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battle_anim_dark.c
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#include "global.h"
#include "battle_anim.h"
#include "contest.h"
#include "gpu_regs.h"
#include "graphics.h"
#include "palette.h"
#include "scanline_effect.h"
#include "trig.h"
#include "util.h"
#include "constants/rgb.h"
static void AnimUnusedBagSteal(struct Sprite *);
static void AnimUnusedBagSteal_Step(struct Sprite *);
static void AnimBite(struct Sprite *);
static void AnimTearDrop(struct Sprite *);
static void AnimClawSlash(struct Sprite *);
static void AnimTask_AttackerFadeToInvisible_Step(u8);
static void AnimTask_AttackerFadeFromInvisible_Step(u8);
static void AnimBite_Step1(struct Sprite *);
static void AnimBite_Step2(struct Sprite *);
static void AnimTearDrop_Step(struct Sprite *);
static void AnimTask_MoveAttackerMementoShadow_Step(u8);
static void AnimTask_MoveTargetMementoShadow_Step(u8);
static void DoMementoShadowEffect(struct Task *);
static void SetAllBattlersSpritePriority(u8);
static void AnimTask_MetallicShine_Step(u8);
// Unused
static const struct SpriteTemplate sUnusedBagStealSpriteTemplate =
{
.tileTag = ANIM_TAG_TIED_BAG,
.paletteTag = ANIM_TAG_TIED_BAG,
.oam = &gOamData_AffineOff_ObjNormal_16x16,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimUnusedBagSteal,
};
static const union AffineAnimCmd sAffineAnim_Bite_0[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 1),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_Bite_1[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, 32, 1),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_Bite_2[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, 64, 1),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_Bite_3[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, 96, 1),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_Bite_4[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, -128, 1),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_Bite_5[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, -96, 1),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_Bite_6[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, -64, 1),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_Bite_7[] =
{
AFFINEANIMCMD_FRAME(0x0, 0x0, -32, 1),
AFFINEANIMCMD_END,
};
const union AffineAnimCmd *const gAffineAnims_Bite[] =
{
sAffineAnim_Bite_0,
sAffineAnim_Bite_1,
sAffineAnim_Bite_2,
sAffineAnim_Bite_3,
sAffineAnim_Bite_4,
sAffineAnim_Bite_5,
sAffineAnim_Bite_6,
sAffineAnim_Bite_7,
};
const struct SpriteTemplate gSharpTeethSpriteTemplate =
{
.tileTag = ANIM_TAG_SHARP_TEETH,
.paletteTag = ANIM_TAG_SHARP_TEETH,
.oam = &gOamData_AffineNormal_ObjBlend_64x64,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gAffineAnims_Bite,
.callback = AnimBite,
};
const struct SpriteTemplate gClampJawSpriteTemplate =
{
.tileTag = ANIM_TAG_CLAMP,
.paletteTag = ANIM_TAG_CLAMP,
.oam = &gOamData_AffineNormal_ObjBlend_64x64,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gAffineAnims_Bite,
.callback = AnimBite,
};
static const union AffineAnimCmd sAffineAnim_TearDrop_0[] =
{
AFFINEANIMCMD_FRAME(0xC0, 0xC0, 80, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, -2, 8),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_TearDrop_1[] =
{
AFFINEANIMCMD_FRAME(0xC0, 0xC0, -80, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 2, 8),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd *const sAffineAnims_TearDrop[] =
{
sAffineAnim_TearDrop_0,
sAffineAnim_TearDrop_1,
};
