aboutsummaryrefslogtreecommitdiff
path: root/scumm/script_v8.cpp
diff options
context:
space:
mode:
authorMax Horn2003-03-28 23:53:07 +0000
committerMax Horn2003-03-28 23:53:07 +0000
commit0e0fb2e0c30a96e353e6939980e40bfce1d82a62 (patch)
tree2a49e2b410748bd0a20cea878423aec3567edf60 /scumm/script_v8.cpp
parentaf2e2fff7a1791619504a76695613673bb61714a (diff)
downloadscummvm-rg350-0e0fb2e0c30a96e353e6939980e40bfce1d82a62.tar.gz
scummvm-rg350-0e0fb2e0c30a96e353e6939980e40bfce1d82a62.tar.bz2
scummvm-rg350-0e0fb2e0c30a96e353e6939980e40bfce1d82a62.zip
some comments on actorHit
svn-id: r6878
Diffstat (limited to 'scumm/script_v8.cpp')
-rw-r--r--scumm/script_v8.cpp30
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