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authorStrangerke2015-11-12 00:52:21 +0100
committerStrangerke2015-11-12 00:52:21 +0100
commit002a59c540cdb6a504fa195d38a8f2adf085f53d (patch)
tree363c63323beeec8f8b3f7efb07eca150dec037e8 /engines/mads/phantom/phantom_scenes1.cpp
parent8753ee9f95ab7bdd5be8e45c092f84c0d72e5b73 (diff)
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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.cpp156
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;