void Restore( IRestore *pRestore, bool createPlayers )
	{
		CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
		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();
		}
	}
Пример #2
0
void MedalStatLine::ApplySchemeSettings( vgui::IScheme *pScheme )
{
	BaseClass::ApplySchemeSettings( pScheme );

	LoadControlSettings( "resource/UI/MedalStatLine.res" );

	if ( m_nMedalIndex != -1 )
	{
		//int nMedalImage = m_nMedalIndex;
		bool bCheckSingleplayerTooltip = false;
// 		if ( nMedalImage >= 44 && nMedalImage <= 51 )	// speedrun
// 		{
// 			nMedalImage = 44;
// 			bCheckSingleplayerTooltip = true;
// 		}

		if ( ASWGameRules() )
		{
			int nAchievementIndex = GetAchievementIndexForMedal( m_nMedalIndex );
			if ( nAchievementIndex != -1 )
			{
				CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
				if ( pAchievementMgr )
				{
					CBaseAchievement *pAch = pAchievementMgr->GetAchievementByID( nAchievementIndex, 0 );
					if ( pAch )
					{
						char buffer[128];
						Q_snprintf( buffer, sizeof(buffer), "achievements/%s", pAch->GetName() );
						m_pIcon->SetImage(buffer);
					}
				}
			}
		}

		//m_pIcon->SetImage( VarArgs( "swarm/medals/medal%d", nMedalImage ) );
		Q_snprintf( m_szMedalName, sizeof( m_szMedalName ), "#asw_medal%d", m_nMedalIndex );
		m_pTitle->SetText( m_szMedalName );

		if ( bCheckSingleplayerTooltip && ASWGameResource() && ASWGameResource()->IsOfflineGame() )
		{
			Q_snprintf( m_szMedalDescription, sizeof( m_szMedalDescription ), "#asw_medaltt%dsp", m_nMedalIndex );
		}
		else
		{
			Q_snprintf( m_szMedalDescription, sizeof( m_szMedalDescription ), "#asw_medaltt%d", m_nMedalIndex );
		}
		m_pDescription->SetText( m_szMedalDescription );
		m_pCounter->SetText( VarArgs( "+%d", GetXPForMedal( m_nMedalIndex ) ) );
		m_nXP = GetXPForMedal( m_nMedalIndex );
	}
	else if ( m_nAchievementIndex != -1 )
	{
		CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
		if ( !pAchievementMgr )
			return;

		CBaseAchievement *pAchievement = pAchievementMgr->GetAchievementByID ( m_nAchievementIndex, 0 );
		if ( pAchievement)
		{
			m_pIcon->SetImage( pAchievement->GetIconPath() );
			Q_snprintf( m_szMedalName, sizeof( m_szMedalName ), "#%s_NAME", pAchievement->GetName() );
			m_pTitle->SetText( m_szMedalName );

			Q_snprintf( m_szMedalDescription, sizeof( m_szMedalDescription ), "#%s_DESC", pAchievement->GetName() );
			m_pDescription->SetText( m_szMedalDescription );
			m_pCounter->SetText( VarArgs( "+%d", GetXPForMedal( -m_nAchievementIndex ) ) );
			m_nXP = GetXPForMedal( -m_nAchievementIndex );
		}
	}
}