pokecrystal/engine/battle/anim_hp_bar.asm

418 lines
5.5 KiB
NASM

_AnimateHPBar:
call .IsMaximumMoreThan48Pixels
jr c, .MoreThan48Pixels
call .ComputePixels
.ShortAnimLoop:
push bc
push hl
call ShortAnim_UpdateVariables
pop hl
pop bc
push af
push bc
push hl
call ShortHPBarAnim_UpdateTiles
call HPBarAnim_BGMapUpdate
pop hl
pop bc
pop af
jr nc, .ShortAnimLoop
ret
.MoreThan48Pixels:
call .ComputePixels
.LongAnimLoop:
push bc
push hl
call LongAnim_UpdateVariables
pop hl
pop bc
ret c
push af
push bc
push hl
call LongHPBarAnim_UpdateTiles
call HPBarAnim_BGMapUpdate
pop hl
pop bc
pop af
jr nc, .LongAnimLoop
ret
.IsMaximumMoreThan48Pixels:
ld a, [wCurHPAnimMaxHP + 1]
and a
jr nz, .player
ld a, [wCurHPAnimMaxHP]
cp HP_BAR_LENGTH_PX
jr nc, .player
and a
ret
.player
scf
ret
.ComputePixels:
push hl
ld hl, wCurHPAnimMaxHP
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ld c, a
ld a, [hli]
ld b, a
pop hl
call ComputeHPBarPixels
ld a, e
ld [wCurHPBarPixels], a
ld a, [wCurHPAnimNewHP]
ld c, a
ld a, [wCurHPAnimNewHP + 1]
ld b, a
ld a, [wCurHPAnimMaxHP]
ld e, a
ld a, [wCurHPAnimMaxHP + 1]
ld d, a
call ComputeHPBarPixels
ld a, e
ld [wNewHPBarPixels], a
push hl
ld hl, wCurHPAnimOldHP
ld a, [hli]
ld c, a
ld a, [hli]
ld b, a
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
pop hl
ld a, e
sub c
ld e, a
ld a, d
sbc b
ld d, a
jr c, .negative
ld a, [wCurHPAnimOldHP]
ld [wCurHPAnimLowHP], a
ld a, [wCurHPAnimNewHP]
ld [wCurHPAnimHighHP], a
ld bc, 1
jr .got_direction
.negative
ld a, [wCurHPAnimOldHP]
ld [wCurHPAnimHighHP], a
ld a, [wCurHPAnimNewHP]
ld [wCurHPAnimLowHP], a
ld a, e
xor $ff
inc a
ld e, a
ld a, d
xor $ff
ld d, a
ld bc, -1
.got_direction
ld a, d
ld [wCurHPAnimDeltaHP], a
ld a, e
ld [wCurHPAnimDeltaHP + 1], a
ret
ShortAnim_UpdateVariables:
ld hl, wCurHPBarPixels
ld a, [wNewHPBarPixels]
cp [hl]
jr nz, .not_finished
scf
ret
.not_finished
ld a, c
add [hl]
ld [hl], a
call ShortHPBar_CalcPixelFrame
and a
ret
LongAnim_UpdateVariables:
.loop
ld hl, wCurHPAnimOldHP
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, e
cp [hl]
jr nz, .next
inc hl
ld a, d
cp [hl]
jr nz, .next
scf
ret
.next
ld l, e
ld h, d
add hl, bc
ld a, l
ld [wCurHPAnimOldHP], a
ld a, h
ld [wCurHPAnimOldHP + 1], a
push hl
push de
push bc
ld hl, wCurHPAnimMaxHP
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ld c, a
ld a, [hli]
ld b, a
; BUG: HP bar animation is slow for high HP (see docs/bugs_and_glitches.md)
call ComputeHPBarPixels
pop bc
pop de
pop hl
ld a, e
ld hl, wCurHPBarPixels
cp [hl]
jr z, .loop
ld [hl], a
and a
ret
ShortHPBarAnim_UpdateTiles:
call HPBarAnim_UpdateHPRemaining
ld d, HP_BAR_LENGTH
ld a, [wWhichHPBar]
and $1
ld b, a
ld a, [wCurHPBarPixels]
ld e, a
ld c, a
push de
