Sync battle anim - ground

This commit is contained in:
GriffinR
2022-08-16 15:38:51 -04:00
parent ba890e57a4
commit 3a0cd4180d
+146 -117
View File
@@ -9,22 +9,22 @@ static void AnimBonemerangProjectile(struct Sprite *sprite);
static void AnimBoneHitProjectile(struct Sprite *sprite);
static void AnimDirtScatter(struct Sprite *sprite);
static void AnimMudSportDirt(struct Sprite *sprite);
static void AnimFissureDirtPlumeParticle(struct Sprite *sprite);
static void AnimDirtPlumeParticle(struct Sprite *sprite);
static void AnimDigDirtMound(struct Sprite *sprite);
static void AnimBonemerangProjectileStep(struct Sprite *sprite);
static void AnimBonemerangProjectileEnd(struct Sprite *sprite);
static void AnimBonemerangProjectile_Step(struct Sprite *sprite);
static void AnimBonemerangProjectile_End(struct Sprite *sprite);
static void AnimMudSportDirtRising(struct Sprite *sprite);
static void AnimMudSportDirtFalling(struct Sprite *sprite);
static void sub_80B8ED4(u8 taskId);
static void sub_80B908C(u8 taskId);
static void sub_80B92B8(u8 useBg1, s16 y, s16 endY);
static void sub_80B912C(u8 taskId);
static void sub_80B91B0(u8 taskId);
static void AnimFissureDirtPlumeParticleStep(struct Sprite *sprite);
static void sub_80B9584(u8 taskId);
static void sub_80B967C(u8 taskId);
static void sub_80B9760(struct Task *task);
static void sub_80B98A8(u8 taskId);
static void AnimTask_DigBounceMovement(u8 taskId);
static void AnimTask_DigDisappear(u8 taskId);
static void SetDigScanlineEffect(u8 useBg1, s16 y, s16 endY);
static void AnimTask_DigSetVisibleUnderground(u8 taskId);
static void AnimTask_DigRiseUpFromHole(u8 taskId);
static void AnimDirtPlumeParticle_Step(struct Sprite *sprite);
static void AnimTask_ShakeTerrain(u8 taskId);
static void AnimTask_ShakeBattlers(u8 taskId);
static void SetBattlersXOffsetForShake(struct Task *task);
static void WaitForFissureCompletion(u8 taskId);
static const union AffineAnimCmd sAffineAnim_Bonemerang[] =
{
@@ -122,7 +122,7 @@ const struct SpriteTemplate gDirtPlumeSpriteTemplate =
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFissureDirtPlumeParticle,
.callback = AnimDirtPlumeParticle,
};
const struct SpriteTemplate gDirtMoundSpriteTemplate =
@@ -140,17 +140,17 @@ const struct SpriteTemplate gDirtMoundSpriteTemplate =
// a boomerang. After hitting the target mon, it comes back to the user.
static void AnimBonemerangProjectile(struct Sprite *sprite)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[0] = 20;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[5] = -40;
InitAnimArcTranslation(sprite);
sprite->callback = AnimBonemerangProjectileStep;
sprite->callback = AnimBonemerangProjectile_Step;
}
static void AnimBonemerangProjectileStep(struct Sprite *sprite)
static void AnimBonemerangProjectile_Step(struct Sprite *sprite)
{
if (TranslateAnimHorizontalArc(sprite))
{
@@ -159,15 +159,15 @@ static void AnimBonemerangProjectileStep(struct Sprite *sprite)
sprite->y2 = 0;
sprite->x2 = 0;
sprite->data[0] = 20;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[5] = 40;
InitAnimArcTranslation(sprite);
sprite->callback = AnimBonemerangProjectileEnd;
sprite->callback = AnimBonemerangProjectile_End;
}
}
static void AnimBonemerangProjectileEnd(struct Sprite *sprite)
static void AnimBonemerangProjectile_End(struct Sprite *sprite)
{
if (TranslateAnimHorizontalArc(sprite))
DestroyAnimSprite(sprite);
@@ -186,8 +186,8 @@ static void AnimBoneHitProjectile(struct Sprite *sprite)
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[4];
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
sprite->callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
}
@@ -204,8 +204,8 @@ static void AnimDirtScatter(struct Sprite *sprite)
s16 xOffset, yOffset;
InitSpritePosToAnimAttacker(sprite, 1);
