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Searched refs:active_actor (Results 1 – 4 of 4) sorted by relevance

/dports/games/easyrpg-player/Player-0.7.0/src/
H A Dscene_battle.cpp292active_actor->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::Normal>(active_actor, targ… in EnemySelected()
294 active_actor->SetBattleAlgorithm( in EnemySelected()
313active_actor->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::Item>(active_actor, target… in EnemySelected()
320 ActionSelectedCallback(active_actor); in EnemySelected()
353 ActionSelectedCallback(active_actor); in AllySelected()
360 if (active_actor->HasAttackAll()) { in AttackSelected()
362 ActionSelectedCallback(active_actor); in AttackSelected()
371 active_actor->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::Defend>(active_actor)); in DefendSelected()
373 ActionSelectedCallback(active_actor); in DefendSelected()
417 ActionSelectedCallback(active_actor); in ItemSelected()
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H A Dscene_battle_rpg2k3.cpp659 auto* display_actor = active_actor ? active_actor : Main_Data::game_party->GetActor(0); in SetActiveActor()
999 int actor_id = active_actor ? active_actor->GetId() : 0; in ProcessSceneAction()
1000 StringView actor_name = active_actor ? StringView(active_actor->GetName()) : "Null"; in ProcessSceneAction()
1008 if (active_actor && !active_actor->Exists()) { in ProcessSceneAction()
1329 assert(active_actor != nullptr); in ProcessSceneActionCommand()
1413 assert(active_actor != nullptr); in ProcessSceneActionItem()
1452 assert(active_actor != nullptr); in ProcessSceneActionSkill()
1535 auto* actor = active_actor; in ProcessSceneActionEnemyTarget()
1668 if (active_actor == nullptr || !active_actor->Exists()) { in ProcessSceneActionBattle()
2704 RecreateSpWindow(active_actor); in SubskillSelected()
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H A Dscene_battle_rpg2k.cpp555 item_window->SetActor(active_actor); in ProcessSceneActionItem()
1659 active_actor = allies[actor_index]; in SelectNextActor()
1665 if (!active_actor->CanAct()) { in SelectNextActor()
1666 active_actor->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::None>(active_actor)); in SelectNextActor()
1667 battle_actions.push_back(active_actor); in SelectNextActor()
1685active_actor->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::Normal>(active_actor, rand… in SelectNextActor()
1686 battle_actions.push_back(active_actor); in SelectNextActor()
1695 battle_actions.push_back(active_actor); in SelectNextActor()
1707 if (allies[0] == active_actor) { in SelectPreviousActor()
1714 active_actor = allies[actor_index]; in SelectPreviousActor()
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H A Dscene_battle.h178 Game_Actor* active_actor = nullptr; variable