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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_scenes5.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_scenes5.cpp')
-rw-r--r--engines/mads/phantom/phantom_scenes5.cpp66
1 files changed, 33 insertions, 33 deletions
diff --git a/engines/mads/phantom/phantom_scenes5.cpp b/engines/mads/phantom/phantom_scenes5.cpp
index 84f5962bcd..dcc0a2eb0c 100644
--- a/engines/mads/phantom/phantom_scenes5.cpp
+++ b/engines/mads/phantom/phantom_scenes5.cpp
@@ -300,7 +300,7 @@ void Scene501::actions() {
case 1: {
int idx = _globals._sequenceIndexes[3];
_globals._sequenceIndexes[3] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[3], false, 4);
- _game.syncTimers(1, _globals._sequenceIndexes[3], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[3], SYNC_SEQ, idx);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[3], false);
_scene->_sequences.addTimer(15, 2);
_vm->_sound->command(74);
@@ -316,7 +316,7 @@ void Scene501::actions() {
break;
case 3:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[3]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[3]);
_game._player._visible = true;
_vm->_dialogs->show(50122);
_game._player._stepEnabled = true;
@@ -345,7 +345,7 @@ void Scene501::actions() {
case 1: {
int idx = _globals._sequenceIndexes[3];
_globals._sequenceIndexes[3] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[3], false, 4);
- _game.syncTimers(1, _globals._sequenceIndexes[3], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[3], SYNC_SEQ, idx);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[3], false);
_scene->_sequences.addTimer(15, 2);
_vm->_sound->command(74);
@@ -361,7 +361,7 @@ void Scene501::actions() {
break;
case 3:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[3]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[3]);
_game._player._visible = true;
_vm->_dialogs->show(50120);
_game._player._stepEnabled = true;
@@ -425,7 +425,7 @@ void Scene501::actions() {
int idx = _globals._sequenceIndexes[1];
_scene->deleteSequence(_globals._sequenceIndexes[1]);
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 1);
- _game.syncTimers(1, _globals._sequenceIndexes[1], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[1], SYNC_SEQ, idx);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 4);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], -1, -2);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 66);
@@ -470,7 +470,7 @@ void Scene501::actions() {
case 1: {
int idx = _globals._sequenceIndexes[3];
_globals._sequenceIndexes[3] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[3], false, 4);
- _game.syncTimers(1, _globals._sequenceIndexes[3], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[3], SYNC_SEQ, idx);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[3], false);
_scene->_sequences.addTimer(15, 2);
_vm->_sound->command(73);
@@ -486,7 +486,7 @@ void Scene501::actions() {
break;
case 3:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[3]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[3]);
_game._player._visible = true;
_vm->_dialogs->show(50120);
_game._player._stepEnabled = true;
@@ -939,7 +939,7 @@ void Scene502::actions() {
return;
case 91:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[10]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[10]);
_game._player._visible = true;
_game._player._stepEnabled = true;
_scene->_sequences.addTimer(5, 102);
@@ -959,7 +959,7 @@ void Scene502::actions() {
return;
case 96:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[10]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[10]);
_game._player._visible = true;
_game._player._stepEnabled = true;
_scene->_sequences.addTimer(5, 102);
@@ -979,7 +979,7 @@ void Scene502::actions() {
return;
case 101:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[10]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[10]);
_game._player._visible = true;
_scene->_sequences.addTimer(5, 102);
_action._inProgress = false;
@@ -1004,7 +1004,7 @@ void Scene502::actions() {
return;
case 106:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[10]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[10]);
_game._player._visible = true;
_scene->_sequences.addTimer(5, 102);
_action._inProgress = false;
@@ -1073,7 +1073,7 @@ void Scene502::actions() {
_game._player._stepEnabled = true;
_game._player._visible = true;
_panelTurningFl = false;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[7]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[7]);
_globals._sequenceIndexes[9] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[9], false, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 13);
_scene->_hotspots.activate(NOUN_ROPE, true);
@@ -1614,7 +1614,7 @@ void Scene502::handlePanelAnimation() {
case 3:
_globals._sequenceIndexes[11] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[11], false, newSprId);
_scene->_sequences.setDepth(_globals._sequenceIndexes[11], 14);
- _game.syncTimers(1, _globals._sequenceIndexes[11], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[11], SYNC_SEQ, idx);
_scene->_sequences.addTimer(5, 113);
break;
@@ -1624,7 +1624,7 @@ void Scene502::handlePanelAnimation() {
case 7:
_globals._sequenceIndexes[12] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[12], false, newSprId);
_scene->_sequences.setDepth(_globals._sequenceIndexes[12], 14);
- _game.syncTimers(1, _globals._sequenceIndexes[12], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[12], SYNC_SEQ, idx);
