18std::ostream&
operator<<(std::ostream& os,
const SaveSystem& obj) {
20 os <<
"scene="<< obj.scene;
21 os <<
", frame_count="<< obj.frame_count;
22 os <<
", graphics_name="<< obj.graphics_name;
23 os <<
", message_stretch="<< obj.message_stretch;
24 os <<
", font_id="<< obj.font_id;
26 for (
size_t i = 0; i < obj.switches.size(); ++i) {
27 os << (i == 0 ?
"[" :
", ") << obj.switches[i];
31 for (
size_t i = 0; i < obj.variables.size(); ++i) {
32 os << (i == 0 ?
"[" :
", ") << obj.variables[i];
35 os <<
", message_transparent="<< obj.message_transparent;
36 os <<
", message_position="<< obj.message_position;
37 os <<
", message_prevent_overlap="<< obj.message_prevent_overlap;
38 os <<
", message_continue_events="<< obj.message_continue_events;
39 os <<
", face_name="<< obj.face_name;
40 os <<
", face_id="<< obj.face_id;
41 os <<
", face_right="<< obj.face_right;
42 os <<
", face_flip="<< obj.face_flip;
43 os <<
", event_message_active="<< obj.event_message_active;
44 os <<
", music_stopping="<< obj.music_stopping;
45 os <<
", title_music="<< obj.title_music;
46 os <<
", battle_music="<< obj.battle_music;
47 os <<
", battle_end_music="<< obj.battle_end_music;
48 os <<
", inn_music="<< obj.inn_music;
49 os <<
", current_music="<< obj.current_music;
50 os <<
", before_vehicle_music="<< obj.before_vehicle_music;
51 os <<
", before_battle_music="<< obj.before_battle_music;
52 os <<
", stored_music="<< obj.stored_music;
53 os <<
", boat_music="<< obj.boat_music;
54 os <<
", ship_music="<< obj.ship_music;
55 os <<
", airship_music="<< obj.airship_music;
56 os <<
", gameover_music="<< obj.gameover_music;
57 os <<
", cursor_se="<< obj.cursor_se;
58 os <<
", decision_se="<< obj.decision_se;
59 os <<
", cancel_se="<< obj.cancel_se;
60 os <<
", buzzer_se="<< obj.buzzer_se;
61 os <<
", battle_se="<< obj.battle_se;
62 os <<
", escape_se="<< obj.escape_se;
63 os <<
", enemy_attack_se="<< obj.enemy_attack_se;
64 os <<
", enemy_damaged_se="<< obj.enemy_damaged_se;
65 os <<
", actor_damaged_se="<< obj.actor_damaged_se;
66 os <<
", dodge_se="<< obj.dodge_se;
67 os <<
", enemy_death_se="<< obj.enemy_death_se;
68 os <<
", item_se="<< obj.item_se;
69 os <<
", transition_out="<< obj.transition_out;
70 os <<
", transition_in="<< obj.transition_in;
71 os <<
", battle_start_fadeout="<< obj.battle_start_fadeout;
72 os <<
", battle_start_fadein="<< obj.battle_start_fadein;
73 os <<
", battle_end_fadeout="<< obj.battle_end_fadeout;
74 os <<
", battle_end_fadein="<< obj.battle_end_fadein;
75 os <<
", teleport_allowed="<< obj.teleport_allowed;
76 os <<
", escape_allowed="<< obj.escape_allowed;
77 os <<
", save_allowed="<< obj.save_allowed;
78 os <<
", menu_allowed="<< obj.menu_allowed;
79 os <<
", background="<< obj.background;
80 os <<
", save_count="<< obj.save_count;
81 os <<
", save_slot="<< obj.save_slot;
82 os <<
", atb_mode="<< obj.atb_mode;
83 os <<
", maniac_strings=";
84 for (
size_t i = 0; i < obj.maniac_strings.size(); ++i) {
85 os << (i == 0 ?
"[" :
", ") << obj.maniac_strings[i];
88 os <<
", maniac_frameskip="<< obj.maniac_frameskip;
89 os <<
", maniac_picture_limit="<< obj.maniac_picture_limit;
90 os <<
", maniac_options=";
91 for (
size_t i = 0; i < obj.maniac_options.size(); ++i) {
92 os << (i == 0 ?
"[" :
", ") << obj.maniac_options[i];
95 os <<
", maniac_joypad_bindings=";
96 for (
size_t i = 0; i < obj.maniac_joypad_bindings.size(); ++i) {
97 os << (i == 0 ?
"[" :
", ") << obj.maniac_joypad_bindings[i];