/dports/games/easyrpg-player/Player-0.7.0/src/ |
H A D | battle_message.h | 25 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… [all …]
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H A D | game_battler.h | 49 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() [all …]
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H A D | game_party_base.cpp | 30 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() [all …]
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H A D | battle_message.cpp | 42 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() [all …]
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H A D | algo.h | 53 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, [all …]
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H A D | game_battler.cpp | 48 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() [all …]
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H A D | algo.cpp | 57 …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() [all …]
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H A D | game_battlealgorithm.h | 29 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); [all …]
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H A D | game_party_base.h | 38 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();
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H A D | sprite_battler.h | 26 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()
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H A D | game_battlealgorithm.cpp | 57 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() [all …]
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H A D | attribute.h | 26 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…
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H A D | window_base.h | 57 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;
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H A D | autobattle.h | 111 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()
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H A D | attribute.cpp | 71 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()
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H A D | sprite_battler.cpp | 28 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()
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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); 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;
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H A D | window_shopparty.cpp | 51 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()
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H A D | scene_battle.h | 50 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;
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H A D | autobattle.cpp | 76 …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() [all …]
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H A D | game_battle.cpp | 98 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()
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H A D | scene_battle_rpg2k3.cpp | 450 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() [all …]
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/dports/games/easyrpg-player/Player-0.7.0/tests/ |
H A D | algo.cpp | 232 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() [all …]
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H A D | attribute.cpp | 347 …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… [all …]
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H A D | autobattle.cpp | 31 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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