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 AnimBoneHitProjectile(struct Sprite *sprite);
static void AnimDirtScatter(struct Sprite *sprite); static void AnimDirtScatter(struct Sprite *sprite);
static void AnimMudSportDirt(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 AnimDigDirtMound(struct Sprite *sprite);
static void AnimBonemerangProjectileStep(struct Sprite *sprite); static void AnimBonemerangProjectile_Step(struct Sprite *sprite);
static void AnimBonemerangProjectileEnd(struct Sprite *sprite); static void AnimBonemerangProjectile_End(struct Sprite *sprite);
static void AnimMudSportDirtRising(struct Sprite *sprite); static void AnimMudSportDirtRising(struct Sprite *sprite);
static void AnimMudSportDirtFalling(struct Sprite *sprite); static void AnimMudSportDirtFalling(struct Sprite *sprite);
static void sub_80B8ED4(u8 taskId); static void AnimTask_DigBounceMovement(u8 taskId);
static void sub_80B908C(u8 taskId); static void AnimTask_DigDisappear(u8 taskId);
static void sub_80B92B8(u8 useBg1, s16 y, s16 endY); static void SetDigScanlineEffect(u8 useBg1, s16 y, s16 endY);
static void sub_80B912C(u8 taskId); static void AnimTask_DigSetVisibleUnderground(u8 taskId);
static void sub_80B91B0(u8 taskId); static void AnimTask_DigRiseUpFromHole(u8 taskId);
static void AnimFissureDirtPlumeParticleStep(struct Sprite *sprite); static void AnimDirtPlumeParticle_Step(struct Sprite *sprite);
static void sub_80B9584(u8 taskId); static void AnimTask_ShakeTerrain(u8 taskId);
static void sub_80B967C(u8 taskId); static void AnimTask_ShakeBattlers(u8 taskId);
static void sub_80B9760(struct Task *task); static void SetBattlersXOffsetForShake(struct Task *task);
static void sub_80B98A8(u8 taskId); static void WaitForFissureCompletion(u8 taskId);
static const union AffineAnimCmd sAffineAnim_Bonemerang[] = static const union AffineAnimCmd sAffineAnim_Bonemerang[] =
{ {
@@ -122,7 +122,7 @@ const struct SpriteTemplate gDirtPlumeSpriteTemplate =
.anims = gDummySpriteAnimTable, .anims = gDummySpriteAnimTable,
.images = NULL, .images = NULL,
.affineAnims = gDummySpriteAffineAnimTable, .affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimFissureDirtPlumeParticle, .callback = AnimDirtPlumeParticle,
}; };
const struct SpriteTemplate gDirtMoundSpriteTemplate = 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. // a boomerang. After hitting the target mon, it comes back to the user.
static void AnimBonemerangProjectile(struct Sprite *sprite) static void AnimBonemerangProjectile(struct Sprite *sprite)
{ {
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2); sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3); sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[0] = 20; sprite->data[0] = 20;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2); sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3); sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[5] = -40; sprite->data[5] = -40;
InitAnimArcTranslation(sprite); 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)) if (TranslateAnimHorizontalArc(sprite))
{ {
@@ -159,15 +159,15 @@ static void AnimBonemerangProjectileStep(struct Sprite *sprite)
sprite->y2 = 0; sprite->y2 = 0;
sprite->x2 = 0; sprite->x2 = 0;
sprite->data[0] = 20; sprite->data[0] = 20;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2); sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3); sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[5] = 40; sprite->data[5] = 40;
InitAnimArcTranslation(sprite); 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)) if (TranslateAnimHorizontalArc(sprite))
DestroyAnimSprite(sprite); DestroyAnimSprite(sprite);
@@ -186,8 +186,8 @@ static void AnimBoneHitProjectile(struct Sprite *sprite)
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
