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-rw-r--r--engines/mads/dragonsphere/dragonsphere_scenes1.cpp70
-rw-r--r--engines/mads/game.cpp40
-rw-r--r--engines/mads/game.h7
-rw-r--r--engines/mads/phantom/phantom_scenes1.cpp156
-rw-r--r--engines/mads/phantom/phantom_scenes2.cpp36
-rw-r--r--engines/mads/phantom/phantom_scenes3.cpp22
-rw-r--r--engines/mads/phantom/phantom_scenes4.cpp48
-rw-r--r--engines/mads/phantom/phantom_scenes5.cpp66
-rw-r--r--engines/mads/sequence.cpp2
9 files changed, 244 insertions, 203 deletions
diff --git a/engines/mads/dragonsphere/dragonsphere_scenes1.cpp b/engines/mads/dragonsphere/dragonsphere_scenes1.cpp
index ed446c4e04..0788fe6641 100644
--- a/engines/mads/dragonsphere/dragonsphere_scenes1.cpp
+++ b/engines/mads/dragonsphere/dragonsphere_scenes1.cpp
@@ -315,7 +315,7 @@ void Scene102::step() {
switch (_diaryFrame) {
case 6:
_scene->deleteSequence(_globals._sequenceIndexes[1]);
- _game.syncTimers(1, _globals._sequenceIndexes[1], 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[1], SYNC_ANIM, _globals._animationIndexes[0]);
break;
case 10:
@@ -349,7 +349,7 @@ void Scene102::step() {
switch (_diaryFrame) {
case 6:
_scene->deleteSequence(_globals._sequenceIndexes[2]);
- _game.syncTimers(1, _globals._sequenceIndexes[2], 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[2], SYNC_ANIM, _globals._animationIndexes[0]);
break;
case 26:
@@ -385,7 +385,7 @@ void Scene102::step() {
int idx = _globals._sequenceIndexes[6];
_globals._sequenceIndexes[6] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[6], false, -1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[6], -2);
- _game.syncTimers(1, _globals._sequenceIndexes[6], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[6], SYNC_SEQ, idx);
_game._player._stepEnabled = true;
}
break;
@@ -426,13 +426,13 @@ void Scene102::actions() {
int idx = _globals._sequenceIndexes[6];
_globals._sequenceIndexes[6] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[6], false, 5);
_scene->_sequences.setDepth(_globals._sequenceIndexes[6], 5);
- _game.syncTimers(1, _globals._sequenceIndexes[6], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[6], SYNC_SEQ, idx);
}
break;
case 3:
_game._player._visible = true;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[7]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[7]);
_game._player.walk(Common::Point(0, 130), FACING_WEST);
_game._player._walkOffScreenSceneId = 101;
break;
@@ -457,7 +457,7 @@ void Scene102::actions() {
_game._player._visible = false;
_animRunning = 1;
_globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('B',-1), 1);
- _game.syncTimers(3, _globals._animationIndexes[0], 2, 0);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0);
break;
case 1:
@@ -466,7 +466,7 @@ void Scene102::actions() {
_diaryHotspotIdx1 = _scene->_dynamicHotspots.add(NOUN_DIARIES, VERB_WALK_TO, SYNTAX_PLURAL, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(_diaryHotspotIdx1, Common::Point(47, 123), FACING_NORTHWEST);
_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(6, 2);
break;
@@ -479,7 +479,7 @@ void Scene102::actions() {
_game._player._visible = false;
_animRunning = 2;
_globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('A',-1), 4);
- _game.syncTimers(3, _globals._animationIndexes[0], 2, 0);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0);
break;
case 4:
@@ -489,7 +489,7 @@ void Scene102::actions() {
_scene->_dynamicHotspots.setPosition(_diaryHotspotIdx2, Common::Point(47, 123), FACING_NORTHWEST);
_game._player._visible = true;
_game._player._stepEnabled = true;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]);
break;
default:
@@ -754,7 +754,7 @@ void Scene103::step() {
int tmpIdx = _globals._sequenceIndexes[9];
_globals._sequenceIndexes[9] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[9], false, -1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 6);
- _game.syncTimers(1, _globals._sequenceIndexes[9], 1, tmpIdx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[9], SYNC_SEQ, tmpIdx);
