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authorMartin Kiewitz2016-02-21 20:32:42 +0100
committerMartin Kiewitz2016-02-21 20:33:17 +0100
commit1ac8533b1f60d5695fb7095d7da9157689bdef6e (patch)
tree2db4398ef43d15cf476c90000a0948d41a767931 /engines/sci/engine/savegame.cpp
parentb6b2bcf6071637d8210d124a7d8090969ba045d1 (diff)
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SCI32: Fix save patching for ScummVM dialog
- Patch game super object for saving instead of game object - Remove re-adding planes+screen items, game::replay does that We would only have to do that for soft-failing on restore - Change debug levels of kNumLoops/kNumCels to 9 - Add special comment about -info- selector in syncWithScripts() This should now make ScummVM menu saving work properly at least in SQ6.
Diffstat (limited to 'engines/sci/engine/savegame.cpp')
-rw-r--r--engines/sci/engine/savegame.cpp11
1 files changed, 6 insertions, 5 deletions
diff --git a/engines/sci/engine/savegame.cpp b/engines/sci/engine/savegame.cpp
index 1b56e667bf..851e4fc07e 100644
--- a/engines/sci/engine/savegame.cpp
+++ b/engines/sci/engine/savegame.cpp
@@ -1096,11 +1096,12 @@ void gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
if (g_sci->_gfxPorts)
g_sci->_gfxPorts->saveLoadWithSerializer(ser);
-#ifdef ENABLE_SCI32
- // Add current planes/screen elements of freshly loaded VM, only when our ScummVM dialogs are patched in
- if (getSciVersion() >= SCI_VERSION_2)
- g_sci->_gfxFrameout->syncWithScripts(true);
-#endif
+ // SCI32:
+ // Current planes/screen elements of freshly loaded VM are re-added by scripts in [gameID]::replay
+ // We don't have to do that in here.
+ // But we may have to do it ourselves in case we ever implement some soft-error handling in case
+ // a saved game can't be restored. That way we can restore the game screen.
+ // see _gfxFrameout->syncWithScripts()
Vocabulary *voc = g_sci->getVocabulary();
if (ser.getVersion() >= 30 && voc)