liblcf
rpg_system.h
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1 /* !!!! GENERATED FILE - DO NOT EDIT !!!!
2  * --------------------------------------
3  *
4  * This file is part of liblcf. Copyright (c) 2020 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 #ifndef LCF_RPG_SYSTEM_H
13 #define LCF_RPG_SYSTEM_H
14 
15 // Headers
16 #include <stdint.h>
17 #include <string>
18 #include <vector>
19 #include "enum_tags.h"
20 #include "rpg_music.h"
21 #include "rpg_sound.h"
22 #include "rpg_testbattler.h"
23 
27 namespace RPG {
28  class System {
29  public:
30  enum FadeOut {
52  FadeOut_none = 21
53  };
54  static constexpr auto kFadeOutTags = makeEnumTags<FadeOut>(
55  "default",
56  "fade_out",
57  "remove_blocks",
58  "wipe_downward",
59  "wipe_upward",
60  "venetian_blinds",
61  "vertical_blinds",
62  "horizontal_blinds",
63  "receding_square",
64  "expanding_square",
65  "screen_moves_up",
66  "screen_moves_down",
67  "screen_moves_left",
68  "screen_moves_right",
69  "vertical_div",
70  "horizontal_div",
71  "quadrasection",
72  "zoom_in",
73  "mosaic",
74  "waver_screen",
75  "instantaneous",
76  "none"
77  );
78  enum FadeIn {
100  FadeIn_none = 21
101  };
102  static constexpr auto kFadeInTags = makeEnumTags<FadeIn>(
103  "default",
104  "fade_in",
105  "reconstitute_blocks",
106  "unwipe_downward",
107  "unwipe_upward",
108  "venetian_blinds",
109  "vertical_blinds",
110  "horizontal_blinds",
111  "receding_square",
112  "expanding_square",
113  "screen_moves_down",
114  "screen_moves_up",
115  "screen_moves_right",
116  "screen_moves_left",
117  "vertical_unify",
118  "horizontal_unify",
119  "unify_quadrants",
120  "zoom_out",
121  "mosaic",
122  "waver_screen",
123  "instantaneous",
124  "none"
125  );
126  enum Stretch {
128  Stretch_tiled = 1
129  };
130  static constexpr auto kStretchTags = makeEnumTags<Stretch>(
131  "stretch",
132  "tiled"
133  );
134  enum Font {
136  Font_mincho = 1
137  };
138  static constexpr auto kFontTags = makeEnumTags<Font>(
139  "gothic",
140  "mincho"
141  );
146  };
147  static constexpr auto kBattleFormationTags = makeEnumTags<BattleFormation>(
148  "terrain",
149  "loose",
150  "tight"
151  );
158  };
159  static constexpr auto kBattleConditionTags = makeEnumTags<BattleCondition>(
160  "none",
161  "initiative",
162  "back",
163  "surround",
164  "pincers"
165  );
169  };
170  static constexpr auto kEquipmentSettingTags = makeEnumTags<EquipmentSetting>(
171  "actor",
172  "class"
173  );
174 
175  System();
176  void Init();
177  int32_t ldb_id = 0;
178  std::string boat_name;
179  std::string ship_name;
180  std::string airship_name;
181  int32_t boat_index = 0;
182  int32_t ship_index = 0;
183  int32_t airship_index = 0;
184  std::string title_name;
185  std::string gameover_name;
186  std::string system_name;
187  std::string system2_name;
188  std::vector<int16_t> party;
189  std::vector<int16_t> menu_commands;
210  int32_t transition_out = 0;
211  int32_t transition_in = 0;
212  int32_t battle_start_fadeout = 0;
213  int32_t battle_start_fadein = 0;
214  int32_t battle_end_fadeout = 0;
215  int32_t battle_end_fadein = 0;
216  int32_t message_stretch = 0;
217  int32_t font_id = 0;
218  int32_t selected_condition = 0;
219  int32_t selected_hero = 0;
221  std::vector<TestBattler> battletest_data;
222  int32_t save_count = 0;
223  int32_t battletest_terrain = 0;
224  int32_t battletest_formation = 0;
225  int32_t battletest_condition = 0;
226  int32_t equipment_setting = 0;
228  bool show_frame = false;
229  std::string frame_name;
230  bool invert_animations = false;
231  bool show_title = true;
232  };
233 
234  inline bool operator==(const System& l, const System& r) {
235  return l.ldb_id == r.ldb_id
236  && l.boat_name == r.boat_name