gBattleAnimArgs[2] = -gBattleAnimArgs[2]; gBattleAnimArgs[2] = -gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[4]; sprite->data[0] = gBattleAnimArgs[4];
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2]; sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3]; sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
sprite->callback = StartAnimLinearTranslation; sprite->callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
} }
@@ -204,8 +204,8 @@ static void AnimDirtScatter(struct Sprite *sprite)
s16 xOffset, yOffset; s16 xOffset, yOffset;
InitSpritePosToAnimAttacker(sprite, 1); InitSpritePosToAnimAttacker(sprite, 1);
targetXPos = GetBattlerSpriteCoord2(gBattleAnimTarget, 2); targetXPos = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_X_2);
targetYPos = GetBattlerSpriteCoord2(gBattleAnimTarget, 3); targetYPos = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
xOffset = Random() & 0x1F; xOffset = Random() & 0x1F;
yOffset = Random() & 0x1F; yOffset = Random() & 0x1F;
if (xOffset > 16) if (xOffset > 16)
@@ -229,8 +229,8 @@ static void AnimMudSportDirt(struct Sprite *sprite)
++sprite->oam.tileNum; ++sprite->oam.tileNum;
if (gBattleAnimArgs[0] == 0) if (gBattleAnimArgs[0] == 0)
{ {
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[1]; sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2]; sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[1] > 0 ? 1 : -1; sprite->data[0] = gBattleAnimArgs[1] > 0 ? 1 : -1;
sprite->callback = AnimMudSportDirtRising; sprite->callback = AnimMudSportDirtRising;
} }
@@ -283,14 +283,14 @@ void AnimTask_DigDownMovement(u8 taskId)
{ {
struct Task *task = &gTasks[taskId]; struct Task *task = &gTasks[taskId];
if (gBattleAnimArgs[0] == 0) if (gBattleAnimArgs[0] == FALSE)
task->func = sub_80B8ED4; task->func = AnimTask_DigBounceMovement;
else else
task->func = sub_80B908C; task->func = AnimTask_DigDisappear;
task->func(taskId); task->func(taskId);
} }
static void sub_80B8ED4(u8 taskId) static void AnimTask_DigBounceMovement(u8 taskId)
{ {
u8 var0; u8 var0;
struct Task *task = &gTasks[taskId]; struct Task *task = &gTasks[taskId];
@@ -319,7 +319,7 @@ static void sub_80B8ED4(u8 taskId)
++task->data[0]; ++task->data[0];
break; break;
case 1: 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]; ++task->data[0];
break; break;
case 2: 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); u8 spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
@@ -376,15 +376,15 @@ void AnimTask_DigUpMovement(u8 taskId)
{ {
struct Task *task = &gTasks[taskId]; struct Task *task = &gTasks[taskId];
if (gBattleAnimArgs[0] == 0) if (gBattleAnimArgs[0] == FALSE)
task->func = sub_80B912C; task->func = AnimTask_DigSetVisibleUnderground;
else else
task->func = sub_80B91B0; task->func = AnimTask_DigRiseUpFromHole;
task->func(taskId); task->func(taskId);
} }
static void sub_80B912C(u8 taskId) static void AnimTask_DigSetVisibleUnderground(u8 taskId)
{ {
struct Task *task = &gTasks[taskId]; struct Task *task = &gTasks[taskId];
@@ -394,7 +394,7 @@ static void sub_80B912C(u8 taskId)
task->data[10] = GetAnimBattlerSpriteId(ANIM_ATTACKER); task->data[10] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
gSprites[task->data[10]].invisible = FALSE; gSprites[task->data[10]].invisible = FALSE;
gSprites[task->data[10]].x2 = 0; 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]; ++task->data[0];
break; break;
case 1: 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; u8 var0;
struct Task *task = &gTasks[taskId]; struct Task *task = &gTasks[taskId];
@@ -422,7 +422,7 @@ static void sub_80B91B0(u8 taskId)
++task->data[0]; ++task->data[0];
break; break;
case 1: case 1:
sub_80B92B8(task->data[11], 0, task->data[15]); SetDigScanlineEffect(task->data[11], 0, task->data[15]);
++task->data[0]; ++task->data[0];
break; break;
case 2: 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; s16 bgX;
