#include "global.h" #include "battle_anim.h" #include "contest.h" #include "gpu_regs.h" #include "graphics.h" #include "malloc.h" #include "palette.h" #include "sound.h" #include "sprite.h" #include "task.h" #include "util.h" #include "constants/rgb.h" #include "constants/songs.h" struct AnimStatsChangeData { u8 battler1; u8 battler2; bool8 hidBattler2; s16 data[8]; u16 species; }; static EWRAM_DATA struct AnimStatsChangeData *sAnimStatsChangeData = {0}; static void StartBlendAnimSpriteColor(u8, u32); static void AnimTask_BlendSpriteColor_Step2(u8); static void AnimTask_HardwarePaletteFade_Step(u8); static void AnimTask_TraceMonBlended_Step(u8); static void AnimMonTrace(struct Sprite *); static void AnimTask_DrawFallingWhiteLinesOnAttacker_Step(u8); static void StatsChangeAnimation_Step1(u8); static void StatsChangeAnimation_Step2(u8); static void StatsChangeAnimation_Step3(u8); static void AnimTask_Flash_Step(u8); static void SetPalettesToColor(u32, u16); static void AnimTask_UpdateSlidingBg(u8); static void UpdateMonScrollingBgMask(u8); static void AnimTask_WaitAndRestoreVisibility(u8); static const u16 sCurseLinesPalette[] = { RGB_WHITE }; void AnimTask_BlendBattleAnimPal(u8 taskId) { u32 selectedPalettes = UnpackSelectedBattlePalettes(gBattleAnimArgs[0]); selectedPalettes |= GetBattleMonSpritePalettesMask((gBattleAnimArgs[0] >> 7) & 1, (gBattleAnimArgs[0] >> 8) & 1, (gBattleAnimArgs[0] >> 9) & 1, (gBattleAnimArgs[0] >> 10) & 1); StartBlendAnimSpriteColor(taskId, selectedPalettes); } void AnimTask_BlendBattleAnimPalExclude(u8 taskId) { u8 battler; u32 selectedPalettes; u8 animBattlers[2]; animBattlers[1] = 0xFF; selectedPalettes = UnpackSelectedBattlePalettes(F_PAL_BG); switch (gBattleAnimArgs[0]) { case 2: selectedPalettes = 0; // fall through case ANIM_ATTACKER: #ifdef UBFIX default: #endif animBattlers[0] = gBattleAnimAttacker; break; case 3: selectedPalettes = 0; // fall through case ANIM_TARGET: animBattlers[0] = gBattleAnimTarget; break; case 4: animBattlers[0] = gBattleAnimAttacker; animBattlers[1] = gBattleAnimTarget; break; case 5: animBattlers[0] = 0xFF; break; case 6: selectedPalettes = 0; animBattlers[0] = BATTLE_PARTNER(gBattleAnimAttacker); break; case 7: selectedPalettes = 0; animBattlers[0] = BATTLE_PARTNER(gBattleAnimTarget); break; } for (battler = 0; battler < MAX_BATTLERS_COUNT; battler++) { if (battler != animBattlers[0] && battler != animBattlers[1] && IsBattlerSpriteVisible(battler)) selectedPalettes |= 0x10000 << GetSpritePalIdxByBattler(battler); } StartBlendAnimSpriteColor(taskId, selectedPalettes); } void AnimTask_SetCamouflageBlend(u8 taskId) { u32 selectedPalettes = UnpackSelectedBattlePalettes(gBattleAnimArgs[0]); switch (gBattleTerrain) { case BATTLE_TERRAIN_GRASS: gBattleAnimArgs[4] = RGB(12, 24, 2); break; case BATTLE_TERRAIN_LONG_GRASS: gBattleAnimArgs[4] = RGB(0, 15, 2); break; case BATTLE_TERRAIN_SAND: gBattleAnimArgs[4] = RGB(30, 24, 11); break; case BATTLE_TERRAIN_UNDERWATER: gBattleAnimArgs[4] = RGB(0, 0, 18); break; case BATTLE_TERRAIN_WATER: gBattleAnimArgs[4] = RGB(11, 22, 31); break; case BATTLE_TERRAIN_POND: gBattleAnimArgs[4] = RGB(11, 22, 31); break; case BATTLE_TERRAIN_MOUNTAIN: gBattleAnimArgs[4] = RGB(22, 16, 10); break; case BATTLE_TERRAIN_CAVE: gBattleAnimArgs[4] = RGB(14, 9, 3); break; case BATTLE_TERRAIN_BUILDING: gBattleAnimArgs[4] = RGB_WHITE; break; case BATTLE_TERRAIN_PLAIN: default: gBattleAnimArgs[4] = RGB_WHITE; break; } StartBlendAnimSpriteColor(taskId, selectedPalettes); } void AnimTask_BlendParticle(u8 taskId) { u8 paletteIndex = IndexOfSpritePaletteTag(gBattleAnimArgs[0]); u32 selectedPalettes = 1 << (paletteIndex + 16); StartBlendAnimSpriteColor(taskId, selectedPalettes); } void StartBlendAnimSpriteColor(u8 taskId, u32 