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-rw-r--r--engines/cine/object.cpp17
-rw-r--r--engines/cine/various.cpp118
-rw-r--r--engines/cine/various.h2
3 files changed, 60 insertions, 77 deletions
diff --git a/engines/cine/object.cpp b/engines/cine/object.cpp
index 57a328eef9..61fecb55f8 100644
--- a/engines/cine/object.cpp
+++ b/engines/cine/object.cpp
@@ -179,8 +179,12 @@ void setupObject(byte objIdx, uint16 param1, uint16 param2, uint16 param3, uint1
objectTable[objIdx].mask = param3;
objectTable[objIdx].frame = param4;
- if (removeOverlay(objIdx, 0)) {
- addOverlay(objIdx, 0);
+ if (g_cine->getGameType() == Cine::GType_OS) {
+ resetGfxEntityEntry(objIdx);
+ } else { // Future Wars
+ if (removeOverlay(objIdx, 0)) {
+ addOverlay(objIdx, 0);
+ }
}
}
@@ -208,9 +212,12 @@ void modifyObjectParam(byte objIdx, byte paramIdx, int16 newValue) {
case 3:
objectTable[objIdx].mask = newValue;
- // TODO: Check this part against disassembly
- if (removeOverlay(objIdx, 0)) {
- addOverlay(objIdx, 0);
+ if (g_cine->getGameType() == Cine::GType_OS) { // Operation Stealth specific
+ resetGfxEntityEntry(objIdx);
+ } else { // Future Wars specific
+ if (removeOverlay(objIdx, 0)) {
+ addOverlay(objIdx, 0);
+ }
}
break;
case 4:
diff --git a/engines/cine/various.cpp b/engines/cine/various.cpp
index 20d9edc5de..6bbc907eb0 100644
--- a/engines/cine/various.cpp
+++ b/engines/cine/various.cpp
@@ -1682,78 +1682,6 @@ uint16 computeMove2(SeqListElement &element) {
return returnVar;
}
-// sort all the gfx stuff...
-
-void resetGfxEntityEntry(uint16 objIdx) {
-#if 0
- overlayHeadElement* tempHead = &overlayHead;
- byte* var_16 = NULL;
- uint16 var_10 = 0;
- uint16 var_12 = 0;
- overlayHeadElement* currentHead = tempHead->next;
- byte* var_1A = NULL;
- overlayHeadElement* var1E = &overlayHead;
-
- while (currentHead) {
- tempHead2 = currentHead->next;
-
- if (currentHead->objIdx == objIdx && currentHead->type!=2 && currentHead->type!=3 && currentHead->type!=0x14) {
- tempHead->next = tempHead2;
-
- if (tempHead2) {
- tempHead2->previous = currentHead->previous;
- } else {
- seqVar0 = currentHead->previous;
- }
-
- var_22 = var_16;
-
- if (!var_22) {
- // todo: goto?
- }
-
- var_22->previous = currentHead;
- } else {
- }
-
- if (currentHead->type == 0x14) {
- } else {
- }
-
- if (currentHead->type == 0x2 || currentHead->type == 0x3) {
- si = 10000;
- } else {
- si = objectTable[currentHead->objIdx];
- }
-
- if (objectTable[objIdx]>si) {
- var1E = currentHead;
- }
-
- tempHead = tempHead->next;
-
- }
-
- if (var_1A) {
- currentHead = var_16;
- var_22 = var_1E->next;
- var_1E->next = currentHead;
- var_1A->next = var_22;
-
- if (var_1E != &gfxEntityHead) {
- currentHead->previous = var_1E;
- }
-
- if (!var_22) {
- seqVar0 = var_1A;
- } else {
- var_22->previous = var_1A;
- }
-
- }
-#endif
-}
-
uint16 addAni(uint16 param1, uint16 objIdx, const byte *ptr, SeqListElement &element, uint16 param3, int16 *param4) {
const byte *currentPtr = ptr;
const byte *ptrData;
@@ -1795,6 +1723,52 @@ uint16 addAni(uint16 param1, uint16 objIdx, const byte *ptr, SeqListElement &ele
return 1;
}
+/*!
+ * Permutates the overlay list into a different order according to some logic.
+ * \todo Check this function for correctness (Wasn't very easy to reverse engineer so there may be errors)
+ */
+void resetGfxEntityEntry(uint16 objIdx) {
+ Common::List<overlay>::iterator it, bObjsCutPoint;
+ Common::List<overlay> aReverseObjs, bObjs;
+ bool foundCutPoint = false;
+
+ // Go through the overlay list and partition the whole list into two categories (Type A and type B objects)
+ for (it = overlayList.begin(); it != overlayList.end(); ++it) {
+ if (it->objIdx == objIdx && it->type != 2 && it->type != 3) { // Type A object
+ aReverseObjs.push_front(*it);
+ } else { // Type B object
+ bObjs.push_back(*it);
+ uint16 objectMask;
+ if (it->type == 2 || it->type == 3) {
+ objectMask = 10000;
+ } else {
+ objectMask = objectTable[it->objIdx].mask;
+ }
+
+ if (objectTable[objIdx].mask > objectMask) { // Check for B objects' cut point
+ bObjsCutPoint = bObjs.reverse_begin();
+ foundCutPoint = true;
+ }
+ }
+ }
+
+ // Recreate the overlay list in a different order.
+ overlayList.clear();
+ if (foundCutPoint) {
+ // If a cut point was found the order is:
+ // B objects before the cut point, the cut point, A objects in reverse order, B objects after cut point.
+ ++bObjsCutPoint; // Include the cut point in the first list insertion
+ overlayList.insert(overlayList.end(), bObjs.begin(), bObjsCutPoint);
+ overlayList.insert(overlayList.end(), aReverseObjs.begin(), aReverseObjs.end());
+ overlayList.insert(overlayList.end(), bObjsCutPoint, bObjs.end());
+ } else {
+ // If no cut point was found the order is:
+ // A objects in reverse order, B objects.
+ overlayList.insert(overlayList.end(), aReverseObjs.begin(), aReverseObjs.end());
+ overlayList.insert(overlayList.end(), bObjs.begin(), bObjs.end());
+ }
+}
+
void processSeqListElement(SeqListElement &element) {
int16 x = objectTable[element.objIdx].x;
int16 y = objectTable[element.objIdx].y;
diff --git a/engines/cine/various.h b/engines/cine/various.h
index d05447fb40..840f1674a2 100644
--- a/engines/cine/various.h
+++ b/engines/cine/various.h
@@ -142,6 +142,8 @@ void addSeqListElement(uint16 objIdx, int16 param1, int16 param2, int16 frame, i
void modifySeqListElement(uint16 objIdx, int16 var4Test, int16 param1, int16 param2, int16 param3, int16 param4);
void processSeqList(void);
+void resetGfxEntityEntry(uint16 objIdx);
+
bool makeTextEntryMenu(const char *caption, char *string, int strLen, int y);
} // End of namespace Cine