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OpenMW/apps/openmw/mwstate/character.cpp

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#include "character.hpp"
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#include <cctype>
#include <filesystem>
#include <sstream>
#include <utility>
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#include <components/esm/defs.hpp>
#include <components/esm3/esmreader.hpp>
#include <components/misc/utf8stream.hpp>
#include <components/misc/strings/algorithm.hpp>
bool MWState::operator< (const Slot& left, const Slot& right)
{
return left.mTimeStamp<right.mTimeStamp;
}
std::string MWState::getFirstGameFile(const std::vector<std::string>& contentFiles)
{
for (const std::string& c : contentFiles)
{
if (Misc::StringUtils::ciEndsWith(c, ".esm") || Misc::StringUtils::ciEndsWith(c, ".omwgame"))
return c;
}
return "";
}
void MWState::Character::addSlot (const std::filesystem::path& path, const std::string& game)
{
Slot slot;
slot.mPath = path;
slot.mTimeStamp = std::filesystem::last_write_time (path);
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ESM::ESMReader reader;
reader.open (slot.mPath.string());
if (reader.getRecName()!=ESM::REC_SAVE)
return; // invalid save file -> ignore
reader.getRecHeader();
slot.mProfile.load (reader);
if (!Misc::StringUtils::ciEqual(getFirstGameFile(slot.mProfile.mContentFiles), 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;
// The profile description is user-supplied, so we need to escape the path
Utf8Stream description(profile.mDescription);
while(!description.eof())
{
auto c = description.consume();
if(c <= 0x7F && std::isalnum(c)) // Ignore multibyte characters and non alphanumeric characters
stream << static_cast<char>(c);
else
stream << '_';
}
const std::string ext = ".omwsave";
slot.mPath = mPath / (stream.str() + ext);
// Append an index if necessary to ensure a unique file
int i=0;
while (std::filesystem::exists(slot.mPath))
{
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const std::string test = stream.str() + " - " + std::to_string(++i);
slot.mPath = mPath / (test + ext);
}
slot.mProfile = profile;
slot.mTimeStamp = std::filesystem::file_time_type ();
mSlots.push_back (slot);
}
MWState::Character::Character (std::filesystem::path saves, const std::string& game)
: mPath (std::move(saves))
{
if (!std::filesystem::is_directory (mPath))
{
std::filesystem::create_directories (mPath);
}
else
{
for (std::filesystem::directory_iterator iter (mPath); iter!=std::filesystem::directory_iterator(); ++iter)
{
std::filesystem::path slotPath = *iter;
try
{
addSlot (slotPath, game);
}
catch (...) {} // ignoring bad saved game files for now
}
std::sort (mSlots.begin(), mSlots.end());
}
}
void MWState::Character::cleanup()
{
if (mSlots.empty())
{
// All slots are gone, no need to keep the empty directory
if (std::filesystem::is_directory (mPath))
{
// Extra safety check to make sure the directory is empty (e.g. slots failed to parse header)
std::filesystem::directory_iterator it(mPath);
if (it == std::filesystem::directory_iterator())
std::filesystem::remove_all(mPath);
}
}
}
const MWState::Slot *MWState::Character::createSlot (const ESM::SavedGame& profile)
{
addSlot (profile);
return &mSlots.back();
}
void MWState::Character::deleteSlot (const Slot *slot)
{
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int index = slot - mSlots.data();
if (index<0 || index>=static_cast<int> (mSlots.size()))
{
// sanity check; not entirely reliable
throw std::logic_error ("slot not found");
}
std::filesystem::remove(slot->mPath);
mSlots.erase (mSlots.begin()+index);
}
const MWState::Slot *MWState::Character::updateSlot (const Slot *slot, const ESM::SavedGame& profile)
{
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int index = slot - mSlots.data();
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::filesystem::file_time_type ();
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();
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}
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;
}
const std::filesystem::path& MWState::Character::getPath() const
{
return mPath;
}