_game._player._stepEnabled = true;
}
break;
@@ -772,7 +772,7 @@ void Scene103::step() {
int tmpIdx = _globals._sequenceIndexes[10];
_globals._sequenceIndexes[10] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[10], false, -1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 6);
- _game.syncTimers(1, _globals._sequenceIndexes[10], 1, tmpIdx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[10], SYNC_SEQ, tmpIdx);
_game._player._stepEnabled = true;
}
break;
@@ -812,13 +812,13 @@ void Scene103::actions() {
int tmpIdx = _globals._sequenceIndexes[9];
_globals._sequenceIndexes[9] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[9], false, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 14);
- _game.syncTimers(1, _globals._sequenceIndexes[9], 1, tmpIdx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[9], SYNC_SEQ, tmpIdx);
}
break;
case 3:
_game._player._visible = true;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[11]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[11]);
_scene->_sequences.addTimer(1, 4);
break;
@@ -839,7 +839,7 @@ void Scene103::actions() {
int tmpIdx = _globals._sequenceIndexes[9];
_globals._sequenceIndexes[9] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[9], false, -1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 1);
- _game.syncTimers(1, _globals._sequenceIndexes[9], 1, tmpIdx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[9], SYNC_SEQ, tmpIdx);
_scene->_sequences.addTimer(6, 7);
}
break;
@@ -878,13 +878,13 @@ void Scene103::actions() {
int tmpIdx = _globals._sequenceIndexes[10];
_globals._sequenceIndexes[10] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[10], false, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 14);
- _game.syncTimers(1, _globals._sequenceIndexes[10], 1, tmpIdx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[10], SYNC_SEQ, tmpIdx);
}
break;
case 3:
_game._player._visible = true;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[11]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[11]);
_scene->_sequences.addTimer(1, 4);
break;
@@ -905,7 +905,7 @@ void Scene103::actions() {
int tmpIdx = _globals._sequenceIndexes[10];
_globals._sequenceIndexes[10] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[10], false, -1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 1);
- _game.syncTimers(1, _globals._sequenceIndexes[10], 1, tmpIdx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[10], SYNC_SEQ, tmpIdx);
_scene->_sequences.addTimer(6, 7);
}
break;
@@ -1393,7 +1393,7 @@ void Scene104::step() {
if (_tapestryFrame == 13) {
_game._player._visible = true;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]);
}
if ((resetFrame >= 0) && (resetFrame != _scene->_animation[_globals._animationIndexes[0]]->getCurrentFrame())) {
@@ -1417,7 +1417,7 @@ void Scene104::step() {
int idx = _globals._sequenceIndexes[6];
_globals._sequenceIndexes[6] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[6], false, -1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[6], 14);
- _game.syncTimers(1, _globals._sequenceIndexes[6], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[6], SYNC_SEQ, idx);
_game._player._stepEnabled = true;
}
break;
@@ -1432,7 +1432,7 @@ void Scene104::step() {
_globals._animationIndexes[4] = _scene->loadAnimation(formAnimName('p', 2), 0);
_anim4ActvFl = true;
_pidStatus = 0;
- _game.syncTimers(3, _globals._animationIndexes[4], 4, 0);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[4], SYNC_CLOCK, 0);
_scene->deleteSequence(_globals._sequenceIndexes[14]);
_globals._animationIndexes[1] = _scene->loadAnimation(formAnimName('m', 1), 0);
@@ -1550,13 +1550,13 @@ void Scene104::actions() {
int tmpIdx = _globals._sequenceIndexes[6];
_globals._sequenceIndexes[6] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[6], false, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[6], 14);
- _game.syncTimers(1, _globals._sequenceIndexes[6], 1, tmpIdx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[6], SYNC_SEQ, tmpIdx);
}
break;
case 3:
