diff options
Diffstat (limited to 'engines/mads/nebular/nebular_scenes1.cpp')
-rw-r--r-- | engines/mads/nebular/nebular_scenes1.cpp | 114 |
1 files changed, 57 insertions, 57 deletions
diff --git a/engines/mads/nebular/nebular_scenes1.cpp b/engines/mads/nebular/nebular_scenes1.cpp index 1de0dcd787..ec81b5f356 100644 --- a/engines/mads/nebular/nebular_scenes1.cpp +++ b/engines/mads/nebular/nebular_scenes1.cpp @@ -114,7 +114,7 @@ void Scene101::sayDang() { _scene->_sequences.remove(_globals._sequenceIndexes[11]); _globals._sequenceIndexes[11] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[11], false, 3, 6, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 72); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 72); _vm->_sound->command(17); _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 3, 2, 0, 0); break; @@ -152,7 +152,7 @@ void Scene101::enter() { _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 0, 0, 25); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 0, 1, 0); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 2, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_FRAME_INDEX, 7, 70); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 7, 70); _globals._sequenceIndexes[4] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[4], false, 10, 0, 0, 60); _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 5, 0, 1, 0); _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 10, 0, 2, 0); @@ -278,7 +278,7 @@ void Scene101::preActions() { _game._player._stepEnabled = false; _scene->_sequences.remove(_globals._sequenceIndexes[11]); _globals._sequenceIndexes[11] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 1, 17); _vm->_sound->command(16); break; @@ -304,7 +304,7 @@ void Scene101::preActions() { _scene->_sequences.remove(_globals._sequenceIndexes[13]); _shieldSpriteIdx = _game._objects.isInRoom(0x18) ? 13 : 14; _globals._sequenceIndexes[13] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(20); } @@ -339,8 +339,8 @@ void Scene101::actions() { _scene->_sequences.remove(_globals._sequenceIndexes[12]); _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 1); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 1, 17); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_FRAME_INDEX, 10, 1); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 2); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_SPRITE, 10, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 2); _game._player._stepEnabled = false; _game._player._visible = false; _action._inProgress = false; @@ -376,7 +376,7 @@ void Scene101::actions() { case 0: _shieldSpriteIdx = _game._objects.isInRoom(0x18) ? 13 : 14; _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(20); break; @@ -436,13 +436,13 @@ void Scene101::actions() { _scene->_sequences.remove(_globals._sequenceIndexes[11]); _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _vm->_sound->command(17); break; case 1: _globals._sequenceIndexes[11] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 2); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 2); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21); break; @@ -450,7 +450,7 @@ void Scene101::actions() { _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17); _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 3, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SM_0, 0, 3); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, 3); break; case 3: @@ -653,7 +653,7 @@ void Scene102::enter() { _game._player._playerPos = Common::Point(229, 109); _game._player._stepEnabled = false; _globals._sequenceIndexes[6] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 2, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SM_0, 0, 70); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 70); } else if (_scene->_priorSceneId == 103) { _game._player._playerPos = Common::Point(47, 152); } else if (_scene->_priorSceneId != -2) { @@ -671,7 +671,7 @@ void Scene102::enter() { _game._player._stepEnabled = false; _game._player._visible = false; _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_0, 0, 72); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 72); _scene->_sequences.setDepth(_globals._sequenceIndexes[13], 5); _vm->_sound->command(24); _vm->_sound->command(28); @@ -750,7 +750,7 @@ void Scene102::preActions() { if (_game._player._needToWalk) { _scene->_sequences.remove(_globals._sequenceIndexes[7]); _globals._sequenceIndexes[7] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[7], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[7], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[7], 15); _game._player._stepEnabled = false; _vm->_sound->command(20); @@ -786,7 +786,7 @@ void Scene102::actions() { case 0: _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[7], 15); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[7], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[7], SEQUENCE_TRIGGER_EXPIRE, 0, 1); if (_game._objects.isInRoom(OBJ_BURGER)) { _globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 7, 0, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[10], 14); @@ -862,7 +862,7 @@ void Scene102::actions() { switch (_game._trigger) { case 0: _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(20); break; @@ -1067,7 +1067,7 @@ void Scene102::actions() { case 0: _scene->_sequences.remove(_globals._sequenceIndexes[8]); _globals._sequenceIndexes[8] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[8], false, 6, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(21); break; @@ -1090,7 +1090,7 @@ void Scene102::actions() { switch (_game._trigger) { case 0: _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(21); break; @@ -1121,7 +1121,7 @@ void Scene102::actions() { case 0: _globals._sequenceIndexes[11] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[11]); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._visible = false; _game._player._stepEnabled = false; break; @@ -1219,9 +1219,9 @@ void Scene103::enter() { _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 0); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 25); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SM_FRAME_INDEX, 2, 72); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_SPRITE, 2, 72); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 1, 37); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_FRAME_INDEX, 2, 73); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 2, 73); _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 8); _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6); @@ -1251,7 +1251,7 @@ void Scene103::enter() { _game._player._stepEnabled = false; _globals._sequenceIndexes[6] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SM_0, 0, 70); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 70); } sceneEntrySound(); @@ -1320,7 +1320,7 @@ void Scene103::actions() { switch (_vm->_game->_trigger) { case 0: _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; _vm->_sound->command(20); break; @@ -1340,8 +1340,8 @@ void Scene103::actions() { _scene->changeVariant(1); _globals._sequenceIndexes[13] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[13], false, 3, 2); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[13]); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_FRAME_INDEX, 7, 1); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_0, 0, 2); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_SPRITE, 7, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 2); _vm->_game->_player._visible = false; _vm->_game->_player._stepEnabled = false; break; @@ -1370,8 +1370,8 @@ void Scene103::actions() { _scene->changeVariant(1); _globals._sequenceIndexes[12] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[12], false, 3, 2); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[12]); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SM_FRAME_INDEX, 6, 1); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SM_0, 0, 2); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_SPRITE, 6, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_EXPIRE, 0, 2); _vm->_game->_player._visible = false; _vm->_game->_player._stepEnabled = false; break; @@ -1411,7 +1411,7 @@ void Scene103::actions() { _scene->_sequences.addTimer(120, _vm->_game->_trigger + 1); } else { // Initial turky explosion - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SEQUENCE_TRIGGER_EXPIRE, 0, 1); } } @@ -1569,7 +1569,7 @@ void Scene104::step() { _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], mirrorFl, 7, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[2], Common::Point(198, 143)); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 4); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; case 1: @@ -1600,7 +1600,7 @@ void Scene104::step() { _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[3], Common::Point(198, 143)); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 14); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; case 1: @@ -1608,7 +1608,7 @@ void Scene104::step() { _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[3], Common::Point(198, 143)); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 4); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 15, 32); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_0, 0, 2); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; case 2: @@ -1638,9 +1638,9 @@ void Scene104::step() { _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 8, 1, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(198, 143)); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 1); if (_game._storyMode >= STORYMODE_NICE) - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SM_FRAME_INDEX, 15, 2); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_SPRITE, 15, 2); break; case 1: @@ -1755,10 +1755,10 @@ void Scene105::step() { _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 8); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_EXPIRE, 0, 1); if (_game._storyMode >= STORYMODE_NICE) - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SM_FRAME_INDEX, 8, 3); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, 8, 3); break; case 1: @@ -1769,7 +1769,7 @@ void Scene105::step() { _scene->_sequences.updateTimeout(_globals._sequenceIndexes[2], _globals._sequenceIndexes[0]); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 8); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 5, 7); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SM_0, 0, 2); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; case 2: { @@ -1877,7 +1877,7 @@ void Scene106::enter() { if (_scene->_priorSceneId == 102) { _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 1, 4, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SM_0, 0, 70); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_EXPIRE, 0, 70); _game._player._visible = false; _game._player._stepEnabled = false; _game._player._facing = FACING_EAST; @@ -1921,7 +1921,7 @@ void Scene106::step() { _scene->loadAnimation(Resources::formatName(106, 'A', -1, EXT_AA, ""), 75); } else { _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 4, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SM_FRAME_INDEX, 28, 71); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_SPRITE, 28, 71); } } @@ -1986,8 +1986,8 @@ void Scene106::step() { if (_game._player._playerPos.x < 204) { _shadowFl = true; _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 4, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_0, 0, 72); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_FRAME_INDEX, 