/dports/games/easyrpg-player/Player-0.7.0/src/ |
H A D | game_actor.h | 38 class Game_Actor final : public Game_Battler { 47 Game_Actor(int actor_id); 994 inline int Game_Actor::GetLevel() const { in GetLevel() 998 inline int Game_Actor::GetExp() const { in GetExp() 1002 inline int Game_Actor::GetHp() const { in GetHp() 1006 inline int Game_Actor::GetSp() const { in GetSp() 1038 inline int Game_Actor::GetId() const { in GetId() 1050 inline int Game_Actor::GetAtkMod() const { in GetAtkMod() 1054 inline int Game_Actor::GetDefMod() const { in GetDefMod() 1058 inline int Game_Actor::GetSpiMod() const { in GetSpiMod() [all …]
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H A D | game_actor.cpp | 43 int Game_Actor::MaxHpValue() const { in MaxHpValue() 51 int Game_Actor::MaxSpValue() const { in MaxSpValue() 75 int Game_Actor::MaxExpValue() const { in MaxExpValue() 83 Game_Actor::Game_Actor(int actor_id) { in Game_Actor() function in Game_Actor 159 void Game_Actor::Fixup() { in Fixup() 392 void Game_Actor::FullHeal() { in FullHeal() 611 void Game_Actor::MakeExpList() { in MakeExpList() 1158 int Game_Actor::SetHp(int hp) { in SetHp() 1163 int Game_Actor::SetSp(int sp) { in SetSp() 1188 Game_Actor::RowType Game_Actor::GetBattleRow() const { in GetBattleRow() [all …]
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H A D | autobattle.h | 26 class Game_Actor; variable 58 void SetAutoBattleAction(Game_Actor& source); 60 virtual void vSetAutoBattleAction(Game_Actor& source) = 0; 72 void vSetAutoBattleAction(Game_Actor& source) override; 84 void vSetAutoBattleAction(Game_Actor& source) override; 96 void vSetAutoBattleAction(Game_Actor& source) override; 111 double CalcSkillHealAutoBattleTargetRank(const Game_Actor& source, const Game_Battler& target, cons… 125 double CalcSkillDmgAutoBattleTargetRank(const Game_Actor& source, const Game_Battler& target, const… 135 double CalcSkillAutoBattleRank(const Game_Actor& source, const lcf::rpg::Skill& skill, bool apply_v… 171 void SelectAutoBattleAction(Game_Actor& source, [all …]
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H A D | game_party.h | 49 Game_Actor& operator[] (const int index) override; 175 bool IsItemUsable(int item_id, const Game_Actor* target = nullptr) const; 185 bool UseItem(int item_id, Game_Actor* target = nullptr); 195 bool IsSkillUsable(int skill_id, const Game_Actor* target = nullptr, bool from_item = false) const; 206 bool UseSkill(int skill_id, Game_Actor* source, Game_Actor* target = NULL); 232 std::vector<Game_Actor*> GetActors() const; 241 Game_Actor* GetActor(int idx) const; 400 Game_Actor* GetHighestLeveledActorWhoCanUse(const lcf::rpg::Item*) const;
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H A D | window_base.h | 56 void DrawActorFace(const Game_Actor& actor, int cx, int cy); 58 void DrawActorTitle(const Game_Actor& actor, int cx, int cy) const; 59 void DrawActorClass(const Game_Actor& actor, int cx, int cy) const; 60 void DrawActorLevel(const Game_Actor& actor, int cx, int cy) const; 62 void DrawActorExp(const Game_Actor& actor, int cx, int cy) const; 66 void DrawEquipmentType(const Game_Actor& actor, int cx, int cy, int type) const;
