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author | Max Horn | 2010-10-25 23:19:39 +0000 |
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committer | Max Horn | 2010-10-25 23:19:39 +0000 |
commit | a7832856252828450a63fdd1d10c337cc8fb671e (patch) | |
tree | 265a3aae7e0d4dad340ce73194273e3a9800b299 /engines/sword25/kernel/persistenceservice.cpp | |
parent | e0d5db0bb822f4772d90cd404fb23e89524f7b3a (diff) | |
download | scummvm-rg350-a7832856252828450a63fdd1d10c337cc8fb671e.tar.gz scummvm-rg350-a7832856252828450a63fdd1d10c337cc8fb671e.tar.bz2 scummvm-rg350-a7832856252828450a63fdd1d10c337cc8fb671e.zip |
SWORD25: Simplify FS 'wrapper' code a bit, add FIXME comments
The save system of this engine currently partially bypasses the
SaveFileManager API, by (abusing) the fact that the Lua engine allows
creating files in arbitrary places (it exposes fopen, fread, fwrite
etc.). This is used to create a 'config.lua' configuration file. This makes it non-portable.
In addition, the filenames used for the savestates ("0.b25s") do not
comply with our naming conventions for engine savestates.
It should be possible to overcome all this, but it might require hacking
the Lua engine; or we could try to replace some of the BS2.5 script
functions with our own, dynamically.
svn-id: r53838
Diffstat (limited to 'engines/sword25/kernel/persistenceservice.cpp')
-rw-r--r-- | engines/sword25/kernel/persistenceservice.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/sword25/kernel/persistenceservice.cpp b/engines/sword25/kernel/persistenceservice.cpp index 0159991e0f..1b41f24a1d 100644 --- a/engines/sword25/kernel/persistenceservice.cpp +++ b/engines/sword25/kernel/persistenceservice.cpp @@ -202,7 +202,7 @@ uint PersistenceService::getSlotCount() { } Common::String PersistenceService::getSavegameDirectory() { - Common::FSNode node(FileSystemUtil::getInstance().getUserdataDirectory()); + Common::FSNode node(FileSystemUtil::getUserdataDirectory()); Common::FSNode childNode = node.getChild(SAVEGAME_DIRECTORY); // Try and return the path using the savegame subfolder. But if doesn't exist, fall back on the data directory @@ -251,6 +251,9 @@ Common::String &PersistenceService::getSavegameFilename(uint slotID) { } bool PersistenceService::saveGame(uint slotID, const Common::String &screenshotFilename) { + // FIXME: This code is a hack which bypasses the savefile API, + // and should eventually be removed. + // Überprüfen, ob die Slot-ID zulässig ist. if (slotID >= SLOT_COUNT) { BS_LOG_ERRORLN("Tried to save to an invalid slot (%d). Only slot ids form 0 to %d are allowed.", slotID, SLOT_COUNT - 1); @@ -260,9 +263,6 @@ bool PersistenceService::saveGame(uint slotID, const Common::String &screenshotF // Dateinamen erzeugen. Common::String filename = generateSavegameFilename(slotID); - // Sicherstellen, dass das Verzeichnis für die Spielstanddateien existiert. - FileSystemUtil::getInstance().createDirectory(getSavegameDirectory()); - // Spielstanddatei öffnen und die Headerdaten schreiben. Common::SaveFileManager *sfm = g_system->getSavefileManager(); Common::OutSaveFile *file = sfm->openForSaving(filename); |