selectedPalettes) { gTasks[taskId].data[0] = selectedPalettes; gTasks[taskId].data[1] = selectedPalettes >> 16; gTasks[taskId].data[2] = gBattleAnimArgs[1]; gTasks[taskId].data[3] = gBattleAnimArgs[2]; gTasks[taskId].data[4] = gBattleAnimArgs[3]; gTasks[taskId].data[5] = gBattleAnimArgs[4]; gTasks[taskId].data[10] = gBattleAnimArgs[2]; gTasks[taskId].func = AnimTask_BlendSpriteColor_Step2; gTasks[taskId].func(taskId); } static void AnimTask_BlendSpriteColor_Step2(u8 taskId) { u32 selectedPalettes; u16 singlePaletteOffset = 0; if (gTasks[taskId].data[9] == gTasks[taskId].data[2]) { gTasks[taskId].data[9] = 0; selectedPalettes = gTasks[taskId].data[0] | (gTasks[taskId].data[1] << 16); while (selectedPalettes != 0) { if (selectedPalettes & 1) BlendPalette(singlePaletteOffset, 16, gTasks[taskId].data[10], gTasks[taskId].data[5]); singlePaletteOffset += 16; selectedPalettes >>= 1; } if (gTasks[taskId].data[10] < gTasks[taskId].data[4]) gTasks[taskId].data[10]++; else if (gTasks[taskId].data[10] > gTasks[taskId].data[4]) gTasks[taskId].data[10]--; else DestroyAnimVisualTask(taskId); } else { gTasks[taskId].data[9]++; } } void AnimTask_HardwarePaletteFade(u8 taskId) { BeginHardwarePaletteFade( gBattleAnimArgs[0], gBattleAnimArgs[1], gBattleAnimArgs[2], gBattleAnimArgs[3], gBattleAnimArgs[4]); gTasks[taskId].func = AnimTask_HardwarePaletteFade_Step; } static void AnimTask_HardwarePaletteFade_Step(u8 taskId) { if (!gPaletteFade.active) DestroyAnimVisualTask(taskId); } // Used to leave blended traces of a mon, usually to imply speed as in Agility or Aerial Ace void AnimTask_TraceMonBlended(u8 taskId) { struct Task *task = &gTasks[taskId]; task->data[0] = gBattleAnimArgs[0]; task->data[1] = 0; task->data[2] = gBattleAnimArgs[1]; task->data[3] = gBattleAnimArgs[2]; task->data[4] = gBattleAnimArgs[3]; task->data[5] = 0; task->func = AnimTask_TraceMonBlended_Step; } static void AnimTask_TraceMonBlended_Step(u8 taskId) { struct Task *task = &gTasks[taskId]; if (task->data[4]) { if (task->data[1]) { task->data[1]--; } else { task->data[6] = CloneBattlerSpriteWithBlend(task->data[0]); if (task->data[6] >= 0) { gSprites[task->data[6]].oam.priority = task->data[0] ? 1 : 2; gSprites[task->data[6]].data[0] = task->data[3]; gSprites[task->data[6]].data[1] = taskId; gSprites[task->data[6]].data[2] = 5; gSprites[task->data[6]].callback = AnimMonTrace; task->data[5]++; } task->data[4]--; task->data[1] = task->data[2]; } } else if (task->data[5] == 0) { DestroyAnimVisualTask(taskId); } } static void AnimMonTrace(struct Sprite *sprite) { if (sprite->data[0]) { sprite->data[0]--; } else { gTasks[sprite->data[1]].data[sprite->data[2]]--; DestroySpriteWithActiveSheet(sprite); } } // Only used by Curse for non-Ghost mons void AnimTask_DrawFallingWhiteLinesOnAttacker(u8 taskId) { u16 species; int spriteId, newSpriteId; u16 var0; u32 bg1Cnt; struct BattleAnimBgData animBgData; var0 = 0; gBattle_WIN0H = 0; gBattle_WIN0V = 0; SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR); SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG0 | WINOUT_WIN01_BG2 | WINOUT_WIN01_BG3 | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR | WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR); SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_OBJWIN_ON); SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT1_BG1 | BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND); SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(8, 12)); bg1Cnt = GetGpuReg(REG_OFFSET_BG1CNT); ((struct BgCnt *)&bg1Cnt)->priority = 0; ((struct BgCnt *)&bg1Cnt)->screenSize = 0; SetGpuReg(REG_OFFSET_BG1CNT, bg1Cnt); if (!IsContest()) { ((struct BgCnt *)&bg1Cnt)->charBaseBlock = 1; SetGpuReg(REG_OFFSET_BG1CNT, bg1Cnt); } if (IsDoubleBattle() && !IsContest()) { if (GetBattlerPosition(gBattleAnimAttacker) == B_POSITION_OPPONENT_RIGHT || GetBattlerPosition(gBattleAnimAttacker) == B_POSITION_PLAYER_LEFT) { if (IsBattlerSpriteVisible(BATTLE_PARTNER(gBattleAnimAttacker)) == TRUE) { gSprites[gBattlerSpriteIds[BATTLE_PARTNER(gBattleAnimAttacker)]].oam.priority -= 1; ((struct BgCnt *)&bg1Cnt)->priority = 1; SetGpuReg(REG_OFFSET_BG1CNT, bg1Cnt); var0 = 1; } } } if (IsContest()) { species = gContestResources->moveAnim->species; } else { if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[gBattleAnimAttacker]], MON_DATA_SPECIES); else species = GetMonData(&gPlayerParty[gBattlerPartyIndexes[gBattleAnimAttacker]], MON_DATA_SPECIES); } spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER); newSpriteId = CreateInvisibleSpriteCopy(gBattleAnimAttacker, spriteId, species); GetBattleAnimBg1Data(&animBgData); AnimLoadCompressedBgTilemapHandleContest(&animBgData, gBattleAnimMaskTilemap_Curse, FALSE); AnimLoadCompressedBgGfx(animBgData.bgId, gBattleAnimMaskImage_Curse, animBgData.tilesOffset); LoadPalette(sCurseLinesPalette, BG_PLTT_ID(animBgData.paletteId) + 1, PLTT_SIZEOF(1)); gBattle_BG1_X = -gSprites[spriteId].x + 32; gBattle_BG1_Y = -gSprites[spriteId].y + 32; gTasks[taskId].data[0] = newSpriteId; gTasks[taskId].data[6] = var0; gTasks[taskId].func = AnimTask_DrawFallingWhiteLinesOnAttacker_Step; } static void AnimTask_DrawFallingWhiteLinesOnAttacker_Step(u8 taskId) { struct BattleAnimBgData animBgData; struct Sprite *sprite; u32 bg1Cnt; gTasks[taskId].data[10] += 4; gBattle_BG1_Y -= 4; if (gTasks[taskId].data[10] == 64) { gTasks[taskId].data[10] = 0; gBattle_BG1_Y += 64; if (++gTasks[taskId].data[11] == 4) { ResetBattleAnimBg(FALSE); gBattle_WIN0H = 0; gBattle_WIN0V = 0; SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR); SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR | WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR); if (!IsContest()) { bg1Cnt = GetGpuReg(REG_OFFSET_BG1CNT); ((struct BgCnt *)&bg1Cnt)->charBaseBlock = 0; SetGpuReg(REG_OFFSET_BG1CNT, bg1Cnt); } SetGpuReg(REG_OFFSET_DISPCNT, GetGpuReg(REG_OFFSET_DISPCNT) ^ DISPCNT_OBJWIN_ON); SetGpuReg(REG_OFFSET_BLDCNT, 0); SetGpuReg(REG_OFFSET_BLDALPHA, 0); sprite = &gSprites[GetAnimBattlerSpriteId(0)]; // unused sprite = &gSprites[gTasks[taskId].data[0]]; DestroySprite(sprite); GetBattleAnimBg1Data(&animBgData); ClearBattleAnimBg(animBgData.bgId); if (gTasks[taskId].data[6] == 1) gSprites[gBattlerSpriteIds[BATTLE_PARTNER(gBattleAnimAttacker)]].oam.priority++; gBattle_BG1_Y = 0; DestroyAnimVisualTask(taskId); } } } // Defines for data array in sAnimStatsChangeData #define aDecrease data[0] #define aAnimStatId data[1] #define aIsTarget data[2] #define aMultipleBattlers data[3] // Always false. Changes for multiple battlers are instead run sequentially. #define aSharply data[4] // Task data defines for InitStatsChangeAnimation #define tAnimSpriteId1 data[0] #define tVelocity data[1] #define tMultipleBattlers data[2] #define tAnimSpriteId2 data[3] #define tTargetBlend data[4] #define tWaitTime data[5] #define tHidBattler2 data[6] #define tBattler2SpriteId data[7] #define tWaitTimer data[10] #define tFadeTimer data[11] #define tBlend data[12] #define tState data[15] void InitStatsChangeAnimation(u8 taskId) { u8 i; sAnimStatsChangeData = AllocZeroed(sizeof(struct AnimStatsChangeData)); for (i = 0; i < ARRAY_COUNT(sAnimStatsChangeData->data); i++) sAnimStatsChangeData->data[i] = gBattleAnimArgs[i]; gTasks[taskId].func = StatsChangeAnimation_Step1; } static void StatsChangeAnimation_Step1(u8 taskId) { if (!sAnimStatsChangeData->aIsTarget) sAnimStatsChangeData->battler1 = gBattleAnimAttacker; else sAnimStatsChangeData->battler1 = gBattleAnimTarget; sAnimStatsChangeData->battler2 = BATTLE_PARTNER(sAnimStatsChangeData->battler1); if (IsContest() || (sAnimStatsChangeData->aMultipleBattlers && !IsBattlerSpriteVisible(sAnimStatsChangeData->battler2))) sAnimStatsChangeData->aMultipleBattlers = FALSE; gBattle_WIN0H = 0; gBattle_WIN0V = 0; SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_ALL | WININ_WIN1_ALL); SetGpuReg(REG_OFFSET_WINOUT, (WINOUT_WIN01_ALL & ~WINOUT_WIN01_BG1) | WINOUT_WINOBJ_ALL); SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_OBJWIN_ON); SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT1_BG1 | BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND); SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 16)); SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 0); SetAnimBgAttribute(1, BG_ANIM_SCREEN_SIZE, 0); if (!IsContest()) SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 1); if (IsDoubleBattle() && !sAnimStatsChangeData->aMultipleBattlers) { if (GetBattlerPosition(sAnimStatsChangeData->battler1) == B_POSITION_OPPONENT_RIGHT || GetBattlerPosition(sAnimStatsChangeData->battler1) == B_POSITION_PLAYER_LEFT) { if (IsBattlerSpriteVisible(sAnimStatsChangeData->battler2) == TRUE) { // Push the battler not being animated back so it doesn't receive the animation. gSprites[gBattlerSpriteIds[sAnimStatsChangeData->battler2]].oam.priority--; SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1); sAnimStatsChangeData->hidBattler2 = TRUE; } } } if (IsContest()) { sAnimStatsChangeData->species = gContestResources->moveAnim->species; } else { if (GetBattlerSide(sAnimStatsChangeData->battler1) != B_SIDE_PLAYER) sAnimStatsChangeData->species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[sAnimStatsChangeData->battler1]], MON_DATA_SPECIES); else sAnimStatsChangeData->species = GetMonData(&gPlayerParty[gBattlerPartyIndexes[sAnimStatsChangeData->battler1]], MON_DATA_SPECIES); } gTasks[taskId].func = StatsChangeAnimation_Step2; } static void StatsChangeAnimation_Step2(u8 taskId) { struct BattleAnimBgData animBgData; u8 spriteId, spriteId2; u8 battlerSpriteId; spriteId2 = 0; battlerSpriteId = gBattlerSpriteIds[sAnimStatsChangeData->battler1]; spriteId = CreateInvisibleSpriteCopy(sAnimStatsChangeData->battler1, battlerSpriteId, sAnimStatsChangeData->species); if (sAnimStatsChangeData->aMultipleBattlers) { battlerSpriteId = gBattlerSpriteIds[sAnimStatsChangeData->battler2]; spriteId2 = CreateInvisibleSpriteCopy(sAnimStatsChangeData->battler2, battlerSpriteId, sAnimStatsChangeData->species); } GetBattleAnimBg1Data(&animBgData); if (!sAnimStatsChangeData->aDecrease) AnimLoadCompressedBgTilemapHandleContest(&animBgData, gStatAnim_Increase_Tilemap, FALSE); else AnimLoadCompressedBgTilemapHandleContest(&animBgData, gStatAnim_Decrease_Tilemap, FALSE); AnimLoadCompressedBgGfx(animBgData.bgId, gStatAnim_Gfx, animBgData.tilesOffset); switch (sAnimStatsChangeData->aAnimStatId) { case STAT_ANIM_PAL_ATK: LoadCompressedPalette(gStatAnim_Attack_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP); break; case STAT_ANIM_PAL_DEF: LoadCompressedPalette(gStatAnim_Defense_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP); break; case STAT_ANIM_PAL_ACC: LoadCompressedPalette(gStatAnim_Accuracy_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP); break; case STAT_ANIM_PAL_SPEED: LoadCompressedPalette(gStatAnim_Speed_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP); break; case STAT_ANIM_PAL_EVASION: LoadCompressedPalette(gStatAnim_Evasion_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP); break; case STAT_ANIM_PAL_SPATK: LoadCompressedPalette(gStatAnim_SpAttack_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP); break; case STAT_ANIM_PAL_SPDEF: LoadCompressedPalette(gStatAnim_SpDefense_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP); break; default: // case STAT_ANIM_PAL_MULTIPLE: LoadCompressedPalette(gStatAnim_Multiple_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP); break; } gBattle_BG1_X = 0; gBattle_BG1_Y = 0; if (sAnimStatsChangeData->aDecrease == TRUE) { gBattle_BG1_X = 64; gTasks[taskId].tVelocity = -3; } else { gTasks[taskId].tVelocity = 3; } if (!sAnimStatsChangeData->aSharply) { gTasks[taskId].tTargetBlend = 10; gTasks[taskId].tWaitTime = 20; } else { gTasks[taskId].tTargetBlend = 13; gTasks[taskId].tWaitTime = 30; } gTasks[taskId].tAnimSpriteId1 = spriteId; gTasks[taskId].tMultipleBattlers = sAnimStatsChangeData->aMultipleBattlers; gTasks[taskId].tAnimSpriteId2 = spriteId2; gTasks[taskId].tHidBattler2 = sAnimStatsChangeData->hidBattler2; gTasks[taskId].tBattler2SpriteId = gBattlerSpriteIds[sAnimStatsChangeData->battler2]; gTasks[taskId].func = StatsChangeAnimation_Step3; if (!sAnimStatsChangeData->aDecrease) PlaySE12WithPanning(SE_M_STAT_INCREASE, BattleAnimAdjustPanning2(SOUND_PAN_ATTACKER)); else PlaySE12WithPanning(SE_M_STAT_DECREASE, BattleAnimAdjustPanning2(SOUND_PAN_ATTACKER)); } static void StatsChangeAnimation_Step3(u8 taskId) { gBattle_BG1_Y += gTasks[taskId].tVelocity; switch (gTasks[taskId].tState) { case 0: // Fade in if (gTasks[taskId].tFadeTimer++ > 0) { gTasks[taskId].tFadeTimer = 0; gTasks[taskId].tBlend++; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].tBlend, 16 - gTasks[taskId].tBlend)); if (gTasks[taskId].tBlend == gTasks[taskId].tTargetBlend) gTasks[taskId].tState++; } break; case 1: // Wait if (++gTasks[taskId].tWaitTimer == gTasks[taskId].tWaitTime) gTasks[taskId].tState++; break; case 2: // Fade out if (gTasks[taskId].tFadeTimer++ > 0) { gTasks[taskId].tFadeTimer = 0; gTasks[taskId].tBlend--; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].tBlend, 16 - gTasks[taskId].tBlend)); if (gTasks[taskId].tBlend == 0) { ResetBattleAnimBg(FALSE); gTasks[taskId].tState++; } } break; case 3: // Reset gBattle_WIN0H = 0; gBattle_WIN0V = 0; SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_ALL | WININ_WIN1_ALL); SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_ALL | WINOUT_WINOBJ_ALL); if (!IsContest()) SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 0); SetGpuReg(REG_OFFSET_DISPCNT, GetGpuReg(REG_OFFSET_DISPCNT) ^ DISPCNT_OBJWIN_ON); SetGpuReg(REG_OFFSET_BLDCNT, 0); SetGpuReg(REG_OFFSET_BLDALPHA, 0); DestroySprite(&gSprites[gTasks[taskId].tAnimSpriteId1]); if (gTasks[taskId].tMultipleBattlers) DestroySprite(&gSprites[gTasks[taskId].tAnimSpriteId2]); // Restore battler 2's priority if (gTasks[taskId].tHidBattler2 == TRUE) gSprites[gTasks[taskId].tBattler2SpriteId].oam.priority++; FREE_AND_SET_NULL(sAnimStatsChangeData); DestroyAnimVisualTask(taskId); break; } } #undef aDecrease #undef aAnimStatId #undef aIsTarget #undef aMultipleBattlers #undef aSharply #undef tAnimSpriteId1 #undef tVelocity #undef tMultipleBattlers #undef tAnimSpriteId2 #undef tTargetBlend #undef tWaitTime #undef tHidBattler2 #undef tBattler2SpriteId #undef tWaitTimer #undef tFadeTimer #undef tBlend #undef tState void AnimTask_Flash(u8 taskId) { u32 selectedPalettes = GetBattleMonSpritePalettesMask(1, 1, 1, 1); SetPalettesToColor(selectedPalettes, RGB_BLACK); gTasks[taskId].data[14] = selectedPalettes >> 16; selectedPalettes = GetBattlePalettesMask(TRUE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE) & 0xFFFF; SetPalettesToColor(selectedPalettes, RGB_WHITEALPHA); gTasks[taskId].data[15] = selectedPalettes; gTasks[taskId].data[0] = 0; gTasks[taskId].data[1] = 0; gTasks[taskId].func = AnimTask_Flash_Step; } static void AnimTask_Flash_Step(u8 taskId) { u16 i; struct Task *task = &gTasks[taskId]; switch (task->data[0]) { case 0: if (++task->data[1] > 6) { task->data[1] = 0; task->data[2] = 16; task->data[0]++; } break; case 1: if (++task->data[1] > 1) { task->data[1] = 0; task->data[2]--; for (i = 0; i < 16; i++) { if ((task->data[15] >> i) & 1) BlendPalette(BG_PLTT_ID(i), 16, task->data[2], 