What is in these files? Copying files doesn't usually make much sense in the context of a game.
If the map/enemy is immutable, don't copy it. If it is mutable, just serialise the map/enemy state at the point when you need to save a game. Most games do not save during the "New game" screen.
Files are .txt format, plain windows 7 .txt files that have game related data that game requires in order to function.
What i am storing is: Enemy positions, Is enemy dead, Something special happened, Order of tiles on map, and all map related stuff(allot)...
So i don't have to code that, i just have events and in map editor i invoke that at certain point.
Its 2d turn based rpg. And during map movement if you move to "Portal" so i call it, you enter other area at witch point i save current map and load the corresponding map.
At part where i save, its saved as a base map file but i don't want to overwrite the main files... thus i need backupfiles.
Therefore when new game is pressed i copy all files from (Storage) and paste intro (Play) folder. Similar if not same with load.
I will try to illustrate my point
int JustBecauseItsComments = 0;
//Install location directory
Files //Folder
TheWandere.exe //Executalbe
//./Files directory
Maps //Folder
Saved //Folder
MapsBase //Folder
...
//.Files/Maps directory
//Empty
//.Files/Saved directory
//If any, and all saved data
//./Files/MapsBase directory
Map_1.txt
Ene_1.txt
Map_2.txt
Ene_2.txt
Map_3.txt
Ene_3.txt
...
This is how it will look when application is started.
int ItsComments = 0;
//./Files/MapsBase directory
//Unchanged
//./Files/Maps directory
//All files from ./Files/MapsBase are present here as copy
Files are not in any point help open. I don't stream or anything i just open, read, close.
boost::filesystem has alot of cross-platform functions for file management.
boost::filesystem::copy_file(source, destination, error);
That is maybe just what i was looking for, thanks!