targetXPos = GetBattlerSpriteCoord2(gBattleAnimTarget, 2);
targetYPos = GetBattlerSpriteCoord2(gBattleAnimTarget, 3);
targetXPos = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_X_2);
targetYPos = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
xOffset = Random() & 0x1F;
yOffset = Random() & 0x1F;
if (xOffset > 16)
@@ -229,8 +229,8 @@ static void AnimMudSportDirt(struct Sprite *sprite)
++sprite->oam.tileNum;
if (gBattleAnimArgs[0] == 0)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2];
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[1] > 0 ? 1 : -1;
sprite->callback = AnimMudSportDirtRising;
}
@@ -283,14 +283,14 @@ void AnimTask_DigDownMovement(u8 taskId)
{
struct Task *task = &gTasks[taskId];
if (gBattleAnimArgs[0] == 0)
task->func = sub_80B8ED4;
if (gBattleAnimArgs[0] == FALSE)
task->func = AnimTask_DigBounceMovement;
else
task->func = sub_80B908C;
task->func = AnimTask_DigDisappear;
task->func(taskId);
}
static void sub_80B8ED4(u8 taskId)
static void AnimTask_DigBounceMovement(u8 taskId)
{
u8 var0;
struct Task *task = &gTasks[taskId];
@@ -319,7 +319,7 @@ static void sub_80B8ED4(u8 taskId)
++task->data[0];
break;
case 1:
sub_80B92B8(task->data[11], task->data[14], task->data[15]);
SetDigScanlineEffect(task->data[11], task->data[14], task->data[15]);
++task->data[0];
break;
case 2:
@@ -358,7 +358,7 @@ static void sub_80B8ED4(u8 taskId)
}
}
static void sub_80B908C(u8 taskId)
static void AnimTask_DigDisappear(u8 taskId)
{
u8 spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
@@ -376,15 +376,15 @@ void AnimTask_DigUpMovement(u8 taskId)
{
struct Task *task = &gTasks[taskId];
if (gBattleAnimArgs[0] == 0)
task->func = sub_80B912C;
if (gBattleAnimArgs[0] == FALSE)
task->func = AnimTask_DigSetVisibleUnderground;
else
task->func = sub_80B91B0;
task->func = AnimTask_DigRiseUpFromHole;
task->func(taskId);
}
static void sub_80B912C(u8 taskId)
static void AnimTask_DigSetVisibleUnderground(u8 taskId)
{
struct Task *task = &gTasks[taskId];
@@ -394,7 +394,7 @@ static void sub_80B912C(u8 taskId)
task->data[10] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
gSprites[task->data[10]].invisible = FALSE;
gSprites[task->data[10]].x2 = 0;
gSprites[task->data[10]].y2 = 160 - gSprites[task->data[10]].y;
gSprites[task->data[10]].y2 = DISPLAY_HEIGHT - gSprites[task->data[10]].y;
++task->data[0];
break;
case 1:
@@ -402,7 +402,7 @@ static void sub_80B912C(u8 taskId)
}
}
static void sub_80B91B0(u8 taskId)
static void AnimTask_DigRiseUpFromHole(u8 taskId)
{
u8 var0;
struct Task *task = &gTasks[taskId];
@@ -422,7 +422,7 @@ static void sub_80B91B0(u8 taskId)
++task->data[0];
break;
case 1:
sub_80B92B8(task->data[11], 0, task->data[15]);
SetDigScanlineEffect(task->data[11], 0, task->data[15]);
++task->data[0];
break;
case 2:
@@ -443,7 +443,7 @@ static void sub_80B91B0(u8 taskId)
}
}
static void sub_80B92B8(u8 useBG1, s16 y, s16 endY)
static void SetDigScanlineEffect(u8 useBG1, s16 y, s16 endY)
{
s16 bgX;
struct ScanlineEffectParams scanlineParams;
@@ -485,7 +485,7 @@ static void sub_80B92B8(u8 useBG1, s16 y, s16 endY)
// arg 3: target y offset
// arg 4: wave amplitude
// arg 5: duration
static void AnimFissureDirtPlumeParticle(struct Sprite *sprite)
static void AnimDirtPlumeParticle(struct Sprite *sprite)
{
s8 battler;
s16 xOffset;
@@ -500,17 +500,17 @@ static void AnimFissureDirtPlumeParticle(struct Sprite *sprite)
xOffset *= -1;
gBattleAnimArgs[2] *= -1;
}
sprite->x = GetBattlerSpriteCoord(battler, 2) + xOffset;
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2) + xOffset;
sprite->y = GetBattlerYCoordWithElevation(battler) + 30;
sprite->data[0] = gBattleAnimArgs[5];
sprite->data[2] = sprite->x + gBattleAnimArgs[2];
sprite->data[4] = sprite->y + gBattleAnimArgs[3];
