[Scummvm-cvs-logs] CVS: scummvm/scumm script_v6.cpp,1.84,1.85 akos.cpp,1.45,1.46 actor.cpp,1.72,1.73
Max Horn
fingolfin at users.sourceforge.net
Fri Mar 28 15:09:39 CET 2003
Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1:/tmp/cvs-serv14752
Modified Files:
script_v6.cpp akos.cpp actor.cpp
Log Message:
cleanup
Index: script_v6.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/script_v6.cpp,v
retrieving revision 1.84
retrieving revision 1.85
diff -u -d -r1.84 -r1.85
--- script_v6.cpp 18 Mar 2003 20:32:01 -0000 1.84
+++ script_v6.cpp 28 Mar 2003 23:08:33 -0000 1.85
@@ -2949,6 +2949,8 @@
}
// FIXME: something is wrong, it take wrong position or wrong buffer check
+ // Fingolfin says: the vs->tdirty[0] makes no sense to me at all, what is this
+ // supposed to do ?!?
int offset = (y - vs->topline) * _realWidth + x + vs->tdirty[0];
byte area = *(getResourceAddress(rtBuffer, vs->number + 1) + offset);
Index: akos.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/akos.cpp,v
retrieving revision 1.45
retrieving revision 1.46
diff -u -d -r1.45 -r1.46
--- akos.cpp 6 Mar 2003 21:45:50 -0000 1.45
+++ akos.cpp 28 Mar 2003 23:08:35 -0000 1.46
@@ -1106,7 +1106,7 @@
} else {
AKOS16_FILL_BITS()
akos16.color = ((byte)akos16.bits) & akos16.mask;
- AKOS16_EAT_BITS(akos16.shift)
+ AKOS16_EAT_BITS(akos16.shift)
AKOS16_FILL_BITS()
}
} else {
@@ -1235,7 +1235,7 @@
*/
// Modified by ludde
- if (clip_left < 0) {
+ if (clip_left < 0) {
skip_x = -clip_left;
clip_left = 0;
}
Index: actor.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/actor.cpp,v
retrieving revision 1.72
retrieving revision 1.73
diff -u -d -r1.72 -r1.73
--- actor.cpp 24 Mar 2003 21:56:29 -0000 1.72
+++ actor.cpp 28 Mar 2003 23:08:36 -0000 1.73
@@ -1029,14 +1029,20 @@
ar.setPalette(palette);
ar.setFacing(this);
- ar._dirty_id = number;
-
ar._draw_top = top = 0x7fffffff;
ar._draw_bottom = bottom = 0;
+ ar._dirty_id = number;
+
if (ar.drawCostume(cost)) {
- // FIXME: this breaks talking in The Dig. But why?
+ // FIXME: this breaks talking in The Dig because the actor
+ // is redrawn too often, thus breaking the waitForActor opcode.
// Note that I originally added this to correct some redraw issues.
+ // A "better" implementation would work like the corresponding code
+ // for "old" costumes, that is, only trigger a redraw if the actor
+ // is partially hidden / offscreen... but I am not sure the original
+ // actually does this, so before we spend time on implementing this,
+ // we should first figure out what the original code does here...
//needBgReset = true;
//needRedraw = true;
}
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