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Searched refs:Game_Battler (Results 1 – 25 of 56) sorted by relevance

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/dports/games/easyrpg-player/Player-0.7.0/src/
H A Dbattle_message.h25 class Game_Battler; variable
39 std::string GetPhysicalFailureMessage(const Game_Battler& source, const Game_Battler& target);
41 std::string GetSkillFailureMessage(const Game_Battler& source, const Game_Battler& target, const lc…
45 std::string GetCriticalHitMessage(const Game_Battler& source, const Game_Battler& target);
53 std::string GetHpAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value);
55 std::string GetSpAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value);
57 std::string GetAtkAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value…
59 std::string GetDefAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value…
61 std::string GetSpiAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value…
63 std::string GetAgiAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value…
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H A Dgame_battler.h49 class Game_Battler {
66 Game_Battler();
68 Game_Battler(const Game_Battler&) = delete;
69 Game_Battler& operator=(const Game_Battler&) = delete;
70 Game_Battler(Game_Battler&&) noexcept = default;
71 Game_Battler& operator=(Game_Battler&&) noexcept = default;
73 virtual ~Game_Battler() = default;
942 inline void Game_Battler::Kill() { in Kill()
946 inline bool Game_Battler::IsDead() const { in IsDead()
951 inline bool Game_Battler::Exists() const { in Exists()
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H A Dgame_party_base.cpp30 Game_Battler* battler = &(*this)[i]; in GetBattlers()
38 Game_Battler* battler = &(*this)[i]; in GetActiveBattlers()
48 Game_Battler* battler = &(*this)[i]; in GetDeadBattlers()
55 Game_Battler* Game_Party_Base::GetNextActiveBattler(Game_Battler* battler) { in GetNextActiveBattler()
56 std::vector<Game_Battler*> battlers; in GetNextActiveBattler()
59 std::vector<Game_Battler*>::const_iterator it; in GetNextActiveBattler()
67 Game_Battler* b = *it; in GetNextActiveBattler()
75 Game_Battler* b = *it; in GetNextActiveBattler()
85 std::vector<Game_Battler*> battlers; in GetRandomActiveBattler()
94 std::vector<Game_Battler*> battlers; in GetRandomDeadBattler()
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H A Dbattle_message.cpp42 if (target.GetType() == Game_Battler::Type_Ally) { in GetStateInflictMessage()
84 std::string GetPhysicalFailureMessage(const Game_Battler& source, const Game_Battler& target) { in GetPhysicalFailureMessage()
88 std::string GetSkillFailureMessage(const Game_Battler& source, const Game_Battler& target, const lc… in GetSkillFailureMessage()
127 std::string GetCriticalHitMessage(const Game_Battler& source, const Game_Battler& target) { in GetCriticalHitMessage()
208 std::string GetHpAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value)… in GetHpAbsorbedMessage()
212 std::string GetSpAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value)… in GetSpAbsorbedMessage()
216 std::string GetAtkAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value… in GetAtkAbsorbedMessage()
220 std::string GetDefAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value… in GetDefAbsorbedMessage()
224 std::string GetSpiAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value… in GetSpiAbsorbedMessage()
228 std::string GetAgiAbsorbedMessage(const Game_Battler& source, const Game_Battler& target, int value… in GetAgiAbsorbedMessage()
