diff options
Diffstat (limited to 'engines/cine/gfx.cpp')
-rw-r--r-- | engines/cine/gfx.cpp | 55 |
1 files changed, 37 insertions, 18 deletions
diff --git a/engines/cine/gfx.cpp b/engines/cine/gfx.cpp index b882c9760e..c6c5faf464 100644 --- a/engines/cine/gfx.cpp +++ b/engines/cine/gfx.cpp @@ -276,9 +276,11 @@ void FWRenderer::drawMessage(const char *str, int x, int y, int width, byte colo /*! \brief Draw rectangle on screen * \param x Top left corner coordinate * \param y Top left corner coordinate - * \param width Rectangle width - * \param height Rectangle height + * \param width Rectangle width (Negative values draw the box horizontally flipped) + * \param height Rectangle height (Negative values draw the box vertically flipped) * \param color Fill color + * \note Rectangle's drawn width is always at least one. + * \note Rectangle's drawn height is always at least one. */ void FWRenderer::drawPlainBox(int x, int y, int width, int height, byte color) { int i; @@ -313,12 +315,18 @@ void FWRenderer::drawPlainBox(int x, int y, int width, int height, byte color) { height = 0; } - // Draw the box if it's not empty - if (width > 0 && height > 0) { - byte *dest = _backBuffer + y * 320 + x; - for (i = 0; i < height; i++) { - memset(dest + i * 320, color, width); - } + // Make width and height at least one + // which forces this function to always draw something. + // This fixes at least the showing of the oxygen gauge meter in + // Operation Stealth's first arcade sequence where this function + // is called with a height of zero. + width = MAX(1, width); + height = MAX(1, height); + + // Draw the filled rectangle + byte *dest = _backBuffer + y * 320 + x; + for (i = 0; i < height; i++) { + memset(dest + i * 320, color, width); } } @@ -428,7 +436,7 @@ void FWRenderer::renderOverlay(const Common::List<overlay>::iterator &it) { switch (it->type) { // color sprite case 0: - sprite = animDataTable + objectTable[it->objIdx].frame; + sprite = &animDataTable[objectTable[it->objIdx].frame]; len = sprite->_realWidth * sprite->_height; mask = new byte[len]; memcpy(mask, sprite->mask(), len); @@ -463,7 +471,7 @@ void FWRenderer::renderOverlay(const Common::List<overlay>::iterator &it) { // bitmap case 4: assert(it->objIdx < NUM_MAX_OBJECT); - obj = objectTable + it->objIdx; + obj = &objectTable[it->objIdx]; if (obj->frame < 0) { return; @@ -1066,7 +1074,7 @@ void OSRenderer::renderOverlay(const Common::List<overlay>::iterator &it) { if (objectTable[it->objIdx].frame < 0) { break; } - sprite = animDataTable + objectTable[it->objIdx].frame; + sprite = &animDataTable[objectTable[it->objIdx].frame]; len = sprite->_realWidth * sprite->_height; mask = new byte[len]; generateMask(sprite->data(), mask, len, objectTable[it->objIdx].part); @@ -1099,8 +1107,8 @@ void OSRenderer::renderOverlay(const Common::List<overlay>::iterator &it) { case 20: assert(it->objIdx < NUM_MAX_OBJECT); var5 = it->x; // A global variable updated here! - obj = objectTable + it->objIdx; - sprite = animDataTable + obj->frame; + obj = &objectTable[it->objIdx]; + sprite = &animDataTable[obj->frame]; if (obj->frame < 0 || it->x < 0 || it->x > 8 || !_bgTable[it->x].bg || sprite->_bpp != 1) { break; @@ -1109,13 +1117,24 @@ void OSRenderer::renderOverlay(const Common::List<overlay>::iterator &it) { maskBgOverlay(_bgTable[it->x].bg, sprite->data(), sprite->_realWidth, sprite->_height, _backBuffer, obj->x, obj->y); break; - // TODO: Figure out what this overlay type is and name it - // TODO: Check it this implementation really works correctly (Some things might be wrong, needs testing) + // FIXME: Looking at Operation Stealth's disassembly I can't find any codepath that + // will draw a type 21 overlay. But looking at the first arcade sequence's scripts + // it looks like the oxygen gauge meter is implemented using a type 21 overlay. + // So for the time being I'm simply drawing type 21 overlays as type 22 overlays + // and hoping for the best. + // TODO: Check how the original game looks under DOSBox to see if the oxygen gauge works in it + case 21: + // A filled rectangle: case 22: { + // TODO: Check it this implementation really works correctly (Some things might be wrong, needs testing). assert(it->objIdx < NUM_MAX_OBJECT); - obj = objectTable + it->objIdx; - byte transCol = obj->part & 0x0F; - drawPlainBox(obj->x, obj->y, obj->frame, obj->costume, transCol); + obj = &objectTable[it->objIdx]; + byte color = obj->part & 0x0F; + int width = obj->frame; + int height = obj->costume; + drawPlainBox(obj->x, obj->y, width, height, color); + debug(5, "renderOverlay: type=%d, x=%d, y=%d, width=%d, height=%d, color=%d", + it->type, obj->x, obj->y, width, height, color); break; } |