The map label's position is now properly calculated instead of being hardcoded. Added the (closed) label that shows up when hovering a disabled location on the map.
Changed the Button class so it doesn't require subclassing. Added a visible button to the Help screen. Also moved several classes' constructors to fix compilation errors.
SoundManager is now responsible for loading and storing all common sounds (sounds with their own BOOT chunk). All playSound() calls with a hardcoded channel ID now use the chunk name instead. Also fixed some sound inaccuracies when switching between states.
Removed the BlitType enum and getBlitType() method from RenderObject, and replaced them with setTransparent(). This was done to reduce redundant code, since ManagedSurface can already pick between a transparent and regular blit depending on whether the provided source surface has a transparent color set. Also added the correct transparent color for The Vampire Diaries, and the transparent color for nancy1 now gets calculated on the fly.
Made all states (Scene, Credits, Help, etc.) singletons, as well as subclasses of a common State parent with a proper state switching API. Moved the OnPause virtual function from RenderObject to ActionRecord and hooked it into the state switching code. Also got rid of the NancyEngine pointer that got passed around between most classes, and replaced it with several convenience macros. As a result of these changes action records that render to the viewport no longer disappear after opening the menu, and state changes feel snappier.
Implemented the button on the map screen that returns the player to the last scene, as well as the secret button in the same position that teleports the player to the map from select few scenes.
The original engine stores sound information in at least four different types of structs, all of which can now be loaded and played back. Also implemented sound types, which will be configurable from the ScummVM interface, added the correct number of sound channels, and implemented sound fx in a couple of action record types.
Rewrote most of the engine using a much more object-oriented approach and using more of ScummVM's common classes. This design deviates quite a lot from the original engine's, but should be more maintainable and extensible in the future.