237  && l.ship_name == r.ship_name
238  && l.airship_name == r.airship_name
239  && l.boat_index == r.boat_index
240  && l.ship_index == r.ship_index
241  && l.airship_index == r.airship_index
242  && l.title_name == r.title_name
243  && l.gameover_name == r.gameover_name
244  && l.system_name == r.system_name
245  && l.system2_name == r.system2_name
246  && l.party == r.party
247  && l.menu_commands == r.menu_commands
248  && l.title_music == r.title_music
249  && l.battle_music == r.battle_music
251  && l.inn_music == r.inn_music
252  && l.boat_music == r.boat_music
253  && l.ship_music == r.ship_music
254  && l.airship_music == r.airship_music
256  && l.cursor_se == r.cursor_se
257  && l.decision_se == r.decision_se
258  && l.cancel_se == r.cancel_se
259  && l.buzzer_se == r.buzzer_se
260  && l.battle_se == r.battle_se
261  && l.escape_se == r.escape_se
265  && l.dodge_se == r.dodge_se
267  && l.item_se == r.item_se
269  && l.transition_in == r.transition_in
275  && l.font_id == r.font_id
277  && l.selected_hero == r.selected_hero
280  && l.save_count == r.save_count
286  && l.show_frame == r.show_frame
287  && l.frame_name == r.frame_name
289  && l.show_title == r.show_title;
290  }
291 
292  inline bool operator!=(const System& l, const System& r) {
293  return !(l == r);
294  }
295 }
296 
297 #endif
static constexpr auto kBattleConditionTags
Definition: rpg_system.h:159
std::string airship_name
Definition: rpg_system.h:180
@ BattleCondition_pincers
Definition: rpg_system.h:157
@ BattleCondition_initiative
Definition: rpg_system.h:154
@ BattleCondition_back
Definition: rpg_system.h:155
@ BattleCondition_surround
Definition: rpg_system.h:156
@ BattleCondition_none
Definition: rpg_system.h:153
Sound battle_se
Definition: rpg_system.h:202
Sound actor_damaged_se
Definition: rpg_system.h:206
std::vector< int16_t > party
Definition: rpg_system.h:188
Music boat_music
Definition: rpg_system.h:194
std::vector< TestBattler > battletest_data
Definition: rpg_system.h:221
std::string system_name
Definition: rpg_system.h:186
Music gameover_music
Definition: rpg_system.h:197
std::string battletest_background
Definition: rpg_system.h:220
Music airship_music
Definition: rpg_system.h:196
int32_t ldb_id
Definition: rpg_system.h:177
int32_t selected_hero
Definition: rpg_system.h:219
Music inn_music
Definition: rpg_system.h:193
int32_t equipment_setting
Definition: rpg_system.h:226
std::string title_name
Definition: rpg_system.h:184
int32_t battle_end_fadein
Definition: rpg_system.h:215
Music battle_end_music
Definition: rpg_system.h:192
std::string boat_name
Definition: rpg_system.h:178
@ EquipmentSetting_class
Definition: rpg_system.h:168
@ EquipmentSetting_actor
Definition: rpg_system.h:167
static constexpr auto kStretchTags
Definition: rpg_system.h:130
Music battle_music
Definition: rpg_system.h:191
@ FadeOut_expanding_square
Definition: rpg_system.h:40
@ FadeOut_horizontal_div
Definition: rpg_system.h:46
@ FadeOut_wipe_downward
Definition: rpg_system.h:34
@ FadeOut_receding_square
Definition: rpg_system.h:39
@ FadeOut_horizontal_blinds
Definition: rpg_system.h:38
@ FadeOut_screen_moves_left
Definition: rpg_system.h:43
@ FadeOut_wipe_upward
Definition: rpg_system.h:35
@ FadeOut_vertical_blinds
Definition: rpg_system.h:37
@ FadeOut_instantaneous
Definition: rpg_system.h:51
@ FadeOut_mosaic
Definition: rpg_system.h:49
@ FadeOut_waver_screen
Definition: rpg_system.h:50
@ FadeOut_quadrasection
Definition: rpg_system.h:47
@ FadeOut_fade_out
Definition: rpg_system.h:32
@ FadeOut_remove_blocks
Definition: rpg_system.h:33
@ FadeOut_zoom_in
Definition: rpg_system.h:48
@ FadeOut_screen_moves_up
Definition: rpg_system.h:41
@ FadeOut_screen_moves_right
Definition: rpg_system.h:44
@ FadeOut_venetian_blinds
