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
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78 changed files with 152 additions and 213 deletions
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@ -266,12 +266,13 @@ void ComposerEngine::sync<Sprite>(Common::Serializer &ser, Sprite &data, Common:
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}
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}
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Common::String ComposerEngine::makeSaveGameName(int slot) {
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return (_targetName + Common::String::format(".%02d", slot));
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Common::String ComposerEngine::getSaveStateName(int slot) const {
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return Common::String::format("%s.%02d", _targetName.c_str(), slot);
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}
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Common::Error ComposerEngine::loadGameState(int slot) {
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Common::String filename = makeSaveGameName(slot);
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Common::String filename = getSaveStateName(slot);
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Common::InSaveFile *in;
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if (!(in = _saveFileMan->openForLoading(filename)))
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return Common::kPathNotFile;
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@ -370,7 +371,7 @@ Common::Error ComposerEngine::loadGameState(int slot) {
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}
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Common::Error ComposerEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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Common::String filename = makeSaveGameName(slot);
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Common::String filename = getSaveStateName(slot);
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Common::OutSaveFile *out;
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if (!(out = _saveFileMan->openForSaving(filename)))
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return Common::kWritingFailed;
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