1042 |
1042 |
1043 ps->unk16 |= 1; |
1043 ps->unk16 |= 1; |
1044 |
1044 |
1045 while (*++psd2 != NULL) { |
1045 while (*++psd2 != NULL) { |
1046 ParentSpriteToDraw* ps2 = *psd2; |
1046 ParentSpriteToDraw* ps2 = *psd2; |
1047 bool mustswap = false; |
1047 ParentSpriteToDraw** psd3; |
1048 |
1048 |
1049 if (ps2->unk16 & 1) continue; |
1049 if (ps2->unk16 & 1) continue; |
1050 |
1050 |
1051 /* Decide which comparator to use, based on whether the bounding |
1051 /* Decide which comparator to use, based on whether the bounding |
1052 * boxes overlap |
1052 * boxes overlap |
1053 */ |
1053 */ |
1054 if (ps->xmax > ps2->xmin && ps->xmin < ps2->xmax && // overlap in X? |
1054 if (ps->xmax > ps2->xmin && ps->xmin < ps2->xmax && // overlap in X? |
1055 ps->ymax > ps2->ymin && ps->ymin < ps2->ymax && // overlap in Y? |
1055 ps->ymax > ps2->ymin && ps->ymin < ps2->ymax && // overlap in Y? |
1056 ps->zmax > ps2->zmin && ps->zmin < ps2->zmax) { // overlap in Z? |
1056 ps->zmax > ps2->zmin && ps->zmin < ps2->zmax) { // overlap in Z? |
1057 // Use X+Y+Z as the sorting order, so sprites nearer the bottom of the screen, |
1057 /* Use X+Y+Z as the sorting order, so sprites closer to the bottom of |
1058 // and with higher Z elevation, draw in front. |
1058 * the screen and with higher Z elevation, are drawn in front. |
1059 // Here X,Y,Z are the coordinates of the "center of mass" of the sprite, |
1059 * Here X,Y,Z are the coordinates of the "center of mass" of the sprite, |
1060 // i.e. X=(left+right)/2, etc. |
1060 * i.e. X=(left+right)/2, etc. |
1061 // However, since we only care about order, don't actually calculate the division / 2. |
1061 * However, since we only care about order, don't actually divide / 2 |
1062 mustswap = |
1062 */ |
1063 ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax > |
1063 if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <= |
1064 ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax; |
1064 ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) { |
|
1065 continue; |
|
1066 } |
1065 } else { |
1067 } else { |
1066 // No overlap; use the original TTD sort algorithm. |
1068 if (ps->xmax < ps2->xmin || |
1067 mustswap = |
1069 ps->ymax < ps2->ymin || |
1068 ps->xmax >= ps2->xmin && |
1070 ps->zmax < ps2->zmin || ( |
1069 ps->ymax >= ps2->ymin && |
1071 ps->xmin < ps2->xmax && |
1070 ps->zmax >= ps2->zmin && ( |
1072 ps->ymin < ps2->ymax && |
1071 ps->xmin >= ps2->xmax || |
1073 ps->zmin < ps2->zmax |
1072 ps->ymin >= ps2->ymax || |
1074 )) { |
1073 ps->zmin >= ps2->zmax |
1075 continue; |
1074 ); |
1076 } |
1075 } |
1077 } |
1076 if (mustswap) { |
1078 |
1077 // Swap the two sprites ps and ps2 using bubble-sort algorithm. |
1079 // Swap the two sprites ps and ps2 using bubble-sort algorithm. |
1078 ParentSpriteToDraw** psd3 = psd; |
1080 psd3 = psd; |
1079 |
1081 do { |
1080 do { |
1082 ParentSpriteToDraw* temp = *psd3; |
1081 ParentSpriteToDraw* temp = *psd3; |
1083 *psd3 = ps2; |
1082 *psd3 = ps2; |
1084 ps2 = temp; |
1083 ps2 = temp; |
1085 |
1084 |
1086 psd3++; |
1085 psd3++; |
1087 } while (psd3 <= psd2); |
1086 } while (psd3 <= psd2); |
|
1087 } |
|
1088 } |
1088 } |
1089 } else { |
1089 } else { |
1090 psd++; |
1090 psd++; |
1091 } |
1091 } |
1092 } |
1092 } |