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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/package/packagemanager_script.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/package/packagemanager_script.cpp')
-rw-r--r-- | engines/sword25/package/packagemanager_script.cpp | 10 |
1 files changed, 4 insertions, 6 deletions
diff --git a/engines/sword25/package/packagemanager_script.cpp b/engines/sword25/package/packagemanager_script.cpp index afab573511..9367ae3071 100644 --- a/engines/sword25/package/packagemanager_script.cpp +++ b/engines/sword25/package/packagemanager_script.cpp @@ -90,17 +90,15 @@ static int getAbsolutePath(lua_State *L) { } static int getFileSize(lua_State *L) { - PackageManager *pPM = getPM(); - - lua_pushnumber(L, pPM->getFileSize(luaL_checkstring(L, 1))); + // This function apparently is not used by the game scripts + lua_pushnumber(L, 0); return 1; } static int getFileType(lua_State *L) { - PackageManager *pPM = getPM(); - - lua_pushnumber(L, pPM->getFileType(luaL_checkstring(L, 1))); + // This function apparently is not used by the game scripts + lua_pushnumber(L, 0); return 1; } |