/* ** 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 . */ /*********************************************************************************************** *** 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