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author | Sven Hesse | 2009-05-31 02:15:43 +0000 |
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committer | Sven Hesse | 2009-05-31 02:15:43 +0000 |
commit | 896df6daf337bf83f27193918eb386321c4b0166 (patch) | |
tree | c124f8f102052cdd6207e2507d097aff4bc7f44e /engines/gob/gob.cpp | |
parent | c938667d4b60005a926007376305f3da8621f7c7 (diff) | |
download | scummvm-rg350-896df6daf337bf83f27193918eb386321c4b0166.tar.gz scummvm-rg350-896df6daf337bf83f27193918eb386321c4b0166.tar.bz2 scummvm-rg350-896df6daf337bf83f27193918eb386321c4b0166.zip |
- A new save system for the GobEngine, one that is not fundamentally broken and is versioned. Unfortunately, this invalidates most save games created on big-endian machines, since endian-issues was a main problem with the old system
- Removed the now superfluous variables sizes
svn-id: r41056
Diffstat (limited to 'engines/gob/gob.cpp')
-rw-r--r-- | engines/gob/gob.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/gob/gob.cpp b/engines/gob/gob.cpp index fbdc339c12..ec8b0989a3 100644 --- a/engines/gob/gob.cpp +++ b/engines/gob/gob.cpp @@ -47,7 +47,7 @@ #include "gob/parse.h" #include "gob/scenery.h" #include "gob/videoplayer.h" -#include "gob/saveload.h" +#include "gob/save/saveload.h" namespace Gob { @@ -368,7 +368,7 @@ bool GobEngine::initGameParts() { _map = new Map_v2(this); _goblin = new Goblin_v3(this); _scenery = new Scenery_v2(this); - _saveLoad = new SaveLoad_v3(this, _targetName.c_str()); + _saveLoad = new SaveLoad_v3(this, _targetName.c_str(), SaveLoad_v3::kScreenshotTypeGob3); break; case kGameTypeLostInTime: @@ -382,7 +382,7 @@ bool GobEngine::initGameParts() { _map = new Map_v2(this); _goblin = new Goblin_v3(this); _scenery = new Scenery_v2(this); - _saveLoad = new SaveLoad_v3(this, _targetName.c_str(), 4768, 0, 50); + _saveLoad = new SaveLoad_v3(this, _targetName.c_str(), SaveLoad_v3::kScreenshotTypeLost); break; case kGameTypeWoodruff: @@ -413,7 +413,7 @@ bool GobEngine::initGameParts() { _map = new Map_v4(this); _goblin = new Goblin_v4(this); _scenery = new Scenery_v2(this); - _saveLoad = new SaveLoad_v4(this, _targetName.c_str()); + _saveLoad = new SaveLoad(this, _targetName.c_str()); break; case kGameTypeAdibou4: |