ENGINES: Cleanup of savegame filenames generation

This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
This commit is contained in:
Paul Gilbert 2020-02-06 21:54:41 -08:00 committed by Paul Gilbert
parent c40adffbdd
commit 9f175c4053
78 changed files with 152 additions and 213 deletions

View file

@ -266,12 +266,13 @@ void ComposerEngine::sync<Sprite>(Common::Serializer &ser, Sprite &data, Common:
}
}
Common::String ComposerEngine::makeSaveGameName(int slot) {
return (_targetName + Common::String::format(".%02d", slot));
Common::String ComposerEngine::getSaveStateName(int slot) const {
return Common::String::format("%s.%02d", _targetName.c_str(), slot);
}
Common::Error ComposerEngine::loadGameState(int slot) {
Common::String filename = makeSaveGameName(slot);
Common::String filename = getSaveStateName(slot);
Common::InSaveFile *in;
if (!(in = _saveFileMan->openForLoading(filename)))
return Common::kPathNotFile;
@ -370,7 +371,7 @@ Common::Error ComposerEngine::loadGameState(int slot) {
}
Common::Error ComposerEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
Common::String filename = makeSaveGameName(slot);
Common::String filename = getSaveStateName(slot);
Common::OutSaveFile *out;
if (!(out = _saveFileMan->openForSaving(filename)))
return Common::kWritingFailed;