Пример #1
0
	Animatable& Animatable::operator=(const Animatable& other)
	{
		RemoveAllStates();

		for (auto state : other.mStates)
		{
			AnimationState* newState = mnew AnimationState(*state);
			AddState(newState);
		}

		return *this;
	}
Пример #2
0
void Game_Enemy::ChangeHp(int hp) {
	SetHp(GetHp() + hp);

	if (this->hp == 0) {
		// Death
		SetGauge(0);
		SetDefending(false);
		SetCharged(false);
		RemoveAllStates();
		AddState(1);
	} else {
		// Back to life
		RemoveState(1);
	}
}
Пример #3
0
void Game_Battler::AddState(int state_id) {
	const RPG::State* state = ReaderUtil::GetElement(Data::states, state_id);
	if (!state) {
		Output::Warning("AddState: Can't add state with invalid ID %d", state_id);
		return;
	}

	if (IsDead()) {
		return;
	}
	if (state_id == 1) {
		SetGauge(0);
		RemoveAllStates();
		SetCharged(false);
		SetHp(0);
		SetAtkModifier(0);
		SetDefModifier(0);
		SetSpiModifier(0);
		SetAgiModifier(0);
		SetIsDefending(false);
		SetCharged(false);
		attribute_shift.clear();
		attribute_shift.resize(Data::attributes.size());
	}

	std::vector<int16_t>& states = GetStates();
	if (state_id - 1 >= static_cast<int>(states.size())) {
		states.resize(state_id);
	}

	states[state_id - 1] = 1;

	// Clear states that are more than 10 priority points below the
	// significant state
	const RPG::State* sig_state = GetSignificantState();

	for (size_t i = 0; i < states.size(); ++i) {
		if (Data::states[i].priority <= sig_state->priority - 10) {
			states[i] = 0;
		}
	}

	if (IsDefending() && GetSignificantRestriction() != RPG::State::Restriction_normal) {
		SetIsDefending(false);
	}
}
Пример #4
0
	Animatable::~Animatable()
	{
		RemoveAllStates();
	}