liblcf
rpg_actor.cpp
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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// Headers
13#include "lcf/rpg/actor.h"
14
15namespace lcf {
16namespace rpg {
17
18std::ostream& operator<<(std::ostream& os, const Actor& obj) {
19 os << "Actor{";
20 os << "name="<< obj.name;
21 os << ", title="<< obj.title;
22 os << ", character_name="<< obj.character_name;
23 os << ", character_index="<< obj.character_index;
24 os << ", transparent="<< obj.transparent;
25 os << ", initial_level="<< obj.initial_level;
26 os << ", final_level="<< obj.final_level;
27 os << ", critical_hit="<< obj.critical_hit;
28 os << ", critical_hit_chance="<< obj.critical_hit_chance;
29 os << ", face_name="<< obj.face_name;
30 os << ", face_index="<< obj.face_index;
31 os << ", two_weapon="<< obj.two_weapon;
32 os << ", lock_equipment="<< obj.lock_equipment;
33 os << ", auto_battle="<< obj.auto_battle;
34 os << ", super_guard="<< obj.super_guard;
35 os << ", parameters="<< obj.parameters;
36 os << ", exp_base="<< obj.exp_base;
37 os << ", exp_inflation="<< obj.exp_inflation;
38 os << ", exp_correction="<< obj.exp_correction;
39 os << ", initial_equipment="<< obj.initial_equipment;
40 os << ", unarmed_animation="<< obj.unarmed_animation;
41 os << ", class_id="<< obj.class_id;
42 os << ", battle_x="<< obj.battle_x;
43 os << ", battle_y="<< obj.battle_y;
44 os << ", battler_animation="<< obj.battler_animation;
45 os << ", skills=";
46 for (size_t i = 0; i < obj.skills.size(); ++i) {
47 os << (i == 0 ? "[" : ", ") << obj.skills[i];
48 }
49 os << "]";
50 os << ", rename_skill="<< obj.rename_skill;
51 os << ", skill_name="<< obj.skill_name;
52 os << ", state_ranks=";
53 for (size_t i = 0; i < obj.state_ranks.size(); ++i) {
54 os << (i == 0 ? "[" : ", ") << obj.state_ranks[i];
55 }
56 os << "]";
57 os << ", attribute_ranks=";
58 for (size_t i = 0; i < obj.attribute_ranks.size(); ++i) {
59 os << (i == 0 ? "[" : ", ") << obj.attribute_ranks[i];
60 }
61 os << "]";
62 os << ", battle_commands=";
63 for (size_t i = 0; i < obj.battle_commands.size(); ++i) {
64 os << (i == 0 ? "[" : ", ") << obj.battle_commands[i];
65 }
66 os << "]";
67 os << "}";
68 return os;
69}
70
71} // namespace rpg
72} // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition: rpg_actor.cpp:18
Definition: dbarray.cpp:13