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authorMartin Kiewitz2010-05-24 15:39:30 +0000
committerMartin Kiewitz2010-05-24 15:39:30 +0000
commite9db62b272409580e45e776d4dfcd358670d6ccd (patch)
tree67c22df437ecea56e09f8b2c2bc74433d34d396b
parentb49efb67f6e6f9d8b8107ec0de82055588fe215f (diff)
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SCI: sort according to original order in kAnimate, when y and z are the same - fixes iceman half-open compartment in room 35
svn-id: r49189
-rw-r--r--engines/sci/graphics/animate.cpp11
-rw-r--r--engines/sci/graphics/animate.h3
2 files changed, 12 insertions, 2 deletions
diff --git a/engines/sci/graphics/animate.cpp b/engines/sci/graphics/animate.cpp
index 71c7b7dd7f..8a03c9579b 100644
--- a/engines/sci/graphics/animate.cpp
+++ b/engines/sci/graphics/animate.cpp
@@ -109,7 +109,15 @@ bool GfxAnimate::invoke(List *list, int argc, reg_t *argv) {
}
bool sortHelper(const AnimateEntry* entry1, const AnimateEntry* entry2) {
- return (entry1->y == entry2->y) ? (entry1->z < entry2->z) : (entry1->y < entry2->y);
+ if (entry1->y == entry2->y) {
+ // if both y and z are the same, use the order we were given originally
+ // this is needed for special cases like iceman room 35
+ if (entry1->z == entry2->z)
+ return entry1->givenOrderNo < entry2->givenOrderNo;
+ else
+ return entry1->z < entry2->z;
+ }
+ return entry1->y < entry2->y;
}
void GfxAnimate::makeSortedList(List *list) {
@@ -156,6 +164,7 @@ void GfxAnimate::makeSortedList(List *list) {
listEntry->object = curObject;
// Get data from current object
+ listEntry->givenOrderNo = listNr;
listEntry->viewId = GET_SEL32V(_s->_segMan, curObject, SELECTOR(view));
listEntry->loopNo = GET_SEL32V(_s->_segMan, curObject, SELECTOR(loop));
listEntry->celNo = GET_SEL32V(_s->_segMan, curObject, SELECTOR(cel));
diff --git a/engines/sci/graphics/animate.h b/engines/sci/graphics/animate.h
index 2cc59b1767..706b7182cf 100644
--- a/engines/sci/graphics/animate.h
+++ b/engines/sci/graphics/animate.h
@@ -40,7 +40,7 @@ enum ViewSignals {
kSignalAlwaysUpdate = 0x0020,
kSignalForceUpdate = 0x0040,
kSignalRemoveView = 0x0080,
- kSignalFrozen = 0x0100,
+ kSignalFrozen = 0x0100, // I got frozen today!!
kSignalExtraActor = 0x0200, // unused by us, defines all actors that may be included into the background if speed is too slow
kSignalHitObstacle = 0x0400, // used in the actor movement code by kDoBresen()
kSignalDoesntTurn = 0x0800, // used by _k_dirloop() to determine if an actor can turn or not
@@ -57,6 +57,7 @@ enum ViewScaleSignals {
};
struct AnimateEntry {
+ int16 givenOrderNo;
reg_t object;
GuiResourceId viewId;
int16 loopNo;