From 002a59c540cdb6a504fa195d38a8f2adf085f53d Mon Sep 17 00:00:00 2001 From: Strangerke Date: Thu, 12 Nov 2015 00:52:21 +0100 Subject: MADS: Implement syncTimers, add SyncType enum, modify all the calls to syncTimers --- engines/mads/phantom/phantom_scenes5.cpp | 66 ++++++++++++++++---------------- 1 file changed, 33 insertions(+), 33 deletions(-) (limited to 'engines/mads/phantom/phantom_scenes5.cpp') 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; -- cgit v1.2.3