call HPBarAnim_RedrawHPBar
pop de
call HPBarAnim_PaletteUpdate
ret
LongHPBarAnim_UpdateTiles:
call HPBarAnim_UpdateHPRemaining
ld a, [wCurHPAnimOldHP]
ld c, a
ld a, [wCurHPAnimOldHP + 1]
ld b, a
ld a, [wCurHPAnimMaxHP]
ld e, a
ld a, [wCurHPAnimMaxHP + 1]
ld d, a
call ComputeHPBarPixels
ld c, e
ld d, HP_BAR_LENGTH
ld a, [wWhichHPBar]
and $1
ld b, a
push de
call HPBarAnim_RedrawHPBar
pop de
call HPBarAnim_PaletteUpdate
ret
HPBarAnim_RedrawHPBar:
ld a, [wWhichHPBar]
cp $2
jr nz, .skip
ld a, 2 * SCREEN_WIDTH
add l
ld l, a
ld a, 0
adc h
ld h, a
.skip
call DrawBattleHPBar
ret
HPBarAnim_UpdateHPRemaining:
ld a, [wWhichHPBar]
and a
ret z
cp $1
jr z, .load_15
ld de, SCREEN_WIDTH + 2
jr .loaded_de
.load_15
ld de, SCREEN_WIDTH + 1
.loaded_de
push hl
add hl, de
ld a, " "
ld [hli], a
ld [hli], a
ld [hld], a
dec hl
ld a, [wCurHPAnimOldHP]
ld [wStringBuffer2 + 1], a
ld a, [wCurHPAnimOldHP + 1]
ld [wStringBuffer2], a
ld de, wStringBuffer2
lb bc, 2, 3
call PrintNum
pop hl
ret
HPBarAnim_PaletteUpdate:
ldh a, [hCGB]
and a
ret z
ld hl, wCurHPAnimPal
call SetHPPal
ld a, [wCurHPAnimPal]
ld c, a
farcall ApplyHPBarPals
ret
HPBarAnim_BGMapUpdate:
ldh a, [hCGB]
and a
jr nz, .cgb
call DelayFrame
call DelayFrame
ret
.cgb
ld a, [wWhichHPBar]
and a
jr z, .load_0
cp $1
jr z, .load_1
ld a, [wCurPartyMon]
cp $3
jr nc, .bottom_half_of_screen
ld c, $0
jr .got_third
.bottom_half_of_screen
ld c, $1
.got_third
push af
cp $2
jr z, .skip_delay
cp $5
jr z, .skip_delay
ld a, $2
ldh [hBGMapMode], a
ld a, c
ldh [hBGMapThird], a
call DelayFrame
.skip_delay
ld a, $1
ldh [hBGMapMode], a
ld a, c
ldh [hBGMapThird], a
call DelayFrame
pop af
cp $2
jr z, .two_frames
cp $5
jr z, .two_frames
ret
.two_frames
inc c
ld a, $2
ldh [hBGMapMode], a
ld a, c
ldh [hBGMapThird], a
call DelayFrame
ld a, $1
ldh [hBGMapMode], a
ld a, c
ldh [hBGMapThird], a
call DelayFrame
ret
.load_0
ld c, $0
jr .finish
.load_1
ld c, $1
.finish
call DelayFrame
ld a, c
ldh [hBGMapThird], a
call DelayFrame
ret
ShortHPBar_CalcPixelFrame:
ld a, [wCurHPAnimMaxHP]
ld c, a
ld b, 0
ld hl, 0
ld a, [wCurHPBarPixels]
cp HP_BAR_LENGTH_PX
jr nc, .return_max
and a
jr z, .return_zero
call AddNTimes
ld b, 0
.loop
; BUG: HP bar animation off-by-one error for low HP (see docs/bugs_and_glitches.md)
ld a, l
sub HP_BAR_LENGTH_PX
ld l, a
ld a, h
sbc $0
ld h, a
jr c, .done
inc b
jr .loop
.done
push bc
ld bc, $80
add hl, bc
pop bc
ld a, l
sub HP_BAR_LENGTH_PX
ld l, a
ld a, h
sbc $0
ld h, a
jr c, .no_carry
inc b
.no_carry
ld a, [wCurHPAnimLowHP]
cp b
jr nc, .finish
ld a, [wCurHPAnimHighHP]
cp b
jr c, .finish
ld a, b
.finish
ld [wCurHPAnimOldHP], a
ret
.return_zero
xor a
ld [wCurHPAnimOldHP], a
ret
.return_max
ld a, [wCurHPAnimMaxHP]
ld [wCurHPAnimOldHP], a
ret