/*
** 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 .
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/persistentgameobjobserver.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 11/28/01 5:18p $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef PERSISTENTGAMEOBJOBSERVER_H
#define PERSISTENTGAMEOBJOBSERVER_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef GAMEOBJOBSERVER_H
#include "gameobjobserver.h"
#endif
#ifndef PERSIST_H
#include "persist.h"
#endif
#ifndef VECTOR_H
#include "vector.h"
#endif
/*
** PersistentGameObjObserverClass
*/
class PersistentGameObjObserverClass : public PersistClass, public GameObjObserverClass {
public:
PersistentGameObjObserverClass( void );
virtual ~PersistentGameObjObserverClass( void );
virtual bool Save( ChunkSaveClass & csave );
virtual bool Load( ChunkLoadClass & cload );
};
/*
** class PersistentGameObjObserverManager
*/
class PersistentGameObjObserverManager {
public:
static void Add( PersistentGameObjObserverClass * observer );
static void Remove( PersistentGameObjObserverClass * observer );
static bool Save( ChunkSaveClass & csave );
static bool Load( ChunkLoadClass & cload );
static void Reset( void );
private:
static DynamicVectorClass ObserverList;
};
#endif // PERSISTENTGAMEOBJOBSERVER_H