_game._player._visible = true;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[7]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[7]);
_scene->_sequences.addTimer(1, 4);
break;
@@ -1577,7 +1577,7 @@ void Scene104::actions() {
int tmpIdx = _globals._sequenceIndexes[6];
_globals._sequenceIndexes[6] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[6], false, -1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[6], 1);
- _game.syncTimers(1, _globals._sequenceIndexes[6], 1, tmpIdx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[6], SYNC_SEQ, tmpIdx);
_scene->_sequences.addTimer(6, 7);
}
break;
@@ -1618,7 +1618,7 @@ void Scene104::actions() {
case 2: {
int tmpIdx = _globals._sequenceIndexes[12];
_globals._sequenceIndexes[12] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[12], false, -2);
- _game.syncTimers(1, _globals._sequenceIndexes[12], 1, tmpIdx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[12], SYNC_SEQ, tmpIdx);
_scene->_sequences.setDepth(_globals._sequenceIndexes[12], 8);
if ((_globals[kTapestryStatus] == 1) || (_globals[kTapestryStatus] == 3)) {
_scene->_hotspots.activate(NOUN_WALL_PANEL, false);
@@ -1629,7 +1629,7 @@ void Scene104::actions() {
case 3:
_game._player._visible = true;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]);
_scene->_sequences.addTimer(5, 4);
break;
@@ -1691,7 +1691,7 @@ void Scene104::actions() {
case 3:
_game._player._visible = true;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]);
_scene->_sequences.addTimer(5, 4);
break;
@@ -1720,12 +1720,12 @@ void Scene104::actions() {
_game._player._stepEnabled = false;
_game._player._visible = false;
_animationRunning = 1;
- _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('a',-1), 1);
+ _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('a', -1), 1);
break;
case 1:
_game._player._visible = true;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]);
_globals._sequenceIndexes[10] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[10], false, -1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 6);
_scene->_hotspots.activateAtPos(NOUN_TAPESTRY, true, Common::Point(290, 20));
@@ -1777,12 +1777,12 @@ void Scene104::actions() {
_game._player._visible = false;
_scene->deleteSequence(_globals._sequenceIndexes[10]);
_animationRunning = 2;
- _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('d',-1), 1);
+ _globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('d', -1), 1);
break;
case 1:
_game._player._visible = true;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]);
_globals._sequenceIndexes[11] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[11], false, -1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[11], 6);
_scene->_hotspots.activateAtPos(NOUN_TAPESTRY, false, Common::Point(290, 20));
@@ -2198,7 +2198,7 @@ void Scene104::actions() {
_globals._sequenceIndexes[14] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[14], false, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[14], 6);
- _game.syncTimers(1, _globals._sequenceIndexes[14], 4, 0);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[14], SYNC_CLOCK, 0);
_globals._spriteIndexes[15] = _scene->_sprites.addSprites(formAnimName('e', 3), PALFLAG_ALL_TO_CLOSEST | PALFLAG_ANY_TO_CLOSEST);
_globals._animationIndexes[1] = _scene->loadAnimation(formAnimName('m', 2), 0);
@@ -2639,7 +2639,7 @@ void Scene104::handleMacAnimation1() {
_pidFrame = 105;
resetFrame = 26;
_scene->setAnimFrame(_globals._animationIndexes[4], 105);
- _game.syncTimers(3, _globals._animationIndexes[4], 3, _globals._animationIndexes[1]);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[4], SYNC_ANIM, _globals._animationIndexes[1]);
break;
default:
@@ -2657,7 +2657,7 @@ void Scene104::handleMacAnimation1() {
_scene->setAnimFrame(_globals._animationIndexes[4], 89);
_pidFrame = 89;
_pidStatus = 7;
- _game.syncTimers(3, _globals._animationIndexes[4], 3, _globals._animationIndexes[1]);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[4], SYNC_ANIM, _globals._animationIndexes[1]);
