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authorMax Horn2004-04-06 01:06:54 +0000
committerMax Horn2004-04-06 01:06:54 +0000
commitcc954a70ae4573b4217d1656a0470ef2d4ef716a (patch)
tree2b69fe1ebde64fc96b748a1016d73b785224ad66 /scumm
parent92301bff74df94d982aba13b80ca9d8541754c09 (diff)
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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.cpp12
-rw-r--r--scumm/costume.cpp15
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];