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https://github.com/libretro/scummvm.git
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487 lines
14 KiB
C++
487 lines
14 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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// Sprite management module
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/scene.h"
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#include "saga/resource.h"
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#include "saga/font.h"
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#include "saga/sprite.h"
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#include "saga/render.h"
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namespace Saga {
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#define RID_IHNM_ARROW_SPRITES 13
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#define RID_IHNM_SAVEREMINDER_SPRITES 14
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#define RID_IHNMDEMO_ARROW_SPRITES 8
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#define RID_IHNMDEMO_SAVEREMINDER_SPRITES 9
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Sprite::Sprite(SagaEngine *vm) : _vm(vm) {
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debug(8, "Initializing sprite subsystem...");
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// Load sprite module resource context
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_spriteContext = _vm->_resource->getContext(GAME_RESOURCEFILE);
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if (_spriteContext == nullptr) {
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error("Sprite::Sprite resource context not found");
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}
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if (_vm->getGameId() == GID_ITE) {
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loadList(_vm->getResourceDescription()->mainSpritesResourceId, _mainSprites);
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_arrowSprites = _saveReminderSprites = _inventorySprites = _mainSprites;
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#ifdef ENABLE_IHNM
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} else if (_vm->getGameId() == GID_IHNM) {
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if (_vm->isIHNMDemo()) {
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loadList(RID_IHNMDEMO_ARROW_SPRITES, _arrowSprites);
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loadList(RID_IHNMDEMO_SAVEREMINDER_SPRITES, _saveReminderSprites);
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} else {
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loadList(RID_IHNM_ARROW_SPRITES, _arrowSprites);
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loadList(RID_IHNM_SAVEREMINDER_SPRITES, _saveReminderSprites);
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}
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#endif
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} else {
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error("Sprite: unknown game type");
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}
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}
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Sprite::~Sprite() {
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debug(8, "Shutting down sprite subsystem...");
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}
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void Sprite::loadList(int resourceId, SpriteList &spriteList) {
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ByteArray spriteListData;
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_vm->_resource->loadResource(_spriteContext, resourceId, spriteListData);
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if (spriteListData.empty()) {
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return;
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}
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ByteArrayReadStreamEndian readS(spriteListData, _spriteContext->isBigEndian());
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uint16 spriteCount = readS.readUint16();
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debug(9, "Sprites: %d", spriteCount);
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uint16 oldSpriteCount = spriteList.size();
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uint16 newSpriteCount = oldSpriteCount + spriteCount;
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spriteList.resize(newSpriteCount);
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bool bigHeader = _vm->getGameId() == GID_IHNM || _vm->isMacResources();
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for (uint i = oldSpriteCount; i < spriteList.size(); i++) {
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uint32 offset;
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if (bigHeader)
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offset = readS.readUint32();
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else
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offset = readS.readUint16();
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if (offset >= spriteListData.size()) {
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// ITE Mac demos throw this warning
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warning("Sprite::loadList offset exceeded");
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spriteList.resize(i);
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return;
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}
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const byte *spritePointer = spriteListData.getBuffer();
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spritePointer += offset;
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const byte *spriteDataPointer;
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SpriteInfo *spriteInfo = &spriteList[i];
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if (bigHeader) {
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Common::MemoryReadStreamEndian readS2(spritePointer, 8, _spriteContext->isBigEndian());
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spriteInfo->xAlign = readS2.readSint16();
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spriteInfo->yAlign = readS2.readSint16();
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spriteInfo->width = readS2.readUint16();
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spriteInfo->height = readS2.readUint16();
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spriteDataPointer = spritePointer + readS2.pos();
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} else {
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Common::MemoryReadStreamEndian readS2(spritePointer, 4, false);
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spriteInfo->xAlign = readS2.readSByte();
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spriteInfo->yAlign = readS2.readSByte();
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spriteInfo->width = readS2.readByte();
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spriteInfo->height = readS2.readByte();
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spriteDataPointer = spritePointer + readS2.pos();
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}
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int outputLength = spriteInfo->width * spriteInfo->height;
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int inputLength = spriteListData.size() - (spriteDataPointer - spriteListData.getBuffer());
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spriteInfo->decodedBuffer.resize(outputLength);
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if (outputLength > 0) {
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decodeRLEBuffer(spriteDataPointer, inputLength, outputLength);
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byte *dst = &spriteInfo->decodedBuffer.front();
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#ifdef ENABLE_IHNM
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// IHNM sprites are upside-down, for reasons which i can only
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// assume are perverse. To simplify things, flip them now. Not
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// at drawing time.
