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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targetY = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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attackerX = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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attackerY = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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sprite->data[0] = gBattleAnimArgs[4];
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sprite->data[1] = gBattleAnimArgs[0] + attackerX;
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sprite->data[2] = gBattleAnimArgs[2] + targetX;
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sprite->data[3] = gBattleAnimArgs[1] + attackerY;
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sprite->data[4] = gBattleAnimArgs[3] + targetY;
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sub_80A64EC(sprite);
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while ((targetX >= -32 && targetX <= 272) && (targetY >= -32 && targetY <= 192))
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{
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targetX += sprite->data[1];
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targetY += sprite->data[2];
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}
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sprite->data[1] = -sprite->data[1];
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sprite->data[2] = -sprite->data[2];
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while ((attackerX >= -32 && attackerX <= 272) && (attackerY >= -32 && attackerY <= 192))
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{
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attackerX += sprite->data[1];
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attackerY += sprite->data[2];
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}
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sprite->pos1.x = attackerX;
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sprite->pos1.y = attackerY;
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sprite->data[0] = gBattleAnimArgs[4];
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sprite->data[1] = attackerX;
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sprite->data[2] = targetX;
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sprite->data[3] = attackerY;
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sprite->data[4] = targetY;
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sub_80A64EC(sprite);
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sprite->data[3] = gBattleAnimArgs[5];
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sprite->data[4] = gBattleAnimArgs[6];
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sprite->callback = sub_810B848;
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}
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#else
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NAKED
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void sub_810B6C4(struct Sprite *sprite)
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{
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asm_unified("push {r4-r7,lr}\n\
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mov r7, r10\n\
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mov r6, r9\n\
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mov r5, r8\n\
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push {r5-r7}\n\
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sub sp, 0x4\n\
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adds r5, r0, 0\n\
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ldrh r2, [r5, 0x4]\n\
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lsls r1, r2, 22\n\
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lsrs r1, 22\n\
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adds r1, 0x7\n\
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ldr r3, =0x000003ff\n\
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adds r0, r3, 0\n\
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ands r1, r0\n\
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ldr r0, =0xfffffc00\n\
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ands r0, r2\n\
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orrs r0, r1\n\
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strh r0, [r5, 0x4]\n\
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ldr r4, =gBattleAnimTarget\n\
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ldrb r0, [r4]\n\
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movs r1, 0x2\n\
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bl GetBattlerSpriteCoord\n\
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lsls r0, 24\n\
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lsrs r0, 24\n\
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mov r9, r0\n\
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ldrb r0, [r4]\n\
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movs r1, 0x3\n\
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bl GetBattlerSpriteCoord\n\
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lsls r0, 24\n\
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lsrs r0, 24\n\
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mov r8, r0\n\
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ldr r4, =gBattleAnimAttacker\n\
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ldrb r0, [r4]\n\
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movs r1, 0x2\n\
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bl GetBattlerSpriteCoord\n\
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lsls r0, 24\n\
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lsrs r3, r0, 24\n\
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ldrb r0, [r4]\n\
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movs r1, 0x3\n\
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str r3, [sp]\n\
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bl GetBattlerSpriteCoord\n\
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lsls r0, 24\n\
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lsrs r6, r0, 24\n\
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ldr r1, =gBattleAnimArgs\n\
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ldrh r0, [r1, 0x8]\n\
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strh r0, [r5, 0x2E]\n\
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ldrh r0, [r1]\n\
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ldr r3, [sp]\n\
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adds r0, r3\n\
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strh r0, [r5, 0x30]\n\
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ldrh r0, [r1, 0x4]\n\
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mov r4, r9\n\
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adds r0, r4, r0\n\
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strh r0, [r5, 0x32]\n\
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ldrh r0, [r1, 0x2]\n\
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adds r0, r6\n\
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strh r0, [r5, 0x34]\n\
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ldrh r0, [r1, 0x6]\n\
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mov r7, r8\n\
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adds r0, r7, r0\n\
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strh r0, [r5, 0x36]\n\
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adds r0, r5, 0\n\
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bl sub_80A64EC\n\
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adds r4, 0x20\n\
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movs r0, 0x98\n\
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lsls r0, 1\n\
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mov r12, r0\n\
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ldr r3, [sp]\n\
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cmp r4, r12\n\
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bhi _0810B79E\n\
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adds r0, r7, 0\n\
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adds r0, 0x20\n\
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ldrh r1, [r5, 0x30]\n\
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ldrh r2, [r5, 0x32]\n\
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cmp r0, 0xE0\n\
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bhi _0810B79E\n\
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adds r4, r1, 0\n\
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mov r10, r12\n\
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_0810B76A:\n\
