(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...
authortruelight
Mon, 11 Jun 2007 18:49:55 +0000
changeset 6865 60e668c0ed7c
parent 6864 fc33b39c585f
child 6866 a147f0465258
(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...
src/spritecache.cpp
--- a/src/spritecache.cpp	Mon Jun 11 17:45:32 2007 +0000
+++ b/src/spritecache.cpp	Mon Jun 11 18:49:55 2007 +0000
@@ -144,7 +144,46 @@
 		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;