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195 lines
4.9 KiB
C++
195 lines
4.9 KiB
C++
#include "character.hpp"
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#include <ctime>
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#include <sstream>
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#include <algorithm>
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#include <stdexcept>
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#include <boost/filesystem.hpp>
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#include <components/esm/esmreader.hpp>
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#include <components/esm/defs.hpp>
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#include <components/misc/stringops.hpp>
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bool MWState::operator< (const Slot& left, const Slot& right)
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{
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return left.mTimeStamp<right.mTimeStamp;
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}
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void MWState::Character::addSlot (const boost::filesystem::path& path, const std::string& game)
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{
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Slot slot;
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slot.mPath = path;
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slot.mTimeStamp = boost::filesystem::last_write_time (path);
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ESM::ESMReader reader;
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reader.open (slot.mPath.string());
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if (reader.getRecName()!=ESM::REC_SAVE)
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return; // invalid save file -> ignore
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reader.getRecHeader();
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slot.mProfile.load (reader);
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if (Misc::StringUtils::lowerCase (slot.mProfile.mContentFiles.at (0))!=
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Misc::StringUtils::lowerCase (game))
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return; // this file is for a different game -> ignore
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mSlots.push_back (slot);
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}
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void MWState::Character::addSlot (const ESM::SavedGame& profile)
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{
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Slot slot;
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std::ostringstream stream;
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// The profile description is user-supplied, so we need to escape the path
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for (std::string::const_iterator it = profile.mDescription.begin(); it != profile.mDescription.end(); ++it)
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{
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if (std::isalnum(*it)) // Ignores multibyte characters and non alphanumeric characters
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stream << *it;
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else
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stream << "_";
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}
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const std::string ext = ".omwsave";
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slot.mPath = mPath / (stream.str() + ext);
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// Append an index if necessary to ensure a unique file
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int i=0;
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while (boost::filesystem::exists(slot.mPath))
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{
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std::ostringstream test;
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test << stream.str();
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test << " - " << ++i;
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slot.mPath = mPath / (test.str() + ext);
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}
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slot.mProfile = profile;
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slot.mTimeStamp = std::time (0);
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mSlots.push_back (slot);
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}
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MWState::Character::Character (const boost::filesystem::path& saves, const std::string& game)
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: mPath (saves)
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{
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if (!boost::filesystem::is_directory (mPath))
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{
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boost::filesystem::create_directories (mPath);
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}
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else
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{
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for (boost::filesystem::directory_iterator iter (mPath);
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iter!=boost::filesystem::directory_iterator(); ++iter)
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{
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boost::filesystem::path slotPath = *iter;
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try
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{
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addSlot (slotPath, game);
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}
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catch (...) {} // ignoring bad saved game files for now
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}
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std::sort (mSlots.begin(), mSlots.end());
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}
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}
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void MWState::Character::cleanup()
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{
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if (mSlots.size() == 0)
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{
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// All slots are gone, no need to keep the empty directory
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if (boost::filesystem::is_directory (mPath))
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{
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// Extra safety check to make sure the directory is empty (e.g. slots failed to parse header)
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boost::filesystem::directory_iterator it(mPath);
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if (it == boost::filesystem::directory_iterator())
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boost::filesystem::remove_all(mPath);
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}
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}
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}
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const MWState::Slot *MWState::Character::createSlot (const ESM::SavedGame& profile)
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{
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addSlot (profile);
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return &mSlots.back();
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}
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void MWState::Character::deleteSlot (const Slot *slot)
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{
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int index = slot - &mSlots[0];
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if (index<0 || index>=static_cast<int> (mSlots.size()))
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{
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// sanity check; not entirely reliable
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throw std::logic_error ("slot not found");
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}
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boost::filesystem::remove(slot->mPath);
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mSlots.erase (mSlots.begin()+index);
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}
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const MWState::Slot *MWState::Character::updateSlot (const Slot *slot, const ESM::SavedGame& profile)
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{
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int index = slot - &mSlots[0];
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if (index<0 || index>=static_cast<int> (mSlots.size()))
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{
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// sanity check; not entirely reliable
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throw std::logic_error ("slot not found");
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}
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Slot newSlot = *slot;
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newSlot.mProfile = profile;
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newSlot.mTimeStamp = std::time (0);
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mSlots.erase (mSlots.begin()+index);
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mSlots.push_back (newSlot);
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return &mSlots.back();
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}
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MWState::Character::SlotIterator MWState::Character::begin() const
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{
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return mSlots.rbegin();
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}
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MWState::Character::SlotIterator MWState::Character::end() const
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{
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return mSlots.rend();
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}
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ESM::SavedGame MWState::Character::getSignature() const
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{
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if (mSlots.empty())
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throw std::logic_error ("character signature not available");
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std::vector<Slot>::const_iterator iter (mSlots.begin());
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Slot slot = *iter;
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for (++iter; iter!=mSlots.end(); ++iter)
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if (iter->mProfile.mPlayerLevel>slot.mProfile.mPlayerLevel)
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slot = *iter;
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else if (iter->mProfile.mPlayerLevel==slot.mProfile.mPlayerLevel &&
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iter->mTimeStamp>slot.mTimeStamp)
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slot = *iter;
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return slot.mProfile;
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}
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const boost::filesystem::path& MWState::Character::getPath() const
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{
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return mPath;
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}
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