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Searched refs:AlgorithmBase (Results 1 – 14 of 14) sorted by relevance

/dports/games/easyrpg-player/Player-0.7.0/src/
H A Dgame_battlealgorithm.h81 class AlgorithmBase {
83 virtual ~AlgorithmBase() {} in ~AlgorithmBase()
615 class None : public AlgorithmBase {
621 class Normal : public AlgorithmBase {
663 class Skill : public AlgorithmBase {
695 class Item : public AlgorithmBase {
717 class Defend : public AlgorithmBase {
725 class Observe : public AlgorithmBase {
732 class Charge : public AlgorithmBase {
752 class Escape : public AlgorithmBase {
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H A Dscene_battle_rpg2k3.h187 BattleActionReturn ProcessBattleAction(Game_BattleAlgorithm::AlgorithmBase* action);
190 BattleActionReturn ProcessBattleActionBegin(Game_BattleAlgorithm::AlgorithmBase* action);
193 BattleActionReturn ProcessBattleActionNotify(Game_BattleAlgorithm::AlgorithmBase* action);
194 BattleActionReturn ProcessBattleActionCombo(Game_BattleAlgorithm::AlgorithmBase* action);
196 BattleActionReturn ProcessBattleActionCBAInit(Game_BattleAlgorithm::AlgorithmBase* action);
197 BattleActionReturn ProcessBattleActionCBAMove(Game_BattleAlgorithm::AlgorithmBase* action);
204 BattleActionReturn ProcessBattleActionExecute(Game_BattleAlgorithm::AlgorithmBase* action);
206 BattleActionReturn ProcessBattleActionApply(Game_BattleAlgorithm::AlgorithmBase* action);
209 BattleActionReturn ProcessBattleActionFinished(Game_BattleAlgorithm::AlgorithmBase* action);
232 std::shared_ptr<Game_BattleAlgorithm::AlgorithmBase> pending_battle_action = {};
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H A Dscene_battle_rpg2k.h222 BattleActionReturn ProcessBattleAction(Game_BattleAlgorithm::AlgorithmBase* action);
225 BattleActionReturn ProcessBattleActionBegin(Game_BattleAlgorithm::AlgorithmBase* action);
226 BattleActionReturn ProcessBattleActionUsage(Game_BattleAlgorithm::AlgorithmBase* action);
230 BattleActionReturn ProcessBattleActionExecute(Game_BattleAlgorithm::AlgorithmBase* action);
231 BattleActionReturn ProcessBattleActionCritical(Game_BattleAlgorithm::AlgorithmBase* action);
232 BattleActionReturn ProcessBattleActionApply(Game_BattleAlgorithm::AlgorithmBase* action);
233 BattleActionReturn ProcessBattleActionFailure(Game_BattleAlgorithm::AlgorithmBase* action);
234 BattleActionReturn ProcessBattleActionDamage(Game_BattleAlgorithm::AlgorithmBase* action);
238 BattleActionReturn ProcessBattleActionFinished(Game_BattleAlgorithm::AlgorithmBase* action);
240 void ProcessBattleActionDeath(Game_BattleAlgorithm::AlgorithmBase* action);
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H A Dgame_battlealgorithm.cpp57 Game_BattleAlgorithm::AlgorithmBase::AlgorithmBase(Type ty, Game_Battler* source, Game_Battler* tar… in AlgorithmBase() function in Game_BattleAlgorithm::AlgorithmBase
60 Game_BattleAlgorithm::AlgorithmBase::AlgorithmBase(Type ty, Game_Battler* source, std::vector<Game_… in AlgorithmBase() function in Game_BattleAlgorithm::AlgorithmBase
76 Game_BattleAlgorithm::AlgorithmBase::AlgorithmBase(Type ty, Game_Battler* source, Game_Party_Base* … in AlgorithmBase() function in Game_BattleAlgorithm::AlgorithmBase
90 void Game_BattleAlgorithm::AlgorithmBase::Reset() { in Reset()
530 AlgorithmBase(Type::None, source, source) { in None()
575 AlgorithmBase::ApplyComboHitsMultiplier(hits); in ApplyComboHitsMultiplier()
1300 AlgorithmBase(Type::Defend, source, source) { in Defend()
1320 AlgorithmBase(Type::Observe, source, source) { in Observe()
1336 AlgorithmBase(Type::Charge, source, source) { in Charge()
1410 AlgorithmBase(Type::Escape, source, source) { in Escape()
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H A Denemyai.h30 class AlgorithmBase; variable
38 std::unique_ptr<AlgorithmBase> CreateAlgorithm(StringView name);
43 class AlgorithmBase {
45 virtual ~AlgorithmBase() {} in ~AlgorithmBase()
66 class RpgRtCompat: public AlgorithmBase {
78 class RpgRtImproved: public AlgorithmBase {
H A Dautobattle.h30 class AlgorithmBase; variable
38 std::unique_ptr<AlgorithmBase> CreateAlgorithm(StringView name);
43 class AlgorithmBase {
45 virtual ~AlgorithmBase() {} in ~AlgorithmBase()
66 class RpgRtCompat: public AlgorithmBase {
78 class AttackOnly: public AlgorithmBase {
90 class RpgRtImproved: public AlgorithmBase {
H A Dscene_battle.h43 class AlgorithmBase; variable
47 class AlgorithmBase; variable
194 std::unique_ptr<AutoBattle::AlgorithmBase> autobattle_algo;
195 std::unique_ptr<EnemyAi::AlgorithmBase> enemyai_algo;
H A Denemyai.cpp47 static std::shared_ptr<Game_BattleAlgorithm::AlgorithmBase> MakeAttack(Game_Enemy& enemy, int hits)… in MakeAttack()
51 static std::shared_ptr<Game_BattleAlgorithm::AlgorithmBase> MakeAttackAllies(Game_Enemy& enemy, int… in MakeAttackAllies()
56 std::unique_ptr<AlgorithmBase> CreateAlgorithm(StringView name) { in CreateAlgorithm()
70 void AlgorithmBase::SetEnemyAiAction(Game_Enemy& source) { in SetEnemyAiAction()
85 static std::shared_ptr<Game_BattleAlgorithm::AlgorithmBase> MakeBasicAction(Game_Enemy& enemy, cons… in MakeBasicAction()
121 static std::shared_ptr<Game_BattleAlgorithm::AlgorithmBase> MakeSkillAction(Game_Enemy& enemy, cons… in MakeSkillAction()
143 static std::shared_ptr<Game_BattleAlgorithm::AlgorithmBase> MakeAction(Game_Enemy& enemy, const lcf… in MakeAction()
H A Dscene_battle_rpg2k.cpp910 …ActionReturn Scene_Battle_Rpg2k::ProcessBattleAction(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleAction()
963 …nReturn Scene_Battle_Rpg2k::ProcessBattleActionBegin(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionBegin()
1047 …nReturn Scene_Battle_Rpg2k::ProcessBattleActionUsage(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionUsage()
1092 …urn Scene_Battle_Rpg2k::ProcessBattleActionAnimation(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionAnimation()
1144 …eturn Scene_Battle_Rpg2k::ProcessBattleActionExecute(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionExecute()
1158 …turn Scene_Battle_Rpg2k::ProcessBattleActionCritical(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionCritical()
1167 …nReturn Scene_Battle_Rpg2k::ProcessBattleActionApply(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionApply()
1189 …eturn Scene_Battle_Rpg2k::ProcessBattleActionFailure(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionFailure()
1215 …Return Scene_Battle_Rpg2k::ProcessBattleActionDamage(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionDamage()
1616 void Scene_Battle_Rpg2k::ProcessBattleActionDeath(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionDeath()
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H A Dscene_battle_rpg2k3.cpp1940 …ctionReturn Scene_Battle_Rpg2k3::ProcessBattleAction(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleAction()
2033 …Return Scene_Battle_Rpg2k3::ProcessBattleActionBegin(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionBegin()
2073 …rn Scene_Battle_Rpg2k3::ProcessBattleActionPreEvents(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionPreEvents()
2155 …eturn Scene_Battle_Rpg2k3::ProcessBattleActionNotify(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionNotify()
2170 …Return Scene_Battle_Rpg2k3::ProcessBattleActionCombo(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionCombo()
2192 …rn Scene_Battle_Rpg2k3::ProcessBattleActionStartAlgo(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionStartAlgo()
2226 …turn Scene_Battle_Rpg2k3::ProcessBattleActionCBAInit(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionCBAInit()
2233 …turn Scene_Battle_Rpg2k3::ProcessBattleActionCBAMove(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionCBAMove()
2446 …turn Scene_Battle_Rpg2k3::ProcessBattleActionExecute(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionExecute()
2486 …Return Scene_Battle_Rpg2k3::ProcessBattleActionApply(Game_BattleAlgorithm::AlgorithmBase* action) { in ProcessBattleActionApply()
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H A Dgame_battler.h41 class AlgorithmBase; variable
44 typedef std::shared_ptr<Game_BattleAlgorithm::AlgorithmBase> BattleAlgorithmRef;
H A Dautobattle.cpp47 std::unique_ptr<AlgorithmBase> CreateAlgorithm(StringView name) { in CreateAlgorithm()
64 void AlgorithmBase::SetAutoBattleAction(Game_Actor& source) { in SetAutoBattleAction()
/dports/graphics/gimp-app/gimp-2.10.30/app/paint/
H A Dgimppaintcore-loops.cc235 struct AlgorithmBase struct
253 AlgorithmBase (const GimpPaintCoreLoopsParams *params) in AlgorithmBase() argument
745 has_comp_mask (const AlgorithmBase *algorithm) in has_comp_mask()
761 comp_mask_data (const AlgorithmBase *algorithm, in comp_mask_data()
869 has_comp_buffer (const AlgorithmBase *algorithm) in has_comp_buffer()
885 comp_buffer_data (const AlgorithmBase *algorithm, in comp_buffer_data()
966 canvas_buffer_iterator_is_first (AlgorithmBase *algorithm) in canvas_buffer_iterator_is_first()
1118 has_mask_buffer_iterator (const AlgorithmBase *algorithm) in has_mask_buffer_iterator()
1134 mask_buffer_iterator (const AlgorithmBase *algorithm, in mask_buffer_iterator()
2259 params, algorithms, identity<AlgorithmBase> (), in gimp_paint_core_loops_process()
/dports/games/easyrpg-player/Player-0.7.0/tests/
H A Dgame_battlealgorithm.cpp17 using AlgoBase = Game_BattleAlgorithm::AlgorithmBase;