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mov r7, r9\n\
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lsls r1, r7, 16\n\
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asrs r1, 16\n\
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adds r1, r4\n\
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lsls r1, 16\n\
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mov r7, r8\n\
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lsls r0, r7, 16\n\
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asrs r0, 16\n\
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adds r0, r2\n\
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lsls r0, 16\n\
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lsrs r0, 16\n\
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mov r8, r0\n\
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lsrs r0, r1, 16\n\
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mov r9, r0\n\
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movs r7, 0x80\n\
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lsls r7, 14\n\
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adds r1, r7\n\
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lsrs r1, 16\n\
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cmp r1, r10\n\
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bhi _0810B79E\n\
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mov r1, r8\n\
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lsls r0, r1, 16\n\
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adds r0, r7\n\
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lsrs r0, 16\n\
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cmp r0, 0xE0\n\
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bls _0810B76A\n\
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_0810B79E:\n\
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ldrh r0, [r5, 0x30]\n\
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negs r7, r0\n\
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strh r7, [r5, 0x30]\n\
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ldrh r0, [r5, 0x32]\n\
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negs r4, r0\n\
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strh r4, [r5, 0x32]\n\
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lsls r0, r3, 16\n\
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movs r1, 0x80\n\
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lsls r1, 14\n\
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adds r0, r1\n\
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lsrs r0, 16\n\
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movs r2, 0x98\n\
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lsls r2, 1\n\
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mov r12, r2\n\
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ldr r1, =gBattleAnimArgs\n\
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mov r10, r1\n\
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cmp r0, r12\n\
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bhi _0810B80A\n\
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lsls r1, r6, 16\n\
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movs r2, 0x80\n\
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lsls r2, 14\n\
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adds r0, r1, r2\n\
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b _0810B802\n\
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.pool\n\
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_0810B7E0:\n\
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lsls r1, r3, 16\n\
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asrs r1, 16\n\
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adds r1, r7\n\
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lsls r1, 16\n\
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asrs r0, r2, 16\n\
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adds r0, r4\n\
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lsls r0, 16\n\
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lsrs r6, r0, 16\n\
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lsrs r3, r1, 16\n\
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movs r0, 0x80\n\
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lsls r0, 14\n\
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adds r1, r0\n\
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lsrs r1, 16\n\
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cmp r1, r12\n\
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bhi _0810B80A\n\
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lsls r1, r6, 16\n\
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adds r0, r1, r0\n\
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_0810B802:\n\
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lsrs r0, 16\n\
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adds r2, r1, 0\n\
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cmp r0, 0xE0\n\
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bls _0810B7E0\n\
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_0810B80A:\n\
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strh r3, [r5, 0x20]\n\
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strh r6, [r5, 0x22]\n\
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mov r1, r10\n\
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ldrh r0, [r1, 0x8]\n\
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strh r0, [r5, 0x2E]\n\
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strh r3, [r5, 0x30]\n\
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mov r2, r9\n\
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strh r2, [r5, 0x32]\n\
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strh r6, [r5, 0x34]\n\
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mov r3, r8\n\
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strh r3, [r5, 0x36]\n\
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adds r0, r5, 0\n\
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bl sub_80A64EC\n\
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mov r7, r10\n\
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ldrh r0, [r7, 0xA]\n\
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strh r0, [r5, 0x34]\n\
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ldrh r0, [r7, 0xC]\n\
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strh r0, [r5, 0x36]\n\
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ldr r0, =sub_810B848\n\
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str r0, [r5, 0x1C]\n\
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add sp, 0x4\n\
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pop {r3-r5}\n\
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mov r8, r3\n\
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mov r9, r4\n\
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mov r10, r5\n\
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pop {r4-r7}\n\
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pop {r0}\n\
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bx r0\n\
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.pool\n");
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}
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#endif
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void sub_810B848(struct Sprite *sprite)
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{
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if (sprite->data[0] != 0)
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{
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sprite->data[5] += sprite->data[1];
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sprite->data[6] += sprite->data[2];
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sprite->pos2.x = sprite->data[5];
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sprite->pos2.y = sprite->data[6];
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sprite->pos2.x += Sin(sprite->data[7], sprite->data[3]);
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sprite->pos2.y += Sin(sprite->data[7], sprite->data[3]);
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sprite->data[7] = (sprite->data[7] + sprite->data[4]) & 0xFF;
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sprite->data[0]--;
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}
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else
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{
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DestroyAnimSprite(sprite);
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}
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}
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// Animates the swirling ice crystals in Ice Punch.
