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game_actor.h
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/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* EasyRPG Player is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef EP_GAME_ACTOR_H
#define EP_GAME_ACTOR_H
// Headers
#include <string>
#include <vector>
#include <cstdint>
#include "rpg_saveactor.h"
#include "rpg_learning.h"
#include "game_battler.h"
namespace RPG {
class Actor;
class Skill;
class BattleCommand;
class Item;
class Class;
}
class PendingMessage;
/**
* Game_Actor class.
*/
class Game_Actor final : public Game_Battler {
public:
using RowType = RPG::SaveActor::RowType;
/**
* Constructor.
*
* @param actor_id database actor ID.
*/
Game_Actor(int actor_id);
int MaxHpValue() const override;
int MaxStatBattleValue() const override;
int MaxStatBaseValue() const override;
virtual PermanentStates GetPermanentStates() const override;
/**
* Sets up the game actor
* This is automatically called in the constructor.
*/
void Setup();
/**
* Initializes the game actor to the database state.
* Sets the skills, HP, SP and experience.
*/
void Init();
/**
* Used after savegame loading to replace savegame default values with
* database ones.
*/
void Fixup();
/**
* Applies the effects of an item.
* Tests if using that item makes any sense (e.g. for HP healing
* items if there are any HP to heal)
*
* @param item_id ID if item to use
* @return true if item affected anything
*/
bool UseItem(int item_id, const Game_Battler* source) override;
/**
* Checks if the actor is permitted to use the item at all.
*
* @param item_id of item to test
* @return true if item is usable
*/
virtual bool IsItemUsable(int item_id) const;
/**
* Learns a new skill.
*
* @param skill_id database skill ID.
* @return If skill was learned (fails if already had the skill)
* @param pm If non-null, will push the learned skill message if learned.
*/
bool LearnSkill(int skill_id, PendingMessage* pm);
/**
* Learn all the skills from min_level to max_level
*
* @param min_level the minimum level to determine which skills to learn.
* @param max_level the minimum level to determine which skills to learn.
* @param pm If non-null, will push the learned skill messages if learned.
* @return number of skills learned
*/
int LearnLevelSkills(int min_level, int max_level, PendingMessage* pm);
/**
* Unlearns a skill.
*
* @param skill_id database skill ID.
* @return If skill was unlearned (fails if didn't had the skill)
*/
bool UnlearnSkill(int skill_id);
/**
* Unlearns all skills.
*
*/
void UnlearnAllSkills();
/**
* Checks if the actor has the skill learned.
*
* @param skill_id ID of skill to check.
* @return true if skill has been learned.
*/
bool IsSkillLearned(int skill_id) const;
/**
* Checks if the actor can use the skill.
*
* @param skill_id ID of skill to check.
* @return true if skill can be used.
*/
bool IsSkillUsable(int skill_id) const override;
/**
* Calculates the Skill costs including all modifiers.
*
* @param skill_id ID of skill to calculate.
* @return needed skill cost.
*/
int CalculateSkillCost(int skill_id) const override;
/**
* @return sp cost for attacking with weapon.
*/
int CalculateWeaponSpCost() const;
/**
* Gets the actor ID.
*
* @return Actor ID
*/
int GetId() const override;
/**
* Calculates the Exp needed for a level up.
*
* @param level level to calculate exp for.
* @return Needed experience.
*/
int CalculateExp(int level) const;
/**
* Calculates the Experience curve for every level.
*/
void MakeExpList();
/**
* Converts the currect Exp to a string.
*
* @return Exp-String or ------ if Level is max.
*/
std::string GetExpString() const;
/**
* Converts the Exp for the next LV to a string.
*
* @return Exp-String or ------ if Level is max.
*/
std::string GetNextExpString() const;
/**
* Returns how many Exp are minimum for current level.
*
* @return Exp needed or -1 if invalid.
*/
int GetBaseExp() const;
/**
* Returns how many Exp are minimum for a level.
*
* @param level to return base Exp for.
* @return Exp needed or -1 if invalid.
*/
int GetBaseExp(int level) const;
/**
* Returns how many Exp are needed for a level up based on the current
* level.
*
* @return Exp needed or -1 if max level.
