text: /* !!!! GENERATED FILE - DO NOT EDIT !!!!
   * --------------------------------------
   *
   * This file is part of liblcf. Copyright (c) 2018 liblcf authors.
   * https://github.com/EasyRPG/liblcf - https://easyrpg.org
   *
   * liblcf is Free/Libre Open Source Software, released under the MIT License.
   * For the full copyright and license information, please view the COPYING
   * file that was distributed with this source code.
   */
  
  #ifndef LCF_RPG_SAVESYSTEM_H
  #define LCF_RPG_SAVESYSTEM_H
  
  // Headers
  #include <stdint.h>
  #include <string>
  #include <vector>
  #include "enum_tags.h"
  #include "rpg_music.h"
  #include "rpg_sound.h"
  
  /**
   * RPG::SaveSystem class.
   */
  namespace RPG {
  	class SaveSystem {
  	public:
  		enum AtbMode {
  			AtbMode_atb_active = 0,
  			AtbMode_atb_wait = 1
  		};
  		static constexpr auto kAtbModeTags = makeEnumTags<AtbMode>(
  			"atb_active",
  			"atb_wait"
  		);
  
  		void Setup();
  		void Fixup();
  		int32_t screen = 1;
  		int32_t frame_count = 0;
  		std::string graphics_name;
  		int32_t message_stretch = -1;
  		int32_t font_id = 0;
  		int32_t switches_size = 0;
  		std::vector<bool> switches;
  		int32_t variables_size = 0;
  		std::vector<uint32_t> variables;
  		int32_t message_transparent = 0;
  		int32_t message_position = 2;
  		int32_t message_prevent_overlap = 1;
  		int32_t message_continue_events = 0;
  		std::string face_name;
  		int32_t face_id = 0;
  		bool face_right = false;
  		bool face_flip = false;
  		bool transparent = false;
  		int32_t unknown_3d_music_fadeout = 0;
  		Music title_music;
  		Music battle_music;
  		Music battle_end_music;
  		Music inn_music;
  		Music current_music;
  		Music before_vehicle_music;
  		Music before_battle_music;
  		Music stored_music;
  		Music boat_music;
  		Music ship_music;
  		Music airship_music;
  		Music gameover_music;
  		Sound cursor_se;
  		Sound decision_se;
  		Sound cancel_se;
  		Sound buzzer_se;
  		Sound battle_se;
  		Sound escape_se;
  		Sound enemy_attack_se;
  		Sound enemy_damaged_se;
  		Sound actor_damaged_se;
  		Sound dodge_se;
  		Sound enemy_death_se;
  		Sound item_se;
  		uint8_t transition_out = 1;
  		uint8_t transition_in = 1;
  		uint8_t battle_start_fadeout = 1;
  		uint8_t battle_start_fadein = 1;
  		uint8_t battle_end_fadeout = 1;
  		uint8_t battle_end_fadein = 1;
  		bool teleport_allowed = true;
  		bool escape_allowed = true;
  		bool save_allowed = true;
  		bool menu_allowed = true;
  		std::string background;
  		int32_t save_count = 0;
  		int32_t save_slot = 1;
  		int32_t atb_mode = 0;
  	};
  }
  
  #endif
  