Merge remote-tracking branch 'pret/master' into pret-merge

Manual cleanups to the Magma Storm animation and AnimTask_InvertScreenColor

 Conflicts:
	asm/macros/battle_anim_script.inc
	data/battle_anim_scripts.s
	include/constants/battle_anim.h
	src/battle_anim_bug.c
	src/battle_anim_dragon.c
	src/battle_anim_effects_1.c
	src/battle_anim_normal.c
This commit is contained in:
Hedara 2026-01-31 19:20:54 +01:00
commit e758d55a03
9 changed files with 2694 additions and 2275 deletions

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@ -10,7 +10,7 @@
.2byte \tag .2byte \tag
.endm .endm
.macro createsprite template:req, anim_battler:req, subpriority_offset:req, argv:vararg .macro createsprite template:req, anim_battler:req, subpriority_offset:req, argv:vararg
.byte 0x02 .byte 0x02
.4byte \template .4byte \template
.if \anim_battler == ANIM_TARGET .if \anim_battler == ANIM_TARGET
@ -351,3 +351,300 @@
createvisualtask AnimTask_IsDoubleBattle, 0 createvisualtask AnimTask_IsDoubleBattle, 0
jumprettrue \ptr jumprettrue \ptr
.endm .endm
@ createsprite wrappers
@ The arguments are based on the CMD_ARGS of the callback associated with the template.
.macro simple_palette_blend unused_anim_battler=ANIM_ATTACKER, unused_subpriority_offset=2, selector:req, delay:req, initial_blend_y:req, target_blend_y:req, color:req
createsprite gSimplePaletteBlendSpriteTemplate, \unused_anim_battler, \unused_subpriority_offset, \selector, \delay, \initial_blend_y, \target_blend_y, \color
.endm
.macro complex_palette_blend unused_anim_battler=ANIM_ATTACKER, unused_subpriority_offset=2, selector:req, delay:req, num_blends:req, color1:req, blend_y1:req, color2:req, blend_y2:req
createsprite gComplexPaletteBlendSpriteTemplate, \unused_anim_battler, \unused_subpriority_offset, \selector, \delay, \num_blends, \color1, \blend_y1, \color2, \blend_y2
.endm
.macro shake_mon_or_platform unused_anim_battler=ANIM_ATTACKER, unused_subpriority_offset=2, velocity:req, shake_timer:req, shake_duration:req, type:req, battler_selector
.if \type == SHAKE_MON_X || \type == SHAKE_MON_Y
.ifb \battler_selector
.error "battler_selector required for SHAKE_MON_X or SHAKE_MON_Y"
.endif
.else
.ifnb \battler_selector
.warning "unused battler_selector in shake_mon_or_platform"
.endif
.endif
.ifb \battler_selector
createsprite gShakeMonOrPlatformSpriteTemplate, \unused_anim_battler, \unused_subpriority_offset, \velocity, \shake_timer, \shake_duration, \type
.else
createsprite gShakeMonOrPlatformSpriteTemplate, \unused_anim_battler, \unused_subpriority_offset, \velocity, \shake_timer, \shake_duration, \type, \battler_selector
.endif
.endm
.macro create_megahorn_horn_sprite anim_battler:req, subpriority_offset:req, x1:req, y1:req, x2:req, y2:req, duration:req
createsprite gMegahornHornSpriteTemplate, \anim_battler, \subpriority_offset, \x1, \y1, \x2, \y2, \duration
.endm
.macro create_leech_life_needle_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, duration:req
createsprite gLeechLifeNeedleSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \duration
.endm
.macro create_web_thread_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, unk2:req, amplitude:req, targets_both:req
createsprite gWebThreadSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \unk2, \amplitude, \targets_both
.endm
.macro create_string_wrap_sprite anim_battler:req, subpriority_offset:req, x:req, y:req
createsprite gStringWrapSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y
.endm
.macro create_linear_stinger_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, target_x:req, target_y:req, duration:req
createsprite gLinearStingerSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \target_x, \target_y, \duration
.endm
.macro create_pin_missile_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, target_x:req, target_y:req, duration:req, wave_amplitude:req
createsprite gPinMissileSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \target_x, \target_y, \duration, \wave_amplitude
.endm
.macro create_tail_glow_orb_sprite anim_battler:req, subpriority_offset:req, relative_to:req
createsprite gTailGlowOrbSpriteTemplate, \anim_battler, \subpriority_offset, \relative_to
.endm
.macro create_sharp_teeth_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, animation:req, x_velocity:req, y_velocity:req, half_duration:req
createsprite gSharpTeethSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \animation, 256 * \x_velocity, 256 * \y_velocity, \half_duration
.endm
.macro create_clamp_jaw_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, animation:req, x_velocity:req, y_velocity:req, half_duration:req
createsprite gClampJawSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \animation, 256 * \x_velocity, 256 * \y_velocity, \half_duration
.endm
.macro create_tear_drop_sprite anim_battler:req, subpriority_offset:req, relative_to:req, type:req
createsprite gTearDropSpriteTemplate, \anim_battler, \subpriority_offset, \relative_to, \type
.endm
.macro create_claw_slash_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, animation:req
createsprite gClawSlashSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \animation
.endm
.macro create_outrage_flame_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, duration:req, x_velocity:req, y_velocity:req, flicker_duration:req
createsprite gOutrageFlameSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \duration, 256 * \x_velocity, 256 * \y_velocity, \flicker_duration
.endm
.macro create_dragon_breath_fire_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, target_x:req, target_y:req, duration:req
createsprite gDragonBreathFireSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \target_x, \target_y, \duration
.endm
.macro create_dragon_rage_fire_spit_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, target_x:req, target_y:req, duration:req
createsprite gDragonRageFireSpitSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \target_x, \target_y, \duration
.endm
.macro create_dragon_rage_fire_plume_sprite anim_battler:req, subpriority_offset:req, relative_to:req, x:req, y:req
createsprite gDragonRageFirePlumeSpriteTemplate, \anim_battler, \subpriority_offset, \relative_to, \x, \y
.endm
.macro create_dragon_dance_orb_sprite anim_battler:req, subpriority_offset:req, angle:req
createsprite gDragonDanceOrbSpriteTemplate, \anim_battler, \subpriority_offset, 256 * \angle
.endm
.macro create_overheat_flame_sprite anim_battler:req, subpriority_offset:req, speed:req, unk1:req, unk2:req, duration:req, y:req
createsprite gOverheatFlameSpriteTemplate, \anim_battler, \subpriority_offset, \speed, \unk1, \unk2, \duration, \y
.endm
.macro create_sleep_powder_particle_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, duration:req, y_velocity:req, wave_amplitude:req, wave_speed:req
createsprite gSleepPowderParticleSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \duration, 256 * \y_velocity, \wave_amplitude, \wave_speed
.endm
.macro create_stun_spore_particle_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, duration:req, y_velocity:req, wave_amplitude:req, wave_speed:req
createsprite gStunSporeParticleSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \duration, 256 * \y_velocity, \wave_amplitude, \wave_speed
.endm
.macro create_poison_powder_particle_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, duration:req, y_velocity:req, wave_amplitude:req, wave_speed:req
createsprite gPoisonPowderParticleSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \duration, 256 * \y_velocity, \wave_amplitude, \wave_speed
.endm
.macro create_power_absorption_orb_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, duration:req
createsprite gPowerAbsorptionOrbSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \duration
.endm
.macro create_stockpile_absorption_orb_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, duration:req
createsprite gStockpileAbsorptionOrbSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \duration
.endm
.macro create_solar_beam_big_orb_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, duration:req, animation:req
createsprite gSolarBeamBigOrbSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \duration, \animation
.endm
.macro create_absorption_orb_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, wave_amplitude:req, wave_period:req
createsprite gAbsorptionOrbSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \wave_amplitude, \wave_period
.endm
.macro create_hyper_beam_orb_sprite anim_battler:req, subpriority_offset:req
createsprite gHyperBeamOrbSpriteTemplate, \anim_battler, \subpriority_offset
.endm
.macro createleechseedsprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, target_x:req, target_y:req, duration:req, wave_amplitude:req
createsprite gLeechSeedSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \target_x, \target_y, \duration, \wave_amplitude
.endm
.macro create_spore_particle_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, wave_offset:req, duration:req, blend:req
createsprite gSporeParticleSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \wave_offset, \duration, \blend
.endm
.macro create_petal_dance_big_flower_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, target_y:req, duration:req
createsprite gPetalDanceBigFlowerSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \target_y, \duration
.endm
.macro create_petal_dance_small_flower_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, target_y:req, duration:req
createsprite gPetalDanceSmallFlowerSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \target_y, \duration
.endm
.macro create_razor_leaf_particle_sprite anim_battler:req, subpriority_offset:req, upward_delta_x:req, upward_delta_y:req, upward_duration:req
createsprite gRazorLeafParticleSpriteTemplate, \anim_battler, \subpriority_offset, \upward_delta_x, \upward_delta_y, \upward_duration
.endm
.macro create_razor_leaf_cutter_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, target_x:req, target_y:req, duration:req, wave_amplitude:req, target_both:req
createsprite gRazorLeafCutterSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \target_x, \target_y, \duration, \wave_amplitude, \target_both
.endm
.macro create_swift_star_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, target_x:req, target_y:req, duration:req, wave_amplitude:req, target_both:req
createsprite gSwiftStarSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \target_x, \target_y, \duration, \wave_amplitude, \target_both
.endm
.macro create_twister_leaf_sprite anim_battler:req, subpriority_offset:req, duration:req, distance_y:req, wave_period:req, wave_amplitude:req, speed_up_on_frame:req
createsprite gTwisterLeafSpriteTemplate, \anim_battler, \subpriority_offset, \duration, \distance_y, \wave_period, \wave_amplitude, \speed_up_on_frame
.endm
.macro create_constrict_binding_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, affine_animation:req, squeezes:req
createsprite gConstrictBindingSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \affine_animation, \squeezes
.endm
.macro create_mimic_orb_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req
createsprite gMimicOrbSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y
.endm
.macro create_ingrain_root_sprite anim_battler:req, subpriority_offset:req, offset_x:req, offset_y:req, subpriority:req, animation:req, duration:req
createsprite gIngrainRootSpriteTemplate, \anim_battler, \subpriority_offset, \offset_x, \offset_y, \subpriority - 30, \animation, \duration
.endm
.macro create_frenzy_plant_root_sprite anim_battler:req, subpriority_offset:req, interpolate_percent:req, offset_x:req, offset_y:req, subpriority:req, animation:req, duration:req
createsprite gFrenzyPlantRootSpriteTemplate, \anim_battler, \subpriority_offset, \interpolate_percent, \offset_x, \offset_y, \subpriority - 30, \animation, \duration
.endm
.macro create_ingrain_orb_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, velocity_x:req, wave_amplitude:req, duration:req
createsprite gIngrainOrbSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \velocity_x, \wave_amplitude, \duration
.endm
.macro create_present_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, unk2:req, unk3:req, unk4:req
createsprite gPresentSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \unk2, \unk3, \unk4
.endm
.macro create_present_heal_particle_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, velocity_y:req, unused3=1
createsprite gPresentHealParticleSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \velocity_y, \unused3
.endm
.macro create_item_steal_sprite anim_battler:req, subpriority_offset:req, initial_x:req, initial_y:req, unk2, unk3, unk4
createsprite gItemStealSpriteTemplate, \anim_battler, \subpriority_offset, \initial_x, \initial_y, \unk2, \unk3, \unk4
.endm
.macro create_trick_bag_sprite anim_battler:req, subpriority_offset:req, initial_y:req, wave_offset:req
createsprite gTrickBagSpriteTemplate, \anim_battler, \subpriority_offset, \initial_y, \wave_offset
.endm
.macro create_confusion_duck_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, wave_offset:req, wave_period:req, duration:req
createsprite gConfusionDuckSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \wave_offset, \wave_period, \duration
.endm
.macro create_basic_hitsplat_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, relative_to:req, animation:req
createsprite gBasicHitSplatSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \relative_to, \animation
.endm
.macro create_persist_hitsplat_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, relative_to:req, animation:req, duration:req
createsprite gPersistHitSplatSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \relative_to, \animation, \duration
.endm
.macro create_handle_invert_hitsplat_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, relative_to:req, animation:req
createsprite gHandleInvertHitSplatSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \relative_to, \animation
.endm
.macro create_random_pos_hitsplat_sprite anim_battler:req, subpriority_offset:req, relative_to:req, animation
.ifnb \animation
createsprite gRandomPosHitSplatSpriteTemplate, \anim_battler, \subpriority_offset, \relative_to, \animation
.else
createsprite gRandomPosHitSplatSpriteTemplate, \anim_battler, \subpriority_offset, \relative_to, -1
.endif
.endm
.macro create_mon_edge_hitsplat_sprite anim_battler:req, subpriority_offset:req, relative_to:req, x:req, y:req, animation:req
createsprite gMonEdgeHitSplatSpriteTemplate, \anim_battler, \subpriority_offset, \relative_to, \x, \y, \animation
.endm
.macro create_cross_impact_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, relative_to:req, duration:req
createsprite gCrossImpactSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \relative_to, \duration
.endm
.macro create_flashing_hitsplat_sprite anim_battler:req, subpriority_offset:req, x:req, y:req, relative_to:req, animation:req
createsprite gFlashingHitSplatSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y, \relative_to, \animation
.endm
@ createvisualtask wrappers
@ The arguments are based on the CMD_ARGS of the task.