*/
int GetNextExp() const;
/**
* Return how many Exp are needed for a level up.
*
* @param level to return NextExp for.
* @return Exp needed or -1 if max level / invalid.
*/
int GetNextExp(int level) const;
/**
* Gets probability that a state can be inflicted on this actor.
*
* @param state_id State to test
* @return Probability of state infliction
*/
int GetStateProbability(int state_id) const override;
/**
* Gets attribute protection when the actor is damaged.
*
* @param attribute_id Attribute to test
* @return Attribute resistence
*/
int GetAttributeModifier(int attribute_id) const override;
/**
* Gets actor name.
*
* @return name.
*/
const std::string& GetName() const override;
/**
* Gets actor character sprite filename.
*
* @return character sprite filename.
*/
const std::string& GetSpriteName() const override;
/**
* Gets actor character sprite index.
*
* @return character sprite index.
*/
int GetSpriteIndex() const;
/**
* Gets the transparency level of the actor sprite
*/
int GetSpriteTransparency() const;
/**
* Gets actor face graphic filename.
*
* @return face graphic filename.
*/
const std::string& GetFaceName() const;
/**
* Gets actor face graphic index.
*
* @return face graphic index.
*/
int GetFaceIndex() const;
/**
* Gets actor title.
*
* @return title.
*/
const std::string& GetTitle() const;
/**
* Gets actor equipped weapon ID.
*
* @return equipped weapon ID.
*/
int GetWeaponId() const;
/**
* Gets actor equipped shield ID.
*
* @return equipped shield ID.
*/
int GetShieldId() const;
/**
* Gets actor equipped armor ID.
*
* @return equipped armor ID.
*/
int GetArmorId() const;
/**
* Gets actor equipped helmet ID.
*
* @return equipped helmet ID.
*/
int GetHelmetId() const;
/**
* Gets actor equipped accesory ID.
*
* @return equipped accessory ID.
*/
int GetAccessoryId() const;
/**
* @return actor's weapon if equipped and type == RPG::Item::Type_weapon
*/
const RPG::Item* GetWeapon() const;
/**
* @return actor's 2nd weapon if equipped and type == RPG::Item::Type_weapon
*/
const RPG::Item* Get2ndWeapon() const;
/**
* @return actor's shield if equipped and type == RPG::Item::Type_shield
*/
const RPG::Item* GetShield() const;
/**
* @return actor's armor if equipped and type == RPG::Item::Type_armor
*/
const RPG::Item* GetArmor() const;
/**
* @return actor's helmet if equipped and type == RPG::Item::Type_helmet
*/
const RPG::Item* GetHelmet() const;
/**
* @return actor's accessory if equipped and type == RPG::Item::Type_accessory
*/
const RPG::Item* GetAccessory() const;
/**
* Gets actor current level.
*
* @return current level.
*/
int GetLevel() const;
/**
* Gets final level of current actor.
*
* @return final level
*/
int GetMaxLevel() const;
/**
* Gets actor current experience points.
*
* @return current experience points.
*/
int GetExp() const;
/**
* Sets exp of actor.
* The value is adjusted to the boundary 0 up 999999.
* Other actor attributes are not altered. Use ChangeExp to do a proper
* experience change.
*
* @param _exp exp to set.
*/
void SetExp(int _exp);
/**
* Changes exp of actor and handles level changing based on the new
* experience.
*
* @param exp new exp.
* @param pm If non-null, will push the level up message and learned skills.
*/
void ChangeExp(int exp, PendingMessage* pm);
/**
* Changes level of actor and handles experience changes, skill
* learning and other attributes based on the new level.
*
* @param level new level.
* @param pm If non-null, will push the level up message and learned skills.
*/
void ChangeLevel(int level, PendingMessage* pm);
/**
* Sets level of actor.
* The value is adjusted to the boundary 1 up to max level.
* Other actor attributes are not altered. Use ChangeLevel to do a proper
* level change.
*
* @param _level level to set.
*/
void SetLevel(int _level);
/**
* Checks if the actor can equip the item.
*
* @param item_id ID of item to check.
* @return true if it can equip the item.
