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battle_anim.c
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#include "global.h"
#include "battle.h"
#include "battle_anim.h"
#include "battle_controllers.h"
#include "battle_interface.h"
#include "bg.h"
#include "contest.h"
#include "decompress.h"
#include "dma3.h"
#include "gpu_regs.h"
#include "graphics.h"
#include "main.h"
#include "m4a.h"
#include "palette.h"
#include "pokemon.h"
#include "sound.h"
#include "sprite.h"
#include "task.h"
#include "constants/battle_anim.h"
/*
This file handles the commands for the macros defined in
battle_anim_script.inc and used in battle_anim_scripts.s
*/
#define ANIM_SPRITE_INDEX_COUNT 8
extern const u16 gMovesWithQuietBGM[];
extern const u8 *const gBattleAnims_Moves[];
static void Cmd_loadspritegfx(void);
static void Cmd_unloadspritegfx(void);
static void Cmd_createsprite(void);
static void Cmd_createvisualtask(void);
static void Cmd_delay(void);
static void Cmd_waitforvisualfinish(void);
static void Cmd_nop(void);
static void Cmd_nop2(void);
static void Cmd_end(void);
static void Cmd_playse(void);
static void Cmd_monbg(void);
static void Cmd_clearmonbg(void);
static void Cmd_setalpha(void);
static void Cmd_blendoff(void);
static void Cmd_call(void);
static void Cmd_return(void);
static void Cmd_setarg(void);
static void Cmd_choosetwoturnanim(void);
static void Cmd_jumpifmoveturn(void);
static void Cmd_goto(void);
static void Cmd_fadetobg(void);
static void Cmd_restorebg(void);
static void Cmd_waitbgfadeout(void);
static void Cmd_waitbgfadein(void);
static void Cmd_changebg(void);
static void Cmd_playsewithpan(void);
static void Cmd_setpan(void);
static void Cmd_panse(void);
static void Cmd_loopsewithpan(void);
static void Cmd_waitplaysewithpan(void);
static void Cmd_setbldcnt(void);
static void Cmd_createsoundtask(void);
static void Cmd_waitsound(void);
static void Cmd_jumpargeq(void);
static void Cmd_monbg_static(void);
static void Cmd_clearmonbg_static(void);
static void Cmd_jumpifcontest(void);
static void Cmd_fadetobgfromset(void);
static void Cmd_panse_adjustnone(void);
static void Cmd_panse_adjustall(void);
static void Cmd_splitbgprio(void);
static void Cmd_splitbgprio_all(void);
static void Cmd_splitbgprio_foes(void);
static void Cmd_invisible(void);
static void Cmd_visible(void);
static void Cmd_teamattack_moveback(void);
static void Cmd_teamattack_movefwd(void);
static void Cmd_stopsound(void);
static void RunAnimScriptCommand(void);
static void Task_UpdateMonBg(u8 taskId);
static void FlipBattlerBgTiles(void);
static void Task_ClearMonBg(u8 taskId);
static void Task_ClearMonBgStatic(u8 taskId);
static void Task_FadeToBg(u8 taskId);
static void Task_PanFromInitialToTarget(u8 taskId);
static void Task_LoopAndPlaySE(u8 taskId);
static void Task_WaitAndPlaySE(u8 taskId);
static void LoadDefaultBg(void);
static void LoadMoveBg(u16 bgId);
EWRAM_DATA static const u8 *sBattleAnimScriptPtr = NULL;
EWRAM_DATA static const u8 *sBattleAnimScriptRetAddr = NULL;
EWRAM_DATA void (*gAnimScriptCallback)(void) = NULL;
EWRAM_DATA static s8 sAnimFramesToWait = 0;
EWRAM_DATA bool8 gAnimScriptActive = FALSE;
EWRAM_DATA u8 gAnimVisualTaskCount = 0;
EWRAM_DATA u8 gAnimSoundTaskCount = 0;
EWRAM_DATA struct DisableStruct *gAnimDisableStructPtr = NULL;
EWRAM_DATA s32 gAnimMoveDmg = 0;
EWRAM_DATA u16 gAnimMovePower = 0;
EWRAM_DATA static u16 sAnimSpriteIndexArray[ANIM_SPRITE_INDEX_COUNT] = {0};
EWRAM_DATA u8 gAnimFriendship = 0;
EWRAM_DATA u16 gWeatherMoveAnim = 0;
EWRAM_DATA s16 gBattleAnimArgs[ANIM_ARGS_COUNT] = {0};
EWRAM_DATA static u16 sSoundAnimFramesToWait = 0;
EWRAM_DATA static u8 sMonAnimTaskIdArray[2] = {0};
EWRAM_DATA u8 gAnimMoveTurn = 0;
EWRAM_DATA static u8 sAnimBackgroundFadeState = 0;
EWRAM_DATA static u16 sAnimMoveIndex = 0; // Set but unused.
