liblcf
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lsd_saveactor.cpp
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1/* !!!! GENERATED FILE - DO NOT EDIT !!!!
2 * --------------------------------------
3 *
4 * This file is part of liblcf. Copyright (c) liblcf authors.
5 * https://github.com/EasyRPG/liblcf - https://easyrpg.org
6 *
7 * liblcf is Free/Libre Open Source Software, released under the MIT License.
8 * For the full copyright and license information, please view the COPYING
9 * file that was distributed with this source code.
10 */
11
12// Headers
13#include "lcf/lsd/reader.h"
14#include "lcf/lsd/chunks.h"
15#include "reader_struct_impl.h"
16
17namespace lcf {
18
19// Read SaveActor.
20
21template <>
22char const* const Struct<rpg::SaveActor>::name = "SaveActor";
24 &rpg::SaveActor::name,
25 LSD_Reader::ChunkSaveActor::name,
26 "name",
27 1,
28 0
29);
31 &rpg::SaveActor::title,
32 LSD_Reader::ChunkSaveActor::title,
33 "title",
34 1,
35 0
36);
37static TypedField<rpg::SaveActor, std::string> static_sprite_name(
38 &rpg::SaveActor::sprite_name,
39 LSD_Reader::ChunkSaveActor::sprite_name,
40 "sprite_name",
41 0,
42 0
43);
44static TypedField<rpg::SaveActor, int32_t> static_sprite_id(
45 &rpg::SaveActor::sprite_id,
46 LSD_Reader::ChunkSaveActor::sprite_id,
47 "sprite_id",
48 0,
49 0
50);
51static TypedField<rpg::SaveActor, int32_t> static_transparency(
52 &rpg::SaveActor::transparency,
53 LSD_Reader::ChunkSaveActor::transparency,
54 "transparency",
55 0,
56 0
57);
58static TypedField<rpg::SaveActor, std::string> static_face_name(
59 &rpg::SaveActor::face_name,
60 LSD_Reader::ChunkSaveActor::face_name,
61 "face_name",
62 0,
63 0
64);
65static TypedField<rpg::SaveActor, int32_t> static_face_id(
66 &rpg::SaveActor::face_id,
67 LSD_Reader::ChunkSaveActor::face_id,
68 "face_id",
69 0,
70 0
71);
72static TypedField<rpg::SaveActor, int32_t> static_level(
73 &rpg::SaveActor::level,
74 LSD_Reader::ChunkSaveActor::level,
75 "level",
76 0,
77 0
78);
80 &rpg::SaveActor::exp,
81 LSD_Reader::ChunkSaveActor::exp,
82 "exp",
83 0,
84 0
85);
86static TypedField<rpg::SaveActor, int32_t> static_hp_mod(
87 &rpg::SaveActor::hp_mod,
88 LSD_Reader::ChunkSaveActor::hp_mod,
89 "hp_mod",
90 0,
91 0
92);
93static TypedField<rpg::SaveActor, int32_t> static_sp_mod(
94 &rpg::SaveActor::sp_mod,
95 LSD_Reader::ChunkSaveActor::sp_mod,
96 "sp_mod",
97 0,
98 0
99);
100static TypedField<rpg::SaveActor, int32_t> static_attack_mod(
101 &rpg::SaveActor::attack_mod,
102 LSD_Reader::ChunkSaveActor::attack_mod,
103 "attack_mod",
104 0,
105 0
106);
107static TypedField<rpg::SaveActor, int32_t> static_defense_mod(
108 &rpg::SaveActor::defense_mod,
109 LSD_Reader::ChunkSaveActor::defense_mod,
110 "defense_mod",
111 0,
112 0
113);
114static TypedField<rpg::SaveActor, int32_t> static_spirit_mod(
115 &rpg::SaveActor::spirit_mod,
116 LSD_Reader::ChunkSaveActor::spirit_mod,
117 "spirit_mod",
118 0,
119 0
120);
121static TypedField<rpg::SaveActor, int32_t> static_agility_mod(
122 &rpg::SaveActor::agility_mod,
123 LSD_Reader::ChunkSaveActor::agility_mod,
124 "agility_mod",
125 0,
126 0
127);
128static CountField<rpg::SaveActor, std::vector<int16_t>> static_size_skills(
129 &rpg::SaveActor::skills,
130 LSD_Reader::ChunkSaveActor::skills_size,
131 1,
132 0
133);