const struct SpriteTemplate gTearDropSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_BUBBLES,
.paletteTag = ANIM_TAG_SMALL_BUBBLES,
.oam = &gOamData_AffineNormal_ObjNormal_16x16,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = sAffineAnims_TearDrop,
.callback = AnimTearDrop,
};
static const union AnimCmd sAnim_ClawSlash_0[] =
{
ANIMCMD_FRAME(0, 4),
ANIMCMD_FRAME(16, 4),
ANIMCMD_FRAME(32, 4),
ANIMCMD_FRAME(48, 4),
ANIMCMD_FRAME(64, 4),
ANIMCMD_END,
};
static const union AnimCmd sAnim_ClawSlash_1[] =
{
ANIMCMD_FRAME(0, 4, .hFlip = TRUE),
ANIMCMD_FRAME(16, 4, .hFlip = TRUE),
ANIMCMD_FRAME(32, 4, .hFlip = TRUE),
ANIMCMD_FRAME(48, 4, .hFlip = TRUE),
ANIMCMD_FRAME(64, 4, .hFlip = TRUE),
ANIMCMD_END,
};
static const union AnimCmd *const sAnims_ClawSlash[] =
{
sAnim_ClawSlash_0,
sAnim_ClawSlash_1,
};
const struct SpriteTemplate gClawSlashSpriteTemplate =
{
.tileTag = ANIM_TAG_CLAW_SLASH,
.paletteTag = ANIM_TAG_CLAW_SLASH,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = sAnims_ClawSlash,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimClawSlash,
};
void AnimTask_AttackerFadeToInvisible(u8 taskId)
{
int battler;
gTasks[taskId].data[0] = gBattleAnimArgs[0];
battler = gBattleAnimAttacker;
gTasks[taskId].data[1] = 16;
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(16, 0));
if (GetBattlerSpriteBGPriorityRank(battler) == 1)
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG1);
else
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG2);
gTasks[taskId].func = AnimTask_AttackerFadeToInvisible_Step;
}
static void AnimTask_AttackerFadeToInvisible_Step(u8 taskId)
{
u8 blendA = gTasks[taskId].data[1] >> 8;
u8 blendB = gTasks[taskId].data[1];
if (gTasks[taskId].data[2] == (u8)gTasks[taskId].data[0])
{
blendA++;
blendB--;
gTasks[taskId].data[1] = BLDALPHA_BLEND(blendB, blendA);
SetGpuReg(REG_OFFSET_BLDALPHA, gTasks[taskId].data[1]);
gTasks[taskId].data[2] = 0;
if (blendA == 16)
{
gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].invisible = TRUE;
DestroyAnimVisualTask(taskId);
}
}
else
{
gTasks[taskId].data[2]++;
}
}
void AnimTask_AttackerFadeFromInvisible(u8 taskId)
{
gTasks[taskId].data[0] = gBattleAnimArgs[0];
gTasks[taskId].data[1] = BLDALPHA_BLEND(0, 16);
gTasks[taskId].func = AnimTask_AttackerFadeFromInvisible_Step;
SetGpuReg(REG_OFFSET_BLDALPHA, gTasks[taskId].data[1]);
}
static void AnimTask_AttackerFadeFromInvisible_Step(u8 taskId)
{
u8 blendA = gTasks[taskId].data[1] >> 8;
u8 blendB = gTasks[taskId].data[1];
if (gTasks[taskId].data[2] == (u8)gTasks[taskId].data[0])
{
blendA--;
blendB++;
gTasks[taskId].data[1] = (blendA << 8) | blendB;
SetGpuReg(REG_OFFSET_BLDALPHA, gTasks[taskId].data[1]);
gTasks[taskId].data[2] = 0;
if (blendA == 0)
{
SetGpuReg(REG_OFFSET_BLDCNT, 0);
SetGpuReg(REG_OFFSET_BLDALPHA, 0);
DestroyAnimVisualTask(taskId);
}
}
else
{
gTasks[taskId].data[2]++;
}
}
void AnimTask_InitAttackerFadeFromInvisible(u8 taskId)
{
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 16));
if (GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker) == 1)
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG1);
else
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG2);
DestroyAnimVisualTask(taskId);
}
static void AnimUnusedBagSteal(struct Sprite *sprite)
{
sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->data[3] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[0] = 0x7E;
InitSpriteDataForLinearTranslation(sprite);
sprite->data[3] = -sprite->data[1];
sprite->data[4] = -sprite->data[2];
sprite->data[6] = 0xFFD8;
