Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
This allows to keep the engines to specfiy the files for translation close to
the engine sources itself.
Thanks to criezy for his suggestion on this approach.
This variable is likely to be used in the future if the associated
TODO is implemented, so this warning is inhibited by adding a debug()
output statement.
The end credits reference a version of Dino called "Dinor", which makes the
engine look for a non-existing file. We set the name to "dino", as it should be
in this case, so that the engine loads the correct file. Part of the fixes for
bug #5866
The mouse cursor is incorrectly hidden outside the final cave in NS because of
a script bug. A workaround is added to fix that screen and the final screen in
order to make it playable. Part of fixes for bug #5866
This reduces the code duplication in all client code, which formerly duplicated
the querying of the plugin, game id etc. and now simply calls the newly added
method runModalWithCurrentTarget() on a SaveLoadChooser object.
We already pass the title and process button name to the constructor of
SaveLoadChooser and then do not offer any way of changing it, thus changing
the edit mode of the chooser is kind of pointless and was never actually used.
Instead we pass the mode on SaveLoadChooser construction now.