These move operations appear to actually work off the index of the sequence
within the list, not the sequence number. This finally fixes the drawing of
the clothes in Blade's apartment without breaking the tap.
Still need to test through the games to make sure but I think this will now
give the correct execution order.
* Rename TTM objects to match original ideas of environment and sequence
* Implement more ADS stuff in line with original - states etc
* Implement sceneop 4 which changes ADS states
Currently this breaks everything (no scenes execute) but the implementation is
far closer to the original, so it's a necessary step to get to a correct
reimplementation.
This is the initial import of the sources from vcosta's implementation.
Work has progressed on that base, so that it forms into an actual engine.
There has been heavy refactoring into classes, but there's still loads of
work to be done.
The status is almost the same the original vcosta's engine: it's possible
to play the intro Rise of the Dragon, and parts of the intro of Heart of
China and Willy Beamish. The DOS VQT images are still not decoded, so only
the Mac versions work for now - or the DOS versions with the Mac images
as patches