EWRAM_DATA u8 gBattleAnimAttacker = 0;
EWRAM_DATA u8 gBattleAnimTarget = 0;
EWRAM_DATA u16 gAnimBattlerSpecies[MAX_BATTLERS_COUNT] = {0};
EWRAM_DATA u8 gAnimCustomPanning = 0;
#include "data/battle_anim.h"
static void (* const sScriptCmdTable[])(void) =
{
Cmd_loadspritegfx, // 0x00
Cmd_unloadspritegfx, // 0x01
Cmd_createsprite, // 0x02
Cmd_createvisualtask, // 0x03
Cmd_delay, // 0x04
Cmd_waitforvisualfinish, // 0x05
Cmd_nop, // 0x06
Cmd_nop2, // 0x07
Cmd_end, // 0x08
Cmd_playse, // 0x09
Cmd_monbg, // 0x0A
Cmd_clearmonbg, // 0x0B
Cmd_setalpha, // 0x0C
Cmd_blendoff, // 0x0D
Cmd_call, // 0x0E
Cmd_return, // 0x0F
Cmd_setarg, // 0x10
Cmd_choosetwoturnanim, // 0x11
Cmd_jumpifmoveturn, // 0x12
Cmd_goto, // 0x13
Cmd_fadetobg, // 0x14
Cmd_restorebg, // 0x15
Cmd_waitbgfadeout, // 0x16
Cmd_waitbgfadein, // 0x17
Cmd_changebg, // 0x18
Cmd_playsewithpan, // 0x19
Cmd_setpan, // 0x1A
Cmd_panse, // 0x1B
Cmd_loopsewithpan, // 0x1C
Cmd_waitplaysewithpan, // 0x1D
Cmd_setbldcnt, // 0x1E
Cmd_createsoundtask, // 0x1F
Cmd_waitsound, // 0x20
Cmd_jumpargeq, // 0x21
Cmd_monbg_static, // 0x22
Cmd_clearmonbg_static, // 0x23
Cmd_jumpifcontest, // 0x24
Cmd_fadetobgfromset, // 0x25
Cmd_panse_adjustnone, // 0x26
Cmd_panse_adjustall, // 0x27
Cmd_splitbgprio, // 0x28
Cmd_splitbgprio_all, // 0x29
Cmd_splitbgprio_foes, // 0x2A
Cmd_invisible, // 0x2B
Cmd_visible, // 0x2C
Cmd_teamattack_moveback, // 0x2D
Cmd_teamattack_movefwd, // 0x2E
Cmd_stopsound, // 0x2F
};
void ClearBattleAnimationVars(void)
{
s32 i;
sAnimFramesToWait = 0;
gAnimScriptActive = FALSE;
gAnimVisualTaskCount = 0;
gAnimSoundTaskCount = 0;
gAnimDisableStructPtr = NULL;
gAnimMoveDmg = 0;
gAnimMovePower = 0;
gAnimFriendship = 0;
// Clear index array.
for (i = 0; i < ANIM_SPRITE_INDEX_COUNT; i++)
sAnimSpriteIndexArray[i] = 0xFFFF;
// Clear anim args.
