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CnC_Renegade/Code/wwsaveload/persist.h

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/*
** Command & Conquer Renegade(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 O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WWSaveLoad *
* *
* $Archive:: /Commando/Code/wwsaveload/persist.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 5/04/01 8:42p $*
* *
* $Revision:: 13 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef PERSIST_H
#define PERSIST_H
#include "always.h"
#include "refcount.h"
#include "postloadable.h"
class PersistFactoryClass;
class ChunkSaveClass;
class ChunkLoadClass;
//////////////////////////////////////////////////////////////////////////////////
//
// PersistClass
//
// PersistClass defines the interface for an object to the save load system.
// Each concrete derived type of PersistClass must have an associated
// PersistFactoryClass that basically maps a chunk_id to a constructor,
// a save function, a load function, and a on_post_load function (taken from
// PostLoadableClass )
//
//////////////////////////////////////////////////////////////////////////////////
class PersistClass : public PostLoadableClass
{
public:
virtual const PersistFactoryClass & Get_Factory (void) const = 0;
virtual bool Save (ChunkSaveClass &csave) { return true; }
virtual bool Load (ChunkLoadClass &cload) { return true; }
};
#endif