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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
27namespace 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;
215 int32_t battle_end_fadein = 0;
216 int32_t message_stretch = 0;
217 int32_t font_id = 0;
219 int32_t selected_hero = 0;
221 std::vector<TestBattler> battletest_data;
222 int32_t save_count = 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
242 && l.title_name == r.title_name
244 && l.system_name == r.system_name
245 && l.system2_name == r.system2_name
246 && l.party == r.party
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
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
275 && l.font_id == r.font_id
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
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
Music battle_music
Definition: rpg_system.h:191
static constexpr auto kFadeOutTags
Definition: rpg_system.h:54
@ 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
Sound cancel_se
Definition: rpg_system.h:200
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
static constexpr auto kFontTags
Definition: rpg_system.h:138
@ BattleFormation_terrain
Definition: rpg_system.h:143
@ BattleFormation_loose
Definition: rpg_system.h:144
@ BattleFormation_tight
Definition: rpg_system.h:145
static constexpr auto kBattleConditionTags
Definition: rpg_system.h:159
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
static constexpr auto kStretchTags
Definition: rpg_system.h:130
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
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
static constexpr auto kEquipmentSettingTags
Definition: rpg_system.h:170
int32_t battletest_alt_terrain
Definition: rpg_system.h:227
bool show_frame
Definition: rpg_system.h:228
static constexpr auto kBattleFormationTags
Definition: rpg_system.h:147
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