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some comments on actorHit
svn-id: r6878
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@ -1412,7 +1412,8 @@ void Scumm_v8::o8_kernelSetFunctions() {
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break;
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case 24: // clearTextQueue
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warning("o8_kernelSetFunctions: clearTextQueue()");
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// TODO - clearTextQueue
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// warning("o8_kernelSetFunctions: clearTextQueue()");
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break;
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case 25: { // saveGameReadName
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SaveFileManager *mgr = _system->get_savefile_manager();
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@ -1537,10 +1538,29 @@ void Scumm_v8::o8_kernelGetFunctions() {
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push(0);
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break;
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}
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case 0xD9: // actorHit - used, for example, to detect ship collision
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// during ship-to-ship combat.
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push(1);
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case 0xD9: { // actorHit - used, for example, to detect ship collision
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// during ship-to-ship combat.
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#if 0
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Actor *a = derefActorSafe(args[1], "actorHit");
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assert(a);
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int x = args[2];
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int y = args[3];
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// TODO: this should perform a collision test, i.e. check if
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// point (x,y) lies on the given actor or not.
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// To achieve this, one needs to consider the current costume
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// etc. What the original code seems to do is to draw the
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// actor/costume (but maybe in a custom buffer?), and let the
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// draw code perform the hit test.
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// But I am not 100% clear on this. For example, it probably
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// shouldn't touch the gfx usage bits, and some other things...
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// So maybe we need dedicated code for this after all?
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warning("actorHit(%d, %d, %d) NYI", args[1], x, y);
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#endif
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push(1); // FIXME - for now always return 1
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/*
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// Rough sketch, thanks to DanielFox and ludde
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struct SomeStruct {
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@ -1568,7 +1588,7 @@ void Scumm_v8::o8_kernelGetFunctions() {
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push(dword_4FC148);
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*/
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break;
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}
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case 0xDA: // lipSyncWidth
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case 0xDB: // lipSyncHeight
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// TODO - get lip sync data for the currently active voice
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