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160 lines
4.7 KiB
160 lines
4.7 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#ifdef GAME_DLL |
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#include "isaverestore.h" |
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#include "saverestore_utlvector.h" |
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#include "achievement_saverestore.h" |
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#include "achievementmgr.h" |
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#include "baseachievement.h" |
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#include "utlmap.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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static short ACHIEVEMENT_SAVE_RESTORE_VERSION = 2; |
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//----------------------------------------------------------------------------- |
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class CAchievementSaveRestoreBlockHandler : public CDefSaveRestoreBlockHandler |
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{ |
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public: |
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const char *GetBlockName() |
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{ |
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return "Achievement"; |
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} |
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//--------------------------------- |
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void Save( ISave *pSave ) |
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{ |
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CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() ); |
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if ( !pAchievementMgr ) |
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return; |
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// save global achievement mgr state to separate file if there have been any changes, so in case of a crash |
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// the global state is consistent with last save game |
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pAchievementMgr->SaveGlobalStateIfDirty(); |
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pSave->StartBlock( "Achievements" ); |
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int iTotalAchievements = pAchievementMgr->GetAchievementCount(); |
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short nSaveCount = 0; |
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// count how many achievements should be saved. |
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for ( int i = 0; i < iTotalAchievements; i++ ) |
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{ |
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// We only save games in SP games so the assumption of SINGLE_PLAYER_SLOT is valid |
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IAchievement *pAchievement = pAchievementMgr->GetAchievementByIndex( i, SINGLE_PLAYER_SLOT ); |
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if ( pAchievement->ShouldSaveWithGame() ) |
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{ |
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nSaveCount++; |
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} |
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} |
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// Write # of saved achievements |
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pSave->WriteShort( &nSaveCount ); |
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// Write out each achievement |
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for ( int i = 0; i < iTotalAchievements; i++ ) |
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{ |
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// We only save games in SP games so the assumption of SINGLE_PLAYER_SLOT is valid |
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IAchievement *pAchievement = pAchievementMgr->GetAchievementByIndex( i, SINGLE_PLAYER_SLOT ); |
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if ( pAchievement->ShouldSaveWithGame() ) |
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{ |
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CBaseAchievement *pBaseAchievement = dynamic_cast< CBaseAchievement * >( pAchievement ); |
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if ( pBaseAchievement ) |
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{ |
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short iAchievementID = (short) pBaseAchievement->GetAchievementID(); |
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// write the achievement ID |
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pSave->WriteShort( &iAchievementID ); |
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// write the achievement data |
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pSave->WriteAll( pBaseAchievement, pBaseAchievement->GetDataDescMap() ); |
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} |
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} |
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} |
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pSave->EndBlock(); |
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} |
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//--------------------------------- |
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void WriteSaveHeaders( ISave *pSave ) |
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{ |
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pSave->WriteShort( &ACHIEVEMENT_SAVE_RESTORE_VERSION ); |
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} |
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//--------------------------------- |
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void ReadRestoreHeaders( IRestore *pRestore ) |
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{ |
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// No reason why any future version shouldn't try to retain backward compatability. The default here is to not do so. |
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short version; |
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pRestore->ReadShort( &version ); |
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// only load if version matches and if we are loading a game, not a transition |
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m_fDoLoad = ( ( version == ACHIEVEMENT_SAVE_RESTORE_VERSION ) && |
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( ( MapLoad_LoadGame == gpGlobals->eLoadType ) || ( MapLoad_NewGame == gpGlobals->eLoadType ) ) |
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); |
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} |
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//--------------------------------- |
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void Restore( IRestore *pRestore, bool createPlayers ) |
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{ |
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CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() ); |
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if ( !pAchievementMgr ) |
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return; |
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if ( m_fDoLoad ) |
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{ |
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pAchievementMgr->PreRestoreSavedGame(); |
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pRestore->StartBlock(); |
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// read # of achievements |
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int nSavedAchievements = pRestore->ReadShort(); |
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while ( nSavedAchievements-- ) |
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{ |
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// read achievement ID |
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int iAchievementID = pRestore->ReadShort(); |
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// find the corresponding achievement object |
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// We only save games in SP games so the assumption of SINGLE_PLAYER_SLOT is valid |
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CBaseAchievement *pAchievement = pAchievementMgr->GetAchievementByID( iAchievementID, SINGLE_PLAYER_SLOT ); |
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Assert( pAchievement ); // It's a bug if we don't understand this achievement |
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if ( pAchievement ) |
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{ |
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// read achievement data |
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pRestore->ReadAll( pAchievement, pAchievement->GetDataDescMap() ); |
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} |
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else |
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{ |
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// if we don't recognize the achievement for some reason, read and discard the data and keep going |
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CBaseAchievement ignored; |
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pRestore->ReadAll( &ignored, ignored.GetDataDescMap() ); |
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} |
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} |
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pRestore->EndBlock(); |
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pAchievementMgr->PostRestoreSavedGame(); |
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} |
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} |
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private: |
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bool m_fDoLoad; |
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}; |
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//----------------------------------------------------------------------------- |
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CAchievementSaveRestoreBlockHandler g_AchievementSaveRestoreBlockHandler; |
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//------------------------------------- |
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ISaveRestoreBlockHandler *GetAchievementSaveRestoreBlockHandler() |
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{ |
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return &g_AchievementSaveRestoreBlockHandler; |
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} |
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#endif // GAME_DLL
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