break;
case 76:
@@ -2716,7 +2716,7 @@ void Scene104::handleMacAnimation2() {
case 2:
_scene->deleteSequence(_globals._sequenceIndexes[14]);
- _game.syncTimers(1, _globals._sequenceIndexes[14], 3, _globals._animationIndexes[1]);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[14], SYNC_ANIM, _globals._animationIndexes[1]);
break;
case 37:
@@ -2994,7 +2994,7 @@ void Scene104::handlePidAnimation() {
_anim4ActvFl = false;
_globals._animationIndexes[4] = _scene->loadAnimation(formAnimName('d', 2), 95);
_anim6ActvFl = true;
- _game.syncTimers(3, _globals._animationIndexes[4], 4, 0);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[4], SYNC_CLOCK, 0);
break;
default:
diff --git a/engines/mads/game.cpp b/engines/mads/game.cpp
index f5a5f3be59..71750075a9 100644
--- a/engines/mads/game.cpp
+++ b/engines/mads/game.cpp
@@ -599,8 +599,44 @@ void Game::createThumbnail() {
::createThumbnail(_saveThumb, _vm->_screen.getData(), MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT, thumbPalette);
}
-void Game::syncTimers(int slave_type, int slave_id, int master_type, int master_id) {
- warning("TODO: Game_syncTimers");
+void Game::syncTimers(SyncType slaveType, int slaveId, SyncType masterType, int masterId) {
+ uint32 syncTime = 0;
+
+ switch (masterType) {
+ case SYNC_SEQ:
+ syncTime = _scene._sequences[masterId]._timeout;
+ break;
+
+ case SYNC_ANIM:
+ syncTime = _scene._animation[masterId]->getNextFrameTimer();
+ break;
+
+ case SYNC_CLOCK:
+ syncTime = _scene._frameStartTime + masterId;
+ break;
+
+ case SYNC_PLAYER:
+ syncTime = _player._priorTimer;
+ break;
+ }
+
+
+ switch (slaveType) {
+ case SYNC_SEQ:
+ _scene._sequences[slaveId]._timeout = syncTime;
+ break;
+
+ case SYNC_PLAYER:
+ _player._priorTimer = syncTime;
+ break;
+
+ case SYNC_ANIM:
+ _scene._animation[slaveId]->setNextFrameTimer(syncTime);
+ break;
+
+ case SYNC_CLOCK:
+ error("syncTimer is trying to force _frameStartTime");
+ }
}
void Game::camPanTo(Camera *camera, int target) {
diff --git a/engines/mads/game.h b/engines/mads/game.h
index 30fcf99907..c1cd4fd4c0 100644
--- a/engines/mads/game.h
+++ b/engines/mads/game.h
@@ -44,6 +44,11 @@ enum KernelMode {
KERNEL_ROOM_PRELOAD = 3, KERNEL_ROOM_INIT = 4, KERNEL_ACTIVE_CODE = 5
};
+enum SyncType {
+ SYNC_SEQ = 1, SYNC_PLAYER = 2, SYNC_ANIM = 3, SYNC_CLOCK = 4
+};
+
+
#define MADS_SAVEGAME_VERSION 1
struct MADSSavegameHeader {
@@ -236,7 +241,7 @@ public:
*/
void createThumbnail();
- void syncTimers(int slave_type, int slave_id, int master_type, int master_id);
+ void syncTimers(SyncType slaveType, int slaveId, SyncType masterType, int masterId);
typedef struct {
//TODO
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;
diff --git a/engines/mads/phantom/phantom_scenes2.cpp b/engines/mads/phantom/phantom_scenes2.cpp
index b00b0a2eb6..84cb4fa4e7 100644
--- a/engines/mads/phantom/phantom_scenes2.cpp
+++ b/engines/mads/phantom/phantom_scenes2.cpp
@@ -853,7 +853,7 @@ void Scene202::actions() {
case 81: {
int idx = _globals._sequenceIndexes[0];
_globals._sequenceIndexes[0] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[0], false, 5);
- _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);
_game._player.walk(Common::Point(134, 112), FACING_NORTH);
_game._player.setWalkTrigger(83);
@@ -1781,7 +1781,7 @@ void Scene203::actions() {
case 92:
_game._player._visible = true;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[4]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[4]);
_game._player.walk(Common::Point(319, 123), FACING_WEST);
_game._player.setWalkTrigger(93);
break;
@@ -1802,7 +1802,7 @@ void Scene203::actions() {
_anim1ActvFl = true;
_game._player._visible = false;
_raoulStatus = 0;
- _game.syncTimers(3, _globals._animationIndexes[1], 2, 0);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[1], SYNC_PLAYER, 0);
_vm->_gameConv->run(5);
_vm->_gameConv->hold();
@@ -1835,7 +1835,7 @@ void Scene203::actions() {
_game._player._visible = false;
_game._player._stepEnabled = false;
_raoulStatus = 0;
- _game.syncTimers(3, _globals._animationIndexes[1], 2, 0);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[1], SYNC_PLAYER, 0);
_vm->_gameConv->run(8);
_vm->_gameConv->exportPointer(&_globals[kPlayerScore]);
@@ -3134,7 +3134,7 @@ void Scene203::handleRaoulAnimation() {
_anim1ActvFl = false;
_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]);
resetFrame = 58;
if (_globals[kDoneBrieConv203] && (_globals[kCurrentYear] == 1993)) {
_globals[kPrompterStandStatus] = 1;
@@ -3529,7 +3529,7 @@ void Scene204::actions() {
case 61:
_game._player._visible = true;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[5]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[5]);
_game._player.walk(Common::Point(0, 136), FACING_WEST);
_game._player.setWalkTrigger(62);
break;
@@ -3565,7 +3565,7 @@ void Scene204::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;
@@ -3948,7 +3948,7 @@ void Scene204::handleFlorAnimation() {
switch (_florFrame) {
case 80:
_scene->setAnimFrame(_globals._animationIndexes[2], 1);
- _game.syncTimers(3, _globals._animationIndexes[2], 3, _globals._animationIndexes[1]);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[2], SYNC_ANIM, _globals._animationIndexes[1]);
_raoulStatus = 1;
break;
@@ -4478,7 +4478,7 @@ void Scene205::step() {
break;
case 102:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[2]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[2]);
_game._player._visible = true;
_game._player._stepEnabled = true;
_vm->_gameConv->release();
@@ -4598,7 +4598,7 @@ void Scene205::actions() {
case 1: {
int idx = _globals._sequenceIndexes[2];
_globals._sequenceIndexes[2] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[2], false, 4);
- _game.syncTimers(1, _globals._sequenceIndexes[2], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[2], SYNC_SEQ, idx);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[2], false);
_vm->_sound->command(72);
_scene->_sequences.addTimer(15, 2);
@@ -4616,7 +4616,7 @@ void Scene205::actions() {
return;
case 3:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[2]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[2]);
_game._player._visible = true;
_game._player._stepEnabled = true;
if (_action.isAction(VERB_UNLOCK) || _action.isAction(VERB_LOCK))
@@ -4666,12 +4666,12 @@ void Scene205::actions() {
if (_action.isObject(NOUN_BOX_FIVE)) {
int idx = _globals._sequenceIndexes[0];
_globals._sequenceIndexes[0] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[0], false, -2);
- _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 (_action.isObject(NOUN_BOX_NINE)) {
int idx = _globals._sequenceIndexes[1];
_globals._sequenceIndexes[1] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[1], false, -2);
- _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);
}
_action._inProgress = false;
@@ -4679,7 +4679,7 @@ void Scene205::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]);
if (_action.isObject(NOUN_BOX_FIVE)) {
_game._player.walk(Common::Point(37, 64), FACING_NORTH);
_game._player.setWalkTrigger(3);
@@ -6029,7 +6029,7 @@ void Scene206::actions() {
return;
case 78:
- _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, 79);
_action._inProgress = false;
@@ -6142,7 +6142,7 @@ void Scene206::actions() {
_vm->_sound->command(71);
int idx = _globals._sequenceIndexes[5];
_globals._sequenceIndexes[5] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[5], true, -2);
- _game.syncTimers(1, _globals._sequenceIndexes[5], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[5], SYNC_SEQ, idx);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[5], false);
_scene->_sequences.addTimer(30, 65);
}
@@ -6175,7 +6175,7 @@ void Scene206::actions() {
}
}
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[5]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[5]);
_game._player._stepEnabled = true;
_game._player._visible = true;
break;
@@ -6298,7 +6298,7 @@ void Scene206::actions() {
switch (_game._trigger) {
case 95:
_game._player._visible = true;
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]);
