19 template <
typename T,
typename U>
26 template <
typename T,
typename U>
62 if (name == actor.
name) {
65 if (title == actor.
title) {
86 if (battle_music.name.empty()) {
89 if (battle_end_music.name.empty()) {
92 if (inn_music.name.empty()) {
95 if (title_music.name.empty()) {
98 if (boat_music.name.empty()) {
101 if (ship_music.name.empty()) {
104 if (airship_music.name.empty()) {
107 if (gameover_music.name.empty()) {
110 if (cursor_se.name.empty()) {
113 if (decision_se.name.empty()) {
116 if (cancel_se.name.empty()) {
119 if (buzzer_se.name.empty()) {
122 if (battle_se.name.empty()) {
125 if (escape_se.name.empty()) {
128 if (enemy_attack_se.name.empty()) {
131 if (enemy_damaged_se.name.empty()) {
134 if (actor_damaged_se.name.empty()) {
137 if (dodge_se.name.empty()) {
140 if (enemy_death_se.name.empty()) {
143 if (item_se.name.empty()) {
163 reset_bgm(battle_music);
166 reset_bgm(battle_end_music);
169 reset_bgm(inn_music);
172 reset_bgm(title_music);
175 reset_bgm(boat_music);
178 reset_bgm(ship_music);
181 reset_bgm(airship_music);
184 reset_bgm(gameover_music);
190 reset_se(decision_se);
205 reset_se(enemy_attack_se);
208 reset_se(enemy_damaged_se);
211 reset_se(actor_damaged_se);
217 reset_se(enemy_death_se);
static void FixInt(T &val, U def)
std::string character_name
void UnFixup(const RPG::Map &map)
std::vector< int16_t > status
void Fixup(const RPG::Map &map)
std::vector< RPG::Variable > & variables
std::vector< RPG::Switch > & switches
void UnFixInt(T &val, U def)
std::vector< RPG::State > & states
std::vector< RPG::Actor > & actors