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// arg 0: initial position angle around circle (0-256)
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void sub_810B8AC(struct Sprite *sprite)
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{
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sprite->data[0] = gBattleAnimArgs[0];
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sprite->data[1] = 60;
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sprite->data[2] = 9;
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sprite->data[3] = 30;
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sprite->data[4] = -512;
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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sprite->callback = TranslateSpriteInGrowingCircleOverDuration;
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sprite->callback(sprite);
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}
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// Animates the ice particles in Ice Beam.
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// arg 0: initial x pixel offset
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// arg 1: initial y pixel offset
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// arg 2: target x offset
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// arg 3: target y offset
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// arg 4: duration
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void sub_810B8EC(struct Sprite *sprite)
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{
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InitSpritePosToAnimAttacker(sprite, TRUE);
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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sprite->data[2] -= gBattleAnimArgs[2];
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else
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sprite->data[2] += gBattleAnimArgs[2];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
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sprite->data[0] = gBattleAnimArgs[4];
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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sprite->callback = StartAnimLinearTranslation;
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}
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// Animates the ice crystals at the end of Ice Punch, Ice Beam, Tri Attack,
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// Weather Ball (Hail), Blizzard, and Powder Snow.
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// arg 0: target x offset
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// arg 1: target y offset
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// arg 2: ??? unknown boolean
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void sub_810B974(struct Sprite *sprite)
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{
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if (gBattleAnimArgs[2] == 0)
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{
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InitSpritePosToAnimTarget(sprite, TRUE);
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}
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else
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{
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SetAverageBattlerPositions(gBattleAnimTarget, 1, &sprite->pos1.x, &sprite->pos1.y);
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
gBattleAnimArgs[0] = -gBattleAnimArgs[0];
|
||||
|
||||
sprite->pos1.x += gBattleAnimArgs[0];
|
||||
sprite->pos1.y += gBattleAnimArgs[1];
|
||||
}
|
||||
|
||||
StoreSpriteCallbackInData6(sprite, sub_810B9E8);
|
||||
sprite->callback = RunStoredCallbackWhenAffineAnimEnds;
|
||||
}
|
||||
|
||||
void sub_810B9E8(struct Sprite *sprite)
|
||||
{
|
||||
sprite->invisible ^= 1;
|
||||
sprite->data[0] += 1;
|
||||
if (sprite->data[0] == 20)
|
||||
DestroySpriteAndMatrix(sprite);
|
||||
}
|
||||
|
||||
// Animates the small snowballs that swirl around the target in Blizzard and Icy Wind.
