Merge pull request #2128 from DavidJCobb/re-battle-weather-anims

Identified task and sprite fields related to battle weather animations
This commit is contained in:
GriffinR
2025-05-02 11:33:04 -04:00
committed by GitHub
3 changed files with 172 additions and 89 deletions

View File

@@ -13,11 +13,16 @@
#include "constants/battle_anim.h"
#include "constants/rgb.h"
enum {
HAILSTRUCTTYPE_NEGATIVE_POS_MOD = 0,
HAILSTRUCTTYPE_POSITIVE_POS_MOD = 1,
HAILSTRUCTTYPE_FIXED_POSITION = 2,
};
struct HailStruct {
s32 x:10;
s32 y:10;
s32 bPosition:8;
s32 unk3:4;
s32 type:4;
};
static void AnimUnusedIceCrystalThrow(struct Sprite *);
@@ -371,16 +376,16 @@ const struct SpriteTemplate gPoisonGasCloudSpriteTemplate =
static const struct HailStruct sHailCoordData[] =
{
{.x = 100, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .unk3 = 2},
{.x = 85, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .unk3 = 0},
{.x = 242, .y = 120, .bPosition = B_POSITION_OPPONENT_LEFT, .unk3 = 1},
{.x = 66, .y = 120, .bPosition = B_POSITION_PLAYER_RIGHT, .unk3 = 1},
{.x = 182, .y = 120, .bPosition = B_POSITION_OPPONENT_RIGHT, .unk3 = 0},
{.x = 60, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .unk3 = 2},
{.x = 214, .y = 120, .bPosition = B_POSITION_OPPONENT_LEFT, .unk3 = 0},
{.x = 113, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .unk3 = 1},
{.x = 210, .y = 120, .bPosition = B_POSITION_OPPONENT_RIGHT, .unk3 = 1},
{.x = 38, .y = 120, .bPosition = B_POSITION_PLAYER_RIGHT, .unk3 = 0},
{.x = 100, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .type = HAILSTRUCTTYPE_FIXED_POSITION},
{.x = 85, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .type = HAILSTRUCTTYPE_NEGATIVE_POS_MOD},
{.x = 242, .y = 120, .bPosition = B_POSITION_OPPONENT_LEFT, .type = HAILSTRUCTTYPE_POSITIVE_POS_MOD},
{.x = 66, .y = 120, .bPosition = B_POSITION_PLAYER_RIGHT, .type = HAILSTRUCTTYPE_POSITIVE_POS_MOD},
{.x = 182, .y = 120, .bPosition = B_POSITION_OPPONENT_RIGHT, .type = HAILSTRUCTTYPE_NEGATIVE_POS_MOD},
{.x = 60, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .type = HAILSTRUCTTYPE_FIXED_POSITION},
{.x = 214, .y = 120, .bPosition = B_POSITION_OPPONENT_LEFT, .type = HAILSTRUCTTYPE_NEGATIVE_POS_MOD},
{.x = 113, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .type = HAILSTRUCTTYPE_POSITIVE_POS_MOD},
{.x = 210, .y = 120, .bPosition = B_POSITION_OPPONENT_RIGHT, .type = HAILSTRUCTTYPE_POSITIVE_POS_MOD},
{.x = 38, .y = 120, .bPosition = B_POSITION_PLAYER_RIGHT, .type = HAILSTRUCTTYPE_NEGATIVE_POS_MOD},
};
static const union AffineAnimCmd sAffineAnim_HailParticle_0[] =
@@ -1332,6 +1337,13 @@ static void MovePoisonGasCloud(struct Sprite *sprite)
}
}
#define tState data[0]
#define tSpriteCount data[1]
#define tHailAffineAnimNum data[2]
#define tHailStructId data[3]
#define tInitialDelayTimer data[4]
#define tHailSpawnTimer data[5]
void AnimTask_Hail(u8 taskId)
{
struct Task *task = &gTasks[taskId];
@@ -1342,71 +1354,86 @@ void AnimTask_Hail(u8 taskId)
static void AnimTask_Hail2(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
switch (task->tState)
{
case 0:
if (++task->data[4] > 2)
if (++task->tInitialDelayTimer > 2)
{
task->data[4] = 0;
task->data[5] = 0;
task->data[2] = 0;
task->data[0]++;
task->tInitialDelayTimer = 0;
task->tHailSpawnTimer = 0;
task->tHailAffineAnimNum = 0;
task->tState++;
}
break;
case 1:
if (task->data[5] == 0)
if (task->tHailSpawnTimer == 0)
{
if (GenerateHailParticle(task->data[3], task->data[2], taskId, 1))
task->data[1]++;
if (GenerateHailParticle(task->tHailStructId, task->tHailAffineAnimNum, taskId, 1))
task->tSpriteCount++;
if (++task->data[2] == 3)
if (++task->tHailAffineAnimNum == (int)ARRAY_COUNT(sAffineAnims_HailParticle))
{
if (++task->data[3] == 10)
task->data[0]++;
if (++task->tHailStructId == (int)ARRAY_COUNT(sHailCoordData))
task->tState++;
else
task->data[0]--;
task->tState--;
}
else
{
task->data[5] = 1;
task->tHailSpawnTimer = 1;
}
}
else
{
task->data[5]--;
task->tHailSpawnTimer--;
}
break;
case 2:
if (task->data[1] == 0)
if (task->tSpriteCount == 0)
DestroyAnimVisualTask(taskId);
