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C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: Snapshot.h ///////////////////////////////////////////////////////////////////////////////
// Author: Colin Day, February 2002
// Desc: The Snapshot object is the base class interface for data structures that will
// be considered during game saves, loads, and CRC checks.
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __SNAPSHOT_H_
#define __SNAPSHOT_H_
// USER INCLUDES //////////////////////////////////////////////////////////////////////////////////
#include "Common/AsciiString.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
class Xfer;
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
class Snapshot
{
friend class GameState;
friend class XferLoad;
friend class XferSave;
friend class XferCRC;
public:
Snapshot( void );
~Snapshot( void );
protected:
/// run the "light" crc check on this data structure
virtual void crc( Xfer *xfer ) = 0;
/** run save, load, or deep CRC check on this data structure, the type depends on the
setup of the Xfer pointer */
virtual void xfer( Xfer *xfer ) = 0;
/** post process phase for loading save games. All save systems have their xfer
run using XferLoad mode, and then all systems each have their post process run */
virtual void loadPostProcess( void ) = 0;
};
#endif // __SNAPSHOT_H_