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authormd52011-05-05 12:53:32 +0300
committermd52011-05-05 12:54:32 +0300
commit68118bdf7a02b95d83d673db4897ab2dd758b0d1 (patch)
treeaf7adfd7e7c329b92c155bfcef13245be5bb6b77 /engines/sword25
parent9abc42019acc58a6028b3ed902317eedd0eee826 (diff)
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SWORD25: Added some FIXMEs in the save game and thumbnail code
Also, translated some comments
Diffstat (limited to 'engines/sword25')
-rw-r--r--engines/sword25/kernel/persistenceservice.cpp29
1 files changed, 19 insertions, 10 deletions
diff --git a/engines/sword25/kernel/persistenceservice.cpp b/engines/sword25/kernel/persistenceservice.cpp
index 506eef3c57..1312e1f1f6 100644
--- a/engines/sword25/kernel/persistenceservice.cpp
+++ b/engines/sword25/kernel/persistenceservice.cpp
@@ -133,18 +133,26 @@ struct PersistenceService::Impl {
}
void reloadSlots() {
- // Über alle Spielstanddateien iterieren und deren Infos einlesen.
+ // Iterate through all the saved games, and read their thumbnails.
for (uint i = 0; i < SLOT_COUNT; ++i) {
readSlotSavegameInformation(i);
+ // TODO: This function is supposed to load savegame screenshots
+ // into an appropriate array (or the header struct of each saved
+ // game). Currently, it's a stub. For each slot, we should skip
+ // the header plus gameDataLength bytes and read the screenshot
+ // data. Then, these screenshots should be used for the save list
+ // screen. The thumbnail code seems to be missing completely,
+ // though (unless I'm mistaken), so these thumbnails aren't used
+ // anywhere currently.
}
}
void readSlotSavegameInformation(uint slotID) {
- // Aktuelle Slotinformationen in den Ausgangszustand versetzen, er wird im Folgenden neu gefüllt.
+ // Get the information corresponding to the requested save slot.
SavegameInformation &curSavegameInfo = _savegameInformations[slotID];
curSavegameInfo.clear();
- // Den Dateinamen für den Spielstand des Slots generieren.
+ // Generate the save slot file name.
Common::String filename = generateSavegameFilename(slotID);
// Try to open the savegame for loading
@@ -163,16 +171,17 @@ struct PersistenceService::Impl {
// If the header can be read in and is detected to be valid, we will have a valid file
if (storedMarker == FILE_MARKER) {
- // Der Slot wird als belegt markiert.
+ // The slot is marked as occupied.
curSavegameInfo.isOccupied = true;
- // Speichern, ob der Spielstand kompatibel mit der aktuellen Engine-Version ist.
+ // Check if the saved game is compatible with the current engine version.
curSavegameInfo.isCompatible = (storedVersionID == Common::String(VERSIONID));
- // Dateinamen des Spielstandes speichern.
- curSavegameInfo.filename = generateSavegameFilename(slotID);
- // Die Beschreibung des Spielstandes besteht aus einer textuellen Darstellung des Änderungsdatums der Spielstanddatei.
+ // Store the save game name - FIXME: Why is this needed?
+ curSavegameInfo.filename = filename;
+ // Load the save game description.
curSavegameInfo.description = gameDescription;
- // Den Offset zu den gespeicherten Spieldaten innerhalb der Datei speichern.
- // Dieses entspricht der aktuellen Position, da nach der letzten Headerinformation noch ein Leerzeichen als trenner folgt.
+ // The offset to the stored save game data within the file.
+ // This reflects the current position, as the header information
+ // is still followed by a space as separator.
curSavegameInfo.gamedataOffset = static_cast<uint>(file->pos());
}