13 #include "lcf/rpg/database.h"
18 std::ostream&
operator<<(std::ostream& os,
const Database& obj) {
21 for (
size_t i = 0; i < obj.actors.size(); ++i) {
22 os << (i == 0 ?
"[" :
", ") << obj.actors[i];
26 for (
size_t i = 0; i < obj.skills.size(); ++i) {
27 os << (i == 0 ?
"[" :
", ") << obj.skills[i];
31 for (
size_t i = 0; i < obj.items.size(); ++i) {
32 os << (i == 0 ?
"[" :
", ") << obj.items[i];
36 for (
size_t i = 0; i < obj.enemies.size(); ++i) {
37 os << (i == 0 ?
"[" :
", ") << obj.enemies[i];
41 for (
size_t i = 0; i < obj.troops.size(); ++i) {
42 os << (i == 0 ?
"[" :
", ") << obj.troops[i];
46 for (
size_t i = 0; i < obj.terrains.size(); ++i) {
47 os << (i == 0 ?
"[" :
", ") << obj.terrains[i];
50 os <<
", attributes=";
51 for (
size_t i = 0; i < obj.attributes.size(); ++i) {
52 os << (i == 0 ?
"[" :
", ") << obj.attributes[i];
56 for (
size_t i = 0; i < obj.states.size(); ++i) {
57 os << (i == 0 ?
"[" :
", ") << obj.states[i];
60 os <<
", animations=";
61 for (
size_t i = 0; i < obj.animations.size(); ++i) {
62 os << (i == 0 ?
"[" :
", ") << obj.animations[i];
66 for (
size_t i = 0; i < obj.chipsets.size(); ++i) {
67 os << (i == 0 ?
"[" :
", ") << obj.chipsets[i];
70 os <<
", terms="<< obj.terms;
71 os <<
", system="<< obj.system;
73 for (
size_t i = 0; i < obj.switches.size(); ++i) {
74 os << (i == 0 ?
"[" :
", ") << obj.switches[i];
78 for (
size_t i = 0; i < obj.variables.size(); ++i) {
79 os << (i == 0 ?
"[" :
", ") << obj.variables[i];
82 os <<
", commonevents=";
83 for (
size_t i = 0; i < obj.commonevents.size(); ++i) {
84 os << (i == 0 ?
"[" :
", ") << obj.commonevents[i];
87 os <<
", version="<< obj.version;
88 os <<
", battlecommands="<< obj.battlecommands;
90 for (
size_t i = 0; i < obj.classes.size(); ++i) {
91 os << (i == 0 ?
"[" :
", ") << obj.classes[i];
94 os <<
", battleranimations=";
95 for (
size_t i = 0; i < obj.battleranimations.size(); ++i) {
96 os << (i == 0 ?
"[" :
", ") << obj.battleranimations[i];
std::ostream & operator<<(std::ostream &os, const Actor &obj)