Definition: rpg_system.h:36
@ FadeOut_default
Definition: rpg_system.h:31
@ FadeOut_vertical_div
Definition: rpg_system.h:45
@ FadeOut_screen_moves_down
Definition: rpg_system.h:42
int32_t battle_start_fadein
Definition: rpg_system.h:213
Music title_music
Definition: rpg_system.h:190
int32_t ship_index
Definition: rpg_system.h:182
Sound escape_se
Definition: rpg_system.h:203
std::string system2_name
Definition: rpg_system.h:187
int32_t boat_index
Definition: rpg_system.h:181
int32_t selected_condition
Definition: rpg_system.h:218
int32_t airship_index
Definition: rpg_system.h:183
Sound dodge_se
Definition: rpg_system.h:207
static constexpr auto kEquipmentSettingTags
Definition: rpg_system.h:170
static constexpr auto kBattleFormationTags
Definition: rpg_system.h:147
Sound cancel_se
Definition: rpg_system.h:200
static constexpr auto kFadeOutTags
Definition: rpg_system.h:54
Sound enemy_death_se
Definition: rpg_system.h:208
int32_t transition_out
Definition: rpg_system.h:210
std::vector< int16_t > menu_commands
Definition: rpg_system.h:189
std::string frame_name
Definition: rpg_system.h:229
int32_t message_stretch
Definition: rpg_system.h:216
int32_t battle_end_fadeout
Definition: rpg_system.h:214
int32_t battletest_condition
Definition: rpg_system.h:225
std::string gameover_name
Definition: rpg_system.h:185
@ FadeIn_horizontal_blinds
Definition: rpg_system.h:86
@ FadeIn_zoom_out
Definition: rpg_system.h:96
@ FadeIn_default
Definition: rpg_system.h:79
@ FadeIn_unwipe_downward
Definition: rpg_system.h:82
@ FadeIn_unwipe_upward
Definition: rpg_system.h:83
@ FadeIn_expanding_square
Definition: rpg_system.h:88
@ FadeIn_vertical_blinds
Definition: rpg_system.h:85
@ FadeIn_instantaneous
Definition: rpg_system.h:99
@ FadeIn_venetian_blinds
Definition: rpg_system.h:84
@ FadeIn_horizontal_unify
Definition: rpg_system.h:94
@ FadeIn_screen_moves_left
Definition: rpg_system.h:92
@ FadeIn_fade_in
Definition: rpg_system.h:80
@ FadeIn_vertical_unify
Definition: rpg_system.h:93
@ FadeIn_screen_moves_down
Definition: rpg_system.h:89
@ FadeIn_unify_quadrants
Definition: rpg_system.h:95
@ FadeIn_screen_moves_right
Definition: rpg_system.h:91
@ FadeIn_receding_square
Definition: rpg_system.h:87
@ FadeIn_waver_screen
Definition: rpg_system.h:98
@ FadeIn_reconstitute_blocks
Definition: rpg_system.h:81
@ FadeIn_screen_moves_up
Definition: rpg_system.h:90
int32_t battle_start_fadeout
Definition: rpg_system.h:212
@ BattleFormation_terrain
Definition: rpg_system.h:143
@ BattleFormation_loose
Definition: rpg_system.h:144
@ BattleFormation_tight
Definition: rpg_system.h:145
bool show_title
Definition: rpg_system.h:231
Music ship_music
Definition: rpg_system.h:195
void Init()
Definition: rpg_setup.cpp:181
std::string ship_name
Definition: rpg_system.h:179
Sound enemy_attack_se
Definition: rpg_system.h:204
int32_t battletest_terrain
Definition: rpg_system.h:223
int32_t save_count
Definition: rpg_system.h:222
Sound cursor_se
Definition: rpg_system.h:198
static constexpr auto kFadeInTags
Definition: rpg_system.h:102
Sound enemy_damaged_se
Definition: rpg_system.h:205
Sound decision_se
Definition: rpg_system.h:199
int32_t transition_in
Definition: rpg_system.h:211
static constexpr auto kFontTags
Definition: rpg_system.h:138
Sound item_se
Definition: rpg_system.h:209
Sound buzzer_se
Definition: rpg_system.h:201
int32_t font_id
Definition: rpg_system.h:217
bool invert_animations
Definition: rpg_system.h:230
int32_t battletest_formation
Definition: rpg_system.h:224
int32_t battletest_alt_terrain
Definition: rpg_system.h:227
bool show_frame
Definition: rpg_system.h:228
Definition: rpg_actor.h:26
bool operator==(const Actor &l, const Actor &r)
Definition: rpg_actor.h:64
bool operator!=(const Actor &l, const Actor &r)
Definition: rpg_actor.h:98