/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: GameStateMap.h /////////////////////////////////////////////////////////////////////////// // Author: Colin Day, October 2002 // Desc: Chunk in the save game file that will hold a pristine version of the map file /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __GAME_STATE_MAP_H_ #define __GAME_STATE_MAP_H_ // INLCUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/Snapshot.h" #include "Common/SubsystemInterface.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Xfer; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class GameStateMap : public SubsystemInterface, public Snapshot { public: GameStateMap( void ); virtual ~GameStateMap( void ); // subsystem interface methods virtual void init( void ) { } virtual void reset( void ) { } virtual void update( void ) { } // snapshot methods virtual void crc( Xfer *xfer ) { } virtual void xfer( Xfer *xfer ); virtual void loadPostProcess( void ) { } void clearScratchPadMaps( void ); ///< clear any scratch pad maps from the save directory protected: }; // EXTERNALS ////////////////////////////////////////////////////////////////////////////////////// extern GameStateMap *TheGameStateMap; #endif // end __GAME_STATE_MAP_H_