void Scene_Battle_Rpg2k::CreateEnemyActions() { std::vector<Game_Battler*> active_enemies; Main_Data::game_enemyparty->GetActiveBattlers(active_enemies); std::vector<Game_Battler*>::const_iterator it; for (it = active_enemies.begin(); it != active_enemies.end(); ++it) { const RPG::EnemyAction* action = static_cast<Game_Enemy*>(*it)->ChooseRandomAction(); if (action) { CreateEnemyAction(static_cast<Game_Enemy*>(*it), action); } } }
void Scene_Battle_Rpg2k3::Update() { switch (state) { case State_SelectActor: case State_AutoBattle: { if (battle_actions.empty()) { Game_Battle::UpdateGauges(); } SelectNextActor(); std::vector<Game_Battler*> enemies; Main_Data::game_enemyparty->GetActiveBattlers(enemies); for (std::vector<Game_Battler*>::iterator it = enemies.begin(); it != enemies.end(); ++it) { if ((*it)->IsGaugeFull() && !(*it)->GetBattleAlgorithm()) { Game_Enemy* enemy = static_cast<Game_Enemy*>(*it); const RPG::EnemyAction* action = enemy->ChooseRandomAction(); if (action) { CreateEnemyAction(enemy, action); } } } break; } default:; } for (std::vector<FloatText>::iterator it = floating_texts.begin(); it != floating_texts.end();) { (*it).second -= 1; if ((*it).second <= 0) { it = floating_texts.erase(it); } else { ++it; } } Scene_Battle::Update(); UpdateCursors(); //enemy_status_window->Update(); }