sprite->data[5] = gBattleAnimArgs[4];
InitAnimArcTranslation(sprite);
sprite->callback = AnimFissureDirtPlumeParticleStep;
sprite->callback = AnimDirtPlumeParticle_Step;
}
static void AnimFissureDirtPlumeParticleStep(struct Sprite *sprite)
static void AnimDirtPlumeParticle_Step(struct Sprite *sprite)
{
if (TranslateAnimHorizontalArc(sprite))
DestroyAnimSprite(sprite);
@@ -530,7 +530,7 @@ static void AnimDigDirtMound(struct Sprite *sprite)
battler = gBattleAnimAttacker;
else
battler = gBattleAnimTarget;
sprite->x = GetBattlerSpriteCoord(battler, 0) - 16 + (gBattleAnimArgs[1] * 32);
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X) - 16 + (gBattleAnimArgs[1] * 32);
sprite->y = GetBattlerYCoordWithElevation(battler) + 32;
sprite->oam.tileNum += gBattleAnimArgs[1] * 8;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
@@ -538,151 +538,178 @@ static void AnimDigDirtMound(struct Sprite *sprite)
sprite->callback = WaitAnimForDuration;
}
#define tState data[0]
#define tDelay data[1]
#define tTimer data[2]
#define tMaxTime data[3]
#define tbattlerSpriteIds(i) data[9 + (i)]
#define tNumBattlers data[13] // AnimTask_ShakeBattlers
#define tInitialX data[13] // AnimTask_ShakeTerrain
#define tHorizOffset data[14]
#define tInitHorizOffset data[15]
// Shakes battler(s) or the battle terrain back and forth horizontally. Used by e.g. Earthquake, Eruption
// arg0: What to shake. 0-3 for any specific battler, MAX_BATTLERS_COUNT for all battlers, MAX_BATTLERS_COUNT + 1 for the terrain
// arg1: Shake intensity, used to calculate horizontal pixel offset (if 0, use move power instead)
// arg2: Length of time to shake for
void AnimTask_HorizontalShake(u8 taskId)
{
u16 i;
struct Task *task = &gTasks[taskId];
if (gBattleAnimArgs[1])
task->data[14] = task->data[15] = gBattleAnimArgs[1] + 3;
if (gBattleAnimArgs[1] != 0)
task->tHorizOffset = task->tInitHorizOffset = gBattleAnimArgs[1] + 3;
else
task->data[14] = task->data[15] = (gAnimMovePower / 10) + 3;
task->tHorizOffset = task->tInitHorizOffset = (gAnimMovePower / 10) + 3;
task->data[3] = gBattleAnimArgs[2];
task->tMaxTime = gBattleAnimArgs[2];
switch (gBattleAnimArgs[0])
{
case 5:
task->data[13] = gBattle_BG3_X;
task->func = sub_80B9584;
case MAX_BATTLERS_COUNT + 1: // Shake terrain
task->tInitialX = gBattle_BG3_X;
task->func = AnimTask_ShakeTerrain;
break;
case 4:
task->data[13] = 0;
for (i = 0; i < MAX_BATTLERS_COUNT; ++i)
case MAX_BATTLERS_COUNT: // Shake all battlers
task->tNumBattlers = 0;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
if (IsBattlerSpriteVisible(i))
{
task->data[task->data[13] + 9] = gBattlerSpriteIds[i];
++task->data[13];
task->tbattlerSpriteIds(task->tNumBattlers) = gBattlerSpriteIds[i];
task->tNumBattlers++;
}
}
task->func = sub_80B967C;
task->func = AnimTask_ShakeBattlers;
break;
default:
task->data[9] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
if (task->data[9] == 0xFF)
default: // Shake specific battler
task->tbattlerSpriteIds(0) = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
if (task->tbattlerSpriteIds(0) == SPRITE_NONE)
{
DestroyAnimVisualTask(taskId);
}
else
{
task->data[13] = 1;
task->func = sub_80B967C;
task->tNumBattlers = 1;
task->func = AnimTask_ShakeBattlers;
}
break;
}
}
static void sub_80B9584(u8 taskId)
static void AnimTask_ShakeTerrain(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
switch (task->tState)
{
case 0:
if (++task->data[1] > 1)
if (++task->tDelay > 1)
{
task->data[1] = 0;
if ((task->data[2] & 1) == 0)
gBattle_BG3_X = task->data[13] + task->data[15];
task->tDelay = 0;
if ((task->tTimer & 1) == 0)
gBattle_BG3_X = task->tInitialX + task->tInitHorizOffset;
else
gBattle_BG3_X = task->data[13] - task->data[15];
gBattle_BG3_X = task->tInitialX - task->tInitHorizOffset;
