Fix for bugs #775097 and #1093867 (Actor draw order problems). Thanks to cyx for finding this

svn-id: r18236
This commit is contained in:
Max Horn
2005-05-23 22:48:36 +00:00
parent 1c24c28eb5
commit 97ff33647d
+30 -48
View File
@@ -935,45 +935,6 @@ Actor *ScummEngine::derefActorSafe(int id, const char *errmsg) const {
return &_actors[id];
}
static int compareDrawOrder(const void* a, const void* b)
{
const Actor* actor1 = *(const Actor *const*)a;
const Actor* actor2 = *(const Actor *const*)b;
int diff;
// The actor in the higher layer is ordered lower
diff = actor1->_layer - actor2->_layer;
if (diff < 0)
return +1;
if (diff > 0)
return -1;
// The actor with higher y value is ordered higher
diff = actor1->_pos.y - actor2->_pos.y;
if (diff < 0)
return -1;
if (diff > 0)
return +1;
// FIXME: This hack works around bug #775097. It's probably wrong, though :-/
// Would be interesting if somebody could check the disassembly (see also the
// comment on the above mentioned tracker item).
if (g_scumm->_gameId == GID_TENTACLE) {
diff = actor1->_forceClip - actor2->_forceClip;
if (diff < 0)
return -1;
if (diff > 0)
return +1;
}
// The qsort() function is not guaranteed to be stable (i.e. it may
// re-order "equal" elements in an array it sorts). Hence we use the
// actor number as tie-breaker. This is needed for the Sam & Max intro,
// and possibly other cases as well. See bug #758167.
return actor1->_number - actor2->_number;
}
void ScummEngine::processActors() {
int numactors = 0;
@@ -981,26 +942,47 @@ void ScummEngine::processActors() {
for (int i = 1; i < _numActors; i++) {
if (_version == 8 && _actors[i]._layer < 0)
continue;
if (_actors[i].isInCurrentRoom() && _actors[i]._costume)
if (_actors[i].isInCurrentRoom()) {
_sortedActors[numactors++] = &_actors[i];
}
}
if (!numactors) {
return;
}
// Sort actors by position before we draw them (to ensure that actors in
// Sort actors by position before drawing them (to ensure that actors in
// front are drawn after those "behind" them).
qsort(_sortedActors, numactors, sizeof (Actor*), compareDrawOrder);
Actor** end = _sortedActors + numactors;
// Note: This algorithm works exactly the way the original engine did.
// Please resist any urge to 'optimize' this. Many of the games rely on the
// quirks of this particular sorting algorithm, and since we are dealing
// with far less than 100 objects being sorted here, any 'optimization'
// wouldn't yield a useful gain anyway.
// In particular, changing this loop caused a number of bugs in the past,
// including bugs #758167, #775097, and #1093867.
for (int j = 0; j < numactors; ++j) {
for (int i = 0; i < numactors; ++i) {
int sc_actor1 = _sortedActors[j]->_pos.y - _sortedActors[j]->_layer * 2000;
int sc_actor2 = _sortedActors[i]->_pos.y - _sortedActors[i]->_layer * 2000;
if (sc_actor1 < sc_actor2) {
SWAP(_sortedActors[i], _sortedActors[j]);
}
}
}
// Finally draw the now sorted actors
Actor** end = _sortedActors + numactors;
for (Actor** ac = _sortedActors; ac != end; ++ac) {
Actor* a = *ac;
CHECK_HEAP
a->drawActorCostume();
CHECK_HEAP
a->animateCostume();
// Draw and animate the actors, except those w/o a costume.
// Note: We could 'optimize' this a little bit by only putting actors
// with a costume into the _sortedActors array in the first place.
// However, that would mess up the sorting, and would hence cause
// regressions. See also the other big comment further up in this
// method for some details.
if (a->_costume) {
a->drawActorCostume();
a->animateCostume();
}
}
if (_features & GF_NEW_COSTUMES)