liblcf
rpg_system.cpp
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1 /* !!!! GENERATED FILE - DO NOT EDIT !!!!
2  * --------------------------------------
3  *
4  * This file is part of liblcf. Copyright (c) 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/system.h"
14 
15 namespace lcf {
16 namespace rpg {
17 
18 std::ostream& operator<<(std::ostream& os, const System& obj) {
19  os << "System{";
20  os << "ldb_id="<< obj.ldb_id;
21  os << ", boat_name="<< obj.boat_name;
22  os << ", ship_name="<< obj.ship_name;
23  os << ", airship_name="<< obj.airship_name;
24  os << ", boat_index="<< obj.boat_index;
25  os << ", ship_index="<< obj.ship_index;
26  os << ", airship_index="<< obj.airship_index;
27  os << ", title_name="<< obj.title_name;
28  os << ", gameover_name="<< obj.gameover_name;
29  os << ", system_name="<< obj.system_name;
30  os << ", system2_name="<< obj.system2_name;
31  os << ", party=";
32  for (size_t i = 0; i < obj.party.size(); ++i) {
33  os << (i == 0 ? "[" : ", ") << obj.party[i];
34  }
35  os << "]";
36  os << ", menu_commands=";
37  for (size_t i = 0; i < obj.menu_commands.size(); ++i) {
38  os << (i == 0 ? "[" : ", ") << obj.menu_commands[i];
39  }
40  os << "]";
41  os << ", title_music="<< obj.title_music;
42  os << ", battle_music="<< obj.battle_music;
43  os << ", battle_end_music="<< obj.battle_end_music;
44  os << ", inn_music="<< obj.inn_music;
45  os << ", boat_music="<< obj.boat_music;
46  os << ", ship_music="<< obj.ship_music;
47  os << ", airship_music="<< obj.airship_music;
48  os << ", gameover_music="<< obj.gameover_music;
49  os << ", cursor_se="<< obj.cursor_se;
50  os << ", decision_se="<< obj.decision_se;
51  os << ", cancel_se="<< obj.cancel_se;
52  os << ", buzzer_se="<< obj.buzzer_se;
53  os << ", battle_se="<< obj.battle_se;
54  os << ", escape_se="<< obj.escape_se;
55  os << ", enemy_attack_se="<< obj.enemy_attack_se;
56  os << ", enemy_damaged_se="<< obj.enemy_damaged_se;
57  os << ", actor_damaged_se="<< obj.actor_damaged_se;
58  os << ", dodge_se="<< obj.dodge_se;
59  os << ", enemy_death_se="<< obj.enemy_death_se;
60  os << ", item_se="<< obj.item_se;
61  os << ", transition_out="<< obj.transition_out;
62  os << ", transition_in="<< obj.transition_in;
63  os << ", battle_start_fadeout="<< obj.battle_start_fadeout;
64  os << ", battle_start_fadein="<< obj.battle_start_fadein;
65  os << ", battle_end_fadeout="<< obj.battle_end_fadeout;
66  os << ", battle_end_fadein="<< obj.battle_end_fadein;
67  os << ", message_stretch="<< obj.message_stretch;
68  os << ", font_id="<< obj.font_id;
69  os << ", selected_condition="<< obj.selected_condition;
70  os << ", selected_hero="<< obj.selected_hero;
71  os << ", battletest_background="<< obj.battletest_background;
72  os << ", battletest_data=";
73  for (size_t i = 0; i < obj.battletest_data.size(); ++i) {
74  os << (i == 0 ? "[" : ", ") << obj.battletest_data[i];
75  }
76  os << "]";
77  os << ", save_count="<< obj.save_count;
78  os << ", battletest_terrain="<< obj.battletest_terrain;
79  os << ", battletest_formation="<< obj.battletest_formation;
80  os << ", battletest_condition="<< obj.battletest_condition;
81  os << ", equipment_setting="<< obj.equipment_setting;
82  os << ", battletest_alt_terrain="<< obj.battletest_alt_terrain;
83  os << ", show_frame="<< obj.show_frame;
84  os << ", frame_name="<< obj.frame_name;
85  os << ", invert_animations="<< obj.invert_animations;
86  os << ", show_title="<< obj.show_title;
87  os << ", easyrpg_alternative_exp="<< obj.easyrpg_alternative_exp;
88  os << ", easyrpg_battle_options=";
89  for (size_t i = 0; i < obj.easyrpg_battle_options.size(); ++i) {
90  os << (i == 0 ? "[" : ", ") << obj.easyrpg_battle_options[i];
91  }
92  os << "]";
93  os << ", easyrpg_max_actor_hp="<< obj.easyrpg_max_actor_hp;
94  os << ", easyrpg_max_enemy_hp="<< obj.easyrpg_max_enemy_hp;
95  os << ", easyrpg_max_damage="<< obj.easyrpg_max_damage;
96  os << ", easyrpg_max_exp="<< obj.easyrpg_max_exp;
97  os << ", easyrpg_max_level="<< obj.easyrpg_max_level;
98  os << ", easyrpg_max_savefiles="<< obj.easyrpg_max_savefiles;
99  os << ", easyrpg_max_item_count="<< obj.easyrpg_max_item_count;
100  os << ", easyrpg_variable_min_value="<< obj.easyrpg_variable_min_value;
101  os << ", easyrpg_variable_max_value="<< obj.easyrpg_variable_max_value;
102  os << ", easyrpg_max_actor_sp="<< obj.easyrpg_max_actor_sp;
103  os << ", easyrpg_max_enemy_sp="<< obj.easyrpg_max_enemy_sp;
104  os << ", easyrpg_max_stat_base_value="<< obj.easyrpg_max_stat_base_value;
105  os << ", easyrpg_max_stat_battle_value="<< obj.easyrpg_max_stat_battle_value;
106  os << ", easyrpg_use_rpg2k_battle_system="<< obj.easyrpg_use_rpg2k_battle_system;
107  os << ", easyrpg_battle_use_rpg2ke_strings="<< obj.easyrpg_battle_use_rpg2ke_strings;
108  os << ", easyrpg_use_rpg2k_battle_commands="<< obj.easyrpg_use_rpg2k_battle_commands;
109  os << ", easyrpg_default_actorai="<< obj.easyrpg_default_actorai;
110  os << ", easyrpg_default_enemyai="<< obj.easyrpg_default_enemyai;
111  os << "}";
112  return os;
113 }
114 
115 } // namespace rpg
116 } // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition: rpg_actor.cpp:18
Definition: dbarray.cpp:13