sprite->callback = AnimUnusedBagSteal_Step;
sprite->callback(sprite);
}
static void AnimUnusedBagSteal_Step(struct Sprite *sprite)
{
sprite->data[3] += sprite->data[1];
sprite->data[4] += sprite->data[2];
sprite->x2 = sprite->data[3] >> 8;
sprite->y2 = sprite->data[4] >> 8;
if (sprite->data[7] == 0)
{
sprite->data[3] += sprite->data[1];
sprite->data[4] += sprite->data[2];
sprite->x2 = sprite->data[3] >> 8;
sprite->y2 = sprite->data[4] >> 8;
sprite->data[0]--;
}
sprite->y2 += Sin(sprite->data[5], sprite->data[6]);
sprite->data[5] = (sprite->data[5] + 3) & 0xFF;
if (sprite->data[5] > 0x7F)
{
sprite->data[5] = 0;
sprite->data[6] += 20;
sprite->data[7]++;
}
if (--sprite->data[0] == 0)
DestroyAnimSprite(sprite);
}
// Move sprite inward for Bite/Crunch and Clamp
static void AnimBite(struct Sprite *sprite)
{
sprite->x += gBattleAnimArgs[0];
sprite->y += gBattleAnimArgs[1];
StartSpriteAffineAnim(sprite, gBattleAnimArgs[2]);
sprite->data[0] = gBattleAnimArgs[3];
sprite->data[1] = gBattleAnimArgs[4];
sprite->data[2] = gBattleAnimArgs[5];
sprite->callback = AnimBite_Step1;
}
static void AnimBite_Step1(struct Sprite *sprite)
{
sprite->data[4] += sprite->data[0];
sprite->data[5] += sprite->data[1];
sprite->x2 = sprite->data[4] >> 8;
sprite->y2 = sprite->data[5] >> 8;
if (++sprite->data[3] == sprite->data[2])
sprite->callback = AnimBite_Step2;
}
static void AnimBite_Step2(struct Sprite *sprite)
{
sprite->data[4] -= sprite->data[0];
sprite->data[5] -= sprite->data[1];
sprite->x2 = sprite->data[4] >> 8;
sprite->y2 = sprite->data[5] >> 8;
if (--sprite->data[3] == 0)
DestroySpriteAndMatrix(sprite);
}
// Launches a tear drop away from the battler. Used by Fake Tears
static void AnimTearDrop(struct Sprite *sprite)
{
u8 battler;
s8 xOffset;
if (gBattleAnimArgs[0] == ANIM_ATTACKER)
battler = gBattleAnimAttacker;
else
battler = gBattleAnimTarget;
xOffset = 20;
sprite->oam.tileNum += 4;
switch (gBattleAnimArgs[1])
{
case 0:
sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_RIGHT) - 8;
sprite->y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 8;
break;
case 1:
sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_RIGHT) - 14;
sprite->y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 16;
break;
case 2:
sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_LEFT) + 8;
sprite->y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 8;
StartSpriteAffineAnim(sprite, 1);
xOffset = -20;
break;
case 3:
sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_LEFT) + 14;
sprite->y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 16;
StartSpriteAffineAnim(sprite, 1);
xOffset = -20;
break;
}
sprite->data[0] = 32;
sprite->data[2] = sprite->x + xOffset;
sprite->data[4] = sprite->y + 12;
sprite->data[5] = -12;
InitAnimArcTranslation(sprite);
sprite->callback = AnimTearDrop_Step;
}
static void AnimTearDrop_Step(struct Sprite *sprite)
{
if (TranslateAnimHorizontalArc(sprite))
DestroySpriteAndMatrix(sprite);
}
void AnimTask_MoveAttackerMementoShadow(u8 taskId)
{
struct ScanlineEffectParams scanlineParams;
struct BattleAnimBgData animBg;
u16 i;
u8 pos;
int var0;
struct Task *task = &gTasks[taskId];
task->data[7] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 31;
task->data[6] = GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_TOP) - 7;
task->data[5] = task->data[7];
task->data[4] = task->data[6];
task->data[13] = (task->data[7] - task->data[6]) << 8;
pos = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
task->data[14] = pos - 32;
task->data[15] = pos + 32;
if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER)
