-/*!
+/*!
* @file save.c
* @brief セーブファイル書き込み処理 / Purpose: interact with savefiles
* @date 2014/07/12
#include "view/display-messages.h"
#include "world/world.h"
#include <algorithm>
+#include <sstream>
+#include <string>
/*!
* @brief セーブデータの書き込み /
wr_u32b(tmp32u);
for (int i = tmp32u - 1; i >= 0; i--) {
- wr_string(message_str(i));
+ wr_string(*message_str(i));
}
uint16_t tmp16u = static_cast<uint16_t>(monraces_info.size());
tmp16u = MAX_STORES;
wr_u16b(tmp16u);
for (size_t i = 1; i < towns_info.size(); i++) {
- for (auto j = 0; j < MAX_STORES; j++) {
- wr_store(&towns_info[i].store[j]);
+ for (auto sst : STORE_SALE_TYPE_LIST) {
+ wr_store(&towns_info[i].stores[sst]);
}
}
}
/*!
- * @brief セーブデータ書き込みのサブルーチン /
- * Medium level player saver
+ * @brief セーブデータ書き込みのサブルーチン
* @param player_ptr プレイヤーへの参照ポインタ
- * @return 成功すればtrue
- * @details
- * Angband 2.8.0 will use "fd" instead of "fff" if possible
+ * @param path セーブデータのフルパス
+ * @param type セーブ後の処理種別
+ * @return セーブの成功可否
*/
-static bool save_player_aux(PlayerType *player_ptr, char *name, SaveType type)
+static bool save_player_aux(PlayerType *player_ptr, const std::filesystem::path &path, SaveType type)
{
- safe_setuid_grab(player_ptr);
- auto fd = fd_make(name);
+ safe_setuid_grab();
+ auto fd = fd_make(path);
safe_setuid_drop();
bool is_save_successful = false;
saving_savefile = nullptr;
if (fd >= 0) {
(void)fd_close(fd);
- safe_setuid_grab(player_ptr);
- saving_savefile = angband_fopen(name, FileOpenMode::WRITE, true);
+ safe_setuid_grab();
+ saving_savefile = angband_fopen(path, FileOpenMode::WRITE, true,
+ FileOpenType::SAVE);
safe_setuid_drop();
if (saving_savefile) {
if (wr_savefile_new(player_ptr, type)) {
}
}
- safe_setuid_grab(player_ptr);
+ safe_setuid_grab();
if (!is_save_successful) {
- (void)fd_kill(name);
+ (void)fd_kill(path);
}
safe_setuid_drop();
}
/*!
- * @brief セーブデータ書き込みのメインルーチン /
- * Attempt to save the player in a savefile
+ * @brief セーブデータ書き込みのメインルーチン
* @param player_ptr プレイヤーへの参照ポインタ
* @return 成功すればtrue
+ * @details 以下の順番で書き込みを実行する.
+ * 1. hoge.new にセーブデータを書き込む
+ * 2. hoge をhoge.old にリネームする
+ * 3. hoge.new をhoge にリネームする
+ * 4. hoge.old を削除する
*/
bool save_player(PlayerType *player_ptr, SaveType type)
{
- char safe[1024];
- strcpy(safe, savefile);
- strcat(safe, ".new");
- safe_setuid_grab(player_ptr);
- fd_kill(safe);
+ std::stringstream ss_new;
+ ss_new << savefile.string() << ".new";
+ auto savefile_new = ss_new.str();
+ safe_setuid_grab();
+ fd_kill(savefile_new);
+ if (type == SaveType::DEBUG) {
+ const auto debug_save_dir = std::filesystem::path(debug_savefile).remove_filename();
+ std::error_code ec;
+ std::filesystem::create_directory(debug_save_dir, ec);
+ }
safe_setuid_drop();
update_playtime();
bool result = false;
- if (save_player_aux(player_ptr, safe, type)) {
- char temp[1024];
- char filename[1024];
- strcpy(temp, savefile);
- strcat(temp, ".old");
- safe_setuid_grab(player_ptr);
- fd_kill(temp);
-
- if (type == SaveType::DEBUG) {
- strcpy(filename, debug_savefile);
- }
- if (type != SaveType::DEBUG) {
- strcpy(filename, savefile);
- }
-
- fd_move(filename, temp);
- fd_move(safe, filename);
- fd_kill(temp);
+ if (save_player_aux(player_ptr, savefile_new.data(), type)) {
+ std::stringstream ss_old;
+ ss_old << savefile.string() << ".old";
+ auto savefile_old = ss_old.str();
+ safe_setuid_grab();
+ fd_kill(savefile_old);
+ const auto &path = type == SaveType::DEBUG ? debug_savefile : savefile;
+ fd_move(path, savefile_old);
+ fd_move(savefile_new, path);
+ fd_kill(savefile_old);
safe_setuid_drop();
w_ptr->character_loaded = true;
result = true;