0xFFFF); if ((task->data[14] >> i) & 1) BlendPalette(OBJ_PLTT_ID(i), 16, task->data[2], 0); } if (task->data[2] == 0) task->data[0]++; } break; case 2: DestroyAnimVisualTask(taskId); break; } } static void SetPalettesToColor(u32 selectedPalettes, u16 color) { u16 i; for (i = 0; i < 32; i++) { if (selectedPalettes & 1) { u16 curOffset = PLTT_ID(i); u16 paletteOffset = curOffset; while (curOffset < paletteOffset + 16) { gPlttBufferFaded[curOffset] = color; curOffset++; } } selectedPalettes >>= 1; } } void AnimTask_BlendNonAttackerPalettes(u8 taskId) { u32 battler; int j; u32 selectedPalettes = 0; for (battler = 0; battler < MAX_BATTLERS_COUNT; battler++) { if (gBattleAnimAttacker != battler) selectedPalettes |= 1 << (battler + 16); } for (j = 5; j != 0; j--) gBattleAnimArgs[j] = gBattleAnimArgs[j - 1]; StartBlendAnimSpriteColor(taskId, selectedPalettes); } void AnimTask_StartSlidingBg(u8 taskId) { u8 newTaskId; UpdateAnimBg3ScreenSize(FALSE); newTaskId = CreateTask(AnimTask_UpdateSlidingBg, 5); if (gBattleAnimArgs[2] && GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER) { gBattleAnimArgs[0] = -gBattleAnimArgs[0]; gBattleAnimArgs[1] = -gBattleAnimArgs[1]; } gTasks[newTaskId].data[1] = gBattleAnimArgs[0]; gTasks[newTaskId].data[2] = gBattleAnimArgs[1]; gTasks[newTaskId].data[3] = gBattleAnimArgs[3]; gTasks[newTaskId].data[0]++; DestroyAnimVisualTask(taskId); } static void AnimTask_UpdateSlidingBg(u8 taskId) { gTasks[taskId].data[10] += gTasks[taskId].data[1]; gTasks[taskId].data[11] += gTasks[taskId].data[2]; gBattle_BG3_X += gTasks[taskId].data[10] >> 8; gBattle_BG3_Y += gTasks[taskId].data[11] >> 8; gTasks[taskId].data[10] &= 0xFF; gTasks[taskId].data[11] &= 0xFF; if (gBattleAnimArgs[7] == gTasks[taskId].data[3]) { gBattle_BG3_X = 0; gBattle_BG3_Y = 0; UpdateAnimBg3ScreenSize(TRUE); DestroyTask(taskId); } } void AnimTask_GetAttackerSide(u8 taskId) { gBattleAnimArgs[ARG_RET_ID] = GetBattlerSide(gBattleAnimAttacker); DestroyAnimVisualTask(taskId); } void AnimTask_GetTargetSide(u8 taskId) { gBattleAnimArgs[ARG_RET_ID] = GetBattlerSide(gBattleAnimTarget); DestroyAnimVisualTask(taskId); } void AnimTask_GetTargetIsAttackerPartner(u8 taskId) { gBattleAnimArgs[ARG_RET_ID] = BATTLE_PARTNER(gBattleAnimAttacker) == gBattleAnimTarget; DestroyAnimVisualTask(taskId); } // For hiding or subsequently revealing all other battlers void AnimTask_SetAllNonAttackersInvisiblity(u8 taskId) { u16 battler; for (battler = 0; battler < MAX_BATTLERS_COUNT; battler++) { if (battler != gBattleAnimAttacker && IsBattlerSpriteVisible(battler)) gSprites[gBattlerSpriteIds[battler]].invisible = gBattleAnimArgs[0]; } DestroyAnimVisualTask(taskId); } void StartMonScrollingBgMask(u8 taskId, int UNUSED unused, u16 scrollSpeed, u8 battler, bool8 includePartner, u8 numFadeSteps, u8 fadeStepDelay, u8 duration, const u32 *gfx, const u32 *tilemap, const u32 *palette) { u16 species; u8 spriteId, spriteId2; u32 bg1Cnt; struct BattleAnimBgData animBgData; u8 battler2; spriteId2 = 0; battler2 = BATTLE_PARTNER(battler); if (IsContest() || (includePartner && !IsBattlerSpriteVisible(battler2))) includePartner = FALSE; gBattle_WIN0H = 0; gBattle_WIN0V = 0; SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR); SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG0 | WINOUT_WIN01_BG2 | WINOUT_WIN01_BG3 | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR | WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR); SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_OBJWIN_ON); SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT1_BG1 | BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND); SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 16)); bg1Cnt = GetGpuReg(REG_OFFSET_BG1CNT); ((vBgCnt *)&bg1Cnt)->priority = 0; ((vBgCnt *)&bg1Cnt)->screenSize = 0; ((vBgCnt *)&bg1Cnt)->areaOverflowMode = 1; if (!IsContest()) { ((vBgCnt *)&bg1Cnt)->charBaseBlock = 1; } SetGpuReg(REG_OFFSET_BG1CNT, bg1Cnt); if (IsContest()) { species = gContestResources->moveAnim->species; } else { if (GetBattlerSide(battler) != B_SIDE_PLAYER) species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[battler]], MON_DATA_SPECIES); else species = GetMonData(&gPlayerParty[gBattlerPartyIndexes[battler]], MON_DATA_SPECIES); } spriteId = CreateInvisibleSpriteCopy(battler, gBattlerSpriteIds[battler], species); if (includePartner) spriteId2 = CreateInvisibleSpriteCopy(battler2, gBattlerSpriteIds[battler2], species); GetBattleAnimBg1Data(&animBgData); AnimLoadCompressedBgTilemapHandleContest(&animBgData, tilemap, FALSE); AnimLoadCompressedBgGfx(animBgData.bgId, gfx, animBgData.tilesOffset); LoadCompressedPalette(palette, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP); gBattle_BG1_X = 0; gBattle_BG1_Y = 0; gTasks[taskId].data[1] = scrollSpeed; gTasks[taskId].data[4] = numFadeSteps; gTasks[taskId].data[5] = duration; gTasks[taskId].data[6] = fadeStepDelay; gTasks[taskId].data[0] = spriteId; gTasks[taskId].data[2] = includePartner; gTasks[taskId].data[3] = spriteId2; gTasks[taskId].func = UpdateMonScrollingBgMask; } static void UpdateMonScrollingBgMask(u8 taskId) { gTasks[taskId].data[13] += gTasks[taskId].data[1] < 0 ? -gTasks[taskId].data[1] : gTasks[taskId].data[1]; if (gTasks[taskId].data[1] < 0) gBattle_BG1_Y -= gTasks[taskId].data[13] >> 8; else gBattle_BG1_Y += gTasks[taskId].data[13] >> 8; gTasks[taskId].data[13] &= 0xFF; switch (gTasks[taskId].data[15]) { case 0: if (gTasks[taskId].data[11]++ >= gTasks[taskId].data[6]) { gTasks[taskId].data[11] = 0; gTasks[taskId].data[12]++; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[12], 16 - gTasks[taskId].data[12])); if (gTasks[taskId].data[12] == gTasks[taskId].data[4]) gTasks[taskId].data[15]++; } break; case 1: if (++gTasks[taskId].data[10] == gTasks[taskId].data[5]) gTasks[taskId].data[15]++; break; case 2: if (gTasks[taskId].data[11]++ >= gTasks[taskId].data[6]) { gTasks[taskId].data[11] = 0; gTasks[taskId].data[12]--; SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[12], 16 - gTasks[taskId].data[12])); if (gTasks[taskId].data[12] == 0) { ResetBattleAnimBg(FALSE); gBattle_WIN0H = 0; gBattle_WIN0V = 0; SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR); SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR | WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR); if (!IsContest()) { u32 bg1Cnt = GetGpuReg(REG_OFFSET_BG1CNT); ((vBgCnt *)&bg1Cnt)->charBaseBlock = 0; SetGpuReg(REG_OFFSET_BG1CNT, bg1Cnt); } SetGpuReg(REG_OFFSET_DISPCNT, GetGpuReg(REG_OFFSET_DISPCNT) ^ DISPCNT_OBJWIN_ON); SetGpuReg(REG_OFFSET_BLDCNT, 0); SetGpuReg(REG_OFFSET_BLDALPHA, 0); DestroySprite(&gSprites[gTasks[taskId].data[0]]); if (gTasks[taskId].data[2]) DestroySprite(&gSprites[gTasks[taskId].data[3]]); DestroyAnimVisualTask(taskId); } } break; } } void AnimTask_GetBattleTerrain(u8 taskId) { gBattleAnimArgs[0] = gBattleTerrain; DestroyAnimVisualTask(taskId); } void AnimTask_GetFieldTerrain(u8 taskId) { gBattleAnimArgs[0] = gFieldStatuses & STATUS_FIELD_TERRAIN_ANY; DestroyAnimVisualTask(taskId); } void AnimTask_AllocBackupPalBuffer(u8 taskId) { gMonSpritesGfxPtr->buffer = AllocZeroed(MON_PIC_SIZE * MAX_MON_PIC_FRAMES); DestroyAnimVisualTask(taskId); } void AnimTask_FreeBackupPalBuffer(u8 taskId) { FREE_AND_SET_NULL(gMonSpritesGfxPtr->buffer); DestroyAnimVisualTask(taskId); } void AnimTask_CopyPalUnfadedToBackup(u8 taskId) { u32 selectedPalettes; int paletteIndex = 0; if (gBattleAnimArgs[0] == 0) { selectedPalettes = GetBattlePalettesMask(TRUE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE); while ((selectedPalettes & 1) == 0) { selectedPalettes >>= 1; paletteIndex++; } } else