for (i = 0; i < ANIM_ARGS_COUNT; i++)
gBattleAnimArgs[i] = 0;
sMonAnimTaskIdArray[0] = TASK_NONE;
sMonAnimTaskIdArray[1] = TASK_NONE;
gAnimMoveTurn = 0;
sAnimBackgroundFadeState = 0;
sAnimMoveIndex = 0;
gBattleAnimAttacker = 0;
gBattleAnimTarget = 0;
gAnimCustomPanning = 0;
}
void DoMoveAnim(u16 move)
{
gBattleAnimAttacker = gBattlerAttacker;
gBattleAnimTarget = gBattlerTarget;
LaunchBattleAnimation(gBattleAnims_Moves, move, TRUE);
}
void LaunchBattleAnimation(const u8 *const animsTable[], u16 tableId, bool8 isMoveAnim)
{
s32 i;
if (!IsContest())
{
InitPrioritiesForVisibleBattlers();
UpdateOamPriorityInAllHealthboxes(0);
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
if (GetBattlerSide(i) != B_SIDE_PLAYER)
gAnimBattlerSpecies[i] = GetMonData(&gEnemyParty[gBattlerPartyIndexes[i]], MON_DATA_SPECIES);
else
gAnimBattlerSpecies[i] = GetMonData(&gPlayerParty[gBattlerPartyIndexes[i]], MON_DATA_SPECIES);
}
}
else
{
for (i = 0; i < CONTESTANT_COUNT; i++)
gAnimBattlerSpecies[i] = gContestResources->moveAnim->species;
}
if (!isMoveAnim)
sAnimMoveIndex = 0;
else
sAnimMoveIndex = tableId;
for (i = 0; i < ANIM_ARGS_COUNT; i++)
gBattleAnimArgs[i] = 0;
sMonAnimTaskIdArray[0] = TASK_NONE;
sMonAnimTaskIdArray[1] = TASK_NONE;
sBattleAnimScriptPtr = animsTable[tableId];
gAnimScriptActive = TRUE;
sAnimFramesToWait = 0;
gAnimScriptCallback = RunAnimScriptCommand;
for (i = 0; i < ANIM_SPRITE_INDEX_COUNT; i++)
sAnimSpriteIndexArray[i] = 0xFFFF;
if (isMoveAnim)
{
for (i = 0; gMovesWithQuietBGM[i] != 0xFFFF; i++)
{
if (tableId == gMovesWithQuietBGM[i])
{
m4aMPlayVolumeControl(&gMPlayInfo_BGM, TRACKS_ALL, 128);
break;
}
}
}
gBattle_WIN0H = 0;
gBattle_WIN0V = 0;
gBattle_WIN1H = 0;
gBattle_WIN1V = 0;
}
void DestroyAnimSprite(struct Sprite *sprite)
{
FreeSpriteOamMatrix(sprite);
DestroySprite(sprite);
gAnimVisualTaskCount--;
}
void DestroyAnimVisualTask(u8 taskId)
{
DestroyTask(taskId);
gAnimVisualTaskCount--;
}
void DestroyAnimSoundTask(u8 taskId)
{
DestroyTask(taskId);
gAnimSoundTaskCount--;
}
static void AddSpriteIndex(u16 index)
{
s32 i;
for (i = 0; i < ANIM_SPRITE_INDEX_COUNT; i++)
{
if (sAnimSpriteIndexArray[i] == 0xFFFF)
{
sAnimSpriteIndexArray[i] = index;
return;
}
}
}
static void ClearSpriteIndex(u16 index)
{
s32 i;
for (i = 0; i < ANIM_SPRITE_INDEX_COUNT; i++)
{
if (sAnimSpriteIndexArray[i] == index)
{
sAnimSpriteIndexArray[i] = 0xFFFF;
return;
}
}
}
static void WaitAnimFrameCount(void)
{
if (sAnimFramesToWait <= 0)
{
gAnimScriptCallback = RunAnimScriptCommand;
sAnimFramesToWait = 0;
}
else
{
sAnimFramesToWait--;
}
}
static void RunAnimScriptCommand(void)
{
do
{
sScriptCmdTable[sBattleAnimScriptPtr[0]]();
} while (sAnimFramesToWait == 0 && gAnimScriptActive);
}
static void Cmd_loadspritegfx(void)
{
u16 index;
sBattleAnimScriptPtr++;
index = T1_READ_16(sBattleAnimScriptPtr);
LoadCompressedSpriteSheetUsingHeap(&gBattleAnimPicTable[GET_TRUE_SPRITE_INDEX(index)]);
LoadCompressedSpritePaletteUsingHeap(&gBattleAnimPaletteTable[GET_TRUE_SPRITE_INDEX(index)]);
sBattleAnimScriptPtr += 2;
AddSpriteIndex(GET_TRUE_SPRITE_INDEX(index));
sAnimFramesToWait = 1;
gAnimScriptCallback = WaitAnimFrameCount;
}
static void Cmd_unloadspritegfx(void)
{
u16 index;
sBattleAnimScriptPtr++;
index = T1_READ_16(sBattleAnimScriptPtr);