task->data[8] = -12;
else
task->data[8] = -64;
task->data[3] = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker);
if (task->data[3] == 1)
{
GetBattleAnimBg1Data(&animBg);
task->data[10] = gBattle_BG1_Y;
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG1);
FillPalette(RGB_BLACK, BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
scanlineParams.dmaDest = ®_BG1VOFS;
var0 = WINOUT_WIN01_BG1;
if (!IsContest())
gBattle_BG2_X += DISPLAY_WIDTH;
}
else
{
task->data[10] = gBattle_BG2_Y;
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG2);
FillPalette(RGB_BLACK, BG_PLTT_ID(9), PLTT_SIZE_4BPP);
scanlineParams.dmaDest = ®_BG2VOFS;
var0 = WINOUT_WIN01_BG2;
if (!IsContest())
gBattle_BG1_X += DISPLAY_WIDTH;
}
scanlineParams.dmaControl = SCANLINE_EFFECT_DMACNT_16BIT;
scanlineParams.initState = 1;
scanlineParams.unused9 = 0;
task->data[11] = 0;
task->data[12] = 16;
task->data[0] = 0;
task->data[1] = 0;
task->data[2] = 0;
SetAllBattlersSpritePriority(3);
for (i = 0; i < 112; i++)
{
gScanlineEffectRegBuffers[0][i] = task->data[10];
gScanlineEffectRegBuffers[1][i] = task->data[10];
}
ScanlineEffect_SetParams(scanlineParams);
SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR | (var0 ^ (WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR)));
SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR);
gBattle_WIN0H = (task->data[14] << 8) | task->data[15];
gBattle_WIN0V = DISPLAY_HEIGHT;
task->func = AnimTask_MoveAttackerMementoShadow_Step;
}
static void AnimTask_MoveAttackerMementoShadow_Step(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
if (++task->data[1] > 1)
{
task->data[1] = 0;
if (++task->data[2] & 1)
{
if (task->data[11] != 12)
task->data[11]++;
}
else
{
if (task->data[12] != 8)
task->data[12]--;
}
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(task->data[11], task->data[12]));
if (task->data[11] == 12 && task->data[12] == 8)
task->data[0]++;
}
break;
case 1:
task->data[4] -= 8;
DoMementoShadowEffect(task);
if (task->data[4] < task->data[8])
task->data[0]++;
break;
case 2:
task->data[4] -= 8;
DoMementoShadowEffect(task);
task->data[14] += 4;
task->data[15] -= 4;
if (task->data[14] >= task->data[15])
task->data[14] = task->data[15];
gBattle_WIN0H = (task->data[14] << 8) | task->data[15];
if (task->data[14] == task->data[15])
task->data[0]++;
break;
case 3:
gScanlineEffect.state = 3;
task->data[0]++;
break;
case 4:
DestroyAnimVisualTask(taskId);
break;
}
}
void AnimTask_MoveTargetMementoShadow(u8 taskId)
{
struct BattleAnimBgData animBg;
struct ScanlineEffectParams scanlineParams;
u8 x;
u16 i;
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
if (IsContest() == TRUE)
{
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_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR | WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR);
DestroyAnimVisualTask(taskId);
}
else
{
task->data[3] = GetBattlerSpriteBGPriorityRank(gBattleAnimTarget);
if (task->data[3] == 1)
{
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG1);
gBattle_BG2_X += DISPLAY_WIDTH;
}
else
{
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG2);
gBattle_BG1_X += DISPLAY_WIDTH;
}
task->data[0]++;
}
break;
case 1:
if (task->data[3] == 1)
{
GetBattleAnimBg1Data(&animBg);
task->data[10] = gBattle_BG1_Y;
FillPalette(RGB_BLACK, BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
}
else
{
task->data[10] = gBattle_BG2_Y;
FillPalette(RGB_BLACK, BG_PLTT_ID(9), PLTT_SIZE_4BPP);
}
SetAllBattlersSpritePriority(3);
task->data[0]++;
break;
case 2:
