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openmw-tes3mp/apps/openmw/mwstate/character.cpp

153 lines
3.6 KiB
C++

#include "character.hpp"
#include <ctime>
#include <sstream>
#include <algorithm>
#include <stdexcept>
#include <boost/filesystem.hpp>
#include <components/esm/esmreader.hpp>
#include <components/esm/defs.hpp>
#include <components/misc/stringops.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
bool MWState::operator< (const Slot& left, const Slot& right)
{
return left.mTimeStamp<right.mTimeStamp;
}
void MWState::Character::addSlot (const boost::filesystem::path& path, const std::string& game)
{
Slot slot;
slot.mPath = path;
slot.mTimeStamp = boost::filesystem::last_write_time (path);
ESM::ESMReader reader;
reader.open (slot.mPath.string());
if (reader.getFormat()>ESM::Header::CurrentFormat)
return; // format is too new -> ignore
if (reader.getRecName()!=ESM::REC_SAVE)
return; // invalid save file -> ignore
reader.getRecHeader();
slot.mProfile.load (reader);
if (Misc::StringUtils::lowerCase (slot.mProfile.mContentFiles.at (0))!=
Misc::StringUtils::lowerCase (game))
return; // this file is for a different game -> ignore
mSlots.push_back (slot);
}
void MWState::Character::addSlot (const ESM::SavedGame& profile)
{
Slot slot;
std::ostringstream stream;
stream << mNext++;
slot.mPath = mPath / stream.str();
slot.mProfile = profile;
slot.mTimeStamp = std::time (0);
mSlots.push_back (slot);
}
MWState::Character::Character (const boost::filesystem::path& saves, const std::string& game)
: mPath (saves), mNext (0)
{
if (!boost::filesystem::is_directory (mPath))
{
boost::filesystem::create_directories (mPath);
}
else
{
for (boost::filesystem::directory_iterator iter (mPath);
iter!=boost::filesystem::directory_iterator(); ++iter)
{
boost::filesystem::path slotPath = *iter;
try
{
addSlot (slotPath, game);
}
catch (...) {} // ignoring bad saved game files for now
std::istringstream stream (slotPath.filename().string());
int index = 0;
if ((stream >> index) && index>=mNext)
mNext = index+1;
}
std::sort (mSlots.begin(), mSlots.end());
}
}
const MWState::Slot *MWState::Character::createSlot (const ESM::SavedGame& profile)
{
addSlot (profile);
return &mSlots.back();
}
const MWState::Slot *MWState::Character::updateSlot (const Slot *slot, const ESM::SavedGame& profile)
{
int index = slot - &mSlots[0];
if (index<0 || index>=static_cast<int> (mSlots.size()))
{
// sanity check; not entirely reliable
throw std::logic_error ("slot not found");
}
Slot newSlot = *slot;
newSlot.mProfile = profile;
newSlot.mTimeStamp = std::time (0);
mSlots.erase (mSlots.begin()+index);
mSlots.push_back (newSlot);
return &mSlots.back();
}
MWState::Character::SlotIterator MWState::Character::begin() const
{
return mSlots.rbegin();
}
MWState::Character::SlotIterator MWState::Character::end() const
{
return mSlots.rend();
}
ESM::SavedGame MWState::Character::getSignature() const
{
if (mSlots.empty())
throw std::logic_error ("character signature not available");
std::vector<Slot>::const_iterator iter (mSlots.begin());
Slot slot = *iter;
for (++iter; iter!=mSlots.end(); ++iter)
if (iter->mProfile.mPlayerLevel>slot.mProfile.mPlayerLevel)
slot = *iter;
else if (iter->mProfile.mPlayerLevel==slot.mProfile.mPlayerLevel &&
iter->mTimeStamp>slot.mTimeStamp)
slot = *iter;
return slot.mProfile;
}