FreeSpriteTilesByTag(gBattleAnimPicTable[GET_TRUE_SPRITE_INDEX(index)].tag);
FreeSpritePaletteByTag(gBattleAnimPicTable[GET_TRUE_SPRITE_INDEX(index)].tag);
sBattleAnimScriptPtr += 2;
ClearSpriteIndex(GET_TRUE_SPRITE_INDEX(index));
}
static void Cmd_createsprite(void)
{
s32 i;
const struct SpriteTemplate *template;
u8 argVar;
u8 argsCount;
s16 subpriority;
sBattleAnimScriptPtr++;
template = (const struct SpriteTemplate *)(T2_READ_32(sBattleAnimScriptPtr));
sBattleAnimScriptPtr += 4;
argVar = sBattleAnimScriptPtr[0];
sBattleAnimScriptPtr++;
argsCount = sBattleAnimScriptPtr[0];
sBattleAnimScriptPtr++;
for (i = 0; i < argsCount; i++)
{
gBattleAnimArgs[i] = T1_READ_16(sBattleAnimScriptPtr);
sBattleAnimScriptPtr += 2;
}
if (argVar & ANIMSPRITE_IS_TARGET)
{
argVar ^= ANIMSPRITE_IS_TARGET;
if (argVar >= 64)
argVar -= 64;
else
argVar *= -1;
subpriority = GetBattlerSpriteSubpriority(gBattleAnimTarget) + (s8)(argVar);
}
else
{
if (argVar >= 64)
argVar -= 64;
else
argVar *= -1;
subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) + (s8)(argVar);
}
if (subpriority < 3)
subpriority = 3;
CreateSpriteAndAnimate(
template,
GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2),
GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET),
subpriority);
gAnimVisualTaskCount++;
}
static void Cmd_createvisualtask(void)
{
TaskFunc taskFunc;
u8 taskPriority;
u8 taskId;
u8 numArgs;
s32 i;
sBattleAnimScriptPtr++;
taskFunc = (TaskFunc)T2_READ_32(sBattleAnimScriptPtr);
sBattleAnimScriptPtr += 4;
taskPriority = sBattleAnimScriptPtr[0];
sBattleAnimScriptPtr++;
numArgs = sBattleAnimScriptPtr[0];
sBattleAnimScriptPtr++;
for (i = 0; i < numArgs; i++)
{
gBattleAnimArgs[i] = T1_READ_16(sBattleAnimScriptPtr);
sBattleAnimScriptPtr += 2;
}
taskId = CreateTask(taskFunc, taskPriority);
taskFunc(taskId);
gAnimVisualTaskCount++;
}
static void Cmd_delay(void)
{
sBattleAnimScriptPtr++;
sAnimFramesToWait = sBattleAnimScriptPtr[0];
if (sAnimFramesToWait == 0)
sAnimFramesToWait = -1;
sBattleAnimScriptPtr++;
gAnimScriptCallback = WaitAnimFrameCount;
}
// Wait for visual tasks to finish.
static void Cmd_waitforvisualfinish(void)
{
if (gAnimVisualTaskCount == 0)
{
sBattleAnimScriptPtr++;
sAnimFramesToWait = 0;
}
else
{
sAnimFramesToWait = 1;
}
}
static void Cmd_nop(void)
{
}
static void Cmd_nop2(void)
{
}
static void Cmd_end(void)
{
s32 i;
bool32 continuousAnim = FALSE;
// Keep waiting as long as there are animations to be done.
if (gAnimVisualTaskCount != 0 || gAnimSoundTaskCount != 0
|| sMonAnimTaskIdArray[0] != TASK_NONE || sMonAnimTaskIdArray[1] != TASK_NONE)
{
sSoundAnimFramesToWait = 0;
sAnimFramesToWait = 1;
return;
}
// Finish the sound effects.
if (IsSEPlaying())
{
if (++sSoundAnimFramesToWait <= 90) // Wait 90 frames, then halt the sound effect.
{
sAnimFramesToWait = 1;
return;
}
else
{
m4aMPlayStop(&gMPlayInfo_SE1);
m4aMPlayStop(&gMPlayInfo_SE2);
}
}
// The SE has halted, so set the SE Frame Counter to 0 and continue.
sSoundAnimFramesToWait = 0;
for (i = 0; i < ANIM_SPRITE_INDEX_COUNT; i++)
{
if (sAnimSpriteIndexArray[i] != 0xFFFF)
{
FreeSpriteTilesByTag(gBattleAnimPicTable[sAnimSpriteIndexArray[i]].tag);
FreeSpritePaletteByTag(gBattleAnimPicTable[sAnimSpriteIndexArray[i]].tag);
sAnimSpriteIndexArray[i] = 0xFFFF; // set terminator.
}
}
if (!continuousAnim) // May have been used for debug?
