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) 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 
15 namespace lcf {
16 namespace rpg {
17 
18 std::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 << ", easyrpg_actorai="<< obj.easyrpg_actorai;
68  os << ", easyrpg_prevent_critical="<< obj.easyrpg_prevent_critical;
69  os << ", easyrpg_raise_evasion="<< obj.easyrpg_raise_evasion;
70  os << ", easyrpg_immune_to_attribute_downshifts="<< obj.easyrpg_immune_to_attribute_downshifts;
71  os << ", easyrpg_ignore_evasion="<< obj.easyrpg_ignore_evasion;
72  os << ", easyrpg_unarmed_hit="<< obj.easyrpg_unarmed_hit;
73  os << ", easyrpg_unarmed_state_set=";
74  for (size_t i = 0; i < obj.easyrpg_unarmed_state_set.size(); ++i) {
75  os << (i == 0 ? "[" : ", ") << obj.easyrpg_unarmed_state_set[i];
76  }
77  os << "]";
78  os << ", easyrpg_unarmed_state_chance="<< obj.easyrpg_unarmed_state_chance;
79  os << ", easyrpg_unarmed_attribute_set=";
80  for (size_t i = 0; i < obj.easyrpg_unarmed_attribute_set.size(); ++i) {
81  os << (i == 0 ? "[" : ", ") << obj.easyrpg_unarmed_attribute_set[i];
82  }
83  os << "]";
84  os << ", easyrpg_dual_attack="<< obj.easyrpg_dual_attack;
85  os << ", easyrpg_attack_all="<< obj.easyrpg_attack_all;
86  os << "}";
87  return os;
88 }
89 
90 } // namespace rpg
91 } // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition: rpg_actor.cpp:18
Definition: dbarray.cpp:13