aboutsummaryrefslogtreecommitdiff
path: root/engines/mads
diff options
context:
space:
mode:
authorPaul Gilbert2014-10-11 18:21:49 -0400
committerPaul Gilbert2014-10-11 18:21:49 -0400
commite743621f230caa807c24a8fc754f9391d43749f5 (patch)
treea4f96b4be0a2bb6a549ae51943e8369ba75f87e8 /engines/mads
parente58ae71bef7c25d20c23e75dc426f0e7321f2390 (diff)
downloadscummvm-rg350-e743621f230caa807c24a8fc754f9391d43749f5.tar.gz
scummvm-rg350-e743621f230caa807c24a8fc754f9391d43749f5.tar.bz2
scummvm-rg350-e743621f230caa807c24a8fc754f9391d43749f5.zip
MADS: Fix palette animations in cutscene animations
Diffstat (limited to 'engines/mads')
-rw-r--r--engines/mads/nebular/menu_nebular.cpp27
-rw-r--r--engines/mads/nebular/menu_nebular.h1
-rw-r--r--engines/mads/scene.h10
3 files changed, 10 insertions, 28 deletions
diff --git a/engines/mads/nebular/menu_nebular.cpp b/engines/mads/nebular/menu_nebular.cpp
index a85a67d69b..84db5a433c 100644
--- a/engines/mads/nebular/menu_nebular.cpp
+++ b/engines/mads/nebular/menu_nebular.cpp
@@ -809,7 +809,6 @@ AnimationView::AnimationView(MADSEngine *vm) : MenuView(vm) {
_manualSpriteSet = nullptr;
_manualStartFrame = _manualEndFrame = 0;
_manualFrame2 = 0;
- _hasManual = false;
_animFrameNumber = 0;
_sceneInfo = SceneInfo::init(_vm);
@@ -878,6 +877,7 @@ void AnimationView::loadNextResource() {
Scene &scene = _vm->_game->_scene;
Palette &palette = *_vm->_palette;
ResourceEntry &resEntry = _resources[_resourceIndex];
+ Common::Array<PaletteCycle> paletteCycles;
if (resEntry._bgFlag)
palette.resetGamePalette(1, 8);
@@ -887,7 +887,7 @@ void AnimationView::loadNextResource() {
_currentAnimation = Animation::init(_vm, &scene);
_currentAnimation->load(scene._backgroundSurface, scene._depthSurface,
resEntry._resourceName, resEntry._bgFlag ? ANIMFLAG_LOAD_BACKGROUND : 0,
- nullptr, _sceneInfo);
+ &paletteCycles, _sceneInfo);
// Signal for a screen refresh
scene._spriteSlots.fullRefresh();
@@ -906,7 +906,6 @@ void AnimationView::loadNextResource() {
if (_currentAnimation->_header._manualFlag) {
_manualFrameNumber = _currentAnimation->_header._spritesIndex;
_manualSpriteSet = _currentAnimation->getSpriteSet(_manualFrameNumber);
- _hasManual = true;
}
// Set the sound data for the animation
@@ -916,27 +915,11 @@ void AnimationView::loadNextResource() {
if (!dsrName.empty())
_vm->_audio->setSoundGroup(dsrName);
- // Initial frames scan loop
- /*
- bool foundFrame = false;
- for (int frameCtr = 0; frameCtr < (int)_currentAnimation->_frameEntries.size(); ++frameCtr) {
- int spritesIdx = _currentAnimation->_spriteListIndexes[_manualFrameNumber];
- AnimFrameEntry &frame = _currentAnimation->_frameEntries[frameCtr];
-
- if (frame._spriteSlot._spritesIndex == spritesIdx) {
- _animFrameNumber = frame._frameNumber;
- _manualStartFrame = _animFrameNumber;
- _manualEndFrame = _manualSpriteSet->getCount() - 1;
- _manualFrame2 = _manualStartFrame - 1;
- break;
- }
- }
- if (!foundFrame)
- */
- _hasManual = false;
-
// Start the new animation
_currentAnimation->startAnimation(0);
+
+ // If there were any palette cycles defined, start them up
+ scene.initPaletteAnimation(paletteCycles, true);
}
void AnimationView::scriptDone() {
diff --git a/engines/mads/nebular/menu_nebular.h b/engines/mads/nebular/menu_nebular.h
index f8e84fa5b6..ae063c6b43 100644
--- a/engines/mads/nebular/menu_nebular.h
+++ b/engines/mads/nebular/menu_nebular.h
@@ -281,7 +281,6 @@ private:
SpriteAsset *_manualSpriteSet;
int _manualStartFrame, _manualEndFrame;
int _manualFrame2;
- bool _hasManual;
int _animFrameNumber;
private:
void checkResource(const Common::String &resourceName);
diff --git a/engines/mads/scene.h b/engines/mads/scene.h
index ee7864cfee..9fd99ad8e5 100644
--- a/engines/mads/scene.h
+++ b/engines/mads/scene.h
@@ -52,11 +52,6 @@ private:
*/
void loadVocabStrings();
- /*
- * Initializes the data for palette animation within the scene
- */
- void initPaletteAnimation(Common::Array<PaletteCycle> &palCycles, bool animFlag);
-
/**
* Handles a single frame within the game scene
*/
@@ -204,6 +199,11 @@ public:
*/
void drawElements(ScreenTransition transitionType, bool surfaceFlag);
+ /*
+ * Initializes the data for palette animation within the scene
+ */
+ void initPaletteAnimation(Common::Array<PaletteCycle> &palCycles, bool animFlag);
+
/**
* Handles cycling palette colors for the scene
*/