13 #include "lcf/rpg/saveactor.h"
15 constexpr
const char* lcf::rpg::SaveActor::kEmptyName;
19 std::ostream&
operator<<(std::ostream& os,
const SaveActor& obj) {
21 os <<
"name="<< obj.name;
22 os <<
", title="<< obj.title;
23 os <<
", sprite_name="<< obj.sprite_name;
24 os <<
", sprite_id="<< obj.sprite_id;
25 os <<
", transparency="<< obj.transparency;
26 os <<
", face_name="<< obj.face_name;
27 os <<
", face_id="<< obj.face_id;
28 os <<
", level="<< obj.level;
29 os <<
", exp="<< obj.exp;
30 os <<
", hp_mod="<< obj.hp_mod;
31 os <<
", sp_mod="<< obj.sp_mod;
32 os <<
", attack_mod="<< obj.attack_mod;
33 os <<
", defense_mod="<< obj.defense_mod;
34 os <<
", spirit_mod="<< obj.spirit_mod;
35 os <<
", agility_mod="<< obj.agility_mod;
37 for (
size_t i = 0; i < obj.skills.size(); ++i) {
38 os << (i == 0 ?
"[" :
", ") << obj.skills[i];
42 for (
size_t i = 0; i < obj.equipped.size(); ++i) {
43 os << (i == 0 ?
"[" :
", ") << obj.equipped[i];
46 os <<
", current_hp="<< obj.current_hp;
47 os <<
", current_sp="<< obj.current_sp;
48 os <<
", battle_commands=";
49 for (
size_t i = 0; i < obj.battle_commands.size(); ++i) {
50 os << (i == 0 ?
"[" :
", ") << obj.battle_commands[i];
54 for (
size_t i = 0; i < obj.status.size(); ++i) {
55 os << (i == 0 ?
"[" :
", ") << obj.status[i];
58 os <<
", changed_battle_commands="<< obj.changed_battle_commands;
59 os <<
", class_id="<< obj.class_id;
60 os <<
", row="<< obj.row;
61 os <<
", two_weapon="<< obj.two_weapon;
62 os <<
", lock_equipment="<< obj.lock_equipment;
63 os <<
", auto_battle="<< obj.auto_battle;
64 os <<
", super_guard="<< obj.super_guard;
65 os <<
", battler_animation="<< obj.battler_animation;
std::ostream & operator<<(std::ostream &os, const Actor &obj)