if (++task->data[2] == task->data[3])
if (++task->tTimer == task->tMaxTime)
{
task->data[2] = 0;
--task->data[14];
++task->data[0];
task->tTimer = 0;
task->tHorizOffset--;
task->tState++;
}
}
break;
case 1:
if (++task->data[1] > 1)
if (++task->tDelay > 1)
{
task->data[1] = 0;
if ((task->data[2] & 1) == 0)
gBattle_BG3_X = task->data[13] + task->data[14];
task->tDelay = 0;
if ((task->tTimer & 1) == 0)
gBattle_BG3_X = task->tInitialX + task->tHorizOffset;
else
gBattle_BG3_X = task->data[13] - task->data[14];
gBattle_BG3_X = task->tInitialX - task->tHorizOffset;
if (++task->data[2] == 4)
if (++task->tTimer == 4)
{
task->data[2] = 0;
if (--task->data[14] == 0)
++task->data[0];
task->tTimer = 0;
if (--task->tHorizOffset == 0)
task->tState++;
}
}
break;
case 2:
gBattle_BG3_X = task->data[13];
gBattle_BG3_X = task->tInitialX;
DestroyAnimVisualTask(taskId);
break;
}
}
static void sub_80B967C(u8 taskId)
static void AnimTask_ShakeBattlers(u8 taskId)
{
u16 i;
struct Task *task = &gTasks[taskId];
switch (task->data[0])
switch (task->tState)
{
case 0:
if (++task->data[1] > 1)
if (++task->tDelay > 1)
{
task->data[1] = 0;
sub_80B9760(task);
if (++task->data[2] == task->data[3])
task->tDelay = 0;
SetBattlersXOffsetForShake(task);
if (++task->tTimer == task->tMaxTime)
{
task->data[2] = 0;
--task->data[14];
++task->data[0];
task->tTimer = 0;
task->tHorizOffset--;
task->tState++;
}
}
break;
case 1:
if (++task->data[1] > 1)
if (++task->tDelay > 1)
{
task->data[1] = 0;
sub_80B9760(task);
if (++task->data[2] == 4)
task->tDelay = 0;
SetBattlersXOffsetForShake(task);
if (++task->tTimer == 4)
{
task->data[2] = 0;
if (--task->data[14] == 0)
++task->data[0];
task->tTimer = 0;
if (--task->tHorizOffset == 0)
task->tState++;
}
}
break;
case 2:
for (i = 0; i < task->data[13]; ++i)
gSprites[task->data[9 + i]].x2 = 0;
for (i = 0; i < task->tNumBattlers; i++)
gSprites[task->tbattlerSpriteIds(i)].x2 = 0;
DestroyAnimVisualTask(taskId);
break;
}
}
static void sub_80B9760(struct Task *task)
static void SetBattlersXOffsetForShake(struct Task *task)
{
u16 i, xOffset;
if ((task->data[2] & 1) == 0)
xOffset = (task->data[14] / 2) + (task->data[14] & 1);
if ((task->tTimer & 1) == 0)
xOffset = (task->tHorizOffset / 2) + (task->tHorizOffset & 1);
else
xOffset = -(task->data[14] / 2);
for (i = 0; i < task->data[13]; ++i)
gSprites[task->data[9 + i]].x2 = xOffset;
xOffset = -(task->tHorizOffset / 2);
for (i = 0; i < task->tNumBattlers; i++)
{
gSprites[task->tbattlerSpriteIds(i)].x2 = xOffset;
}
}
#undef tState
#undef tDelay
#undef tTimer
#undef tMaxTime
#undef tbattlerSpriteIds
#undef tNumBattlers
#undef tInitialX
#undef tHorizOffset
#undef tInitHorizOffset
void AnimTask_IsPowerOver99(u8 taskId)
{
gBattleAnimArgs[15] = gAnimMovePower > 99;
@@ -696,19 +723,21 @@ void AnimTask_PositionFissureBgOnBattler(u8 taskId)
if (gBattleAnimArgs[0] > 1)
battler ^= BIT_FLANK;
newTask = &gTasks[CreateTask(sub_80B98A8, gBattleAnimArgs[1])];
newTask->data[1] = (32 - GetBattlerSpriteCoord(battler, 2)) & 0x1FF;
newTask->data[2] = (64 - GetBattlerSpriteCoord(battler, 3)) & 0xFF;
newTask = &gTasks[CreateTask(WaitForFissureCompletion, gBattleAnimArgs[1])];
newTask->data[1] = (32 - GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2)) & 0x1FF;
newTask->data[2] = (64 - GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET)) & 0xFF;
gBattle_BG3_X = newTask->data[1];
gBattle_BG3_Y = newTask->data[2];
newTask->data[3] = gBattleAnimArgs[2];
DestroyAnimVisualTask(taskId);
}
static void sub_80B98A8(u8 taskId)
static void WaitForFissureCompletion(u8 taskId)
{
struct Task *task = &gTasks[taskId];
// Holds the BG3 offsets until gBattleAnimArgs[7]
// is set to a special terminator value.
if (gBattleAnimArgs[7] == task->data[3])
{
gBattle_BG3_X = 0;