/*
* File: files.h
* Summary: Functions used to save and load levels/games.
* Written by: Linley Henzell and Alexey Guzeev
*/
#ifndef FILES_H
#define FILES_H
#include "externs.h"
#include "player.h"
#include <stdio.h>
#include <string>
#include <vector>
#include <set>
enum load_mode_type
{
LOAD_START_GAME, // game has just begun
LOAD_RESTART_GAME, // loaded savefile
LOAD_ENTER_LEVEL, // entered a level for the first time
LOAD_VISITOR // Visitor pattern to see all levels
};
// referenced in files - newgame - ouch - overmap:
#define MAX_LEVELS 50
// referenced in files - newgame - ouch:
typedef std::set<level_id> level_id_set;
extern level_id_set Generated_Levels;
bool file_exists(const std::string &name);
bool dir_exists(const std::string &dir);
bool is_absolute_path(const std::string &path);
bool is_read_safe_path(const std::string &path);
void assert_read_safe_path(const std::string &path) throw (std::string);
std::vector<std::string> get_dir_files(const std::string &dir);
std::vector<std::string> get_dir_files_ext(const std::string &dir,
const std::string &ext);
std::string datafile_path(
std::string basename,
bool croak_on_fail = true,
bool test_base_path = false,
bool (*thing_exists)(const std::string&) = file_exists);
bool get_dos_compatible_file_name(std::string *fname);
std::string get_parent_directory(const std::string &filename);
std::string get_base_filename(const std::string &filename);
std::string get_path_relative_to(const std::string &referencefile,
const std::string &relativepath);
std::string catpath(const std::string &first, const std::string &second);
std::string canonicalise_file_separator(const std::string &path);
bool check_dir(const std::string &what, std::string &dir, bool silent = false);
bool travel_load_map( branch_type branch, int absdepth );
std::vector<player_save_info> find_saved_characters();
std::string get_savedir();
std::string get_save_filename(const std::string &pre,
const std::string &suf,
const std::string &ext,
bool suppress_uid = false);
std::string get_savedir_filename(const std::string &pre,
const std::string &suf,
const std::string &ext,
bool suppress_uid = false);
std::string get_savedir_path(const std::string &shortpath);
std::string get_prefs_filename();
std::string change_file_extension(const std::string &file,
const std::string &ext);
time_t file_modtime(const std::string &file);
bool is_newer(const std::string &a, const std::string &b);
void check_newer(const std::string &target,
const std::string &dependency,
void (*action)());
bool load( dungeon_feature_type stair_taken, load_mode_type load_mode,
level_area_type old_level_type, char old_level,
branch_type where_were_you2 );
void save_game(bool leave_game, const char *bye = NULL);
// Save game without exiting (used when changing levels).
void save_game_state();
bool get_save_version(FILE *file, char &major, char &minor);
void restore_game(void);
bool apply_to_all_dungeons(bool (*applicator)());
class level_id;
bool apply_to_level(const level_id &level, bool (*applicator)());
bool is_existing_level(const level_id &level);
class level_excursion
{
level_id original;
public:
level_excursion();
~level_excursion();
void go_to(const level_id &level);
};
void save_ghost( bool force = false );
bool load_ghost( bool creating_level );
std::string make_filename(std::string prefix, int level, branch_type branch,
level_area_type lt, bool isGhost );
FILE *lk_open(const char *mode, const std::string &file);
void lk_close(FILE *handle, const char *mode, const std::string &file);
// file locking stuff
#ifdef USE_FILE_LOCKING
bool lock_file_handle( FILE *handle, int type );
bool unlock_file_handle( FILE *handle );
#endif // USE_FILE_LOCKING
#ifdef SHARED_FILES_CHMOD_PRIVATE
#define DO_CHMOD_PRIVATE(x) chmod( (x), SHARED_FILES_CHMOD_PRIVATE )
#else
#define DO_CHMOD_PRIVATE(x) // empty command
#endif
class file_lock
{
public:
file_lock(const std::string &filename, const char *mode,
bool die_on_fail = true);
~file_lock();
private:
FILE *handle;
const char *mode;
std::string filename;
};
class SavefileCallback
{
public:
typedef void (*callback)(bool saving);
SavefileCallback(callback func);
static void pre_save();
static void post_restore();
};
#endif