.macro metallic_shine priority=5, permanent:req, color
.ifb \color
createvisualtask AnimTask_MetallicShine, \priority, \permanent, FALSE, RGB_BLACK
.else
createvisualtask AnimTask_MetallicShine, \priority, \permanent, TRUE, \color
.endif
.endm
.macro set_grayscale_pal priority=5, battler:req
createvisualtask AnimTask_SetGrayscaleOrOriginalPal, \priority, \battler, FALSE
.endm
.macro set_original_pal priority=5, battler:req
createvisualtask AnimTask_SetGrayscaleOrOriginalPal, \priority, \battler, TRUE
.endm
.macro attacker_fade_to_invisible priority=2, step_delay:req
createvisualtask AnimTask_AttackerFadeToInvisible, \priority, \step_delay
.endm
.macro attacker_fade_from_invisible priority=2, step_delay:req
createvisualtask AnimTask_AttackerFadeFromInvisible, \priority, \step_delay
.endm
.macro shrink_target_copy priority=5, unk0:req, unk1:req
createvisualtask AnimTask_ShrinkTargetCopy, \priority, \unk0, \unk1
.endm
.macro create_leaf_blade_task priority=5
createvisualtask AnimTask_LeafBlade, \priority
.endm
.macro blend_color_cycle priority=2, selector:req, delay:req, num_blends:req, initial_blend_y:req, target_blend_y:req, color:req
createvisualtask AnimTask_BlendColorCycle, \priority, \selector, \delay, \num_blends, \initial_blend_y, \target_blend_y, \color
.endm
.macro blend_color_cycleexclude priority=2, unk0:req, delay:req, num_blends:req, initial_blend_y:req, target_blend_y:req, color:req
createvisualtask AnimTask_BlendColorCycleExclude, \priority, \unk0, \delay, \num_blends, \initial_blend_y, \target_blend_y, \color
.endm
.macro blend_color_cyclebytag priority=2, tag:req, delay:req, num_blends:req, initial_blend_y:req, target_blend_y:req, color:req
createvisualtask AnimTask_BlendColorCycleByTag, \priority, \tag, \delay, \num_blends, \initial_blend_y, \target_blend_y, \color
.endm
.macro flash_anim_tag_with_color priority=2, tag:req, delay:req, num_blends:req, color1:req, blend_y1:req, color2:req, blend_y2:req
createvisualtask AnimTask_FlashAnimTagWithColor, \priority, \tag, \delay, \num_blends, \color1, \blend_y1, \color2, \blend_y2
.endm
@ NOTE: This function is different on expansion compared to pret
.macro invert_screen_color priority=2, scenery:req
@ NOTE: These generate 0x000 or 0x101 to match, but the code checks for '& 0x100'.
createvisualtask AnimTask_InvertScreenColor, \priority, \scenery
.endm
.macro tint_palettes priority=2, scenery:req, attacker:req, target:req, duration:req, color:req
createvisualtask AnimTask_TintPalettes, \priority, \scenery << 8, \attacker << 8, \target << 8, \duration, \color & 0x1F, (\color >> 5) & 0x1F, (\color >> 10) & 0x1F
.endm
.macro shake_battle_platforms priority=2, x_offset:req, y_offset:req, shakes:req, delay:req
createvisualtask AnimTask_ShakeBattlePlatforms, \priority, \x_offset, \y_offset, \shakes, \delay
.endm

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,18 @@
#ifndef GUARD_BATTLE_ANIM_INTERNAL_H
#define GUARD_BATTLE_ANIM_INTERNAL_H
/* CMD_ARGS provides a way to locally name the members of gBattleAnimArgs.
*
* For example:
* {
* CMD_ARGS(x, y);
* // cmd->x is gBattleAnimArgs[0] and cmd->y is gBattleAnimArgs[1]
* } */
#if MODERN
#define CMD_ARGS(...) struct { s16 __VA_ARGS__; } *cmd = (void *)gBattleAnimArgs
#else
#define CMD_ARGS(...) struct CMD_ARGS { s16 __VA_ARGS__; }
#define cmd ((struct CMD_ARGS *)gBattleAnimArgs)
#endif
#endif

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@ -697,4 +697,7 @@ enum SpeciesGfxChange
// It's redundant with F_PAL_BATTLERS, because they're only ever used together to refer to all the battlers at once. // It's redundant with F_PAL_BATTLERS, because they're only ever used together to refer to all the battlers at once.
#define F_PAL_BATTLERS_2 (1 << 7 | 1 << 8 | 1 << 9 | 1 << 10) #define F_PAL_BATTLERS_2 (1 << 7 | 1 << 8 | 1 << 9 | 1 << 10)
enum { SHAKE_BG_X, SHAKE_BG_Y, SHAKE_MON_X, SHAKE_MON_Y };
enum { SHAKE_MON_ATTACKER, SHAKE_MON_TARGET, SHAKE_MON_BOTH };
#endif // GUARD_CONSTANTS_BATTLE_ANIM_H #endif // GUARD_CONSTANTS_BATTLE_ANIM_H

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@ -1,5 +1,6 @@
#include "global.h" #include "global.h"
#include "battle_anim.h" #include "battle_anim.h"
#include "battle_anim_internal.h"
#include "gpu_regs.h" #include "gpu_regs.h"
#include "trig.h" #include "trig.h"
#include "constants/rgb.h" #include "constants/rgb.h"
@ -192,27 +193,29 @@ const struct SpriteTemplate gTailGlowOrbSpriteTemplate =
static void AnimMegahornHorn(struct Sprite *sprite) static void AnimMegahornHorn(struct Sprite *sprite)
{ {
CMD_ARGS(x1, y1, x2, y2, duration);
if (IsContest()) if (IsContest())
{ {
StartSpriteAffineAnim(sprite, 2); StartSpriteAffineAnim(sprite, 2);
gBattleAnimArgs[2] = -gBattleAnimArgs[2]; cmd->x2 = -cmd->x2;
gBattleAnimArgs[0] = -gBattleAnimArgs[0]; cmd->x1 = -cmd->x1;
} }
else if (IsOnPlayerSide(gBattleAnimTarget)) else if (IsOnPlayerSide(gBattleAnimTarget))
{ {
StartSpriteAffineAnim(sprite, 1); StartSpriteAffineAnim(sprite, 1);
gBattleAnimArgs[1] = -gBattleAnimArgs[1]; cmd->y1 = -cmd->y1;
gBattleAnimArgs[2] = -gBattleAnimArgs[2]; cmd->x2 = -cmd->x2;
gBattleAnimArgs[3] = -gBattleAnimArgs[3]; cmd->y2 = -cmd->y2;
gBattleAnimArgs[0] = -gBattleAnimArgs[0]; cmd->x1 = -cmd->x1;
} }
sprite->x = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[0]; sprite->x = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_X_2) + cmd->x1;
sprite->y = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1]; sprite->y = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + cmd->y1;
sprite->data[0] = gBattleAnimArgs[4]; sprite->data[0] = cmd->duration;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2]; sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + cmd->x2;
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3]; sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + cmd->y2;
sprite->callback = StartAnimLinearTranslation; sprite->callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
@ -220,20 +223,22 @@ static void AnimMegahornHorn(struct Sprite *sprite)
static void AnimLeechLifeNeedle(struct Sprite *sprite) static void AnimLeechLifeNeedle(struct Sprite *sprite)
{ {
CMD_ARGS(x, y, duration);
if (IsContest()) if (IsContest())
{ {
gBattleAnimArgs[0] = -gBattleAnimArgs[0]; cmd->x = -cmd->x;
StartSpriteAffineAnim(sprite, 2); StartSpriteAffineAnim(sprite, 2);
} }
else if (IsOnPlayerSide(gBattleAnimTarget)) else if (IsOnPlayerSide(gBattleAnimTarget))
{ {
gBattleAnimArgs[1] = -gBattleAnimArgs[1]; cmd->y = -cmd->y;
gBattleAnimArgs[0] = -gBattleAnimArgs[0]; cmd->x = -cmd->x;
} }
sprite->x = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[0]; sprite->x = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_X_2) + cmd->x;
sprite->y = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1]; sprite->y = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + cmd->y;
sprite->data[0] = gBattleAnimArgs[2]; sprite->data[0] = cmd->duration;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2); sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET); sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
@ -244,22 +249,20 @@ static void AnimLeechLifeNeedle(struct Sprite *sprite)
// Creates a single web thread that travels from attacker to target. // Creates a single web thread that travels from attacker to target.
