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DRASCULA: Fix shadowing warnings (thanks LordHoto), and rename some variables
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05bf234b26
commit
89bbc9c292
@ -862,14 +862,14 @@ void DrasculaEngine::animation_23_2() {
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int animX, animY;
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// Animation offsets - without earplugs
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int x1[] = {1, 38, 75, 112, 75, 112, 75, 112, 149, 112, 149, 112, 149, 186, 223, 260,
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1, 38, 75, 112, 149, 112, 149, 112, 149, 112, 149, 186, 223, 260, 260, 260, 260, 223};
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int y1[] = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 76, 76, 76, 76, 76, 76, 76,
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76, 76, 76, 76, 76, 76, 76, 1, 1, 1, 1};
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int johnFrameX[] = {1, 38, 75, 112, 75, 112, 75, 112, 149, 112, 149, 112, 149, 186, 223, 260,
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1, 38, 75, 112, 149, 112, 149, 112, 149, 112, 149, 186, 223, 260, 260, 260, 260, 223};
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int johnFrameY[] = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 76, 76, 76, 76, 76, 76, 76,
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76, 76, 76, 76, 76, 76, 76, 1, 1, 1, 1};
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// Animation offsets - with earplugs
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int x2[] = {1, 35, 69, 103, 137, 171, 205, 239, 273, 1, 35, 69, 103, 137};
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int y2[] = {1, 1, 1, 1, 1, 1, 1, 1, 1, 73, 73, 73, 73, 73};
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int john2FrameX[] = {1, 35, 69, 103, 137, 171, 205, 239, 273, 1, 35, 69, 103, 137};
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int john2FrameY[] = {1, 1, 1, 1, 1, 1, 1, 1, 1, 73, 73, 73, 73, 73};
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loadPic("an24.alg", frontSurface);
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@ -922,9 +922,9 @@ void DrasculaEngine::animation_23_2() {
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for (int n = 0; n < maxN; n++) {
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copyRect(p_x, p_y, p_x, p_y, animX, animY, bgSurface, screenSurface);
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if (flags[29] == 0)
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copyRect(x1[n], y1[n], p_x, p_y, animX, animY, backSurface, screenSurface);
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copyRect(johnFrameX[n], johnFrameY[n], p_x, p_y, animX, animY, backSurface, screenSurface);
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else
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copyRect(x2[n], y2[n], p_x, p_y, animX, animY, backSurface, screenSurface);
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copyRect(john2FrameX[n], john2FrameY[n], p_x, p_y, animX, animY, backSurface, screenSurface);
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updateRefresh();
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updateScreen(p_x, p_y, p_x, p_y, animX, animY, screenSurface);
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updateEvents();
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@ -670,8 +670,8 @@ bool DrasculaEngine::verify1() {
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removeObject();
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else {
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for (l = 0; l < numRoomObjs; l++) {
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if (mouseX >= x1[l] && mouseY >= y1[l]
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&& mouseX <= x2[l] && mouseY <= y2[l] && doBreak == 0) {
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if (mouseX >= _objectX1[l] && mouseY >= _objectY1[l]
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&& mouseX <= _objectX2[l] && mouseY <= _objectY2[l] && doBreak == 0) {
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if (exitRoom(l))
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return true;
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if (doBreak == 1)
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@ -684,8 +684,8 @@ bool DrasculaEngine::verify1() {
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doBreak = 1;
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for (l = 0; l < numRoomObjs; l++) {
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if (mouseX > x1[l] && mouseY > y1[l]
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&& mouseX < x2[l] && mouseY < y2[l] && doBreak == 0) {
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if (mouseX > _objectX1[l] && mouseY > _objectY1[l]
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&& mouseX < _objectX2[l] && mouseY < _objectY2[l] && doBreak == 0) {
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roomX = roomObjX[l];
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roomY = roomObjY[l];
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trackFinal = trackObj[l];
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@ -718,8 +718,8 @@ bool DrasculaEngine::verify2() {
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return true;
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} else {
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for (l = 0; l < numRoomObjs; l++) {
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if (mouseX > x1[l] && mouseY > y1[l]
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&& mouseX < x2[l] && mouseY < y2[l] && visible[l] == 1) {
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if (mouseX > _objectX1[l] && mouseY > _objectY1[l]
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&& mouseX < _objectX2[l] && mouseY < _objectY2[l] && visible[l] == 1) {
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trackFinal = trackObj[l];
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walkToObject = 1;
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gotoObject(roomObjX[l], roomObjY[l]);
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@ -417,7 +417,7 @@ public:
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int inventoryObjects[43];
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char _targetSurface[40][20];
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int _destX[40], _destY[40], trackCharacter_alkeva[40], roomExits[40];
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int x1[40], y1[40], x2[40], y2[40];
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int _objectX1[40], _objectY1[40], _objectX2[40], _objectY2[40];
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int takeObject, pickedObject;
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bool _subtitlesDisabled;
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bool _menuBar, _menuScreen, _hasName;
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@ -167,8 +167,8 @@ void DrasculaEngine::showMap() {
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_hasName = false;
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for (int l = 0; l < numRoomObjs; l++) {
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if (mouseX > x1[l] && mouseY > y1[l]
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&& mouseX < x2[l] && mouseY < y2[l]
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if (mouseX > _objectX1[l] && mouseY > _objectY1[l]
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&& mouseX < _objectX2[l] && mouseY < _objectY2[l]
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&& visible[l] == 1) {
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strcpy(textName, objName[l]);
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_hasName = true;
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@ -100,8 +100,8 @@ void DrasculaEngine::checkObjects() {
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int l, veo = 0;
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for (l = 0; l < numRoomObjs; l++) {
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if (mouseX > x1[l] && mouseY > y1[l]
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&& mouseX < x2[l] && mouseY < y2[l]
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if (mouseX > _objectX1[l] && mouseY > _objectY1[l]
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&& mouseX < _objectX2[l] && mouseY < _objectY2[l]
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&& visible[l] == 1 && isDoor[l] == 0) {
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strcpy(textName, objName[l]);
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_hasName = true;
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@ -1712,10 +1712,10 @@ void DrasculaEngine::enterRoom(int roomIndex) {
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for (l = 0; l < numRoomObjs; l++) {
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p.parseInt(objectNum[l]);
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p.parseString(objName[l]);
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p.parseInt(x1[l]);
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p.parseInt(y1[l]);
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p.parseInt(x2[l]);
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p.parseInt(y2[l]);
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p.parseInt(_objectX1[l]);
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p.parseInt(_objectY1[l]);
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p.parseInt(_objectX2[l]);
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p.parseInt(_objectY2[l]);
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p.parseInt(roomObjX[l]);
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p.parseInt(roomObjY[l]);
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p.parseInt(trackObj[l]);
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