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Searched refs:battler (Results 1 – 25 of 114) sorted by relevance

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/dports/games/easyrpg-player/Player-0.7.0/src/
H A Dsprite_actor.cpp46 auto* battler = GetBattler(); in Update() local
48 if (!battler->IsHidden() && old_hidden != battler->IsHidden()) { in Update()
52 old_hidden = battler->IsHidden(); in Update()
85 if (battler->IsDirectionFlipped()) { in Update()
148 auto* battler = GetBattler(); in SetAnimationState() local
223 auto* battler = GetBattler(); in CreateSprite() local
225 images = {{battler->GetDisplayX(), battler->GetDisplayY()}}; in CreateSprite()
239 auto* battler = GetBattler(); in DoIdleAnimation() local
240 if (battler->IsDefending()) { in DoIdleAnimation()
275 auto* battler = GetBattler(); in Draw() local
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H A Dsprite_weapon.cpp31 battler = actor; in Sprite_Weapon()
47 if (battler->IsDirectionFlipped()) { in Update()
80 …if ((secondary_weapon && !battler->IsDirectionFlipped()) || (!secondary_weapon && battler->IsDirec… in StartAttack()
81 SetZ(battler->GetBattleSprite()->GetZ() + 1); in StartAttack()
83 SetZ(battler->GetBattleSprite()->GetZ() - 1); in StartAttack()
90 if (battler->GetBattleAnimationId() > 0) { in StartAttack()
119 SetX(battler->GetDisplayX()); in CreateSprite()
120 SetY(battler->GetDisplayY()); in CreateSprite()
140 SetX(battler->GetDisplayX()); in Draw()
141 SetY(battler->GetDisplayY()); in Draw()
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H A Dgame_party_base.cpp30 Game_Battler* battler = &(*this)[i]; in GetBattlers() local
31 out.push_back(battler); in GetBattlers()
38 Game_Battler* battler = &(*this)[i]; in GetActiveBattlers() local
39 if (battler->Exists()) { in GetActiveBattlers()
40 out.push_back(battler); in GetActiveBattlers()
48 Game_Battler* battler = &(*this)[i]; in GetDeadBattlers() local
49 if (battler->IsDead()) { in GetDeadBattlers()
50 out.push_back(battler); in GetDeadBattlers()
55 Game_Battler* Game_Party_Base::GetNextActiveBattler(Game_Battler* battler) { in GetNextActiveBattler() argument
60 it = std::find(battlers.begin(), battlers.end(), battler); in GetNextActiveBattler()
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H A Dsprite_battler.cpp28 Sprite_Battler::Sprite_Battler(Game_Battler* battler, int index) : in Sprite_Battler() argument
29 battler(battler), battle_index(index) { in Sprite_Battler()
41 int y = battler->GetBattlePosition().y; in ResetZ()
42 if (battler->GetType() == Game_Battler::Type_Enemy && graphic) { in ResetZ()
44 } else if (battler->GetType() == Game_Battler::Type_Ally) { in ResetZ()
48 int z = battler->GetType(); in ResetZ()
H A Dwindow_actorsp.cpp31 void Window_ActorSp::SetBattler(const Game_Battler& battler) { in SetBattler() argument
34 int digits = (battler.MaxSpValue() >= 1000) ? 4 : 3; in SetBattler()
37 if (battler.GetMaxSp() != 0 && battler.GetSp() <= battler.GetMaxSp() / 4) { in SetBattler()
44 contents->TextDraw(cx + digits * 6, 2, color, std::to_string(battler.GetSp()), Text::AlignRight); in SetBattler()
52 …contents->TextDraw(cx + digits * 6, 2, Font::ColorDefault, std::to_string(battler.GetMaxSp()), Tex… in SetBattler()
H A Dbattle_animation.cpp293 for (auto* battler: battlers) { in Draw() local
303 DrawAt(dst, battler->GetBattlePosition().x, battler->GetBattlePosition().y + offset); in Draw()
307 for (auto& battler: battlers) { in FlashTargets() local
308 battler->Flash(r, g, b, p, 0); in FlashTargets()
