From 7fec7cc1aeb3bcbdfb6c2d3dcbc614bb17742eb3 Mon Sep 17 00:00:00 2001 From: Robert Göffringmann Date: Mon, 22 Dec 2003 11:51:27 +0000 Subject: another change to verticalMask(). this should fix the remaining sprite priority issues svn-id: r11853 --- sword1/screen.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'sword1/screen.cpp') diff --git a/sword1/screen.cpp b/sword1/screen.cpp index 2e0cf14836..77be61d510 100644 --- a/sword1/screen.cpp +++ b/sword1/screen.cpp @@ -291,8 +291,6 @@ void SwordScreen::draw(void) { } } else memcpy(_screenBuf, _layerBlocks[0], _scrnSizeX * _scrnSizeY); - - for (uint8 cnt = 0; cnt < _backLength; cnt++) processImage(_backList[cnt]); @@ -411,22 +409,24 @@ void SwordScreen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight bHeight = _gridSizeY - y; uint16 gridY = y + SCREEN_TOP_EDGE / SCRNGRID_Y; // imaginary screen on top + gridY += bHeight - 1; // we start from the bottom edge uint16 gridX = x + SCREEN_LEFT_EDGE / SCRNGRID_X; // imaginary screen left uint16 lGridSizeX = _gridSizeX + 2 * (SCREEN_LEFT_EDGE / SCRNGRID_X); // width of the grid for the imaginary screen for (uint16 blkx = 0; blkx < bWidth; blkx++) { uint16 level = 0; while ((level < _roomDefTable[_currentScreen].totalLayers - 1) && - (!_layerGrid[level][gridX + blkx + (gridY + bHeight - 1)* lGridSizeX])) + (!_layerGrid[level][gridX + blkx + gridY * lGridSizeX])) level++; if (level < _roomDefTable[_currentScreen].totalLayers - 1) { uint16 *grid = _layerGrid[level] + gridX + blkx + gridY * lGridSizeX; - for (uint16 blky = 0; blky < bHeight; blky++) { + for (int16 blky = bHeight - 1; blky >= 0; blky--) { if (*grid) { uint8 *blkData = _layerBlocks[level + 1] + (READ_LE_UINT16(grid) - 1) * 128; blitBlockClear(x + blkx, y + blky, blkData); - } - grid += lGridSizeX; + } else + break; + grid -= lGridSizeX; } } } -- cgit v1.2.3