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H A D | autobattle.cpp | 64 void AlgorithmBase::SetAutoBattleAction(Game_Actor& source) { in SetAutoBattleAction() 71 void RpgRtCompat::vSetAutoBattleAction(Game_Actor& source) { in vSetAutoBattleAction() 75 void AttackOnly::vSetAutoBattleAction(Game_Actor& source) { in vSetAutoBattleAction() 79 void RpgRtImproved::vSetAutoBattleAction(Game_Actor& source) { in vSetAutoBattleAction() 83 static int CalcSkillCostAutoBattle(const Game_Actor& source, const lcf::rpg::Skill& skill, bool emu… in CalcSkillCostAutoBattle() 90 double CalcSkillHealAutoBattleTargetRank(const Game_Actor& source, const Game_Battler& target, cons… in CalcSkillHealAutoBattleTargetRank() 126 double CalcSkillDmgAutoBattleTargetRank(const Game_Actor& source, const Game_Battler& target, const… in CalcSkillDmgAutoBattleTargetRank() 163 double CalcSkillAutoBattleRank(const Game_Actor& source, const lcf::rpg::Skill& skill, bool apply_v… in CalcSkillAutoBattleRank() 212 double CalcNormalAttackAutoBattleTargetRank(const Game_Actor& source, in CalcNormalAttackAutoBattleTargetRank() 263 double CalcNormalAttackAutoBattleRank(const Game_Actor& source, Game_Battler::Weapon weapon, const … in CalcNormalAttackAutoBattleRank() [all …]
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H A D | game_party.cpp | 81 Game_Actor& Game_Party::operator[] (const int index) { in operator []() 82 std::vector<Game_Actor*> actors = GetActors(); in operator []() 351 const Game_Actor* fixed_source = nullptr; in UseItem() 438 bool Game_Party::UseSkill(int skill_id, Game_Actor* source, Game_Actor* target) { in UseSkill() 445 std::vector<Game_Actor*> actors = GetActors(); in UseSkill() 446 std::vector<Game_Actor*>::iterator it; in UseSkill() 510 std::vector<Game_Actor*> actors; in GetActors() 517 Game_Actor* Game_Party::GetActor(int idx) const { in GetActor() 642 std::vector<Game_Actor*> actors = GetActors(); in GetAverageLevel() 643 std::vector<Game_Actor*>::iterator it; in GetAverageLevel() [all …]
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H A D | sprite_weapon.h | 25 class Game_Actor; variable 37 Sprite_Weapon(Game_Actor* actor); 60 Game_Actor* battler;
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H A D | sprite_actor.h | 27 class Game_Actor; variable 61 Sprite_Actor(Game_Actor* actor); 93 Game_Actor* GetBattler() const;
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H A D | window_menustatus.cpp | 47 const Game_Actor& actor = *(Main_Data::game_party->GetActors()[i]); in Refresh() 51 face_x = actor.GetBattleRow() == Game_Actor::RowType::RowType_back ? 8 : 0; in Refresh() 77 Game_Actor* Window_MenuStatus::GetActor() const { in GetActor()
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H A D | scene_battle_rpg2k3.h | 90 void OnPartyChanged(Game_Actor* actor, bool add) override; 123 void RefreshCommandWindow(const Game_Actor* actor); 133 void FaceTarget(Game_Actor& source, const Game_Battler& target); 211 std::vector<std::string> GetBattleCommandNames(const Game_Actor* actor); 212 void SetBattleCommandsDisable(Window_Command& window, const Game_Actor* actor);
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H A D | algo.cpp | 48 row = static_cast<const Game_Actor&>(battler).GetBattleRow(); in IsRowAdjusted() 88 && static_cast<const Game_Actor&>(source).AttackIgnoresEvasion(weapon)) { in CalcNormalAttackToHit() 97 && static_cast<const Game_Actor&>(target).HasPhysicalEvasionUp()) { in CalcNormalAttackToHit() 131 && static_cast<const Game_Actor&>(source).AttackIgnoresEvasion(Game_Battler::WeaponAll)) { in CalcSkillToHit() 140 && static_cast<const Game_Actor&>(target).HasPhysicalEvasionUp()) { in CalcSkillToHit() 149 …if (target.GetType() == Game_Battler::Type_Ally && static_cast<const Game_Actor&>(target).Prevents… in CalcCriticalHitChance()
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H A D | window_actortarget.h | 24 class Game_Actor; variable 40 Game_Actor* GetActor();
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H A D | window_item.h | 79 void SetActor(Game_Actor* actor); 84 Game_Actor* actor = nullptr;
