[Scummvm-cvs-logs] SF.net SVN: scummvm: [24892] scummvm/trunk/engines/scumm/script_v5.cpp
fingolfin at users.sourceforge.net
fingolfin at users.sourceforge.net
Tue Dec 19 22:52:36 CET 2006
Revision: 24892
http://scummvm.svn.sourceforge.net/scummvm/?rev=24892&view=rev
Author: fingolfin
Date: 2006-12-19 13:52:29 -0800 (Tue, 19 Dec 2006)
Log Message:
-----------
Added a comment to ScummEngine_v5::saveVars (we need to implement it for IQ support in Indy3), and fixed a memory leak in o5_saveLoadGame
Modified Paths:
--------------
scummvm/trunk/engines/scumm/script_v5.cpp
Modified: scummvm/trunk/engines/scumm/script_v5.cpp
===================================================================
--- scummvm/trunk/engines/scumm/script_v5.cpp 2006-12-19 16:54:57 UTC (rev 24891)
+++ scummvm/trunk/engines/scumm/script_v5.cpp 2006-12-19 21:52:29 UTC (rev 24892)
@@ -868,6 +868,15 @@
void ScummEngine_v5::saveVars() {
int a, b;
+ // FIXME: This opcode is currently a stub. It is needed for at least two things:
+ // * storing save game names in Indy 3 (and maybe others)
+ // * storing the global IQ (Indy Quotient) in Indy 3
+ // The former is not so important as we have our own save system, but the
+ // latter one of course is a desirable feature.
+ // So implementing this would be nice indeed. Not sure what the filename
+ // should be -- either base it on the target name, or base it on the gameid.
+ // Both approaches have their merits, though.
+
while ((_opcode = fetchScriptByte()) != 0) {
switch (_opcode & 0x1F) {
case 0x01: // write a range of variables
@@ -899,6 +908,8 @@
void ScummEngine_v5::loadVars() {
int a, b;
+ // FIXME: See ScummEngine_v5::saveVars
+
// Common::hexdump(_scriptPointer, 64);
while ((_opcode = fetchScriptByte()) != 0) {
switch (_opcode & 0x1F) {
@@ -1153,14 +1164,16 @@
result = 2; // failed to save
break;
case 0xC0: // test if save exists
+ Common::InSaveFile *file;
bool avail_saves[100];
char filename[256];
listSavegames(avail_saves, ARRAYSIZE(avail_saves));
makeSavegameName(filename, slot, false);
- if (avail_saves[slot] && (_saveFileMan->openForLoading(filename)))
+ if (avail_saves[slot] && (file = _saveFileMan->openForLoading(filename))) {
result = 6; // save file exists
- else
+ delete file;
+ } else
result = 7; // save file does not exist
break;
default:
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