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H A Dalgo.h53 bool IsRowAdjusted(const Game_Battler& battler,
79 int CalcNormalAttackToHit(const Game_Battler& source,
80 const Game_Battler& target,
81 Game_Battler::Weapon weapon,
94 int CalcSkillToHit(const Game_Battler& source, const Game_Battler& target, const lcf::rpg::Skill& s…
105 int CalcCriticalHitChance(const Game_Battler& source, const Game_Battler& target, Game_Battler::Wea…
134 const Game_Battler& target,
135 Game_Battler::Weapon weapon,
154 int CalcSkillEffect(const Game_Battler& source,
155 const Game_Battler& target,
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H A Dgame_battler.cpp48 Game_Battler::Game_Battler() { in Game_Battler() function in Game_Battler
84 bool Game_Battler::CanAct() const { in CanAct()
147 bool Game_Battler::UseItem(int item_id, const Game_Battler* source) { in UseItem()
218 bool Game_Battler::UseSkill(int skill_id, const Game_Battler* source) { in UseSkill()
397 void Game_Battler::RemoveAllStates() { in RemoveAllStates()
416 int Game_Battler::ApplyConditions() { in ApplyConditions()
482 int Game_Battler::GetMaxHp() const { in GetMaxHp()
490 int Game_Battler::ChangeSp(int sp) { in ChangeSp()
496 int Game_Battler::GetMaxSp() const { in GetMaxSp()
580 void Game_Battler::UpdateBattle() { in UpdateBattle()
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H A Dalgo.cpp57 …int CalcToHitAgiAdjustment(int to_hit, const Game_Battler& source, const Game_Battler& target, Gam… in CalcToHitAgiAdjustment()
67 const Game_Battler &target, in CalcNormalAttackToHit()
68 Game_Battler::Weapon weapon, in CalcNormalAttackToHit()
87 if (source.GetType() == Game_Battler::Type_Ally in CalcNormalAttackToHit()
96 if (target.GetType() == Game_Battler::Type_Ally in CalcNormalAttackToHit()
110 int CalcSkillToHit(const Game_Battler& source, const Game_Battler& target, const lcf::rpg::Skill& s… in CalcSkillToHit()
147 int CalcCriticalHitChance(const Game_Battler& source, const Game_Battler& target, Game_Battler::Wea… in CalcCriticalHitChance()
178 const Game_Battler& target, in CalcNormalAttackEffect()
179 Game_Battler::Weapon weapon, in CalcNormalAttackEffect()
220 const Game_Battler& target, in CalcSkillEffect()
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H A Dgame_battlealgorithm.h29 class Game_Battler; variable
86 Game_Battler* GetSource() const;
89 Game_Battler* GetTarget() const;
546 AlgorithmBase(Type t, Game_Battler* source, Game_Battler* target);
547 AlgorithmBase(Type t, Game_Battler* source, std::vector<Game_Battler*> targets);
617 None(Game_Battler* source);
697 Item(Game_Battler* source, Game_Battler* target, const lcf::rpg::Item& item);
719 Defend(Game_Battler* source);
727 Observe(Game_Battler* source);
734 Charge(Game_Battler* source);
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H A Dgame_party_base.h38 virtual Game_Battler& operator[] (const int index) = 0;
59 virtual void GetBattlers(std::vector<Game_Battler*>& out);
66 virtual void GetActiveBattlers(std::vector<Game_Battler*>& out);
73 virtual void GetDeadBattlers(std::vector<Game_Battler*>& out);
82 virtual Game_Battler* GetNextActiveBattler(Game_Battler* battler);
88 virtual Game_Battler* GetRandomActiveBattler();
95 virtual Game_Battler* GetRandomDeadBattler();
H A Dsprite_battler.h26 class Game_Battler; variable
39 Sprite_Battler(Game_Battler* battler, int battle_index);
43 Game_Battler* GetBattler() const;
45 void SetBattler(Game_Battler* new_battler);
53 Game_Battler* battler = nullptr;
57 inline Game_Battler* Sprite_Battler::GetBattler() const { in GetBattler()
61 inline void Sprite_Battler::SetBattler(Game_Battler* new_battler) { in SetBattler()