// Used by MOVE_STRING_SHOT and MOVE_SPIDER_WEB in their first move phase. // Used by MOVE_STRING_SHOT and MOVE_SPIDER_WEB in their first move phase.
// arg 0: x
// arg 1: y
// arg 2: controls the left-to-right movement // arg 2: controls the left-to-right movement
// arg 3: amplitude
// arg 4: if targets both opponents
static void AnimTranslateWebThread(struct Sprite *sprite) static void AnimTranslateWebThread(struct Sprite *sprite)
{ {
CMD_ARGS(x, y, unk2, amplitude, targetsBoth);
if (IsContest()) if (IsContest())
gBattleAnimArgs[2] /= 2; cmd->unk2 /= 2;
InitSpritePosToAnimAttacker(sprite, TRUE); InitSpritePosToAnimAttacker(sprite, TRUE);
sprite->data[0] = gBattleAnimArgs[2]; sprite->data[0] = cmd->unk2;
sprite->data[1] = sprite->x; sprite->data[1] = sprite->x;
sprite->data[3] = sprite->y; sprite->data[3] = sprite->y;
if (!gBattleAnimArgs[4]) if (!cmd->targetsBoth)
{ {
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2); sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET); sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
@ -270,7 +273,7 @@ static void AnimTranslateWebThread(struct Sprite *sprite)
} }
InitAnimLinearTranslationWithSpeed(sprite); InitAnimLinearTranslationWithSpeed(sprite);
sprite->data[5] = gBattleAnimArgs[3]; sprite->data[5] = cmd->amplitude;
sprite->callback = AnimTranslateWebThread_Step; sprite->callback = AnimTranslateWebThread_Step;
} }
@ -289,13 +292,15 @@ static void AnimTranslateWebThread_Step(struct Sprite *sprite)
// Second stage of String Shot // Second stage of String Shot
static void AnimStringWrap(struct Sprite *sprite) static void AnimStringWrap(struct Sprite *sprite)
{ {
CMD_ARGS(x, y);
SetAverageBattlerPositions(gBattleAnimTarget, FALSE, &sprite->x, &sprite->y); SetAverageBattlerPositions(gBattleAnimTarget, FALSE, &sprite->x, &sprite->y);
if (!IsOnPlayerSide(gBattleAnimAttacker)) if (!IsOnPlayerSide(gBattleAnimAttacker))
sprite->x -= gBattleAnimArgs[0]; sprite->x -= cmd->x;
else else
sprite->x += gBattleAnimArgs[0]; sprite->x += cmd->x;
sprite->y += gBattleAnimArgs[1]; sprite->y += cmd->y;
if (IsOnPlayerSide(gBattleAnimTarget)) if (IsOnPlayerSide(gBattleAnimTarget))
sprite->y += 8; sprite->y += 8;
@ -365,27 +370,24 @@ static void AnimSpiderWeb_End(struct Sprite *sprite)
// Translates a stinger sprite linearly to a destination location. The sprite is // Translates a stinger sprite linearly to a destination location. The sprite is
// initially rotated so that it appears to be traveling in a straight line. // initially rotated so that it appears to be traveling in a straight line.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: target x pixel offset
// arg 3: target y pixel offset
// arg 4: duration
void AnimTranslateStinger(struct Sprite *sprite) void AnimTranslateStinger(struct Sprite *sprite)
{ {
CMD_ARGS(initialX, intialY, targetX, targetY, duration);
s16 lVarX, lVarY; s16 lVarX, lVarY;
u16 rot; u16 rot;
if (IsContest()) if (IsContest())
{ {
gBattleAnimArgs[2] = -gBattleAnimArgs[2]; cmd->targetX = -cmd->targetX;
} }
else else
{ {
if (!IsOnPlayerSide(gBattleAnimAttacker)) if (!IsOnPlayerSide(gBattleAnimAttacker))
{ {
gBattleAnimArgs[2] = -gBattleAnimArgs[2]; cmd->targetX = -cmd->targetX;
gBattleAnimArgs[1] = -gBattleAnimArgs[1]; cmd->intialY = -cmd->intialY;
gBattleAnimArgs[3] = -gBattleAnimArgs[3]; cmd->targetY = -cmd->targetY;
} }
} }
@ -394,20 +396,20 @@ void AnimTranslateStinger(struct Sprite *sprite)
if (GetBattlerPosition(gBattleAnimTarget) == B_POSITION_PLAYER_LEFT if (GetBattlerPosition(gBattleAnimTarget) == B_POSITION_PLAYER_LEFT
|| GetBattlerPosition(gBattleAnimTarget) == B_POSITION_OPPONENT_LEFT) || GetBattlerPosition(gBattleAnimTarget) == B_POSITION_OPPONENT_LEFT)
{ {
gBattleAnimArgs[2] *= -1; cmd->targetX *= -1;
gBattleAnimArgs[0] *= -1; cmd->initialX *= -1;
} }
} }
InitSpritePosToAnimAttacker(sprite, TRUE); InitSpritePosToAnimAttacker(sprite, TRUE);
lVarX = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2]; lVarX = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + cmd->targetX;
lVarY = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3]; lVarY = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + cmd->targetY;
rot = ArcTan2Neg(lVarX - sprite->x, lVarY - sprite->y); rot = ArcTan2Neg(lVarX - sprite->x, lVarY - sprite->y);
rot += 0xC000; rot += 0xC000;
TrySetSpriteRotScale(sprite, FALSE, 0x100, 0x100, rot); TrySetSpriteRotScale(sprite, FALSE, 0x100, 0x100, rot);
sprite->data[0] = gBattleAnimArgs[4]; sprite->data[0] = cmd->duration;
sprite->data[2] = lVarX; sprite->data[2] = lVarX;
sprite->data[4] = lVarY; sprite->data[4] = lVarY;
@ -416,23 +418,19 @@ void AnimTranslateStinger(struct Sprite *sprite)
} }
// Rotates sprite and moves it in an arc, so that it appears like a missle or arrow traveling. // Rotates sprite and moves it in an arc, so that it appears like a missle or arrow traveling.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: target x pixel offset
// arg 3: target y pixel offset
// arg 4: duration
// arg 5: wave amplitude
void AnimMissileArc(struct Sprite *sprite) void AnimMissileArc(struct Sprite *sprite)
{ {
CMD_ARGS(initialX, intialY, targetX, targetY, duration, waveAmplitude);
InitSpritePosToAnimAttacker(sprite, TRUE); InitSpritePosToAnimAttacker(sprite, TRUE);
if (!IsOnPlayerSide(gBattleAnimAttacker)) if (!IsOnPlayerSide(gBattleAnimAttacker))
gBattleAnimArgs[2] = -gBattleAnimArgs[2]; cmd->targetX = -cmd->targetX;
sprite->data[0] = gBattleAnimArgs[4]; sprite->data[0] = cmd->duration;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2]; sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + cmd->targetX;
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3]; sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + cmd->targetY;
sprite->data[5] = gBattleAnimArgs[5]; sprite->data[5] = cmd->waveAmplitude;
InitAnimArcTranslation(sprite); InitAnimArcTranslation(sprite);
sprite->callback = AnimMissileArc_Step; sprite->callback = AnimMissileArc_Step;
@ -478,7 +476,9 @@ void AnimMissileArc_Step(struct Sprite *sprite)
static void AnimTailGlowOrb(struct Sprite *sprite) static void AnimTailGlowOrb(struct Sprite *sprite)
{ {
if (gBattleAnimArgs[0] == ANIM_ATTACKER) CMD_ARGS(relativeTo);
if (cmd->relativeTo == ANIM_ATTACKER)
{ {
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2); sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + 18; sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + 18;

View File

@ -1,5 +1,6 @@
#include "global.h" #include "global.h"
#include "battle_anim.h" #include "battle_anim.h"
#include "battle_anim_internal.h"
#include "contest.h" #include "contest.h"
#include "gpu_regs.h" #include "gpu_regs.h"
#include "graphics.h" #include "graphics.h"
@ -290,8 +291,10 @@ static void AnimPunishment(struct Sprite *sprite)
void AnimTask_AttackerFadeToInvisible(u8 taskId) void AnimTask_AttackerFadeToInvisible(u8 taskId)
{ {
CMD_ARGS(stepDelay);
int battler; int battler;
gTasks[taskId].data[0] = gBattleAnimArgs[0]; gTasks[taskId].data[0] = cmd->stepDelay;
battler = gBattleAnimAttacker; battler = gBattleAnimAttacker;
gTasks[taskId].data[1] = 16; gTasks[taskId].data[1] = 16;
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(16, 0)); SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(16, 0));
@ -328,7 +331,9 @@ static void AnimTask_AttackerFadeToInvisible_Step(u8 taskId)
void AnimTask_AttackerFadeFromInvisible(u8 taskId) void AnimTask_AttackerFadeFromInvisible(u8 taskId)
{ {
gTasks[taskId].data[0] = gBattleAnimArgs[0]; CMD_ARGS(stepDelay);
gTasks[taskId].data[0] = cmd->stepDelay;
gTasks[taskId].data[1] = BLDALPHA_BLEND(0, 16); gTasks[taskId].data[1] = BLDALPHA_BLEND(0, 16);
gTasks[taskId].func = AnimTask_AttackerFadeFromInvisible_Step; gTasks[taskId].func = AnimTask_AttackerFadeFromInvisible_Step;
SetGpuReg(REG_OFFSET_BLDALPHA, gTasks[taskId].data[1]); SetGpuReg(REG_OFFSET_BLDALPHA, gTasks[taskId].data[1]);
@ -415,12 +420,14 @@ static void AnimUnusedBagSteal_Step(struct Sprite *sprite)
// Move sprite inward for Bite/Crunch and Clamp // Move sprite inward for Bite/Crunch and Clamp