task->data[7] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 31;
task->data[6] = GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_TOP) - 7;
task->data[13] = (task->data[7] - task->data[6]) << 8;
x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
task->data[14] = x - 4;
task->data[15] = x + 4;
if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER)
task->data[8] = -12;
else
task->data[8] = -64;
task->data[4] = task->data[8];
task->data[5] = task->data[8];
task->data[11] = 12;
task->data[12] = 8;
task->data[0]++;
break;
case 3:
if (task->data[3] == 1)
scanlineParams.dmaDest = ®_BG1VOFS;
else
scanlineParams.dmaDest = ®_BG2VOFS;
for (i = 0; i < 112; i++)
{
gScanlineEffectRegBuffers[0][i] = task->data[10] + (159 - i);
gScanlineEffectRegBuffers[1][i] = task->data[10] + (159 - i);
}
scanlineParams.dmaControl = SCANLINE_EFFECT_DMACNT_16BIT;
scanlineParams.initState = 1;
scanlineParams.unused9 = 0;
ScanlineEffect_SetParams(scanlineParams);
task->data[0]++;
break;
case 4:
if (task->data[3] == 1)
SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR | WINOUT_WIN01_BG0 | WINOUT_WIN01_BG2 | WINOUT_WIN01_BG3 | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR);
else
SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR | WINOUT_WIN01_BG0 | WINOUT_WIN01_BG1 | WINOUT_WIN01_BG3 | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR);
SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR);
gBattle_WIN0H = (task->data[14] << 8) | task->data[15];
gBattle_WIN0V = DISPLAY_HEIGHT;
task->data[0] = 0;
task->data[1] = 0;
task->data[2] = 0;
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(12, 8));
task->func = AnimTask_MoveTargetMementoShadow_Step;
break;
}
}
static void AnimTask_MoveTargetMementoShadow_Step(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
task->data[5] += 8;
if (task->data[5] >= task->data[7])
task->data[5] = task->data[7];
DoMementoShadowEffect(task);
if (task->data[5] == task->data[7])
task->data[0]++;
break;
case 1:
if (task->data[15] - task->data[14] < 0x40)
{
task->data[14] -= 4;
task->data[15] += 4;
}
else
{
task->data[1] = 1;
}
gBattle_WIN0H = (task->data[14] << 8) | task->data[15];
task->data[4] += 8;
if (task->data[4] >= task->data[6])
task->data[4] = task->data[6];
DoMementoShadowEffect(task);
if (task->data[4] == task->data[6] && task->data[1])
{
task->data[1] = 0;
task->data[0]++;
}
break;
case 2:
if (++task->data[1] > 1)
{
task->data[1] = 0;
task->data[2]++;
if (task->data[2] & 1)
{
if (task->data[11])
task->data[11]--;
}
else
{
if (task->data[12] < 16)
task->data[12]++;
}
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(task->data[11], task->data[12]));
if (task->data[11] == 0 && task->data[12] == 16)
task->data[0]++;
}
break;
case 3:
gScanlineEffect.state = 3;
task->data[0]++;
break;
case 4:
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_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR | WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR);
DestroyAnimVisualTask(taskId);
break;
}
}
static void DoMementoShadowEffect(struct Task *task)
{
int var0, var1;
s16 var2;
s16 i;
int var4;
var2 = task->data[5] - task->data[4];
if (var2 != 0)
{
var0 = task->data[13] / var2;
var1 = task->data[6] << 8;
for (i = 0; i < task->data[4]; i++)
{
gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][i] = task->data[10] - (i - 159);
}
for (i = task->data[4]; i <= task->data[5]; i++)
{
if (i >= 0)
{
s16 var3 = (var1 >> 8) - i;
gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][i] = var3 + task->data[10];
}
var1 += var0;
