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 #ifndef LCF_RPG_TERMS_H 13 #define LCF_RPG_TERMS_H 14 15 // Headers 16 #include "lcf/dbstring.h" 17 #include "lcf/context.h" 18 #include <ostream> 19 #include <type_traits> 20 21 /** 22 * rpg::Terms class. 23 */ 24 namespace lcf { 25 namespace rpg { 26 class Terms { 27 public: 28 // Sentinel name used to denote that the default hardcoded term should be used. 29 static constexpr const char* kDefaultTerm = "default_term"; 30 31 static std::string TermOrDefault(const DBString& db_term, StringView default_term); 32 DBString encounter; 33 DBString special_combat; 34 DBString escape_success; 35 DBString escape_failure; 36 DBString victory; 37 DBString defeat; 38 DBString exp_received; 39 DBString gold_recieved_a; 40 DBString gold_recieved_b; 41 DBString item_recieved; 42 DBString attacking; 43 DBString enemy_critical; 44 DBString actor_critical; 45 DBString defending; 46 DBString observing; 47 DBString focus; 48 DBString autodestruction; 49 DBString enemy_escape; 50 DBString enemy_transform; 51 DBString enemy_damaged; 52 DBString enemy_undamaged; 53 DBString actor_damaged; 54 DBString actor_undamaged; 55 DBString skill_failure_a; 56 DBString skill_failure_b; 57 DBString skill_failure_c; 58 DBString dodge; 59 DBString use_item; 60 DBString hp_recovery; 61 DBString parameter_increase; 62 DBString parameter_decrease; 63 DBString enemy_hp_absorbed; 64 DBString actor_hp_absorbed; 65 DBString resistance_increase; 66 DBString resistance_decrease; 67 DBString level_up; 68 DBString skill_learned; 69 DBString battle_start; 70 DBString miss; 71 DBString shop_greeting1; 72 DBString shop_regreeting1; 73 DBString shop_buy1; 74 DBString shop_sell1; 75 DBString shop_leave1; 76 DBString shop_buy_select1; 77 DBString shop_buy_number1; 78 DBString shop_purchased1; 79 DBString shop_sell_select1; 80 DBString shop_sell_number1; 81 DBString shop_sold1; 82 DBString shop_greeting2; 83 DBString shop_regreeting2; 84 DBString shop_buy2; 85 DBString shop_sell2; 86 DBString shop_leave2; 87 DBString shop_buy_select2; 88 DBString shop_buy_number2; 89 DBString shop_purchased2; 90 DBString shop_sell_select2; 91 DBString shop_sell_number2; 92 DBString shop_sold2; 93 DBString shop_greeting3; 94 DBString shop_regreeting3; 95 DBString shop_buy3; 96 DBString shop_sell3; 97 DBString shop_leave3; 98 DBString shop_buy_select3; 99 DBString shop_buy_number3; 100 DBString shop_purchased3; 101 DBString shop_sell_select3; 102 DBString shop_sell_number3; 103 DBString shop_sold3; 104 DBString inn_a_greeting_1; 105 DBString inn_a_greeting_2; 106 DBString inn_a_greeting_3; 107 DBString inn_a_accept; 108 DBString inn_a_cancel; 109 DBString inn_b_greeting_1; 110 DBString inn_b_greeting_2; 111 DBString inn_b_greeting_3; 112 DBString inn_b_accept; 113 DBString inn_b_cancel; 114 DBString possessed_items; 115 DBString equipped_items; 116 DBString gold; 117 DBString battle_fight; 118 DBString battle_auto; 119 DBString battle_escape; 120 DBString command_attack; 121 DBString command_defend; 122 DBString command_item; 123 DBString command_skill; 124 DBString menu_equipment; 125 DBString menu_save; 126 DBString menu_quit; 127 DBString new_game; 128 DBString load_game; 129 DBString exit_game; 130 DBString status; 131 DBString row; 132 DBString order; 133 DBString wait_on; 134 DBString wait_off; 135 DBString level; 136 DBString health_points; 137 DBString spirit_points; 138 DBString normal_status; 139 DBString exp_short; 140 DBString lvl_short; 141 DBString hp_short; 142 DBString sp_short; 143 DBString sp_cost; 144 DBString attack; 145 DBString defense; 146 DBString spirit; 147 DBString agility; 148 DBString weapon; 149 DBString shield; 150 DBString armor; 151 DBString helmet; 152 DBString accessory; 153 DBString save_game_message; 154 DBString load_game_message; 155 DBString file; 