135 &rpg::SaveActor::skills,
136 LSD_Reader::ChunkSaveActor::skills,
137 "skills",
138 1,
139 0
140);
142 &rpg::SaveActor::equipped,
143 LSD_Reader::ChunkSaveActor::equipped,
144 "equipped",
145 1,
146 0
147);
148static TypedField<rpg::SaveActor, int32_t> static_current_hp(
149 &rpg::SaveActor::current_hp,
150 LSD_Reader::ChunkSaveActor::current_hp,
151 "current_hp",
152 0,
153 0
154);
155static TypedField<rpg::SaveActor, int32_t> static_current_sp(
156 &rpg::SaveActor::current_sp,
157 LSD_Reader::ChunkSaveActor::current_sp,
158 "current_sp",
159 0,
160 0
161);
162static TypedField<rpg::SaveActor, std::vector<int32_t>> static_battle_commands(
163 &rpg::SaveActor::battle_commands,
164 LSD_Reader::ChunkSaveActor::battle_commands,
165 "battle_commands",
166 1,
167 1
168);
169static CountField<rpg::SaveActor, std::vector<int16_t>> static_size_status(
170 &rpg::SaveActor::status,
171 LSD_Reader::ChunkSaveActor::status_size,
172 0,
173 0
174);
176 &rpg::SaveActor::status,
177 LSD_Reader::ChunkSaveActor::status,
178 "status",
179 1,
180 0
181);
182static TypedField<rpg::SaveActor, bool> static_changed_battle_commands(
183 &rpg::SaveActor::changed_battle_commands,
184 LSD_Reader::ChunkSaveActor::changed_battle_commands,
185 "changed_battle_commands",
186 0,
187 0
188);
189static TypedField<rpg::SaveActor, int32_t> static_class_id(
190 &rpg::SaveActor::class_id,
191 LSD_Reader::ChunkSaveActor::class_id,
192 "class_id",
193 0,
194 0
195);
197 &rpg::SaveActor::row,
198 LSD_Reader::ChunkSaveActor::row,
199 "row",
200 0,
201 1
202);
203static TypedField<rpg::SaveActor, bool> static_two_weapon(
204 &rpg::SaveActor::two_weapon,
205 LSD_Reader::ChunkSaveActor::two_weapon,
206 "two_weapon",
207 0,
208 1
209);
210static TypedField<rpg::SaveActor, bool> static_lock_equipment(
211 &rpg::SaveActor::lock_equipment,
212 LSD_Reader::ChunkSaveActor::lock_equipment,
213 "lock_equipment",
214 0,
215 1
216);
217static TypedField<rpg::SaveActor, bool> static_auto_battle(
218 &rpg::SaveActor::auto_battle,
219 LSD_Reader::ChunkSaveActor::auto_battle,
220 "auto_battle",
221 0,
222 1
223);
224static TypedField<rpg::SaveActor, bool> static_super_guard(
225 &rpg::SaveActor::super_guard,
226 LSD_Reader::ChunkSaveActor::super_guard,
227 "super_guard",
228 0,
229 1
230);
231static TypedField<rpg::SaveActor, int32_t> static_battler_animation(
232 &rpg::SaveActor::battler_animation,
233 LSD_Reader::ChunkSaveActor::battler_animation,
234 "battler_animation",
235 0,
236 1
237);
238
239
240template <>
242 &static_name,
243 &static_title,
244 &static_sprite_name,
245 &static_sprite_id,
246 &static_transparency,
247 &static_face_name,
248 &static_face_id,
249 &static_level,
250 &static_exp,
251 &static_hp_mod,
252 &static_sp_mod,
253 &static_attack_mod,
254 &static_defense_mod,
255 &static_spirit_mod,
256 &static_agility_mod,
257 &static_size_skills,
258 &static_skills,
259 &static_equipped,
260 &static_current_hp,
261 &static_current_sp,
262 &static_battle_commands,
263 &static_size_status,
264 &static_status,
265 &static_changed_battle_commands,
266 &static_class_id,
267 &static_row,
268 &static_two_weapon,
269 &static_lock_equipment,
270 &static_auto_battle,
271 &static_super_guard,
272 &static_battler_animation,
273 NULL
274};
275
276template class Struct<rpg::SaveActor>;
277
278} //namespace lcf