There were several issues.
The first one was introduced recently and caused the preferred target
to be used as a game ID, which resulted in an error when this is not
a valid game ID. Thus this fixes bug #9754.
The other issues were here since the auto-detect command was added and
caused other command line options, suh as the path, to be lost. This
usually resulted in a failure to start the game as the data files could
not be found (unless the ID happened to be the same name as a target
previously added). This also caused a reappearance of the old bug
Script buffer data is modified after a script is loaded by
savegame operations, and, in SCI16, by string operations. Casting
away const to allow these mutations to happen is not a very good
design, so this patch just changes the privately held reference
to data to be mutable. (Public accessors still return immutable
data.)
This changes slightly the semantics of the method; however, I assume we
want to print (or not) the warning based on the width/height values that
will in fact be used *in* the method.
This flag was used in SSCI to read from VRAM instead of from the
back buffer when a mouse interrupt was received in the middle of
a back buffer update. Since ScummVM controls when mouse events
are received via polling, it is not possible to receive a mouse
event in the middle of back buffer updates, so this code is
unnecessary for the engine to work properly.
This also fixes Valgrind warnings about use of uninitialized
memory at the start of the game, caused by not filling the cursor
memory buffers because `_frameNowVisible` was false until the first
frame was rendered.
At least some versions of Island of Dr Brain have a bMessager
instance in script 0 with a var count greater than that of its
class. This probably should never happen since it means the
object has a variable with no corresponding selector.
The next commit adds some extra sanity checking code to object
initialization, to warn on any other games where this happens.