_scene->_hotspots.activate(NOUN_PANEL, true);
_scene->_hotspots.activate(NOUN_KEYHOLE, true);
_globals._sequenceIndexes[2] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[2], false, 3);
diff --git a/engines/mads/phantom/phantom_scenes3.cpp b/engines/mads/phantom/phantom_scenes3.cpp
index 516376f8ae..3c7bae58aa 100644
--- a/engines/mads/phantom/phantom_scenes3.cpp
+++ b/engines/mads/phantom/phantom_scenes3.cpp
@@ -202,7 +202,7 @@ void Scene301::step() {
_anim0ActvFl = true;
_game._player._visible = false;
_globals[kPlayerScore] += 10;
- _game.syncTimers(3, _globals._animationIndexes[0], 2, 0);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0);
}
if (_anim0ActvFl && !_skip1Fl) {
@@ -244,7 +244,7 @@ void Scene301::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:
@@ -527,7 +527,7 @@ void Scene302::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;
@@ -735,7 +735,7 @@ void Scene303::step() {
_game._player._playerPos = Common::Point(110, 95);
_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]);
_game._player.resetFacing(FACING_SOUTHWEST);
}
@@ -758,14 +758,14 @@ void Scene303::actions() {
_game._player._visible = false;
_globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('n', 1), 1);
_anim0ActvFl = true;
- _game.syncTimers(3, _globals._animationIndexes[0], 2, 0);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0);
_globals[kPlayerScore] += 5;
break;
case 1:
_anim0ActvFl = false;
_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(20, 2);
break;
@@ -788,7 +788,7 @@ void Scene303::actions() {
_globals._animationIndexes[0] = _scene->loadAnimation(formAnimName('d', 1), 3);
_game._player._stepEnabled = false;
_game._player._visible = false;
- _game.syncTimers(3, _globals._animationIndexes[0], 2, 0);
+ _game.syncTimers(SYNC_ANIM, _globals._animationIndexes[0], SYNC_PLAYER, 0);
break;
case 3:
@@ -1687,7 +1687,7 @@ void Scene307::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;
@@ -1731,7 +1731,7 @@ void Scene307::actions() {
case 71: {
int idx = _globals._sequenceIndexes[3];
_globals._sequenceIndexes[3] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[3], false, -2);
- _game.syncTimers(1, _globals._sequenceIndexes[3], 1, idx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[3], SYNC_SEQ, idx);
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 14);
_scene->_sequences.addTimer(10, 73);
}
@@ -2390,7 +2390,7 @@ void Scene309::actions() {
case 61: {
int idx = _globals._sequenceIndexes[0];
_globals._sequenceIndexes[0] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[0], false, 5);
- _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);
_game._player.walk(Common::Point(0, 121), FACING_NORTHWEST);
_game._player.setWalkTrigger(63);
@@ -2517,7 +2517,7 @@ void Scene309::handleBoatAnimation() {
switch (_boatFrame) {
case 72:
- _game.syncTimers(2, 0, 3, _globals._animationIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_ANIM, _globals._animationIndexes[0]);
_game._player._visible = true;
break;
diff --git a/engines/mads/phantom/phantom_scenes4.cpp b/engines/mads/phantom/phantom_scenes4.cpp
index f82b5993f8..c9472ea538 100644
--- a/engines/mads/phantom/phantom_scenes4.cpp
+++ b/engines/mads/phantom/phantom_scenes4.cpp
@@ -299,7 +299,7 @@ void Scene401::actions() {
break;
case 2:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]);
_game._player._visible = true;
_game._player._stepEnabled = true;
break;
@@ -356,7 +356,7 @@ void Scene401::actions() {
break;
case 2:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]);
_game._player._visible = true;
_game._player._stepEnabled = true;
break;
@@ -796,7 +796,7 @@ void Scene403::actions() {
break;
case 2:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]);
_game._player._visible = true;
_game._player._stepEnabled = true;
break;
@@ -852,7 +852,7 @@ void Scene403::actions() {
break;
case 2:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]);
_game._player._visible = true;
_game._player._stepEnabled = true;
break;
@@ -1308,7 +1308,7 @@ void Scene404::actions() {
break;
