For each engine:
- Make a new folder detection
- Move detection-related files inside the folder
- Add a new module "enginename/detection"
- Add DETECT_OBJS here
- Adjust the normal engine module to remove detect_objs
- Adjust every file for the new changes.
Up until last commit, everything was working fine but the amount of files changed was too large. This commit tries to reduce the changes.
- Add a fake constructor to Keymap, text-to-speech, setDescription (save-state)
- Redirecting functions for PopUpWidget::appendEntry, ButtonWidget::setLabel, GUIErrorMessage
- Use the above functions and constructors to reduce changes in Engines
- Fix warnings being in unicode. Only output english text in - Warnings, Errors, etc.
- Mark some strings as "translation" strings. (Not yet added to POTFILES)
- Remove some CP related things from po/modules.mk
- Previously used some Common::convertToU32 where it was not necessary, replace this with u32constructor
- Where necessary as in, where translated messages are used.
- GUIErrorMessage now takes in U32String
- error messages across some engines use U32Strings. they are changed because they show a message dialog.
Contains the intro text and opening credits.
This is currently in Unicode; may need to make it Shift JIS later,
depending on how multibyte handling goes.
We had an existing driver for that, so that could be hooked up rather quickly.
I haven't targeted the non-digital sfx for now, since I haven't fully analyzed whether they are even used. And it would require the reading of static data from the executable which we'd rather avoid.
The experimental/guessed approach works fair enough, but there is a bit more to it.
I also removed the GF_ITE_PC98, since the platform is not exactly a game feature and can just as well be queried via _vm->getPlatform().
This commit doesn't fix the missing speech during the chess game sequence. Might be a resource issue. I haven't looked into it...
The PC-98 version of ITE has music in a different format I haven't
identified yet, so normal music handling code chokes on it. For now,
simply skipping all music allows the game to run.
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
When Rif puts on the rat disguise, he is swapped out for a
different actor. When he takes off the disguise, after reaching
Sist's office, the old actor is swapped back in again.
At that point, original Rif's actor will have a _lastZone pointer
which not only is for the wrong room, it was deleted when Rif in
disguise left the room.
To fix this, we also swap the actors's _lastZone pointers.