void AnimBite(struct Sprite *sprite) void AnimBite(struct Sprite *sprite)
{ {
sprite->x += gBattleAnimArgs[0]; CMD_ARGS(x, y, animation, xVelocity, yVelocity, halfDuration);
sprite->y += gBattleAnimArgs[1];
StartSpriteAffineAnim(sprite, gBattleAnimArgs[2]); sprite->x += cmd->x;
sprite->data[0] = gBattleAnimArgs[3]; sprite->y += cmd->y;
sprite->data[1] = gBattleAnimArgs[4]; StartSpriteAffineAnim(sprite, cmd->animation);
sprite->data[2] = gBattleAnimArgs[5]; sprite->data[0] = cmd->xVelocity;
sprite->data[1] = cmd->yVelocity;
sprite->data[2] = cmd->halfDuration;
sprite->callback = AnimBite_Step1; sprite->callback = AnimBite_Step1;
} }
@ -447,10 +454,12 @@ static void AnimBite_Step2(struct Sprite *sprite)
// Launches a tear drop away from the battler. Used by Fake Tears // Launches a tear drop away from the battler. Used by Fake Tears
void AnimTearDrop(struct Sprite *sprite) void AnimTearDrop(struct Sprite *sprite)
{ {
CMD_ARGS(relativeTo, type);
u8 battler; u8 battler;
s8 xOffset; s8 xOffset;
if (gBattleAnimArgs[0] == ANIM_ATTACKER) if (cmd->relativeTo == ANIM_ATTACKER)
battler = gBattleAnimAttacker; battler = gBattleAnimAttacker;
else else
battler = gBattleAnimTarget; battler = gBattleAnimTarget;
@ -458,7 +467,7 @@ void AnimTearDrop(struct Sprite *sprite)
xOffset = 20; xOffset = 20;
sprite->oam.tileNum += 4; sprite->oam.tileNum += 4;
switch (gBattleAnimArgs[1]) switch (cmd->type)
{ {
case 0: case 0:
sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_RIGHT) - 8; sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_RIGHT) - 8;
@ -899,21 +908,22 @@ void AnimTask_MementoHandleBg(u8 taskId)
// Animates a deep slash from a claw. Used by Metal Claw, Dragon Claw, and Crush Claw // Animates a deep slash from a claw. Used by Metal Claw, Dragon Claw, and Crush Claw
void AnimClawSlash(struct Sprite *sprite) void AnimClawSlash(struct Sprite *sprite)
{ {
sprite->x += gBattleAnimArgs[0]; CMD_ARGS(x, y, animation);
sprite->y += gBattleAnimArgs[1];
StartSpriteAnim(sprite, gBattleAnimArgs[2]); sprite->x += cmd->x;
sprite->y += cmd->y;
StartSpriteAnim(sprite, cmd->animation);
sprite->callback = RunStoredCallbackWhenAnimEnds; sprite->callback = RunStoredCallbackWhenAnimEnds;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
} }
// Makes the attacker metallic and shining. // Makes the attacker metallic and shining.
// Used by MOVE_HARDEN and MOVE_IRON_DEFENSE. // 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. // 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) void AnimTask_MetallicShine(u8 taskId)
{ {
CMD_ARGS(permanent, useColor, color);
u16 species; u16 species;
u8 spriteId; u8 spriteId;
u8 newSpriteId; u8 newSpriteId;
@ -963,15 +973,15 @@ void AnimTask_MetallicShine(u8 taskId)
gBattle_BG1_Y = -gSprites[spriteId].y + 32; gBattle_BG1_Y = -gSprites[spriteId].y + 32;
paletteNum = 16 + gSprites[spriteId].oam.paletteNum; paletteNum = 16 + gSprites[spriteId].oam.paletteNum;
if (gBattleAnimArgs[1] == 0) if (cmd->useColor == 0)
SetGrayscaleOrOriginalPalette(paletteNum, FALSE); SetGrayscaleOrOriginalPalette(paletteNum, FALSE);
else else
BlendPalette(BG_PLTT_ID(paletteNum), 16, 11, gBattleAnimArgs[2]); BlendPalette(BG_PLTT_ID(paletteNum), 16, 11, cmd->color);
gTasks[taskId].data[0] = newSpriteId; gTasks[taskId].data[0] = newSpriteId;
gTasks[taskId].data[1] = gBattleAnimArgs[0]; gTasks[taskId].data[1] = cmd->permanent;
gTasks[taskId].data[2] = gBattleAnimArgs[1]; gTasks[taskId].data[2] = cmd->useColor;
gTasks[taskId].data[3] = gBattleAnimArgs[2]; gTasks[taskId].data[3] = cmd->color;
gTasks[taskId].data[6] = priorityChanged; gTasks[taskId].data[6] = priorityChanged;
gTasks[taskId].func = AnimTask_MetallicShine_Step; gTasks[taskId].func = AnimTask_MetallicShine_Step;
} }
@ -1020,22 +1030,22 @@ static void AnimTask_MetallicShine_Step(u8 taskId)
} }
// Changes battler's palette to either grayscale or original. // Changes battler's palette to either grayscale or original.
// arg0: which battler
// arg1: FALSE grayscale, TRUE original
void AnimTask_SetGrayscaleOrOriginalPal(u8 taskId) void AnimTask_SetGrayscaleOrOriginalPal(u8 taskId)
{ {
CMD_ARGS(battler, mode);
u8 spriteId; u8 spriteId;
u8 battler; u8 battler;
bool8 calcSpriteId = FALSE; bool8 calcSpriteId = FALSE;
u8 position = B_POSITION_PLAYER_LEFT; u8 position = B_POSITION_PLAYER_LEFT;
switch (gBattleAnimArgs[0]) switch (cmd->battler)
{ {
case ANIM_ATTACKER: case ANIM_ATTACKER:
case ANIM_TARGET: case ANIM_TARGET:
case ANIM_ATK_PARTNER: case ANIM_ATK_PARTNER:
case ANIM_DEF_PARTNER: case ANIM_DEF_PARTNER:
spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); spriteId = GetAnimBattlerSpriteId(cmd->battler);
break; break;
case ANIM_PLAYER_LEFT: case ANIM_PLAYER_LEFT:
position = B_POSITION_PLAYER_LEFT; position = B_POSITION_PLAYER_LEFT;
@ -1068,7 +1078,7 @@ void AnimTask_SetGrayscaleOrOriginalPal(u8 taskId)
} }
if (spriteId != SPRITE_NONE) if (spriteId != SPRITE_NONE)
SetGrayscaleOrOriginalPalette(gSprites[spriteId].oam.paletteNum + 16, gBattleAnimArgs[1]); SetGrayscaleOrOriginalPalette(gSprites[spriteId].oam.paletteNum + 16, cmd->mode);
DestroyAnimVisualTask(taskId); DestroyAnimVisualTask(taskId);
} }

View File

@ -1,5 +1,6 @@
#include "global.h" #include "global.h"
#include "battle_anim.h" #include "battle_anim.h"
#include "battle_anim_internal.h"
#include "scanline_effect.h" #include "scanline_effect.h"
#include "task.h" #include "task.h"
#include "trig.h" #include "trig.h"
@ -404,24 +405,26 @@ static void AnimSpinningDracoMeteor(struct Sprite *sprite)
void AnimOutrageFlame(struct Sprite *sprite) void AnimOutrageFlame(struct Sprite *sprite)
{ {
CMD_ARGS(x, y, duration, xVelocity, yVelocity, flickerDuration);
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2); sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET); sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
if (!IsOnPlayerSide(gBattleAnimAttacker)) if (!IsOnPlayerSide(gBattleAnimAttacker))
{ {
sprite->x -= gBattleAnimArgs[0]; sprite->x -= cmd->x;
gBattleAnimArgs[3] = -gBattleAnimArgs[3]; cmd->xVelocity = -cmd->xVelocity;
gBattleAnimArgs[4] = -gBattleAnimArgs[4]; cmd->yVelocity = -cmd->yVelocity;
} }
else else
{ {
sprite->x += gBattleAnimArgs[0]; sprite->x += cmd->x;
} }
sprite->y += gBattleAnimArgs[1]; sprite->y += cmd->y;
sprite->data[0] = gBattleAnimArgs[2]; sprite->data[0] = cmd->duration;
sprite->data[1] = gBattleAnimArgs[3]; sprite->data[1] = cmd->xVelocity;
sprite->data[3] = gBattleAnimArgs[4]; sprite->data[3] = cmd->yVelocity;
sprite->data[5] = gBattleAnimArgs[5]; sprite->data[5] = cmd->flickerDuration;
sprite->invisible = TRUE; sprite->invisible = TRUE;
StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix); StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
sprite->callback = TranslateSpriteLinearAndFlicker; sprite->callback = TranslateSpriteLinearAndFlicker;
@ -429,26 +432,28 @@ void AnimOutrageFlame(struct Sprite *sprite)
static void StartDragonFireTranslation(struct Sprite *sprite) static void StartDragonFireTranslation(struct Sprite *sprite)
{ {
CMD_ARGS(initialX, initialY, targetX, targetY, duration);
SetSpriteCoordsToAnimAttackerCoords(sprite); SetSpriteCoordsToAnimAttackerCoords(sprite);
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2); sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET); sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
if (!IsOnPlayerSide(gBattleAnimAttacker)) if (!IsOnPlayerSide(gBattleAnimAttacker))
{ {
sprite->x -= gBattleAnimArgs[1]; sprite->x -= cmd->initialY;
sprite->y += gBattleAnimArgs[1]; sprite->y += cmd->initialY;
sprite->data[2] -= gBattleAnimArgs[2]; sprite->data[2] -= cmd->targetX;
sprite->data[4] += gBattleAnimArgs[3]; sprite->data[4] += cmd->targetY;
} }
else else
{ {
sprite->x += gBattleAnimArgs[0]; sprite->x += cmd->initialX;
sprite->y += gBattleAnimArgs[1]; sprite->y += cmd->initialY;
sprite->data[2] += gBattleAnimArgs[2]; sprite->data[2] += cmd->targetX;
sprite->data[4] += gBattleAnimArgs[3]; sprite->data[4] += cmd->targetY;
StartSpriteAnim(sprite, 1); StartSpriteAnim(sprite, 1);
} }
