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#ifndef MONSTER_BUILDER_H
#define MONSTER_BUILDER_H
/* Generated by flatcc 0.6.2 FlatBuffers schema compiler for C by dvide.com */
#ifndef MONSTER_READER_H
#include "monster_reader.h"
#endif
#ifndef FLATBUFFERS_COMMON_BUILDER_H
#include "flatbuffers_common_builder.h"
#endif
#include "flatcc/flatcc_prologue.h"
#ifndef flatbuffers_identifier
#define flatbuffers_identifier 0
#endif
#ifndef flatbuffers_extension
#define flatbuffers_extension "bin"
#endif
#define __MyGame_Sample_Color_formal_args , MyGame_Sample_Color_enum_t v0
#define __MyGame_Sample_Color_call_args , v0
__flatbuffers_build_scalar(flatbuffers_, MyGame_Sample_Color, MyGame_Sample_Color_enum_t)
#define __MyGame_Sample_Vec3_formal_args , float v0, float v1, float v2
#define __MyGame_Sample_Vec3_call_args , v0, v1, v2
static inline MyGame_Sample_Vec3_t *MyGame_Sample_Vec3_assign(MyGame_Sample_Vec3_t *p, float v0, float v1, float v2)
{ p->x = v0; p->y = v1; p->z = v2;
return p; }
static inline MyGame_Sample_Vec3_t *MyGame_Sample_Vec3_copy(MyGame_Sample_Vec3_t *p, const MyGame_Sample_Vec3_t *p2)
{ p->x = p2->x; p->y = p2->y; p->z = p2->z;
return p; }
static inline MyGame_Sample_Vec3_t *MyGame_Sample_Vec3_assign_to_pe(MyGame_Sample_Vec3_t *p, float v0, float v1, float v2)
{ flatbuffers_float_assign_to_pe(&p->x, v0); flatbuffers_float_assign_to_pe(&p->y, v1); flatbuffers_float_assign_to_pe(&p->z, v2);
return p; }
static inline MyGame_Sample_Vec3_t *MyGame_Sample_Vec3_copy_to_pe(MyGame_Sample_Vec3_t *p, const MyGame_Sample_Vec3_t *p2)
{ flatbuffers_float_copy_to_pe(&p->x, &p2->x); flatbuffers_float_copy_to_pe(&p->y, &p2->y); flatbuffers_float_copy_to_pe(&p->z, &p2->z);
return p; }
static inline MyGame_Sample_Vec3_t *MyGame_Sample_Vec3_assign_from_pe(MyGame_Sample_Vec3_t *p, float v0, float v1, float v2)
{ flatbuffers_float_assign_from_pe(&p->x, v0); flatbuffers_float_assign_from_pe(&p->y, v1); flatbuffers_float_assign_from_pe(&p->z, v2);
return p; }
static inline MyGame_Sample_Vec3_t *MyGame_Sample_Vec3_copy_from_pe(MyGame_Sample_Vec3_t *p, const MyGame_Sample_Vec3_t *p2)
{ flatbuffers_float_copy_from_pe(&p->x, &p2->x); flatbuffers_float_copy_from_pe(&p->y, &p2->y); flatbuffers_float_copy_from_pe(&p->z, &p2->z);
return p; }
__flatbuffers_build_struct(flatbuffers_, MyGame_Sample_Vec3, 12, 4, MyGame_Sample_Vec3_file_identifier, MyGame_Sample_Vec3_type_identifier)
__flatbuffers_define_fixed_array_primitives(flatbuffers_, MyGame_Sample_Vec3, MyGame_Sample_Vec3_t)
typedef flatbuffers_union_ref_t MyGame_Sample_Equipment_union_ref_t;
typedef flatbuffers_union_vec_ref_t MyGame_Sample_Equipment_union_vec_ref_t;
static MyGame_Sample_Equipment_union_ref_t MyGame_Sample_Equipment_clone(flatbuffers_builder_t *B, MyGame_Sample_Equipment_union_t t);
static const flatbuffers_voffset_t __MyGame_Sample_Monster_required[] = { 0 };
typedef flatbuffers_ref_t MyGame_Sample_Monster_ref_t;
