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author | Torbjörn Andersson | 2003-11-13 07:59:52 +0000 |
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committer | Torbjörn Andersson | 2003-11-13 07:59:52 +0000 |
commit | 66d9b4315a7dc84e9fe14cc6a464f4563b014661 (patch) | |
tree | 715b42fb624ddb7181bbdb30e49b06214db60477 /sword2/sword2.cpp | |
parent | 80d60f29415fe781d3b13141c0315ce35d977200 (diff) | |
download | scummvm-rg350-66d9b4315a7dc84e9fe14cc6a464f4563b014661.tar.gz scummvm-rg350-66d9b4315a7dc84e9fe14cc6a464f4563b014661.tar.bz2 scummvm-rg350-66d9b4315a7dc84e9fe14cc6a464f4563b014661.zip |
Re-enabled the CD swapping code, after rewriting it a bit.
If a cluster file isn't found the resource manager will first check if it's
one of the files that it expects to find on the hard disk. If so, it's
considered a fatal error.
Otherwise it will present the user with an "Insert CD1" or "Insert CD2"
message, just like the original did. Unlike the original, the user will
have to press a button or click the mouse to indicate when he's done. I
don't know if we even can detect the CD automatically in any portable way.
As far as I can see, we'll need at least two separate path settings for
this to actually work: one for the HD install directory, and one or two for
the CDs. The file that are supposed to be found on the HD are only on one
of the CDs, so the amount of CD swapping would probably be unbearable
otherwise.
As a consequence, I haven't actually tried running the game from CD yet.
By the way, the old caching code has been removed completely now. All it
did was to copy the cluster file to HD for faster access. ScummVM never did
that, but so far no one has complained.
svn-id: r11273
Diffstat (limited to 'sword2/sword2.cpp')
-rw-r--r-- | sword2/sword2.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index 138283c547..16ac6bec58 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -209,7 +209,7 @@ void Sword2Engine::errorString(const char *buf1, char *buf2) { // Unless an error -originated- within the debugger, spawn the debugger. Otherwise // exit out normally. - if (!_debugger->isAttached()) { + if (_debugger && !_debugger->isAttached()) { printf("%s\n", buf2); // (Print it again in case debugger segfaults) _debugger->attach(buf2); _debugger->onFrame(); |