Example #1
0
void CSMWorld::MetaData::save (ESM::ESMWriter& esm) const
{
    esm.setFormat (mFormat);
    esm.setAuthor (mAuthor);
    esm.setDescription (mDescription);
}
void MWState::StateManager::saveGame (const std::string& description, const Slot *slot)
{
    try
    {
        ESM::SavedGame profile;

        MWBase::World& world = *MWBase::Environment::get().getWorld();

        MWWorld::Ptr player = world.getPlayerPtr();

        profile.mContentFiles = world.getContentFiles();

        profile.mPlayerName = player.get<ESM::NPC>()->mBase->mName;
        profile.mPlayerLevel = player.getClass().getNpcStats (player).getLevel();

        std::string classId = player.get<ESM::NPC>()->mBase->mClass;
        if (world.getStore().get<ESM::Class>().isDynamic(classId))
            profile.mPlayerClassName = world.getStore().get<ESM::Class>().find(classId)->mName;
        else
            profile.mPlayerClassId = classId;

        profile.mPlayerCell = world.getCellName();

        profile.mInGameTime.mGameHour = world.getTimeStamp().getHour();
        profile.mInGameTime.mDay = world.getDay();
        profile.mInGameTime.mMonth = world.getMonth();
        profile.mInGameTime.mYear = world.getYear();
        profile.mTimePlayed = mTimePlayed;
        profile.mDescription = description;

        writeScreenshot(profile.mScreenshot);

        if (!slot)
            slot = getCurrentCharacter()->createSlot (profile);
        else
            slot = getCurrentCharacter()->updateSlot (slot, profile);

        // Write to a memory stream first. If there is an exception during the save process, we don't want to trash the
        // existing save file we are overwriting.
        std::stringstream stream;

        ESM::ESMWriter writer;

        const std::vector<std::string>& current =
            MWBase::Environment::get().getWorld()->getContentFiles();

        for (std::vector<std::string>::const_iterator iter (current.begin()); iter!=current.end();
            ++iter)
            writer.addMaster (*iter, 0); // not using the size information anyway -> use value of 0

        writer.setFormat (ESM::SavedGame::sCurrentFormat);

        // all unused
        writer.setVersion(0);
        writer.setType(0);
        writer.setAuthor("");
        writer.setDescription("");

        int recordCount =         1 // saved game header
                +MWBase::Environment::get().getJournal()->countSavedGameRecords()
                +MWBase::Environment::get().getWorld()->countSavedGameRecords()
                +MWBase::Environment::get().getScriptManager()->getGlobalScripts().countSavedGameRecords()
                +MWBase::Environment::get().getDialogueManager()->countSavedGameRecords()
                +MWBase::Environment::get().getWindowManager()->countSavedGameRecords()
                +MWBase::Environment::get().getMechanicsManager()->countSavedGameRecords();
        writer.setRecordCount (recordCount);

        writer.save (stream);

        Loading::Listener& listener = *MWBase::Environment::get().getWindowManager()->getLoadingScreen();
        // Using only Cells for progress information, since they typically have the largest records by far
        listener.setProgressRange(MWBase::Environment::get().getWorld()->countSavedGameCells());
        listener.setLabel("#{sNotifyMessage4}", true);

        Loading::ScopedLoad load(&listener);

        writer.startRecord (ESM::REC_SAVE);
        slot->mProfile.save (writer);
        writer.endRecord (ESM::REC_SAVE);

        MWBase::Environment::get().getJournal()->write (writer, listener);
        MWBase::Environment::get().getDialogueManager()->write (writer, listener);
        MWBase::Environment::get().getWorld()->write (writer, listener);
        MWBase::Environment::get().getScriptManager()->getGlobalScripts().write (writer, listener);
        MWBase::Environment::get().getWindowManager()->write(writer, listener);
        MWBase::Environment::get().getMechanicsManager()->write(writer, listener);

        // Ensure we have written the number of records that was estimated
        if (writer.getRecordCount() != recordCount+1) // 1 extra for TES3 record
            std::cerr << "Warning: number of written savegame records does not match. Estimated: " << recordCount+1 << ", written: " << writer.getRecordCount() << std::endl;

        writer.close();

        if (stream.fail())
            throw std::runtime_error("Write operation failed (memory stream)");

        // All good, write to file
        boost::filesystem::ofstream filestream (slot->mPath, std::ios::binary);
        filestream << stream.rdbuf();

        if (filestream.fail())
            throw std::runtime_error("Write operation failed (file stream)");

        Settings::Manager::setString ("character", "Saves",
            slot->mPath.parent_path().filename().string());
    }
    catch (const std::exception& e)
    {
        std::stringstream error;
        error << "Failed to save game: " << e.what();

        std::cerr << error.str() << std::endl;

        std::vector<std::string> buttons;
        buttons.push_back("#{sOk}");
        MWBase::Environment::get().getWindowManager()->interactiveMessageBox(error.str(), buttons);

        // If no file was written, clean up the slot
        if (slot && !boost::filesystem::exists(slot->mPath))
            getCurrentCharacter()->deleteSlot(slot);
    }
}