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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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3.7 kB · 139 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140#include "stdafx.h"#include "File.h"#include "LevelData.h"#include "LevelSummary.h"#include "com.mojang.nbt.h"#include "DirectoryLevelStorage.h"#include "DirectoryLevelStorageSource.h"
#include "ConsoleSaveFileIO.h"#include "ConsoleSaveFileOriginal.h"
class LevelStorage;
DirectoryLevelStorageSource::DirectoryLevelStorageSource(const File dir) : baseDir( dir ){ //if (!dir.exists()) dir.mkdirs(); // 4J Removed //this->baseDir = dir;}
wstring DirectoryLevelStorageSource::getName(){ return L"Old Format";}
vector<LevelSummary *> *DirectoryLevelStorageSource::getLevelList(){ // 4J Stu - We don't use directory list with the Xbox save locations vector<LevelSummary *> *levels = new vector<LevelSummary *>;#if 0 for (int i = 0; i < 5; i++) { wstring levelId = wstring(L"World").append( _toString( (i+1) ) );
LevelData *levelData = getDataTagFor(saveFile, levelId); if (levelData != NULL) { levels->push_back(new LevelSummary(levelId, L"", levelData->getLastPlayed(), levelData->getSizeOnDisk(), levelData.getGameType(), false, levelData->isHardcore())); } }#endif return levels;}
void DirectoryLevelStorageSource::clearAll(){}
LevelData *DirectoryLevelStorageSource::getDataTagFor(ConsoleSaveFile *saveFile, const wstring& levelId) { //File dataFile(dir, L"level.dat"); ConsoleSavePath dataFile = ConsoleSavePath( wstring( L"level.dat" ) ); if ( saveFile->doesFileExist( dataFile ) ) { ConsoleSaveFileInputStream fis = ConsoleSaveFileInputStream(saveFile, dataFile); CompoundTag *root = NbtIo::readCompressed(&fis); CompoundTag *tag = root->getCompound(L"Data"); LevelData *ret = new LevelData(tag); delete root; return ret; }
return NULL;}
void DirectoryLevelStorageSource::renameLevel(const wstring& levelId, const wstring& newLevelName){ ConsoleSaveFileOriginal tempSave(levelId);
//File dataFile = File(dir, L"level.dat"); ConsoleSavePath dataFile = ConsoleSavePath( wstring( L"level.dat" ) ); if ( tempSave.doesFileExist( dataFile ) ) { ConsoleSaveFileInputStream fis = ConsoleSaveFileInputStream(&tempSave, dataFile); CompoundTag *root = NbtIo::readCompressed(&fis); CompoundTag *tag = root->getCompound(L"Data"); tag->putString(L"LevelName", newLevelName);
ConsoleSaveFileOutputStream fos = ConsoleSaveFileOutputStream(&tempSave, dataFile); NbtIo::writeCompressed(root, &fos); }}
bool DirectoryLevelStorageSource::isNewLevelIdAcceptable(const wstring& levelId) { // 4J Jev, removed try/catch.
File levelFolder = File(baseDir, levelId); if (levelFolder.exists()) { return false; }
levelFolder.mkdir();
return true;}
void DirectoryLevelStorageSource::deleteLevel(const wstring& levelId) { File dir = File(baseDir, levelId); if (!dir.exists()) return;
deleteRecursive(dir.listFiles()); dir._delete();}
void DirectoryLevelStorageSource::deleteRecursive(vector<File *> *files){ AUTO_VAR(itEnd, files->end()); for (AUTO_VAR(it, files->begin()); it != itEnd; it++) { File *file = *it; if (file->isDirectory()) { deleteRecursive(file->listFiles()); } file->_delete(); }}
shared_ptr<LevelStorage> DirectoryLevelStorageSource::selectLevel(ConsoleSaveFile *saveFile, const wstring& levelId, bool createPlayerDir){ return shared_ptr<LevelStorage> (new DirectoryLevelStorage(saveFile, baseDir, levelId, createPlayerDir));}
bool DirectoryLevelStorageSource::isConvertible(ConsoleSaveFile *saveFile, const wstring& levelId){ return false;}
bool DirectoryLevelStorageSource::requiresConversion(ConsoleSaveFile *saveFile, const wstring& levelId){ return false;}
bool DirectoryLevelStorageSource::convertLevel(ConsoleSaveFile *saveFile, const wstring& levelId, ProgressListener *progress) { return false;}