[Scummvm-cvs-logs] scummvm master -> 11e40f74676cce3e1bf2049e3be6b6e70b8c9cee
dreammaster
dreammaster at scummvm.org
Sat May 18 03:32:23 CEST 2013
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
11e40f7467 HOPKINS: Fix to prevent GMM saving in the underwater sub scenes
Commit: 11e40f74676cce3e1bf2049e3be6b6e70b8c9cee
https://github.com/scummvm/scummvm/commit/11e40f74676cce3e1bf2049e3be6b6e70b8c9cee
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2013-05-17T18:31:12-07:00
Commit Message:
HOPKINS: Fix to prevent GMM saving in the underwater sub scenes
Changed paths:
engines/hopkins/hopkins.cpp
engines/hopkins/hopkins.h
diff --git a/engines/hopkins/hopkins.cpp b/engines/hopkins/hopkins.cpp
index 0d40f69..2997320 100644
--- a/engines/hopkins/hopkins.cpp
+++ b/engines/hopkins/hopkins.cpp
@@ -88,14 +88,15 @@ Common::String HopkinsEngine::generateSaveName(int slot) {
* Returns true if it is currently okay to restore a game
*/
bool HopkinsEngine::canLoadGameStateCurrently() {
- return !_globals->_exitId && !_globals->_cityMapEnabledFl && _events->_mouseFl;
+ return !_globals->_exitId && !_globals->_cityMapEnabledFl && _events->_mouseFl && _globals->_curRoomNum != 0;
}
/**
* Returns true if it is currently okay to save the game
*/
bool HopkinsEngine::canSaveGameStateCurrently() {
- return !_globals->_exitId && !_globals->_cityMapEnabledFl && _events->_mouseFl;
+ return !_globals->_exitId && !_globals->_cityMapEnabledFl && _events->_mouseFl
+ && _globals->_curRoomNum != 0 && !isUnderwaterSubScene();
}
/**
@@ -2882,4 +2883,8 @@ bool HopkinsEngine::displayAdultDisclaimer() {
}
}
+bool HopkinsEngine::isUnderwaterSubScene() {
+ return (_globals->_curRoomNum >= 77) && (_globals->_curRoomNum <= 89);
+}
+
} // End of namespace Hopkins
diff --git a/engines/hopkins/hopkins.h b/engines/hopkins/hopkins.h
index 86f15cc..777fd1c 100644
--- a/engines/hopkins/hopkins.h
+++ b/engines/hopkins/hopkins.h
@@ -97,6 +97,7 @@ private:
void playUnderwaterBaseCutscene();
void playPlaneCutscene();
void playEnding();
+ bool isUnderwaterSubScene();
/**
* Displays the map screen in the underground base.
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