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authorTorbjörn Andersson2003-06-05 07:05:37 +0000
committerTorbjörn Andersson2003-06-05 07:05:37 +0000
commitb8080605cc2dc225255b91abd46af6ac4367c3f9 (patch)
tree9df87bf74e71301ae80263c160a99593bf82bad5
parentb542fad7d422ef9756c091c755c9fbb25e2876dd (diff)
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Inverse iris transition effect for V2 games. Also, some transition effects
weren't working properly unless the entire screen was first marked as not dirty. I hope fixing that didn't break anything else. svn-id: r8314
-rw-r--r--scumm/gfx.cpp30
-rw-r--r--scumm/scummvm.cpp2
2 files changed, 30 insertions, 2 deletions
diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp
index de87fb864c..7875e9abde 100644
--- a/scumm/gfx.cpp
+++ b/scumm/gfx.cpp
@@ -66,7 +66,7 @@ struct TransitionEffect {
#ifdef __PALM_OS__
static const TransitionEffect *transitionEffects;
#else
-static const TransitionEffect transitionEffects[4] = {
+static const TransitionEffect transitionEffects[5] = {
// Iris effect (looks like an opening/closing camera iris)
{
13, // Number of iterations
@@ -134,6 +134,23 @@ static const TransitionEffect transitionEffects[4] = {
38, 0, 38, 24,
255, 0, 0, 0
}
+ },
+
+ // Inverse iris effect, specially tailored for V2 games
+ {
+ 8, // Number of iterations
+ {
+ -1, -1, 1, -1,
+ -1, 1, 1, 1,
+ -1, -1, -1, 1,
+ 1, -1, 1, 1
+ },
+ {
+ 7, 7, 32, 7,
+ 7, 8, 32, 8,
+ 7, 8, 7, 8,
+ 32, 7, 32, 8
+ }
}
};
#endif
@@ -2071,6 +2088,14 @@ void Scumm::fadeIn(int effect) {
case 2:
case 3:
case 4:
+ case 5:
+ // Some of the transition effects won't work properly unless
+ // the screen is marked as clean first. At first I thought I
+ // could safely do this every time fadeIn() was called, but
+ // that broke the FOA intro. Probably other things as well.
+ //
+ // Hopefully it's safe to do it at this point, at least.
+ virtscr[0].setDirtyRange(0, 0);
transitionEffect(effect - 1);
break;
case 128:
@@ -2115,6 +2140,7 @@ void Scumm::fadeOut(int effect) {
case 2:
case 3:
case 4:
+ case 5:
transitionEffect(effect - 1);
break;
case 128:
@@ -2188,6 +2214,8 @@ void Scumm::transitionEffect(int a) {
continue;
if (b > bottom)
b = bottom;
+ if (t < 0)
+ t = 0;
virtscr[0].tdirty[l] = t << 3;
virtscr[0].bdirty[l] = (b + 1) << 3;
}
diff --git a/scumm/scummvm.cpp b/scumm/scummvm.cpp
index c2b3b0ba2c..1fb14ec4a9 100644
--- a/scumm/scummvm.cpp
+++ b/scumm/scummvm.cpp
@@ -777,7 +777,7 @@ void Scumm::scummInit() {
// Seems in V2 there was only a single room effect (iris),
// so we set that here.
_switchRoomEffect2 = 1;
- _switchRoomEffect = 1;
+ _switchRoomEffect = 5;
}
if (_features & GF_AFTER_V2)