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author | Max Horn | 2004-04-06 01:06:54 +0000 |
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committer | Max Horn | 2004-04-06 01:06:54 +0000 |
commit | cc954a70ae4573b4217d1656a0470ef2d4ef716a (patch) | |
tree | 2b69fe1ebde64fc96b748a1016d73b785224ad66 /scumm | |
parent | 92301bff74df94d982aba13b80ca9d8541754c09 (diff) | |
download | scummvm-rg350-cc954a70ae4573b4217d1656a0470ef2d4ef716a.tar.gz scummvm-rg350-cc954a70ae4573b4217d1656a0470ef2d4ef716a.tar.bz2 scummvm-rg350-cc954a70ae4573b4217d1656a0470ef2d4ef716a.zip |
Fix for bug #929724 (MI2: Intro regression) -> since _outheight can be negative, negative y values aren't filtered out automatically anymore, so we have to explicitly check for them
svn-id: r13478
Diffstat (limited to 'scumm')
-rw-r--r-- | scumm/akos.cpp | 12 | ||||
-rw-r--r-- | scumm/costume.cpp | 15 |
2 files changed, 18 insertions, 9 deletions
diff --git a/scumm/akos.cpp b/scumm/akos.cpp index 35c6503e4b..a36748b2e9 100644 --- a/scumm/akos.cpp +++ b/scumm/akos.cpp @@ -382,9 +382,9 @@ void AkosRenderer::codec1_genericDecode() { return; } } else { - masked = (y < _outheight) && v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit); + masked = (y < 0 || y >= _outheight) || (v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit)); - if (color && y < _outheight && !masked && !skip_column) { + if (color && !masked && !skip_column) { pcolor = palette[color]; if (_shadow_mode == 1) { if (pcolor == 13) @@ -725,9 +725,15 @@ byte AkosRenderer::codec1(int xmoveCur, int ymoveCur) { if (v1.skip_width <= 0 || _height <= 0) return 0; - if (rect.top > _outheight) + if (rect.left < 0) + rect.left = 0; + + if (rect.top < 0) rect.top = 0; + if (rect.top > _outheight) + rect.top = _outheight; + if (rect.bottom > _outheight) rect.bottom = _outheight; diff --git a/scumm/costume.cpp b/scumm/costume.cpp index 074dd96fc3..e76974d421 100644 --- a/scumm/costume.cpp +++ b/scumm/costume.cpp @@ -200,7 +200,7 @@ byte CostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) { v1.scaleXstep = _mirror ? 1 : -1; if (_vm->_version == 1) - //HACK: it fix gfx glitches leaved by actor costume in V1 games, when actor moving to left + //HACK: it fix gfx glitches left by actor costume in V1 games, when actor moving to left _vm->markRectAsDirty(kMainVirtScreen, rect.left, rect.right + 8, rect.top, rect.bottom, _actorID); else _vm->markRectAsDirty(kMainVirtScreen, rect.left, rect.right + 1, rect.top, rect.bottom, _actorID); @@ -254,9 +254,12 @@ byte CostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) { if (rect.left < 0) rect.left = 0; - if (rect.top > _outheight) + if (rect.top < 0) rect.top = 0; + if (rect.top > _outheight) + rect.top = _outheight; + if (rect.bottom > _outheight) rect.bottom = _outheight; @@ -394,7 +397,7 @@ void CostumeRenderer::procC64(int actor) { if (!rep) color = *src++; - if (y < _outheight) { + if (0 <= y && y < _outheight) { if (!_mirror) { LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6); } else { @@ -455,9 +458,9 @@ void CostumeRenderer::proc3() { do { if (_scaleY == 255 || *scaleytab++ < _scaleY) { - masked = (y < _outheight) && v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit); + masked = (y < 0 || y >= _outheight) || (v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit)); - if (color && y < _outheight && !masked) { + if (color && !masked) { // FIXME: Fully implement _shadow_mode. // For now, it's enough for Sam & Max // transparency. @@ -525,7 +528,7 @@ void CostumeRenderer::proc3_ami() { len = *src++; do { if (_scaleY == 255 || cost_scaleTable[_scaleIndexY] < _scaleY) { - masked = (y >= _outheight) || v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit); + masked = (y < 0 || y >= _outheight) || (v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit)); if (color && v1.x >= 0 && v1.x < _outwidth && !masked) { *dst = _palette[color]; |