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authorMax Horn2006-03-14 13:28:28 +0000
committerMax Horn2006-03-14 13:28:28 +0000
commitab1694aef99c850b85f833413bd2c70cf732b664 (patch)
tree2008220cafc48063e5ec51b1c1f09ba4142dc0a8 /engines/saga/saveload.cpp
parentd68b64184ef0610c98feef066911634078a319d8 (diff)
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Compute the full game title when detecting games & creating engine instances, and also use that for savegames (all for debugging)
svn-id: r21285
Diffstat (limited to 'engines/saga/saveload.cpp')
-rw-r--r--engines/saga/saveload.cpp9
1 files changed, 1 insertions, 8 deletions
diff --git a/engines/saga/saveload.cpp b/engines/saga/saveload.cpp
index 2678de94bf..e89244698c 100644
--- a/engines/saga/saveload.cpp
+++ b/engines/saga/saveload.cpp
@@ -185,14 +185,7 @@ void SagaEngine::save(const char *fileName, const char *saveName) {
// Original game title
memset(title, 0, TITLESIZE);
- // TODO: This used to include the full title. I (Fingolfin) don't understand
- // the purpose of saving this information here, which is why I am not
- // changing it at the moment (it seems to *only* be used in a debug() call
- // when loading). If desired, the full description string could be saved here
- // again (as it used to be), ideally by computing it once and storing it in
- // a member variable.
- // If desired, I can implement it, it just didn't seem worth the effort.
- strncpy(title, getGameDescription()->extra, TITLESIZE);
+ strncpy(title, _gameTitle.c_str(), TITLESIZE);
out->write(title, TITLESIZE);
// Surrounding scene