liblcf
lsd_saveactor.cpp
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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 // Headers
13 #include "lsd_reader.h"
14 #include "lsd_chunks.h"
15 #include "reader_struct_impl.h"
16 
17 // Read SaveActor.
18 
19 template <>
20 char const* const Struct<RPG::SaveActor>::name = "SaveActor";
24  "name",
25  1,
26  0
27 );
28 static TypedField<RPG::SaveActor, std::string> static_title(
31  "title",
32  1,
33  0
34 );
35 static TypedField<RPG::SaveActor, std::string> static_sprite_name(
38  "sprite_name",
39  0,
40  0
41 );
42 static TypedField<RPG::SaveActor, int32_t> static_sprite_id(
45  "sprite_id",
46  0,
47  0
48 );
49 static TypedField<RPG::SaveActor, int32_t> static_transparency(
52  "transparency",
53  0,
54  0
55 );
56 static TypedField<RPG::SaveActor, std::string> static_face_name(
59  "face_name",
60  0,
61  0
62 );
63 static TypedField<RPG::SaveActor, int32_t> static_face_id(
66  "face_id",
67  0,
68  0
69 );
70 static TypedField<RPG::SaveActor, int32_t> static_level(
73  "level",
74  0,
75  0
76 );
77 static TypedField<RPG::SaveActor, int32_t> static_exp(
80  "exp",
81  0,
82  0
83 );
84 static TypedField<RPG::SaveActor, int32_t> static_hp_mod(
87  "hp_mod",
88  0,
89  0
90 );
91 static TypedField<RPG::SaveActor, int32_t> static_sp_mod(
94  "sp_mod",
95  0,
96  0
97 );
98 static TypedField<RPG::SaveActor, int32_t> static_attack_mod(
101  "attack_mod",
102  0,
103  0
104 );
105 static TypedField<RPG::SaveActor, int32_t> static_defense_mod(
108  "defense_mod",
109  0,
110  0
111 );
112 static TypedField<RPG::SaveActor, int32_t> static_spirit_mod(
115  "spirit_mod",
116  0,
117  0
118 );
119 static TypedField<RPG::SaveActor, int32_t> static_agility_mod(
122  "agility_mod",
123  0,
124  0
125 );
126 static TypedField<RPG::SaveActor, int32_t> static_skills_size(
129  "skills_size",
130  0,
131  0
132 );
136  "skills",
137  1,
138  0
139 );
143  "equipped",
144  1,
145  0
146 );
147 static TypedField<RPG::SaveActor, int32_t> static_current_hp(
150  "current_hp",
151  0,
152  0
153 );
154 static TypedField<RPG::SaveActor, int32_t> static_current_sp(
157  "current_sp",
158  0,
159  0
160 );
161 static TypedField<RPG::SaveActor, std::vector<int32_t>> static_battle_commands(
164  "battle_commands",
165  0,
166  1
167 );
168 static CountField<RPG::SaveActor, int16_t> static_size_status(
171  0,
172  0
173 );
177  "status",
178  1,
179  0
180 );
181 static TypedField<RPG::SaveActor, bool> static_changed_battle_commands(
184  "changed_battle_commands",
185  0,
186  0
187 );
188 static TypedField<RPG::SaveActor, int32_t> static_class_id(
191  "class_id",
192  0,
193  0
194 );
195 static TypedField<RPG::SaveActor, int32_t> static_row(
198  "row",
199  0,
200  1
201 );
202 static TypedField<RPG::SaveActor, bool> static_two_weapon(
205  "two_weapon",
206  0,
207  1
208 );
209 static TypedField<RPG::SaveActor, bool> static_lock_equipment(
212  "lock_equipment",
213  0,
214  1
215 );
216 static TypedField<RPG::SaveActor, bool> static_auto_battle(
219  "auto_battle",
220  0,
221  1
222 );
223 static TypedField<RPG::SaveActor, bool> static_super_guard(
226  "super_guard",
227  0,
228  1
229 );
230 static TypedField<RPG::SaveActor, int32_t> static_battler_animation(
233  "battler_animation",
234  0,
235  1
236 );
237 
238 
239 template <>
241  &static_name,
242  &static_title,
243  &static_sprite_name,
244  &static_sprite_id,
245  &static_transparency,
246  &static_face_name,
247  &static_face_id,
248  &static_level,
249  &static_exp,
250  &static_hp_mod,
251  &static_sp_mod,
252  &static_attack_mod,
253  &static_defense_mod,
254  &static_spirit_mod,
255  &static_agility_mod,
256  &static_skills_size,
257  &static_skills,
258  &static_equipped,
259  &static_current_hp,
260  &static_current_sp,
261  &static_battle_commands,
262  &static_size_status,
263  &static_status,
264  &static_changed_battle_commands,
265  &static_class_id,
266  &static_row,
267  &static_two_weapon,
268  &static_lock_equipment,
269  &static_auto_battle,
270  &static_super_guard,
271  &static_battler_animation,
272  NULL
273 };
274 
275 template class Struct<RPG::SaveActor>;
std::string face_name
Definition: rpg_saveactor.h:45
std::vector< int32_t > battle_commands
Definition: rpg_saveactor.h:60
int32_t current_hp
Definition: rpg_saveactor.h:58
int32_t spirit_mod
Definition: rpg_saveactor.h:53
int32_t sprite_id
Definition: rpg_saveactor.h:43
int32_t battler_animation
Definition: rpg_saveactor.h:69
int32_t agility_mod
Definition: rpg_saveactor.h:54
int32_t current_sp
Definition: rpg_saveactor.h:59
std::vector< int16_t > status
Definition: rpg_saveactor.h:61
std::vector< int16_t > equipped
Definition: rpg_saveactor.h:57
std::string sprite_name
Definition: rpg_saveactor.h:42
std::vector< int16_t > skills
Definition: rpg_saveactor.h:56
int32_t skills_size
Definition: rpg_saveactor.h:55
int32_t attack_mod
Definition: rpg_saveactor.h:51
int32_t class_id
Definition: rpg_saveactor.h:63
std::string title
Definition: rpg_saveactor.h:41
std::string name
Definition: rpg_saveactor.h:40
int32_t defense_mod
Definition: rpg_saveactor.h:52
bool changed_battle_commands
Definition: rpg_saveactor.h:62
int32_t transparency
Definition: rpg_saveactor.h:44