H A Dgame_battlealgorithm.cpp57 Game_BattleAlgorithm::AlgorithmBase::AlgorithmBase(Type ty, Game_Battler* source, Game_Battler* tar… in AlgorithmBase()
60 …ttleAlgorithm::AlgorithmBase::AlgorithmBase(Type ty, Game_Battler* source, std::vector<Game_Battle… in AlgorithmBase()
116 std::vector<Game_Battler*> anim_targets; in PlayAnimation()
534 Game_BattleAlgorithm::Normal::Normal(Game_Battler* source, Game_Battler* target, int hits_multiplie… in Normal()
552 return Game_Battler::WeaponAll; in GetWeapon()
554 …return GetCurrentRepeat() >= weapon_style ? Game_Battler::WeaponSecondary : Game_Battler::WeaponPr… in GetWeapon()
600 if (source->GetType() == Game_Battler::Type_Ally) { in GetAnimationId()
612 if (source->GetType() == Game_Battler::Type_Enemy in GetAnimationId()
658 if (source.GetType() == Game_Battler::Type_Ally) { in vExecute()
728 return weapon == Game_Battler::WeaponSecondary in GetSourcePose()
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H A Dattribute.h26 class Game_Battler; variable
59 …buteNormalAttackMultiplier(int effect, const Game_Battler& source, const Game_Battler& target, Gam…
69 int ApplyAttributeSkillMultiplier(int effect, const Game_Battler& target, const lcf::rpg::Skill& sk…
79 int ApplyAttributeMultiplier(int effect, const Game_Battler& target, Span<const lcf::DBBitArray*> a…
H A Dwindow_base.h57 void DrawActorName(const Game_Battler& actor, int cx, int cy) const;
61 void DrawActorState(const Game_Battler& actor, int cx, int cy) const;
63 …void DrawActorHp(const Game_Battler& actor, int cx, int cy, int digits, bool draw_max = true) cons…
64 …void DrawActorSp(const Game_Battler& actor, int cx, int cy, int digits, bool draw_max = true) cons…
65 void DrawActorParameter(const Game_Battler& actor, int cx, int cy, int type) const;
70 void DrawGauge(const Game_Battler& actor, int cx, int cy, int alpha = 255) const;
71 void DrawActorHpValue(const Game_Battler& actor, int cx, int cy) const;
72 void DrawActorSpValue(const Game_Battler& actor, int cx, int cy) const;
H A Dautobattle.h111 double CalcSkillHealAutoBattleTargetRank(const Game_Actor& source, const Game_Battler& target, cons…
125 double CalcSkillDmgAutoBattleTargetRank(const Game_Actor& source, const Game_Battler& target, const…
146 …AttackAutoBattleTargetRank(const Game_Actor& source, const Game_Battler& target, Game_Battler::Wea…
157 double CalcNormalAttackAutoBattleRank(const Game_Actor& source, Game_Battler::Weapon weapon, lcf::r…
172 Game_Battler::Weapon weapon,
187 SelectAutoBattleAction(source, Game_Battler::WeaponAll, cond, true, false, true, true); in SelectAutoBattleActionRpgRtCompat()
H A Dattribute.cpp71 int ApplyAttributeMultiplier(int effect, const Game_Battler& target, Span<const lcf::DBBitArray*> a… in ApplyAttributeMultiplier()
119 …NormalAttackMultiplier(int effect, const Game_Battler& source_battler, const Game_Battler& target,… in ApplyAttributeNormalAttackMultiplier()
120 if (source_battler.GetType() != Game_Battler::Type_Ally) { in ApplyAttributeNormalAttackMultiplier()
129 if (weapon == Game_Battler::Weapon(i + 1) || weapon == Game_Battler::WeaponAll) { in ApplyAttributeNormalAttackMultiplier()
144 int ApplyAttributeSkillMultiplier(int effect, const Game_Battler& target, const lcf::rpg::Skill& sk… in ApplyAttributeSkillMultiplier()
H A Dsprite_battler.cpp28 Sprite_Battler::Sprite_Battler(Game_Battler* battler, int index) : in Sprite_Battler()
36 …static_assert(Game_Battler::Type_Ally < Game_Battler::Type_Enemy, "Game_Battler enums re-ordered! … in ResetZ()
42 if (battler->GetType() == Game_Battler::Type_Enemy && graphic) { in ResetZ()
