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authorJames Brown2003-01-16 13:55:57 +0000
committerJames Brown2003-01-16 13:55:57 +0000
commitb1f1a9e4e91115055f1bc873d0010b7bca51c8f9 (patch)
tree06486bddbca68900aa55e25813de6da707d71eda /scumm
parent355d079a30e8e2ed2d03ad7c8f6df5d8605c2bcf (diff)
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Some notes regarding actorHit
svn-id: r6482
Diffstat (limited to 'scumm')
-rw-r--r--scumm/script_v8.cpp39
1 files changed, 36 insertions, 3 deletions
diff --git a/scumm/script_v8.cpp b/scumm/script_v8.cpp
index e1ed2b6f95..cd0188cbb8 100644
--- a/scumm/script_v8.cpp
+++ b/scumm/script_v8.cpp
@@ -1518,8 +1518,13 @@ void Scumm_v8::o8_kernelGetFunctions()
break;
case 0xD3: // getKeyState
switch(args[1]) {
+ // Stub out a few specific cases, just to make things less noisy
+
+ // To actually implement this, we may need a new OSystem call to do
+ // asyncronous keyboard state checking...
case 0x14B: // Left Arrow depressed?
case 0x14D: // Right Arrow depressed?
+ case 0x09: // Tab depressed (fire in ship combat)
push(0);
break;
default:
@@ -1552,10 +1557,38 @@ void Scumm_v8::o8_kernelGetFunctions()
push(0);
break;
}
- case 0xD9: // actorHit
- warning("actorHit(%d,%d,%d)", args[3], args[2], args[1]);
- push(0);
+ case 0xD9: // actorHit - used, for example, to detect ship collision
+ // during ship-to-ship combat.
+ push(1);
+
+/*
+ // Rough sketch, thanks to DanielFox and ludde
+ struct SomeStruct {
+ int RoomHeight, RoomWidth;
+ byte *ScreenBuffer;
+ }
+
+ dword_4FC150 = args[3]; // X
+ dword_4FC154 = args[2]; // Y
+ Actor &a = pActors[args[1]];
+ Point rel = GetScreenCoordsRelativeToRoom(), pt, scale;
+ SomeStruct tmp;
+
+ pt.x = a.x + a.field_18 - rel.x; // 18/1C are some kind of
+ pt.y = a.y + a.field_1C - rel.y; // X/Y offsets...
+ scale.x = a.scale_x;
+ scale.y = a.scale_y;
+
+ dword_4FC148 = 2;
+ graphics_getBuffer1Info(&tmp); // Some kind of get_virtscreen?
+ chore_drawActor(tmp, actor_nr, &pt, &scale);
+
+ if (dword_4FC148 != 1) // Guess this is changed by
+ dword_4FC148 = 0; // chore_drawActor
+ push(dword_4FC148);
+*/
break;
+
case 0xDA: // lipSyncWidth
case 0xDB: // lipSyncHeight
// TODO - get lip sync data for the currently active voice