sprite->data[0] = gBattleAnimArgs[4]; sprite->data[0] = cmd->duration;
sprite->callback = StartAnimLinearTranslation; sprite->callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix); StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
} }
@ -458,7 +463,9 @@ static void StartDragonFireTranslation(struct Sprite *sprite)
// args[2] - initial y offset // args[2] - initial y offset
void AnimDragonRageFirePlume(struct Sprite *sprite) void AnimDragonRageFirePlume(struct Sprite *sprite)
{ {
if (gBattleAnimArgs[0] == 0) CMD_ARGS(relativeTo, x, y);
if (cmd->relativeTo == ANIM_ATTACKER)
{ {
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X); sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y); sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
@ -469,8 +476,8 @@ void AnimDragonRageFirePlume(struct Sprite *sprite)
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y); sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
} }
SetAnimSpriteInitialXOffset(sprite, gBattleAnimArgs[1]); SetAnimSpriteInitialXOffset(sprite, cmd->x);
sprite->y += gBattleAnimArgs[2]; sprite->y += cmd->y;
sprite->callback = RunStoredCallbackWhenAnimEnds; sprite->callback = RunStoredCallbackWhenAnimEnds;
StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix); StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
} }
@ -486,13 +493,15 @@ void AnimDragonFireToTarget(struct Sprite *sprite)
void AnimDragonDanceOrb(struct Sprite *sprite) void AnimDragonDanceOrb(struct Sprite *sprite)
{ {
CMD_ARGS(angle);
u16 r5; u16 r5;
u16 r0; u16 r0;
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2); sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET); sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[4] = 0; sprite->data[4] = 0;
sprite->data[5] = 1; sprite->data[5] = 1;
sprite->data[6] = gBattleAnimArgs[0]; sprite->data[6] = cmd->angle;
r5 = GetBattlerSpriteCoordAttr(gBattlerAttacker, BATTLER_COORD_ATTR_HEIGHT); r5 = GetBattlerSpriteCoordAttr(gBattlerAttacker, BATTLER_COORD_ATTR_HEIGHT);
r0 = GetBattlerSpriteCoordAttr(gBattlerAttacker, BATTLER_COORD_ATTR_WIDTH); r0 = GetBattlerSpriteCoordAttr(gBattlerAttacker, BATTLER_COORD_ATTR_WIDTH);
if (r5 > r0) if (r5 > r0)
@ -633,14 +642,16 @@ static void UpdateDragonDanceScanlineEffect(struct Task *task)
void AnimOverheatFlame(struct Sprite *sprite) void AnimOverheatFlame(struct Sprite *sprite)
{ {
int yAmplitude = (gBattleAnimArgs[2] * 3) / 5; CMD_ARGS(speed, unk1, unk2, duration, y);
int yAmplitude = (cmd->unk2 * 3) / 5;
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2); sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[4]; sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + cmd->y;
sprite->data[1] = Cos(gBattleAnimArgs[1], gBattleAnimArgs[2]); sprite->data[1] = Cos(cmd->unk1, cmd->unk2);
sprite->data[2] = Sin(gBattleAnimArgs[1], yAmplitude); sprite->data[2] = Sin(cmd->unk1, yAmplitude);
sprite->x += sprite->data[1] * gBattleAnimArgs[0]; sprite->x += sprite->data[1] * cmd->speed;
sprite->y += sprite->data[2] * gBattleAnimArgs[0]; sprite->y += sprite->data[2] * cmd->speed;
sprite->data[3] = gBattleAnimArgs[3]; sprite->data[3] = cmd->duration;
sprite->callback = AnimOverheatFlame_Step; sprite->callback = AnimOverheatFlame_Step;
} }

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,6 @@
#include "global.h" #include "global.h"
#include "battle_anim.h" #include "battle_anim.h"
#include "battle_anim_internal.h"
#include "palette.h" #include "palette.h"
#include "random.h" #include "random.h"
#include "task.h" #include "task.h"
@ -339,29 +340,26 @@ static void AnimMovePowerSwapGuardSwap(struct Sprite *sprite)
} }
// Moves a spinning duck around the mon's head. // Moves a spinning duck around the mon's head.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: initial wave offset
// arg 3: wave period (higher means faster wave)
// arg 4: duration
static void AnimConfusionDuck(struct Sprite *sprite) static void AnimConfusionDuck(struct Sprite *sprite)
{ {
sprite->x += gBattleAnimArgs[0]; CMD_ARGS(x, y, waveOffset, wavePeriod, duration);
sprite->y += gBattleAnimArgs[1];
sprite->data[0] = gBattleAnimArgs[2]; sprite->x += cmd->x;
sprite->y += cmd->y;
sprite->data[0] = cmd->waveOffset;
if (!IsOnPlayerSide(gBattleAnimAttacker)) if (!IsOnPlayerSide(gBattleAnimAttacker))
{ {
sprite->data[1] = -gBattleAnimArgs[3]; sprite->data[1] = -cmd->wavePeriod;
sprite->data[4] = 1; sprite->data[4] = 1;
} }
else else
{ {
sprite->data[1] = gBattleAnimArgs[3]; sprite->data[1] = cmd->wavePeriod;
sprite->data[4] = 0; sprite->data[4] = 0;
StartSpriteAnim(sprite, 1); StartSpriteAnim(sprite, 1);
} }
sprite->data[3] = gBattleAnimArgs[4]; sprite->data[3] = cmd->duration;
sprite->callback = AnimConfusionDuck_Step; sprite->callback = AnimConfusionDuck_Step;
sprite->callback(sprite); sprite->callback(sprite);
} }
@ -382,15 +380,12 @@ static void AnimConfusionDuck_Step(struct Sprite *sprite)
} }
// Performs a simple color blend on a specified sprite. // Performs a simple color blend on a specified sprite.
// arg 0: palette selector
// arg 1: delay
// arg 2: start blend amount
// arg 3: end blend amount
// arg 4: blend color
static void AnimSimplePaletteBlend(struct Sprite *sprite) static void AnimSimplePaletteBlend(struct Sprite *sprite)
{ {
u32 selectedPalettes = UnpackSelectedBattlePalettes(gBattleAnimArgs[0]); CMD_ARGS(selector, delay, initialBlendY, targetBlendY, color);
BeginNormalPaletteFade(selectedPalettes, gBattleAnimArgs[1], gBattleAnimArgs[2], gBattleAnimArgs[3], gBattleAnimArgs[4]);
u32 selectedPalettes = UnpackSelectedBattlePalettes(cmd->selector);
BeginNormalPaletteFade(selectedPalettes, cmd->delay, cmd->initialBlendY, cmd->targetBlendY, cmd->color);
sprite->invisible = TRUE; sprite->invisible = TRUE;
sprite->callback = AnimSimplePaletteBlend_Step; sprite->callback = AnimSimplePaletteBlend_Step;
} }
@ -441,21 +436,32 @@ static void AnimSimplePaletteBlend_Step(struct Sprite *sprite)
DestroyAnimSprite(sprite); DestroyAnimSprite(sprite);
} }
#define sTimer data[0]
#define sDelay data[1]
#define sNumBlends data[2]
#define sColor1 data[3]
#define sBlendY1 data[4]
#define sColor2 data[5]
#define sBlendY2 data[6]
#define sPaletteSelector data[7]
static void AnimComplexPaletteBlend(struct Sprite *sprite) static void AnimComplexPaletteBlend(struct Sprite *sprite)
{ {
CMD_ARGS(selector, delay, numBlends, color1, blendY1, color2, blendY2);
u32 selectedPalettes; u32 selectedPalettes;
sprite->data[0] = gBattleAnimArgs[1]; sprite->sTimer = cmd->delay;
sprite->data[1] = gBattleAnimArgs[1]; sprite->sDelay = cmd->delay;
sprite->data[2] = gBattleAnimArgs[2]; sprite->sNumBlends = cmd->numBlends;
sprite->data[3] = gBattleAnimArgs[3]; sprite->sColor1 = cmd->color1;
sprite->data[4] = gBattleAnimArgs[4]; sprite->sBlendY1 = cmd->blendY1;
sprite->data[5] = gBattleAnimArgs[5]; sprite->sColor2 = cmd->color2;
sprite->data[6] = gBattleAnimArgs[6]; sprite->sBlendY2 = cmd->blendY2;
sprite->data[7] = gBattleAnimArgs[0]; sprite->sPaletteSelector = cmd->selector;
selectedPalettes = UnpackSelectedBattlePalettes(sprite->data[7]); selectedPalettes = UnpackSelectedBattlePalettes(sprite->sPaletteSelector);
BlendPalettes(selectedPalettes, gBattleAnimArgs[4], gBattleAnimArgs[3]); BlendPalettes(selectedPalettes, cmd->blendY1, cmd->color1);
sprite->invisible = TRUE; sprite->invisible = TRUE;
sprite->callback = AnimComplexPaletteBlend_Step1; sprite->callback = AnimComplexPaletteBlend_Step1;
} }
@ -464,30 +470,30 @@ static void AnimComplexPaletteBlend_Step1(struct Sprite *sprite)
{ {
u32 selectedPalettes; u32 selectedPalettes;
if (sprite->data[0] > 0) if (sprite->sTimer > 0)
{ {
sprite->data[0]--; sprite->sTimer--;
return; return;
} }
if (gPaletteFade.active) if (gPaletteFade.active)
return; return;
if (sprite->data[2] == 0) if (sprite->sNumBlends == 0)
{ {
sprite->callback = AnimComplexPaletteBlend_Step2; sprite->callback = AnimComplexPaletteBlend_Step2;
return; return;
} }
selectedPalettes = UnpackSelectedBattlePalettes(sprite->data[7]); selectedPalettes = UnpackSelectedBattlePalettes(sprite->sPaletteSelector);