static MyGame_Sample_Monster_ref_t MyGame_Sample_Monster_clone(flatbuffers_builder_t *B, MyGame_Sample_Monster_table_t t);
__flatbuffers_build_table(flatbuffers_, MyGame_Sample_Monster, 10)
static const flatbuffers_voffset_t __MyGame_Sample_Weapon_required[] = { 0 };
typedef flatbuffers_ref_t MyGame_Sample_Weapon_ref_t;
static MyGame_Sample_Weapon_ref_t MyGame_Sample_Weapon_clone(flatbuffers_builder_t *B, MyGame_Sample_Weapon_table_t t);
__flatbuffers_build_table(flatbuffers_, MyGame_Sample_Weapon, 2)
#define __MyGame_Sample_Monster_formal_args ,\
MyGame_Sample_Vec3_t *v0, int16_t v1, int16_t v2, flatbuffers_string_ref_t v3,\
flatbuffers_uint8_vec_ref_t v5, MyGame_Sample_Color_enum_t v6, MyGame_Sample_Weapon_vec_ref_t v7, MyGame_Sample_Equipment_union_ref_t v9
#define __MyGame_Sample_Monster_call_args ,\
v0, v1, v2, v3,\
v5, v6, v7, v9
static inline MyGame_Sample_Monster_ref_t MyGame_Sample_Monster_create(flatbuffers_builder_t *B __MyGame_Sample_Monster_formal_args);
__flatbuffers_build_table_prolog(flatbuffers_, MyGame_Sample_Monster, MyGame_Sample_Monster_file_identifier, MyGame_Sample_Monster_type_identifier)
#define __MyGame_Sample_Weapon_formal_args , flatbuffers_string_ref_t v0, int16_t v1
#define __MyGame_Sample_Weapon_call_args , v0, v1
static inline MyGame_Sample_Weapon_ref_t MyGame_Sample_Weapon_create(flatbuffers_builder_t *B __MyGame_Sample_Weapon_formal_args);
__flatbuffers_build_table_prolog(flatbuffers_, MyGame_Sample_Weapon, MyGame_Sample_Weapon_file_identifier, MyGame_Sample_Weapon_type_identifier)
static inline MyGame_Sample_Equipment_union_ref_t MyGame_Sample_Equipment_as_NONE(void)
{ MyGame_Sample_Equipment_union_ref_t uref; uref.type = MyGame_Sample_Equipment_NONE; uref.value = 0; return uref; }
static inline MyGame_Sample_Equipment_union_ref_t MyGame_Sample_Equipment_as_Weapon(MyGame_Sample_Weapon_ref_t ref)
{ MyGame_Sample_Equipment_union_ref_t uref; uref.type = MyGame_Sample_Equipment_Weapon; uref.value = ref; return uref; }
__flatbuffers_build_union_vector(flatbuffers_, MyGame_Sample_Equipment)
static MyGame_Sample_Equipment_union_ref_t MyGame_Sample_Equipment_clone(flatbuffers_builder_t *B, MyGame_Sample_Equipment_union_t u)
{
switch (u.type) {
case 1: return MyGame_Sample_Equipment_as_Weapon(MyGame_Sample_Weapon_clone(B, (MyGame_Sample_Weapon_table_t)u.value));
default: return MyGame_Sample_Equipment_as_NONE();
}
}
__flatbuffers_build_struct_field(0, flatbuffers_, MyGame_Sample_Monster_pos, MyGame_Sample_Vec3, 12, 4, MyGame_Sample_Monster)
__flatbuffers_build_scalar_field(1, flatbuffers_, MyGame_Sample_Monster_mana, flatbuffers_int16, int16_t, 2, 2, INT16_C(150), MyGame_Sample_Monster)
__flatbuffers_build_scalar_field(2, flatbuffers_, MyGame_Sample_Monster_hp, flatbuffers_int16, int16_t, 2, 2, INT16_C(100), MyGame_Sample_Monster)
__flatbuffers_build_string_field(3, flatbuffers_, MyGame_Sample_Monster_name, MyGame_Sample_Monster)
/* Skipping build of deprecated field: 'MyGame_Sample_Monster_friendly' */