*/
bool IsEquippable(int item_id) const;
/**
* Checks if the actor has a fixed equipped
*
* @return true if fixed
*/
bool IsEquipmentFixed() const;
/**
* Checks if the actors defense skill is stronger the usual.
*
* @return true if strong defense
*/
bool HasStrongDefense() const override;
/**
* Sets face graphic of actor.
* @param file_name file containing new face.
* @param index index of face graphic in the file.
*/
void SetFace(const std::string& file_name, int index);
/**
* Gets the equipped equipment based on the type.
* @param equip_type type of equipment.
* @return item if equipped or nullptr if no equipment.
*/
const RPG::Item* GetEquipment(int equip_type) const;
/**
* Sets the equipment based on the type.
*
* @param equip_type type of equipment.
* @param new_item_id item to equip.
* @return item_id of old item, or 0 if no equipment or -1 if invalid.
*/
int SetEquipment(int equip_type, int new_item_id);
/**
* Changes the equipment of the actor.
* Unequips the current inventory item and adds it to the inventory.
* The new equipment is taken from the inventory (if available),
* otherwise a new item is equipped.
* If you don't want this behaviour use SetEquipment instead.
*
* @param equip_type type of equipment.
* @param item_id item to equip.
*/
void ChangeEquipment(int equip_type, int item_id);
/**
* Returns an array of all equipped item IDs (or 0 for none).
*
* @return equipped item array
*/
const std::vector<int16_t>& GetWholeEquipment() const;
/**
* Checks if the actor has a specific item equipped.
*
* @param equip_id item id to check
* @return Whether it has the item equipped
*/
bool IsEquipped(int equip_id) const;
/**
* Unequips the whole equipment and adds it to the inventory.
*/
void RemoveWholeEquipment();
/**
* Gets how often the item with the corresponding id is equipped.
*
* @param item_id database item ID.
* @return number of items.
*/
int GetItemCount(int item_id);
/**
* Gets learned skills list.
*
* @return learned skills list.
*/
const std::vector<int16_t>& GetSkills() const;
/**
* Gets a random skill
* @return random skill
*/
const RPG::Skill* GetRandomSkill() const;
/**
* Gets actor states list.
*
* @return vector containing the IDs of all states the actor has.
*/
const std::vector<int16_t>& GetStates() const override;
std::vector<int16_t>& GetStates() override;
void FullHeal();
int GetHp() const override;
void SetHp(int _hp) override;
int GetSp() const override;
void SetSp(int _sp) override;
/**
* Gets the max HP for the current level.
*
* @param mod include the modifier bonus.
*/
int GetBaseMaxHp(bool mod) const;
/**
* Gets the max SP for the current level.
*
* @param mod include the modifier bonus.
*/
int GetBaseMaxSp(bool mod) const;
/**
* Gets the attack for the current level.
*
* @param mod include the modifier bonus.
* @param equip include the equipment bonuses.
*/
int GetBaseAtk(bool mod, bool equip) const;
/**
* Gets the defense for the current level.
*
* @param mod include the modifier bonus.
* @param equip include the equipment bonuses.
*/
int GetBaseDef(bool mod, bool equip) const;
/**
* Gets the spirit for the current level.
*
* @param mod include the modifier bonus.
* @param equip include the equipment bonuses.
*/
int GetBaseSpi(bool mod, bool equip) const;
/**
* Gets the agility for the current level.
*
* @param mod include the modifier bonus.
* @param equip include the equipment bonuses.
*/
int GetBaseAgi(bool mod, bool equip) const;
/**
* Gets the max HP for the current level.
* Modifier and equipment bonuses are included.
*/
int GetBaseMaxHp() const override;
/**
* Gets the max SP for the current level.
* Modifier and equipment bonuses are included.
*/
int GetBaseMaxSp() const override;
/**
* Gets the attack for the current level.
* Modifier and equipment bonuses are included.
*/
int GetBaseAtk() const override;
/**
* Gets the defense for the current level.
* Modifier and equipment bonuses are included.
*/
int GetBaseDef() const override;
/**
* Gets the spirit for the current level.
* Modifier and equipment bonuses are included.
*/
int GetBaseSpi() const override;
/**
* Gets the agility for the current level.