if (gBattleAnimArgs[0] == 1) { paletteIndex = gBattleAnimAttacker + 16; } else if (gBattleAnimArgs[0] == 2) { paletteIndex = gBattleAnimTarget + 16; } memcpy(&gMonSpritesGfxPtr->buffer[gBattleAnimArgs[1] * 16], &gPlttBufferUnfaded[PLTT_ID(paletteIndex)], PLTT_SIZE_4BPP); DestroyAnimVisualTask(taskId); } void AnimTask_CopyPalUnfadedFromBackup(u8 taskId) { u32 selectedPalettes; int paletteIndex = 0; if (gBattleAnimArgs[0] == 0) { selectedPalettes = GetBattlePalettesMask(TRUE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE); while ((selectedPalettes & 1) == 0) { selectedPalettes >>= 1; paletteIndex++; } } else if (gBattleAnimArgs[0] == 1) { paletteIndex = gBattleAnimAttacker + 16; } else if (gBattleAnimArgs[0] == 2) { paletteIndex = gBattleAnimTarget + 16; } memcpy(&gPlttBufferUnfaded[PLTT_ID(paletteIndex)], &gMonSpritesGfxPtr->buffer[gBattleAnimArgs[1] * 16], PLTT_SIZE_4BPP); DestroyAnimVisualTask(taskId); } void AnimTask_CopyPalFadedToUnfaded(u8 taskId) { u32 selectedPalettes; int paletteIndex = 0; if (gBattleAnimArgs[0] == 0) { selectedPalettes = GetBattlePalettesMask(TRUE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE); while ((selectedPalettes & 1) == 0) { selectedPalettes >>= 1; paletteIndex++; } } else if (gBattleAnimArgs[0] == 1) { paletteIndex = gBattleAnimAttacker + 16; } else if (gBattleAnimArgs[0] == 2) { paletteIndex = gBattleAnimTarget + 16; } memcpy(&gPlttBufferUnfaded[PLTT_ID(paletteIndex)], &gPlttBufferFaded[PLTT_ID(paletteIndex)], PLTT_SIZE_4BPP); DestroyAnimVisualTask(taskId); } void AnimTask_IsContest(u8 taskId) { if (IsContest()) gBattleAnimArgs[ARG_RET_ID] = TRUE; else gBattleAnimArgs[ARG_RET_ID] = FALSE; DestroyAnimVisualTask(taskId); } void AnimTask_SetAnimAttackerAndTargetForEffectTgt(u8 taskId) { gBattleAnimAttacker = gBattlerTarget; gBattleAnimTarget = gEffectBattler; DestroyAnimVisualTask(taskId); } void AnimTask_IsTargetSameSide(u8 taskId) { if (GetBattlerSide(gBattleAnimAttacker) == GetBattlerSide(gBattleAnimTarget)) gBattleAnimArgs[ARG_RET_ID] = TRUE; else gBattleAnimArgs[ARG_RET_ID] = FALSE; DestroyAnimVisualTask(taskId); } void AnimTask_SetAnimTargetToBattlerTarget(u8 taskId) { gBattleAnimTarget = gBattlerTarget; DestroyAnimVisualTask(taskId); } void AnimTask_SetAnimAttackerAndTargetForEffectAtk(u8 taskId) { gBattleAnimAttacker = gBattlerAttacker; gBattleAnimTarget = gEffectBattler; DestroyAnimVisualTask(taskId); } void AnimTask_SetAttackerInvisibleWaitForSignal(u8 taskId) { if (IsContest()) { DestroyAnimVisualTask(taskId); } else { gTasks[taskId].data[0] = gBattleSpritesDataPtr->battlerData[gBattleAnimAttacker].invisible; gBattleSpritesDataPtr->battlerData[gBattleAnimAttacker].invisible = TRUE; gTasks[taskId].func = AnimTask_WaitAndRestoreVisibility; gAnimVisualTaskCount--; } } static void AnimTask_WaitAndRestoreVisibility(u8 taskId) { if (gBattleAnimArgs[7] == 0x1000) { gBattleSpritesDataPtr->battlerData[gBattleAnimAttacker].invisible = (u8)gTasks[taskId].data[0] & 1; DestroyTask(taskId); } } void AnimTask_IsDoubleBattle(u8 taskId) { gBattleAnimArgs[7] = (IsDoubleBattle() && !IsContest()); DestroyAnimVisualTask(taskId); } void AnimTask_CanBattlerSwitch(u8 taskId) { if (gBattleTypeFlags & BATTLE_TYPE_ARENA) gBattleAnimArgs[ARG_RET_ID] = FALSE; else gBattleAnimArgs[ARG_RET_ID] = CanBattlerSwitch(GetAnimBattlerId(gBattleAnimArgs[0])); DestroyAnimVisualTask(taskId); } void AnimTask_SetInvisible(u8 taskId) { u32 battlerId = GetAnimBattlerId(gBattleAnimArgs[0]); u32 spriteId = gBattlerSpriteIds[battlerId]; gSprites[spriteId].invisible = gBattleSpritesDataPtr->battlerData[battlerId].invisible = gBattleAnimArgs[1]; DestroyAnimVisualTask(taskId); } void AnimTask_SetAnimTargetToAttackerOpposite(u8 taskId) { gBattleAnimTarget = BATTLE_OPPOSITE(gBattleAnimAttacker); DestroyAnimVisualTask(taskId); }