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window_menustatus.cpp
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/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* EasyRPG Player is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
// Headers
#include "window_menustatus.h"
#include "cache.h"
#include "game_party.h"
#include "player.h"
#include "bitmap.h"
#include "feature.h"
Window_MenuStatus::Window_MenuStatus(int ix, int iy, int iwidth, int iheight) :
Window_Selectable(ix, iy, iwidth, iheight) {
if (Player::IsRPG2k3()) {
SetContents(Bitmap::Create(width - 12, height - 16));
SetBorderX(4);
text_offset = 4;
} else {
SetContents(Bitmap::Create(width - 16, height - 16));
}
Refresh();
}
void Window_MenuStatus::Refresh() {
contents->Clear();
item_max = Main_Data::game_party->GetActors().size();
int y = 0;
for (int i = 0; i < item_max; ++i) {
// The party always contains valid battlers
const Game_Actor& actor = *(Main_Data::game_party->GetActors()[i]);
int face_x = 0;
if (Player::IsRPG2k3()) {
if (!Feature::HasRow()) {
face_x = 4;
} else {
face_x = actor.GetBattleRow() == Game_Actor::RowType::RowType_back ? 8 : 0;
}
}
DrawActorFace(actor, face_x, i*48 + y);
DrawActorName(actor, 48 + 8 + text_offset, i*48 + 2 + y);
DrawActorTitle(actor, 48 + 8 + 88 + text_offset, i*48 + 2 + y);
DrawActorLevel(actor, 48 + 8 + text_offset, i*48 + 2 + 16 + y);
DrawActorState(actor, 48 + 8 + 42 + text_offset, i*48 + 2 + 16 + y);
DrawActorExp(actor, 48 + 8 + text_offset, i*48 + 2 + 16 + 16 + y);
int digits = (actor.MaxHpValue() >= 1000 || actor.MaxSpValue() >= 1000) ? 4 : 3;
DrawActorHp(actor, 48 + 8 + 106 + text_offset - (digits == 3 ? 0 : 12), i * 48 + 2 + 16 + y, digits);
DrawActorSp(actor, 48 + 8 + 106 + text_offset - (digits == 3 ? 0 : 12), i * 48 + 2 + 16 + 16 + y, digits);
y += 10;
}
}
void Window_MenuStatus::UpdateCursorRect()
{
if (index < 0) {
cursor_rect = { 0, 0, 0, 0 };
} else {
cursor_rect = { 48 + 4 + text_offset, index * (48 + 10), 168, 48 };
}
}
Game_Actor* Window_MenuStatus::GetActor() const {
return &(*Main_Data::game_party)[GetIndex()];
}