Example #1
0
void sub_80CAA14(struct Sprite* sprite)
{
    u16 a = Random();
    u16 b;
    
    StartSpriteAnim(sprite, a & 7);
    sprite->pos1.x = GetBattlerSpriteCoord(gAnimBankAttacker, 2);
    sprite->pos1.y = GetBattlerSpriteCoord(gAnimBankAttacker, 3);
    if (GetBattlerSide(gAnimBankAttacker))
    {
        sprite->pos1.x -= 20;
    }
    else
    {
        sprite->pos1.x += 20;
    }

    b = Random();
    sprite->data[0] = (b & 31) + 64;
    sprite->data[1] = sprite->pos1.x;
    sprite->data[2] = GetBattlerSpriteCoord(gAnimBankTarget, 2);
    sprite->data[3] = sprite->pos1.y;
    sprite->data[4] = GetBattlerSpriteCoord(gAnimBankTarget, 3);
    sub_8078D60(sprite);
    sprite->data[5] = Random() & 0xFF;
    sprite->data[6] = sprite->subpriority;
    sprite->callback = sub_80CAACC;
    sub_80CAACC(sprite);
}
Example #2
0
void do_boulder_dust(u8 taskId)
{
    struct Struct_sub_8078914 subStruct;
    int var0 = 0;

    REG_BLDCNT = 0x3F42;
    REG_BLDALPHA = 0x1000;
    REG_BG1CNT_BITFIELD.priority = 1;
    REG_BG1CNT_BITFIELD.screenSize = 0;

    if (!IsContest())
        REG_BG1CNT_BITFIELD.charBaseBlock = 1;

    gBattle_BG1_X = 0;
    gBattle_BG1_Y = 0;
    REG_BG1HOFS = 0;
    REG_BG1VOFS = 0;

    sub_8078914(&subStruct);
    DmaFill32Defvars(3, 0, subStruct.field_4, 0x1000);
    LZDecompressVram(&gBattleAnimBackgroundTilemap_SandstormBrew, subStruct.field_4);
    LZDecompressVram(&gBattleAnimBackgroundImage_SandstormBrew, subStruct.field_0);
    LoadCompressedPalette(&gBattleAnimSpritePalette_261, subStruct.field_8 << 4, 32);

    if (IsContest())
        sub_80763FC(subStruct.field_8, (u16 *)subStruct.field_4, 0, 0);

    if (gBattleAnimArgs[0] != 0 && GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
        var0 = 1;

    gTasks[taskId].data[0] = var0;
    gTasks[taskId].func = sub_80DD190;
}
Example #3
0
void sub_80CBDF4(u8 taskId)
{
    struct Task *task = &gTasks[taskId];

    task->data[4] = GetBattlerSubpriority(gBattleAnimTarget) - 1;
    task->data[6] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
    task->data[7] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
    task->data[10] = sub_807A100(gBattleAnimTarget, 1);
    task->data[11] = sub_807A100(gBattleAnimTarget, 0);
    task->data[5] = (GetBattlerSide(gBattleAnimTarget) == 1) ? 1 : -1;
    task->data[9] = 0x38 - (task->data[5] * 64);
    task->data[8] = task->data[7] - task->data[9] + task->data[6];
    task->data[2] = CreateSprite(&gSpriteTemplate_83D6884, task->data[8], task->data[9], task->data[4]);
    if (task->data[2] == 0x40)
        DestroyAnimVisualTask(taskId);

    gSprites[task->data[2]].data[0] = 10;
    gSprites[task->data[2]].data[1] = task->data[8];
    gSprites[task->data[2]].data[2] = task->data[6] - (task->data[10] / 2 + 10) * task->data[5];
    gSprites[task->data[2]].data[3] = task->data[9];
    gSprites[task->data[2]].data[4] = task->data[7] + (task->data[11] / 2 + 10) * task->data[5];
    gSprites[task->data[2]].data[5] = sub_80CC338(&gSprites[task->data[2]]);
    InitAnimArcTranslation(&gSprites[task->data[2]]);
    task->func = sub_80CBF5C;
}
Example #4
0
void sub_80DD978(struct Sprite *sprite)
{
    if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_OPPONENT)
        StartSpriteAffineAnim(sprite, 1);

    TranslateAnimSpriteToTargetMonLocation(sprite);
}
Example #5
0
void sub_80DCF60(struct Sprite *sprite)
{
    StartSpriteAnim(sprite, gBattleAnimArgs[5]);
    AnimateSprite(sprite);

    if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
        sprite->pos1.x -= gBattleAnimArgs[0];
    else
        sprite->pos1.x += gBattleAnimArgs[0];

    sprite->pos1.y += gBattleAnimArgs[1];

    sprite->data[0] = gBattleAnimArgs[4];
    sprite->data[1] = sprite->pos1.x;
    sprite->data[2] = sprite->pos1.x + gBattleAnimArgs[2];
    sprite->data[3] = sprite->pos1.y;
    sprite->data[4] = sprite->pos1.y + gBattleAnimArgs[3];