156 DBString exit_game_message; 157 DBString yes; 158 DBString no; 159 DBString easyrpg_item_number_separator = DBString(kDefaultTerm); 160 DBString easyrpg_skill_cost_separator = DBString(kDefaultTerm); 161 DBString easyrpg_equipment_arrow = DBString(kDefaultTerm); 162 DBString easyrpg_status_scene_name = DBString(kDefaultTerm); 163 DBString easyrpg_status_scene_class = DBString(kDefaultTerm); 164 DBString easyrpg_status_scene_title = DBString(kDefaultTerm); 165 DBString easyrpg_status_scene_condition = DBString(kDefaultTerm); 166 DBString easyrpg_status_scene_front = DBString(kDefaultTerm); 167 DBString easyrpg_status_scene_back = DBString(kDefaultTerm); 168 DBString easyrpg_order_scene_confirm = DBString(kDefaultTerm); 169 DBString easyrpg_order_scene_redo = DBString(kDefaultTerm); 170 DBString easyrpg_battle2k3_double_attack = DBString(kDefaultTerm); 171 DBString easyrpg_battle2k3_defend = DBString(kDefaultTerm); 172 DBString easyrpg_battle2k3_observe = DBString(kDefaultTerm); 173 DBString easyrpg_battle2k3_charge = DBString(kDefaultTerm); 174 DBString easyrpg_battle2k3_selfdestruct = DBString(kDefaultTerm); 175 DBString easyrpg_battle2k3_escape = DBString(kDefaultTerm); 176 DBString easyrpg_battle2k3_special_combat_back; 177 DBString easyrpg_battle2k3_skill = DBString(kDefaultTerm); 178 DBString easyrpg_battle2k3_item = DBString(kDefaultTerm); 179 }; 180 181 inline bool operator==(const Terms& l, const Terms& r) { 182 return l.encounter == r.encounter 183 && l.special_combat == r.special_combat 184 && l.escape_success == r.escape_success 185 && l.escape_failure == r.escape_failure 186 && l.victory == r.victory 187 && l.defeat == r.defeat 188 && l.exp_received == r.exp_received 189 && l.gold_recieved_a == r.gold_recieved_a 190 && l.gold_recieved_b == r.gold_recieved_b 191 && l.item_recieved == r.item_recieved 192 && l.attacking == r.attacking 193 && l.enemy_critical == r.enemy_critical 194 && l.actor_critical == r.actor_critical 195 && l.defending == r.defending 196 && l.observing == r.observing 197 && l.focus == r.focus 198 && l.autodestruction == r.autodestruction 199 && l.enemy_escape == r.enemy_escape 200 && l.enemy_transform == r.enemy_transform 201 && l.enemy_damaged == r.enemy_damaged 202 && l.enemy_undamaged == r.enemy_undamaged 203 && l.actor_damaged == r.actor_damaged 204 && l.actor_undamaged == r.actor_undamaged 205 && l.skill_failure_a == r.skill_failure_a 206 && l.skill_failure_b == r.skill_failure_b 207 && l.skill_failure_c == r.skill_failure_c 208 && l.dodge == r.dodge 209 && l.use_item == r.use_item 210 && l.hp_recovery == r.hp_recovery 211 && l.parameter_increase == r.parameter_increase 212 && l.parameter_decrease == r.parameter_decrease 213 && l.enemy_hp_absorbed == r.enemy_hp_absorbed 214 && l.actor_hp_absorbed == r.actor_hp_absorbed 215 && l.resistance_increase == r.resistance_increase 216 && l.resistance_decrease == r.resistance_decrease 217 && l.level_up == r.level_up 218 && l.skill_learned == r.skill_learned 219 && l.battle_start == r.battle_start 220 && l.miss == r.miss 221 && l.shop_greeting1 == r.shop_greeting1 222 && l.shop_regreeting1 == r.shop_regreeting1 223 && l.shop_buy1 == r.shop_buy1 224 && l.shop_sell1 == r.shop_sell1 225 && l.shop_leave1 == r.shop_leave1 226 && l.shop_buy_select1 == r.shop_buy_select1 227 && l.shop_buy_number1 == r.shop_buy_number1 228 && l.shop_purchased1 == r.shop_purchased1 229 && l.shop_sell_select1 == r.shop_sell_select1 230 && l.shop_sell_number1 == r.shop_sell_number1 231 && l.shop_sold1 == r.shop_sold1 232 && l.shop_greeting2 == r.shop_greeting2 233 && l.shop_regreeting2 == r.shop_regreeting2 234 && l.shop_buy2 == r.shop_buy2 235 && l.shop_sell2 == r.shop_sell2 236 && l.shop_leave2 == r.shop_leave2 237 && l.shop_buy_select2 == r.shop_buy_select2 238 && l.shop_buy_number2 == r.shop_buy_number2 239 && l.shop_purchased2 == r.shop_purchased2 240 && l.shop_sell_select2 == r.shop_sell_select2 241 && l.shop_sell_number2 == r.shop_sell_number2 242 && l.shop_sold2 == r.shop_sold2 243 && l.shop_greeting3 == r.shop_greeting3 244 && l.shop_regreeting3 == r.shop_regreeting3 245 && l.shop_buy3 == r.shop_buy3 246 && l.shop_sell3 == r.shop_sell3 247 && l.shop_leave3 == r.shop_leave3 248 && l.shop_buy_select3 == r.shop_buy_select3 249 && l.shop_buy_number3 == r.shop_buy_number3 250 && l.shop_purchased3 == r.shop_purchased3 251 && l.shop_sell_select3 == r.shop_sell_select3 252 && l.shop_sell_number3 == r.shop_sell_number3 253 && l.shop_sold3 == r.shop_sold3 254 && l.inn_a_greeting_1 == r.inn_a_greeting_1 255 && l.inn_a_greeting_2 == r.inn_a_greeting_2 256 && l.inn_a_greeting_3 == r.inn_a_greeting_3 257 && l.inn_a_accept == r.inn_a_accept 258 && l.inn_a_cancel == r.inn_a_cancel 259 && l.inn_b_greeting_1 == r.inn_b_greeting_1 260 && l.inn_b_greeting_2 == r.inn_b_greeting_2 261 && l.inn_b_greeting_3 == r.inn_b_greeting_3 262 && l.inn_b_accept == r.inn_b_accept 263 && l.inn_b_cancel == r.inn_b_cancel 264 && l.possessed_items == r.possessed_items 265 && l.equipped_items == r.equipped_items 266 && l.gold == r.gold 267 && l.battle_fight == r.battle_fight 268 && l.battle_auto == r.battle_auto 269 && l.battle_escape == r.battle_escape 270 && l.command_attack == r.command_attack 271 && l.command_defend == r.command_defend 272 && l.command_item == r.command_item 273 && l.command_skill == r.command_skill 274 && l.menu_equipment == r.menu_equipment 275 && l.menu_save == r.menu_save 276 && l.menu_quit == r.menu_quit 277 && l.new_game == r.new_game 278 && l.load_game == r.load_game 279 && l.exit_game == r.exit_game 280 && l.status == r.status 281 && l.row == r.row 282 && l.order == r.order 283 && l.wait_on == r.wait_on 284 && l.wait_off == r.wait_off 285 && l.level == r.level 286 && l.health_points == r.health_points 287 && l.spirit_points == r.spirit_points 288 && l.normal_status == r.normal_status 289 && l.exp_short == r.exp_short 290 && l.lvl_short == r.lvl_short 291 && l.hp_short == r.hp_short 292 && l.sp_short == r.sp_short 293 && l.sp_cost == r.sp_cost 294 && l.attack == r.attack 295 && l.defense == r.defense 296 && l.spirit == r.spirit 297 && l.agility == r.agility 298 && l.weapon == r.weapon 299 && l.shield == r.shield 300 && l.armor == r.armor 301 && l.helmet == r.helmet 302 && l.accessory == r.accessory 303 && l.save_game_message == r.save_game_message 304 && l.load_game_message == r.load_game_message 305 && l.file == r.file 306 && l.exit_game_message == r.exit_game_message 307 && l.yes == r.yes 308 && l.no == r.no 309 && l.easyrpg_item_number_separator == r.easyrpg_item_number_separator 310 && l.easyrpg_skill_cost_separator == r.easyrpg_skill_cost_separator 311 && l.easyrpg_equipment_arrow == r.easyrpg_equipment_arrow 312 && l.easyrpg_status_scene_name == r.easyrpg_status_scene_name 313 && l.easyrpg_status_scene_class == r.easyrpg_status_scene_class 314 && l.easyrpg_status_scene_title == r.easyrpg_status_scene_title 315 && l.easyrpg_status_scene_condition == r.easyrpg_status_scene_condition 316 && l.easyrpg_status_scene_front == r.easyrpg_status_scene_front 317 && l.easyrpg_status_scene_back == r.easyrpg_status_scene_back 318 && l.easyrpg_order_scene_confirm == r.easyrpg_order_scene_confirm 319 && l.easyrpg_order_scene_redo == r.easyrpg_order_scene_redo 320 && l.easyrpg_battle2k3_double_attack == r.easyrpg_battle2k3_double_attack 321 && l.easyrpg_battle2k3_defend == r.easyrpg_battle2k3_defend 322 && l.easyrpg_battle2k3_observe == r.easyrpg_battle2k3_observe 323 && l.easyrpg_battle2k3_charge == r.easyrpg_battle2k3_charge 324 && l.easyrpg_battle2k3_selfdestruct == r.easyrpg_battle2k3_selfdestruct 325 && l.easyrpg_battle2k3_escape == r.easyrpg_battle2k3_escape 326 && l.easyrpg_battle2k3_special_combat_back == r.easyrpg_battle2k3_special_combat_back 327 && l.easyrpg_battle2k3_skill == r.easyrpg_battle2k3_skill 328 && l.easyrpg_battle2k3_item == r.easyrpg_battle2k3_item; 329 } 330 331 inline bool operator!