1 /*
2  * This file is part of EasyRPG Player.
3  *
4  * EasyRPG Player is free software: you can redistribute it and/or modify
5  * it under the terms of the GNU General Public License as published by
6  * the Free Software Foundation, either version 3 of the License, or
7  * (at your option) any later version.
8  *
9  * EasyRPG Player is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
16  */
17 
18 // Headers
19 #include "window_actortarget.h"
20 #include "game_actor.h"
21 #include "game_party.h"
22 #include "bitmap.h"
23 #include "player.h"
24 
Window_ActorTarget(int ix,int iy,int iwidth,int iheight)25 Window_ActorTarget::Window_ActorTarget(int ix, int iy, int iwidth, int iheight) :
26 	Window_Selectable(ix, iy, iwidth, iheight) {
27 
28 	SetContents(Bitmap::Create(width - 16, height - 16));
29 
30 	Refresh();
31 }
32 
Refresh()33 void Window_ActorTarget::Refresh() {
34 	contents->Clear();
35 
36 	item_max = Main_Data::game_party->GetActors().size();
37 
38 	int y = 0;
39 	for (int i = 0; i < item_max; ++i) {
40 		const Game_Actor& actor = *(Main_Data::game_party->GetActors()[i]);
41 
42 		DrawActorFace(actor, 0, i * 48 + y);
43 		DrawActorName(actor, 48 + 8, i * 48 + 2 + y);
44 		DrawActorLevel(actor, 48 + 8, i * 48 + 2 + 16 + y);
45 		DrawActorState(actor, 48 + 8, i * 48 + 2 + 16 + 16 + y);
46 		int digits = (actor.MaxHpValue() >= 1000 || actor.MaxSpValue() >= 1000) ? 4 : 3;
47 		int x_offset = 48 + 8 + 46 + (digits == 3 ? 12 : 0);
48 		DrawActorHp(actor, x_offset, i * 48 + 2 + 16 + y, digits);
49 		DrawActorSp(actor, x_offset, i * 48 + 2 + 16 + 16 + y, digits);
50 
51 		y += 10;
52 	}
53 }
54 
UpdateCursorRect()55 void Window_ActorTarget::UpdateCursorRect() {
56 	if (index < -10) { // Entire Party
57 		cursor_rect = { 48 + 4, 0, 120, item_max * (48 + 10) - 10 };
58 	} else if (index < 0) { // Fixed to one
59 		cursor_rect = { 48 + 4, (-index - 1) * (48 + 10), 120, 48 };
60 	} else {
61 		cursor_rect = { 48 + 4, index * (48 + 10), 120, 48 };
62 	}
63 }
64 
GetActor()65 Game_Actor* Window_ActorTarget::GetActor() {
66 	int ind = GetIndex();
67 	if (ind >= -10 && ind < 0) {
68 		ind = -ind - 1;
69 	}
70 	else if (ind == -100) {
71 		return nullptr;
72 	}
73 
74 	return &(*Main_Data::game_party)[ind];
75 }
76