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.getClass().getName (player); 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; int screenshotW = 259*2, screenshotH = 133*2; // *2 to get some nice antialiasing Ogre::Image screenshot; world.screenshot(screenshot, screenshotW, screenshotH); Ogre::DataStreamPtr encoded = screenshot.encode("jpg"); profile.mScreenshot.resize(encoded->size()); encoded->read(&profile.mScreenshot[0], encoded->size()); if (!slot) slot = getCurrentCharacter()->createSlot (profile); else slot = getCurrentCharacter()->updateSlot (slot, profile); boost::filesystem::ofstream stream (slot->mPath, std::ios::binary); 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::Header::CurrentFormat); 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(); writer.setRecordCount (recordCount); writer.save (stream); Loading::Listener& listener = *MWBase::Environment::get().getWindowManager()->getLoadingScreen(); listener.setProgressRange(recordCount); listener.setLabel("#{sNotifyMessage4}"); Loading::ScopedLoad load(&listener); writer.startRecord (ESM::REC_SAVE); slot->mProfile.save (writer); writer.endRecord (ESM::REC_SAVE); listener.increaseProgress(); 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); // 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"); 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()->messageBox(error.str(), buttons); // If no file was written, clean up the slot if (slot && !boost::filesystem::exists(slot->mPath)) getCurrentCharacter()->deleteSlot(slot); } }
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); } }