44 } else if (battler->GetType() == Game_Battler::Type_Ally) { in ResetZ()
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);
133 void FaceTarget(Game_Actor& source, const Game_Battler& target);
142 void ActionSelectedCallback(Game_Battler* for_battler) override;
151 bool CheckAnimFlip(Game_Battler* battler);
180 void NextTurn(Game_Battler* battler);
181 bool CheckBattleEndAndScheduleEvents(EventTriggerType tt, Game_Battler* source);
229 void RecreateSpWindow(Game_Battler* battler);
248 std::vector<std::pair<Game_Battler&, std::unique_ptr<Sprite_Weapon>>> cba_ranged;
H A Dwindow_shopparty.cpp51 auto atk = actor->GetBaseAtk(Game_Battler::WeaponAll, true, false); in CmpEquip()
52 auto def = actor->GetBaseDef(Game_Battler::WeaponAll, true, false); in CmpEquip()
53 auto spi = actor->GetBaseSpi(Game_Battler::WeaponAll, true, false); in CmpEquip()
54 auto agi = actor->GetBaseAgi(Game_Battler::WeaponAll, true, false); in CmpEquip()
77 atk = actor->GetBaseAtk(Game_Battler::WeaponAll, true, false); in CmpEquip()
78 def = actor->GetBaseDef(Game_Battler::WeaponAll, true, false); in CmpEquip()
79 spi = actor->GetBaseSpi(Game_Battler::WeaponAll, true, false); in CmpEquip()
80 agi = actor->GetBaseAgi(Game_Battler::WeaponAll, true, false); in CmpEquip()
H A Dscene_battle.h50 class Game_Battler; variable
129 static void SelectionFlash(Game_Battler* battler);
156 virtual void ActionSelectedCallback(Game_Battler* for_battler);
158 void PrepareBattleAction(Game_Battler* battler);
193 std::deque<Game_Battler*> battle_actions;
H A Dautobattle.cpp76 …SelectAutoBattleAction(source, Game_Battler::WeaponAll, Game_Battle::GetBattleCondition(), false, … in vSetAutoBattleAction()
80 …SelectAutoBattleAction(source, Game_Battler::WeaponAll, Game_Battle::GetBattleCondition(), true, f… in vSetAutoBattleAction()
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()
213 const Game_Battler& target, in CalcNormalAttackAutoBattleTargetRank()
214 Game_Battler::Weapon weapon, in CalcNormalAttackAutoBattleTargetRank()
263 double CalcNormalAttackAutoBattleRank(const Game_Actor& source, Game_Battler::Weapon weapon, const … in CalcNormalAttackAutoBattleRank()
265 std::vector<Game_Battler*> targets; in CalcNormalAttackAutoBattleRank()
285 Game_Battler::Weapon weapon, in SelectAutoBattleAction()
315 Game_Battler* best_target = nullptr; in SelectAutoBattleAction()
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H A Dgame_battle.cpp98 std::vector<Game_Battler*> allies; in Quit()
102 for (std::vector<Game_Battler*>::iterator it = allies.begin(); it != allies.end(); it++) { in Quit()
152 int Game_Battle::ShowBattleAnimation(int animation_id, std::vector<Game_Battler*> targets, bool onl… in ShowBattleAnimation()
159 const auto main_type = targets.empty() ? Game_Battler::Type_Ally : targets.front()->GetType(); in ShowBattleAnimation()
160 std::vector<Game_Battler*> alt_targets; in ShowBattleAnimation()
171 auto& main_anim = main_type == Game_Battler::Type_Ally ? animation_actors : animation_enemies; in ShowBattleAnimation()
172 auto& alt_anim = main_type == Game_Battler::Type_Ally ? animation_enemies : animation_actors; in ShowBattleAnimation()
193 std::vector<Game_Battler*> battlers; in UpdateAtbGauges()
208 const int max_atb = Game_Battler::GetMaxAtbGauge(); in UpdateAtbGauges()
213 …attleAlgorithm() && bat->Exists() && (bat->CanAct() || bat->GetType() == Game_Battler::Type_Enemy)) in UpdateAtbGauges()
H A Dscene_battle_rpg2k3.cpp450 std::vector<Game_Battler*> battlers; in UpdateAnimations()
526 std::vector<Game_Battler*> enemies; in GetEnemyTargetNames()
