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author | Max Horn | 2009-11-09 22:20:59 +0000 |
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committer | Max Horn | 2009-11-09 22:20:59 +0000 |
commit | 53d0bcd594e180b6dc9a464f4aab69d03f9ebf21 (patch) | |
tree | 5a45a833e67df0eb1b7d7cf9b006702fbf861c42 /engines | |
parent | 1497c4120e907ab116e4d70e095804d8ba7c5841 (diff) | |
download | scummvm-rg350-53d0bcd594e180b6dc9a464f4aab69d03f9ebf21.tar.gz scummvm-rg350-53d0bcd594e180b6dc9a464f4aab69d03f9ebf21.tar.bz2 scummvm-rg350-53d0bcd594e180b6dc9a464f4aab69d03f9ebf21.zip |
SCI: Remove remarks about in-place loading, at least for now.
Not loading in-place has the advantage that it allows to cleanly
cancel loading a savesate, e.g. if we detect a defect during
loading. This is much harder (if not impossible) to achieve if
loading in-place. So I'd prefer if we took advantage of this.
Right now, though, we don't.
svn-id: r45786
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/engine/savegame.cpp | 7 |
1 files changed, 2 insertions, 5 deletions
diff --git a/engines/sci/engine/savegame.cpp b/engines/sci/engine/savegame.cpp index 42ef3f8e43..4b34fd07e7 100644 --- a/engines/sci/engine/savegame.cpp +++ b/engines/sci/engine/savegame.cpp @@ -251,7 +251,6 @@ void SegManager::saveLoadWithSerializer(Common::Serializer &s) { s.syncAsSint32LE(Clones_seg_id); s.syncAsSint32LE(Lists_seg_id); s.syncAsSint32LE(Nodes_seg_id); -// FIXME: Hunks_seg_id ? } static void sync_SegManagerPtr(Common::Serializer &s, ResourceManager *&resMan, SegManager *&obj) { @@ -295,7 +294,6 @@ void EngineState::saveLoadWithSerializer(Common::Serializer &s) { s.syncString(tmp); // OBSOLETE: Used to be game_version s.skip(4, VER(9), VER(9)); // OBSOLETE: Used to be version - // FIXME: Do in-place loading at some point, instead of creating a new EngineState instance from scratch. if (s.isLoading()) { //free(menubar); _menubar = new Menubar(); @@ -552,8 +550,7 @@ static byte *find_unique_script_block(EngineState *s, byte *buf, int type) { return NULL; } -// FIXME: This should probably be turned into an EngineState method -// FIXME: Or maybe into a DataStack method... +// TODO: This should probably be turned into an EngineState or DataStack method. static void reconstruct_stack(EngineState *retval) { SegmentId stack_seg = retval->_segMan->findSegmentByType(SEG_TYPE_STACK); DataStack *stack = (DataStack *)(retval->_segMan->_heap[stack_seg]); @@ -733,7 +730,7 @@ EngineState *gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) { thumbnail = 0; } - // FIXME: Do in-place loading at some point, instead of creating a new EngineState instance from scratch. + // Create a new EngineState object retval = new EngineState(s->resMan, s->_kernel, s->_voc, s->_segMan, s->_gui, s->_audio); // Copy some old data |