* Modifier and equipment bonuses are included.
*/
int GetBaseAgi() const override;
/**
* Sets the base max HP by adjusting the modifier bonus.
* The existing modifier bonus and equipment bonuses
* are taken into account.
*
* @param _maxhp max HP.
*/
void SetBaseMaxHp(int _maxhp);
/**
* Sets the base max SP by adjusting the modifier bonus.
* The existing modifier bonus and equipment bonuses
* are taken into account.
*
* @param _maxsp max SP.
*/
void SetBaseMaxSp(int _maxsp);
/**
* Sets the base attack by adjusting the modifier bonus.
* The existing modifier bonus and equipment bonuses
* are taken into account.
*
* @param _atk attack.
*/
void SetBaseAtk(int _atk);
/**
* Sets the base defense by adjusting the modifier bonus.
* The existing modifier bonus and equipment bonuses
* are taken into account.
*
* @param _def defense.
*/
void SetBaseDef(int _def);
/**
* Sets the base spirit by adjusting the modifier bonus.
* The existing modifier bonus and equipment bonuses
* are taken into account.
*
* @param _spi spirit.
*/
void SetBaseSpi(int _spi);
/**
* Sets the base agility by adjusting the modifier bonus.
* The existing modifier bonus and equipment bonuses
* are taken into account.
*
* @param _agi agility.
*/
void SetBaseAgi(int _agi);
/**
* Gets if actor has two weapons.
*
* @return true if actor has two weapons.
*/
bool HasTwoWeapons() const;
/**
* Gets if actor does auto battle.
*
* @return true if actor does two weapons.
*/
bool GetAutoBattle() const;
/**
* Gets X position on battlefield
*
* @return X position in battle scene
*/
int GetBattleX() const override;
/**
* Gets Y position on battlefield
*
* @return Y position in battle scene
*/
int GetBattleY() const override;
/**
* Gets name of skill menu item
*
* @return name of skill menu item
*/
const std::string& GetSkillName() const;
/**
* Sets new actor name.
*
* @param new_name new name.
*/
void SetName(const std::string &new_name);
/**
* Sets new actor title.
*
* @param new_title new title.
*/
void SetTitle(const std::string &new_title);
/**
* Sets actor sprite.
*
* @param file graphic file.
* @param index graphic index.
* @param transparent transparent flag.
*/
void SetSprite(const std::string &file, int index, bool transparent);
/**
* Changes battle commands.
*
* @param add true => add the command, false => remove the command.
* @param id command to add/remove, 0 to remove all commands.
*/
void ChangeBattleCommands(bool add, int id);
/**
* Gets Rpg2k3 hero class.
*
* @return Rpg2k3 hero class.
*/
const RPG::Class* GetClass() const;
/** Describes how skills change when we change class */
enum ClassChangeSkillMode {
/** Don't change skills */
eSkillNoChange,
/** Reset skills based on level of new class */
eSkillReset,
/** Add all skills for new class */
eSkillAdd,
};
/** Describes how parameters change before we change class */
enum ClassChangeParamMode {
/** Don't change parameters */
eParamNoChange,
/** Halve all parameters */
eParamHalf,
/** Reset parameters based on level 1 of new class */
eParamResetLevel1,
/** Reset parameters based on level of new class */
eParamReset,
};
/**
* Sets new Rpg2k3 hero class.
*
* @param class_id new Rpg2k3 hero class.
* @param level change hero level to level
* @param skill the skill change behavior
* @param param the parameter change behavior
* @param pm If non-null, will push the level up message and learned skills.
*/
void ChangeClass(int class_id,
int new_level,
ClassChangeSkillMode skill,
ClassChangeParamMode param,
PendingMessage* pm
);
/**
* Gets the actor's class name as a string.
*
* @return Rpg2k3 hero class name
*/
std::string GetClassName() const;
/**
* Gets battle commands.
*
* @return all Rpg2k3 battle commands.
*/
const std::vector<const RPG::BattleCommand*> GetBattleCommands() const;
/**
* Gets battle row for Rpg2k3 battles.
*
* @return row for Rpg2k3 battles
*/
RowType GetBattleRow() const;
/**
* Sets battle row for Rpg2k3 battles.