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if (_vm->getGameId() == GID_IHNM) {
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byte *src = &_decodeBuf[spriteInfo->width * (spriteInfo->height - 1)];
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for (int j = 0; j < spriteInfo->height; j++) {
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memcpy(dst, src, spriteInfo->width);
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src -= spriteInfo->width;
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dst += spriteInfo->width;
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}
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} else
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#endif
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memcpy(dst, &_decodeBuf.front(), outputLength);
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}
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}
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}
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void Sprite::getScaledSpriteBuffer(SpriteList &spriteList, uint spriteNumber, int scale, int &width, int &height, int &xAlign, int &yAlign, const byte *&buffer) {
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SpriteInfo *spriteInfo;
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if (spriteList.size() <= spriteNumber) {
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// this can occur in IHNM while loading a saved game from chapter 1-5 when being in the end chapter
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warning("spriteList.size() <= spriteNumber");
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return;
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}
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spriteInfo = &spriteList[spriteNumber];
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if (scale < 256) {
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xAlign = (spriteInfo->xAlign * scale) >> 8; //TODO: do we need to take in account sprite x&y aligns ?
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yAlign = (spriteInfo->yAlign * scale) >> 8; // ????
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height = (spriteInfo->height * scale + 0x7f) >> 8;
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width = (spriteInfo->width * scale + 0x7f) >> 8;
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size_t outLength = width * height;
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if (outLength > 0) {
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scaleBuffer(&spriteInfo->decodedBuffer.front(), spriteInfo->width, spriteInfo->height, scale, outLength);
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buffer = &_decodeBuf.front();
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} else {
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buffer = nullptr;
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}
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} else {
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xAlign = spriteInfo->xAlign;
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yAlign = spriteInfo->yAlign;
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height = spriteInfo->height;
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width = spriteInfo->width;
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buffer = spriteInfo->decodedBuffer.getBuffer();
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}
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}
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void Sprite::drawClip(const Point &spritePointer, int width, int height, const byte *spriteBuffer, bool clipToScene) {
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Common::Rect clipRect = clipToScene ? _vm->_scene->getSceneClip() : _vm->getDisplayClip();
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int xDstOffset, yDstOffset, xSrcOffset, ySrcOffset, xDiff, yDiff, cWidth, cHeight;
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byte *bufRowPointer;
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byte *bufPointer;
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const byte *srcRowPointer;
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const byte *srcPointer;
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int backBufferPitch = _vm->_gfx->getBackBufferPitch();
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//find Rects intersection
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yDiff = clipRect.top - spritePointer.y;
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if (yDiff > 0) {
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ySrcOffset = yDiff;
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yDstOffset = clipRect.top;
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cHeight = height - yDiff;
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} else {
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ySrcOffset = 0;
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yDstOffset = spritePointer.y;
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cHeight = height;
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}
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xDiff = clipRect.left - spritePointer.x;
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if (xDiff > 0) {
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xSrcOffset = xDiff;
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xDstOffset = clipRect.left;
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cWidth = width - xDiff;
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} else {
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xSrcOffset = 0;
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xDstOffset = spritePointer.x;
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cWidth = width;
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}
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yDiff = yDstOffset + cHeight - clipRect.bottom;
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if (yDiff > 0) {
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cHeight -= yDiff;
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}
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xDiff = xDstOffset + cWidth - clipRect.right;
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if (xDiff > 0) {
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cWidth -= xDiff;
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}
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if ((cHeight <= 0) || (cWidth <= 0)) {
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//no intersection
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return;
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}
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bufRowPointer = _vm->_gfx->getBackBufferPixels() + backBufferPitch * yDstOffset + xDstOffset;
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srcRowPointer = spriteBuffer + width * ySrcOffset + xSrcOffset;
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// validate src, dst buffers
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assert(_vm->_gfx->getBackBufferPixels() <= bufRowPointer);
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assert((_vm->_gfx->getBackBufferPixels() + (_vm->getDisplayInfo().width * _vm->getDisplayInfo().height)) >=
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(byte *)(bufRowPointer + backBufferPitch * (cHeight - 1) + cWidth));
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assert((const byte *)spriteBuffer <= srcRowPointer);
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assert(((const byte *)spriteBuffer + (width * height)) >= (const byte *)(srcRowPointer + width * (cHeight - 1) + cWidth));
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const byte *srcPointerFinish2 = srcRowPointer + width * cHeight;
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for (;;) {
