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Method Refresh

src/window_battlestatus.cpp:64–111  ·  view source on GitHub ↗

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62}
63
64void Window_BattleStatus::Refresh() {
65 contents->Clear();
66
67 if (enemy) {
68 item_max = Main_Data::game_enemyparty->GetBattlerCount();
69 }
70 else {
71 item_max = Main_Data::game_party->GetBattlerCount();
72 }
73
74 item_max = std::min(item_max, 4);
75
76 for (int i = 0; i < item_max; i++) {
77 // The party only contains valid battlers
78 const Game_Battler* actor;
79 if (enemy) {
80 actor = &(*Main_Data::game_enemyparty)[i];
81 }
82 else {
83 actor = &(*Main_Data::game_party)[i];
84 }
85
86 if (!enemy && lcf::Data::battlecommands.battle_type == lcf::rpg::BattleCommands::BattleType_gauge) {
87 DrawActorFace(*static_cast<const Game_Actor*>(actor), 80 * i, actor_face_height);
88 }
89 else {
90 int y = menu_item_height / 8 + i * menu_item_height;
91
92 DrawActorName(*actor, 4, y);
93 if (Feature::HasRpg2kBattleSystem()) {
94 int hpdigits = (actor->MaxHpValue() >= 1000) ? 4 : 3;
95 int spdigits = (actor->MaxSpValue() >= 1000) ? 4 : 3;
96 DrawActorState(*actor, (hpdigits < 4 && spdigits < 4) ? 86 : 80, y);
97 DrawActorHp(*actor, 178 - hpdigits * 6 - spdigits * 6, y, hpdigits, true);
98 DrawActorSp(*actor, 220 - spdigits * 6, y, spdigits, false);
99 } else {
100 if (lcf::Data::battlecommands.battle_type == lcf::rpg::BattleCommands::BattleType_traditional) {
101 DrawActorState(*actor, 84, y);
102 DrawActorHpValue(*actor, 136 + 4 * 6, y);
103 } else {
104 DrawActorState(*actor, 80, y);
105 }
106 }
107 }
108 }
109
110 RefreshGauge();
111}
112
113void Window_BattleStatus::RefreshGauge() {
114 if (Feature::HasRpg2k3BattleSystem()) {

Callers

nothing calls this directly

Calls 5

minFunction · 0.85
ClearMethod · 0.45
GetBattlerCountMethod · 0.45
MaxHpValueMethod · 0.45
MaxSpValueMethod · 0.45

Tested by

no test coverage detected