Previously, the NancyEngine class was responsible for
handling creation and destruction of many naked pointers
to engine data, which led to several instances of memory
leaks that needed to be fixed. These changes introduce a
standard way of handling that same data, similar to the
one already used by PuzzleData inside Scene. Unfortunately,
this does add the need for relevant data to be casted to
the proper type before it is handled.
Fixed up all the old commented-out menu code and made
it useable again. Added support for at least up to nancy5's
main menu. For now, several buttons have been left disabled
and the menus are only accessible through a hidden
config option.
Added code to correctly load the credits in The Vampire Diaries.
Added the missing empty space between credits pages. Enabled
input during credits so they can be skipped with a mouse click.
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.
Added a \0 to every instance of a char buffer being loaded into a Common::String. Fixed an instance of a large buffer getting repeatedly allocated and deleted inside a for loop. Fixed an instance of a small char buffer being unnecessarily allocated on the heap. Also added a readFilename() convenience function to util.h for reading 8-character filenames found in the data.
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.
Added generic methods for getting the pixel format and transparent color. Also added a method for loading an image directly into a ManagedSurface, which also loads the palette and lets The Vampire Diaries logo display properly.
The resource manager now keeps track of its cif trees and calls to loadImage() and loadData() don't need to specify a cif tree. In order to support The Vampire Diaries, IFFs can now be loaded from their own dedicated .iff file, and the engine doesn't require a cif tree to be loaded on boot.
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.
Renamed all functions relating to the engine's internal state so they only mention the word State instead of GameState. This is to avoid confusion between them and functions relating to savegames, whose names already include GameState.
Implemented the WinGame action record, which allows the player to reach the credits after winning, as well as the Credits state itself. Also made some minor changes to Scene and Nancy to accommodate for the addition.