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srcPointer = srcRowPointer;
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bufPointer = bufRowPointer;
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const byte *srcPointerFinish = srcRowPointer + cWidth;
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for (;;) {
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if (*srcPointer != 0) {
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*bufPointer = *srcPointer;
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}
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srcPointer++;
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bufPointer++;
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if (srcPointer == srcPointerFinish) {
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break;
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}
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}
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srcRowPointer += width;
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if (srcRowPointer == srcPointerFinish2) {
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break;
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}
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bufRowPointer += backBufferPitch;
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}
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_vm->_render->addDirtyRect(Common::Rect(xDstOffset, yDstOffset, xDstOffset + cWidth, yDstOffset + cHeight));
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}
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void Sprite::draw(SpriteList &spriteList, uint spriteNumber, const Point &screenCoord, int scale, bool clipToScene) {
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const byte *spriteBuffer = nullptr;
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int width = 0;
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int height = 0;
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int xAlign = 0;
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int yAlign = 0;
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Point spritePointer;
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getScaledSpriteBuffer(spriteList, spriteNumber, scale, width, height, xAlign, yAlign, spriteBuffer);
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spritePointer.x = screenCoord.x + xAlign;
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spritePointer.y = screenCoord.y + yAlign;
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drawClip(spritePointer, width, height, spriteBuffer, clipToScene);
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}
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void Sprite::draw(SpriteList &spriteList, uint spriteNumber, const Rect &screenRect, int scale, bool clipToScene) {
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const byte *spriteBuffer = nullptr;
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int width = 0;
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int height = 0;
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int xAlign = 0;
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int spw;
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int yAlign = 0;
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int sph;
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Point spritePointer;
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getScaledSpriteBuffer(spriteList, spriteNumber, scale, width, height, xAlign, yAlign, spriteBuffer);
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spw = (screenRect.width() - width) / 2;
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sph = (screenRect.height() - height) / 2;
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if (spw < 0) {
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spw = 0;
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}
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if (sph < 0) {
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sph = 0;
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}
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spritePointer.x = screenRect.left + xAlign + spw;
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spritePointer.y = screenRect.top + yAlign + sph;
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drawClip(spritePointer, width, height, spriteBuffer, clipToScene);
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}
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bool Sprite::hitTest(SpriteList &spriteList, uint spriteNumber, const Point &screenCoord, int scale, const Point &testPoint) {
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const byte *spriteBuffer = nullptr;
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int i, j;
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const byte *srcRowPointer;
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int width = 0;
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int height = 0;
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int xAlign = 0;
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int yAlign = 0;
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Point spritePointer;
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getScaledSpriteBuffer(spriteList, spriteNumber, scale, width, height, xAlign, yAlign, spriteBuffer);
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spritePointer.x = screenCoord.x + xAlign;
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spritePointer.y = screenCoord.y + yAlign;
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if ((testPoint.y < spritePointer.y) || (testPoint.y >= spritePointer.y + height)) {
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return false;
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}
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if ((testPoint.x < spritePointer.x) || (testPoint.x >= spritePointer.x + width)) {
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return false;
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}
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i = testPoint.y - spritePointer.y;
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j = testPoint.x - spritePointer.x;
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srcRowPointer = spriteBuffer + j + i * width;
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return *srcRowPointer != 0;
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}
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void Sprite::drawOccluded(SpriteList &spriteList, uint spriteNumber, const Point &screenCoord, int scale, int depth) {
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const byte *spriteBuffer = nullptr;
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int x, y;
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byte *destRowPointer;
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const byte *sourceRowPointer;
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const byte *sourcePointer;
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byte *destPointer;
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byte *maskPointer;
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int width = 0;
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int height = 0;
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int xAlign = 0;
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int yAlign = 0;
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ClipData clipData;
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// BG mask variables
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int maskWidth;
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int maskHeight;
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byte *maskBuffer;
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byte *maskRowPointer;
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int maskZ;
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if (!_vm->_scene->isBGMaskPresent()) {
