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