break;
}
}
#undef tState
#undef tSpriteCount
#undef tHailAffineAnimNum
#undef tHailStructId
#undef tInitialDelayTimer
#undef tHailSpawnTimer
// Hail falling particle sprite vars
#define sSpawnImpactEffect data[0]
#define sTargetX data[3]
#define sTargetY data[4]
#define sAffineAnimNum data[5]
#define sOwnerTaskId data[6]
#define sOwnerTaskSpriteCountField data[7]
static bool8 GenerateHailParticle(u8 hailStructId, u8 affineAnimNum, u8 taskId, u8 c)
{
u8 id;
s16 battlerX, battlerY;
s16 spriteX;
bool8 possibleBool = FALSE;
s8 unk = sHailCoordData[hailStructId].unk3;
bool8 shouldSpawnImpactEffect = FALSE;
s8 type = sHailCoordData[hailStructId].type;
if (unk != 2)
if (type != HAILSTRUCTTYPE_FIXED_POSITION)
{
id = GetBattlerAtPosition(sHailCoordData[hailStructId].bPosition);
if (IsBattlerSpriteVisible(id))
{
possibleBool = TRUE;
shouldSpawnImpactEffect = TRUE;
battlerX = GetBattlerSpriteCoord(id, BATTLER_COORD_X_2);
battlerY = GetBattlerSpriteCoord(id, BATTLER_COORD_Y_PIC_OFFSET);
switch (unk)
switch (type)
{
case 0:
case HAILSTRUCTTYPE_NEGATIVE_POS_MOD:
battlerX -= GetBattlerSpriteCoordAttr(id, BATTLER_COORD_ATTR_WIDTH) / 6;
battlerY -= GetBattlerSpriteCoordAttr(id, BATTLER_COORD_ATTR_HEIGHT) / 6;
break;
case 1:
case HAILSTRUCTTYPE_POSITIVE_POS_MOD:
battlerX += GetBattlerSpriteCoordAttr(id, BATTLER_COORD_ATTR_WIDTH) / 6;
battlerY += GetBattlerSpriteCoordAttr(id, BATTLER_COORD_ATTR_HEIGHT) / 6;
break;
@@ -1432,12 +1459,12 @@ static bool8 GenerateHailParticle(u8 hailStructId, u8 affineAnimNum, u8 taskId,
else
{
StartSpriteAffineAnim(&gSprites[id], affineAnimNum);
gSprites[id].data[0] = possibleBool;
gSprites[id].data[3] = battlerX;
gSprites[id].data[4] = battlerY;
gSprites[id].data[5] = affineAnimNum;
gSprites[id].data[6] = taskId;
gSprites[id].data[7] = c;
gSprites[id].sSpawnImpactEffect = shouldSpawnImpactEffect;
gSprites[id].sTargetX = battlerX;
gSprites[id].sTargetY = battlerY;
gSprites[id].sAffineAnimNum = affineAnimNum;
gSprites[id].sOwnerTaskId = taskId;
gSprites[id].sOwnerTaskSpriteCountField = c;
return TRUE;
}
}
@@ -1449,20 +1476,23 @@ static void AnimHailBegin(struct Sprite *sprite)
sprite->x += 4;
sprite->y += 8;
if (sprite->x < sprite->data[3] && sprite->y < sprite->data[4])
if (sprite->x < sprite->sTargetX && sprite->y < sprite->sTargetY)
return;
if (sprite->data[0] == 1 && sprite->data[5] == 0)
if (sprite->sSpawnImpactEffect == 1 && sprite->sAffineAnimNum == 0)
{
spriteId = CreateSprite(&gIceCrystalHitLargeSpriteTemplate,
sprite->data[3], sprite->data[4], sprite->subpriority);
sprite->sTargetX, sprite->sTargetY, sprite->subpriority);
sprite->data[0] = spriteId;
if (spriteId != MAX_SPRITES)
{
// The sprite template we're using is shared amongst a few other
// places, which make the sprite flicker. That's not what we want
// here, though. Override the callback.
gSprites[sprite->data[0]].callback = AnimHailContinue;
gSprites[sprite->data[0]].data[6] = sprite->data[6];
gSprites[sprite->data[0]].data[7] = sprite->data[7];
gSprites[sprite->data[0]].sOwnerTaskId = sprite->sOwnerTaskId;
gSprites[sprite->data[0]].sOwnerTaskSpriteCountField = sprite->sOwnerTaskSpriteCountField;
}
FreeOamMatrix(sprite->oam.matrixNum);
@@ -1470,22 +1500,34 @@ static void AnimHailBegin(struct Sprite *sprite)
}
else
{
gTasks[sprite->data[6]].data[sprite->data[7]]--;
gTasks[sprite->sOwnerTaskId].data[sprite->sOwnerTaskSpriteCountField]--;
FreeOamMatrix(sprite->oam.matrixNum);
DestroySprite(sprite);
}
}
#undef sSpawnImpactEffect
#undef sTargetX
#undef sTargetY
#undef sAffineAnimNum
// Hail impact VFX sprite vars
#define sTimer data[0]
static void AnimHailContinue(struct Sprite *sprite)
{
if (++sprite->data[0] == 20)
if (++sprite->sTimer == 20)
{
gTasks[sprite->data[6]].data[sprite->data[7]]--;
gTasks[sprite->sOwnerTaskId].data[sprite->sOwnerTaskSpriteCountField]--;
FreeOamMatrix(sprite->oam.matrixNum);
DestroySprite(sprite);
}
}
#undef sTimer
#undef sOwnerTaskId
#undef sOwnerTaskSpriteCountField
// Initializes the animation for Ice Ball.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset

