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