diff options
author | Strangerke | 2015-11-12 00:52:21 +0100 |
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committer | Strangerke | 2015-11-12 00:52:21 +0100 |
commit | 002a59c540cdb6a504fa195d38a8f2adf085f53d (patch) | |
tree | 363c63323beeec8f8b3f7efb07eca150dec037e8 /engines/mads/phantom/phantom_scenes1.cpp | |
parent | 8753ee9f95ab7bdd5be8e45c092f84c0d72e5b73 (diff) | |
download | scummvm-rg350-002a59c540cdb6a504fa195d38a8f2adf085f53d.tar.gz scummvm-rg350-002a59c540cdb6a504fa195d38a8f2adf085f53d.tar.bz2 scummvm-rg350-002a59c540cdb6a504fa195d38a8f2adf085f53d.zip |
MADS: Implement syncTimers, add SyncType enum, modify all the calls to syncTimers
Diffstat (limited to 'engines/mads/phantom/phantom_scenes1.cpp')
-rw-r--r-- | engines/mads/phantom/phantom_scenes1.cpp | 156 |
1 files changed, 78 insertions, 78 deletions
diff --git a/engines/mads/phantom/phantom_scenes1.cpp b/engines/mads/phantom/phantom_scenes1.cpp index 11cf1c7189..614217524b 100644 --- a/engines/mads/phantom/phantom_scenes1.cpp +++ b/engines/mads/phantom/phantom_scenes1.cpp @@ -1168,7 +1168,7 @@ void Scene103::step() { int syncIdx = _globals._sequenceIndexes[1]; _vm->_sound->command(25); _globals._sequenceIndexes[1] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[1], false, 1); - _game.syncTimers(1, _globals._sequenceIndexes[1], 1, syncIdx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[1], SYNC_SEQ, syncIdx); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14); _game._player._stepEnabled = true; } @@ -1197,7 +1197,7 @@ void Scene103::step() { _anim5ActvFl = true; _scene->setAnimFrame(_globals._animationIndexes[5], 33); _game._player._stepEnabled = true; - _game.syncTimers(3, _globals._animationIndexes[5], 1, _globals._sequenceIndexes[10]); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[5], SYNC_SEQ, _globals._sequenceIndexes[10]); break; default: @@ -1306,7 +1306,7 @@ void Scene103::preActions() { _game._player._needToWalk = false; _anim6ActvFl = false; _game._player.resetFacing(FACING_NORTHEAST); - _game.syncTimers(2, 0, 3, _globals._animationIndexes[6]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[6]); break; default: @@ -1336,7 +1336,7 @@ void Scene103::preActions() { _standPosition = 0; _anim4ActvFl = false; _game._player.resetFacing(FACING_NORTHEAST); - _game.syncTimers(2, 0, 3, _globals._animationIndexes[4]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[4]); break; default: @@ -1415,7 +1415,7 @@ void Scene103::actions() { _game._player._visible = false; _game._player._stepEnabled = false; _anim5ActvFl = true; - _game.syncTimers(3, _globals._animationIndexes[5], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[5], SYNC_PLAYER, 0); _action._inProgress = false; return; } @@ -1429,7 +1429,7 @@ void Scene103::actions() { _game._player._visible = false; _game._player._stepEnabled = false; _anim3ActvFl = true; - _game.syncTimers(3, _globals._animationIndexes[3], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[3], SYNC_PLAYER, 0); _action._inProgress = false; return; } @@ -1450,7 +1450,7 @@ void Scene103::actions() { _game._player._visible = false; _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('s', 1), 75); _game._player._priorTimer = _scene->_frameStartTime; - _game.syncTimers(3, _globals._animationIndexes[0], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0); _scene->deleteSequence(_globals._sequenceIndexes[3]); } break; @@ -1462,13 +1462,13 @@ void Scene103::actions() { _globals._sequenceIndexes[3] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[3], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 4); _scene->_sequences.setPosition(_globals._sequenceIndexes[3], Common::Point(154, 139)); - _game.syncTimers(1, _globals._sequenceIndexes[3], 3, _globals._animationIndexes[0]); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[3], SYNC_ANIM, _globals._animationIndexes[0]); _globals[kPrompterStandStatus] = 1; _game._player._stepEnabled = true; _game._player._visible = true; _game._player._playerPos = Common::Point(117, 139); _game._player.resetFacing(FACING_EAST); - _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]); _scene->_dynamicHotspots.remove(_hotspotPrompt1); _scene->_dynamicHotspots.remove(_hotspotPrompt2); @@ -1522,7 +1522,7 @@ void Scene103::actions() { _game._player._visible = false; _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('s', 2), 75); _game._player._priorTimer = _scene->_frameStartTime; - _game.syncTimers(3, _globals._animationIndexes[0], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0); _scene->deleteSequence(_globals._sequenceIndexes[12]); _scene->deleteSequence(_globals._sequenceIndexes[3]); } @@ -1533,13 +1533,13 @@ void Scene103::actions() { _globals._sequenceIndexes[3] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[3], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 4); _scene->_sequences.setPosition(_globals._sequenceIndexes[3], Common::Point(37, 139)); - _game.syncTimers(1, _globals._sequenceIndexes[3], 3, _globals._animationIndexes[0]); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[3], SYNC_ANIM, _globals._animationIndexes[0]); _globals[kPrompterStandStatus] = 0; _game._player._stepEnabled = true; _game._player._visible = true; _game._player._playerPos = Common::Point(62, 142); _game._player.resetFacing(FACING_WEST); - _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]); _scene->_dynamicHotspots.remove(_hotspotPrompt1); _scene->_dynamicHotspots.remove(_hotspotPrompt2); _scene->_dynamicHotspots.remove(_hotspotPrompt3); @@ -1606,7 +1606,7 @@ void Scene103::actions() { case 2: _game._player._visible = true; - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[2]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[2]); _game._player.walk(Common::Point(295, 132), FACING_WEST); _scene->_sequences.addTimer(180, 3); break; @@ -1628,7 +1628,7 @@ void Scene103::actions() { case 71: { int oldIdx = _globals._sequenceIndexes[1]; _globals._sequenceIndexes[1] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[1], false, -2); - _game.syncTimers(1, _globals._sequenceIndexes[1], 1, oldIdx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[1], SYNC_SEQ, oldIdx); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14); } break; @@ -1650,7 +1650,7 @@ void Scene103::actions() { case 1: { int oldIdx = _globals._sequenceIndexes[2]; _globals._sequenceIndexes[2] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[2], false, 4); - _game.syncTimers(1, _globals._sequenceIndexes[2], 1, oldIdx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[2], SYNC_SEQ, oldIdx); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[2], false); _scene->_sequences.addTimer(15, 2); _vm->_sound->command(73); @@ -1666,7 +1666,7 @@ void Scene103::actions() { break; case 3: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[2]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[2]); _game._player._visible = true; if (_action.isAction(VERB_LOCK) || _action.isAction(VERB_UNLOCK)) _vm->_dialogs->show(00032); @@ -1706,7 +1706,7 @@ void Scene103::actions() { return; case 2: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]); _game._player._visible = true; _scene->_sequences.addTimer(20, 3); _action._inProgress = false; @@ -1782,7 +1782,7 @@ void Scene103::actions() { _scene->_sequences.setAnimRange(_globals._sequenceIndexes[10], -1, -2); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[10], SEQUENCE_TRIGGER_EXPIRE, 0, 1); if (!_sitFl) - _game.syncTimers(1, _globals._sequenceIndexes[10], 3, _globals._animationIndexes[5]); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[10], SYNC_ANIM, _globals._animationIndexes[5]); _sitFl = false; break; @@ -1807,7 +1807,7 @@ void Scene103::actions() { _anim1ActvFl = true; _game._player._visible = false; _game._player._stepEnabled = false; - _game.syncTimers(3, _globals._animationIndexes[1], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[1], SYNC_PLAYER, 0); break; case 1: @@ -1815,7 +1815,7 @@ void Scene103::actions() { _game._player._visible = true; _globals[kTrapDoorStatus] = 0; _game._player._stepEnabled = true; - _game.syncTimers(2, 0, 3, _globals._animationIndexes[1]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[1]); break; default: @@ -1828,7 +1828,7 @@ void Scene103::actions() { _anim2ActvFl = true; _game._player._visible = false; _game._player._stepEnabled = false; - _game.syncTimers(3, _globals._animationIndexes[2], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[2], SYNC_PLAYER, 0); break; case 1: @@ -1836,7 +1836,7 @@ void Scene103::actions() { _game._player._visible = true; _globals[kTrapDoorStatus] = 1; _game._player._stepEnabled = true; - _game.syncTimers(2, 0, 3, _globals._animationIndexes[2]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[2]); break; default: @@ -3110,7 +3110,7 @@ void Scene104::handleWalkAnimation() { if (_walkStatus == 0) { daaeResetFrame = 0; } else { - _game.syncTimers(3, _globals._animationIndexes[2], 3, _globals._animationIndexes[1]); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[2], SYNC_ANIM, _globals._animationIndexes[1]); daaeResetFrame = 1; } break; @@ -3552,7 +3552,7 @@ void Scene104::handleCoupleAnimations() { _game._player.resetFacing(FACING_SOUTH); resetFrame = 105; _game._player._visible = true; - _game.syncTimers(2, 0, 3, _globals._animationIndexes[1]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[1]); break; case 106: @@ -3748,17 +3748,17 @@ void Scene105::actions() { _game._player._visible = false; _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('t', 1), 70); _scene->deleteSequence(_globals._sequenceIndexes[4]); - _game.syncTimers(1, _globals._sequenceIndexes[4], 3, _globals._animationIndexes[0]); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[4], SYNC_ANIM, _globals._animationIndexes[0]); _scene->_sequences.setSeqPlayer(_globals._animationIndexes[0], false); break; case 70: _globals._sequenceIndexes[4] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[4], false, 2); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 14); - _game.syncTimers(1, _globals._sequenceIndexes[4], 3, _globals._animationIndexes[0]); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[4], SYNC_ANIM, _globals._animationIndexes[0]); _game._player._stepEnabled = true; _game._player._visible = true; - _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]); break; default: @@ -3774,7 +3774,7 @@ void Scene105::actions() { _game._player._stepEnabled = false; _game._player._visible = false; _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('u', 1), 1); - _game.syncTimers(3, _globals._animationIndexes[0], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0); break; case 1: @@ -3794,7 +3794,7 @@ void Scene105::actions() { _game._player._stepEnabled = false; _game._player._visible = false; _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('d', 1), 1); - _game.syncTimers(3, _globals._animationIndexes[0], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0); break; case 1: @@ -3844,7 +3844,7 @@ void Scene105::actions() { break; case 2: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[5]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[5]); _game._player._visible = true; _scene->_sequences.addTimer(20, 3); break; @@ -3883,7 +3883,7 @@ void Scene105::actions() { break; case 2: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[6]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[6]); _game._player._visible = true; _scene->_sequences.addTimer(20, 3); break; @@ -3936,7 +3936,7 @@ void Scene105::actions() { case 66: { int tmpIdx = _globals._sequenceIndexes[2]; _globals._sequenceIndexes[2] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[2], false, 8); - _game.syncTimers(1, _globals._sequenceIndexes[2], 1, tmpIdx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[2], SYNC_SEQ, tmpIdx); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 14); _game._player.walk(Common::Point(0, 111), FACING_NORTHWEST); } @@ -3959,7 +3959,7 @@ void Scene105::actions() { case 1: { int tmpIdx = _globals._sequenceIndexes[6]; _globals._sequenceIndexes[6] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[6], true, 4); - _game.syncTimers(1, _globals._sequenceIndexes[6], 1, tmpIdx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[6], SYNC_SEQ, tmpIdx); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[6], false); _vm->_sound->command(73); _scene->_sequences.addTimer(15, 2); @@ -3975,7 +3975,7 @@ void Scene105::actions() { break; case 3: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[6]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[6]); _game._player._visible = true; if (_action.isAction(VERB_LOCK) || _action.isAction(VERB_UNLOCK)) _vm->_dialogs->show(32); @@ -4346,7 +4346,7 @@ void Scene106::actions() { break; case 2: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[5]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[5]); _game._player._visible = true; _scene->_sequences.addTimer(20, 3); break; @@ -4386,7 +4386,7 @@ void Scene106::actions() { break; case 2: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[5]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[5]); _game._player._visible = true; _scene->_sequences.addTimer(20, 3); break; @@ -4410,7 +4410,7 @@ void Scene106::actions() { _game._player._stepEnabled = false; _game._player._visible = false; _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('d', 1), 76); - _game.syncTimers(3, _globals._animationIndexes[0], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0); _action._inProgress = false; return; @@ -4423,7 +4423,7 @@ void Scene106::actions() { _game._player._stepEnabled = false; _game._player._visible = false; _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('u', 1), 81); - _game.syncTimers(3, _globals._animationIndexes[0], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0); _action._inProgress = false; return; @@ -4457,7 +4457,7 @@ void Scene106::actions() { break; case 1: - _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]); _game._player._visible = true; _game._player._playerPos = Common::Point(225, 143); _game._player.resetFacing(FACING_EAST); @@ -4494,11 +4494,11 @@ void Scene106::actions() { _game._player._stepEnabled = false; _game._player._visible = false; _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('s', 1), 3); - _game.syncTimers(3, _globals._animationIndexes[0], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0); break; case 3: - _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]); _game._player._visible = true; _game._player._stepEnabled = true; _game._player._playerPos = Common::Point(228, 140); @@ -4539,7 +4539,7 @@ void Scene106::actions() { case 66: { int idx = _globals._sequenceIndexes[2]; _globals._sequenceIndexes[2] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[2], false, 5); - _game.syncTimers(1, _globals._sequenceIndexes[2], 1, idx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[2], SYNC_SEQ, idx); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 14); } break; @@ -4844,7 +4844,7 @@ void Scene107::actions() { break; case 2: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[1]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[1]); _game._player._visible = true; _scene->_sequences.addTimer(20, 3); break; @@ -5799,11 +5799,11 @@ void Scene109::actions() { _game._player._stepEnabled = false; _game._player._visible = false; _globals._animationIndexes[1] = _scene->loadAnimation(formAnimName('w', 2), 2); - _game.syncTimers(3, _globals._animationIndexes[1], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[1], SYNC_PLAYER, 0); break; case 2: - _game.syncTimers(2, 0, 3, _globals._animationIndexes[1]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[1]); _scene->sceneScale(155, 95, 130, 78); _anim1ActvFl = false; _game._player._visible = true; @@ -5832,11 +5832,11 @@ void Scene109::actions() { _game._player._stepEnabled = false; _game._player._visible = false; _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('w', 1), 2); - _game.syncTimers(3, _globals._animationIndexes[0], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0); break; case 2: - _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]); _scene->sceneScale(311, 95, 286, 78); _anim0ActvFl = false; _game._player._visible = true; @@ -5876,11 +5876,11 @@ void Scene109::actions() { _game._player._stepEnabled = false; _game._player._visible = false; _globals._animationIndexes[2] = _scene->loadAnimation(formAnimName('w', 3), 3); - _game.syncTimers(3, _globals._animationIndexes[2], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[2], SYNC_PLAYER, 0); break; case 3: - _game.syncTimers(2, 0, 3, _globals._animationIndexes[2]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[2]); _scene->sceneScale(467, 95, 442, 78); _anim2ActvFl = false; _game._player._visible = true; @@ -5914,11 +5914,11 @@ void Scene109::actions() { _game._player._stepEnabled = false; _game._player._visible = false; _globals._animationIndexes[3] = _scene->loadAnimation(formAnimName('w', 4), 3); - _game.syncTimers(3, _globals._animationIndexes[3], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[3], SYNC_PLAYER, 0); break; case 3: - _game.syncTimers(2, 0, 3, _globals._animationIndexes[3]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[3]); _scene->sceneScale(311, 95, 286, 78); _anim3ActvFl = false; _game._player._visible = true; @@ -5954,7 +5954,7 @@ void Scene109::actions() { case 2: _game._player._visible = true; - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]); if (_currentFloor == 3) _game._player.walk(Common::Point(2, 131), FACING_WEST); else if (_currentFloor == 2) @@ -5989,12 +5989,12 @@ void Scene109::actions() { if (_currentFloor == 3) { int idx = _globals._sequenceIndexes[0]; _globals._sequenceIndexes[0] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[0], false, 3); - _game.syncTimers(1, _globals._sequenceIndexes[0], 1, idx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[0], SYNC_SEQ, idx); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14); } else if (_currentFloor == 2) { int idx = _globals._sequenceIndexes[1]; _globals._sequenceIndexes[1] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[1], false, 3); - _game.syncTimers(1, _globals._sequenceIndexes[1], 1, idx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[1], SYNC_SEQ, idx); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 14); } break; @@ -6182,7 +6182,7 @@ void Scene110::actions() { case 1: { int idx = _globals._sequenceIndexes[1]; _globals._sequenceIndexes[1] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[1], false, 4); - _game.syncTimers(1, _globals._sequenceIndexes[1], 1, idx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[1], SYNC_SEQ, idx); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], false); _scene->_sequences.addTimer(30, 2); _vm->_sound->command(73); @@ -6198,7 +6198,7 @@ void Scene110::actions() { break; case 3: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[1]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[1]); _game._player._visible = true; _game._player._stepEnabled = true; if (_action.isAction(VERB_LOCK) || _action.isAction(VERB_UNLOCK)) @@ -6232,7 +6232,7 @@ void Scene110::actions() { case 1: { int idx = _globals._sequenceIndexes[1]; _globals._sequenceIndexes[1] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[1], false, 4); - _game.syncTimers(1, _globals._sequenceIndexes[1], 1, idx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[1], SYNC_SEQ, idx); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[1], false); _scene->_sequences.addTimer(30, 2); _vm->_sound->command(73); @@ -6248,7 +6248,7 @@ void Scene110::actions() { break; case 3: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[1]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[1]); _game._player._visible = true; _game._player._stepEnabled = true; if (_action.isAction(VERB_LOCK) || _action.isAction(VERB_UNLOCK)) @@ -6288,7 +6288,7 @@ void Scene110::actions() { break; case 3: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[1]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[1]); _game._player._visible = true; _game._player.walk(Common::Point(261, 121), FACING_NORTHEAST); _game._player.setWalkTrigger(4); @@ -6615,7 +6615,7 @@ void Scene111::step() { case 64: _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('l', 1), 70); - _game.syncTimers(3, _globals._animationIndexes[0], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0); _anim0ActvFl = true; _listenStatus = 0; _game._player._visible = false; @@ -6624,7 +6624,7 @@ void Scene111::step() { case 70: _game._player._visible = true; _anim0ActvFl = false; - _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]); _scene->_sequences.addTimer(30, 71); break; @@ -6659,7 +6659,7 @@ void Scene111::actions() { case 1: { int idx = _globals._sequenceIndexes[0]; _globals._sequenceIndexes[0] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[0], false, 4); - _game.syncTimers(1, _globals._sequenceIndexes[0], 1, idx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[0], SYNC_SEQ, idx); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[0], false); _scene->_sequences.addTimer(30, 2); _vm->_sound->command(73); @@ -6677,7 +6677,7 @@ void Scene111::actions() { return; case 3: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[0]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[0]); _game._player._visible = true; if (_action.isAction(VERB_LOCK) || _action.isAction(VERB_UNLOCK)) _vm->_dialogs->show(32); @@ -6709,7 +6709,7 @@ void Scene111::actions() { case 1: { int idx = _globals._sequenceIndexes[0]; _globals._sequenceIndexes[0] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[0], false, 4); - _game.syncTimers(1, _globals._sequenceIndexes[0], 1, idx); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[0], SYNC_SEQ, idx); _scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[0], false); _scene->_sequences.addTimer(30, 2); _vm->_sound->command(73); @@ -6727,7 +6727,7 @@ void Scene111::actions() { return; case 3: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[0]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[0]); _game._player._visible = true; if (_action.isAction(VERB_LOCK) || _action.isAction(VERB_UNLOCK)) @@ -6772,10 +6772,10 @@ void Scene111::actions() { case 1: _globals[kChristineDoorStatus] = 2; _globals._sequenceIndexes[3] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[3], false, 1); - _game.syncTimers(1, _globals._sequenceIndexes[3], 3, _globals._animationIndexes[1]); + _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[3], SYNC_ANIM, _globals._animationIndexes[1]); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 10); _scene->drawToBackground(_globals._spriteIndexes[4], 1, Common::Point(-32000, -32000), 0, 100); - _game.syncTimers(2, 0, 3, _globals._animationIndexes[1]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[1]); _game._player._visible = true; _game._player._playerPos = Common::Point(126, 126); _anim1ActvFl = false; @@ -7087,7 +7087,7 @@ void Scene112::actions() { if ((_action.isAction(VERB_TALK_TO, NOUN_JULIE)) || (_action.isAction(VERB_TALK_TO, NOUN_WOMAN))) { if (_globals[kJulieNameIsKnown] > 0) { _game._player._visible = false; - _game.syncTimers(3, _globals._animationIndexes[1], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[1], SYNC_PLAYER, 0); _scene->setAnimFrame(_globals._animationIndexes[1], 1); _raoulAction = 1; } @@ -7354,7 +7354,7 @@ void Scene112::handleConversation() { case 72: _vm->_gameConv->release(); _game._player._visible = false; - _game.syncTimers(3, _globals._animationIndexes[1], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[1], SYNC_PLAYER, 0); _scene->setAnimFrame(_globals._animationIndexes[1], 1); _raoulAction = 1; break; @@ -7613,7 +7613,7 @@ void Scene112::handleRaoulChair() { _raoulAction = 2; _game._player._visible = true; _vm->_gameConv->release(); - _game.syncTimers(2, 0, 3, _globals._animationIndexes[1]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[1]); break; case 83: @@ -8027,7 +8027,7 @@ void Scene113::step() { _prevent2 = true; _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('d', 2), 0); _scene->setAnimFrame (_globals._animationIndexes[0], 86); - _game.syncTimers(3, _globals._animationIndexes[0], 4, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_CLOCK, 0); _scene->animations_tick(); } @@ -8039,7 +8039,7 @@ void Scene113::step() { _dayStatus = 7; _raoulAction = 3; _armsOutFl = true; - _game.syncTimers(3, _globals._animationIndexes[0], 3, _globals._animationIndexes[1]); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_ANIM, _globals._animationIndexes[1]); } if ((_scene->_animation[_globals._animationIndexes[0]]->getCurrentFrame() == 165) && !_afterKissFl) @@ -8602,7 +8602,7 @@ void Scene113::handleDayAnimation() { case 182: _game._player._visible = true; _vm->_gameConv->release(); - _game.syncTimers(2, 0, 3, _globals._animationIndexes[1]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[1]); _game._player._playerPos = Common::Point(175, 148); _game._player._turnToFacing = FACING_NORTHEAST; _game._player.resetFacing(FACING_SOUTHEAST); @@ -8705,7 +8705,7 @@ void Scene113::handleRaoulAnimation() { resetFrame = 33; _raoulAction = 3; _game._player._visible = true; - _game.syncTimers(2, 0, 3, _globals._animationIndexes[3]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[3]); } break; @@ -8947,7 +8947,7 @@ void Scene113::handleFlorentConversation() { _vm->_gameConv->release(); _game._player._visible = false; _raoulAction = 1; - _game.syncTimers(3, _globals._animationIndexes[3], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[3], SYNC_PLAYER, 0); _scene->setAnimFrame(_globals._animationIndexes[3], 1); break; @@ -9111,7 +9111,7 @@ void Scene113::handleLoveConversation() { _vm->_gameConv->release(); _game._player._visible = false; _raoulAction = 1; - _game.syncTimers(3, _globals._animationIndexes[1], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[1], SYNC_PLAYER, 0); _scene->setAnimFrame(_globals._animationIndexes[1], 1); break; @@ -9206,7 +9206,7 @@ void Scene114::actions() { _game._player._stepEnabled = false; _game._player._visible = false; _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('u', 1), 1); - _game.syncTimers(3, _globals._animationIndexes[0], 2, 0); + _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0); break; case 1: @@ -9247,7 +9247,7 @@ void Scene114::actions() { break; case 2: - _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[1]); + _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[1]); _game._player._visible = true; _scene->_sequences.addTimer(20, 3); break; |