Fix actor glitches in C64 maniac and minor cleanup
svn-id: r21001
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parent
fd8f11f7a4
commit
e3a48bf276
1 changed files with 28 additions and 23 deletions
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@ -1006,9 +1006,7 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) {
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int off = (offH << 8) + offL;
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const byte *data = _loaded._baseptr + off;
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const byte actorColors[] = {
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0, 10, actorColorsMMC64[_actorID], 0
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};
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const byte palette[] = {0, 10, actorColorsMMC64[_actorID], 0};
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int width = *data++;
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int height = *data++;
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@ -1042,45 +1040,52 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) {
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xpos += _actorX - (a->_width / 2) + 4;
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ypos += _actorY - _loaded._maxHeight;
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// This code is very similar to procC64()
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if (flipped) {
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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byte c = data[y*width+x];
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byte b, d;
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byte color = data[y * width + x];
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byte pcolor;
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int realX = 0;
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if (offsetX == 0||offsetX == 1) {
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realX = width-(x+1);
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} else if (offsetX == 2) {
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realX = width-(x+2);
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}
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byte *dest = &(((byte*)_out.pixels)[((y + ypos) * _out.pitch) + ((realX * 8) + xpos)]);
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for (int i = 0; i <= 6; i += 2) {
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if ((d = (c >> i) & 0x03)) {
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b = actorColors[d];
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*dest++ = b;
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*dest++ = b;
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continue;
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int destY = y + ypos;
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int destX = realX * 8 + xpos;
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if (destY >= 0 && destY < _out.h && destX >= 0 && destX < _out.w) {
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byte *destPtr = &(((byte*)_out.pixels)[destY * _out.pitch + destX]);
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for (int i = 0; i <= 6; i += 2) {
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pcolor = (color >> i) & 3;
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if (pcolor) {
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destPtr[0] = palette[pcolor];
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destPtr[1] = palette[pcolor];
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}
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destPtr += 2;
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}
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dest += 2;
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}
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}
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}
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} else {
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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byte c = data[y*width+x];
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byte b, d;
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byte *dest = &(((byte*)_out.pixels)[((y + ypos) * _out.pitch) + ((x * 8) + xpos)]);
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byte color = data[y * width + x];
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byte pcolor;
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for (int i = 6; i >= 0; i -= 2) {
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if ((d = (c >> i) & 0x03)) {
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b = actorColors[d];
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*dest++ = b;
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*dest++ = b;
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continue;
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int destY = y + ypos;
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int destX = x * 8 + xpos;
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if (destY >= 0 && destY < _out.h && destX >= 0 && destX < _out.w) {
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byte *destPtr = &(((byte*)_out.pixels)[destY * _out.pitch + destX]);
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for (int i = 6; i >= 0; i -= 2) {
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pcolor = (color >> i) & 3;
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if (pcolor) {
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destPtr[0] = palette[pcolor];
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destPtr[1] = palette[pcolor];
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}
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destPtr += 2;
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}
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dest += 2;
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}
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}
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}
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