raze-gles/source/common/savegamehelp.cpp
Christoph Oelckers ba117554b0 - fixed savegame issues.
Since the code is extremely volatile I changed the setup so that the save is a zip file with the regular snapshot plus all added data as separate entries.
This allows compressing everything properly without savegame breaking interference.

Blood does not yet load its savegames, need to check.
2019-11-14 21:07:43 +01:00

82 lines
2.8 KiB
C++

/*
** 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;
}