fix hp boxes not dissapearing

This commit is contained in:
Evan 2021-02-02 23:30:08 -07:00
parent 7a237595c9
commit 6139b12a49
4 changed files with 30 additions and 41 deletions

View File

@ -74,7 +74,7 @@ void SetHealthboxSpriteInvisible(u8 healthboxSpriteId);
void SetHealthboxSpriteVisible(u8 healthboxSpriteId);
void DestoryHealthboxSprite(u8 healthboxSpriteId);
void DummyBattleInterfaceFunc(u8 healthboxSpriteId, bool8 isDoubleBattleBankOnly);
void UpdateOamPriorityInAllHealthboxes(u8 priority);
void UpdateOamPriorityInAllHealthboxes(u8 priority, bool32 hideHpBoxes);
void InitBattlerHealthboxCoords(u8 battler);
void UpdateHpTextInHealthbox(u8 healthboxSpriteId, s16 value, u8 maxOrCurrent);
void SwapHpBarsWithHpText(void);

View File

@ -18,6 +18,7 @@
#include "task.h"
#include "constants/battle_anim.h"
#include "constants/battle_config.h"
#include "constants/battle_moves.h"
#define ANIM_SPRITE_INDEX_COUNT 8
@ -2198,11 +2199,32 @@ void DoMoveAnim(u16 move)
void LaunchBattleAnimation(const u8 *const animsTable[], u16 tableId, bool8 isMoveAnim)
{
s32 i;
bool32 hideHpBoxes = (tableId == MOVE_TRANSFORM) ? FALSE : TRUE;
if (!isMoveAnim)
{
switch (tableId)
{
case B_ANIM_TURN_TRAP:
case B_ANIM_LEECH_SEED_DRAIN:
case B_ANIM_MON_HIT:
case B_ANIM_SNATCH_MOVE:
case B_ANIM_FUTURE_SIGHT_HIT:
case B_ANIM_DOOM_DESIRE_HIT:
case B_ANIM_WISH_HEAL:
case B_ANIM_MEGA_EVOLUTION:
hideHpBoxes = TRUE;
break;
default:
hideHpBoxes = FALSE;
break;
}
}
if (!IsContest())
{
sub_80A8278();
UpdateOamPriorityInAllHealthboxes(0);
UpdateOamPriorityInAllHealthboxes(0, hideHpBoxes);
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
if (GetBattlerSide(i) != B_SIDE_PLAYER)
@ -2511,7 +2533,7 @@ static void ScriptCmd_end(void)
if (!IsContest())
{
sub_80A8278();
UpdateOamPriorityInAllHealthboxes(1);
UpdateOamPriorityInAllHealthboxes(1, TRUE);
}
gAnimScriptActive = FALSE;
}

View File

@ -1332,7 +1332,7 @@ static void SpriteCB_Ball_Capture_Step(struct Sprite *sprite)
else if (sprite->sTimer == 95)
{
gDoingBattleAnim = FALSE;
UpdateOamPriorityInAllHealthboxes(1);
UpdateOamPriorityInAllHealthboxes(1, FALSE);
m4aMPlayAllStop();
PlaySE(MUS_RG_CAUGHT_INTRO);
}
@ -1515,7 +1515,7 @@ static void SpriteCB_Ball_Release_Wait(struct Sprite *sprite)
sprite->sFrame = 0;
sprite->callback = DestroySpriteAfterOneFrame;
gDoingBattleAnim = 0;
UpdateOamPriorityInAllHealthboxes(1);
UpdateOamPriorityInAllHealthboxes(1, FALSE);
}
}
@ -1557,7 +1557,7 @@ static void SpriteCB_Ball_Block_Step(struct Sprite *sprite)
sprite->sFrame = 0;
sprite->callback = DestroySpriteAfterOneFrame;
gDoingBattleAnim = 0;
UpdateOamPriorityInAllHealthboxes(1);
UpdateOamPriorityInAllHealthboxes(1, FALSE);
}
}

View File

@ -944,39 +944,6 @@ static void TryToggleHealboxVisibility(u8 priority, u8 healthboxLeftSpriteId, u8
u8 spriteIds[4] = {healthboxLeftSpriteId, healthboxRightSpriteId, healthbarSpriteId, indicatorSpriteId};
int i;
switch (gBattleResources->bufferA[gBattleAnimAttacker][0])
{
case CONTROLLER_MOVEANIMATION:
if (gBattleResources->bufferA[gBattleAnimAttacker][1] == MOVE_TRANSFORM)
return;
break;
case CONTROLLER_BALLTHROWANIM:
return; //throwing ball does not hide hp boxes
case CONTROLLER_BATTLEANIMATION:
//check special anims that hide health boxes
switch (gBattleResources->bufferA[gBattleAnimAttacker][1])
{
case B_ANIM_TURN_TRAP:
case B_ANIM_LEECH_SEED_DRAIN:
case B_ANIM_MON_HIT:
case B_ANIM_SNATCH_MOVE:
case B_ANIM_FUTURE_SIGHT_HIT:
case B_ANIM_DOOM_DESIRE_HIT:
case B_ANIM_WISH_HEAL:
//new
case B_ANIM_MEGA_EVOLUTION:
case B_ANIM_TERRAIN_MISTY:
case B_ANIM_TERRAIN_GRASSY:
case B_ANIM_TERRAIN_ELECTRIC:
case B_ANIM_TERRAIN_PSYCHIC:
break;
}
return; //all other special anims dont hide
default:
return;
}
// if we've reached here, we should hide hp boxes
for (i = 0; i < NELEMS(spriteIds); i++)
{
if (spriteIds[i] == 0xFF)
@ -994,7 +961,7 @@ static void TryToggleHealboxVisibility(u8 priority, u8 healthboxLeftSpriteId, u8
}
}
void UpdateOamPriorityInAllHealthboxes(u8 priority)
void UpdateOamPriorityInAllHealthboxes(u8 priority, bool32 hideHPBoxes)
{
s32 i;
@ -1012,7 +979,7 @@ void UpdateOamPriorityInAllHealthboxes(u8 priority)
gSprites[indicatorSpriteId].oam.priority = priority;
#if B_HIDE_HEALTHBOXES_DURING_ANIMS
if (IsBattlerAlive(i))
if (hideHPBoxes && IsBattlerAlive(i))
TryToggleHealboxVisibility(priority, healthboxLeftSpriteId, healthboxRightSpriteId, healthbarSpriteId, indicatorSpriteId);
#endif
}