(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...

This commit is contained in:
truelight 2007-06-11 18:49:55 +00:00
parent 30627e6eeb
commit d0250f6108
1 changed files with 40 additions and 1 deletions

View File

@ -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;