BLADERUNNER: Fixes and cleanup for Police Maze A

Only fixes for rooms PS10, PS11. A few cases may need revising.

There are a few cases that a target may reset after being shot and they seem buggy but they could also be intended. So, that's for a second pass to decide.
This commit is contained in:
Thanasis Antoniou 2019-03-18 17:04:03 +02:00
parent f73584f0e5
commit 717705f7c9
12 changed files with 667 additions and 361 deletions

View file

@ -60,6 +60,7 @@
#include "bladerunner/ui/vk.h"
#include "bladerunner/vector.h"
#include "bladerunner/waypoints.h"
#include "bladerunner/subtitles.h"
#include "common/debug-channels.h"
@ -768,6 +769,15 @@ void ScriptBase::Item_Remove_From_World(int itemId) {
_vm->_items->remove(itemId);
}
// Show text as subtitles mainly for debugging purposes
// eg. display debug data on screen as subtitles
void ScriptBase::Set_Subtitle_Text_On_Screen(Common::String displayText) {
debugC(kDebugScript, "Set_Subtitle_Text_On_Screen(%s)", displayText.c_str());
_vm->_subtitles->setGameSubsText(displayText, true);
_vm->_subtitles->show();
}
void ScriptBase::Item_Spin_In_World(int itemId) {
debugC(kDebugScript, "Item_Spin_In_World(%d)", itemId);
_vm->_items->spinInWorld(itemId);
@ -793,6 +803,11 @@ void ScriptBase::Item_Pickup_Spin_Effect(int animationId, int x, int y) {
_vm->_itemPickup->setup(animationId, x, y);
}
bool ScriptBase::Item_Query_Visible(int itemId) {
debugC(kDebugScript, "Item_Query_Visible(%d)", itemId);
return _vm->_items->isVisible(itemId);
}
int ScriptBase::Animation_Open() {
//This is not implemented in game
return -1;