/dports/games/easyrpg-player/Player-0.7.0/src/ |
H A D | sprite_actor.cpp | 46 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 [all …]
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H A D | sprite_weapon.cpp | 31 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() [all …]
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H A D | game_party_base.cpp | 30 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() [all …]
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H A D | sprite_battler.cpp | 28 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()
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H A D | window_actorsp.cpp | 31 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()
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H A D | battle_animation.cpp | 293 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() [all …]
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H A D | sprite_battler.h | 39 Sprite_Battler(Game_Battler* battler, int battle_index); 53 Game_Battler* battler = nullptr; 58 return battler; in GetBattler() 62 battler = new_battler; in SetBattler()
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H A D | scene_battle.cpp | 484 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() [all …]
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H A D | spriteset_battle.cpp | 48 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()
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H A D | scene_battle_rpg2k3.h | 91 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);
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H A D | window_battlestatus.cpp | 322 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()
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H A D | scene_battle_rpg2k3.cpp | 168 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() [all …]
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H A D | game_battler.cpp | 365 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()
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H A D | algo.cpp | 45 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()
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H A D | scene_battle_rpg2k.cpp | 718 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() [all …]
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H A D | scene_battle.h | 129 static void SelectionFlash(Game_Battler* battler); 158 void PrepareBattleAction(Game_Battler* battler);
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H A D | window_actorsp.h | 42 void SetBattler(const Game_Battler& battler);
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H A D | sprite_enemy.h | 39 Sprite_Enemy(Game_Enemy* battler);
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H A D | sprite_weapon.h | 60 Game_Actor* battler; variable
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H A D | game_party_base.h | 82 virtual Game_Battler* GetNextActiveBattler(Game_Battler* battler);
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H A D | window_battlestatus.h | 92 bool IsChoiceValid(const Game_Battler& battler) const;
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H A D | game_battle.h | 105 void NextTurn(Game_Battler* battler = nullptr);
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H A D | algo.h | 53 bool IsRowAdjusted(const Game_Battler& battler,
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H A D | scene.h | 264 virtual void OnEventHpChanged(Game_Battler* battler, int hp);
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/dports/games/easyrpg-player/Player-0.7.0/tests/ |
H A D | algo.cpp | 45 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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