|
||||
// arg 0: initial x pixel offset
|
||||
// arg 1: initial y pixel offset
|
||||
// arg 2: target x offset
|
||||
// arg 3: target y offset
|
||||
// arg 4: particle speed
|
||||
// arg 5: multiple targets? (boolean)
|
||||
void sub_810BA24(struct Sprite *sprite)
|
||||
{
|
||||
int i;
|
||||
s16 tempDataHolder[8];
|
||||
|
||||
InitSpritePosToAnimAttacker(sprite, TRUE);
|
||||
|
||||
sprite->data[0] = gBattleAnimArgs[4];
|
||||
sprite->data[1] = sprite->pos1.x;
|
||||
sprite->data[3] = sprite->pos1.y;
|
||||
|
||||
if (!gBattleAnimArgs[5])
|
||||
{
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
|
||||
}
|
||||
else
|
||||
{
|
||||
SetAverageBattlerPositions(gBattleAnimTarget, 1, &sprite->data[2], &sprite->data[4]);
|
||||
}
|
||||
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
sprite->data[2] -= gBattleAnimArgs[2];
|
||||
else
|
||||
sprite->data[2] += gBattleAnimArgs[2];
|
||||
|
||||
for (i = 0; i < 8; i++)
|
||||
tempDataHolder[i] = sprite->data[i];
|
||||
|
||||
InitAnimFastLinearTranslationWithSpeed(sprite);
|
||||
sprite->data[1] ^= 1;
|
||||
sprite->data[2] ^= 1;
|
||||
|
||||
while (1)
|
||||
{
|
||||
sprite->data[0] = 1;
|
||||
AnimFastTranslateLinear(sprite);
|
||||
|
||||
if ((u32)(sprite->pos1.x + sprite->pos2.x + 16) > 272
|
||||
|| sprite->pos1.y + sprite->pos2.y > 160
|
||||
|| sprite->pos1.y + sprite->pos2.y < -16)
|
||||
break;
|
||||
}
|
||||
|
||||
sprite->pos1.x += sprite->pos2.x;
|
||||
sprite->pos1.y += sprite->pos2.y;
|
||||
sprite->pos2.y = 0;
|
||||
sprite->pos2.x = 0;
|
||||
|
||||
for (i = 0; i < 8; i++)
|
||||
sprite->data[i] = tempDataHolder[i];
|
||||
|
||||
sprite->callback = sub_80A718C;
|
||||
StoreSpriteCallbackInData6(sprite, sub_810BB60);
|
||||
}
|
||||
|
||||
void sub_810BB60(struct Sprite *sprite)
|
||||
{
|
||||
s16 tempVar;
|
||||
|
||||
sprite->pos1.x += sprite->pos2.x;
|
||||
sprite->pos1.y += sprite->pos2.y;
|
||||
sprite->pos2.y = 0;
|
||||
sprite->pos2.x = 0;
|
||||
sprite->data[0] = 128;
|
||||
|
||||
tempVar = GetBattlerSide(gBattleAnimAttacker) != 0 ? 20 : -20;
|
||||
|
||||
sprite->data[3] = Sin(sprite->data[0], tempVar);
|
||||
sprite->data[4] = Cos(sprite->data[0], 0xF);
|
||||
sprite->data[5] = 0;
|
||||
sprite->callback = sub_810BBC8;
|
||||
sprite->callback(sprite);
|
||||
}
|
||||
|
||||
void sub_810BBC8(struct Sprite *sprite)
|
||||
{
|
||||
s16 tempVar;
|
||||
tempVar = GetBattlerSide(gBattleAnimAttacker) != 0 ? 20 : -20;
|
||||
|
||||
if (sprite->data[5] <= 31)
|
||||
{
|
||||
sprite->pos2.x = Sin(sprite->data[0], tempVar) - sprite->data[3];
|
||||
sprite->pos2.y = Cos(sprite->data[0], 15) - sprite->data[4];
|
||||
sprite->data[0] = (sprite->data[0] + 16) & 0xFF;
|
||||
sprite->data[5] += 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->pos1.x += sprite->pos2.x;
|
||||
sprite->pos1.y += sprite->pos2.y;
|
||||
sprite->pos2.y = 0;
|
||||
sprite->pos2.x = 0;
|
||||
sprite->data[4] = 0;
|
||||
sprite->data[3] = 0;
|
||||
sprite->callback = sub_810BC4C;
|
||||
}
|
||||
}
|
||||
|
||||
void sub_810BC4C(struct Sprite *sprite)
|
||||
{
|
||||
sprite->data[0] = 1;
|
||||
AnimFastTranslateLinear(sprite);
|
||||
|
||||
if ((u32)(sprite->pos1.x + sprite->pos2.x + 16) > 272
|
||||
|| sprite->pos1.y + sprite->pos2.y > 256
|
||||
|| sprite->pos1.y + sprite->pos2.y < -16)
|
||||
DestroyAnimSprite(sprite);
|
||||
}
|
||||
|
||||
// Moves particles towards the target mon and off the screen. Used to animate
|
||||
// the large snowballs in Blizzard and the small snowballs in Powder Snow.