=(const Terms& l, const Terms& r) { 332 return !(l == r); 333 } 334 335 std::ostream& operator<<(std::ostream& os, const Terms& obj); 336 337 template <typename F, typename ParentCtx = Context<void,void>> 338 void ForEachString(Terms& obj, const F& f, const ParentCtx* parent_ctx = nullptr) { 339 const auto ctx1 = Context<Terms, ParentCtx>{ "encounter", -1, &obj, parent_ctx }; 340 f(obj.encounter, ctx1); 341 const auto ctx2 = Context<Terms, ParentCtx>{ "special_combat", -1, &obj, parent_ctx }; 342 f(obj.special_combat, ctx2); 343 const auto ctx3 = Context<Terms, ParentCtx>{ "escape_success", -1, &obj, parent_ctx }; 344 f(obj.escape_success, ctx3); 345 const auto ctx4 = Context<Terms, ParentCtx>{ "escape_failure", -1, &obj, parent_ctx }; 346 f(obj.escape_failure, ctx4); 347 const auto ctx5 = Context<Terms, ParentCtx>{ "victory", -1, &obj, parent_ctx }; 348 f(obj.victory, ctx5); 349 const auto ctx6 = Context<Terms, ParentCtx>{ "defeat", -1, &obj, parent_ctx }; 350 f(obj.defeat, ctx6); 351 const auto ctx7 = Context<Terms, ParentCtx>{ "exp_received", -1, &obj, parent_ctx }; 352 f(obj.exp_received, ctx7); 353 const auto ctx8 = Context<Terms, ParentCtx>{ "gold_recieved_a", -1, &obj, parent_ctx }; 354 f(obj.gold_recieved_a, ctx8); 355 const auto ctx9 = Context<Terms, ParentCtx>{ "gold_recieved_b", -1, &obj, parent_ctx }; 356 f(obj.gold_recieved_b, ctx9); 357 const auto ctx10 = Context<Terms, ParentCtx>{ "item_recieved", -1, &obj, parent_ctx }; 358 f(obj.item_recieved, ctx10); 359 const auto ctx11 = Context<Terms, ParentCtx>{ "attacking", -1, &obj, parent_ctx }; 360 f(obj.attacking, ctx11); 361 const auto ctx12 = Context<Terms, ParentCtx>{ "enemy_critical", -1, &obj, parent_ctx }; 362 f(obj.enemy_critical, ctx12); 363 const auto ctx13 = Context<Terms, ParentCtx>{ "actor_critical", -1, &obj, parent_ctx }; 364 f(obj.actor_critical, ctx13); 365 const auto ctx14 = Context<Terms, ParentCtx>{ "defending", -1, &obj, parent_ctx }; 366 f(obj.defending, ctx14); 367 const auto ctx15 = Context<Terms, ParentCtx>{ "observing", -1, &obj, parent_ctx }; 368 f(obj.observing, ctx15); 369 const auto ctx16 = Context<Terms, ParentCtx>{ "focus", -1, &obj, parent_ctx }; 370 f(obj.focus, ctx16); 371 const auto ctx17 = Context<Terms, ParentCtx>{ "autodestruction", -1, &obj, parent_ctx }; 372 f(obj.autodestruction, ctx17); 373 const auto ctx18 = Context<Terms, ParentCtx>{ "enemy_escape", -1, &obj, parent_ctx }; 374 f(obj.enemy_escape, ctx18); 375 const auto ctx19 = Context<Terms, ParentCtx>{ "enemy_transform", -1, &obj, parent_ctx }; 376 f(obj.enemy_transform, ctx19); 377 const auto ctx20 = Context<Terms, ParentCtx>{ "enemy_damaged", -1, &obj, parent_ctx }; 378 f(obj.enemy_damaged, ctx20); 379 const auto ctx21 = Context<Terms, ParentCtx>{ "enemy_undamaged", -1, &obj, parent_ctx }; 380 f(obj.enemy_undamaged, ctx21); 381 const auto ctx22 = Context<Terms, ParentCtx>{ "actor_damaged", -1, &obj, parent_ctx }; 382 f(obj.actor_damaged, ctx22); 383 const auto ctx23 = Context<Terms, ParentCtx>{ "actor_undamaged", -1, &obj, parent_ctx }; 384 f(obj.actor_undamaged, ctx23); 385 const auto ctx24 = Context<Terms, ParentCtx>{ "skill_failure_a", -1, &obj, parent_ctx }; 386 f(obj.skill_failure_a, ctx24); 387 const auto ctx25 = Context<Terms, ParentCtx>{ "skill_failure_b", -1, &obj, parent_ctx }; 388 f(obj.skill_failure_b, ctx25); 389 const auto ctx26 = Context<Terms, ParentCtx>{ "skill_failure_c", -1, &obj, parent_ctx }; 390 f(obj.skill_failure_c, ctx26); 391 const auto ctx27 = Context<Terms, ParentCtx>{ "dodge", -1, &obj, parent_ctx }; 392 f(obj.dodge, ctx27); 393 const auto ctx28 = Context<Terms, ParentCtx>{ "use_item", -1, &obj, parent_ctx }; 394 f(obj.use_item, ctx28); 395 const auto ctx29 = Context<Terms, ParentCtx>{ "hp_recovery", -1, &obj, parent_ctx }; 396 f(obj.hp_recovery, ctx29); 397 const auto ctx30 = Context<Terms, ParentCtx>{ "parameter_increase", -1, &obj, parent_ctx }; 398 f(obj.parameter_increase, ctx30); 399 const auto ctx31 = Context<Terms, ParentCtx>{ "parameter_decrease", -1, &obj, parent_ctx }; 400 f(obj.parameter_decrease, ctx31); 401 const auto ctx32 = Context<Terms, ParentCtx>{ "enemy_hp_absorbed", -1, &obj, parent_ctx }; 402 f(obj.enemy_hp_absorbed, ctx32); 403 const auto ctx33 = Context<Terms, ParentCtx>{ "actor_hp_absorbed", -1, &obj, parent_ctx }; 404 f(obj.actor_hp_absorbed, ctx33); 405 const auto ctx34 = Context<Terms, ParentCtx>{ "resistance_increase", -1, &obj, parent_ctx }; 406 f(obj.resistance_increase, ctx34); 407 const auto ctx35 = Context<Terms, ParentCtx>{ "resistance_decrease", -1, &obj, parent_ctx }; 408 f(obj.resistance_decrease, ctx35); 409 const auto ctx36 = Context<Terms, ParentCtx>{ "level_up", -1, &obj, parent_ctx }; 410 f(obj.level_up, ctx36); 411 const auto ctx37 = Context<Terms, ParentCtx>{ "skill_learned", -1, &obj, parent_ctx }; 412 f(obj.skill_learned, ctx37); 413 const auto ctx38 = Context<Terms, ParentCtx>{ "battle_start", -1, &obj, parent_ctx }; 414 f(obj.battle_start, ctx38); 415 const auto ctx39 = Context<Terms, ParentCtx>{ "miss", -1, &obj, parent_ctx }; 416 f(obj.miss, ctx39); 417 const auto ctx40 = Context<Terms, ParentCtx>{ "shop_greeting1", -1, &obj, parent_ctx }; 418 f(obj.shop_greeting1, ctx40); 419 const auto ctx41 = Context<Terms, ParentCtx>{ "shop_regreeting1", -1, &obj, parent_ctx }; 420 f(obj.shop_regreeting1, ctx41); 421 const auto ctx42 = Context<Terms, ParentCtx>{ "shop_buy1", -1, &obj, parent_ctx }; 422 f(obj.shop_buy1, ctx42); 423 const auto ctx43 = Context<Terms, ParentCtx>{ "shop_sell1", -1, &obj, parent_ctx }; 424 f(obj.shop_sell1, ctx43); 425 const auto ctx44 = Context<Terms, ParentCtx>{ "shop_leave1", -1, &obj, parent_ctx }; 426 f(obj.shop_leave1, ctx44); 427 const auto ctx45 = Context<Terms, ParentCtx>{ "shop_buy_select1", -1, &obj, parent_ctx }; 428 f(obj.shop_buy_select1, ctx45); 429 const auto ctx46 = Context<Terms, ParentCtx>{ "shop_buy_number1", -1, &obj, parent_ctx }; 430 f(obj.shop_buy_number1, ctx46); 431 const auto ctx47 = Context<Terms, ParentCtx>{ "shop_purchased1", -1, &obj, parent_ctx }; 432 f(obj.shop_purchased1, ctx47); 433 const auto ctx48 = Context<Terms, ParentCtx>{ "shop_sell_select1", -1, &obj, parent_ctx }; 434 f(obj.shop_sell_select1, ctx48); 435 const auto ctx49 = Context<Terms, ParentCtx>{ "shop_sell_number1", -1, &obj, parent_ctx }; 436 f(obj.shop_sell_number1, ctx49); 437 const auto ctx50 = Context<Terms, ParentCtx>{ "shop_sold1", -1, &obj, parent_ctx }; 438 f(obj.shop_sold1, ctx50); 439 const auto ctx51 = Context<Terms, ParentCtx>{ "shop_greeting2", -1, &obj, parent_ctx }; 440 f(obj.shop_greeting2, ctx51); 441 const auto ctx52 = Context<Terms, ParentCtx>{ "shop_regreeting2", -1, &obj, parent_ctx }; 442 f(obj.shop_regreeting2, ctx52); 443 const auto ctx53 = Context<Terms, ParentCtx>{ "shop_buy2", -1, &obj, parent_ctx }; 444 f(obj.shop_buy2, ctx53); 445 const auto ctx54 = Context<Terms, ParentCtx>{ "shop_sell2", -1, &obj, parent_ctx }; 446 f(obj.shop_sell2, ctx54); 447 const auto ctx55 = Context<Terms, ParentCtx>{ "shop_leave2", -1, &obj, parent_ctx }; 448 f(obj.shop_leave2, ctx55); 449 const auto ctx56 = Context<Terms, ParentCtx>{ "shop_buy_select2", -1, &obj, parent_ctx }; 450 f(obj.shop_buy_select2, ctx56); 451 const auto ctx57 = Context<Terms, ParentCtx>{ "shop_buy_number2", -1, &obj, parent_ctx }; 452 f(obj.shop_buy_number2, ctx57); 453 const auto ctx58 = Context<Terms, ParentCtx>{ "shop_purchased2", -1, &obj, parent_ctx }; 454 f(obj.shop_purchased2, ctx58); 