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: Snapshot.h ///////////////////////////////////////////////////////////////////////////////
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// Author: Colin Day, February 2002
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// Desc: The Snapshot object is the base class interface for data structures that will
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// be considered during game saves, loads, and CRC checks.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __SNAPSHOT_H_
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#define __SNAPSHOT_H_
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// USER INCLUDES //////////////////////////////////////////////////////////////////////////////////
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#include "Common/AsciiString.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 Snapshot
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{
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friend class GameState;
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friend class XferLoad;
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friend class XferSave;
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friend class XferCRC;
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public:
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Snapshot( void );
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~Snapshot( void );
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protected:
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/// run the "light" crc check on this data structure
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virtual void crc( Xfer *xfer ) = 0;
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/** run save, load, or deep CRC check on this data structure, the type depends on the
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setup of the Xfer pointer */
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virtual void xfer( Xfer *xfer ) = 0;
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/** post process phase for loading save games. All save systems have their xfer
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run using XferLoad mode, and then all systems each have their post process run */
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virtual void loadPostProcess( void ) = 0;
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};
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#endif // __SNAPSHOT_H_
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