[Scummvm-cvs-logs] CVS: scummvm/scumm script_v8.cpp,2.145,2.146
Max Horn
fingolfin at users.sourceforge.net
Fri Mar 28 15:54:07 CET 2003
Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1:/tmp/cvs-serv32407
Modified Files:
script_v8.cpp
Log Message:
some comments on actorHit
Index: script_v8.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/script_v8.cpp,v
retrieving revision 2.145
retrieving revision 2.146
diff -u -d -r2.145 -r2.146
--- script_v8.cpp 23 Mar 2003 19:28:12 -0000 2.145
+++ script_v8.cpp 28 Mar 2003 23:53:07 -0000 2.146
@@ -1412,7 +1412,8 @@
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 @@
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 @@
push(dword_4FC148);
*/
break;
-
+ }
case 0xDA: // lipSyncWidth
case 0xDB: // lipSyncHeight
// TODO - get lip sync data for the currently active voice
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