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ldb_actor.cpp File Reference
#include "ldb_reader.h"
#include "ldb_chunks.h"
#include "reader_struct.h"
+ Include dependency graph for ldb_actor.cpp:

Go to the source code of this file.

Macros

#define LCF_CHUNK_SUFFIX   LDB_Reader
 
#define LCF_CURRENT_STRUCT   Actor
 

Functions

 LCF_STRUCT_TYPED_FIELD (std::string, name)
 
 LCF_STRUCT_TYPED_FIELD (std::string, title)
 
 LCF_STRUCT_TYPED_FIELD (std::string, character_name)
 
 LCF_STRUCT_TYPED_FIELD (int, character_index)
 
 LCF_STRUCT_TYPED_FIELD (bool, transparent)
 
 LCF_STRUCT_TYPED_FIELD (int, initial_level)
 
 LCF_STRUCT_TYPED_FIELD (int, final_level)
 
 LCF_STRUCT_TYPED_FIELD (bool, critical_hit)
 
 LCF_STRUCT_TYPED_FIELD (int, critical_hit_chance)
 
 LCF_STRUCT_TYPED_FIELD (std::string, face_name)
 
 LCF_STRUCT_TYPED_FIELD (int, face_index)
 
 LCF_STRUCT_TYPED_FIELD (bool, two_swords_style)
 
 LCF_STRUCT_TYPED_FIELD (bool, fix_equipment)
 
 LCF_STRUCT_TYPED_FIELD (bool, auto_battle)
 
 LCF_STRUCT_TYPED_FIELD (bool, super_guard)
 
 LCF_STRUCT_TYPED_FIELD (RPG::Parameters, parameters)
 
 LCF_STRUCT_TYPED_FIELD (int, exp_base)
 
 LCF_STRUCT_TYPED_FIELD (int, exp_inflation)
 
 LCF_STRUCT_TYPED_FIELD (int, exp_correction)
 
 LCF_STRUCT_TYPED_FIELD (RPG::Equipment, initial_equipment)
 
 LCF_STRUCT_TYPED_FIELD (int, unarmed_animation)
 
 LCF_STRUCT_TYPED_FIELD (int, class_id)
 
 LCF_STRUCT_TYPED_FIELD (int, battle_x)
 
 LCF_STRUCT_TYPED_FIELD (int, battle_y)
 
 LCF_STRUCT_TYPED_FIELD (int, battler_animation)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< RPG::Learning >, skills)
 
 LCF_STRUCT_TYPED_FIELD (bool, rename_skill)
 
 LCF_STRUCT_TYPED_FIELD (std::string, skill_name)
 
 LCF_STRUCT_SIZE_FIELD (uint8_t, state_ranks)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< uint8_t >, state_ranks)
 
 LCF_STRUCT_SIZE_FIELD (uint8_t, attribute_ranks)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< uint8_t >, attribute_ranks)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< uint32_t >, battle_commands)
 

Macro Definition Documentation

#define LCF_CHUNK_SUFFIX   LDB_Reader

Definition at line 16 of file ldb_actor.cpp.

#define LCF_CURRENT_STRUCT   Actor

Definition at line 17 of file ldb_actor.cpp.

Function Documentation

LCF_STRUCT_SIZE_FIELD ( uint8_t  ,
state_ranks   
)
LCF_STRUCT_SIZE_FIELD ( uint8_t  ,
attribute_ranks   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
name   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
title   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
character_name   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
character_index   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
transparent   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
initial_level   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
final_level   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
critical_hit   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
critical_hit_chance   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
face_name   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
face_index   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
two_swords_style   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
fix_equipment   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
auto_battle   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
super_guard   
)
LCF_STRUCT_TYPED_FIELD ( RPG::Parameters  ,
parameters   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
exp_base   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
exp_inflation   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
exp_correction   
)
LCF_STRUCT_TYPED_FIELD ( RPG::Equipment  ,
initial_equipment   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
unarmed_animation   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
class_id   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
battle_x   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
battle_y   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
battler_animation   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< RPG::Learning ,
skills   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
rename_skill   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
skill_name   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< uint8_t >  ,
state_ranks   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< uint8_t >  ,
attribute_ranks   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< uint32_t >  ,
battle_commands   
)