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authorDavid Turner2011-12-18 18:29:05 -0800
committerDavid Turner2011-12-18 18:29:05 -0800
commit538d83408091e9077f451f45c1ac1127f302b47d (patch)
treea8b3ffaf9199665b41e8f990549fc267c6421b46 /engines/tinsel/saveload.cpp
parentf0eee81d327957cddb85c5a1ffe7a308a377f636 (diff)
parentf722542ceea557e906699c60b10b3ace1f41c238 (diff)
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Merge pull request #131 from digitall/goto_considered_harmful
Goto Considered Harmful... The following commits should improve the ScummVM code structure by reducing the number of gotos used in various engine code. They should implement identical functionality, but without using goto and without the result being less readable/maintainable than the version with goto.
Diffstat (limited to 'engines/tinsel/saveload.cpp')
-rw-r--r--engines/tinsel/saveload.cpp35
1 files changed, 20 insertions, 15 deletions
diff --git a/engines/tinsel/saveload.cpp b/engines/tinsel/saveload.cpp
index a0801d8247..8664cd5f15 100644
--- a/engines/tinsel/saveload.cpp
+++ b/engines/tinsel/saveload.cpp
@@ -486,6 +486,16 @@ static bool DoRestore() {
return !failed;
}
+static void SaveFailure(Common::OutSaveFile *f) {
+ if (f) {
+ delete f;
+ _vm->getSaveFileMan()->removeSavefile(SaveSceneName);
+ SaveSceneName = NULL; // Invalidate save name
+ }
+ GUI::MessageDialog dialog(_("Failed to save game state to file."));
+ dialog.runModal();
+}
+
/**
* DoSave
*/
@@ -524,8 +534,10 @@ static void DoSave() {
f = _vm->getSaveFileMan()->openForSaving(SaveSceneName);
Common::Serializer s(0, f);
- if (f == NULL)
- goto save_failure;
+ if (f == NULL) {
+ SaveFailure(f);
+ return;
+ }
// Write out a savegame header
SaveGameHeader hdr;
@@ -536,29 +548,22 @@ static void DoSave() {
hdr.desc[SG_DESC_LEN - 1] = 0;
g_system->getTimeAndDate(hdr.dateTime);
if (!syncSaveGameHeader(s, hdr) || f->err()) {
- goto save_failure;
+ SaveFailure(f);
+ return;
}
DoSync(s);
// Write out the special Id for Discworld savegames
f->writeUint32LE(0xFEEDFACE);
- if (f->err())
- goto save_failure;
+ if (f->err()) {
+ SaveFailure(f);
+ return;
+ }
f->finalize();
delete f;
SaveSceneName = NULL; // Invalidate save name
- return;
-
-save_failure:
- if (f) {
- delete f;
- _vm->getSaveFileMan()->removeSavefile(SaveSceneName);
- SaveSceneName = NULL; // Invalidate save name
- }
- GUI::MessageDialog dialog(_("Failed to save game state to file."));
- dialog.runModal();
}
/**