View File

@@ -388,6 +388,11 @@ static void AnimParticleInVortex_Step(struct Sprite *sprite)
}
}
#define tBlendTimer data[10]
#define tBlend data[11]
#define tFullAlphaTimer data[11] // not a typo; this data field is used for multiple purposes
#define tState data[12]
void AnimTask_LoadSandstormBackground(u8 taskId)
{
int var0;
@@ -430,45 +435,45 @@ static void AnimTask_LoadSandstormBackground_Step(u8 taskId)
gBattle_BG1_Y += -1;
switch (gTasks[taskId].data[12])
switch (gTasks[taskId].tState)
{
case 0:
if (++gTasks[taskId].data[10] == 4)
if (++gTasks[taskId].tBlendTimer == 4)
{
gTasks[taskId].data[10] = 0;
gTasks[taskId].data[11]++;
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[11], 16 - gTasks[taskId].data[11]));
if (gTasks[taskId].data[11] == 7)
gTasks[taskId].tBlendTimer = 0;
gTasks[taskId].tBlend++;
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].tBlend, 16 - gTasks[taskId].tBlend));
if (gTasks[taskId].tBlend == 7)
{
gTasks[taskId].data[12]++;
gTasks[taskId].data[11] = 0;
gTasks[taskId].tState++;
gTasks[taskId].tFullAlphaTimer = 0;
}
}
break;
case 1:
if (++gTasks[taskId].data[11] == 101)
if (++gTasks[taskId].tFullAlphaTimer == 101)
{
gTasks[taskId].data[11] = 7;
gTasks[taskId].data[12]++;
gTasks[taskId].tBlend = 7;
gTasks[taskId].tState++;
}
break;
case 2:
if (++gTasks[taskId].data[10] == 4)
if (++gTasks[taskId].tBlendTimer == 4)
{
gTasks[taskId].data[10] = 0;
gTasks[taskId].data[11]--;
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[11], 16 - gTasks[taskId].data[11]));
if (gTasks[taskId].data[11] == 0)
gTasks[taskId].tBlendTimer = 0;
gTasks[taskId].tBlend--;
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].tBlend, 16 - gTasks[taskId].tBlend));
if (gTasks[taskId].tBlend == 0)
{
gTasks[taskId].data[12]++;
gTasks[taskId].data[11] = 0;
gTasks[taskId].tState++;
gTasks[taskId].tFullAlphaTimer = 0;
}
}
break;
case 3:
GetBattleAnimBg1Data(&animBg);
ClearBattleAnimBg(animBg.bgId);
gTasks[taskId].data[12]++;
gTasks[taskId].tState++;
break;
case 4:
if (!IsContest())
@@ -484,21 +489,36 @@ static void AnimTask_LoadSandstormBackground_Step(u8 taskId)
}
}
#undef tBlendTimer
#undef tBlend
#undef tFullAlphaTimer
#undef tState
// 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)
#define sState data[0]
#define sVelocityX data[1] // 256ths of a pixel // init'd from gBattleAnimArgs[1]
#define sVelocityY data[2] // 256ths of a pixel // init'd from gBattleAnimArgs[2]
#define sFractionalX data[3] // 256ths of a pixel
#define sFractionalY data[4] // 256ths of a pixel
#define sMirroredX data[5] // init'd from gBattleAnimArgs[3]
// The fields named "velocity" are arguably more like "acceleration,"
// and the fields named "fractional" are arguably more like "velocity."
//
// ...is what I WOULD say if the "fractional" fields weren't AND'd with
// 0xFF after every frame.
static void AnimFlyingSandCrescent(struct Sprite *sprite)
{
if (sprite->data[0] == 0)
if (sprite->sState == 0)
{
if (gBattleAnimArgs[3] != 0 && GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
{
sprite->x = DISPLAY_WIDTH + 64;
gBattleAnimArgs[1] = -gBattleAnimArgs[1];
sprite->data[5] = 1;
sprite->sMirroredX = 1;
sprite->oam.matrixNum = ST_OAM_HFLIP;
}
else
@@ -508,18 +528,18 @@ static void AnimFlyingSandCrescent(struct Sprite *sprite)
sprite->y = gBattleAnimArgs[0];
SetSubspriteTables(sprite, sFlyingSandSubspriteTable);
sprite->data[1] = gBattleAnimArgs[1];
sprite->data[2] = gBattleAnimArgs[2];
sprite->data[0]++;
sprite->sVelocityX = gBattleAnimArgs[1];
sprite->sVelocityY = gBattleAnimArgs[2];
sprite->sState++;
}
else
{
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[3] &= 0xFF;
sprite->data[4] &= 0xFF;
sprite->sFractionalX += sprite->sVelocityX;
sprite->sFractionalY += sprite->sVelocityY;
sprite->x2 += (sprite->sFractionalX >> 8);
sprite->y2 += (sprite->sFractionalY >> 8);
sprite->sFractionalX &= 0xFF;
sprite->sFractionalY &= 0xFF;
if (sprite->data[5] == 0)
{
@@ -535,6 +555,13 @@ static void AnimFlyingSandCrescent(struct Sprite *sprite)
}
}
#undef sState
#undef sVelocityX
#undef sVelocityY
#undef sFractionalX
#undef sFractionalY
#undef sMirroredX
// Animates the rising rocks in Ancient Power.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset

