| 38 | } |
| 39 | |
| 40 | void Window_MenuStatus::Refresh() { |
| 41 | contents->Clear(); |
| 42 | |
| 43 | item_max = Main_Data::game_party->GetActors().size(); |
| 44 | |
| 45 | int y = 0; |
| 46 | for (int i = 0; i < item_max; ++i) { |
| 47 | // The party always contains valid battlers |
| 48 | const Game_Actor& actor = *(Main_Data::game_party->GetActors()[i]); |
| 49 | |
| 50 | int face_x = 0; |
| 51 | if (Player::IsRPG2k3()) { |
| 52 | if (!Feature::HasRow()) { |
| 53 | face_x = 4; |
| 54 | } else { |
| 55 | face_x = actor.GetBattleRow() == Game_Actor::RowType::RowType_back ? 8 : 0; |
| 56 | } |
| 57 | } |
| 58 | DrawActorFace(actor, face_x, i*48 + y); |
| 59 | |
| 60 | DrawActorName(actor, 48 + 8 + text_offset, i*48 + 2 + y); |
| 61 | DrawActorTitle(actor, 48 + 8 + 88 + text_offset, i*48 + 2 + y); |
| 62 | DrawActorLevel(actor, 48 + 8 + text_offset, i*48 + 2 + 16 + y); |
| 63 | DrawActorState(actor, 48 + 8 + 42 + text_offset, i*48 + 2 + 16 + y); |
| 64 | DrawActorExp(actor, 48 + 8 + text_offset, i*48 + 2 + 16 + 16 + y); |
| 65 | int digits = (actor.MaxHpValue() >= 1000 || actor.MaxSpValue() >= 1000) ? 4 : 3; |
| 66 | DrawActorHp(actor, 48 + 8 + 106 + text_offset - (digits == 3 ? 0 : 12), i * 48 + 2 + 16 + y, digits); |
| 67 | DrawActorSp(actor, 48 + 8 + 106 + text_offset - (digits == 3 ? 0 : 12), i * 48 + 2 + 16 + 16 + y, digits); |
| 68 | |
| 69 | y += 10; |
| 70 | } |
| 71 | } |
| 72 | |
| 73 | void Window_MenuStatus::UpdateCursorRect() |
| 74 | { |
nothing calls this directly
no test coverage detected