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draw(spriteList, spriteNumber, screenCoord, scale);
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return;
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}
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_vm->_scene->getBGMaskInfo(maskWidth, maskHeight, maskBuffer);
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getScaledSpriteBuffer(spriteList, spriteNumber, scale, width, height, xAlign, yAlign, spriteBuffer);
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clipData.destPoint.x = screenCoord.x + xAlign;
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clipData.destPoint.y = screenCoord.y + yAlign;
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clipData.sourceRect.left = 0;
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clipData.sourceRect.top = 0;
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clipData.sourceRect.right = width;
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clipData.sourceRect.bottom = height;
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clipData.destRect = _vm->_scene->getSceneClip();
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if (!clipData.calcClip()) {
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return;
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}
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// Finally, draw the occluded sprite
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sourceRowPointer = spriteBuffer + clipData.drawSource.x + (clipData.drawSource.y * width);
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destRowPointer = _vm->_gfx->getBackBufferPixels() + clipData.drawDest.x + (clipData.drawDest.y * _vm->_gfx->getBackBufferPitch());
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maskRowPointer = maskBuffer + clipData.drawDest.x + (clipData.drawDest.y * maskWidth);
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for (y = 0; y < clipData.drawHeight; y++) {
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sourcePointer = sourceRowPointer;
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destPointer = destRowPointer;
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maskPointer = maskRowPointer;
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for (x = 0; x < clipData.drawWidth; x++) {
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if (*sourcePointer != 0) {
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maskZ = *maskPointer & SPRITE_ZMASK;
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if (maskZ > depth) {
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*destPointer = *sourcePointer;
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}
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}
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sourcePointer++;
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destPointer++;
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maskPointer++;
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}
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destRowPointer += _vm->_gfx->getBackBufferPitch();
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maskRowPointer += maskWidth;
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sourceRowPointer += width;
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}
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_vm->_render->addDirtyRect(Common::Rect(clipData.drawSource.x, clipData.drawSource.y,
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clipData.drawSource.x + width, clipData.drawSource.y + height));
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}
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void Sprite::decodeRLEBuffer(const byte *inputBuffer, size_t inLength, size_t outLength) {
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int bg_runcount;
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int fg_runcount;
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byte *outPointer;
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byte *outPointerEnd;
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int c;
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_decodeBuf.resize(outLength);
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outPointer = &_decodeBuf.front();
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outPointerEnd = &_decodeBuf.back();
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memset(outPointer, 0, _decodeBuf.size());
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Common::MemoryReadStream readS(inputBuffer, inLength);
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while (!readS.eos() && (outPointer < outPointerEnd)) {
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bg_runcount = readS.readByte();
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if (readS.eos())
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break;
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fg_runcount = readS.readByte();
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for (c = 0; c < bg_runcount && !readS.eos(); c++) {
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*outPointer = (byte) 0;
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if (outPointer < outPointerEnd)
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outPointer++;
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else
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return;
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}
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for (c = 0; c < fg_runcount && !readS.eos(); c++) {
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*outPointer = readS.readByte();
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if (readS.eos())
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break;
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if (outPointer < outPointerEnd)
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outPointer++;
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else
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return;
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}
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}
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}
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void Sprite::scaleBuffer(const byte *src, int width, int height, int scale, size_t outLength) {
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byte skip = 256 - scale; // skip factor
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byte vskip = 0x80, hskip;
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_decodeBuf.resize(outLength);
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byte *dst = &_decodeBuf.front();
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memset(dst, 0, _decodeBuf.size());
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for (int i = 0; i < height; i++) {
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vskip += skip;
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if (vskip < skip) { // We had an overflow
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src += width;
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} else {
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hskip = 0x80;
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for (int j = 0; j < width; j++) {
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*dst++ = *src++;
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hskip += skip;
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if (hskip < skip) // overflow
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dst--;
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}
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}
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}
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}
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} // End of namespace Saga
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