}
var4 = task->data[10] - (i - 159);
for (i = i; i < task->data[7]; i++)
{
if (i >= 0)
{
gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][i] = var4;
var4--;
}
}
}
else
{
var4 = task->data[10] + 159;
for (i = 0; i < 112; i++)
{
gScanlineEffectRegBuffers[0][i] = var4;
gScanlineEffectRegBuffers[1][i] = var4;
var4--;
}
}
}
static void SetAllBattlersSpritePriority(u8 priority)
{
u16 i;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
u8 spriteId = GetAnimBattlerSpriteId(i);
if (spriteId != SPRITE_NONE)
gSprites[spriteId].oam.priority = priority;
}
}
void AnimTask_InitMementoShadow(u8 taskId)
{
u8 toBG2 = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker) ^ 1 ? 1 : 0;
MoveBattlerSpriteToBG(gBattleAnimAttacker, toBG2, TRUE);
gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].invisible = FALSE;
if (IsBattlerSpriteVisible(BATTLE_PARTNER(gBattleAnimAttacker)))
{
MoveBattlerSpriteToBG(BATTLE_PARTNER(gBattleAnimAttacker), toBG2 ^ 1, TRUE);
gSprites[gBattlerSpriteIds[BATTLE_PARTNER(gBattleAnimAttacker)]].invisible = FALSE;
}
DestroyAnimVisualTask(taskId);
}
void AnimTask_MementoHandleBg(u8 taskId)
{
bool8 toBG2 = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker) ^ 1 ? TRUE : FALSE;
ResetBattleAnimBg(toBG2);
if (IsBattlerSpriteVisible(BATTLE_PARTNER(gBattleAnimAttacker)))
ResetBattleAnimBg(toBG2 ^ 1);
DestroyAnimVisualTask(taskId);
}
// Animates a deep slash from a claw. Used by Metal Claw, Dragon Claw, and Crush Claw
static void AnimClawSlash(struct Sprite *sprite)
{
sprite->x += gBattleAnimArgs[0];
sprite->y += gBattleAnimArgs[1];
StartSpriteAnim(sprite, gBattleAnimArgs[2]);
sprite->callback = RunStoredCallbackWhenAnimEnds;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
}
// Makes the attacker metallic and shining.
// Used by MOVE_HARDEN and MOVE_IRON_DEFENSE.
// arg0: if true won't change battler's palette back
// arg1: if true, use custom color
// arg2: custom color
// Custom color argument is used in MOVE_POISON_TAIL to make the mon turn purplish/pinkish as if became cloaked in poison.
void AnimTask_MetallicShine(u8 taskId)
{
u16 species;
u8 spriteId;
u8 newSpriteId;
u16 paletteNum;
struct BattleAnimBgData animBg;
bool32 priorityChanged = FALSE;
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_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR | WINOUT_WIN01_BG0 | WINOUT_WIN01_BG2 | WINOUT_WIN01_BG3 | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR);
SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_OBJWIN_ON);
SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND | BLDCNT_TGT1_BG1);
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(8, 12));
SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 0);
SetAnimBgAttribute(1, BG_ANIM_SCREEN_SIZE, 0);
if (!IsContest())
SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 1);
if (IsDoubleBattle() && !IsContest())
{
if (GetBattlerPosition(gBattleAnimAttacker) == B_POSITION_OPPONENT_RIGHT || GetBattlerPosition(gBattleAnimAttacker) == B_POSITION_PLAYER_LEFT)
{
if (IsBattlerSpriteVisible(BATTLE_PARTNER(gBattleAnimAttacker)) == TRUE)
{
gSprites[gBattlerSpriteIds[BATTLE_PARTNER(gBattleAnimAttacker)]].oam.priority--;
SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1);
priorityChanged = TRUE;
}
}
}
if (IsContest())
{
species = gContestResources->moveAnim->species;
}
else
{
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[gBattleAnimAttacker]], MON_DATA_SPECIES);
else
species = GetMonData(&gPlayerParty[gBattlerPartyIndexes[gBattleAnimAttacker]], MON_DATA_SPECIES);
