diff options
author | Max Horn | 2004-01-08 00:48:37 +0000 |
---|---|---|
committer | Max Horn | 2004-01-08 00:48:37 +0000 |
commit | 467861917d11bc200412655a0676095c527cc188 (patch) | |
tree | db233de37ee13773a61db292082a0a1f10a31e71 | |
parent | 7698782979a9725a639556ffe143f3c77edefba4 (diff) | |
download | scummvm-rg350-467861917d11bc200412655a0676095c527cc188.tar.gz scummvm-rg350-467861917d11bc200412655a0676095c527cc188.tar.bz2 scummvm-rg350-467861917d11bc200412655a0676095c527cc188.zip |
various fixes for vertical scrolling rooms: fixed, screen updates (and made them more efficient), fixed transitionEffect() for 'high' rooms, documented drawStripToScreen() params a little (we really should start documenting for each function which takes coordinates in which coordinate system they are). Please test all vertical scrolling rooms (and others, too) for regressions
svn-id: r12228
-rw-r--r-- | scumm/gfx.cpp | 53 | ||||
-rw-r--r-- | scumm/saveload.cpp | 4 |
2 files changed, 25 insertions, 32 deletions
diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp index caeeacbd8a..a3bc45153a 100644 --- a/scumm/gfx.cpp +++ b/scumm/gfx.cpp @@ -373,21 +373,12 @@ void Gdi::updateDirtyScreen(VirtScreen *vs) { vs->tdirty[i] = vs->height; vs->bdirty[i] = 0; if (i != (_numStrips - 1) && vs->bdirty[i + 1] == bottom && vs->tdirty[i + 1] == top) { - // Simple optimizations: if two or more neighbouring strips form one bigger rectangle, - // blit them all at once. + // Simple optimizations: if two or more neighbouring strips + // form one bigger rectangle, coalesce them. w += 8; continue; } - // handle vertically scrolling rooms - // FIXME: This is an evil hack; it cures some of the symptoms, but - // doesn't solve the core problem. Apparently some other parts of the - // code aren't properly aware of vertical scrolling. As a result, - // this hack is needed, but also sometimes actors leave traces when - // scrolling occurs, and other bad things happen. - if (_vm->_features & GF_NEW_CAMERA) - drawStripToScreen(vs, start * 8, w, 0, vs->height); - else - drawStripToScreen(vs, start * 8, w, top, bottom); + drawStripToScreen(vs, start * 8, w, top, bottom); w = 8; } start = i + 1; @@ -396,31 +387,28 @@ void Gdi::updateDirtyScreen(VirtScreen *vs) { /** * Blit the specified rectangle from the given virtual screen to the display. + * Note: t and b are in *virtual screen* coordinates, while x is relative to + * the *real screen*. This is due to the way tdirty/vdirty work: they are + * arrays which map 'strips' (sections of the real screen) to dirty areas as + * specified by top/bottom coordinate in the virtual screen. */ -void Gdi::drawStripToScreen(VirtScreen *vs, int x, int w, int t, int b) { +void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int bottom) { byte *ptr; int height; - if (b <= t) + if (bottom <= top) return; - if (t > vs->height) - t = 0; - - if (b > vs->height) - b = vs->height; - - height = b - t; - if (height > _vm->_screenHeight) - height = _vm->_screenHeight; + if (top >= vs->height) + return; - // Normally, _vm->_screenTop should always be >= 0, but for some old save games - // it is not, hence we check & correct it here. - if (_vm->_screenTop < 0) - _vm->_screenTop = 0; + assert(top >= 0 && bottom <= vs->height); // Paranoia checks - ptr = vs->screenPtr + (x + vs->xstart) + (_vm->_screenTop + t) * vs->width; - _vm->_system->copy_rect(ptr, vs->width, x, vs->topline + t, w, height); + height = bottom - top; + // We don't clip height and width here, rather we rely on the backend to + // perform any needed clipping. + ptr = vs->screenPtr + (x + vs->xstart) + top * vs->width; + _vm->_system->copy_rect(ptr, vs->width, x, vs->topline + top - _vm->_screenTop, width, height); } #pragma mark - @@ -1222,7 +1210,7 @@ void Gdi::resetBackground(int top, int bottom, int strip) { if (bottom > vs->bdirty[strip]) vs->bdirty[strip] = bottom; - offs = (top * _numStrips + _vm->_screenStartStrip + strip) * 8; + offs = top * vs->width + vs->xstart + strip * 8; byte *mask_ptr = _vm->getMaskBuffer(strip * 8, top, 0); bgbak_ptr = vs->backBuf + offs; backbuff_ptr = vs->screenPtr + offs; @@ -2253,16 +2241,17 @@ void ScummEngine::transitionEffect(int a) { int i, j; int bottom; int l, t, r, b; + const int height = MIN((int)virtscr[0].height, _screenHeight); for (i = 0; i < 16; i++) { delta[i] = transitionEffects[a].deltaTable[i]; j = transitionEffects[a].stripTable[i]; if (j == 24) - j = virtscr[0].height / 8 - 1; + j = height / 8 - 1; tab_2[i] = j; } - bottom = virtscr[0].height / 8; + bottom = height / 8; for (j = 0; j < transitionEffects[a].numOfIterations; j++) { for (i = 0; i < 4; i++) { l = tab_2[i * 4]; diff --git a/scumm/saveload.cpp b/scumm/saveload.cpp index 50162a441c..6fb73d79c2 100644 --- a/scumm/saveload.cpp +++ b/scumm/saveload.cpp @@ -160,6 +160,10 @@ bool ScummEngine::loadState(int slot, bool compat, SaveFileManager *mgr) { saveOrLoad(&ser, hdr.ver); delete in; + // Normally, _vm->_screenTop should always be >= 0, but for some old save games + // it is not, hence we check & correct it here. + if (_screenTop < 0) + _screenTop = 0; // We could simply dirty colours 0-15 for 16-colour games -- nowadays // they handle their palette pretty much like the more recent games |