liblcf
ldb_actor.cpp
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1/* !!!! GENERATED FILE - DO NOT EDIT !!!!
2 * --------------------------------------
3 *
4 * This file is part of liblcf. Copyright (c) 2021 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/ldb/reader.h"
14#include "lcf/ldb/chunks.h"
15#include "reader_struct_impl.h"
16
17namespace lcf {
18
19// Read Actor.
20
21template <>
22char const* const Struct<rpg::Actor>::name = "Actor";
23static TypedField<rpg::Actor, DBString> static_name(
24 &rpg::Actor::name,
25 LDB_Reader::ChunkActor::name,
26 "name",
27 0,
28 0
29);
30static TypedField<rpg::Actor, DBString> static_title(
31 &rpg::Actor::title,
32 LDB_Reader::ChunkActor::title,
33 "title",
34 0,
35 0
36);
37static TypedField<rpg::Actor, DBString> static_character_name(
38 &rpg::Actor::character_name,
39 LDB_Reader::ChunkActor::character_name,
40 "character_name",
41 0,
42 0
43);
44static TypedField<rpg::Actor, int32_t> static_character_index(
45 &rpg::Actor::character_index,
46 LDB_Reader::ChunkActor::character_index,
47 "character_index",
48 0,
49 0
50);
51static TypedField<rpg::Actor, bool> static_transparent(
52 &rpg::Actor::transparent,
53 LDB_Reader::ChunkActor::transparent,
54 "transparent",
55 0,
56 0
57);
58static TypedField<rpg::Actor, int32_t> static_initial_level(
59 &rpg::Actor::initial_level,
60 LDB_Reader::ChunkActor::initial_level,
61 "initial_level",
62 0,
63 0
64);
65static TypedField<rpg::Actor, int32_t> static_final_level(
66 &rpg::Actor::final_level,
67 LDB_Reader::ChunkActor::final_level,
68 "final_level",
69 0,
70 0
71);
72static TypedField<rpg::Actor, bool> static_critical_hit(
73 &rpg::Actor::critical_hit,
74 LDB_Reader::ChunkActor::critical_hit,
75 "critical_hit",
76 0,
77 0
78);
79static TypedField<rpg::Actor, int32_t> static_critical_hit_chance(
80 &rpg::Actor::critical_hit_chance,
81 LDB_Reader::ChunkActor::critical_hit_chance,
82 "critical_hit_chance",
83 0,
84 0
85);
86static TypedField<rpg::Actor, DBString> static_face_name(
87 &rpg::Actor::face_name,
88 LDB_Reader::ChunkActor::face_name,
89 "face_name",
90 0,
91 0
92);
93static TypedField<rpg::Actor, int32_t> static_face_index(
94 &rpg::Actor::face_index,
95 LDB_Reader::ChunkActor::face_index,
96 "face_index",
97 0,
98 0
99);
100static TypedField<rpg::Actor, bool> static_two_weapon(
101 &rpg::Actor::two_weapon,
102 LDB_Reader::ChunkActor::two_weapon,
103 "two_weapon",
104 0,
105 0
106);
107static TypedField<rpg::Actor, bool> static_lock_equipment(
108 &rpg::Actor::lock_equipment,
109 LDB_Reader::ChunkActor::lock_equipment,
110 "lock_equipment",
111 0,
112 0
113);
114static TypedField<rpg::Actor, bool> static_auto_battle(
115 &rpg::Actor::auto_battle,
116 LDB_Reader::ChunkActor::auto_battle,
117 "auto_battle",
118 0,
119 0
120);
121static TypedField<rpg::Actor, bool> static_super_guard(
122 &rpg::Actor::super_guard,
123 LDB_Reader::ChunkActor::super_guard,
124 "super_guard",
125 0,
126 0
127);
128static TypedField<rpg::Actor, rpg::Parameters> static_parameters(
129 &rpg::Actor::parameters,
130 LDB_Reader::ChunkActor::parameters,
131 "parameters",
132 1,
133 0
134);
135static TypedField<rpg::Actor, int32_t> static_exp_base(
136 &rpg::Actor::exp_base,
137 LDB_Reader::ChunkActor::exp_base,
138 "exp_base",
139 0,
140 0
141);
142static TypedField<rpg::Actor, int32_t> static_exp_inflation(
143 &rpg::Actor::exp_inflation,
144 LDB_Reader::ChunkActor::exp_inflation,
145 "exp_inflation",
146 0,
147 0
148);
149static TypedField<rpg::Actor, int32_t> static_exp_correction(