{
m4aMPlayVolumeControl(&gMPlayInfo_BGM, TRACKS_ALL, 256);
if (!IsContest())
{
InitPrioritiesForVisibleBattlers();
UpdateOamPriorityInAllHealthboxes(1);
}
gAnimScriptActive = FALSE;
}
}
static void Cmd_playse(void)
{
sBattleAnimScriptPtr++;
PlaySE(T1_READ_16(sBattleAnimScriptPtr));
sBattleAnimScriptPtr += 2;
}
// These two tasks share context and similar task data
// To differentiate them the task data for Task_UpdateMonBg is prefixed t2
// Task data for Task_InitUpdateMonBg
#define tBattlerId data[0]
#define tInBg2 data[1]
#define tActive data[2]
#define tIsPartner data[3]
// Task data for Task_UpdateMonBg
#define t2_SpriteId data[0]
#define t2_SpriteX data[1]
#define t2_SpriteY data[2]
#define t2_BgX data[3]
#define t2_BgY data[4]
#define t2_InBg2 data[5]
#define t2_BattlerId data[6]
static void Task_InitUpdateMonBg(u8 taskId)
{
u8 updateTaskId;
s16 *data = gTasks[taskId].data;
u8 battlerSpriteId = gBattlerSpriteIds[tBattlerId];
gSprites[battlerSpriteId].invisible = TRUE;
if (!tActive)
{
DestroyAnimVisualTask(taskId);
return;
}
updateTaskId = CreateTask(Task_UpdateMonBg, 10);
gTasks[updateTaskId].t2_SpriteId = battlerSpriteId;
gTasks[updateTaskId].t2_SpriteX = gSprites[battlerSpriteId].x + gSprites[battlerSpriteId].x2;
gTasks[updateTaskId].t2_SpriteY = gSprites[battlerSpriteId].y + gSprites[battlerSpriteId].y2;
if (!tInBg2)
{
gTasks[updateTaskId].t2_BgX = gBattle_BG1_X;
gTasks[updateTaskId].t2_BgY = gBattle_BG1_Y;
}
else
{
gTasks[updateTaskId].t2_BgX = gBattle_BG2_X;
gTasks[updateTaskId].t2_BgY = gBattle_BG2_Y;
}
gTasks[updateTaskId].t2_InBg2 = tInBg2;
gTasks[updateTaskId].t2_BattlerId = tBattlerId;
sMonAnimTaskIdArray[tIsPartner] = updateTaskId;
DestroyAnimVisualTask(taskId);
}
static void Cmd_monbg(void)
{
bool8 toBG_2;
u8 taskId;
u8 battlerId;
u8 animBattler;
sBattleAnimScriptPtr++;
animBattler = sBattleAnimScriptPtr[0];
if (animBattler & ANIM_TARGET)
battlerId = gBattleAnimTarget;
else
battlerId = gBattleAnimAttacker;
// Move designated battler to background
if (IsBattlerSpriteVisible(battlerId))
{
u8 position = GetBattlerPosition(battlerId);
if (position == B_POSITION_OPPONENT_LEFT || position == B_POSITION_PLAYER_RIGHT || IsContest())
toBG_2 = FALSE;
else
toBG_2 = TRUE;
MoveBattlerSpriteToBG(battlerId, toBG_2, FALSE);
taskId = CreateTask(Task_InitUpdateMonBg, 10);
gAnimVisualTaskCount++;
gTasks[taskId].tBattlerId = battlerId;
gTasks[taskId].tInBg2 = toBG_2;
gTasks[taskId].tActive = TRUE;
gTasks[taskId].tIsPartner = FALSE;
}
// Move battler's partner to background
battlerId ^= BIT_FLANK;
if (IsBattlerSpriteVisible(battlerId))
{
u8 position = GetBattlerPosition(battlerId);
if (position == B_POSITION_OPPONENT_LEFT || position == B_POSITION_PLAYER_RIGHT || IsContest())
toBG_2 = FALSE;
else
toBG_2 = TRUE;
MoveBattlerSpriteToBG(battlerId, toBG_2, FALSE);
taskId = CreateTask(Task_InitUpdateMonBg, 10);
gAnimVisualTaskCount++;
gTasks[taskId].tBattlerId = battlerId;
gTasks[taskId].tInBg2 = toBG_2;
gTasks[taskId].tActive = TRUE;
gTasks[taskId].tIsPartner = TRUE;
}
sBattleAnimScriptPtr++;
sAnimFramesToWait = 1;
gAnimScriptCallback = WaitAnimFrameCount;
}
bool8 IsBattlerSpriteVisible(u8 battlerId)
{
if (IsContest())
{
if (battlerId == gBattleAnimAttacker)
return TRUE;
else
return FALSE;
}
if (!IsBattlerSpritePresent(battlerId))
return FALSE;
if (IsContest())
return TRUE; // This line won't ever be reached.
