liblcf
rpg_actor.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_ACTOR_H
13 #define LCF_RPG_ACTOR_H
14 
15 // Headers
16 #include <stdint.h>
17 #include <string>
18 #include <vector>
19 #include "rpg_equipment.h"
20 #include "rpg_learning.h"
21 #include "rpg_parameters.h"
22 
26 namespace RPG {
27  class Actor {
28  public:
29  void Setup();
30  int ID = 0;
31  std::string name;
32  std::string title;
33  std::string character_name;
34  int32_t character_index = 0;
35  bool transparent = false;
36  int32_t initial_level = 1;
37  int32_t final_level = -1;
38  bool critical_hit = true;
39  int32_t critical_hit_chance = 30;
40  std::string face_name;
41  int32_t face_index = 0;
42  bool two_weapon = false;
43  bool lock_equipment = false;
44  bool auto_battle = false;
45  bool super_guard = false;
47  int32_t exp_base = -1;
48  int32_t exp_inflation = -1;
49  int32_t exp_correction = 0;
51  int32_t unarmed_animation = 1;
52  int32_t class_id = 0;
53  int32_t battle_x = 220;
54  int32_t battle_y = 120;
55  int32_t battler_animation = 1;
56  std::vector<Learning> skills;
57  bool rename_skill = false;
58  std::string skill_name;
59  std::vector<uint8_t> state_ranks;
60  std::vector<uint8_t> attribute_ranks;
61  std::vector<int32_t> battle_commands;
62  };
63 
64  inline bool operator==(const Actor& l, const Actor& r) {
65  return l.name == r.name
66  && l.title == r.title
69  && l.transparent == r.transparent
71  && l.final_level == r.final_level
72  && l.critical_hit == r.critical_hit
74  && l.face_name == r.face_name
75  && l.face_index == r.face_index
76  && l.two_weapon == r.two_weapon
78  && l.auto_battle == r.auto_battle
79  && l.super_guard == r.super_guard
80  && l.parameters == r.parameters
81  && l.exp_base == r.exp_base
86  && l.class_id == r.class_id
87  && l.battle_x == r.battle_x
88  && l.battle_y == r.battle_y
90  && l.skills == r.skills
91  && l.rename_skill == r.rename_skill
92  && l.skill_name == r.skill_name
93  && l.state_ranks == r.state_ranks
96  }
97 
98  inline bool operator!=(const Actor& l, const Actor& r) {
99  return !(l == r);
100  }
101 }
102 
103 #endif
rpg_parameters.h
RPG::Actor::rename_skill
bool rename_skill
Definition: rpg_actor.h:57
RPG::Actor::exp_inflation
int32_t exp_inflation
Definition: rpg_actor.h:48
rpg_equipment.h
RPG::Actor
Definition: rpg_actor.h:27
RPG::operator==
bool operator==(const Actor &l, const Actor &r)
Definition: rpg_actor.h:64
rpg_learning.h
RPG::Actor::two_weapon
bool two_weapon
Definition: rpg_actor.h:42
RPG::Actor::final_level
int32_t final_level
Definition: rpg_actor.h:37
RPG::Actor::critical_hit_chance
int32_t critical_hit_chance
Definition: rpg_actor.h:39
RPG::Actor::parameters
Parameters parameters
Definition: rpg_actor.h:46
RPG::Actor::battle_commands
std::vector< int32_t > battle_commands
Definition: rpg_actor.h:61
RPG::Actor::battle_x
int32_t battle_x
Definition: rpg_actor.h:53
RPG
Definition: rpg_actor.h:26
RPG::Actor::battle_y
int32_t battle_y
Definition: rpg_actor.h:54
RPG::Actor::lock_equipment
bool lock_equipment
Definition: rpg_actor.h:43
RPG::Actor::critical_hit
bool critical_hit
Definition: rpg_actor.h:38
RPG::Actor::initial_level
int32_t initial_level
Definition: rpg_actor.h:36
RPG::Parameters
Definition: rpg_parameters.h:23
RPG::Actor::initial_equipment
Equipment initial_equipment
Definition: rpg_actor.h:50
RPG::Actor::character_index
int32_t character_index
Definition: rpg_actor.h:34
RPG::Actor::exp_correction
int32_t exp_correction
Definition: rpg_actor.h:49
RPG::Actor::auto_battle
bool auto_battle
Definition: rpg_actor.h:44
RPG::Actor::face_name
std::string face_name
Definition: rpg_actor.h:40
RPG::Actor::attribute_ranks
std::vector< uint8_t > attribute_ranks
Definition: rpg_actor.h:60
RPG::Actor::ID
int ID
Definition: rpg_actor.h:30
RPG::Actor::unarmed_animation
int32_t unarmed_animation
Definition: rpg_actor.h:51
RPG::Actor::skills
std::vector< Learning > skills
Definition: rpg_actor.h:56
RPG::operator!=
bool operator!=(const Actor &l, const Actor &r)
Definition: rpg_actor.h:98
RPG::Equipment
Definition: rpg_equipment.h:22
RPG::Actor::battler_animation
int32_t battler_animation
Definition: rpg_actor.h:55
RPG::Actor::class_id
int32_t class_id
Definition: rpg_actor.h:52
RPG::Actor::face_index
int32_t face_index
Definition: rpg_actor.h:41
RPG::Actor::name
std::string name
Definition: rpg_actor.h:31
RPG::Actor::state_ranks
std::vector< uint8_t > state_ranks
Definition: rpg_actor.h:59
RPG::Actor::transparent
bool transparent
Definition: rpg_actor.h:35
RPG::Actor::skill_name
std::string skill_name
Definition: rpg_actor.h:58
RPG::Actor::character_name
std::string character_name
Definition: rpg_actor.h:33
RPG::Actor::exp_base
int32_t exp_base
Definition: rpg_actor.h:47
RPG::Actor::Setup
void Setup()
Definition: rpg_setup.cpp:153
RPG::Actor::title
std::string title
Definition: rpg_actor.h:32
RPG::Actor::super_guard
bool super_guard
Definition: rpg_actor.h:45