313 for (auto& battler: battlers) { in ShakeTargets() local
314 battler->ShakeOnce(str, spd, time); in ShakeTargets()
332 for (auto* battler: battlers) { in Draw() local
334 DrawAt(dst, battler->GetDisplayX(), battler->GetDisplayY()); in Draw()
339 for (auto& battler: battlers) { in FlashTargets() local
340 battler->Flash(r, g, b, p, 0); in FlashTargets()
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H A Dsprite_battler.h39 Sprite_Battler(Game_Battler* battler, int battle_index);
53 Game_Battler* battler = nullptr;
58 return battler; in GetBattler()
62 battler = new_battler; in SetBattler()
H A Dscene_battle.cpp484 void Scene_Battle::PrepareBattleAction(Game_Battler* battler) { in PrepareBattleAction() argument
485 if (battler->GetBattleAlgorithm() == nullptr) { in PrepareBattleAction()
489 if (!battler->CanAct()) { in PrepareBattleAction()
491 battler->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::None>(battler)); in PrepareBattleAction()
501 battler->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::Normal>(battler, target)); in PrepareBattleAction()
510 battler->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::Normal>(battler, target)); in PrepareBattleAction()
515 if (!battler->GetBattleAlgorithm()->ActionIsPossible()) { in PrepareBattleAction()
516 battler->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::None>(battler)); in PrepareBattleAction()
545 void Scene_Battle::SelectionFlash(Game_Battler* battler) { in SelectionFlash() argument
546 if (battler) { in SelectionFlash()
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H A Dspriteset_battle.cpp48 std::vector<Game_Battler*> battler; in Spriteset_Battle() local
49 Main_Data::game_enemyparty->GetBattlers(battler); in Spriteset_Battle()
52 battler.push_back(Main_Data::game_actors->GetActor(i + 1)); in Spriteset_Battle()
H A Dscene_battle_rpg2k3.h91 void OnEventHpChanged(Game_Battler* battler, int hp) override;
95 void InitAtbGauge(Game_Battler& battler, int preempt_atb, int ambush_atb);
151 bool CheckAnimFlip(Game_Battler* battler);
180 void NextTurn(Game_Battler* battler);
229 void RecreateSpWindow(Game_Battler* battler);
H A Dwindow_battlestatus.cpp322 bool Window_BattleStatus::IsChoiceValid(const Game_Battler& battler) const { in IsChoiceValid()
327 return !battler.IsDead(); in IsChoiceValid()
329 return battler.IsDead(); in IsChoiceValid()
331 return battler.IsAtbGaugeFull(); in IsChoiceValid()
349 auto* battler = battlers[i]; in RefreshActiveFromValid() local
350 if (IsChoiceValid(*battler)) { in RefreshActiveFromValid()
H A Dscene_battle_rpg2k3.cpp168 if (battler.IsHidden() || !battler.CanActOrRecoverable()) { in InitAtbGauge()
175 battler.SetAtbGauge(preempt_atb); in InitAtbGauge()
179 battler.SetAtbGauge(ambush_atb); in InitAtbGauge()
734 return battler->IsAtbGaugeFull() && battler->Exists() && battler->CanAct(); in BattlerReadyToAct()
927 battler->NextBattleTurn(); in NextTurn()
1623 PrepareBattleAction(battler); in ProcessSceneActionBattle()
1628 NextTurn(battler); in ProcessSceneActionBattle()
2378 auto& battler = it.first; in ProcessBattleActionCBARangedWeaponMove() local
2784 return battler->IsDirectionFlipped() ^ (battler->GetType() == Game_Battler::Type_Enemy); in CheckAnimFlip()
2841 if (battler && battler->MaxSpValue() >= 1000) { in RecreateSpWindow()
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H A Dgame_battler.cpp365 bool RemoveStates(Game_Battler& battler, F&& f) { in RemoveStates() argument
