DRASCULA: Rename variable to clarify its meaning

This commit is contained in:
Thierry Crozat 2016-04-11 01:22:31 +01:00
parent 5716b288ac
commit a97f9d0ec6
7 changed files with 20 additions and 20 deletions

View file

@ -191,7 +191,7 @@ void DrasculaEngine::moveCharacters() {
}
if (currentChapter != 2 && currentChapter != 3) {
if (hare_se_ve == 0) {
if (characterVivible == 0) {
increaseFrameNum();
return;
}

View file

@ -360,7 +360,7 @@ void DrasculaEngine::animation_2_1() {
int l;
gotoObject(231, 91);
hare_se_ve = 0;
characterVivible = 0;
term_int = 0;
@ -433,7 +433,7 @@ void DrasculaEngine::animation_2_1() {
curX = 91;
curY = 95;
trackProtagonist = 1;
hare_se_ve = 1;
characterVivible = 1;
loadPic("97g.alg", extraSurface);
if (animate("lev.bin", 15))
@ -1434,7 +1434,7 @@ void DrasculaEngine::animation_12_5() {
doBreak = 1;
previousMusic = roomMusic;
hare_se_ve = 1;
characterVivible = 1;
clearRoom();
trackProtagonist = 1;
characterMoved = 0;
@ -1543,7 +1543,7 @@ void DrasculaEngine::animation_1_6() {
updateEvents();
clearRoom();
black();
hare_se_ve = 0;
characterVivible = 0;
flags[0] = 0;
updateRoom();
updateScreen();
@ -1618,7 +1618,7 @@ void DrasculaEngine::animation_6_6() {
curX = -1;
selectVerb(kVerbNone);
enterRoom(58);
hare_se_ve = 1;
characterVivible = 1;
trackProtagonist = 1;
animate("hbp.bin", 14);
@ -2138,7 +2138,7 @@ void DrasculaEngine::animation_5_4(){
loadPic("anh_dr.alg", backSurface);
gotoObject(99, 160);
gotoObject(38, 177);
hare_se_ve = 0;
characterVivible = 0;
updateRoom();
updateScreen();
delay(800);
@ -2156,7 +2156,7 @@ void DrasculaEngine::animation_5_4(){
talk_igor(30, kIgorFront);
loadPic(96, frontSurface);
loadPic(99, backSurface);
hare_se_ve = 1;
characterVivible = 1;
fadeToBlack(0);
exitRoom(0);
}
@ -2211,7 +2211,7 @@ void DrasculaEngine::activatePendulum() {
debug(4, "activatePendulum()");
flags[1] = 2;
hare_se_ve = 0;
characterVivible = 0;
_roomNumber = 102;
loadPic(102, bgSurface, HALF_PAL);
loadPic("an_p1.alg", drawSurface3);

View file

@ -144,7 +144,7 @@ DrasculaEngine::DrasculaEngine(OSystem *syst, const DrasculaGameDescription *gam
curDirection = 0;
trackProtagonist = 0;
_characterFrame = 0;
hare_se_ve = 0;
characterVivible = 0;
roomX = 0;
roomY = 0;
checkFlags = 0;
@ -299,7 +299,7 @@ Common::Error DrasculaEngine::run() {
characterMoved = 0;
trackProtagonist = 3;
_characterFrame = 0;
hare_se_ve = 1;
characterVivible = 1;
checkFlags = 1;
doBreak = 0;
walkToObject = 0;

View file

@ -429,7 +429,7 @@ public:
int frame_y;
int curX, curY, characterMoved, curDirection, trackProtagonist, _characterFrame;
int hare_se_ve; // TODO: what is this for?
int characterVivible;
int roomX, roomY, checkFlags;
int doBreak;
int stepX, stepY;

View file

@ -62,7 +62,7 @@ void DrasculaEngine::gotoObject(int pointX, int pointY) {
hideCursor();
if (currentChapter == 5 || currentChapter == 6) {
if (hare_se_ve == 0) {
if (characterVivible == 0) {
curX = roomX;
curY = roomY;
updateRoom();

View file

@ -980,12 +980,12 @@ bool DrasculaEngine::room_59(int fl) {
playSound(12);
pause(19);
stopSound();
hare_se_ve = 0;
characterVivible = 0;
updateRoom();
copyRect(101, 34, curX - 4, curY - 1, 37, 70, drawSurface3, screenSurface);
copyBackground(0, 0, 0, 0, 320, 200, screenSurface, bgSurface);
updateScreen();
hare_se_ve = 1;
characterVivible = 1;
clearRoom();
loadPic("tlef0.alg", bgSurface, COMPLETE_PAL);
loadPic("tlef1.alg", drawSurface3);
@ -1399,7 +1399,7 @@ void DrasculaEngine::update_58_pre() {
}
void DrasculaEngine::update_58() {
if (hare_se_ve == 1)
if (characterVivible == 1)
copyRect(67, 139, 140, 147, 12, 16, drawSurface3, screenSurface);
}
@ -1845,7 +1845,7 @@ void DrasculaEngine::enterRoom(int roomIndex) {
}
if (currentChapter == 5)
hare_se_ve = 1;
characterVivible = 1;
updateVisible();
@ -1885,7 +1885,7 @@ void DrasculaEngine::enterRoom(int roomIndex) {
if (currentChapter == 5) {
if (_roomNumber == 45)
hare_se_ve = 0;
characterVivible = 0;
if (_roomNumber == 49 && flags[7] == 0) {
playTalkSequence(4); // sequence 4, chapter 5
}
@ -1961,7 +1961,7 @@ bool DrasculaEngine::exitRoom(int doorNumber) {
}
if (currentChapter == 5)
hare_se_ve = 1;
characterVivible = 1;
clearRoom();
if (!sscanf(_targetSurface[doorNumber], "%d", &roomNum)) {

View file

@ -261,7 +261,7 @@ bool DrasculaEngine::loadGame(int slot) {
// things. Reset those before loading the savegame otherwise we may have some
// issues such as the protagonist being invisible after reloading a savegame.
if (_roomNumber == 102 && flags[1] == 2) {
hare_se_ve = 1;
characterVivible = 1;
loadPic(96, frontSurface);
loadPic(97, frontSurface);
loadPic(97, extraSurface);