|
||||
// arg 0: initial x pixel offset
|
||||
// arg 1: initial y pixel offset
|
||||
// arg 2: target x offset
|
||||
// arg 3: target y offset
|
||||
// arg 4: speed
|
||||
// arg 5: wave amplitude
|
||||
// arg 6: wave frequency
|
||||
// arg 7: multiple targets? (boolean)
|
||||
void sub_810BC94(struct Sprite *sprite)
|
||||
{
|
||||
int i;
|
||||
s16 tempDataHolder[8];
|
||||
|
||||
InitSpritePosToAnimAttacker(sprite, TRUE);
|
||||
|
||||
sprite->data[0] = gBattleAnimArgs[4];
|
||||
sprite->data[1] = sprite->pos1.x;
|
||||
sprite->data[3] = sprite->pos1.y;
|
||||
|
||||
if (!gBattleAnimArgs[7])
|
||||
{
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetAverageBattlerPositions(gBattleAnimTarget, 1, &sprite->data[2], &sprite->data[4]);
|
||||
}
|
||||
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
sprite->data[2] -= gBattleAnimArgs[2];
|
||||
else
|
||||
sprite->data[2] += gBattleAnimArgs[2];
|
||||
|
||||
sprite->data[4] += gBattleAnimArgs[3];
|
||||
InitAnimFastLinearTranslationWithSpeed(sprite);
|
||||
for (i = 0; i < 8; i++)
|
||||
tempDataHolder[i] = sprite->data[i];
|
||||
|
||||
sprite->data[1] ^= 1;
|
||||
sprite->data[2] ^= 1;
|
||||
|
||||
while (1)
|
||||
{
|
||||
sprite->data[0] = 1;
|
||||
AnimFastTranslateLinear(sprite);
|
||||
if ((u32)(sprite->pos1.x + sprite->pos2.x + 16) > 272
|
||||
|| sprite->pos1.y + sprite->pos2.y > 160
|
||||
|| sprite->pos1.y + sprite->pos2.y < -16)
|
||||
break;
|
||||
}
|
||||
|
||||
sprite->pos1.x += sprite->pos2.x;
|
||||
sprite->pos1.y += sprite->pos2.y;
|
||||
sprite->pos2.y = 0;
|
||||
sprite->pos2.x = 0;
|
||||
|
||||
for (i = 0; i < 8; i++)
|
||||
sprite->data[i] = tempDataHolder[i];
|
||||
|
||||
sprite->data[5] = gBattleAnimArgs[5];
|
||||
sprite->data[6] = gBattleAnimArgs[6];
|
||||
sprite->callback = sub_810BDD8;
|
||||
}
|
||||
|
||||
// Moves particles in a sine wave towards the target.
|
||||
void sub_810BDD8(struct Sprite *sprite)
|
||||
{
|
||||
AnimFastTranslateLinear(sprite);
|
||||
if (sprite->data[0] == 0)
|
||||
sprite->data[0] = 1;
|
||||
|
||||
sprite->pos2.y += Sin(sprite->data[7], sprite->data[5]);
|
||||
sprite->data[7] = (sprite->data[7] + sprite->data[6]) & 0xFF;
|
||||
if (sprite->data[0] == 1)
|
||||
{
|
||||
if ((u32)(sprite->pos1.x + sprite->pos2.x + 16) > 272
|
||||
|| sprite->pos1.y + sprite->pos2.y > 160
|
||||
|| sprite->pos1.y + sprite->pos2.y < -16)
|
||||
DestroyAnimSprite(sprite);
|
||||
}
|
||||
}
|
||||
|
||||
// Animates the ice pilar wave used by Icy Wind.