if (!gBattleSpritesDataPtr->battlerData[battlerId].invisible || !gSprites[gBattlerSpriteIds[battlerId]].invisible)
return TRUE;
return FALSE;
}
void MoveBattlerSpriteToBG(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible)
{
struct BattleAnimBgData animBg;
u8 battlerSpriteId;
if (!toBG_2)
{
u8 battlerPosition;
if (IsContest() == TRUE)
{
RequestDma3Fill(0, (void *)(BG_SCREEN_ADDR(16)), 0x2000, 1);
RequestDma3Fill(0xFF, (void *)(BG_SCREEN_ADDR(30)), 0x1000, 0);
}
else
{
RequestDma3Fill(0, (void *)(BG_SCREEN_ADDR(8)), 0x2000, 1);
RequestDma3Fill(0xFF, (void *)(BG_SCREEN_ADDR(28)), 0x1000, 0);
}
GetBattleAnimBg1Data(&animBg);
CpuFill16(0, animBg.bgTiles, 0x1000);
CpuFill16(0xFF, animBg.bgTilemap, 0x800);
SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 2);
SetAnimBgAttribute(1, BG_ANIM_SCREEN_SIZE, 1);
SetAnimBgAttribute(1, BG_ANIM_AREA_OVERFLOW_MODE, 0);
battlerSpriteId = gBattlerSpriteIds[battlerId];
gBattle_BG1_X = -(gSprites[battlerSpriteId].x + gSprites[battlerSpriteId].x2) + 0x20;
if (IsContest() && IsSpeciesNotUnown(gContestResources->moveAnim->species))
gBattle_BG1_X--;
gBattle_BG1_Y = -(gSprites[battlerSpriteId].y + gSprites[battlerSpriteId].y2) + 0x20;
if (setSpriteInvisible)
gSprites[gBattlerSpriteIds[battlerId]].invisible = TRUE;
SetGpuReg(REG_OFFSET_BG1HOFS, gBattle_BG1_X);
SetGpuReg(REG_OFFSET_BG1VOFS, gBattle_BG1_Y);
LoadPalette(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
CpuCopy32(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], (void *)(BG_PLTT + PLTT_OFFSET_4BPP(animBg.paletteId)), PLTT_SIZE_4BPP);
if (IsContest())
battlerPosition = 0;
else
battlerPosition = GetBattlerPosition(battlerId);
DrawBattlerOnBg(1, 0, 0, battlerPosition, animBg.paletteId, animBg.bgTiles, animBg.bgTilemap, animBg.tilesOffset);
if (IsContest())
FlipBattlerBgTiles();
}
else
{
RequestDma3Fill(0, (void *)(BG_SCREEN_ADDR(12)), 0x2000, 1);
RequestDma3Fill(0, (void *)(BG_SCREEN_ADDR(30)), 0x1000, 1);
GetBattleAnimBgData(&animBg, 2);
CpuFill16(0, animBg.bgTiles + 0x1000, 0x1000);
CpuFill16(0, animBg.bgTilemap + 0x400, 0x800);
SetAnimBgAttribute(2, BG_ANIM_PRIORITY, 2);
SetAnimBgAttribute(2, BG_ANIM_SCREEN_SIZE, 1);
SetAnimBgAttribute(2, BG_ANIM_AREA_OVERFLOW_MODE, 0);
battlerSpriteId = gBattlerSpriteIds[battlerId];
gBattle_BG2_X = -(gSprites[battlerSpriteId].x + gSprites[battlerSpriteId].x2) + 0x20;
gBattle_BG2_Y = -(gSprites[battlerSpriteId].y + gSprites[battlerSpriteId].y2) + 0x20;
if (setSpriteInvisible)
gSprites[gBattlerSpriteIds[battlerId]].invisible = TRUE;
SetGpuReg(REG_OFFSET_BG2HOFS, gBattle_BG2_X);
SetGpuReg(REG_OFFSET_BG2VOFS, gBattle_BG2_Y);
LoadPalette(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], BG_PLTT_ID(9), PLTT_SIZE_4BPP);
CpuCopy32(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], (void *)(BG_PLTT + PLTT_OFFSET_4BPP(9)), PLTT_SIZE_4BPP);