}
spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
newSpriteId = CreateInvisibleSpriteCopy(gBattleAnimAttacker, spriteId, species);
GetBattleAnimBg1Data(&animBg);
AnimLoadCompressedBgTilemap(animBg.bgId, gMetalShineTilemap);
AnimLoadCompressedBgGfx(animBg.bgId, gMetalShineGfx, animBg.tilesOffset);
LoadCompressedPalette(gMetalShinePalette, BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
gBattle_BG1_X = -gSprites[spriteId].x + 96;
gBattle_BG1_Y = -gSprites[spriteId].y + 32;
paletteNum = 16 + gSprites[spriteId].oam.paletteNum;
if (gBattleAnimArgs[1] == 0)
SetGrayscaleOrOriginalPalette(paletteNum, FALSE);
else
BlendPalette(BG_PLTT_ID(paletteNum), 16, 11, gBattleAnimArgs[2]);
gTasks[taskId].data[0] = newSpriteId;
gTasks[taskId].data[1] = gBattleAnimArgs[0];
gTasks[taskId].data[2] = gBattleAnimArgs[1];
gTasks[taskId].data[3] = gBattleAnimArgs[2];
gTasks[taskId].data[6] = priorityChanged;
gTasks[taskId].func = AnimTask_MetallicShine_Step;
}
static void AnimTask_MetallicShine_Step(u8 taskId)
{
struct BattleAnimBgData animBg;
u16 paletteNum;
u8 spriteId;
gTasks[taskId].data[10] += 4;
gBattle_BG1_X -= 4;
if (gTasks[taskId].data[10] == 128)
{
gTasks[taskId].data[10] = 0;
gBattle_BG1_X += 128;
gTasks[taskId].data[11]++;
if (gTasks[taskId].data[11] == 2)
{
spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
paletteNum = 16 + gSprites[spriteId].oam.paletteNum;
if (gTasks[taskId].data[1] == 0)
SetGrayscaleOrOriginalPalette(paletteNum, TRUE);
DestroySprite(&gSprites[gTasks[taskId].data[0]]);
GetBattleAnimBg1Data(&animBg);
ClearBattleAnimBg(animBg.bgId);
if (gTasks[taskId].data[6] == 1)
gSprites[gBattlerSpriteIds[BATTLE_PARTNER(gBattleAnimAttacker)]].oam.priority++;
}
else if (gTasks[taskId].data[11] == 3)
{
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_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR | WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR);
if (!IsContest())
SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 0);
SetGpuReg(REG_OFFSET_DISPCNT, GetGpuReg(REG_OFFSET_DISPCNT) ^ DISPCNT_OBJWIN_ON);
SetGpuReg(REG_OFFSET_BLDCNT, 0);
SetGpuReg(REG_OFFSET_BLDALPHA, 0);
DestroyAnimVisualTask(taskId);
}
}
}
// Changes battler's palette to either grayscale or original.
// arg0: which battler
// arg1: FALSE grayscale, TRUE original
void AnimTask_SetGrayscaleOrOriginalPal(u8 taskId)
{
u8 spriteId;
u8 battler;
bool8 calcSpriteId = FALSE;
u8 position = B_POSITION_PLAYER_LEFT;
switch (gBattleAnimArgs[0])
{
case ANIM_ATTACKER:
case ANIM_TARGET:
case ANIM_ATK_PARTNER:
case ANIM_DEF_PARTNER:
spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
break;
case ANIM_PLAYER_LEFT:
position = B_POSITION_PLAYER_LEFT;
calcSpriteId = TRUE;
break;
case ANIM_PLAYER_RIGHT:
position = B_POSITION_PLAYER_RIGHT;
calcSpriteId = TRUE;
break;
case ANIM_OPPONENT_LEFT:
position = B_POSITION_OPPONENT_LEFT;
calcSpriteId = TRUE;
break;
case ANIM_OPPONENT_RIGHT:
position = B_POSITION_OPPONENT_RIGHT;
calcSpriteId = TRUE;
break;
default:
spriteId = SPRITE_NONE;
break;
}
if (calcSpriteId)
{
battler = GetBattlerAtPosition(position);
if (IsBattlerSpriteVisible(battler))
spriteId = gBattlerSpriteIds[battler];
else
spriteId = SPRITE_NONE;
}
if (spriteId != SPRITE_NONE)
SetGrayscaleOrOriginalPalette(gSprites[spriteId].oam.paletteNum + 16, gBattleAnimArgs[1]);
DestroyAnimVisualTask(taskId);
}
void GetIsDoomDesireHitTurn(u8 taskId)
{
if (gAnimMoveTurn < 2)
gBattleAnimArgs[ARG_RET_ID] = FALSE;
if (gAnimMoveTurn == 2)
gBattleAnimArgs[ARG_RET_ID] = TRUE;
DestroyAnimVisualTask(taskId);
}