SCUMM: Rename iMUSE save/load function to avoid confusing function hiding

This commit is contained in:
Colin Snover 2018-01-31 12:33:13 -06:00
parent 156c3b471c
commit 08186aeec6
7 changed files with 7 additions and 10 deletions

View file

@ -372,8 +372,8 @@ static void syncWithSerializer(Common::Serializer &s, ImTrigger &it) {
s.syncArray(it.command, 8, Common::Serializer::Uint16LE, VER(54)); s.syncArray(it.command, 8, Common::Serializer::Uint16LE, VER(54));
} }
void IMuseInternal::saveLoadWithSerializer(Common::Serializer &s, ScummEngine *scumm, bool fixAfterLoad) { void IMuseInternal::saveLoadIMuse(Common::Serializer &s, ScummEngine *scumm, bool fixAfterLoad) {
Common::StackLock lock(_mutex, "IMuseInternal::saveLoadWithSerializer()"); Common::StackLock lock(_mutex, "IMuseInternal::saveLoadIMuse()");
int i; int i;

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@ -62,7 +62,7 @@ public:
public: public:
virtual void on_timer(MidiDriver *midi) = 0; virtual void on_timer(MidiDriver *midi) = 0;
virtual void pause(bool paused) = 0; virtual void pause(bool paused) = 0;
virtual void saveLoadWithSerializer(Common::Serializer &ser, ScummEngine *scumm, bool fixAfterLoad = true) = 0; virtual void saveLoadIMuse(Common::Serializer &ser, ScummEngine *scumm, bool fixAfterLoad = true) = 0;
virtual bool get_sound_active(int sound) const = 0; virtual bool get_sound_active(int sound) const = 0;
virtual int32 doCommand(int numargs, int args[]) = 0; virtual int32 doCommand(int numargs, int args[]) = 0;
virtual int clear_queue() = 0; virtual int clear_queue() = 0;

View file

@ -518,7 +518,7 @@ protected:
public: public:
// IMuse interface // IMuse interface
void pause(bool paused); void pause(bool paused);
void saveLoadWithSerializer(Common::Serializer &ser, ScummEngine *scumm, bool fixAfterLoad = true); void saveLoadIMuse(Common::Serializer &ser, ScummEngine *scumm, bool fixAfterLoad = true);
bool get_sound_active(int sound) const; bool get_sound_active(int sound) const;
int32 doCommand(int numargs, int args[]); int32 doCommand(int numargs, int args[]);
uint32 property(int prop, uint32 value); uint32 property(int prop, uint32 value);

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@ -28,8 +28,6 @@
namespace Scumm { namespace Scumm {
class ScummEngine;
/** /**
* Pure virtual base class for the various music/sound engines used in Scumm * Pure virtual base class for the various music/sound engines used in Scumm
* games. In particular, the iMuse code provides a subclass of this. There are * games. In particular, the iMuse code provides a subclass of this. There are
@ -86,7 +84,6 @@ public:
* Save or load the music state. * Save or load the music state.
*/ */
virtual void saveLoadWithSerializer(Common::Serializer &ser) {} virtual void saveLoadWithSerializer(Common::Serializer &ser) {}
virtual void saveLoadWithSerializer(Common::Serializer &ser, ScummEngine *scumm, bool fixAfterLoad = true) {}
}; };
} // End of namespace Scumm } // End of namespace Scumm

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@ -195,7 +195,7 @@ void Player_AD::saveLoadWithSerializer(Common::Serializer &s) {
if (s.getVersion() < VER(95)) { if (s.getVersion() < VER(95)) {
IMuse *dummyImuse = IMuse::create(_vm->_system, NULL, NULL); IMuse *dummyImuse = IMuse::create(_vm->_system, NULL, NULL);
dummyImuse->saveLoadWithSerializer(s, _vm, false); dummyImuse->saveLoadIMuse(s, _vm, false);
delete dummyImuse; delete dummyImuse;
return; return;
} }

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@ -115,7 +115,7 @@ void Player_Mac::saveLoadWithSerializer(Common::Serializer &s) {
if (s.getVersion() < VER(94)) { if (s.getVersion() < VER(94)) {
if (_vm->_game.id == GID_MONKEY && s.isLoading()) { if (_vm->_game.id == GID_MONKEY && s.isLoading()) {
IMuse *dummyImuse = IMuse::create(_vm->_system, NULL, NULL); IMuse *dummyImuse = IMuse::create(_vm->_system, NULL, NULL);
dummyImuse->saveLoadWithSerializer(s, _vm, false); dummyImuse->saveLoadIMuse(s, _vm, false);
delete dummyImuse; delete dummyImuse;
} }
} else { } else {

View file

@ -1460,7 +1460,7 @@ void ScummEngine::saveLoadWithSerializer(Common::Serializer &s) {
// Save/load the iMuse status // Save/load the iMuse status
// //
if (_imuse && (_saveSound || !_saveTemporaryState)) { if (_imuse && (_saveSound || !_saveTemporaryState)) {
_imuse->saveLoadWithSerializer(s, this); _imuse->saveLoadIMuse(s, this);
} }