_scene->_sequences.addTimer(5, 113);
break;
@@ -1634,14 +1634,14 @@ void Scene502::handlePanelAnimation() {
case 11:
_globals._sequenceIndexes[13] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[13], false, newSprId);
_scene->_sequences.setDepth(_globals._sequenceIndexes[13], 14);
- _game.syncTimers(1, _globals._sequenceIndexes[13], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[13], SYNC_SEQ, idx);
_scene->_sequences.addTimer(5, 113);
break;
default:
_globals._sequenceIndexes[14] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[14], false, newSprId);
_scene->_sequences.setDepth(_globals._sequenceIndexes[14], 14);
- _game.syncTimers(1, _globals._sequenceIndexes[14], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[14], SYNC_SEQ, idx);
_scene->_sequences.addTimer(5, 113);
break;
}
@@ -2153,7 +2153,7 @@ void Scene504::step() {
if (_game._trigger == 60) {
_game._player._visible = true;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]);
_scene->drawToBackground(_globals._spriteIndexes[0], 1, Common::Point(-32000, -32000), 0, 100);
_scene->_sequences.addTimer(30, 61);
}
@@ -2241,14 +2241,14 @@ void Scene504::step() {
_game._player._stepEnabled = true;
_game._player._visible = true;
_anim0ActvFl = false;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]);
}
if (_game._trigger == 136)
_scene->_nextSceneId = 506;
if (_game._trigger == 100) {
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[1]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[1]);
_game._player._playerPos = Common::Point(156, 114);
_game._player._visible = true;
_anim1ActvFl = false;
@@ -2276,7 +2276,7 @@ void Scene504::actions() {
_game._player._visible = false;
_anim2ActvFl = true;
_globals._animationIndexes[2] = _scene->loadAnimation(formAnimName('c', 1), 0);
- _game.syncTimers(3, _globals._animationIndexes[0], 2, 0);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0);
} else
_vm->_dialogs->show(50436);
_action._inProgress = false;
@@ -2300,7 +2300,7 @@ void Scene504::actions() {
_game._player._stepEnabled = true;
_game._player._visible = true;
_anim0ActvFl = false;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]);
_action._inProgress = false;
return;
}
@@ -2324,7 +2324,7 @@ void Scene504::actions() {
}
if (_game._trigger == 100) {
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[1]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[1]);
_game._player._playerPos = Common::Point(156, 114);
_game._player._visible = true;
_anim1ActvFl = false;
@@ -2417,7 +2417,7 @@ void Scene504::actions() {
break;
case 2:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[14]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[14]);
_game._player._visible = true;
_scene->_sequences.addTimer(20, 3);
_action._inProgress = false;
@@ -2878,7 +2878,7 @@ void Scene504::handlePhantomAnimation2() {
_game._player._facing = FACING_WEST;
_game._player._visible = true;
_globals[kPlayerScore] += 5;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[3]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[3]);
_game._player.walk(Common::Point(130, 135), FACING_NORTHEAST);
_scene->_hotspots.activate(NOUN_CHRISTINE, false);
_game._player.setWalkTrigger(120);
@@ -3364,7 +3364,7 @@ void Scene505::actions() {
_game._player._visible = true;
_game._player._stepEnabled = true;
_globals[kCoffinStatus] = 1;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]);
_action._inProgress = false;
return;
@@ -3420,7 +3420,7 @@ void Scene505::actions() {
break;
case 2:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[0]);
_game._player._visible = true;
_game._player._stepEnabled = true;
if (_bothStatus == 1) {
@@ -3647,7 +3647,7 @@ void Scene505::handleCoffinDialog() {
case 75:
_game._player._visible = true;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]);
_scene->_sequences.addTimer(10, 76);
break;
@@ -3776,7 +3776,7 @@ void Scene505::handleBothanimation() {
case 68:
_game._player._visible = false;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[1]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[1]);
break;
case 106:
@@ -3865,7 +3865,7 @@ void Scene505::handlePartedAnimation() {
_game._player._playerPos = Common::Point(93, 133);
_game._player.resetFacing(FACING_WEST);
_game._player._visible = true;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[2]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[2]);
break;
case 70:
@@ -4050,7 +4050,7 @@ void Scene506::step() {
case 95:
_game._player._visible = true;
_game._player._stepEnabled = true;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[1]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[1]);
break;
default:
@@ -4062,7 +4062,7 @@ void Scene506::step() {
if ((curFrame == 141) && !_skipFl) {
_game._player._visible = true;
_skipFl = true;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]);
}
if (curFrame == 240)
@@ -4115,7 +4115,7 @@ void Scene506::actions() {
break;
case 2:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[4]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[4]);
_game._player._visible = true;
_scene->_sequences.addTimer(20, 3);
break;
@@ -4189,7 +4189,7 @@ void Scene506::actions() {
_game._player._visible = false;
_globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 5, 1);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[7], -1, -2);
- _game.syncTimers(1, _globals._sequenceIndexes[7], 2, 0);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[7], SYNC_PLAYER, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[7], SEQUENCE_TRIGGER_EXPIRE, 0, 90);
break;