if (sprite->data[1] & 0x100) if (sprite->sDelay & 0x100)
BlendPalettes(selectedPalettes, sprite->data[4], sprite->data[3]); BlendPalettes(selectedPalettes, sprite->sBlendY1, sprite->sColor1);
else else
BlendPalettes(selectedPalettes, sprite->data[6], sprite->data[5]); BlendPalettes(selectedPalettes, sprite->sBlendY2, sprite->sColor2);
sprite->data[1] ^= 0x100; sprite->sDelay ^= 0x100;
sprite->data[0] = sprite->data[1] & 0xFF; sprite->sTimer = sprite->sDelay & 0xFF;
sprite->data[2]--; sprite->sNumBlends--;
} }
static void AnimComplexPaletteBlend_Step2(struct Sprite *sprite) static void AnimComplexPaletteBlend_Step2(struct Sprite *sprite)
@ -496,16 +502,27 @@ static void AnimComplexPaletteBlend_Step2(struct Sprite *sprite)
if (!gPaletteFade.active) if (!gPaletteFade.active)
{ {
selectedPalettes = UnpackSelectedBattlePalettes(sprite->data[7]); selectedPalettes = UnpackSelectedBattlePalettes(sprite->sPaletteSelector);
BlendPalettes(selectedPalettes, 0, 0); BlendPalettes(selectedPalettes, 0, 0);
DestroyAnimSprite(sprite); DestroyAnimSprite(sprite);
} }
} }
#undef sTimer
#undef sDelay
#undef sNumBlends
#undef sColor1
#undef sBlendY1
#undef sColor2
#undef sBlendY2
#undef sPaletteSelector
static void AnimCirclingSparkle(struct Sprite *sprite) static void AnimCirclingSparkle(struct Sprite *sprite)
{ {
sprite->x += gBattleAnimArgs[0]; CMD_ARGS(x, y);
sprite->y += gBattleAnimArgs[1];
sprite->x += cmd->x;
sprite->y += cmd->y;
sprite->data[0] = 0; sprite->data[0] = 0;
sprite->data[1] = 10; sprite->data[1] = 10;
sprite->data[2] = 8; sprite->data[2] = 8;
@ -533,12 +550,14 @@ static void AnimCirclingSparkle(struct Sprite *sprite)
// Many uses of this task only set a tNumBlends of 2, which has the effect of blending to a color and back once // Many uses of this task only set a tNumBlends of 2, which has the effect of blending to a color and back once
void AnimTask_BlendColorCycle(u8 taskId) void AnimTask_BlendColorCycle(u8 taskId)
{ {
gTasks[taskId].tPalSelector = gBattleAnimArgs[0]; CMD_ARGS(selector, delay, numBlends, initialBlendY, targetBlendY, color);
gTasks[taskId].tDelay = gBattleAnimArgs[1];
gTasks[taskId].tNumBlends = gBattleAnimArgs[2]; gTasks[taskId].tPalSelector = cmd->selector;
gTasks[taskId].tInitialBlendY = gBattleAnimArgs[3]; gTasks[taskId].tDelay = cmd->delay;
gTasks[taskId].tTargetBlendY = gBattleAnimArgs[4]; gTasks[taskId].tNumBlends = cmd->numBlends;
gTasks[taskId].tBlendColor = gBattleAnimArgs[5]; gTasks[taskId].tInitialBlendY = cmd->initialBlendY;
gTasks[taskId].tTargetBlendY = cmd->targetBlendY;
gTasks[taskId].tBlendColor = cmd->color;
gTasks[taskId].tRestoreBlend = FALSE; gTasks[taskId].tRestoreBlend = FALSE;
BlendColorCycle(taskId, 0, gTasks[taskId].tTargetBlendY); BlendColorCycle(taskId, 0, gTasks[taskId].tTargetBlendY);
gTasks[taskId].func = AnimTask_BlendColorCycleLoop; gTasks[taskId].func = AnimTask_BlendColorCycleLoop;
@ -593,15 +612,17 @@ static void AnimTask_BlendColorCycleLoop(u8 taskId)
// See AnimTask_BlendColorCycle. Same, but excludes Attacker and Target // See AnimTask_BlendColorCycle. Same, but excludes Attacker and Target
void AnimTask_BlendColorCycleExclude(u8 taskId) void AnimTask_BlendColorCycleExclude(u8 taskId)
{ {
CMD_ARGS(unk0, delay, numBlends, initialBlendY, targetBlendY, color);
int battler; int battler;
u32 selectedPalettes = 0; u32 selectedPalettes = 0;
gTasks[taskId].data[0] = gBattleAnimArgs[0]; gTasks[taskId].data[0] = cmd->unk0;
gTasks[taskId].tDelay = gBattleAnimArgs[1]; gTasks[taskId].tDelay = cmd->delay;
gTasks[taskId].tNumBlends = gBattleAnimArgs[2]; gTasks[taskId].tNumBlends = cmd->numBlends;
gTasks[taskId].tInitialBlendY = gBattleAnimArgs[3]; gTasks[taskId].tInitialBlendY = cmd->initialBlendY;
gTasks[taskId].tTargetBlendY = gBattleAnimArgs[4]; gTasks[taskId].tTargetBlendY = cmd->targetBlendY;
gTasks[taskId].tBlendColor = gBattleAnimArgs[5]; gTasks[taskId].tBlendColor = cmd->color;
gTasks[taskId].tRestoreBlend = 0; gTasks[taskId].tRestoreBlend = 0;
for (battler = 0; battler < gBattlersCount; battler++) for (battler = 0; battler < gBattlersCount; battler++)
@ -610,7 +631,7 @@ void AnimTask_BlendColorCycleExclude(u8 taskId)
selectedPalettes |= 1 << (battler + 16); selectedPalettes |= 1 << (battler + 16);
} }
if (gBattleAnimArgs[0] == 1) if (cmd->unk0 == 1)
selectedPalettes |= 0xE; selectedPalettes |= 0xE;
gTasks[taskId].tPalSelectorHi = selectedPalettes >> 16; gTasks[taskId].tPalSelectorHi = selectedPalettes >> 16;
@ -668,12 +689,14 @@ static void AnimTask_BlendColorCycleExcludeLoop(u8 taskId)
// See AnimTask_BlendColorCycle. Same, but selects palette by ANIM_TAG_* // See AnimTask_BlendColorCycle. Same, but selects palette by ANIM_TAG_*
void AnimTask_BlendColorCycleByTag(u8 taskId) void AnimTask_BlendColorCycleByTag(u8 taskId)
{ {
gTasks[taskId].tPalTag = gBattleAnimArgs[0]; CMD_ARGS(tag, delay, numBlends, initialBlendY, targetBlendY, color);
gTasks[taskId].tDelay = gBattleAnimArgs[1];
gTasks[taskId].tNumBlends = gBattleAnimArgs[2]; gTasks[taskId].tPalTag = cmd->tag;
gTasks[taskId].tInitialBlendY = gBattleAnimArgs[3]; gTasks[taskId].tDelay = cmd->delay;
gTasks[taskId].tTargetBlendY = gBattleAnimArgs[4]; gTasks[taskId].tNumBlends = cmd->numBlends;
gTasks[taskId].tBlendColor = gBattleAnimArgs[5]; gTasks[taskId].tInitialBlendY = cmd->initialBlendY;
gTasks[taskId].tTargetBlendY = cmd->targetBlendY;
gTasks[taskId].tBlendColor = cmd->color;
gTasks[taskId].tRestoreBlend = FALSE; gTasks[taskId].tRestoreBlend = FALSE;
BlendColorCycleByTag(taskId, 0, gTasks[taskId].tTargetBlendY); BlendColorCycleByTag(taskId, 0, gTasks[taskId].tTargetBlendY);
@ -738,26 +761,36 @@ static void AnimTask_BlendColorCycleByTagLoop(u8 taskId)
#undef tPalSelectorLo #undef tPalSelectorLo
// Flashes the specified anim tag with given color. Used e.g. to flash the particles red in Hyper Beam // Flashes the specified anim tag with given color. Used e.g. to flash the particles red in Hyper Beam
#define tTimer data[0]
#define tDelay data[1]
#define tNumBlends data[2]
#define tColor1 data[3]
#define tBlendY1 data[4]
#define tColor2 data[5]
#define tBlendY2 data[6]
#define tAnimTag data[7]
void AnimTask_FlashAnimTagWithColor(u8 taskId) void AnimTask_FlashAnimTagWithColor(u8 taskId)
{ {
CMD_ARGS(tag, delay, numBlends, color1, blendY1, color2, blendY2);
u8 paletteIndex; u8 paletteIndex;
gTasks[taskId].data[0] = gBattleAnimArgs[1]; gTasks[taskId].tTimer = cmd->delay;
gTasks[taskId].data[1] = gBattleAnimArgs[1]; gTasks[taskId].tDelay = cmd->delay;
gTasks[taskId].data[2] = gBattleAnimArgs[2]; gTasks[taskId].tNumBlends = cmd->numBlends;
gTasks[taskId].data[3] = gBattleAnimArgs[3]; gTasks[taskId].tColor1 = cmd->color1;
gTasks[taskId].data[4] = gBattleAnimArgs[4]; gTasks[taskId].tBlendY1 = cmd->blendY1;
gTasks[taskId].data[5] = gBattleAnimArgs[5]; gTasks[taskId].tColor2 = cmd->color2;
gTasks[taskId].data[6] = gBattleAnimArgs[6]; gTasks[taskId].tBlendY2 = cmd->blendY2;
gTasks[taskId].data[7] = gBattleAnimArgs[0]; gTasks[taskId].tAnimTag = cmd->tag;
paletteIndex = IndexOfSpritePaletteTag(gBattleAnimArgs[0]); paletteIndex = IndexOfSpritePaletteTag(cmd->tag);
BeginNormalPaletteFade( BeginNormalPaletteFade(
1 << (paletteIndex + 16), 1 << (paletteIndex + 16),
0, 0,
gBattleAnimArgs[4], cmd->blendY1,
gBattleAnimArgs[4], cmd->blendY1,
gBattleAnimArgs[3]); cmd->color1);
gTasks[taskId].func = AnimTask_FlashAnimTagWithColor_Step1; gTasks[taskId].func = AnimTask_FlashAnimTagWithColor_Step1;
} }
@ -766,44 +799,44 @@ static void AnimTask_FlashAnimTagWithColor_Step1(u8 taskId)
{ {
u32 selectedPalettes; u32 selectedPalettes;
if (gTasks[taskId].data[0] > 0) if (gTasks[taskId].tTimer > 0)
{ {
gTasks[taskId].data[0]--; gTasks[taskId].tTimer--;
return; return;
} }
if (gPaletteFade.active) if (gPaletteFade.active)
return; return;
if (gTasks[taskId].data[2] == 0) if (gTasks[taskId].tNumBlends == 0)
{ {
gTasks[taskId].func = AnimTask_FlashAnimTagWithColor_Step2; gTasks[taskId].func = AnimTask_FlashAnimTagWithColor_Step2;
return; return;
} }
selectedPalettes = 1 << (IndexOfSpritePaletteTag(gTasks[taskId].data[7]) + 16); selectedPalettes = 1 << (IndexOfSpritePaletteTag(gTasks[taskId].tAnimTag) + 16);
