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-rw-r--r--engines/sci/engine/kgraphics.cpp22
1 files changed, 19 insertions, 3 deletions
diff --git a/engines/sci/engine/kgraphics.cpp b/engines/sci/engine/kgraphics.cpp
index 5eceb9d12b..e4dbab22f5 100644
--- a/engines/sci/engine/kgraphics.cpp
+++ b/engines/sci/engine/kgraphics.cpp
@@ -1339,9 +1339,25 @@ static void _k_disable_delete_for_now(EngineState *s, reg_t obj) {
int type = GET_SEL32V(obj, type);
int state = GET_SEL32V(obj, state);
- // FIXME: This seems to be some kind of of game specific workaround.
- // Therefore, a proper WORKAROUND comment should be added here which
- // explains what this does.
+ /*
+ * WORKAROUND: The function is a "prevent the user from doing something
+ * nasty" type of thing, and goes back to the ugly way in which savegame
+ * deletion is implemented in SCI (and even worse in SQ4/Floppy, for
+ * which the workaround is intended). The result is basically that you
+ * can't implement savegame deletion for SQ4/Floppy unless you duplicate
+ * the exact naming scheme of savefiles (i.e. savefiles must be named
+ * SQ4SG.<number>) and the exact file format of the savegame index
+ * (SQ4SG.DIR). From the earlier discussions on file I/O handling -
+ * before as well as after the merge - I gather that this is not an
+ * option.
+ *
+ * SQ4/Floppy is special, being the first game to implement savegame
+ * deletion at all. For later games, we manage to implement deletion by
+ * using gross hacks in kDeviceInfo() (essentially repurposing a few
+ * subfunctions). I decided at the time that SQ4/Floppy was not worth the
+ * effort (see above), and to simply disable the delete functionality for
+ * that game - bringing the save/load dialog on a par with SCI0.
+ */
if (type == K_CONTROL_BUTTON && text && (s->_gameName == "sq4") &&
s->version < SCI_VERSION(1, 001, 000) && !strcmp(text, " Delete ")) {
PUT_SEL32V(obj, state, (state | kControlStateDisabled) & ~kControlStateEnabled);