ref: 0aadbec02a3a26fbad302cc56b841f3bd987370c
dir: /engine/battle/anim_hp_bar.asm/
_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