366 auto prev_restriction = battler.GetSignificantRestriction(); in RemoveStates()
370 return State::Has(lcf::rpg::State::kDeathID, battler.GetStates()); in RemoveStates()
378 battler.SetHp(1); in RemoveStates()
381 auto cur_restriction = battler.GetSignificantRestriction(); in RemoveStates()
382 if (battler.GetBattleAlgorithm() != nullptr in RemoveStates()
383 && battler.GetBattleAlgorithm()->GetType() != Game_BattleAlgorithm::Type::None in RemoveStates()
385 battler.SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::None>(&battler)); in RemoveStates()
H A Dalgo.cpp45 bool IsRowAdjusted(const Game_Battler& battler, lcf::rpg::System::BattleCondition cond, bool offens… in IsRowAdjusted() argument
47 if (battler.GetType() == Game_Battler::Type_Ally) { in IsRowAdjusted()
48 row = static_cast<const Game_Actor&>(battler).GetBattleRow(); in IsRowAdjusted()
51 if (battler.GetType() == Game_Battler::Type_Ally || allow_enemy) { in IsRowAdjusted()
H A Dscene_battle_rpg2k.cpp718 auto* battler = battle_actions.front(); in ProcessSceneActionBattle() local
721 PrepareBattleAction(battler); in ProcessSceneActionBattle()
722 pending_battle_action = battler->GetBattleAlgorithm(); in ProcessSceneActionBattle()
725 …Output::Debug("Battle2k StartBattleAction battler={} frame={}", battler->GetName(), Main_Data::gam… in ProcessSceneActionBattle()
1729 for (auto battler : battle_actions) { in CreateExecutionOrder() local
1730 int battle_order = battler->GetAgi() + Rand::GetRandomNumber(0, battler->GetAgi() / 4 + 3); in CreateExecutionOrder()
1731 …if (battler->GetBattleAlgorithm()->GetType() == Game_BattleAlgorithm::Type::Normal && battler->Has… in CreateExecutionOrder()
1735 battler->SetBattleOrderAgi(battle_order); in CreateExecutionOrder()
1742 for (const auto& battler : battle_actions) { in CreateExecutionOrder() local
1743 if (std::count(battle_actions.begin(), battle_actions.end(), battler) > 1) { in CreateExecutionOrder()
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H A Dscene_battle.h129 static void SelectionFlash(Game_Battler* battler);
158 void PrepareBattleAction(Game_Battler* battler);
H A Dwindow_actorsp.h42 void SetBattler(const Game_Battler& battler);
H A Dsprite_enemy.h39 Sprite_Enemy(Game_Enemy* battler);
H A Dsprite_weapon.h60 Game_Actor* battler; variable
H A Dgame_party_base.h82 virtual Game_Battler* GetNextActiveBattler(Game_Battler* battler);
H A Dwindow_battlestatus.h92 bool IsChoiceValid(const Game_Battler& battler) const;
H A Dgame_battle.h105 void NextTurn(Game_Battler* battler = nullptr);
H A Dalgo.h53 bool IsRowAdjusted(const Game_Battler& battler,
H A Dscene.h264 virtual void OnEventHpChanged(Game_Battler* battler, int hp);
/dports/games/easyrpg-player/Player-0.7.0/tests/
H A Dalgo.cpp45 static void testRowAdjBattler(const Game_Battler& battler, bool offense, bool bug, in testRowAdjBattler() argument
47 …REQUIRE_EQ(none, Algo::IsRowAdjusted(battler, lcf::rpg::System::BattleCondition_none, offense, bug… in testRowAdjBattler()
48 …REQUIRE_EQ(none, Algo::IsRowAdjusted(battler, lcf::rpg::System::BattleCondition_initiative, offens… in testRowAdjBattler()
49 …REQUIRE_EQ(back, Algo::IsRowAdjusted(battler, lcf::rpg::System::BattleCondition_back, offense, bug… in testRowAdjBattler()
50 …REQUIRE_EQ(surround, Algo::IsRowAdjusted(battler, lcf::rpg::System::BattleCondition_surround, offe… in testRowAdjBattler()
51 …REQUIRE_EQ(pincers, Algo::IsRowAdjusted(battler, lcf::rpg::System::BattleCondition_pincers, offens… in testRowAdjBattler()

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