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authorAdrian Frühwirth2018-01-30 00:03:19 +0100
committerEugene Sandulenko2018-01-31 19:23:56 +0100
commit90ce265ab89bf6f0898813c578e0ec5abce37512 (patch)
tree27ba6935d299da7f67b505392e243df278f805fa /engines/tucker/saveload.cpp
parentce790bff1c14d9329ef60b456da25ec67dbf185e (diff)
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TUCKER: Print infobar string if no savegame exists
Before, the ingame load dialog pretended to allow loading savegames from all possible slots even if no savegames existed. This introduces the original interpreter's behavior which instead loads a resource string from infobar.txt informing the user that no savegames are available.
Diffstat (limited to 'engines/tucker/saveload.cpp')
-rw-r--r--engines/tucker/saveload.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/engines/tucker/saveload.cpp b/engines/tucker/saveload.cpp
index 92da2d4d9b..8ed969c88e 100644
--- a/engines/tucker/saveload.cpp
+++ b/engines/tucker/saveload.cpp
@@ -126,4 +126,9 @@ bool TuckerEngine::canSaveGameStateCurrently() {
return !_player && _cursorType < 2;
}
+bool TuckerEngine::existsSavegame() {
+ Common::String pattern = generateGameStateFileName(_targetName.c_str(), 0, true);
+ return !_saveFileMan->listSavefiles(pattern).empty();
+}
+
} // namespace Tucker