150 &rpg::Actor::exp_correction,
151 LDB_Reader::ChunkActor::exp_correction,
152 "exp_correction",
153 0,
154 0
155);
156static TypedField<rpg::Actor, rpg::Equipment> static_initial_equipment(
157 &rpg::Actor::initial_equipment,
158 LDB_Reader::ChunkActor::initial_equipment,
159 "initial_equipment",
160 1,
161 0
162);
163static TypedField<rpg::Actor, int32_t> static_unarmed_animation(
164 &rpg::Actor::unarmed_animation,
165 LDB_Reader::ChunkActor::unarmed_animation,
166 "unarmed_animation",
167 0,
168 0
169);
170static TypedField<rpg::Actor, int32_t> static_class_id(
171 &rpg::Actor::class_id,
172 LDB_Reader::ChunkActor::class_id,
173 "class_id",
174 0,
175 1
176);
177static TypedField<rpg::Actor, int32_t> static_battle_x(
178 &rpg::Actor::battle_x,
179 LDB_Reader::ChunkActor::battle_x,
180 "battle_x",
181 0,
182 1
183);
184static TypedField<rpg::Actor, int32_t> static_battle_y(
185 &rpg::Actor::battle_y,
186 LDB_Reader::ChunkActor::battle_y,
187 "battle_y",
188 0,
189 1
190);
191static TypedField<rpg::Actor, int32_t> static_battler_animation(
192 &rpg::Actor::battler_animation,
193 LDB_Reader::ChunkActor::battler_animation,
194 "battler_animation",
195 0,
196 1
197);
199 &rpg::Actor::skills,
200 LDB_Reader::ChunkActor::skills,
201 "skills",
202 1,
203 0
204);
205static TypedField<rpg::Actor, bool> static_rename_skill(
206 &rpg::Actor::rename_skill,
207 LDB_Reader::ChunkActor::rename_skill,
208 "rename_skill",
209 0,
210 0
211);
212static TypedField<rpg::Actor, DBString> static_skill_name(
213 &rpg::Actor::skill_name,
214 LDB_Reader::ChunkActor::skill_name,
215 "skill_name",
216 0,
217 0
218);
219static SizeField<rpg::Actor, std::vector<uint8_t>> static_size_state_ranks(
220 &rpg::Actor::state_ranks,
221 LDB_Reader::ChunkActor::state_ranks_size,
222 0,
223 0
224);
225static TypedField<rpg::Actor, std::vector<uint8_t>> static_state_ranks(
226 &rpg::Actor::state_ranks,
227 LDB_Reader::ChunkActor::state_ranks,
228 "state_ranks",
229 1,
230 0
231);
232static SizeField<rpg::Actor, std::vector<uint8_t>> static_size_attribute_ranks(
233 &rpg::Actor::attribute_ranks,
234 LDB_Reader::ChunkActor::attribute_ranks_size,
235 0,
236 0
237);
238static TypedField<rpg::Actor, std::vector<uint8_t>> static_attribute_ranks(
239 &rpg::Actor::attribute_ranks,
240 LDB_Reader::ChunkActor::attribute_ranks,
241 "attribute_ranks",
242 1,
243 0
244);
245static TypedField<rpg::Actor, std::vector<int32_t>> static_battle_commands(
246 &rpg::Actor::battle_commands,
247 LDB_Reader::ChunkActor::battle_commands,
248 "battle_commands",
249 1,
250 1
251);
252
253
254template <>
256 &static_name,
257 &static_title,
258 &static_character_name,
259 &static_character_index,
260 &static_transparent,
261 &static_initial_level,
262 &static_final_level,
263 &static_critical_hit,
264 &static_critical_hit_chance,
265 &static_face_name,
266 &static_face_index,
267 &static_two_weapon,
268 &static_lock_equipment,
269 &static_auto_battle,
270 &static_super_guard,
271 &static_parameters,
272 &static_exp_base,
273 &static_exp_inflation,
274 &static_exp_correction,
275 &static_initial_equipment,
276 &static_unarmed_animation,
277 &static_class_id,
278 &static_battle_x,
279 &static_battle_y,
280 &static_battler_animation,
281 &static_skills,
282 &static_rename_skill,
283 &static_skill_name,
284 &static_size_state_ranks,
285 &static_state_ranks,
286 &static_size_attribute_ranks,
287 &static_attribute_ranks,
288 &static_battle_commands,
289 NULL
290};
291
292template class Struct<rpg::Actor>;
293
294} //namespace lcf
Definition: dbarray.cpp:13