DrawBattlerOnBg(2, 0, 0, GetBattlerPosition(battlerId), animBg.paletteId, animBg.bgTiles + 0x1000, animBg.bgTilemap + 0x400, animBg.tilesOffset);
}
}
static void FlipBattlerBgTiles(void)
{
s32 i, j;
struct BattleAnimBgData animBg;
u16 *ptr;
if (IsSpeciesNotUnown(gContestResources->moveAnim->species))
{
GetBattleAnimBg1Data(&animBg);
ptr = animBg.bgTilemap;
for (i = 0; i < 8; i++)
{
for (j = 0; j < 4; j++)
{
u16 temp;
SWAP(ptr[j + i * 32], ptr[7 - j + i * 32], temp);
}
}
for (i = 0; i < 8; i++)
{
for (j = 0; j < 8; j++)
ptr[j + i * 32] ^= 0x400;
}
}
}
void RelocateBattleBgPal(u16 paletteNum, u16 *dest, u32 offset, bool8 largeScreen)
{
s32 i, j;
s32 size;
if (!largeScreen)
size = 32;
else
size = 64;
paletteNum <<= 12;
for (i = 0; i < size; i++)
{
for (j = 0; j < 32; j++)
dest[j + i * 32] = ((dest[j + i * 32] & 0xFFF) | paletteNum) + offset;
}
}
void ResetBattleAnimBg(bool8 toBG2)
{
struct BattleAnimBgData animBg;
GetBattleAnimBg1Data(&animBg);
if (!toBG2 || IsContest())
{
ClearBattleAnimBg(1);
gBattle_BG1_X = 0;
gBattle_BG1_Y = 0;
}
else
{
ClearBattleAnimBg(2);
gBattle_BG2_X = 0;
gBattle_BG2_Y = 0;
}
}
static void Task_UpdateMonBg(u8 taskId)
{
u8 spriteId, battlerId;
s16 x, y;
struct BattleAnimBgData animBg;
spriteId = gTasks[taskId].t2_SpriteId;
battlerId = gTasks[taskId].t2_BattlerId;
GetBattleAnimBg1Data(&animBg);
x = gTasks[taskId].t2_SpriteX - (gSprites[spriteId].x + gSprites[spriteId].x2);
y = gTasks[taskId].t2_SpriteY - (gSprites[spriteId].y + gSprites[spriteId].y2);
if (!gTasks[taskId].t2_InBg2)
{
gBattle_BG1_X = x + gTasks[taskId].t2_BgX;
gBattle_BG1_Y = y + gTasks[taskId].t2_BgY;
CpuCopy32(&gPlttBufferFaded[OBJ_PLTT_ID(battlerId)], &gPlttBufferFaded[BG_PLTT_ID(animBg.paletteId)], PLTT_SIZE_4BPP);
}
else
{
gBattle_BG2_X = x + gTasks[taskId].t2_BgX;
gBattle_BG2_Y = y + gTasks[taskId].t2_BgY;
CpuCopy32(&gPlttBufferFaded[OBJ_PLTT_ID(battlerId)], &gPlttBufferFaded[BG_PLTT_ID(9)], PLTT_SIZE_4BPP);
}
}
#undef tBattlerId
#undef tInBg2
#undef tActive
#undef tIsPartner
#undef t2_SpriteId
#undef t2_SpriteX
#undef t2_SpriteY
#undef t2_BgX
#undef t2_BgY
#undef t2_InBg2
#undef t2_BattlerId
static void Cmd_clearmonbg(void)
{
u8 animBattlerId;
u8 battlerId;
u8 taskId;
sBattleAnimScriptPtr++;
animBattlerId = sBattleAnimScriptPtr[0];
if (animBattlerId == ANIM_ATTACKER)
animBattlerId = ANIM_ATK_PARTNER;
else if (animBattlerId == ANIM_TARGET)
animBattlerId = ANIM_DEF_PARTNER;
if (animBattlerId == ANIM_ATTACKER || animBattlerId == ANIM_ATK_PARTNER)
battlerId = gBattleAnimAttacker;
else
battlerId = gBattleAnimTarget;
if (sMonAnimTaskIdArray[0] != TASK_NONE)
gSprites[gBattlerSpriteIds[battlerId]].invisible = FALSE;
if (animBattlerId > 1 && sMonAnimTaskIdArray[1] != TASK_NONE)
gSprites[gBattlerSpriteIds[BATTLE_PARTNER(battlerId)]].invisible = FALSE;
else
animBattlerId = 0;
taskId = CreateTask(Task_ClearMonBg, 5);
gTasks[taskId].data[0] = animBattlerId;