View File

@@ -473,27 +473,37 @@ const struct SpriteTemplate gWeatherBallWaterDownSpriteTemplate =
.callback = AnimWeatherBallDown,
};
#define tRaindropSpawnTimer data[0]
#define tRaindropUnused data[1]
#define tRaindropSpawnInterval data[2]
#define tRaindropSpawnDuration data[3] // number of frames over which we spawn raindrops
void AnimTask_CreateRaindrops(u8 taskId)
{
u8 x, y;
if (gTasks[taskId].data[0] == 0)
if (gTasks[taskId].tRaindropSpawnTimer == 0)
{
gTasks[taskId].data[1] = gBattleAnimArgs[0];
gTasks[taskId].data[2] = gBattleAnimArgs[1];
gTasks[taskId].data[3] = gBattleAnimArgs[2];
gTasks[taskId].tRaindropUnused = gBattleAnimArgs[0];
gTasks[taskId].tRaindropSpawnInterval = gBattleAnimArgs[1];
gTasks[taskId].tRaindropSpawnDuration = gBattleAnimArgs[2];
}
gTasks[taskId].data[0]++;
if (gTasks[taskId].data[0] % gTasks[taskId].data[2] == 1)
gTasks[taskId].tRaindropSpawnTimer++;
if (gTasks[taskId].tRaindropSpawnTimer % gTasks[taskId].tRaindropSpawnInterval == 1)
{
x = Random2() % DISPLAY_WIDTH;
y = Random2() % (DISPLAY_HEIGHT / 2);
CreateSprite(&gRainDropSpriteTemplate, x, y, 4);
}
if (gTasks[taskId].data[0] == gTasks[taskId].data[3])
if (gTasks[taskId].tRaindropSpawnTimer == gTasks[taskId].tRaindropSpawnDuration)
DestroyAnimVisualTask(taskId);
}
#undef tRaindropSpawnTimer
#undef tRaindropUnused
#undef tRaindropSpawnInterval
#undef tRaindropSpawnDuration
static void AnimRainDrop(struct Sprite *sprite)
{
sprite->callback = AnimRainDrop_Step;
@@ -503,6 +513,10 @@ static void AnimRainDrop_Step(struct Sprite *sprite)
{
if (++sprite->data[0] <= 13)
{
//
// Make the raindrop fall, but only until it reaches the
// impact/splash frames of its animation.
//
sprite->x2++;
sprite->y2 += 4;
}