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Merge pull request #520 from ghoulslash/battle_engine
Add Toggle Healthbox Visibility Feature
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commit
1b65e1a1f0
@ -145,4 +145,6 @@
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#define B_NEW_IMPACT_PALETTE TRUE // If set to TRUE, it updates the basic 'hit' palette.
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#define B_NEW_SURF_PARTICLE_PALETTE TRUE // If set to TRUE, it updates Surf's wave palette.
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#define HIDE_HEALTHBOXES_DURING_ANIMS TRUE //if TRUE, hides healthboxes during move animations
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#endif // GUARD_CONSTANTS_BATTLE_CONFIG_H
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@ -939,10 +939,65 @@ void DummyBattleInterfaceFunc(u8 healthboxSpriteId, bool8 isDoubleBattleBattlerO
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}
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static void TryToggleHealboxVisibility(u8 priority, u8 healthboxLeftSpriteId, u8 healthboxRightSpriteId, u8 healthbarSpriteId, u8 indicatorSpriteId)
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{
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u8 spriteIds[4] = {healthboxLeftSpriteId, healthboxRightSpriteId, healthbarSpriteId, indicatorSpriteId};
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int i;
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switch (gBattleResources->bufferA[gBattleAnimAttacker][0])
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{
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case CONTROLLER_MOVEANIMATION:
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if (gBattleResources->bufferA[gBattleAnimAttacker][1] == MOVE_TRANSFORM)
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return;
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break;
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case CONTROLLER_BALLTHROWANIM:
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return; //throwing ball does not hide hp boxes
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case CONTROLLER_BATTLEANIMATION:
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//check special anims that hide health boxes
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switch (gBattleResources->bufferA[gBattleAnimAttacker][1])
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{
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case B_ANIM_TURN_TRAP:
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case B_ANIM_LEECH_SEED_DRAIN:
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case B_ANIM_MON_HIT:
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case B_ANIM_SNATCH_MOVE:
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case B_ANIM_FUTURE_SIGHT_HIT:
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case B_ANIM_DOOM_DESIRE_HIT:
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case B_ANIM_WISH_HEAL:
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//new
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case B_ANIM_MEGA_EVOLUTION:
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case B_ANIM_TERRAIN_MISTY:
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case B_ANIM_TERRAIN_GRASSY:
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case B_ANIM_TERRAIN_ELECTRIC:
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case B_ANIM_TERRAIN_PSYCHIC:
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break;
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}
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return; //all other special anims dont hide
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default:
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return;
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}
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// if we've reached here, we should hide hp boxes
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for (i = 0; i < NELEMS(spriteIds); i++)
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{
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if (spriteIds[i] == 0xFF)
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continue;
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switch (priority)
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{
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case 0: //start of anim -> make invisible
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gSprites[spriteIds[i]].invisible = TRUE;
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break;
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case 1: //end of anim -> make visible
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gSprites[spriteIds[i]].invisible = FALSE;
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break;
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}
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}
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}
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void UpdateOamPriorityInAllHealthboxes(u8 priority)
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{
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s32 i;
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for (i = 0; i < gBattlersCount; i++)
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{
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u8 healthboxLeftSpriteId = gHealthboxSpriteIds[i];
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@ -955,6 +1010,11 @@ void UpdateOamPriorityInAllHealthboxes(u8 priority)
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gSprites[healthbarSpriteId].oam.priority = priority;
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if (indicatorSpriteId != 0xFF)
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gSprites[indicatorSpriteId].oam.priority = priority;
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#if HIDE_HEALTHBOXES_DURING_ANIMS
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if (IsBattlerAlive(i))
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TryToggleHealboxVisibility(priority, healthboxLeftSpriteId, healthboxRightSpriteId, healthbarSpriteId, indicatorSpriteId);
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#endif
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}
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}
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