__flatbuffers_build_vector_field(5, flatbuffers_, MyGame_Sample_Monster_inventory, flatbuffers_uint8, uint8_t, MyGame_Sample_Monster)
__flatbuffers_build_scalar_field(6, flatbuffers_, MyGame_Sample_Monster_color, MyGame_Sample_Color, MyGame_Sample_Color_enum_t, 1, 1, INT8_C(2), MyGame_Sample_Monster)
__flatbuffers_build_table_vector_field(7, flatbuffers_, MyGame_Sample_Monster_weapons, MyGame_Sample_Weapon, MyGame_Sample_Monster)
__flatbuffers_build_union_field(9, flatbuffers_, MyGame_Sample_Monster_equipped, MyGame_Sample_Equipment, MyGame_Sample_Monster)
__flatbuffers_build_union_table_value_field(flatbuffers_, MyGame_Sample_Monster_equipped, MyGame_Sample_Equipment, Weapon, MyGame_Sample_Weapon)
static inline MyGame_Sample_Monster_ref_t MyGame_Sample_Monster_create(flatbuffers_builder_t *B __MyGame_Sample_Monster_formal_args)
{
if (MyGame_Sample_Monster_start(B)
|| MyGame_Sample_Monster_pos_add(B, v0)
|| MyGame_Sample_Monster_name_add(B, v3)
|| MyGame_Sample_Monster_inventory_add(B, v5)
|| MyGame_Sample_Monster_weapons_add(B, v7)
|| MyGame_Sample_Monster_equipped_add_value(B, v9)
|| MyGame_Sample_Monster_mana_add(B, v1)
|| MyGame_Sample_Monster_hp_add(B, v2)
|| MyGame_Sample_Monster_color_add(B, v6)
|| MyGame_Sample_Monster_equipped_add_type(B, v9.type)) {
return 0;
}
return MyGame_Sample_Monster_end(B);
}
static MyGame_Sample_Monster_ref_t MyGame_Sample_Monster_clone(flatbuffers_builder_t *B, MyGame_Sample_Monster_table_t t)
{
__flatbuffers_memoize_begin(B, t);
if (MyGame_Sample_Monster_start(B)
|| MyGame_Sample_Monster_pos_pick(B, t)
|| MyGame_Sample_Monster_name_pick(B, t)
|| MyGame_Sample_Monster_inventory_pick(B, t)
|| MyGame_Sample_Monster_weapons_pick(B, t)
|| MyGame_Sample_Monster_equipped_pick(B, t)
|| MyGame_Sample_Monster_mana_pick(B, t)
|| MyGame_Sample_Monster_hp_pick(B, t)
|| MyGame_Sample_Monster_color_pick(B, t)) {
return 0;
}
__flatbuffers_memoize_end(B, t, MyGame_Sample_Monster_end(B));
}
__flatbuffers_build_string_field(0, flatbuffers_, MyGame_Sample_Weapon_name, MyGame_Sample_Weapon)
__flatbuffers_build_scalar_field(1, flatbuffers_, MyGame_Sample_Weapon_damage, flatbuffers_int16, int16_t, 2, 2, INT16_C(0), MyGame_Sample_Weapon)
static inline MyGame_Sample_Weapon_ref_t MyGame_Sample_Weapon_create(flatbuffers_builder_t *B __MyGame_Sample_Weapon_formal_args)
{
if (MyGame_Sample_Weapon_start(B)
|| MyGame_Sample_Weapon_name_add(B, v0)
|| MyGame_Sample_Weapon_damage_add(B, v1)) {
return 0;
}
return MyGame_Sample_Weapon_end(B);
}
static MyGame_Sample_Weapon_ref_t MyGame_Sample_Weapon_clone(flatbuffers_builder_t *B, MyGame_Sample_Weapon_table_t t)
{
__flatbuffers_memoize_begin(B, t);
if (MyGame_Sample_Weapon_start(B)
|| MyGame_Sample_Weapon_name_pick(B, t)
|| MyGame_Sample_Weapon_damage_pick(B, t)) {
return 0;
}
__flatbuffers_memoize_end(B, t, MyGame_Sample_Weapon_end(B));
}
#include "flatcc/flatcc_epilogue.h"
#endif /* MONSTER_BUILDER_H */
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