    InitSpriteDataForLinearTranslation(sprite);
    sprite->data[3] = 0;
    sprite->data[4] = 0;

    sprite->callback = sub_8078394;
    StoreSpriteCallbackInData(sprite, move_anim_8074EE0);
}
void WallyHandlePrintStringPlayerOnly(void)
{
    if (GetBattlerSide(gActiveBattler) == 0)
        WallyHandlePrintString();
    else
        WallyBufferExecCompleted();
}
Example #7
0
void sub_80D5DDC(u8 taskId)
{
    struct Task *task = &gTasks[taskId];

    task->data[12] = !GetBattlerSide(gAnimBankAttacker) ? 1 : -1;
    task->data[13] = IsAnimBankSpriteVisible(gAnimBankTarget ^ 2) + 1;
    task->data[14] = GetAnimBattlerSpriteId(1);
    task->data[15] = GetAnimBattlerSpriteId(3);

    task->func = sub_80D5E4C;
}
void WallyHandlecmd48(void)
{
    if (gBattleBufferA[gActiveBattler][1] != 0 && GetBattlerSide(gActiveBattler) == 0)
    {
        WallyBufferExecCompleted();
    }
    else
    {
        ewram17810[gActiveBattler].unk0_0 = 1;
        gUnknown_02024E68[gActiveBattler] = sub_8044804(gActiveBattler, (struct BattleInterfaceStruct2 *)&gBattleBufferA[gActiveBattler][4], gBattleBufferA[gActiveBattler][1], gBattleBufferA[gActiveBattler][2]);
        WallyBufferExecCompleted();
    }
}
Example #9
0
// used in 3 moves:
//         Move_HOWL, Move_ROAR, Move_GROWL
void sub_812B18C(u8 taskId)
{
    u16 species = 0;
    s8 pan = BattleAnimAdjustPanning(SOUND_PAN_ATTACKER_NEG);

    if (IsContest())
    {
        if (!gBattleAnimArgs[0])
            species = shared19348.unk0;
        else
            DestroyAnimVisualTask(taskId);
    }
    else
    {
        u8 bank;
        if (gBattleAnimArgs[0] == 0)
            bank = gBattleAnimAttacker;
        else if (gBattleAnimArgs[0] == 1)
            bank = gBattleAnimTarget;
        else if (gBattleAnimArgs[0] == 2)
            bank = gBattleAnimAttacker ^ 0x2;
        else
            bank = gBattleAnimTarget ^ 0x2;

        if (gBattleAnimArgs[0] == 1 || gBattleAnimArgs[0] == 3)
        {
            if (!IsAnimBankSpriteVisible(bank))
            {
                DestroyAnimVisualTask(taskId);
                return;
            }
        }

        if (GetBattlerSide(bank))
            species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[bank]], 0xB);
        else
            species = GetMonData(&gPlayerParty[gBattlerPartyIndexes[bank]], 0xB);
    }

    if (species != 0)
    {
        s16 mode = gBattleAnimArgs[1];
        if (mode == 0xFF)
            PlayCry1(species, pan);
        else
            PlayCry3(species, pan, mode);
    }

    DestroyAnimVisualTask(taskId);
}
Example #10
0
void sub_80CC474(struct Sprite* sprite)
{
    u8 bank;
    if (!gBattleAnimArgs[6])
        bank = gAnimBankAttacker;
    else
        bank = gAnimBankTarget;

    if (GetBattlerSide(bank) != 0)
    {
        sprite->data[4] = 0;
        sprite->data[2] = gBattleAnimArgs[3];
        sprite->pos1.x = 0xFFF0;
    }
    else
    {
        sprite->data[4] = 1;
        sprite->data[2] = -gBattleAnimArgs[3];
        sprite->pos1.x = 0x100;
    }

    sprite->data[1] = gBattleAnimArgs[1];
    sprite->data[0] = gBattleAnimArgs[2];
    sprite->data[3] = gBattleAnimArgs[4];
    switch (gBattleAnimArgs[5])
    {
    case 0:
        sprite->pos1.y = gBattleAnimArgs[0];
        sprite->oam.priority = sub_8079ED4(bank);
        break;
    case 1:
        sprite->pos1.y = gBattleAnimArgs[0];
        sprite->oam.priority = sub_8079ED4(bank) + 1;
        break;
    case 2:
        sprite->pos1.y = GetBattlerSpriteCoord(bank, 3) + gBattleAnimArgs[0];
        sprite->oam.priority = sub_8079ED4(bank);
        break;
    case 3:
        sprite->pos1.y = GetBattlerSpriteCoord(gAnimBankTarget, 3) + gBattleAnimArgs[0];
        GetAnimBattlerSpriteId(1);
        sprite->oam.priority = sub_8079ED4(bank) + 1;
        break;
    }

