@@ -80,7 +80,7 @@ struct ChildScreenSpriteToDraw {
const SubSprite *sub; ///< only draw a rectangular part of the sprite
int32 x;
int32 y;
ChildScreenSpriteToDraw *next;
int next; ///< next child to draw (-1 at the end)
};
struct ParentSpriteToDraw {
@@ -102,7 +102,6 @@ struct ParentSpriteToDraw {
int zmax; ///< maximal world Z coordinate of bounding box
int first_child; ///< the first child to draw.
int last_child; ///< the last sprite to draw.
bool comparison_done; ///< Used during sprite sorting: true if sprite has been compared with all other sprites
@@ -676,10 +675,9 @@ void AddSortableSpriteToDraw(SpriteID im
ps->zmax = z + max(bb_offset_z, dz) - 1;
ps->comparison_done = false;
ps->first_child = _vd.child_screen_sprites_to_draw.items;
ps->last_child = _vd.child_screen_sprites_to_draw.items;
_vd.last_child = &ps->last_child;
ps->first_child = -1;
_vd.last_child = &ps->first_child;
if (_vd.combine_sprites == 1) _vd.combine_sprites = 2;
}
@@ -717,17 +715,22 @@ void AddChildSpriteScreen(SpriteID image
pal = PALETTE_TO_TRANSPARENT;
/* Append the sprite to the active ChildSprite list.
* If the active ParentSprite is a foundation, update last_foundation_child as well. */
*_vd.last_child = _vd.child_screen_sprites_to_draw.items;
ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append();
cs->image = image;
cs->pal = pal;
cs->sub = sub;
cs->x = x;
cs->y = y;
cs->next = NULL;
cs->next = -1;
* If the active ParentSprite is a foundation, update last_foundation_child as well.
* Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */
if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs->next;
if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs->next;
_vd.last_child = &cs->next;
/* Returns a StringSpriteToDraw */
@@ -1350,8 +1353,10 @@ static void ViewportDrawParentSprites(co
const ParentSpriteToDraw *ps = *it;
if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSprite(ps->image, ps->pal, ps->x, ps->y, ps->sub);
const ChildScreenSpriteToDraw *last = csstdv->Get(ps->last_child);
for (const ChildScreenSpriteToDraw *cs = csstdv->Get(ps->first_child); cs != last; cs++) {
int child_idx = ps->first_child;
while (child_idx >= 0) {
const ChildScreenSpriteToDraw *cs = csstdv->Get(child_idx);
child_idx = cs->next;
DrawSprite(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
Status change: