aboutsummaryrefslogtreecommitdiff
path: root/engines
diff options
context:
space:
mode:
Diffstat (limited to 'engines')
-rw-r--r--engines/sci/graphics/picture.cpp43
1 files changed, 16 insertions, 27 deletions
diff --git a/engines/sci/graphics/picture.cpp b/engines/sci/graphics/picture.cpp
index 651eac75ea..7d7bca22a1 100644
--- a/engines/sci/graphics/picture.cpp
+++ b/engines/sci/graphics/picture.cpp
@@ -783,7 +783,13 @@ void GfxPicture::drawVectorData(byte *data, int dataSize) {
case PIC_OPX_VGA_EMBEDDED_VIEW: // draw cel
vectorGetAbsCoordsNoMirror(data, curPos, x, y);
size = READ_LE_UINT16(data + curPos); curPos += 2;
- _priority = pic_priority; // set global priority so the cel gets drawn using current priority as well
+ if (getSciVersion() <= SCI_VERSION_1_EARLY) {
+ // During SCI1Early sierra always used 0 as priority for cels inside picture resources
+ // fixes Space Quest 4 orange ship lifting off (bug #6446)
+ _priority = 0;
+ } else {
+ _priority = pic_priority; // set global priority so the cel gets drawn using current priority as well
+ }
drawCelData(data, _resource->size, curPos, curPos + 8, 0, x, y, 0, 0);
curPos += size;
break;
@@ -919,32 +925,15 @@ void GfxPicture::vectorFloodFill(int16 x, int16 y, byte color, byte priority, by
}
// This logic was taken directly from sierra sci, floodfill will get aborted on various occations
- if (!_addToFlag) {
- if (screenMask & GFX_SCREEN_MASK_VISUAL) {
- if ((color == _screen->getColorWhite()) || (searchColor != _screen->getColorWhite()))
- return;
- } else if (screenMask & GFX_SCREEN_MASK_PRIORITY) {
- if ((priority == 0) || (searchPriority != 0))
- return;
- } else if (screenMask & GFX_SCREEN_MASK_CONTROL) {
- if ((control == 0) || (searchControl != 0))
- return;
- }
- } else {
- // When adding a picture onto another picture, don't abort in case current pixel was already drawn previously
- // It seems Sierra SCI unpacks such pictures separately and then copies them over
- // We draw directly to the screen.
- // fixes Space Quest 4 orange ship lifting off (bug #6446)
- if (screenMask & GFX_SCREEN_MASK_VISUAL) {
- if (color == _screen->getColorWhite())
- return;
- } else if (screenMask & GFX_SCREEN_MASK_PRIORITY) {
- if (priority == 0)
- return;
- } else if (screenMask & GFX_SCREEN_MASK_CONTROL) {
- if (control == 0)
- return;
- }
+ if (screenMask & GFX_SCREEN_MASK_VISUAL) {
+ if ((color == _screen->getColorWhite()) || (searchColor != _screen->getColorWhite()))
+ return;
+ } else if (screenMask & GFX_SCREEN_MASK_PRIORITY) {
+ if ((priority == 0) || (searchPriority != 0))
+ return;
+ } else if (screenMask & GFX_SCREEN_MASK_CONTROL) {
+ if ((control == 0) || (searchControl != 0))
+ return;
}
// Now remove screens, that already got the right color/priority/control