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| author | Max Horn | 2003-03-28 23:53:07 +0000 | 
|---|---|---|
| committer | Max Horn | 2003-03-28 23:53:07 +0000 | 
| commit | 0e0fb2e0c30a96e353e6939980e40bfce1d82a62 (patch) | |
| tree | 2a49e2b410748bd0a20cea878423aec3567edf60 | |
| parent | af2e2fff7a1791619504a76695613673bb61714a (diff) | |
| download | scummvm-rg350-0e0fb2e0c30a96e353e6939980e40bfce1d82a62.tar.gz scummvm-rg350-0e0fb2e0c30a96e353e6939980e40bfce1d82a62.tar.bz2 scummvm-rg350-0e0fb2e0c30a96e353e6939980e40bfce1d82a62.zip | |
some comments on actorHit
svn-id: r6878
| -rw-r--r-- | scumm/script_v8.cpp | 30 | 
1 files changed, 25 insertions, 5 deletions
| diff --git a/scumm/script_v8.cpp b/scumm/script_v8.cpp index 433d703dd0..e2345c839a 100644 --- a/scumm/script_v8.cpp +++ b/scumm/script_v8.cpp @@ -1412,7 +1412,8 @@ void Scumm_v8::o8_kernelSetFunctions() {  		break;  	case 24:	// clearTextQueue -		warning("o8_kernelSetFunctions: clearTextQueue()"); +		// TODO - clearTextQueue +//		warning("o8_kernelSetFunctions: clearTextQueue()");  		break;  	case 25: {	// saveGameReadName  		SaveFileManager *mgr = _system->get_savefile_manager(); @@ -1537,10 +1538,29 @@ void Scumm_v8::o8_kernelGetFunctions() {  		push(0);  		break;  	} -	case 0xD9:		// actorHit - used, for example, to detect ship collision -				// during ship-to-ship combat. -		push(1); +	case 0xD9: {   // actorHit - used, for example, to detect ship collision +	               // during ship-to-ship combat. +#if 0 +		Actor *a = derefActorSafe(args[1], "actorHit"); +		assert(a); +		int x = args[2]; +		int y = args[3]; +		 +		// TODO: this should perform a collision test, i.e. check if +		// point (x,y) lies on the given actor or not. +		// To achieve this, one needs to consider the current costume +		// etc. What the original code seems to do is to draw the +		// actor/costume (but maybe in a custom buffer?), and let the +		// draw code perform the hit test. +		// But I am not 100% clear on this. For example, it probably +		// shouldn't touch the gfx usage bits, and some other things... +		// So maybe we need dedicated code for this after all? + +		warning("actorHit(%d, %d, %d) NYI", args[1], x, y); +#endif + +		push(1);	// FIXME - for now always return 1  /*		  		// Rough sketch, thanks to DanielFox and ludde  		struct SomeStruct { @@ -1568,7 +1588,7 @@ void Scumm_v8::o8_kernelGetFunctions() {  		push(dword_4FC148);  */  		break; - +	}  	case 0xDA:		// lipSyncWidth  	case 0xDB:		// lipSyncHeight  		// TODO - get lip sync data for the currently active voice | 
