#ifndef GUARD_BATTLE_ANIM_H #define GUARD_BATTLE_ANIM_H enum { BG_ANIM_SCREEN_SIZE, BG_ANIM_AREA_OVERFLOW_MODE, BG_ANIM2, BG_ANIM3, BG_ANIM_PRIORITY, BG_ANIM_5, BG_ANIM_6 }; struct UnknownAnimStruct2 { u8 *bgTiles; u16 *unk4; u8 unk8; u8 bgId; u16 tilesOffset; u16 unkC; }; struct BattleAnimBackground { void *image; void *palette; void *tilemap; }; #define ANIM_ARGS_COUNT 8 #define PAN_SIDE_PLAYER -64 #define PAN_SIDE_OPPONENT 63 extern void (*gAnimScriptCallback)(void); extern bool8 gAnimScriptActive; extern u8 gAnimVisualTaskCount; extern u8 gAnimSoundTaskCount; extern struct DisableStruct *gAnimDisableStructPtr; extern s32 gAnimMoveDmg; extern u16 gAnimMovePower; extern u8 gAnimFriendship; extern u16 gWeatherMoveAnim; extern s16 gBattleAnimArgs[ANIM_ARGS_COUNT]; extern u8 gAnimMoveTurn; extern u8 gBattleAnimAttacker; extern u8 gBattleAnimTarget; extern u16 gAnimBattlerSpecies[MAX_BATTLERS_COUNT]; extern u8 gUnknown_02038440; void ClearBattleAnimationVars(void); void DoMoveAnim(u16 move); void LaunchBattleAnimation(const u8 *const animsTable[], u16 tableId, bool8 isMoveAnim); void DestroyAnimSprite(struct Sprite *sprite); void DestroyAnimVisualTask(u8 taskId); void DestroyAnimSoundTask(u8 taskId); bool8 IsBattlerSpriteVisible(u8 battlerId); void sub_80A438C(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible); bool8 IsContest(void); s8 BattleAnimAdjustPanning(s8 pan); s8 BattleAnimAdjustPanning2(s8 pan); s16 KeepPanInRange(s16 a); s16 CalculatePanIncrement(s16 sourcePan, s16 targetPan, s16 incrementPan); void sub_80A4720(u16 a, u16 *b, u32 c, u8 d); // battle_anim_80FE840.s void SetAnimBgAttribute(u8 bgId, u8 attributeId, u8 value); void sub_8118FBC(u8 arg0, u8 arg1, u8 arg2, u8 battlerPosition, u8 arg4, void *arg5, u16 *arg6, u16 arg7); void HandleIntroSlide(u8 terrainId); u32 GetAnimBgAttribute(u8 bgId, u8 attributeId); // battle_anim_80A5C6C.s void sub_80A6EEC(struct Sprite *sprite); void sub_80A68D4(struct Sprite *sprite); bool8 TranslateAnimLinear(struct Sprite *sprite); void sub_80A8278(void); void sub_80A6B30(struct UnknownAnimStruct2*); void sub_80A6B90(struct UnknownAnimStruct2*, u32 arg1); u8 sub_80A82E4(u8 battlerId); bool8 TranslateAnimArc(struct Sprite *sprite); void sub_80A6630(struct Sprite *sprite); void sub_80A6680(struct Sprite *sprite); void sub_80A7344(u8 spriteId); void obj_id_set_rotscale(u8 spriteId, s16 xScale, s16 yScale, u16 rotation); void sub_80A6E14(struct Sprite *sprite); void sub_80A7270(u8 spriteId, u8 objMode); void sub_80A73A0(u8 spriteId); enum { BATTLER_COORD_X, BATTLER_COORD_Y, BATTLER_COORD_X_2, BATTLER_COORD_3, BATTLER_COORD_4, }; u8 GetBattlerSpriteCoord(u8 battlerId, u8 attributeId); bool8 IsBattlerSpritePresent(u8 battlerId); void sub_80A6C68(u32 arg0); u8 GetAnimBattlerSpriteId(u8 wantedBattler); bool8 IsDoubleBattle(void); u8 sub_80A6D94(void); u8 sub_80A8364(u8 battlerId); void StoreSpriteCallbackInData6(struct Sprite *sprite, void (*spriteCallback)(struct Sprite*)); void oamt_add_pos2_onto_pos1(struct Sprite *sprite); u8 GetBattlerSpriteDefault_Y(u8 battlerId); u8 sub_80A82E4(u8 battlerId); u8 GetSubstituteSpriteDefault_Y(u8 battlerId); // battle_anim_80A9C70.s #define STAT_ANIM_PLUS1 15 #define STAT_ANIM_PLUS2 39 #define STAT_ANIM_MINUS1 22 #define STAT_ANIM_MINUS2 46 #define STAT_ANIM_MULTIPLE_PLUS1 55 #define STAT_ANIM_MULTIPLE_PLUS2 56 #define STAT_ANIM_MULTIPLE_MINUS1 57 #define STAT_ANIM_MULTIPLE_MINUS2 58 void LaunchStatusAnimation(u8 battlerId, u8 statusAnimId); // battle_anim_8170478.s u8 ItemIdToBallId(u16 itemId); u8 LaunchBallStarsTask(u8 x, u8 y, u8 kindOfStars, u8 arg3, u8 ballId); u8 LaunchBallFadeMonTask(bool8 unFadeLater, u8 battlerId, u32 arg2, u8 ballId); u8 GetBattlerSpriteFinal_Y(u8, u16, u8); #endif // GUARD_BATTLE_ANIM_H