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authorMax Horn2009-11-09 22:20:59 +0000
committerMax Horn2009-11-09 22:20:59 +0000
commit53d0bcd594e180b6dc9a464f4aab69d03f9ebf21 (patch)
tree5a45a833e67df0eb1b7d7cf9b006702fbf861c42 /engines
parent1497c4120e907ab116e4d70e095804d8ba7c5841 (diff)
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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.cpp7
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