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author | Thanasis Antoniou | 2019-03-18 17:04:03 +0200 |
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committer | Thanasis Antoniou | 2019-03-18 17:07:10 +0200 |
commit | 717705f7c947285773b12d055b4014a79453551c (patch) | |
tree | 6800a88cd82f6a8a401dd760e883f35fedca9691 /engines/bladerunner/script/script.cpp | |
parent | f73584f0e5b43f24db4b66cdd07acc7f5c9f617b (diff) | |
download | scummvm-rg350-717705f7c947285773b12d055b4014a79453551c.tar.gz scummvm-rg350-717705f7c947285773b12d055b4014a79453551c.tar.bz2 scummvm-rg350-717705f7c947285773b12d055b4014a79453551c.zip |
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.
Diffstat (limited to 'engines/bladerunner/script/script.cpp')
-rw-r--r-- | engines/bladerunner/script/script.cpp | 15 |
1 files changed, 15 insertions, 0 deletions
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp index aa7308bd46..63bfa43fb4 100644 --- a/engines/bladerunner/script/script.cpp +++ b/engines/bladerunner/script/script.cpp @@ -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; |