struct ScanlineEffectParams scanlineParams; struct ScanlineEffectParams scanlineParams;
@@ -485,7 +485,7 @@ static void sub_80B92B8(u8 useBG1, s16 y, s16 endY)
// arg 3: target y offset // arg 3: target y offset
// arg 4: wave amplitude // arg 4: wave amplitude
// arg 5: duration // arg 5: duration
static void AnimFissureDirtPlumeParticle(struct Sprite *sprite) static void AnimDirtPlumeParticle(struct Sprite *sprite)
{ {
s8 battler; s8 battler;
s16 xOffset; s16 xOffset;
@@ -500,17 +500,17 @@ static void AnimFissureDirtPlumeParticle(struct Sprite *sprite)
xOffset *= -1; xOffset *= -1;
gBattleAnimArgs[2] *= -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->y = GetBattlerYCoordWithElevation(battler) + 30;
sprite->data[0] = gBattleAnimArgs[5]; sprite->data[0] = gBattleAnimArgs[5];
sprite->data[2] = sprite->x + gBattleAnimArgs[2]; sprite->data[2] = sprite->x + gBattleAnimArgs[2];
sprite->data[4] = sprite->y + gBattleAnimArgs[3]; sprite->data[4] = sprite->y + gBattleAnimArgs[3];
sprite->data[5] = gBattleAnimArgs[4]; sprite->data[5] = gBattleAnimArgs[4];
InitAnimArcTranslation(sprite); 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)) if (TranslateAnimHorizontalArc(sprite))
DestroyAnimSprite(sprite); DestroyAnimSprite(sprite);
@@ -530,7 +530,7 @@ static void AnimDigDirtMound(struct Sprite *sprite)
battler = gBattleAnimAttacker; battler = gBattleAnimAttacker;
else else
battler = gBattleAnimTarget; 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->y = GetBattlerYCoordWithElevation(battler) + 32;
sprite->oam.tileNum += gBattleAnimArgs[1] * 8; sprite->oam.tileNum += gBattleAnimArgs[1] * 8;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
@@ -538,151 +538,178 @@ static void AnimDigDirtMound(struct Sprite *sprite)
sprite->callback = WaitAnimForDuration; 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) void AnimTask_HorizontalShake(u8 taskId)
{ {
u16 i; u16 i;
struct Task *task = &gTasks[taskId]; struct Task *task = &gTasks[taskId];
if (gBattleAnimArgs[1]) if (gBattleAnimArgs[1] != 0)
task->data[14] = task->data[15] = gBattleAnimArgs[1] + 3; task->tHorizOffset = task->tInitHorizOffset = gBattleAnimArgs[1] + 3;
else 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]) switch (gBattleAnimArgs[0])
{ {
case 5: case MAX_BATTLERS_COUNT + 1: // Shake terrain
task->data[13] = gBattle_BG3_X; task->tInitialX = gBattle_BG3_X;
task->func = sub_80B9584; task->func = AnimTask_ShakeTerrain;
break; break;
case 4: case MAX_BATTLERS_COUNT: // Shake all battlers
task->data[13] = 0; task->tNumBattlers = 0;
for (i = 0; i < MAX_BATTLERS_COUNT; ++i) for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{ {
if (IsBattlerSpriteVisible(i)) if (IsBattlerSpriteVisible(i))
{ {
task->data[task->data[13] + 9] = gBattlerSpriteIds[i]; task->tbattlerSpriteIds(task->tNumBattlers) = gBattlerSpriteIds[i];
++task->data[13]; task->tNumBattlers++;
} }
} }
task->func = sub_80B967C; task->func = AnimTask_ShakeBattlers;
break; break;
default: default: // Shake specific battler
task->data[9] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); task->tbattlerSpriteIds(0) = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
if (task->data[9] == 0xFF) if (task->tbattlerSpriteIds(0) == SPRITE_NONE)
{ {
DestroyAnimVisualTask(taskId); DestroyAnimVisualTask(taskId);
} }
else else
{ {
task->data[13] = 1; task->tNumBattlers = 1;
task->func = sub_80B967C; task->func = AnimTask_ShakeBattlers;
} }
break; break;
} }
} }
static void sub_80B9584(u8 taskId) static void AnimTask_ShakeTerrain(u8 taskId)
{ {
struct Task *task = &gTasks[taskId]; struct Task *task = &gTasks[taskId];
switch (task->data[0]) switch (task->tState)
{ {
case 0: case 0:
if (++task->data[1] > 1) if (++task->tDelay > 1)
{ {
task->data[1] = 0; task->tDelay = 0;
if ((task->data[2] & 1) == 0) if ((task->tTimer & 1) == 0)
gBattle_BG3_X = task->data[13] + task->data[15]; gBattle_BG3_X = task->tInitialX + task->tInitHorizOffset;
