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author | md5 | 2011-04-27 23:52:20 +0300 |
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committer | md5 | 2011-04-27 23:52:20 +0300 |
commit | c76502fe1174d5e75e4ba5b2575000c0cb6305d8 (patch) | |
tree | 314f8afcb5421c8c3fe62b8acdc393e716cc8569 | |
parent | 595570a117de6024f8fd89462d3e52c8d18826ef (diff) | |
download | scummvm-rg350-c76502fe1174d5e75e4ba5b2575000c0cb6305d8.tar.gz scummvm-rg350-c76502fe1174d5e75e4ba5b2575000c0cb6305d8.tar.bz2 scummvm-rg350-c76502fe1174d5e75e4ba5b2575000c0cb6305d8.zip |
TSAGE: Added temporary fix for some saved games (e.g. scenes 4050 and 5000)
-rw-r--r-- | engines/tsage/globals.cpp | 6 | ||||
-rw-r--r-- | engines/tsage/saveload.cpp | 7 |
2 files changed, 13 insertions, 0 deletions
diff --git a/engines/tsage/globals.cpp b/engines/tsage/globals.cpp index 00444f3672..81a507102c 100644 --- a/engines/tsage/globals.cpp +++ b/engines/tsage/globals.cpp @@ -43,6 +43,12 @@ static SavedObject *classFactoryProc(const Common::String &className) { if (className == "ObjectMover2") return new ObjectMover2(); if (className == "ObjectMover3") return new ObjectMover3(); if (className == "PlayerMover") return new PlayerMover(); + // The following is needed, as saved games can contain SceneObjectWrapper + // objects (e.g. scene 4050 and 5000). + // FIXME: Since SceneObjectWrapper objects are contained within other + // objects, I'm not quite sure if this is the best solution (however, saved + // games do work with this). If this is correct, please remove this FIXME. + if (className == "SceneObjectWrapper") return new SceneObjectWrapper(); return NULL; } diff --git a/engines/tsage/saveload.cpp b/engines/tsage/saveload.cpp index 8b07767f22..b1c66f944c 100644 --- a/engines/tsage/saveload.cpp +++ b/engines/tsage/saveload.cpp @@ -177,6 +177,13 @@ Common::Error Saver::restore(int slot) { // Loop through each registered object to load in the data for (SynchronisedList<SavedObject *>::iterator i = _objList.begin(); i != _objList.end(); ++i) { + // Saved games can contain PlayerMover objects, but these aren't synchronized. + // Fixes loading in scene 5000. + // TODO/FIXME: Add a more proper handling for these objects + if ((*i)->getClassName() == "PlayerMover") { + warning("HACK: PlayerMover object found, skipping synchronization"); + continue; + } serialiser.validate((*i)->getClassName()); (*i)->synchronise(serialiser); } |