+#pragma pack(push,1)
+struct dcareer_state
+{
+ u32 version;
+ i32 in_map;
+
+ u32 reserved[14];
+
+ struct dlevel_state
+ {
+ i32 score;
+ i32 unlocked;
+ i32 reserved[2];
+ }
+ levels[ NUM_CAMPAIGN_LEVELS ];
+};
+#pragma pack(pop)
+
+static void career_serialize(void)
+{
+ struct dcareer_state encoded;
+ encoded.version = 2;
+ encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1;
+
+ memset( encoded.reserved, 0, sizeof( encoded.reserved ) );
+
+ for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ {
+ struct serializable_set *set = &career_serializable[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ {
+ struct cmp_level *lvl = &set->pack[j];
+ struct dlevel_state *dest = &encoded.levels[lvl->serial_id];
+
+ dest->score = lvl->completed_score;
+ dest->unlocked = lvl->unlocked;
+ dest->reserved[0] = 0;
+ dest->reserved[1] = 0;
+ }
+ }
+
+ vg_asset_write( "sav/game.sv2", &encoded, sizeof( struct dcareer_state ) );
+}
+
+static void career_unlock_level( struct cmp_level *lvl );
+static void career_unlock_level( struct cmp_level *lvl )
+{
+ lvl->unlocked = 1;
+
+ if( lvl->linked )
+ career_unlock_level( lvl->linked );
+}
+
+static void career_pass_level( struct cmp_level *lvl, int score, int upload )
+{
+ if( score > 0 )
+ {
+ if( score < lvl->completed_score || lvl->completed_score == 0 )
+ {
+ if( !lvl->is_tutorial && upload )
+ leaderboard_set_score( lvl, score );
+
+ lvl->completed_score = score;
+ }
+
+ if( lvl->unlock ) career_unlock_level( lvl->unlock );
+ }
+}
+
+static void career_reset_level( struct cmp_level *lvl )
+{
+ lvl->unlocked = 0;
+ lvl->completed_score = 0;
+}
+
+static void career_load(void)
+{
+ i64 sz;
+ struct dcareer_state encoded;
+
+ // Blank save state
+ memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) );
+ encoded.in_map = -1;
+ encoded.levels[0].unlocked = 1;
+
+ // Load and copy data into encoded
+ void *cr = vg_asset_read_s( "sav/game.sv2", &sz );
+
+ if( cr )
+ {
+ if( sz > sizeof( struct dcareer_state ) )
+ vg_warn( "This save file is too big! Some levels will be lost\n" );
+
+ if( sz <= offsetof( struct dcareer_state, levels ) )
+ {
+ vg_warn( "This save file is too small to have a header. Creating a blank one\n" );
+ free( cr );
+ return;
+ }
+
+ memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz ) );
+ free( cr );
+ }
+ else
+ vg_info( "No save file... Using blank one\n" );
+
+ // Reset memory
+ for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ {
+ struct serializable_set *set = &career_serializable[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ career_reset_level( &set->pack[j] );
+ }
+
+ // Header information
+ // =================================
+
+ // Decode everything from dstate
+ for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ {
+ struct serializable_set *set = &career_serializable[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ {
+ struct cmp_level *lvl = &set->pack[j];
+ struct dlevel_state *src = &encoded.levels[lvl->serial_id];
+
+ if( src->unlocked ) career_unlock_level( lvl );
+ if( src->score ) lvl->completed_score = src->score;
+
+ // ...
+ if( lvl->serial_id == encoded.in_map )
+ {
+ if( console_changelevel( 1, &lvl->map_name ) )
+ world.pCmpLevel = lvl;
+ }
+ }
+ }
+}
+