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authorlolbot-iichan2019-06-20 01:04:31 +0300
committerFilippos Karapetis2019-06-25 08:20:27 +0300
commitbf19375d14b54f40582b557cfd509dcc1bc3eada (patch)
tree1632f7badcc1eff359934bee49e3878ae5028499 /engines/wintermute/base
parentc32027672eed9bddf90b953dada5f04b6f1a3656 (diff)
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WINTERMUTE: Add workaround for sprite glitch at Rosemary game
This kind of fixes https://bugs.scummvm.org/ticket/6572 WME: Rosemary - Sprite flaw on going upwards Some Rosemary sprites have non-fully transparent background pixels, sprites of walking up has LOTS of them. Testing Rosemary walking character in a test WME game demonstrates some glitches with original WME as well. However, character sprite is downscaled most of time, and with original WME it isn't that seen when sprite is downscaled. This pull request provides a workaround for this case instead of changing downscaling algorithms: * if game ID is "rosemary" * if loaded sprite is from "actors" folder * if bytesPerPixel is 4 * if some pixel's alpha is between 1 and 15 * set this pixel's alpha to 0
Diffstat (limited to 'engines/wintermute/base')
-rw-r--r--engines/wintermute/base/gfx/osystem/base_surface_osystem.cpp21
1 files changed, 20 insertions, 1 deletions
diff --git a/engines/wintermute/base/gfx/osystem/base_surface_osystem.cpp b/engines/wintermute/base/gfx/osystem/base_surface_osystem.cpp
index a2a0032e26..4e33702504 100644
--- a/engines/wintermute/base/gfx/osystem/base_surface_osystem.cpp
+++ b/engines/wintermute/base/gfx/osystem/base_surface_osystem.cpp
@@ -26,6 +26,7 @@
* Copyright (c) 2011 Jan Nedoma
*/
+#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/gfx/osystem/base_surface_osystem.h"
@@ -186,6 +187,25 @@ bool BaseSurfaceOSystem::finishLoad() {
delete image;
+ // Bug #6572 WME: Rosemary - Sprite flaw on going upwards
+ // Some Rosemary sprites have non-fully transparent pixels
+ // In original WME it wasn't seen because sprites were downscaled
+ // Let's set alpha to 0 if it is smaller then some treshold
+ if (BaseEngine::instance().getGameId() == "rosemary" && _filename.hasPrefix("actors") && _surface->format.bytesPerPixel == 4) {
+ uint8 treshold = 16;
+ for (int x = 0; x < _surface->w; x++) {
+ for (int y = 0; y < _surface->h; y++) {
+ uint32 pixel = getPixelAt(_surface, x, y);
+ uint8 r, g, b, a;
+ _surface->format.colorToARGB(pixel, a, r, g, b);
+ if (a > 0 && a < treshold) {
+ uint32 *p = (uint32 *)_surface->getBasePtr(x, y);
+ *p = _surface->format.ARGBToColor(0, 0, 0, 0);
+ }
+ }
+ }
+ }
+
_loaded = true;
return true;
@@ -240,7 +260,6 @@ void BaseSurfaceOSystem::genAlphaMask(Graphics::Surface *surface) {
//////////////////////////////////////////////////////////////////////////
uint32 BaseSurfaceOSystem::getPixelAt(Graphics::Surface *surface, int x, int y) {
- warning("BaseSurfaceOSystem::GetPixel - Not ported yet");
int bpp = surface->format.bytesPerPixel;
/* Here p is the address to the pixel we want to retrieve */
uint8 *p = (uint8 *)surface->getBasePtr(x, y);