DRASCULA: Rename variable to clarify its meaning
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5716b288ac
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a97f9d0ec6
7 changed files with 20 additions and 20 deletions
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@ -191,7 +191,7 @@ void DrasculaEngine::moveCharacters() {
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}
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if (currentChapter != 2 && currentChapter != 3) {
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if (hare_se_ve == 0) {
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if (characterVivible == 0) {
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increaseFrameNum();
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return;
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}
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@ -360,7 +360,7 @@ void DrasculaEngine::animation_2_1() {
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int l;
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gotoObject(231, 91);
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hare_se_ve = 0;
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characterVivible = 0;
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term_int = 0;
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@ -433,7 +433,7 @@ void DrasculaEngine::animation_2_1() {
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curX = 91;
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curY = 95;
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trackProtagonist = 1;
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hare_se_ve = 1;
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characterVivible = 1;
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loadPic("97g.alg", extraSurface);
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if (animate("lev.bin", 15))
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@ -1434,7 +1434,7 @@ void DrasculaEngine::animation_12_5() {
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doBreak = 1;
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previousMusic = roomMusic;
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hare_se_ve = 1;
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characterVivible = 1;
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clearRoom();
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trackProtagonist = 1;
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characterMoved = 0;
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@ -1543,7 +1543,7 @@ void DrasculaEngine::animation_1_6() {
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updateEvents();
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clearRoom();
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black();
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hare_se_ve = 0;
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characterVivible = 0;
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flags[0] = 0;
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updateRoom();
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updateScreen();
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@ -1618,7 +1618,7 @@ void DrasculaEngine::animation_6_6() {
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curX = -1;
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selectVerb(kVerbNone);
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enterRoom(58);
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hare_se_ve = 1;
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characterVivible = 1;
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trackProtagonist = 1;
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animate("hbp.bin", 14);
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@ -2138,7 +2138,7 @@ void DrasculaEngine::animation_5_4(){
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loadPic("anh_dr.alg", backSurface);
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gotoObject(99, 160);
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gotoObject(38, 177);
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hare_se_ve = 0;
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characterVivible = 0;
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updateRoom();
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updateScreen();
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delay(800);
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@ -2156,7 +2156,7 @@ void DrasculaEngine::animation_5_4(){
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talk_igor(30, kIgorFront);
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loadPic(96, frontSurface);
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loadPic(99, backSurface);
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hare_se_ve = 1;
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characterVivible = 1;
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fadeToBlack(0);
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exitRoom(0);
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}
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@ -2211,7 +2211,7 @@ void DrasculaEngine::activatePendulum() {
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debug(4, "activatePendulum()");
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flags[1] = 2;
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hare_se_ve = 0;
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characterVivible = 0;
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_roomNumber = 102;
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loadPic(102, bgSurface, HALF_PAL);
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loadPic("an_p1.alg", drawSurface3);
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@ -144,7 +144,7 @@ DrasculaEngine::DrasculaEngine(OSystem *syst, const DrasculaGameDescription *gam
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curDirection = 0;
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trackProtagonist = 0;
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_characterFrame = 0;
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hare_se_ve = 0;
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characterVivible = 0;
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roomX = 0;
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roomY = 0;
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checkFlags = 0;
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@ -299,7 +299,7 @@ Common::Error DrasculaEngine::run() {
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characterMoved = 0;
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trackProtagonist = 3;
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_characterFrame = 0;
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hare_se_ve = 1;
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characterVivible = 1;
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checkFlags = 1;
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doBreak = 0;
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walkToObject = 0;
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@ -429,7 +429,7 @@ public:
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int frame_y;
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int curX, curY, characterMoved, curDirection, trackProtagonist, _characterFrame;
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int hare_se_ve; // TODO: what is this for?
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int characterVivible;
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int roomX, roomY, checkFlags;
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int doBreak;
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int stepX, stepY;
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@ -62,7 +62,7 @@ void DrasculaEngine::gotoObject(int pointX, int pointY) {
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hideCursor();
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if (currentChapter == 5 || currentChapter == 6) {
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if (hare_se_ve == 0) {
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if (characterVivible == 0) {
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curX = roomX;
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curY = roomY;
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updateRoom();
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@ -980,12 +980,12 @@ bool DrasculaEngine::room_59(int fl) {
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playSound(12);
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pause(19);
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stopSound();
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hare_se_ve = 0;
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characterVivible = 0;
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updateRoom();
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copyRect(101, 34, curX - 4, curY - 1, 37, 70, drawSurface3, screenSurface);
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copyBackground(0, 0, 0, 0, 320, 200, screenSurface, bgSurface);
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updateScreen();
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hare_se_ve = 1;
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characterVivible = 1;
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clearRoom();
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loadPic("tlef0.alg", bgSurface, COMPLETE_PAL);
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loadPic("tlef1.alg", drawSurface3);
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@ -1399,7 +1399,7 @@ void DrasculaEngine::update_58_pre() {
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}
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void DrasculaEngine::update_58() {
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if (hare_se_ve == 1)
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if (characterVivible == 1)
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copyRect(67, 139, 140, 147, 12, 16, drawSurface3, screenSurface);
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}
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@ -1845,7 +1845,7 @@ void DrasculaEngine::enterRoom(int roomIndex) {
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}
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if (currentChapter == 5)
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hare_se_ve = 1;
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characterVivible = 1;
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updateVisible();
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@ -1885,7 +1885,7 @@ void DrasculaEngine::enterRoom(int roomIndex) {
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if (currentChapter == 5) {
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if (_roomNumber == 45)
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hare_se_ve = 0;
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characterVivible = 0;
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if (_roomNumber == 49 && flags[7] == 0) {
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playTalkSequence(4); // sequence 4, chapter 5
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}
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@ -1961,7 +1961,7 @@ bool DrasculaEngine::exitRoom(int doorNumber) {
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}
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if (currentChapter == 5)
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hare_se_ve = 1;
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characterVivible = 1;
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clearRoom();
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if (!sscanf(_targetSurface[doorNumber], "%d", &roomNum)) {
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@ -261,7 +261,7 @@ bool DrasculaEngine::loadGame(int slot) {
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// things. Reset those before loading the savegame otherwise we may have some
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// issues such as the protagonist being invisible after reloading a savegame.
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if (_roomNumber == 102 && flags[1] == 2) {
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hare_se_ve = 1;
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characterVivible = 1;
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loadPic(96, frontSurface);
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loadPic(97, frontSurface);
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loadPic(97, extraSurface);
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