[Scummvm-cvs-logs] CVS: scummvm/scumm actor.cpp,1.362,1.363
Max Horn
fingolfin at users.sourceforge.net
Mon May 23 15:51:20 CEST 2005
Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv13623
Modified Files:
actor.cpp
Log Message:
Fix for bugs #775097 and #1093867 (Actor draw order problems). Thanks to cyx for finding this
Index: actor.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/actor.cpp,v
retrieving revision 1.362
retrieving revision 1.363
diff -u -d -r1.362 -r1.363
--- actor.cpp 23 May 2005 11:50:35 -0000 1.362
+++ actor.cpp 23 May 2005 22:48:36 -0000 1.363
@@ -935,45 +935,6 @@
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 @@
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)
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