455 const auto ctx59 = Context<Terms, ParentCtx>{ "shop_sell_select2", -1, &obj, parent_ctx }; 456 f(obj.shop_sell_select2, ctx59); 457 const auto ctx60 = Context<Terms, ParentCtx>{ "shop_sell_number2", -1, &obj, parent_ctx }; 458 f(obj.shop_sell_number2, ctx60); 459 const auto ctx61 = Context<Terms, ParentCtx>{ "shop_sold2", -1, &obj, parent_ctx }; 460 f(obj.shop_sold2, ctx61); 461 const auto ctx62 = Context<Terms, ParentCtx>{ "shop_greeting3", -1, &obj, parent_ctx }; 462 f(obj.shop_greeting3, ctx62); 463 const auto ctx63 = Context<Terms, ParentCtx>{ "shop_regreeting3", -1, &obj, parent_ctx }; 464 f(obj.shop_regreeting3, ctx63); 465 const auto ctx64 = Context<Terms, ParentCtx>{ "shop_buy3", -1, &obj, parent_ctx }; 466 f(obj.shop_buy3, ctx64); 467 const auto ctx65 = Context<Terms, ParentCtx>{ "shop_sell3", -1, &obj, parent_ctx }; 468 f(obj.shop_sell3, ctx65); 469 const auto ctx66 = Context<Terms, ParentCtx>{ "shop_leave3", -1, &obj, parent_ctx }; 470 f(obj.shop_leave3, ctx66); 471 const auto ctx67 = Context<Terms, ParentCtx>{ "shop_buy_select3", -1, &obj, parent_ctx }; 472 f(obj.shop_buy_select3, ctx67); 473 const auto ctx68 = Context<Terms, ParentCtx>{ "shop_buy_number3", -1, &obj, parent_ctx }; 474 f(obj.shop_buy_number3, ctx68); 475 const auto ctx69 = Context<Terms, ParentCtx>{ "shop_purchased3", -1, &obj, parent_ctx }; 476 f(obj.shop_purchased3, ctx69); 477 const auto ctx70 = Context<Terms, ParentCtx>{ "shop_sell_select3", -1, &obj, parent_ctx }; 478 f(obj.shop_sell_select3, ctx70); 479 const auto ctx71 = Context<Terms, ParentCtx>{ "shop_sell_number3", -1, &obj, parent_ctx }; 480 f(obj.shop_sell_number3, ctx71); 481 const auto ctx72 = Context<Terms, ParentCtx>{ "shop_sold3", -1, &obj, parent_ctx }; 482 f(obj.shop_sold3, ctx72); 483 const auto ctx73 = Context<Terms, ParentCtx>{ "inn_a_greeting_1", -1, &obj, parent_ctx }; 484 f(obj.inn_a_greeting_1, ctx73); 485 const auto ctx74 = Context<Terms, ParentCtx>{ "inn_a_greeting_2", -1, &obj, parent_ctx }; 486 f(obj.inn_a_greeting_2, ctx74); 487 const auto ctx75 = Context<Terms, ParentCtx>{ "inn_a_greeting_3", -1, &obj, parent_ctx }; 488 f(obj.inn_a_greeting_3, ctx75); 489 const auto ctx76 = Context<Terms, ParentCtx>{ "inn_a_accept", -1, &obj, parent_ctx }; 490 f(obj.inn_a_accept, ctx76); 491 const auto ctx77 = Context<Terms, ParentCtx>{ "inn_a_cancel", -1, &obj, parent_ctx }; 492 f(obj.inn_a_cancel, ctx77); 493 const auto ctx78 = Context<Terms, ParentCtx>{ "inn_b_greeting_1", -1, &obj, parent_ctx }; 494 f(obj.inn_b_greeting_1, ctx78); 495 const auto ctx79 = Context<Terms, ParentCtx>{ "inn_b_greeting_2", -1, &obj, parent_ctx }; 496 f(obj.inn_b_greeting_2, ctx79); 497 const auto ctx80 = Context<Terms, ParentCtx>{ "inn_b_greeting_3", -1, &obj, parent_ctx }; 498 f(obj.inn_b_greeting_3, ctx80); 499 const auto ctx81 = Context<Terms, ParentCtx>{ "inn_b_accept", -1, &obj, parent_ctx }; 500 f(obj.inn_b_accept, ctx81); 501 const auto ctx82 = Context<Terms, ParentCtx>{ "inn_b_cancel", -1, &obj, parent_ctx }; 502 f(obj.inn_b_cancel, ctx82); 503 const auto ctx83 = Context<Terms, ParentCtx>{ "possessed_items", -1, &obj, parent_ctx }; 504 f(obj.possessed_items, ctx83); 505 const auto ctx84 = Context<Terms, ParentCtx>{ "equipped_items", -1, &obj, parent_ctx }; 506 f(obj.equipped_items, ctx84); 507 const auto ctx85 = Context<Terms, ParentCtx>{ "gold", -1, &obj, parent_ctx }; 508 f(obj.gold, ctx85); 509 const auto ctx86 = Context<Terms, ParentCtx>{ "battle_fight", -1, &obj, parent_ctx }; 510 f(obj.battle_fight, ctx86); 511 const auto ctx87 = Context<Terms, ParentCtx>{ "battle_auto", -1, &obj, parent_ctx }; 512 f(obj.battle_auto, ctx87); 513 const auto ctx88 = Context<Terms, ParentCtx>{ "battle_escape", -1, &obj, parent_ctx }; 514 f(obj.battle_escape, ctx88); 515 const auto ctx89 = Context<Terms, ParentCtx>{ "command_attack", -1, &obj, parent_ctx }; 516 f(obj.command_attack, ctx89); 517 const auto ctx90 = Context<Terms, ParentCtx>{ "command_defend", -1, &obj, parent_ctx }; 518 f(obj.command_defend, ctx90); 519 const auto ctx91 = Context<Terms, ParentCtx>{ "command_item", -1, &obj, parent_ctx }; 520 f(obj.command_item, ctx91); 521 const auto ctx92 = Context<Terms, ParentCtx>{ "command_skill", -1, &obj, parent_ctx }; 522 f(obj.command_skill, ctx92); 523 const auto ctx93 = Context<Terms, ParentCtx>{ "menu_equipment", -1, &obj, parent_ctx }; 524 f(obj.menu_equipment, ctx93); 525 const auto ctx94 = Context<Terms, ParentCtx>{ "menu_save", -1, &obj, parent_ctx }; 526 f(obj.menu_save, ctx94); 527 const auto ctx95 = Context<Terms, ParentCtx>{ "menu_quit", -1, &obj, parent_ctx }; 528 f(obj.menu_quit, ctx95); 529 const auto ctx96 = Context<Terms, ParentCtx>{ "new_game", -1, &obj, parent_ctx }; 530 f(obj.new_game, ctx96); 531 const auto ctx97 = Context<Terms, ParentCtx>{ "load_game", -1, &obj, parent_ctx }; 532 f(obj.load_game, ctx97); 533 const auto ctx98 = Context<Terms, ParentCtx>{ "exit_game", -1, &obj, parent_ctx }; 534 f(obj.exit_game, ctx98); 535 const auto ctx99 = Context<Terms, ParentCtx>{ "status", -1, &obj, parent_ctx }; 536 f(obj.status, ctx99); 537 const auto ctx100 = Context<Terms, ParentCtx>{ "row", -1, &obj, parent_ctx }; 538 f(obj.row, ctx100); 539 const auto ctx101 = Context<Terms, ParentCtx>{ "order", -1, &obj, parent_ctx }; 540 f(obj.order, ctx101); 541 const auto ctx102 = Context<Terms, ParentCtx>{ "wait_on", -1, &obj, parent_ctx }; 542 f(obj.wait_on, ctx102); 543 const auto ctx103 = Context<Terms, ParentCtx>{ "wait_off", -1, &obj, parent_ctx }; 544 f(obj.wait_off, ctx103); 545 const auto ctx104 = Context<Terms, ParentCtx>{ "level", -1, &obj, parent_ctx }; 546 f(obj.level, ctx104); 547 const auto ctx105 = Context<Terms, ParentCtx>{ "health_points", -1, &obj, parent_ctx }; 548 f(obj.health_points, ctx105); 549 const auto ctx106 = Context<Terms, ParentCtx>{ "spirit_points", -1, &obj, parent_ctx }; 550 f(obj.spirit_points, ctx106); 551 const auto ctx107 = Context<Terms, ParentCtx>{ "normal_status", -1, &obj, parent_ctx }; 552 f(obj.normal_status, ctx107); 553 const auto ctx108 = Context<Terms, ParentCtx>{ "exp_short", -1, &obj, parent_ctx }; 554 f(obj.exp_short, ctx108); 555 const auto ctx109 = Context<Terms, ParentCtx>{ "lvl_short", -1, &obj, parent_ctx }; 556 f(obj.lvl_short, ctx109); 557 const auto ctx110 = Context<Terms, ParentCtx>{ "hp_short", -1, &obj, parent_ctx }; 558 f(obj.hp_short, ctx110); 559 const auto ctx111 = Context<Terms, ParentCtx>{ "sp_short", -1, &obj, parent_ctx }; 560 f(obj.sp_short, ctx111); 561 const auto ctx112 = Context<Terms, ParentCtx>{ "sp_cost", -1, &obj, parent_ctx }; 562 f(obj.sp_cost, ctx112); 563 const auto ctx113 = Context<Terms, ParentCtx>{ "attack", -1, &obj, parent_ctx }; 564 f(obj.attack, ctx113); 565 const auto ctx114 = Context<Terms, ParentCtx>{ "defense", -1, &obj, parent_ctx }; 566 f(obj.defense, ctx114); 567 const auto ctx115 = Context<Terms, ParentCtx>{ "spirit", -1, &obj, parent_ctx }; 568 f(obj.spirit, ctx115); 569 const auto ctx116 = Context<Terms, ParentCtx>{ "agility", -1, &obj, parent_ctx }; 570 f(obj.agility, ctx116); 571 const auto ctx117 = Context<Terms, ParentCtx>{ "weapon", -1, &obj, parent_ctx }; 572 f(obj.weapon, ctx117); 573 const auto ctx118 = Context<Terms, ParentCtx>{ "shield", -1, &obj, parent_ctx }; 574 f(obj.shield, ctx118); 575 const auto ctx119 = Context<Terms, ParentCtx>{ "armor", -1, &obj, parent_ctx }; 576 f(obj.armor, ctx119); 577 const auto ctx120 = Context<Terms, ParentCtx>{ "helmet", -1, &obj, parent_ctx }; 578 f(obj.helmet, ctx120); 579 const auto ctx121 = Context<Terms, ParentCtx>{ "accessory", -1, &obj, parent_ctx }; 580 f(obj.accessory, ctx121); 581 const auto ctx122 = Context<Terms, ParentCtx>{ "save_game_message", -1, &obj, parent_ctx }; 582 f(obj.save_game_message, ctx122); 583 const auto ctx123 = Context<Terms, ParentCtx>{ "load_game_message", -1, &obj, parent_ctx }; 584 f(obj.load_game_message, ctx123); 585 const auto ctx124 = Context<Terms, ParentCtx>{ "file", -1, &obj, parent_ctx }; 586 f(obj.file, ctx124); 587 const auto ctx125 = Context<Terms, ParentCtx>{ "exit_game_message", -1, &obj, parent_ctx }; 588 f(obj.exit_game_message, ctx125); 589 const auto ctx126 = Context<Terms, ParentCtx>{ "yes", -1, &obj, parent_ctx }; 590 f(obj.yes, ctx126); 591 const auto ctx127 = Context<Terms, ParentCtx>{ "no", -1, &obj, parent_ctx }; 592 f(obj.no, ctx127); 593 const auto ctx128 = Context<Terms, ParentCtx>{ "easyrpg_item_number_separator", -1, &obj, parent_ctx }; 594 f(obj.easyrpg_item_number_separator, ctx128); 595 const auto ctx129 = Context<Terms, ParentCtx>{ "easyrpg_skill_cost_separator", -1, &obj, parent_ctx }; 596 f(obj.easyrpg_skill_cost_separator, ctx129); 597 const auto ctx130 = Context<Terms, ParentCtx>{ "easyrpg_equipment_arrow", -1, &obj, parent_ctx }; 598 f(obj.easyrpg_equipment_arrow, ctx130); 599 const auto ctx131 = Context<Terms, ParentCtx>{ "easyrpg_status_scene_name", -1, &obj, parent_ctx }; 600 f(obj.easyrpg_status_scene_name, ctx131); 601 const auto ctx132 = Context<Terms, ParentCtx>{ "easyrpg_status_scene_class", -1, &obj, parent_ctx }; 602 f(obj.easyrpg_status_scene_class, ctx132); 603 const auto ctx133 = Context<Terms, ParentCtx>{ "easyrpg_status_scene_title", -1, &obj, parent_ctx }; 604 f(obj.easyrpg_status_scene_title, ctx133); 605 const auto ctx134 = Context<Terms, ParentCtx>{ "easyrpg_status_scene_condition", -1, &obj, parent_ctx }; 606 f(obj.easyrpg_status_scene_condition, ctx134); 607 const auto ctx135 = Context<Terms, ParentCtx>{ "easyrpg_status_scene_front", -1, &obj, parent_ctx }; 608 f(obj.easyrpg_status_scene_front, ctx135); 609 const auto ctx136 = Context<Terms, ParentCtx>{ "easyrpg_status_scene_back", -1, &obj, parent_ctx }; 610 f(obj.easyrpg_status_scene_back, ctx136); 611 const auto ctx137 = Context<Terms, ParentCtx>{ "easyrpg_order_scene_confirm", -1, &obj, parent_ctx }; 612 f(obj.easyrpg_order_scene_confirm, ctx137); 613 const auto ctx138 = Context<Terms, ParentCtx>{ "easyrpg_order_scene_redo", -1, &obj, parent_ctx }; 614 f(obj.easyrpg_order_scene_redo, ctx138); 615 const auto ctx139 = Context<Terms, ParentCtx>{ "easyrpg_battle2k3_double_attack", -1, &obj, parent_ctx }; 616 f(obj.easyrpg_battle2k3_double_attack, ctx139); 617 const auto ctx140 = Context<Terms, ParentCtx>{ "easyrpg_battle2k3_defend", -1, &obj, parent_ctx }; 618 f(obj.easyrpg_battle2k3_defend, ctx140); 619 const auto ctx141 = Context<Terms, ParentCtx>{ "easyrpg_battle2k3_observe", -1, &obj, parent_ctx }; 620 f(obj.easyrpg_battle2k3_observe, ctx141); 621 const auto ctx142 = Context<Terms, ParentCtx>{ "easyrpg_battle2k3_charge", -1, &obj, parent_ctx }; 622 f(obj.easyrpg_battle2k3_charge, ctx142); 623 const auto ctx143 = Context<Terms, ParentCtx>{ "easyrpg_battle2k3_selfdestruct", -1, &obj, parent_ctx }; 624 f(obj.easyrpg_battle2k3_selfdestruct, ctx143); 625 const auto ctx144 = Context<Terms, ParentCtx>{ "easyrpg_battle2k3_escape", -1, &obj, parent_ctx }; 626 f(obj.easyrpg_battle2k3_escape, ctx144); 627 const auto ctx145 = Context<Terms, ParentCtx>{ "easyrpg_battle2k3_special_combat_back", -1, &obj, parent_ctx }; 628 f(obj.easyrpg_battle2k3_special_combat_back, ctx145); 629 const auto ctx146 = Context<Terms, ParentCtx>{ "easyrpg_battle2k3_skill", -1, &obj, parent_ctx }; 630 f(obj.easyrpg_battle2k3_skill, ctx146); 631 const auto ctx147 = Context<Terms, ParentCtx>{ "easyrpg_battle2k3_item", -1, &obj, parent_ctx }; 632 f(obj.easyrpg_battle2k3_item, ctx147); 633 (void)obj; 634 (void)f; 635 (void)parent_ctx; 636 } 637 638 } // namespace rpg 639 } // namespace lcf 640 641 #endif 642