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Searched refs:Game_Actor (Results 1 – 25 of 62) sorted by relevance

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/dports/games/easyrpg-player/Player-0.7.0/src/
H A Dgame_actor.h38 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()
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H A Dgame_actor.cpp43 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()
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H A Dautobattle.h26 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,
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H A Dgame_party.h49 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;
H A Dwindow_base.h56 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;
H A Dautobattle.cpp64 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()
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H A Dgame_party.cpp81 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()
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H A Dsprite_weapon.h25 class Game_Actor; variable
37 Sprite_Weapon(Game_Actor* actor);
60 Game_Actor* battler;
H A Dsprite_actor.h27 class Game_Actor; variable
61 Sprite_Actor(Game_Actor* actor);
93 Game_Actor* GetBattler() const;
H A Dwindow_menustatus.cpp47 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()
H A Dscene_battle_rpg2k3.h90 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);
H A Dalgo.cpp48 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()
H A Dwindow_actortarget.h24 class Game_Actor; variable
40 Game_Actor* GetActor();
H A Dwindow_item.h79 void SetActor(Game_Actor* actor);
84 Game_Actor* actor = nullptr;
H A Dgame_actors.h48 Game_Actor* GetActor(int actor_id);
67 std::vector<Game_Actor> data;
H A Dwindow_shopparty.cpp38 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()
H A Dscene_equip.h42 Scene_Equip(Game_Actor& actor, int equip_index = 0);
74 Game_Actor& actor;
H A Dscene_teleport.h35 Scene_Teleport(Game_Actor& actor, const lcf::rpg::Skill& skill);
44 Game_Actor* actor = nullptr;
H A Dscene_menu.cpp255 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()
H A Dwindow_base.cpp114 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()
H A Dgame_actors.cpp28 data.emplace_back(Game_Actor(i + 1)); in Game_Actors()
52 Game_Actor* Game_Actors::GetActor(int actor_id) { in GetActor()
H A Dwindow_actortarget.cpp40 const Game_Actor& actor = *(Main_Data::game_party->GetActors()[i]); in Refresh()
65 Game_Actor* Window_ActorTarget::GetActor() { in GetActor()
H A Dscene_order.cpp138 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()
H A Dwindow_actorinfo.cpp44 …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()
H A Dgame_battle.h31 class Game_Actor; variable
173 Point Calculate2k3BattlePosition(const Game_Actor& actor);

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