else 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->tTimer = 0;
--task->data[14]; task->tHorizOffset--;
++task->data[0]; task->tState++;
} }
} }
break; break;
case 1: case 1:
if (++task->data[1] > 1) if (++task->tDelay > 1)
{ {
task->data[1] = 0; task->tDelay = 0;
if ((task->data[2] & 1) == 0) if ((task->tTimer & 1) == 0)
gBattle_BG3_X = task->data[13] + task->data[14]; gBattle_BG3_X = task->tInitialX + task->tHorizOffset;
else 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; task->tTimer = 0;
if (--task->data[14] == 0) if (--task->tHorizOffset == 0)
++task->data[0]; task->tState++;
} }
} }
break; break;
case 2: case 2:
gBattle_BG3_X = task->data[13]; gBattle_BG3_X = task->tInitialX;
DestroyAnimVisualTask(taskId); DestroyAnimVisualTask(taskId);
break; break;
} }
} }
static void sub_80B967C(u8 taskId) static void AnimTask_ShakeBattlers(u8 taskId)
{ {
u16 i; u16 i;
struct Task *task = &gTasks[taskId]; struct Task *task = &gTasks[taskId];
switch (task->data[0]) switch (task->tState)
{ {
case 0: case 0:
if (++task->data[1] > 1) if (++task->tDelay > 1)
{ {
task->data[1] = 0; task->tDelay = 0;
sub_80B9760(task); SetBattlersXOffsetForShake(task);
if (++task->data[2] == task->data[3]) if (++task->tTimer == task->tMaxTime)
{ {
task->data[2] = 0; task->tTimer = 0;
--task->data[14]; task->tHorizOffset--;
++task->data[0]; task->tState++;
} }
} }
break; break;
case 1: case 1:
if (++task->data[1] > 1) if (++task->tDelay > 1)
{ {
task->data[1] = 0; task->tDelay = 0;
sub_80B9760(task); SetBattlersXOffsetForShake(task);
if (++task->data[2] == 4) if (++task->tTimer == 4)
{ {
task->data[2] = 0; task->tTimer = 0;
if (--task->data[14] == 0) if (--task->tHorizOffset == 0)
++task->data[0]; task->tState++;
} }
} }
break; break;
case 2: case 2:
for (i = 0; i < task->data[13]; ++i) for (i = 0; i < task->tNumBattlers; i++)
gSprites[task->data[9 + i]].x2 = 0; gSprites[task->tbattlerSpriteIds(i)].x2 = 0;
DestroyAnimVisualTask(taskId); DestroyAnimVisualTask(taskId);
break; break;
} }
} }
static void sub_80B9760(struct Task *task) static void SetBattlersXOffsetForShake(struct Task *task)
{ {
u16 i, xOffset; u16 i, xOffset;
if ((task->data[2] & 1) == 0) if ((task->tTimer & 1) == 0)
xOffset = (task->data[14] / 2) + (task->data[14] & 1); xOffset = (task->tHorizOffset / 2) + (task->tHorizOffset & 1);
else else
xOffset = -(task->data[14] / 2); xOffset = -(task->tHorizOffset / 2);
for (i = 0; i < task->data[13]; ++i)
gSprites[task->data[9 + i]].x2 = xOffset; 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) void AnimTask_IsPowerOver99(u8 taskId)
{ {
gBattleAnimArgs[15] = gAnimMovePower > 99; gBattleAnimArgs[15] = gAnimMovePower > 99;
@@ -696,19 +723,21 @@ void AnimTask_PositionFissureBgOnBattler(u8 taskId)
if (gBattleAnimArgs[0] > 1) if (gBattleAnimArgs[0] > 1)
battler ^= BIT_FLANK; battler ^= BIT_FLANK;
newTask = &gTasks[CreateTask(sub_80B98A8, gBattleAnimArgs[1])]; newTask = &gTasks[CreateTask(WaitForFissureCompletion, gBattleAnimArgs[1])];
newTask->data[1] = (32 - GetBattlerSpriteCoord(battler, 2)) & 0x1FF; newTask->data[1] = (32 - GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2)) & 0x1FF;
newTask->data[2] = (64 - GetBattlerSpriteCoord(battler, 3)) & 0xFF; newTask->data[2] = (64 - GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET)) & 0xFF;
gBattle_BG3_X = newTask->data[1]; gBattle_BG3_X = newTask->data[1];
gBattle_BG3_Y = newTask->data[2]; gBattle_BG3_Y = newTask->data[2];
newTask->data[3] = gBattleAnimArgs[2]; newTask->data[3] = gBattleAnimArgs[2];
DestroyAnimVisualTask(taskId); DestroyAnimVisualTask(taskId);
} }
static void sub_80B98A8(u8 taskId) static void WaitForFissureCompletion(u8 taskId)
{ {
struct Task *task = &gTasks[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]) if (gBattleAnimArgs[7] == task->data[3])
{ {
gBattle_BG3_X = 0; gBattle_BG3_X = 0;