    sprite->callback = sub_80CC580;
}
Example #11
0
// Animates the sprites that fly diagonally across the screen
// in Sandstorm and Heat Wave.
// arg 0: initial y pixel offset
// arg 1: projectile speed
// arg 2: y pixel drop
// arg 3: ??? unknown (possibly a color bit)
void AnimDirtParticleAcrossScreen(struct Sprite *sprite)
{
    if (sprite->data[0] == 0)
    {
        if (gBattleAnimArgs[3] != 0 && GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
        {
            sprite->pos1.x = 304;
            gBattleAnimArgs[1] = -gBattleAnimArgs[1];
            sprite->data[5] = 1;
            sprite->oam.matrixNum = 8;
        }
        else
        {
            sprite->pos1.x = -64;
        }

        sprite->pos1.y = gBattleAnimArgs[0];
        SetSubspriteTables(sprite, gSubspriteTables_83DAD10);
        sprite->data[1] = gBattleAnimArgs[1];
        sprite->data[2] = gBattleAnimArgs[2];
        sprite->data[0]++;
    }
    else
    {
        sprite->data[3] += sprite->data[1];
        sprite->data[4] += sprite->data[2];
        sprite->pos2.x += (sprite->data[3] >> 8);
        sprite->pos2.y += (sprite->data[4] >> 8);
        sprite->data[3] &= 0xFF;
        sprite->data[4] &= 0xFF;

        if (sprite->data[5] == 0)
        {
            if (sprite->pos1.x + sprite->pos2.x > 272)
            {
                sprite->callback = DestroyAnimSprite;
            }
        }
        else if (sprite->pos1.x + sprite->pos2.x < -32)
        {
            sprite->callback = DestroyAnimSprite;
        }
    }
}
Example #12
0
void sub_80CD328(struct Sprite* sprite)
{
    sub_8078650(sprite);
    if (GetBattlerSide(gBattleAnimAttacker) == 0)
    {
        sprite->pos1.x += gBattleAnimArgs[0];
        sprite->pos1.y += gBattleAnimArgs[1];
        sprite->data[3] = 1;
    }
    else
    {
        sprite->pos1.x -= gBattleAnimArgs[0];
        sprite->pos1.y += gBattleAnimArgs[1];
        sprite->data[3] = 0xFFFF;
        StartSpriteAffineAnim(sprite, 1);
    }

    sprite->callback = sub_80CD394;
}
Example #13
0
void sub_80CECE8(struct Sprite* sprite)
{
    int a; 
    if (GetBattlerSide(gAnimBankAttacker) == 1)
    {
        a = gBattleAnimArgs[1]; 
        (u16)gBattleAnimArgs[1] = -a;
    }

    sprite->pos1.x = GetBattlerSpriteCoord(gAnimBankAttacker, 2) + gBattleAnimArgs[1];
    sprite->pos1.y = GetBattlerSpriteCoord(gAnimBankAttacker, 3) + gBattleAnimArgs[2];
    StartSpriteAnim(sprite, gBattleAnimArgs[0]);
    sprite->data[2] = 0;
    sprite->data[3] = 0;
    sprite->data[4] = sprite->pos1.x << 4;
    sprite->data[5] = sprite->pos1.y << 4;
    sprite->data[6] = (gBattleAnimArgs[1] << 4) / 5;
    sprite->data[7] = (gBattleAnimArgs[2] << 7) / 5;
    sprite->callback = sub_80CED78;
}
Example #14
0
void sub_80CF3C4(struct Sprite* sprite)
{
    u8 a;
    sprite->pos1.x = GetBattlerSpriteCoord(gAnimBankAttacker, 2);
    sprite->pos1.y = GetBattlerSpriteCoord(gAnimBankAttacker, 3);
    a = gBankSpriteIds[gAnimBankTarget];
    if (GetBattlerSide(gAnimBankAttacker) != 0)
    {
        sprite->pos1.x -= gBattleAnimArgs[0];
    }
    else
    {
        sprite->pos1.x += gBattleAnimArgs[0];
    }

    sprite->pos1.y += gBattleAnimArgs[1];
    sprite->data[0] = gBattleAnimArgs[2];
    sprite->data[1] = gBattleAnimArgs[3];
    sprite->data[2] = a;
    sprite->callback = sub_80CF374;
    sprite->invisible = 1;
}