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-rw-r--r--engines/scumm/costume.cpp4
-rw-r--r--engines/scumm/gfx.cpp47
-rw-r--r--engines/scumm/saveload.cpp5
-rw-r--r--engines/scumm/scumm.cpp2
4 files changed, 34 insertions, 24 deletions
diff --git a/engines/scumm/costume.cpp b/engines/scumm/costume.cpp
index dc29414623..f33d599f20 100644
--- a/engines/scumm/costume.cpp
+++ b/engines/scumm/costume.cpp
@@ -1213,7 +1213,7 @@ byte V0CostumeRenderer::drawLimb(const Actor *a, int limb) {
palette[1] = 10;
palette[2] = actorV0Colors[_actorID];
} else {
- palette[2] = 11;
+ palette[2] = (_vm->getCurrentLights() & LIGHTMODE_flashlight_on) ? actorV0Colors[_actorID] : 11;
palette[3] = 11;
}
@@ -1378,7 +1378,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
// Use the previous frame
--a0->_cost.curpos[limb];
- // Reset the comstume command
+ // Reset the costume command
a0->_costCommandNew = 0xFF;
a0->_costCommand = 0xFF;
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index f35c1e52fc..9bf5133c82 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -1460,27 +1460,32 @@ void ScummEngine_v5::drawFlashlight() {
blit(_flashlight.buffer, vs->pitch, bgbak, vs->pitch, _flashlight.w, _flashlight.h, vs->format.bytesPerPixel);
- // Round the corners. To do so, we simply hard-code a set of nicely
- // rounded corners.
- static const int corner_data[] = { 8, 6, 4, 3, 2, 2, 1, 1 };
- int minrow = 0;
- int maxcol = (_flashlight.w - 1) * vs->format.bytesPerPixel;
- int maxrow = (_flashlight.h - 1) * vs->pitch;
-
- for (i = 0; i < 8; i++, minrow += vs->pitch, maxrow -= vs->pitch) {
- int d = corner_data[i];
-
- for (j = 0; j < d; j++) {
- if (vs->format.bytesPerPixel == 2) {
- WRITE_UINT16(&_flashlight.buffer[minrow + 2 * j], 0);
- WRITE_UINT16(&_flashlight.buffer[minrow + maxcol - 2 * j], 0);
- WRITE_UINT16(&_flashlight.buffer[maxrow + 2 * j], 0);
- WRITE_UINT16(&_flashlight.buffer[maxrow + maxcol - 2 * j], 0);
- } else {
- _flashlight.buffer[minrow + j] = 0;
- _flashlight.buffer[minrow + maxcol - j] = 0;
- _flashlight.buffer[maxrow + j] = 0;
- _flashlight.buffer[maxrow + maxcol - j] = 0;
+ // C64 does not round the flashlight
+ if (_game.platform != Common::kPlatformC64) {
+
+ // Round the corners. To do so, we simply hard-code a set of nicely
+ // rounded corners.
+ static const int corner_data[] = { 8, 6, 4, 3, 2, 2, 1, 1 };
+ int minrow = 0;
+ int maxcol = (_flashlight.w - 1) * vs->format.bytesPerPixel;
+ int maxrow = (_flashlight.h - 1) * vs->pitch;
+
+ for (i = 0; i < 8; i++, minrow += vs->pitch, maxrow -= vs->pitch) {
+ int d = corner_data[i];
+
+ for (j = 0; j < d; j++) {
+ if (vs->format.bytesPerPixel == 2) {
+ WRITE_UINT16(&_flashlight.buffer[minrow + 2 * j], 0);
+ WRITE_UINT16(&_flashlight.buffer[minrow + maxcol - 2 * j], 0);
+ WRITE_UINT16(&_flashlight.buffer[maxrow + 2 * j], 0);
+ WRITE_UINT16(&_flashlight.buffer[maxrow + maxcol - 2 * j], 0);
+ }
+ else {
+ _flashlight.buffer[minrow + j] = 0;
+ _flashlight.buffer[minrow + maxcol - j] = 0;
+ _flashlight.buffer[maxrow + j] = 0;
+ _flashlight.buffer[maxrow + maxcol - j] = 0;
+ }
}
}
}
diff --git a/engines/scumm/saveload.cpp b/engines/scumm/saveload.cpp
index 84dd16efa6..0997fd0a55 100644
--- a/engines/scumm/saveload.cpp
+++ b/engines/scumm/saveload.cpp
@@ -68,7 +68,7 @@ struct SaveInfoSection {
#define SaveInfoSectionSize (4+4+4 + 4+4 + 4+2)
-#define CURRENT_VER 98
+#define CURRENT_VER 99
#define INFOSECTION_VERSION 2
#pragma mark -
@@ -1518,6 +1518,9 @@ void ScummEngine_v2::saveLoadWithSerializer(Common::Serializer &s) {
if (s.getVersion() < VER(79) && s.isLoading()) {
_inventoryOffset = 0;
}
+
+ s.syncAsByte(_flashlight.xStrips, VER(99));
+ s.syncAsByte(_flashlight.yStrips, VER(99));
}
void ScummEngine_v5::saveLoadWithSerializer(Common::Serializer &s) {
diff --git a/engines/scumm/scumm.cpp b/engines/scumm/scumm.cpp
index 2f6ea489d5..8d781a0ef1 100644
--- a/engines/scumm/scumm.cpp
+++ b/engines/scumm/scumm.cpp
@@ -705,6 +705,8 @@ ScummEngine_v2::ScummEngine_v2(OSystem *syst, const DetectorResult &dr)
: ScummEngine_v3old(syst, dr) {
_inventoryOffset = 0;
+ _flashlight.xStrips = 6;
+ _flashlight.yStrips = 4;
VAR_SENTENCE_VERB = 0xFF;
VAR_SENTENCE_OBJECT1 = 0xFF;