gTasks[taskId].data[2] = battlerId;
sBattleAnimScriptPtr++;
}
static void Task_ClearMonBg(u8 taskId)
{
gTasks[taskId].data[1]++;
if (gTasks[taskId].data[1] != 1)
{
u8 to_BG2;
u8 position = GetBattlerPosition(gTasks[taskId].data[2]);
if (position == B_POSITION_OPPONENT_LEFT || position == B_POSITION_PLAYER_RIGHT || IsContest())
to_BG2 = FALSE;
else
to_BG2 = TRUE;
if (sMonAnimTaskIdArray[0] != TASK_NONE)
{
ResetBattleAnimBg(to_BG2);
DestroyTask(sMonAnimTaskIdArray[0]);
sMonAnimTaskIdArray[0] = TASK_NONE;
}
if (gTasks[taskId].data[0] > 1)
{
ResetBattleAnimBg(to_BG2 ^ 1);
DestroyTask(sMonAnimTaskIdArray[1]);
sMonAnimTaskIdArray[1] = TASK_NONE;
}
DestroyTask(taskId);
}
}
// Equivalent to Cmd_monbg but never creates Task_InitUpdateMonBg / Task_UpdateMonBg
static void Cmd_monbg_static(void)
{
bool8 toBG_2;
u8 battlerId;
u8 animBattlerId;
sBattleAnimScriptPtr++;
animBattlerId = sBattleAnimScriptPtr[0];
if (animBattlerId == ANIM_ATTACKER)
animBattlerId = ANIM_ATK_PARTNER;
else if (animBattlerId == ANIM_TARGET)
animBattlerId = ANIM_DEF_PARTNER;
if (animBattlerId == ANIM_ATTACKER || animBattlerId == ANIM_ATK_PARTNER)
battlerId = gBattleAnimAttacker;
else
battlerId = gBattleAnimTarget;
if (IsBattlerSpriteVisible(battlerId))
{
u8 position = GetBattlerPosition(battlerId);
if (position == B_POSITION_OPPONENT_LEFT || position == B_POSITION_PLAYER_RIGHT || IsContest())
toBG_2 = FALSE;
else
toBG_2 = TRUE;
MoveBattlerSpriteToBG(battlerId, toBG_2, FALSE);
}
battlerId ^= BIT_FLANK;
if (animBattlerId > 1 && IsBattlerSpriteVisible(battlerId))
{
u8 position = GetBattlerPosition(battlerId);
if (position == B_POSITION_OPPONENT_LEFT || position == B_POSITION_PLAYER_RIGHT || IsContest())
toBG_2 = FALSE;
else
toBG_2 = TRUE;
MoveBattlerSpriteToBG(battlerId, toBG_2, FALSE);
}
sBattleAnimScriptPtr++;
}
static void Cmd_clearmonbg_static(void)
{
u8 animBattlerId;
u8 battlerId;
u8 taskId;
sBattleAnimScriptPtr++;
animBattlerId = sBattleAnimScriptPtr[0];
if (animBattlerId == ANIM_ATTACKER)
animBattlerId = ANIM_ATK_PARTNER;
else if (animBattlerId == ANIM_TARGET)
animBattlerId = ANIM_DEF_PARTNER;
if (animBattlerId == ANIM_ATTACKER || animBattlerId == ANIM_ATK_PARTNER)
battlerId = gBattleAnimAttacker;
else
battlerId = gBattleAnimTarget;
if (IsBattlerSpriteVisible(battlerId))
gSprites[gBattlerSpriteIds[battlerId]].invisible = FALSE;
if (animBattlerId > 1 && IsBattlerSpriteVisible(BATTLE_PARTNER(battlerId)))
gSprites[gBattlerSpriteIds[BATTLE_PARTNER(battlerId)]].invisible = FALSE;
else
animBattlerId = 0;
taskId = CreateTask(Task_ClearMonBgStatic, 5);
gTasks[taskId].data[0] = animBattlerId;
gTasks[taskId].data[2] = battlerId;
sBattleAnimScriptPtr++;
}
static void Task_ClearMonBgStatic(u8 taskId)
{
gTasks[taskId].data[1]++;
if (gTasks[taskId].data[1] != 1)
{
bool8 toBG_2;
u8 battlerId = gTasks[taskId].data[2];
u8 position = GetBattlerPosition(battlerId);