(svn r10105) -Fix r10092: fix sprite 4845 till 4881 (inclusive), so they store the data as on the disk in the memory, as the old landscape generate assumes this. Talking about ugly hacks...

pull/155/head
truelight 18 years ago
parent 8f30750ade
commit 9ee02182fa

@ -144,7 +144,46 @@ static void* ReadSprite(SpriteCache *sc, SpriteID id)
sc->ptr = dest;
FioReadBlock(dest, num);
return dest;
return sc->ptr;
}
/* Ugly hack to work around the problem that the old landscape
* generator assumes that those sprites are stored uncompressed in
* the memory, and they are only read directly by the code, never
* send to the blitter. So do not send it to the blitter (which will
* result in a data array in the format the blitter likes most), but
* read the data directly from disk and store that as sprite.
* Ugly: yes. Other solution: no. Blame the original author or
* something ;) The image should really have been a data-stream
* (so type = 0xFF basicly). */
if (id >= 4845 && id <= 4881) {
uint height = FioReadByte();
uint width = FioReadWord();
Sprite *sprite;
byte *dest;
num = width * height;
sprite = (Sprite *)AllocSprite(sizeof(*sprite) + num);
sc->ptr = sprite;
sprite->height = height;
sprite->width = width;
sprite->x_offs = FioReadWord();
sprite->y_offs = FioReadWord();
dest = sprite->data;
while (num > 0) {
int8 i = FioReadByte();
if (i >= 0) {
num -= i;
for (; i > 0; --i) *dest++ = FioReadByte();
} else {
const byte* rel = dest - (((i & 7) << 8) | FioReadByte());
i = -(i >> 3);
num -= i;
for (; i > 0; --i) *dest++ = *rel++;
}
}
return sc->ptr;
}
SpriteLoaderGrf sprite_loader;

Loading…
Cancel
Save