aboutsummaryrefslogtreecommitdiff
path: root/engines/mads/nebular/menu_nebular.cpp
diff options
context:
space:
mode:
authorPaul Gilbert2014-10-13 09:03:50 -0400
committerPaul Gilbert2014-10-13 09:03:50 -0400
commitfc2a579f2e44879217b9d16d264eaafeea680de4 (patch)
tree40ba0abd4bf8db964bb051c58adb83d6a023bccd /engines/mads/nebular/menu_nebular.cpp
parentbf7eef466db5dd30693a76352d7f83447300bca7 (diff)
downloadscummvm-rg350-fc2a579f2e44879217b9d16d264eaafeea680de4.tar.gz
scummvm-rg350-fc2a579f2e44879217b9d16d264eaafeea680de4.tar.bz2
scummvm-rg350-fc2a579f2e44879217b9d16d264eaafeea680de4.zip
MADS: Further fixes for palette cycling during animations
Diffstat (limited to 'engines/mads/nebular/menu_nebular.cpp')
-rw-r--r--engines/mads/nebular/menu_nebular.cpp10
1 files changed, 9 insertions, 1 deletions
diff --git a/engines/mads/nebular/menu_nebular.cpp b/engines/mads/nebular/menu_nebular.cpp
index 069557d1e5..d5d7021d76 100644
--- a/engines/mads/nebular/menu_nebular.cpp
+++ b/engines/mads/nebular/menu_nebular.cpp
@@ -810,6 +810,7 @@ AnimationView::AnimationView(MADSEngine *vm) : MenuView(vm) {
_manualStartFrame = _manualEndFrame = 0;
_manualFrame2 = 0;
_animFrameNumber = 0;
+ _nextCyclingActive = false;
_sceneInfo = SceneInfo::init(_vm);
load();
@@ -864,6 +865,8 @@ void AnimationView::doFrame() {
scene._frameStartTime = 0;
loadNextResource();
}
+ } else if (_currentAnimation->getCurrentFrame() == 1) {
+ scene._cyclingActive = _nextCyclingActive;
}
if (_currentAnimation) {
@@ -923,11 +926,12 @@ void AnimationView::loadNextResource() {
&palette._cyclingPalette[0]);
_vm->_game->_fx = (ScreenTransition)resEntry._fx;
+ _nextCyclingActive = paletteCycles.size() > 0;
if (!_vm->_game->_fx) {
palette.setFullPalette(palette._mainPalette);
}
- scene.initPaletteAnimation(paletteCycles, (paletteCycles.size() > 0) && !_vm->_game->_fx);
+ scene.initPaletteAnimation(paletteCycles, _nextCyclingActive && !_vm->_game->_fx);
}
void AnimationView::scriptDone() {
@@ -965,8 +969,12 @@ void AnimationView::processLines() {
resName += c;
}
+ // Add resource into list along with any set state information
_resources.push_back(ResourceEntry(resName, _sfx, _soundFlag,
_bgLoadFlag, _showWhiteBars));
+
+ // Fx resets between resource entries
+ _sfx = 0;
}
// Skip any spaces