805 Game_Battler* random_target = nullptr; in CreateActorAutoActions()
1958 if (source->GetType() == Game_Battler::Type_Ally) { in ProcessBattleAction()
2104 if (source->GetType() == Game_Battler::Type_Enemy in ProcessBattleActionPreEvents()
2127 std::vector<Game_Battler*> battlers; in ProcessBattleActionConditions()
2141 if (b->GetType() == Game_Battler::Type_Ally) { in ProcessBattleActionConditions()
2321 std::vector<Game_Battler*> enemies; in ProcessBattleActionCBARangedWeaponInit()
2325 for (Game_Battler* enemy : enemies) { in ProcessBattleActionCBARangedWeaponInit()
2339 std::vector<Game_Battler*> battlers; in ProcessBattleActionCBARangedWeaponInit()
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/dports/games/easyrpg-player/Player-0.7.0/tests/
H A Dalgo.cpp232 static void testStates(Game_Battler& source, Game_Battler& target, int base) { in testStates()
276 static void testHitRateRow(Game_Battler& source, Game_Battler& target, int none, int back, int surr… in testHitRateRow()
348 static void testHitRateRow2k(Game_Battler& source, Game_Battler& target, int rate) { in testHitRateRow2k()
398 REQUIRE_EQ(source.GetAgi(Game_Battler::WeaponAll), 150);
402 REQUIRE_EQ(source.GetAgi(Game_Battler::WeaponNone), 100);
406 REQUIRE_EQ(source.GetAgi(Game_Battler::WeaponPrimary), 100);
561 static void testSkillStats(int power, int phys, int mag, Game_Battler& source, Game_Battler& target… in testSkillStats()
678 static void testEnemyAttackEnemy(Game_Battler& source, Game_Battler& target, int dmg, int crit, int… in testEnemyAttackEnemy()
791 REQUIRE_EQ(140, source->GetAtk(Game_Battler::WeaponAll)); in TestNormalAttack()
797 REQUIRE_EQ(140, source->GetAtk(Game_Battler::WeaponAll)); in TestNormalAttack()
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H A Dattribute.cpp347 …REQUIRE_EQ(Attribute::ApplyAttributeNormalAttackMultiplier(100, source, target, Game_Battler::Weap…
348 …REQUIRE_EQ(Attribute::ApplyAttributeNormalAttackMultiplier(100, source, target, Game_Battler::Weap…
349 …REQUIRE_EQ(Attribute::ApplyAttributeNormalAttackMultiplier(100, source, target, Game_Battler::Weap…
355 …REQUIRE_EQ(Attribute::ApplyAttributeNormalAttackMultiplier(100, source, target, Game_Battler::Weap…
356 …REQUIRE_EQ(Attribute::ApplyAttributeNormalAttackMultiplier(100, source, target, Game_Battler::Weap…
363 …REQUIRE_EQ(Attribute::ApplyAttributeNormalAttackMultiplier(100, source, target, Game_Battler::Weap…
364 …REQUIRE_EQ(Attribute::ApplyAttributeNormalAttackMultiplier(100, source, target, Game_Battler::Weap…
372 …REQUIRE_EQ(Attribute::ApplyAttributeNormalAttackMultiplier(100, source, target, Game_Battler::Weap…
373 …REQUIRE_EQ(Attribute::ApplyAttributeNormalAttackMultiplier(100, source, target, Game_Battler::Weap…
380 …REQUIRE_EQ(Attribute::ApplyAttributeNormalAttackMultiplier(100, source, target, Game_Battler::Weap…
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H A Dautobattle.cpp31 static void testNormalAttack(const Game_Actor& source, const Game_Battler& target, double v0, doubl… in testNormalAttack()
32 …) == AutoBattle::CalcNormalAttackAutoBattleTargetRank(source, target, Game_Battler::WeaponAll, lcf… in testNormalAttack()
33 …) == AutoBattle::CalcNormalAttackAutoBattleTargetRank(source, target, Game_Battler::WeaponAll, lcf… in testNormalAttack()
34 …) == AutoBattle::CalcNormalAttackAutoBattleTargetRank(source, target, Game_Battler::WeaponAll, lcf… in testNormalAttack()
35 …) == AutoBattle::CalcNormalAttackAutoBattleTargetRank(source, target, Game_Battler::WeaponAll, lcf… in testNormalAttack()

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