44, 73); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 72); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 44, 73); } } else if (_game._trigger == 73) _game._player._visible = false; @@ -2098,7 +2098,7 @@ void Scene107::enter() { _globals._spriteIndexes[0] = _scene->_sprites.addSprites(Resources::formatName(105, 'R', 1, EXT_SS, "")); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], true, 4, 0, 0, 0); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[0], Common::Point(270, 150)); - _scene->_sequences.sub70C52(_globals._sequenceIndexes[0], SM_FRAME_INDEX, -200, 0); + _scene->_sequences.sub70C52(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, -200, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[0], 2); _scene->_dynamicHotspots.add(218, 348, _globals._sequenceIndexes[0], Common::Rect(0, 0, 0, 0)); } @@ -2357,8 +2357,8 @@ void Scene109::step() { if (_game._player._playerPos.x > 205) { _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SM_FRAME_INDEX, 6, 70); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SM_0, 0, 71); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_SPRITE, 6, 70); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 71); _eatingRex = true; _vm->_sound->command(34); @@ -2396,8 +2396,8 @@ void Scene109::step() { if (_eatingFirstFish && (_scene->_sequences[_globals._sequenceIndexes[10]]._msgPos.x >= 178)) { _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 4, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[9], 4); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SM_FRAME_INDEX, 29, 72); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SM_0, 29, 73); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SEQUENCE_TRIGGER_SPRITE, 29, 72); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SEQUENCE_TRIGGER_EXPIRE, 29, 73); _scene->_sequences.updateTimeout(_globals._sequenceIndexes[10], _globals._sequenceIndexes[9]); _eatingFirstFish = false; _game._player._stepEnabled = true; @@ -2464,7 +2464,7 @@ void Scene109::actions() { _game._objects.setRoom(_throwingObjectId, NOWHERE); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 4, 1, 0, 0); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[0]); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SM_0, 0, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._visible = false; _game._player._stepEnabled = false; @@ -2489,23 +2489,23 @@ void Scene109::actions() { switch (_throwingObjectId) { case OBJ_BURGER: _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, (_hoovicDifficultFl ? 4 : 6), 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_FRAME_INDEX, 2, 2); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 2, 2); if (_hoovicDifficultFl) { _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 30); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_0, 0, 5); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 5); } else { _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 4); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_0, 0, 8); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 8); _hoovicTrigger = 3; } break; case OBJ_DEAD_FISH: _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 4, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SM_FRAME_INDEX, 2, 2); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_SPRITE, 2, 2); break; case OBJ_STUFFED_FISH: _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SM_FRAME_INDEX, 2, 2); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_SPRITE, 2, 2); _hoovicTrigger = 3; break; } @@ -2518,7 +2518,7 @@ void Scene109::actions() { _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 4, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[8], 4); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SM_0, 0, _hoovicTrigger); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, _hoovicTrigger); _vm->_sound->command(34); break; @@ -2596,7 +2596,7 @@ void Scene109::actions() { _scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 31, 46); int idx = _scene->_dynamicHotspots.add(53, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-3, 0), FACING_NORTHEAST); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_0, 0, 7); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 7); } break; @@ -2799,11 +2799,11 @@ void Scene111::enter() { _globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('B', 2)); _globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 8, 0, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SM_FRAME_INDEX, 9, 73); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SM_FRAME_INDEX, 13, 73); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, 9, 73); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, 13, 73); _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 0, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SM_FRAME_INDEX, 71, 71); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_SPRITE, 71, 71); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 12, 0, 0, 0); _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1); @@ -2852,7 +2852,7 @@ void Scene111::step() { if ((_game._trigger == 71) && !_stampedFl) { _stampedFl = true; _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 18, 1, 0, 0); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SM_0, 0, 72); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 72); } if (_game._trigger == 72) { @@ -2961,7 +2961,7 @@ void Scene112::step() { if (_game._trigger == 70) { _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 7, 3, 0, 11); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 1); - _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_0, 0, 71); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 71); } if (_game._trigger == 71) { |