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author | Torbjörn Andersson | 2003-08-30 10:23:40 +0000 |
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committer | Torbjörn Andersson | 2003-08-30 10:23:40 +0000 |
commit | 23ba54ec929c745d3f1f8f126ad167245a4651b9 (patch) | |
tree | 38c4a7be7d94d1c6c157d2c972b83e0fe73a9378 /sword2/driver | |
parent | 144b9ed71ccecac2fa0070b32a084b611cf9b0fc (diff) | |
download | scummvm-rg350-23ba54ec929c745d3f1f8f126ad167245a4651b9.tar.gz scummvm-rg350-23ba54ec929c745d3f1f8f126ad167245a4651b9.tar.bz2 scummvm-rg350-23ba54ec929c745d3f1f8f126ad167245a4651b9.zip |
Fixed sprite clipping issues, I hope.
svn-id: r9920
Diffstat (limited to 'sword2/driver')
-rw-r--r-- | sword2/driver/sprite.cpp | 19 |
1 files changed, 14 insertions, 5 deletions
diff --git a/sword2/driver/sprite.cpp b/sword2/driver/sprite.cpp index 9542956f92..b35a6df9d8 100644 --- a/sword2/driver/sprite.cpp +++ b/sword2/driver/sprite.cpp @@ -1439,24 +1439,32 @@ int32 DrawSprite(_spriteInfo *s) { rd.right = rd.left + rs.right; rd.bottom = rd.top + rs.bottom; + // Check if the sprite would end up completely outside the screen. + + if (rd.left > 640 || rd.top > 440 || rd.right < 0 || rd.bottom < 40) { + if (freeSprite) + free(sprite); + return RD_OK; + } + if (rd.top < 40) { - rs.top = (40 - rd.top) * 256 / scale; + rs.top = 40 - rd.top; rd.top = 40; clipped = true; } if (rd.bottom > 440) { - rs.bottom -= ((rd.bottom - 440) * 256 / scale); rd.bottom = 440; + rs.bottom = rs.top + (rd.bottom - rd.top); clipped = true; } if (rd.left < 0) { - rs.left = (0 - rd.left) * 256 / scale; + rs.left = -rd.left; rd.left = 0; clipped = true; } if (rd.right > 640) { - rs.right -= ((rd.right - 640) * 256 / scale); rd.right = 640; + rs.right = rs.left + (rd.right - rd.left); clipped = true; } @@ -1504,7 +1512,8 @@ int32 DrawSprite(_spriteInfo *s) { // ----------------------------------------------------------------- // The light mask is an optional layer that covers the entire room - // and which is used to simulate light and shadows. + // and which is used to simulate light and shadows. Scaled sprites + // (actors, presumably) are always affected. if ((renderCaps & RDBLTFX_SHADOWBLEND) && lightMask && (scale != 256 || (s->type & RDSPR_SHADOW))) { uint8 *lightMap; |