|
||||
// arg 0: initial x pixel offset
|
||||
// arg 1: initial y pixel offset
|
||||
// arg 2: ??? unknown boolean
|
||||
void sub_810BE48(struct Sprite *sprite)
|
||||
{
|
||||
if (sprite->data[0] == 0)
|
||||
{
|
||||
if (gBattleAnimArgs[2] == 0)
|
||||
{
|
||||
InitSpritePosToAnimTarget(sprite, FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetAverageBattlerPositions(gBattleAnimTarget, 0, &sprite->pos1.x, &sprite->pos1.y);
|
||||
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
gBattleAnimArgs[0] = -gBattleAnimArgs[0];
|
||||
|
||||
sprite->pos1.x += gBattleAnimArgs[0];
|
||||
sprite->pos1.y += gBattleAnimArgs[1];
|
||||
}
|
||||
|
||||
sprite->data[0]++;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sprite->animEnded)
|
||||
DestroyAnimSprite(sprite);
|
||||
}
|
||||
}
|
||||
|
||||
// Animates the fog that swirls around the mon in Mist and Smog.
|
||||
// arg 0: initial x pixel offset
|
||||
// arg 1: initial y pixel offset
|
||||
// arg 2: change in y pixels per rotation
|
||||
// arg 3: duration
|
||||
// arg 4: animate on opponent? (boolean)
|
||||
// arg 5: ??? unknown boolean
|
||||
void sub_810BED0(struct Sprite *sprite)
|
||||
{
|
||||
s16 tempVar;
|
||||
u8 battler;
|
||||
|
||||
if (gBattleAnimArgs[4] == 0)
|
||||
{
|
||||
if (gBattleAnimArgs[5] == 0)
|
||||
{
|
||||
InitSpritePosToAnimAttacker(sprite, FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetAverageBattlerPositions(gBattleAnimAttacker, 0, &sprite->pos1.x, &sprite->pos1.y);
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
sprite->pos1.x -= gBattleAnimArgs[0];
|
||||
else
|
||||
sprite->pos1.x += gBattleAnimArgs[0];
|
||||
|
||||
sprite->pos1.y += gBattleAnimArgs[1];
|
||||
}
|
||||
|
||||
battler = gBattleAnimAttacker;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gBattleAnimArgs[5] == 0)
|
||||
{
|
||||
InitSpritePosToAnimTarget(sprite, FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetAverageBattlerPositions(gBattleAnimTarget, 0, &sprite->pos1.x, &sprite->pos1.y);
|
||||
if (GetBattlerSide(gBattleAnimTarget) != B_SIDE_PLAYER)
|
||||
sprite->pos1.x -= gBattleAnimArgs[0];
|
||||
else
|
||||
sprite->pos1.x += gBattleAnimArgs[0];
|
||||
|
||||
sprite->pos1.y += gBattleAnimArgs[1];
|
||||
}
|
||||
|
||||
battler = gBattleAnimTarget;
|
||||
}
|
||||
|
||||
sprite->data[7] = battler;
|
||||
if (gBattleAnimArgs[5] == 0 || !IsDoubleBattle())
|
||||
tempVar = 0x20;
|
||||
else
|
||||
tempVar = 0x40;
|
||||
|
||||
sprite->data[6] = tempVar;
|
||||
if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER)
|
||||
sprite->pos1.y += 8;
|
||||
|
||||
sprite->data[0] = gBattleAnimArgs[3];
|
||||
sprite->data[1] = sprite->pos1.x;
|
||||
sprite->data[2] = sprite->pos1.x;
|
||||
sprite->data[3] = sprite->pos1.y;
|
||||
sprite->data[4] = sprite->pos1.y + gBattleAnimArgs[2];
|
||||
|
||||
InitAnimLinearTranslation(sprite);
|
||||
|
||||
sprite->data[5] = 64;
|
||||
sprite->callback = sub_810C008;
|
||||
sprite->callback(sprite);
|
||||
}
|
||||
|
||||
// Animates swirling fog initialized by InitSwirlingFogAnim.
|
||||
void sub_810C008(struct Sprite *sprite)
|
||||
{
|
||||
if (!AnimTranslateLinear(sprite))
|
||||
{
|
||||
sprite->pos2.x += Sin(sprite->data[5], sprite->data[6]);
|
||||
sprite->pos2.y += Cos(sprite->data[5], -6);
|
||||
|
||||
if ((u16)(sprite->data[5] - 64) <= 0x7F)
|
||||
sprite->oam.priority = GetBattlerSpriteBGPriority(sprite->data[7]);
|
||||
else
|
||||
sprite->oam.priority = GetBattlerSpriteBGPriority(sprite->data[7]) + 1;
|
||||
|
||||
sprite->data[5] = (sprite->data[5] + 3) & 0xFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
DestroyAnimSprite(sprite);
|
||||
}
|
||||
}
|
||||
|
||||
// Fades mons to black and places foggy overlay in Haze.