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H A D | game_actors.h | 48 Game_Actor* GetActor(int actor_id); 67 std::vector<Game_Actor> data;
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H A D | window_shopparty.cpp | 38 const std::vector<Game_Actor*>& actors = Main_Data::game_party->GetActors(); in Window_ShopParty() 50 static int CmpEquip(const Game_Actor* actor, const lcf::rpg::Item* new_item) { in CmpEquip() 132 const std::vector<Game_Actor*>& actors = Main_Data::game_party->GetActors(); in Refresh() 134 Game_Actor *actor = actors[i]; in Refresh() 197 Game_Actor *actor = Main_Data::game_party->GetActors()[party_index]; in OnCharsetSpriteReady()
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H A D | scene_equip.h | 42 Scene_Equip(Game_Actor& actor, int equip_index = 0); 74 Game_Actor& actor;
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H A D | scene_teleport.h | 35 Scene_Teleport(Game_Actor& actor, const lcf::rpg::Skill& skill); 44 Game_Actor* actor = nullptr;
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H A D | scene_menu.cpp | 255 if (actor->GetBattleRow() == Game_Actor::RowType::RowType_back) { in UpdateActorSelection() 259 Game_Actor* actor = actors[menustatus_window->GetIndex()]; in UpdateActorSelection() 260 if (actor->GetBattleRow() == Game_Actor::RowType::RowType_front) { in UpdateActorSelection() 262 actor->SetBattleRow(Game_Actor::RowType::RowType_back); in UpdateActorSelection() 265 actor->SetBattleRow(Game_Actor::RowType::RowType_front); in UpdateActorSelection()
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H A D | window_base.cpp | 114 void Window_Base::DrawActorFace(const Game_Actor& actor, int cx, int cy) { in DrawActorFace() 122 void Window_Base::DrawActorTitle(const Game_Actor& actor, int cx, int cy) const { in DrawActorTitle() 126 void Window_Base::DrawActorClass(const Game_Actor& actor, int cx, int cy) const { in DrawActorClass() 130 void Window_Base::DrawActorLevel(const Game_Actor& actor, int cx, int cy) const { in DrawActorLevel() 148 void Window_Base::DrawActorExp(const Game_Actor& actor, int cx, int cy) const { in DrawActorExp() 247 void Window_Base::DrawEquipmentType(const Game_Actor& actor, int cx, int cy, int type) const { in DrawEquipmentType()
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H A D | game_actors.cpp | 28 data.emplace_back(Game_Actor(i + 1)); in Game_Actors() 52 Game_Actor* Game_Actors::GetActor(int actor_id) { in GetActor()
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H A D | window_actortarget.cpp | 40 const Game_Actor& actor = *(Main_Data::game_party->GetActors()[i]); in Refresh() 65 Game_Actor* Window_ActorTarget::GetActor() { in GetActor()
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H A D | scene_order.cpp | 138 std::vector<Game_Actor*> actors = Main_Data::game_party->GetActors(); in Redo() 139 for (std::vector<Game_Actor*>::const_iterator it = actors.begin(); in Redo() 161 std::vector<Game_Actor*> party_actors = Main_Data::game_party->GetActors(); in Confirm()
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H A D | window_actorinfo.cpp | 44 …std::string battle_row = Main_Data::game_actors->GetActor(actor_id)->GetBattleRow() == Game_Actor:… in DrawInfo() 47 const Game_Actor& actor = *Main_Data::game_actors->GetActor(actor_id); in DrawInfo()
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H A D | game_battle.h | 31 class Game_Actor; variable 173 Point Calculate2k3BattlePosition(const Game_Actor& actor);
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