if (gTasks[taskId].data[1] & 0x100) if (gTasks[taskId].tDelay & 0x100)
{ {
BeginNormalPaletteFade( BeginNormalPaletteFade(
selectedPalettes, selectedPalettes,
0, 0,
gTasks[taskId].data[4], gTasks[taskId].tBlendY1,
gTasks[taskId].data[4], gTasks[taskId].tBlendY1,
gTasks[taskId].data[3]); gTasks[taskId].tColor1);
} }
else else
{ {
BeginNormalPaletteFade( BeginNormalPaletteFade(
selectedPalettes, selectedPalettes,
0, 0,
gTasks[taskId].data[6], gTasks[taskId].tBlendY2,
gTasks[taskId].data[6], gTasks[taskId].tBlendY2,
gTasks[taskId].data[5]); gTasks[taskId].tColor2);
} }
gTasks[taskId].data[1] ^= 0x100; gTasks[taskId].tDelay ^= 0x100;
gTasks[taskId].data[0] = gTasks[taskId].data[1] & 0xFF; gTasks[taskId].tTimer = gTasks[taskId].tDelay & 0xFF;
gTasks[taskId].data[2]--; gTasks[taskId].tNumBlends--;
} }
static void AnimTask_FlashAnimTagWithColor_Step2(u8 taskId) static void AnimTask_FlashAnimTagWithColor_Step2(u8 taskId)
@ -812,25 +845,37 @@ static void AnimTask_FlashAnimTagWithColor_Step2(u8 taskId)
if (!gPaletteFade.active) if (!gPaletteFade.active)
{ {
selectedPalettes = 1 << (IndexOfSpritePaletteTag(gTasks[taskId].data[7]) + 16); selectedPalettes = 1 << (IndexOfSpritePaletteTag(gTasks[taskId].tAnimTag) + 16);
BeginNormalPaletteFade(selectedPalettes, 0, 0, 0, RGB_BLACK); BeginNormalPaletteFade(selectedPalettes, 0, 0, 0, RGB_BLACK);
DestroyAnimVisualTask(taskId); DestroyAnimVisualTask(taskId);
} }
} }
#undef tTimer
#undef tDelay
#undef tNumBlends
#undef tColor1
#undef tBlendY1
#undef tColor2
#undef tBlendY2
#undef tAnimTag
// This function is different compared to pret, and flagsScenery doesn't properly describe what the variable is doing on expansion
void AnimTask_InvertScreenColor(u8 taskId) void AnimTask_InvertScreenColor(u8 taskId)
{ {
CMD_ARGS(flagsScenery);
u32 selectedPalettes = 0; u32 selectedPalettes = 0;
if (gBattleAnimArgs[0] & 0x1) if (cmd->flagsScenery & 0x1)
selectedPalettes = GetBattlePalettesMask(TRUE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE); selectedPalettes = GetBattlePalettesMask(TRUE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE);
if (gBattleAnimArgs[0] & 0x2) if (cmd->flagsScenery & 0x2)
selectedPalettes |= (0x10000 << gBattleAnimAttacker); selectedPalettes |= (0x10000 << gBattleAnimAttacker);
if (gBattleAnimArgs[0] & 0x4) if (cmd->flagsScenery & 0x4)
selectedPalettes |= (0x10000 << gBattleAnimTarget); selectedPalettes |= (0x10000 << gBattleAnimTarget);
if (gBattleAnimArgs[0] & 0x8 && IsBattlerAlive(BATTLE_PARTNER(gBattleAnimTarget))) if (cmd->flagsScenery & 0x8 && IsBattlerAlive(BATTLE_PARTNER(gBattleAnimTarget)))
selectedPalettes |= (0x10000 << BATTLE_PARTNER(gBattleAnimTarget)); selectedPalettes |= (0x10000 << BATTLE_PARTNER(gBattleAnimTarget));
if (gBattleAnimArgs[0] & 0x10 && IsBattlerAlive(BATTLE_PARTNER(gBattleAnimAttacker))) if (cmd->flagsScenery & 0x10 && IsBattlerAlive(BATTLE_PARTNER(gBattleAnimAttacker)))
selectedPalettes |= (0x10000 << BATTLE_PARTNER(gBattleAnimAttacker)); selectedPalettes |= (0x10000 << BATTLE_PARTNER(gBattleAnimAttacker));
InvertPlttBuffer(selectedPalettes); InvertPlttBuffer(selectedPalettes);
@ -848,6 +893,8 @@ void AnimTask_InvertScreenColor(u8 taskId)
#define tColorB data[7] #define tColorB data[7]
void AnimTask_TintPalettes(u8 taskId) void AnimTask_TintPalettes(u8 taskId)
{ {
CMD_ARGS(flagsScenery, flagsAttacker, flagsTarget, duration, r, g, b);
u8 attackerBattler; u8 attackerBattler;
u8 targetBattler; u8 targetBattler;
u8 paletteIndex; u8 paletteIndex;
@ -855,13 +902,13 @@ void AnimTask_TintPalettes(u8 taskId)
if (gTasks[taskId].tTimer == 0) if (gTasks[taskId].tTimer == 0)
{ {
gTasks[taskId].tFlagsScenery = gBattleAnimArgs[0]; gTasks[taskId].tFlagsScenery = cmd->flagsScenery;
gTasks[taskId].tFlagsAttacker = gBattleAnimArgs[1]; gTasks[taskId].tFlagsAttacker = cmd->flagsAttacker;
gTasks[taskId].tFlagsTarget = gBattleAnimArgs[2]; gTasks[taskId].tFlagsTarget = cmd->flagsTarget;
gTasks[taskId].tLength = gBattleAnimArgs[3]; gTasks[taskId].tLength = cmd->duration;
gTasks[taskId].tColorR = gBattleAnimArgs[4]; gTasks[taskId].tColorR = cmd->r;
gTasks[taskId].tColorG = gBattleAnimArgs[5]; gTasks[taskId].tColorG = cmd->g;
gTasks[taskId].tColorB = gBattleAnimArgs[6]; gTasks[taskId].tColorB = cmd->b;
} }
gTasks[taskId].tTimer++; gTasks[taskId].tTimer++;
@ -899,25 +946,34 @@ void AnimTask_TintPalettes(u8 taskId)
#undef tColorG #undef tColorG
#undef tColorB #undef tColorB
#define sShakeVelocity data[0]
#define sShakeTimer data[1]
#define sShakeDuration data[2]
#define sTimer data[3]
#define sOriginalValue data[4]
#define sType data[5]
#define sShakePtrLo data[6]
#define sShakePtrHi data[7]
static void AnimShakeMonOrBattlePlatforms(struct Sprite *sprite) static void AnimShakeMonOrBattlePlatforms(struct Sprite *sprite)
{ {
u16 var0; CMD_ARGS(velocity, shakeTimer, shakeDuration, type, battlerSelector);
sprite->invisible = TRUE; sprite->invisible = TRUE;
sprite->data[0] = -gBattleAnimArgs[0]; sprite->sShakeVelocity = -cmd->velocity;
sprite->data[1] = gBattleAnimArgs[1]; sprite->sShakeTimer = cmd->shakeTimer;
sprite->data[2] = gBattleAnimArgs[1]; sprite->sShakeDuration = cmd->shakeTimer;
sprite->data[3] = gBattleAnimArgs[2]; sprite->sTimer = cmd->shakeDuration;
switch (gBattleAnimArgs[3]) switch (cmd->type)
{ {
case 0: case SHAKE_BG_X:
StoreSpriteCallbackInData6(sprite, (void *)&gBattle_BG3_X); StoreSpriteCallbackInData6(sprite, (void *)&gBattle_BG3_X);
break; break;
case 1: case SHAKE_BG_Y:
StoreSpriteCallbackInData6(sprite, (void *)&gBattle_BG3_Y); StoreSpriteCallbackInData6(sprite, (void *)&gBattle_BG3_Y);
break; break;
case 2: case SHAKE_MON_X:
StoreSpriteCallbackInData6(sprite, (void *)&gSpriteCoordOffsetX); StoreSpriteCallbackInData6(sprite, (void *)&gSpriteCoordOffsetX);
break; break;
default: default:
@ -925,10 +981,9 @@ static void AnimShakeMonOrBattlePlatforms(struct Sprite *sprite)
break; break;
} }
sprite->data[4] = *(u16 *)(sprite->data[6] | (sprite->data[7] << 16)); sprite->sOriginalValue = *(u16 *)(sprite->sShakePtrLo | (sprite->sShakePtrHi << 16));
sprite->data[5] = gBattleAnimArgs[3]; sprite->sType = cmd->type;
var0 = sprite->data[5] - 2; if (sprite->sType == SHAKE_MON_X || sprite->sType == SHAKE_MON_Y)
if (var0 < 2)
AnimShakeMonOrBattlePlatforms_UpdateCoordOffsetEnabled(); AnimShakeMonOrBattlePlatforms_UpdateCoordOffsetEnabled();
sprite->callback = AnimShakeMonOrBattlePlatforms_Step; sprite->callback = AnimShakeMonOrBattlePlatforms_Step;
@ -937,27 +992,25 @@ static void AnimShakeMonOrBattlePlatforms(struct Sprite *sprite)
static void AnimShakeMonOrBattlePlatforms_Step(struct Sprite *sprite) static void AnimShakeMonOrBattlePlatforms_Step(struct Sprite *sprite)
{ {
u8 i; u8 i;
u16 var0;
if (sprite->data[3] > 0) if (sprite->sTimer > 0)
{ {
sprite->data[3]--; sprite->sTimer--;
if (sprite->data[1] > 0) if (sprite->sShakeTimer > 0)
{ {
sprite->data[1]--; sprite->sShakeTimer--;
} }
else else
{ {
sprite->data[1] = sprite->data[2]; sprite->sShakeTimer = sprite->sShakeDuration;
*(u16 *)(sprite->data[6] | (sprite->data[7] << 16)) += sprite->data[0]; *(u16 *)(sprite->sShakePtrLo | (sprite->sShakePtrHi << 16)) += sprite->sShakeVelocity;
sprite->data[0] = -sprite->data[0]; sprite->sShakeVelocity = -sprite->sShakeVelocity;
} }
} }
else else
{ {
*(u16 *)(sprite->data[6] | (sprite->data[7] << 16)) = sprite->data[4]; *(u16 *)(sprite->sShakePtrLo | (sprite->sShakePtrHi << 16)) = sprite->sOriginalValue;
var0 = sprite->data[5] - 2; if (sprite->sType == SHAKE_MON_X || sprite->sType == SHAKE_MON_Y)
if (var0 < 2)
{ {
for (i = 0; i < gBattlersCount; i++) for (i = 0; i < gBattlersCount; i++)
gSprites[gBattlerSpriteIds[i]].coordOffsetEnabled = FALSE; gSprites[gBattlerSpriteIds[i]].coordOffsetEnabled = FALSE;
@ -969,23 +1022,35 @@ static void AnimShakeMonOrBattlePlatforms_Step(struct Sprite *sprite)
static void AnimShakeMonOrBattlePlatforms_UpdateCoordOffsetEnabled(void) static void AnimShakeMonOrBattlePlatforms_UpdateCoordOffsetEnabled(void)
{ {
// Matches AnimShakeMonOrBattlePlatforms.
