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authorMax Horn2002-12-31 20:17:46 +0000
committerMax Horn2002-12-31 20:17:46 +0000
commit1517ce3894a0e6441d339eeff9598a2d4b961ec9 (patch)
tree301450403a4fb34822b3fc5d102d479e0b28be83 /scumm/nut_renderer.cpp
parentb88db70dfbf60517f8093b0f2ce387c393de3e3d (diff)
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hack to get actor text color right
svn-id: r6299
Diffstat (limited to 'scumm/nut_renderer.cpp')
-rw-r--r--scumm/nut_renderer.cpp15
1 files changed, 14 insertions, 1 deletions
diff --git a/scumm/nut_renderer.cpp b/scumm/nut_renderer.cpp
index a4044533b9..298ca0c4c8 100644
--- a/scumm/nut_renderer.cpp
+++ b/scumm/nut_renderer.cpp
@@ -44,7 +44,7 @@ void NutRenderer::decodeCodec44(byte *dst, byte *src, uint32 length) {
src += 2;
length -= 2;
- for (; size_line != 0;) {
+ while (size_line != 0) {
num = *src++;
val = *src++;
memset(dst, val, num);
@@ -210,6 +210,18 @@ void NutRenderer::drawChar(char c, int32 x, int32 y, byte color) {
for (int32 ty = 0; ty < height; ty++) {
for (int32 tx = 0; tx < width; tx++) {
byte pixel = *src++;
+#if 1
+ // FIXME: This way, at least the actor speech colors are done right.
+ // However, we still don't draw any "shadows" behind the text, and indeed
+ // the character data doesn't seem to contain it. So how does CMI draw the
+ // font shadows? Either they are stored seperatly and we have to render them
+ // in addition to the normal font. Or maybe the created the shadows dynamically
+ // on the fly: if we draw the character several times in black, moved a bit
+ // each time, that would mostly create the shadow effect. But why would they
+ // do this, as it would increase the char drawing time by factor 5-6 ?
+ if (pixel != 0)
+ dst[tx] = color;
+#else
if (pixel != 0) {
if (pixel == 0x01)
pixel = (color == 0) ? 0xf : color;
@@ -217,6 +229,7 @@ void NutRenderer::drawChar(char c, int32 x, int32 y, byte color) {
pixel = 0x0;
dst[tx] = pixel;
}
+#endif
}
dst += _vm->_realWidth;
}