Depending on other game option checkboxes. This is used to
enable/disable the semi-smooth scrolling checkboxes for FM Towns Loom,
since it's only used when smooth scrolling is enabled.
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.
- I don't want to have this as a default, since it is convenient for consoles but a matter of taste for desktop platforms
- Also tweak the suggested name a bit more to my liking
If the autosave slot doesn't yet have any file in it, when the
GMM save dialog is open, the autosave slot will show a default
'Autosave' entry which is write-only, to prevent users
accidentally making a savegame in that slot
Reorganize all files in sub directories. The file placement isn't as intuitive as it might be for other engines, which is probably the reason why this hasn't been done before.
This adds an engine specific GMM option that allows to swap L/R mouse button actions when clicking on the character weapon slots (which might improve the game experience for tablet users).
This commit introduces the following changes:
1. Graphics::loadThumbnail()
Now returns a boolean and takes a new argument skipThumbnail which
defaults to false. In case of true, loadThumbnail() reads past the
thumbnail data in the input stream instead of actually loading the
thumbnail. This simplifies savegame handling where, up until now,
many engines always read the whole savegame metadata (including
the thumbnail) and then threw away the thumbnail when not needed
(which is in almost all cases, the most common exception being
MetaEngine::querySaveMetaInfos() which is responsible for loading
savegame metadata for displaying it in the GUI launcher.
2. readSavegameHeader()
Engines which already implement such a method (name varies) now take
a new argument skipThumbnail (default: true) which is passed
through to loadThumbnail(). This means that the default case for
readSavegameHeader() is now _not_ loading the thumbnail from a
savegame and just reading past it. In those cases, e.g.
querySaveMetaInfos(), where we actually are interested in loading
the thumbnail readSavegameHeader() needs to explicitely be called
with skipThumbnail == false.
Engines whose readSavegameHeader() (name varies) already takes an
argument loadThumbnail have been adapted to have a similar
prototype and semantics.
I.e. readSaveHeader(in, loadThumbnail, header) now is
readSaveHeader(in, header, skipThumbnail).
3. Error handling
Engines which previously did not check the return value of
readSavegameHeader() (name varies) now do so ensuring that possibly
broken savegames (be it a broken thumbnail or something else) don't
make it into the GUI launcher list in the first place.
Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.
As mentioned in #788, SCI is not always using simple names, so it
doesn't have such feature now.
Engines with "simple" savenames would support "Run in background" in
save/load dialog and gradual save slots unlocking. Other engines
save/load feature would be locked until save sync is over.
- fixed temp data generation, block data loading, some spell issues, etc.
- both EOB I and II should now be completable
- one big issue remaining (AdLib driver gets swamped with monster sounds which causes heavy lags in some levels)