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authorDavid Fioramonti2018-07-14 04:52:58 -0700
committerEugene Sandulenko2018-08-03 14:53:43 +0200
commitde1a35a9d9ae1ba7b9ce23e1a6beb782480a8aad (patch)
treee98099ec20f1cdd2856872953d5011ef4bd4a8dd /engines/groovie/script.h
parent78e165ed22f97c8d1a20bf2bc7622fa32a3003de (diff)
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GROOVIE: Allow saving via GMM and increase save slots to 25
If the user enters in an invalid description for the save then it will be simplified by the saved name cache process in Script::savegame. I checked this with t7g, but not with the 11th guest or any other Groovie game. The original in-game loading/saving can still only access the first 10 save slots (0-9). Its possible to saving via the GMM when the game is interactive. Loading a game saved via the gui using the original in-game load menu works fine. Saving via the GMM with timestamp works, but only only saves the characters up to the first non-alpha non-letter characer.
Diffstat (limited to 'engines/groovie/script.h')
-rw-r--r--engines/groovie/script.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/engines/groovie/script.h b/engines/groovie/script.h
index a9f6143509..a70a59d66f 100644
--- a/engines/groovie/script.h
+++ b/engines/groovie/script.h
@@ -23,6 +23,8 @@
#ifndef GROOVIE_SCRIPT_H
#define GROOVIE_SCRIPT_H
+#include "groovie/groovie.h"
+
#include "common/random.h"
#include "common/rect.h"
@@ -43,7 +45,6 @@ enum EngineVersion {
class CellGame;
class Debugger;
-class GroovieEngine;
class Script {
friend class Debugger;
@@ -59,6 +60,7 @@ public:
bool loadScript(Common::String scriptfile);
void directGameLoad(int slot);
+ void directGameSave(int slot, const Common::String &desc);
void step();
void setMouseClick(uint8 button);
@@ -81,7 +83,7 @@ private:
Common::String _savedScriptFile;
// Save names
- Common::String _saveNames[10];
+ Common::String _saveNames[MAX_SAVES];
// Code
byte *_code;