[Scummvm-cvs-logs] CVS: scummvm/sword2/driver sprite.cpp,1.33,1.34
Torbj?rn Andersson
eriktorbjorn at users.sourceforge.net
Tue Dec 9 00:10:01 CET 2003
Update of /cvsroot/scummvm/scummvm/sword2/driver
In directory sc8-pr-cvs1:/tmp/cvs-serv6453/driver
Modified Files:
sprite.cpp
Log Message:
I've played through the whole game, and I've scanned through the cluster
files with a primitive and incomplete tool to present resource information.
(It may evolve into something useful and/or presentable later. Much later.)
I've found no evidence whatsoever that the mysterious blend & 0x02 case is
ever used. Since the code makes no sense to me, I've removed it.
Index: sprite.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/driver/sprite.cpp,v
retrieving revision 1.33
retrieving revision 1.34
diff -u -d -r1.33 -r1.34
--- sprite.cpp 16 Nov 2003 14:18:29 -0000 1.33
+++ sprite.cpp 9 Dec 2003 08:09:18 -0000 1.34
@@ -383,7 +383,6 @@
uint8 *src, *dst;
uint8 *sprite, *newSprite;
uint8 *backbuf = NULL;
- uint8 red, green, blue;
uint16 scale;
int16 i, j;
uint16 srcPitch;
@@ -581,6 +580,12 @@
dst = _buffer + _screenWide * rd.top + rd.left;
if (s->type & RDSPR_BLEND) {
+ // The original code had two different blending cases. One for
+ // s->blend & 0x01 and one for s->blend & 0x02. However, the
+ // only values that actually appear in the cluster files are
+ // 0, 513 and 1025 so the s->blend & 0x02 case was never used.
+ // Which is just as well since that code made no sense to me.
+
if (!(_renderCaps & RDBLTFX_SPRITEBLEND)) {
for (i = 0; i < rs.height(); i++) {
for (j = 0; j < rs.width(); j++) {
@@ -591,55 +596,26 @@
dst += _screenWide;
}
} else {
- if (s->blend & 0x01) {
- red = s->blend >> 8;
- for (i = 0; i < rs.height(); i++) {
- for (j = 0; j < rs.width(); j++) {
- if (src[j]) {
- uint8 r = (_palCopy[src[j]][0] * red + _palCopy[dst[j]][0] * (8 - red)) >> 3;
- uint8 g = (_palCopy[src[j]][1] * red + _palCopy[dst[j]][1] * (8 - red)) >> 3;
- uint8 b = (_palCopy[src[j]][2] * red + _palCopy[dst[j]][2] * (8 - red)) >> 3;
- dst[j] = quickMatch(r, g, b);
- }
- }
- src += srcPitch;
- dst += _screenWide;
- }
- } else if (s->blend & 0x02) {
- debug(2, "DrawSprite: s->blend & 0x02");
+ uint8 n = s->blend >> 8;
- // FIXME: This case looks bogus to me. The
- // same value for the red, green and blue
- // parameters, and we multiply with the source
- // color's palette index rather than its color
- // component.
- //
- // But as far as I can see, that's how the
- // original code did it.
- //
- // Does anyone know where this case was used
- // anyway?
+ for (i = 0; i < rs.height(); i++) {
+ for (j = 0; j < rs.width(); j++) {
+ if (src[j]) {
+ uint8 r1 = _palCopy[src[j]][0];
+ uint8 g1 = _palCopy[src[j]][1];
+ uint8 b1 = _palCopy[src[j]][2];
+ uint8 r2 = _palCopy[dst[j]][0];
+ uint8 g2 = _palCopy[dst[j]][1];
+ uint8 b2 = _palCopy[dst[j]][2];
- red = _palCopy[s->blend >> 8][0];
- green = _palCopy[s->blend >> 8][0];
- blue = _palCopy[s->blend >> 8][0];
- for (i = 0; i < rs.height(); i++) {
- for (j = 0; j < rs.width(); j++) {
- if (src[j]) {
- uint8 r = (src[j] * red + (16 - src[j]) * _palCopy[dst[j]][0]) >> 4;
- uint8 g = (src[j] * green + (16 - src[j]) * _palCopy[dst[j]][1]) >> 4;
- uint8 b = (src[j] * blue + (16 - src[j]) * _palCopy[dst[j]][2]) >> 4;
- dst[j] = quickMatch(r, g, b);
- }
+ uint8 r = (r1 * n + r2 * (8 - n)) >> 3;
+ uint8 g = (g1 * n + g2 * (8 - n)) >> 3;
+ uint8 b = (b1 * n + b2 * (8 - n)) >> 3;
+ dst[j] = quickMatch(r, g, b);
}
- src += srcPitch;
- dst += _screenWide;
}
- } else {
- warning("DrawSprite: Invalid blended sprite");
- if (freeSprite)
- free(sprite);
- return RDERR_UNKNOWNTYPE;
+ src += srcPitch;
+ dst += _screenWide;
}
}
} else {
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