case 2:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[9]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[9]);
_game._player._visible = true;
_game._player._stepEnabled = true;
break;
@@ -1363,7 +1363,7 @@ void Scene404::actions() {
break;
case 2:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[9]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[9]);
_game._player._visible = true;
_game._player._stepEnabled = true;
break;
@@ -1718,7 +1718,7 @@ void Scene406::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;
break;
@@ -1774,7 +1774,7 @@ void Scene406::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;
break;
@@ -1900,7 +1900,7 @@ void Scene406::actions() {
case 4:
_game._player._visible = true;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[0]);
_scene->_sequences.addTimer(6, 5);
break;
@@ -2180,7 +2180,7 @@ void Scene407::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;
break;
@@ -2240,7 +2240,7 @@ void Scene407::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;
break;
@@ -2649,7 +2649,7 @@ void Scene408::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;
_game._player._stepEnabled = true;
break;
@@ -2706,7 +2706,7 @@ void Scene408::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;
_game._player._stepEnabled = true;
break;
@@ -3050,7 +3050,7 @@ void Scene409::enter() {
void Scene409::step() {
if (_game._trigger == 60) {
_game._player._visible = false;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[7]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[7]);
_scene->playSpeech(3);
}
@@ -3089,7 +3089,7 @@ void Scene409::actions() {
case 1: {
int syncIdx = _globals._sequenceIndexes[8];
_globals._sequenceIndexes[8] = _scene->_sequences.addStampCycle(_globals._spriteIndexes[8], false, 4);
- _game.syncTimers(1, _globals._sequenceIndexes[8], 1, syncIdx);
+ _game.syncTimers(SYNC_SEQ, _globals._sequenceIndexes[8], SYNC_SEQ, syncIdx);
_scene->_sequences.setSeqPlayer(_globals._sequenceIndexes[8], false);
_scene->_sequences.addTimer(30, 2);
_action._inProgress = false;
@@ -3106,7 +3106,7 @@ void Scene409::actions() {
return;
case 3:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]);
_game._player._visible = true;
_vm->_dialogs->show(40923);
_game._player._stepEnabled = true;
@@ -3186,7 +3186,7 @@ void Scene409::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;
break;
@@ -3243,7 +3243,7 @@ void Scene409::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;
break;
@@ -3295,7 +3295,7 @@ void Scene409::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;
_scene->_sequences.addTimer(20, 3);
break;
@@ -3432,7 +3432,7 @@ void Scene409::actions() {
case 4:
_game._player._visible = true;
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[0]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[0]);
_scene->_sequences.addTimer(6, 5);
break;
@@ -4359,7 +4359,7 @@ void Scene453::actions() {
break;
case 2:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]);
_game._player._visible = true;
_game._player._stepEnabled = true;
break;
@@ -4416,7 +4416,7 @@ void Scene453::actions() {
break;
case 2:
- _game.syncTimers(2, 0, 1, _globals._sequenceIndexes[8]);
+ _game.syncTimers(SYNC_PLAYER, 0, SYNC_SEQ, _globals._sequenceIndexes[8]);
_game._player._visible = true;
_game._player._stepEnabled = true;
break;
@@ -4785,7 +4785,7 @@ void Scene456::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;
_game._player._stepEnabled = true;
break;
@@ -4843,7 +4843,7 @@ void Scene456::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;
_game._player._stepEnabled = true;
break;
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;
diff --git a/engines/mads/sequence.cpp b/engines/mads/sequence.cpp
index 479a042a4e..50b37de7ea 100644
--- a/engines/mads/sequence.cpp
+++ b/engines/mads/sequence.cpp
@@ -569,7 +569,7 @@ void SequenceList::setSeqPlayer(int idx, bool flag) {
setScale(idx, player._currentScale);
if (flag)
- _vm->_game->syncTimers(1, idx, 2, 0);
+ _vm->_game->syncTimers(SYNC_SEQ, idx, SYNC_PLAYER, 0);
}
} // End of namespace