|
||||
void sub_810C0A0(u8 taskId)
|
||||
{
|
||||
struct UnknownAnimStruct2 subStruct;
|
||||
|
||||
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, 0);
|
||||
|
||||
if (!IsContest())
|
||||
SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 1);
|
||||
|
||||
gBattle_BG1_X = 0;
|
||||
gBattle_BG1_Y = 0;
|
||||
SetGpuReg(REG_OFFSET_BG1HOFS, gBattle_BG1_X);
|
||||
SetGpuReg(REG_OFFSET_BG1VOFS, gBattle_BG1_Y);
|
||||
|
||||
sub_80A6B30(&subStruct);
|
||||
LoadBgTiles(subStruct.bgId, gWeatherFog1Tiles, 0x800, subStruct.tilesOffset);
|
||||
sub_80A6D60(&subStruct, gBattleAnimFogTilemap, 0);
|
||||
LoadPalette(&gUnknown_083970E8, subStruct.unk8 * 16, 32);
|
||||
|
||||
gTasks[taskId].func = sub_810C164;
|
||||
}
|
||||
|
||||
void sub_810C164(u8 taskId)
|
||||
{
|
||||
struct UnknownAnimStruct2 subStruct;
|
||||
|
||||
gBattle_BG1_X += -1;
|
||||
gBattle_BG1_Y += 0;
|
||||
|
||||
switch (gTasks[taskId].data[12])
|
||||
{
|
||||
case 0:
|
||||
if (++gTasks[taskId].data[10] == 4)
|
||||
{
|
||||
gTasks[taskId].data[10] = 0;
|
||||
gTasks[taskId].data[9]++;
|
||||
gTasks[taskId].data[11] = gUnknown_08595C5C[gTasks[taskId].data[9]];
|
||||
|
||||
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[11], 16 - gTasks[taskId].data[11]));
|
||||
if (gTasks[taskId].data[11] == 9)
|
||||
{
|
||||
gTasks[taskId].data[12]++;
|
||||
gTasks[taskId].data[11] = 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
if (++gTasks[taskId].data[11] == 0x51)
|
||||
{
|
||||
gTasks[taskId].data[11] = 9;
|
||||
gTasks[taskId].data[12]++;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (++gTasks[taskId].data[10] == 4)
|
||||
{
|
||||
gTasks[taskId].data[10] = 0;
|
||||
gTasks[taskId].data[11]--;
|
||||
|
||||
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[11], 16 - gTasks[taskId].data[11]));
|
||||
if (gTasks[taskId].data[11] == 0)
|
||||
{
|
||||
gTasks[taskId].data[12]++;
|
||||
gTasks[taskId].data[11] = 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
sub_80A6B30(&subStruct);
|
||||
sub_80A6C68(1);
|
||||
sub_80A6C68(2);
|
||||
|
||||
gTasks[taskId].data[12]++;
|
||||
|
||||
// fall through
|
||||
case 4:
|
||||
if (!IsContest())
|
||||
SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 0);
|
||||
|
||||
gBattle_BG1_X = 0;
|
||||
gBattle_BG1_Y = 0;
|
||||
SetGpuReg(REG_OFFSET_BLDCNT, 0);
|
||||
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 0));
|
||||
SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1);
|
||||
DestroyAnimVisualTask(taskId);
|
||||
}
|
||||
}
|
||||
|
||||
// Throws the ball in Mist Ball.
|
||||
// arg 0: initial x pixel offset
|
||||
// arg 1: initial y pixel offset
|
||||
// arg 2: targey x offset
|
||||
// arg 3: target y offset
|
||||
// arg 4: duration
|
||||
// arg 5: ??? unknown (seems to vibrate target mon somehow)
|
||||
void sub_810C2F0(struct Sprite *sprite)
|
||||
{
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->callback = TranslateAnimSpriteToTargetMonLocation;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue