95 lines
3.7 KiB
C
95 lines
3.7 KiB
C
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/*
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** Command & Conquer Renegade(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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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWSaveLoad *
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* *
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* $Archive:: /Commando/Code/wwsaveload/saveloadsubsystem.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 6/12/00 4:25p $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef SAVELOADSUBSYSTEM_H
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#define SAVELOADSUBSYSTEM_H
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#include "always.h"
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#include "bittype.h"
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#include "postloadable.h"
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class ChunkLoadClass;
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class ChunkSaveClass;
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//////////////////////////////////////////////////////////////////////////////////
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//
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// SaveLoadSubSystemClass
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//
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// Each SaveLoadSubSystem will automatically be registered with the SaveLoadSystem
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// at construction time. The plan is to have a single static instance of each
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// sub-system so that it automatically registers when the global constructors
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// are executed.
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//
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// When an application wants to create a file it does so by asking the
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// SaveLoadSystem to save the particular set of SaveLoadSubSystems that contain
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// that data.
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//
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//////////////////////////////////////////////////////////////////////////////////
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class SaveLoadSubSystemClass : public PostLoadableClass
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{
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public:
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SaveLoadSubSystemClass (void);
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virtual ~SaveLoadSubSystemClass (void);
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virtual uint32 Chunk_ID (void) const = 0;
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protected:
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virtual bool Contains_Data(void) const { return true; }
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virtual bool Save (ChunkSaveClass &csave) = 0;
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virtual bool Load (ChunkLoadClass &cload) = 0;
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virtual const char* Name() const = 0;
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private:
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SaveLoadSubSystemClass * NextSubSystem; // managed by SaveLoadSystem
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friend class SaveLoadSystemClass;
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};
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#endif
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