*
* @param battle_row new row for Rpg2k3 battles
*/
void SetBattleRow(RowType battle_row);
/**
* Tests if the battler has a weapon that grants preemption.
*
* @return true if a weapon is having preempt attribute
*/
bool HasPreemptiveAttack() const override;
/**
* Tests if the battler has a weapon that grants dual attack.
*
* @return true if a weapon is having dual attack attribute
*/
bool HasDualAttack() const;
/**
* Tests if the battler has a weapon that grants attack all
*
* @return true if a weapon is having attack all attribute
*/
bool HasAttackAll() const;
/**
* @return If the actor has weapon that ignores evasion
*/
bool AttackIgnoresEvasion() const;
/**
* @return If the actor has equipment that protects against terrain damage.
*/
bool PreventsTerrainDamage() const;
/**
* @return If the actor has an equipment that protects against critical hits.
*/
bool PreventsCritical() const;
/**
* @return If the actor has an equipment that with physical evasion up.
*/
bool HasPhysicalEvasionUp() const;
/**
* @return If the actor has an equipment with half sp cost.
*/
bool HasHalfSpCost() const;
int GetBattleAnimationId() const override;
int GetHitChance() const override;
float GetCriticalHitChance() const override;
std::string GetLevelUpMessage(int new_level) const;
std::string GetLearningMessage(const RPG::Skill& skill) const;
BattlerType GetType() const override;
/**
* @return true if the actor is controllable in battle.
*/
int IsControllable() const;
/**
* Reset all equipment inflicted states
*
* @param allow_battle_states allow battle states to be added.
*/
void ResetEquipmentStates(bool allow_battle_states);
bool IsInParty() const override;
private:
void AdjustEquipmentStates(const RPG::Item* item, bool add, bool allow_battle_states);
/**
* @return Reference to the Actor data of the LDB
*/
const RPG::Actor& GetActor() const;
// same reason as for Game_Picture, see comment
/**
* @return Reference to the SaveActor data
*/
RPG::SaveActor& GetData() const;
/**
* Removes invalid data from the actor.
*/
void RemoveInvalidData();
int actor_id;
std::vector<int> exp_list;
};
inline Game_Battler::BattlerType Game_Actor::GetType() const {
return Game_Battler::Type_Ally;
}
inline void Game_Actor::SetName(const std::string &new_name) {
GetData().name = new_name;
}
inline const std::string& Game_Actor::GetName() const {
return GetData().name;
}
inline void Game_Actor::SetTitle(const std::string &new_title) {
GetData().title = new_title;
}
inline const std::string& Game_Actor::GetTitle() const {
return GetData().title;
}
inline const std::string& Game_Actor::GetSpriteName() const {
return GetData().sprite_name;
}
inline int Game_Actor::GetSpriteIndex() const {
return GetData().sprite_id;
}
inline int Game_Actor::GetSpriteTransparency() const {
return GetData().transparency;
}
inline const std::string& Game_Actor::GetFaceName() const {
return GetData().face_name;
}
inline int Game_Actor::GetFaceIndex() const {
return GetData().face_id;
}
inline int Game_Actor::GetLevel() const {
return GetData().level;
}
inline int Game_Actor::GetExp() const {
return GetData().exp;
}
inline int Game_Actor::GetHp() const {
return GetData().current_hp;
}
inline int Game_Actor::GetSp() const {
return GetData().current_sp;
}
inline bool Game_Actor::HasTwoWeapons() const {
return GetData().two_weapon;
}
inline bool Game_Actor::GetAutoBattle() const {
return GetData().auto_battle;
}
inline bool Game_Actor::HasStrongDefense() const {
return GetData().super_guard;
}
inline const std::vector<int16_t>& Game_Actor::GetSkills() const {
return GetData().skills;
}
inline const std::vector<int16_t>& Game_Actor::GetStates() const {
return GetData().status;
}
inline std::vector<int16_t>& Game_Actor::GetStates() {
return GetData().status;
}
inline const std::vector<int16_t>& Game_Actor::GetWholeEquipment() const {
return GetData().equipped;
}
inline int Game_Actor::GetId() const {
return actor_id;
}
#endif