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authorMax Horn2003-05-29 18:45:58 +0000
committerMax Horn2003-05-29 18:45:58 +0000
commit746b0bdc5b77f82bdb83b88eb1513b7abd595cdb (patch)
treef1b60c008196a4d5ddb33772ca745a37078a8523
parentf0c0b5f4f8bb308900747bc206399dbf9375904c (diff)
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cleanup; fixed crashes that occured when an actor was drawn partly offscreen
svn-id: r8113
-rw-r--r--scumm/akos.cpp12
-rw-r--r--scumm/costume.cpp27
-rw-r--r--scumm/costume.h1
3 files changed, 11 insertions, 29 deletions
diff --git a/scumm/akos.cpp b/scumm/akos.cpp
index a42410bb69..0d88984c01 100644
--- a/scumm/akos.cpp
+++ b/scumm/akos.cpp
@@ -351,7 +351,7 @@ void AkosRenderer::codec1_genericDecode() {
do {
if (*scaleytab++ < _scaleY) {
- masked = v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit);
+ masked = (y < _outheight) && v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit);
if (color && y < _outheight && !masked) {
pcolor = palette[color];
@@ -508,7 +508,6 @@ byte AkosRenderer::codec1(int xmoveCur, int ymoveCur) {
int skip = 0, startScaleIndexX, startScaleIndexY;
int cur_x, x_right, x_left;
int cur_y, y_top, y_bottom;
- bool y_clipping;
bool charsetmask, masking;
int step;
byte drawFlag = 1;
@@ -690,8 +689,6 @@ byte AkosRenderer::codec1(int xmoveCur, int ymoveCur) {
_vm->updateDirtyRect(0, x_left, x_right, y_top, y_bottom, _dirty_id);
- y_clipping = ((uint) y_bottom > _outheight || y_top < 0);
-
if ((uint) y_top > (uint) _outheight)
y_top = 0;
@@ -703,10 +700,7 @@ byte AkosRenderer::codec1(int xmoveCur, int ymoveCur) {
if (_draw_bottom < y_bottom)
_draw_bottom = y_bottom;
- if (cur_x == -1)
- cur_x = 0; /* ?? */
-
- v1.destptr = _outptr + cur_x + cur_y * _outwidth;
+ v1.destptr = _outptr + v1.y * _outwidth + v1.x;
charsetmask =
_vm->hasCharsetMask(x_left, y_top + _vm->virtscr[0].topline, x_right,
@@ -720,7 +714,7 @@ byte AkosRenderer::codec1(int xmoveCur, int ymoveCur) {
v1.mask_ptr = NULL;
if (masking || charsetmask || _shadow_mode) {
- v1.mask_ptr = _vm->getResourceAddress(rtBuffer, 9) + cur_y * _numStrips + _vm->_screenStartStrip;
+ v1.mask_ptr = _vm->getResourceAddress(rtBuffer, 9) + v1.y * _numStrips + _vm->_screenStartStrip;
v1.imgbufoffs = _vm->gdi._imgBufOffs[_zbuf];
if (!charsetmask && masking) {
v1.mask_ptr += v1.imgbufoffs;
diff --git a/scumm/costume.cpp b/scumm/costume.cpp
index 36cdd5060a..81fb964fc2 100644
--- a/scumm/costume.cpp
+++ b/scumm/costume.cpp
@@ -223,12 +223,12 @@ byte CostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) {
if (_width2 == 0)
return 0;
- if ((uint) y_top > (uint) _outheight)
- y_top = 0;
-
if (x_left < 0)
x_left = 0;
+ if ((uint) y_top > (uint) _outheight)
+ y_top = 0;
+
if ((uint) y_bottom > _outheight)
y_bottom = _outheight;
@@ -247,18 +247,6 @@ byte CostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) {
v1.mask_ptr = _vm->getResourceAddress(rtBuffer, 9) + v1.y * _numStrips + _vm->_screenStartStrip;
v1.imgbufoffs = _vm->gdi._imgBufOffs[_zbuf];
- // FIXME: Masking used to be conditional. Will it cause regressions
- // to always do it? I don't think so, since the behaviour used to be
- // to mask if there was a mask to apply, unless _zbuf is 0.
- //
- // However, when _zbuf is 0 masking and charset masking are the same
- // thing. I believe the only thing that is ever written to the
- // frontmost mask buffer is the charset mask, except in Sam & Max
- // where it's also used for the inventory box and conversation icons.
-
- _use_mask = true;
- _use_charset_mask = true;
-
CHECK_HEAP
if (_vm->_features & GF_AMIGA)
@@ -278,8 +266,6 @@ void CostumeRenderer::proc3() {
uint y;
bool masked;
- mask = v1.mask_ptr + (v1.x >> 3);
- maskbit = revBitMask[v1.x & 7];
y = v1.y;
src = _srcptr;
dst = v1.destptr;
@@ -288,6 +274,9 @@ void CostumeRenderer::proc3() {
height = _height;
width = _width2;
+ maskbit = revBitMask[v1.x & 7];
+ mask = v1.mask_ptr + (v1.x >> 3);
+
if (len)
goto StartPos;
@@ -300,7 +289,7 @@ void CostumeRenderer::proc3() {
do {
if (_scaleY == 255 || cost_scaleTable[_scaleIndexY++] < _scaleY) {
- masked = (_use_mask && (mask[v1.imgbufoffs] & maskbit)) || (_use_charset_mask && (mask[0] & maskbit));
+ masked = (y < _outheight) && v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit);
if (color && y < _outheight && !masked) {
// FIXME: Fully implement _shadow_mode.
@@ -369,7 +358,7 @@ void CostumeRenderer::proc3_ami() {
len = *src++;
do {
if (_scaleY == 255 || cost_scaleTable[_scaleIndexY] < _scaleY) {
- masked = (_use_mask && (mask[v1.imgbufoffs] & maskbit)) || (_use_charset_mask && (mask[0] & maskbit));
+ masked = (y < _outheight) && v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit);
if (color && v1.x >= 0 && v1.x < _vm->_screenWidth && !masked) {
*dst = _palette[color];
diff --git a/scumm/costume.h b/scumm/costume.h
index ef8d6d631d..317f70d5f4 100644
--- a/scumm/costume.h
+++ b/scumm/costume.h
@@ -47,7 +47,6 @@ class CostumeRenderer : public BaseCostumeRenderer {
protected:
LoadedCostume _loaded;
- bool _use_mask, _use_charset_mask;
byte _width2;
byte _scaleIndexX; /* must wrap at 256 */