CMD_ARGS(velocity, shakeDuration, duration, type, battlerSelector);
gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = FALSE; gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = FALSE;
gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = FALSE; gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = FALSE;
if (gBattleAnimArgs[4] == 2) if (cmd->battlerSelector == 2)
{ {
gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = TRUE; gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = TRUE;
gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = TRUE; gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = TRUE;
} }
else else
{ {
if (gBattleAnimArgs[4] == 0) if (cmd->battlerSelector == 0)
gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = TRUE; gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = TRUE;
else else
gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = TRUE; gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = TRUE;
} }
} }
#undef sShakeVelocity
#undef sShakeTimer
#undef sShakeDuration
#undef sTimer
#undef sOriginalValue
#undef sType
#undef sShakePtrLo
#undef sShakePtrHi
// Task data for AnimTask_ShakeBattlePlatforms // Task data for AnimTask_ShakeBattlePlatforms
#define tXOffset data[0] #define tXOffset data[0]
#define tYOffset data[1] #define tYOffset data[1]
@ -994,19 +1059,17 @@ static void AnimShakeMonOrBattlePlatforms_UpdateCoordOffsetEnabled(void)
#define tShakeDelay data[8] #define tShakeDelay data[8]
// Can shake battle platforms back and forth on the X or down and back to original pos on Y (cant shake up from orig pos) // Can shake battle platforms back and forth on the X or down and back to original pos on Y (cant shake up from orig pos)
// arg0: x offset of shake
// arg1: y offset of shake
// arg2: number of shakes
// arg3: time between shakes
void AnimTask_ShakeBattlePlatforms(u8 taskId) void AnimTask_ShakeBattlePlatforms(u8 taskId)
{ {
gTasks[taskId].tXOffset = gBattleAnimArgs[0]; CMD_ARGS(xOffset, yOffset, shakes, delay);
gTasks[taskId].tYOffset = gBattleAnimArgs[1];
gTasks[taskId].tNumShakes = gBattleAnimArgs[2]; gTasks[taskId].tXOffset = cmd->xOffset;
gTasks[taskId].tTimer = gBattleAnimArgs[3]; gTasks[taskId].tYOffset = cmd->yOffset;
gTasks[taskId].tShakeDelay = gBattleAnimArgs[3]; gTasks[taskId].tNumShakes = cmd->shakes;
gBattle_BG3_X = gBattleAnimArgs[0]; gTasks[taskId].tTimer = cmd->delay;
gBattle_BG3_Y = gBattleAnimArgs[1]; gTasks[taskId].tShakeDelay = cmd->delay;
gBattle_BG3_X = cmd->xOffset;
gBattle_BG3_Y = cmd->yOffset;
gTasks[taskId].func = AnimTask_ShakeBattlePlatforms_Step; gTasks[taskId].func = AnimTask_ShakeBattlePlatforms_Step;
gTasks[taskId].func(taskId); gTasks[taskId].func(taskId);
} }
@ -1051,8 +1114,10 @@ static void AnimTask_ShakeBattlePlatforms_Step(u8 taskId)
// args[3] - affine anim number // args[3] - affine anim number
void AnimHitSplatBasic(struct Sprite *sprite) void AnimHitSplatBasic(struct Sprite *sprite)
{ {
StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]); CMD_ARGS(x, y, relativeTo, animation);
if (gBattleAnimArgs[2] == ANIM_ATTACKER)
StartSpriteAffineAnim(sprite, cmd->animation);
if (cmd->relativeTo == ANIM_ATTACKER)
InitSpritePosToAnimAttacker(sprite, TRUE); InitSpritePosToAnimAttacker(sprite, TRUE);
else else
InitSpritePosToAnimTarget(sprite, TRUE); InitSpritePosToAnimTarget(sprite, TRUE);
@ -1061,16 +1126,18 @@ void AnimHitSplatBasic(struct Sprite *sprite)
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
} }
// Same as basic hit splat but takes a length of time to persist for (arg4) // Same as basic hit splat but takes a length of time to persist for.
static void AnimHitSplatPersistent(struct Sprite *sprite) static void AnimHitSplatPersistent(struct Sprite *sprite)
{ {
StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]); CMD_ARGS(x, y, relativeTo, animation, duration);
if (gBattleAnimArgs[2] == ANIM_ATTACKER)
StartSpriteAffineAnim(sprite, cmd->animation);
if (cmd->relativeTo == ANIM_ATTACKER)
InitSpritePosToAnimAttacker(sprite, TRUE); InitSpritePosToAnimAttacker(sprite, TRUE);
else else
InitSpritePosToAnimTarget(sprite, TRUE); InitSpritePosToAnimTarget(sprite, TRUE);
sprite->data[0] = gBattleAnimArgs[4]; sprite->data[0] = cmd->duration;
sprite->callback = RunStoredCallbackWhenAffineAnimEnds; sprite->callback = RunStoredCallbackWhenAffineAnimEnds;
StoreSpriteCallbackInData6(sprite, DestroyAnimSpriteAfterTimer); StoreSpriteCallbackInData6(sprite, DestroyAnimSpriteAfterTimer);
} }
@ -1079,20 +1146,25 @@ static void AnimHitSplatPersistent(struct Sprite *sprite)
// Used by Twineedle and Spike Cannon // Used by Twineedle and Spike Cannon
static void AnimHitSplatHandleInvert(struct Sprite *sprite) static void AnimHitSplatHandleInvert(struct Sprite *sprite)
{ {
// Matches AnimHitSplatBasic.
CMD_ARGS(x, y, relativeTo, animation);
if (!IsOnPlayerSide(gBattleAnimAttacker) && !IsContest()) if (!IsOnPlayerSide(gBattleAnimAttacker) && !IsContest())
gBattleAnimArgs[1] = -gBattleAnimArgs[1]; cmd->y = -cmd->y;
AnimHitSplatBasic(sprite); AnimHitSplatBasic(sprite);
} }
void AnimHitSplatRandom(struct Sprite *sprite) void AnimHitSplatRandom(struct Sprite *sprite)
{ {
if (gBattleAnimArgs[1] == -1) CMD_ARGS(relativeTo, animation);
gBattleAnimArgs[1] = Random2() & 3;
if (!InitSpritePosToAnimBattler(gBattleAnimArgs[0], sprite, FALSE)) if (cmd->animation == -1)
cmd->animation = Random2() & 3;
if (!InitSpritePosToAnimBattler(cmd->relativeTo, sprite, FALSE))
return; return;
StartSpriteAffineAnim(sprite, gBattleAnimArgs[1]); StartSpriteAffineAnim(sprite, cmd->animation);
sprite->x2 += (Random2() % 48) - 24; sprite->x2 += (Random2() % 48) - 24;
sprite->y2 += (Random2() % 24) - 12; sprite->y2 += (Random2() % 24) - 12;
@ -1103,32 +1175,38 @@ void AnimHitSplatRandom(struct Sprite *sprite)
void AnimHitSplatOnMonEdge(struct Sprite *sprite) void AnimHitSplatOnMonEdge(struct Sprite *sprite)
{ {
sprite->data[0] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]); CMD_ARGS(relativeTo, x, y, animation);
sprite->data[0] = GetAnimBattlerSpriteId(cmd->relativeTo);
sprite->x = gSprites[sprite->data[0]].x + gSprites[sprite->data[0]].x2; sprite->x = gSprites[sprite->data[0]].x + gSprites[sprite->data[0]].x2;
sprite->y = gSprites[sprite->data[0]].y + gSprites[sprite->data[0]].y2; sprite->y = gSprites[sprite->data[0]].y + gSprites[sprite->data[0]].y2;
sprite->x2 = gBattleAnimArgs[1]; sprite->x2 = cmd->x;
sprite->y2 = gBattleAnimArgs[2]; sprite->y2 = cmd->y;
StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]); StartSpriteAffineAnim(sprite, cmd->animation);
StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix); StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
sprite->callback = RunStoredCallbackWhenAffineAnimEnds; sprite->callback = RunStoredCallbackWhenAffineAnimEnds;
} }
void AnimCrossImpact(struct Sprite *sprite) void AnimCrossImpact(struct Sprite *sprite)
{ {
if (gBattleAnimArgs[2] == ANIM_ATTACKER) CMD_ARGS(x, y, relativeTo, duration);
if (cmd->relativeTo == ANIM_ATTACKER)
InitSpritePosToAnimAttacker(sprite, TRUE); InitSpritePosToAnimAttacker(sprite, TRUE);
else else
InitSpritePosToAnimTarget(sprite, TRUE); InitSpritePosToAnimTarget(sprite, TRUE);
sprite->data[0] = gBattleAnimArgs[3]; sprite->data[0] = cmd->duration;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
sprite->callback = WaitAnimForDuration; sprite->callback = WaitAnimForDuration;
} }
void AnimFlashingHitSplat(struct Sprite *sprite) void AnimFlashingHitSplat(struct Sprite *sprite)
{ {
StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]); CMD_ARGS(x, y, relativeTo, animation);
if (gBattleAnimArgs[2] == ANIM_ATTACKER)
StartSpriteAffineAnim(sprite, cmd->animation);
if (cmd->relativeTo == ANIM_ATTACKER)
InitSpritePosToAnimAttacker(sprite, TRUE); InitSpritePosToAnimAttacker(sprite, TRUE);
else else
InitSpritePosToAnimTarget(sprite, TRUE); InitSpritePosToAnimTarget(sprite, TRUE);