class Stats;
}
+namespace common {
+ class Ikari;
+ class Item;
+ class Spell;
+ class TargetingMode;
+}
+
namespace graphics {
class Animation;
class Font;
class Frame;
+ class Gauge;
class SimpleAnimation;
class Sprite;
}
bool GetBoolean(const std::string &name) const;
graphics::Font *GetFont(const std::string &name);
graphics::Frame *GetFrame(const std::string &name);
+ graphics::Gauge *GetGauge(const std::string &name);
battle::Hero *GetHero(const std::string &name);
+ common::Ikari *GetIkari(const std::string &name);
+ common::Item *GetItem(const std::string &name);
battle::Monster *GetMonster(const std::string &name);
int GetNumber(const std::string &name) const;
battle::PartyLayout *GetPartyLayout(const std::string &name);
+ const char *GetPath(const std::string &name) const;
+ common::Spell *GetSpell(const std::string &name);
graphics::Sprite *GetSprite(const std::string &name);
const char *GetString(const std::string &name) const;
+ common::TargetingMode *GetTargetingMode(const std::string &name);
geometry::Vector<int> GetVector(const std::string &name) const;
public:
const std::vector<graphics::ComplexAnimation *> &ComplexAnimations() const { return complexAnimations; }
const std::vector<graphics::Font *> &Fonts() const { return fonts; }
const std::vector<graphics::Frame *> &Frames() const { return frames; }
+ const std::vector<graphics::Gauge *> &Gauges() const { return gauges; }
const std::vector<battle::Hero *> &Heroes() const { return heroes; }
+ const std::vector<common::Ikari *> &Ikaris() const { return ikaris; }
const std::vector<SDL_Surface *> &Images() const { return images; }
+ const std::vector<common::Item *> &Items() const { return items; }
const std::vector<battle::Monster *> &Monsters() const { return monsters; }
const std::vector<int> &Numbers() const { return numbers; }
const std::vector<battle::PartyLayout *> &PartyLayouts() const { return partyLayouts; }
const std::vector<graphics::SimpleAnimation *> &SimpleAnimations() const { return simpleAnimations; }
+ const std::vector<common::Spell *> &Spells() const { return spells; }
const std::vector<graphics::Sprite *> &Sprites() const { return sprites; }
const std::vector<const char *> &Strings() const { return strings; }
+ const std::vector<common::TargetingMode *> &TargetingModes() const { return targetingModes; }
const std::vector<geometry::Vector<int> > &Vectors() const { return vectors; }
private:
bool GetBoolean(const Value &);
graphics::Font *GetFont(const Value &);
graphics::Frame *GetFrame(const Value &);
+ graphics::Gauge *GetGauge(const Value &);
+ battle::Hero *GetHero(const Value &);
+ common::Ikari *GetIkari(const Value &);
SDL_Surface *GetImage(const Value &);
+ common::Item *GetItem(const Value &);
int GetNumber(const Value &);
battle::PartyLayout *GetPartyLayout(const Value &);
const PropertyList *GetPropertyList(const Value &);
const std::vector<PropertyList *> &GetPropertyListArray(const Value &);
+ const char *GetPath(const Value &);
+ common::Spell *GetSpell(const Value &);
graphics::Sprite *GetSprite(const Value &);
const char *GetString(const Value &);
+ common::TargetingMode *GetTargetingMode(const Value &);
const std::vector<Value *> &GetValueArray(const Value &);
geometry::Vector<int> GetVector(const Value &);
void ReadComplexAnimationFrame(graphics::ComplexAnimation::FrameProp &, const PropertyList &);
void ReadFont(graphics::Font &, const PropertyList &);
void ReadFrame(graphics::Frame &, const PropertyList &);
+ void ReadGauge(graphics::Gauge &, const PropertyList &);
void ReadHero(battle::Hero &, const PropertyList &);
+ void ReadIkari(common::Ikari &, const PropertyList &);
+ void ReadItem(common::Item &, const PropertyList &);
void ReadMonster(battle::Monster &, const PropertyList &);
void ReadPartyLayout(battle::PartyLayout &, const PropertyList &);
void ReadSimpleAnimation(graphics::SimpleAnimation &, const PropertyList &);
+ void ReadSpell(common::Spell &, const PropertyList &);
void ReadSprite(graphics::Sprite &, const PropertyList &);
void ReadStats(battle::Stats &, const PropertyList &);
+ void ReadTargetingMode(common::TargetingMode &, const PropertyList &);
private:
const ParsedSource &source;
COMPLEX_ANIMATION,
FONT,
FRAME,
+ GAUGE,
HERO,
+ IKARI,
IMAGE,
+ ITEM,
MONSTER,
NUMBER,
PARTY_LAYOUT,
+ PATH,
PROPERTY_LIST_ARRAY,
SIMPLE_ANIMATION,
+ SPELL,
SPRITE,
STRING,
+ TARGETING_MODE,
VECTOR,
VALUE_ARRAY,
};
};
std::map<std::string, ParsedDefinition> parsedDefinitions;
+ std::map<std::string, SDL_Surface *> imageCache;
+
std::vector<bool> booleans;
std::vector<graphics::ComplexAnimation *> complexAnimations;
std::vector<graphics::Font *> fonts;
std::vector<graphics::Frame *> frames;
+ std::vector<graphics::Gauge *> gauges;
std::vector<battle::Hero *> heroes;
+ std::vector<common::Ikari *> ikaris;
std::vector<SDL_Surface *> images;
+ std::vector<common::Item *> items;
std::vector<battle::Monster *> monsters;
std::vector<int> numbers;
std::vector<battle::PartyLayout *> partyLayouts;
std::vector<PropertyList *> propertyLists;
std::vector<std::vector<PropertyList *> > propertyListArrays;
std::vector<graphics::SimpleAnimation *> simpleAnimations;
+ std::vector<common::Spell *> spells;
std::vector<graphics::Sprite *> sprites;
std::vector<const char *> strings;
+ std::vector<common::TargetingMode *> targetingModes;
std::vector<std::vector<Value *> > valueArrays;
std::vector<geometry::Vector<int> > vectors;