/* ** savegame.cpp ** **--------------------------------------------------------------------------- ** Copyright 2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OFf ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** This is for keeping my sanity while working with the horrible mess ** that is the savegame code in Duke Nukem. ** Without handling this in global variables it is a losing proposition ** to save custom data along with the regular snapshot. :( ** With this the savegame code can mostly pretend to load from and write ** to files while really using a composite archive. */ #include "compositesaveame.h" #include "savegamehelp.h" static CompositeSavegameWriter savewriter; static FResourceFile *savereader; void OpenSaveGameForWrite(const char *name) { savewriter.Clear(); savewriter.SetFileName(name); } bool OpenSaveGameForRead(const char *name) { if (savereader) delete savereader; savereader = FResourceFile::OpenResourceFile(name, true, true); return savereader != nullptr; } FileWriter *WriteSavegameChunk(const char *name) { return &savewriter.NewElement(name); } FileReader ReadSavegameChunk(const char *name) { if (!savereader) return FileReader(); auto lump = savereader->FindLump(name); if (!lump) return FileReader(); return lump->NewReader(); } bool FinishSavegameWrite() { return savewriter.WriteToFile(); } void FinishSavegameRead() { delete savereader; savereader = nullptr; }