[Scummvm-git-logs] scummvm master -> 8fd03789b020f45f059ca8e7712dd389b688e47d

mgerhardy noreply at scummvm.org
Sat Jun 11 11:55:50 UTC 2022


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
8fd03789b0 TWINE: synced more names with original sources


Commit: 8fd03789b020f45f059ca8e7712dd389b688e47d
    https://github.com/scummvm/scummvm/commit/8fd03789b020f45f059ca8e7712dd389b688e47d
Author: Martin Gerhardy (martin.gerhardy at gmail.com)
Date: 2022-06-11T13:55:46+02:00

Commit Message:
TWINE: synced more names with original sources

Changed paths:
    engines/twine/scene/actor.cpp
    engines/twine/scene/actor.h
    engines/twine/scene/animations.cpp
    engines/twine/scene/animations.h
    engines/twine/scene/collision.cpp
    engines/twine/scene/collision.h
    engines/twine/scene/extra.cpp
    engines/twine/scene/grid.cpp
    engines/twine/scene/grid.h
    engines/twine/scene/movements.cpp
    engines/twine/scene/scene.cpp
    engines/twine/scene/scene.h
    engines/twine/script/script_life_v1.cpp
    engines/twine/twine.cpp


diff --git a/engines/twine/scene/actor.cpp b/engines/twine/scene/actor.cpp
index 1359ab41712..1efb80b8150 100644
--- a/engines/twine/scene/actor.cpp
+++ b/engines/twine/scene/actor.cpp
@@ -331,7 +331,7 @@ void Actor::processActorCarrier(int32 actorIdx) {
 	}
 }
 
-void Actor::processActorExtraBonus(int32 actorIdx) {
+void Actor::giveExtraBonus(int32 actorIdx) {
 	ActorStruct *actor = _engine->_scene->getActor(actorIdx);
 
 	const int bonusSprite = _engine->_extra->getBonusSprite(actor->_bonusParameter);
diff --git a/engines/twine/scene/actor.h b/engines/twine/scene/actor.h
index 7e294584e3b..0cb1107294e 100644
--- a/engines/twine/scene/actor.h
+++ b/engines/twine/scene/actor.h
@@ -180,7 +180,7 @@ public:
 	int32 _strengthOfHit = 0;
 	int32 _hitBy = -1;
 	BonusParameter _bonusParameter;
-	int32 _angle = 0; // facing angle of actor. Minumum is 0 (SW). Going counter clock wise
+	int32 _angle = 0; // facing angle of actor. Minumum is 0 (SW). Going counter clock wise (BETA in original sources)
 	int32 _speed = 40; // speed of movement
 	ControlMode _controlMode = ControlMode::kNoMove;
 	int32 _delayInMillis = 0;
@@ -194,7 +194,7 @@ public:
 	int32 _armor = 1;
 	int32 _life = kActorMaxLife;
 
-	/** Process actor coordinate */
+	/** Process actor coordinate Nxw, Nyw, Nzw */
 	IVec3 _processActor;
 	/** Previous process actor coordinate */
 	IVec3 _previousActor;
@@ -215,7 +215,7 @@ public:
 	/**
 	 * colliding actor id
 	 */
-	int32 _collision = -1;
+	int32 _collision = -1; // ObjCol
 	/**
 	 * actor id we are standing on
 	 */
@@ -229,7 +229,7 @@ public:
 	int32 _animPosition = 0;
 	AnimType _animType = AnimType::kAnimationTypeLoop;
 	int32 _spriteActorRotation = 0;
-	uint8 _brickSound = 0U;
+	uint8 _brickSound = 0U; // CodeJeu
 
 	BoundingBox _boundingBox;
 	ActorMoveStruct _move;
@@ -284,7 +284,7 @@ public:
 
 	ActorStruct *_processActorPtr = nullptr;
 
-	HeroBehaviourType _heroBehaviour = HeroBehaviourType::kNormal;
+	HeroBehaviourType _heroBehaviour = HeroBehaviourType::kNormal; // Comportement
 	/** Hero auto aggressive mode */
 	bool _autoAggressive = true;
 	/** Previous Hero behaviour */
@@ -354,7 +354,7 @@ public:
 	void processActorCarrier(int32 actorIdx);
 
 	/** Process actor extra bonus */
-	void processActorExtraBonus(int32 actorIdx);
+	void giveExtraBonus(int32 actorIdx);
 };
 
 } // namespace TwinE
diff --git a/engines/twine/scene/animations.cpp b/engines/twine/scene/animations.cpp
index 9b50bc701cf..57464bc7000 100644
--- a/engines/twine/scene/animations.cpp
+++ b/engines/twine/scene/animations.cpp
@@ -456,7 +456,7 @@ bool Animations::initAnim(AnimationTypes newAnim, AnimType animType, AnimationTy
 	return true;
 }
 
-void Animations::processActorAnimations(int32 actorIdx) {
+void Animations::doAnim(int32 actorIdx) {
 	ActorStruct *actor = _engine->_scene->getActor(actorIdx);
 
 	_currentlyProcessedActorIdx = actorIdx;
@@ -649,11 +649,11 @@ void Animations::processActorAnimations(int32 actorIdx) {
 	if (actor->_staticFlags.bComputeCollisionWithBricks) {
 		_engine->_collision->_collision.y = 0;
 
-		ShapeType brickShape = _engine->_grid->getBrickShape(previousActor);
+		ShapeType brickShape = _engine->_grid->worldColBrick(previousActor);
 
 		if (brickShape != ShapeType::kNone) {
 			if (brickShape != ShapeType::kSolid) {
-				_engine->_collision->reajustActorPosition(processActor, brickShape);
+				_engine->_collision->reajustPos(processActor, brickShape);
 			} else { // this shouldn't happen (collision should avoid it)
 				actor->_pos.y = processActor.y = (processActor.y / BRICK_HEIGHT) * BRICK_HEIGHT + BRICK_HEIGHT; // go upper
 			}
@@ -664,7 +664,7 @@ void Animations::processActorAnimations(int32 actorIdx) {
 		}
 
 		if (actor->_carryBy != -1 && actor->_dynamicFlags.bIsFalling) {
-			_engine->_collision->stopFalling();
+			_engine->_collision->receptionObj();
 		}
 
 		_engine->_collision->_causeActorDamage = 0;
@@ -673,16 +673,16 @@ void Animations::processActorAnimations(int32 actorIdx) {
 
 		if (IS_HERO(actorIdx) && !actor->_staticFlags.bComputeLowCollision) {
 			// check hero collisions with bricks
-			_engine->_collision->checkHeroCollisionWithBricks(actor, actor->_boundingBox.mins.x, actor->_boundingBox.mins.y, actor->_boundingBox.mins.z, 1);
-			_engine->_collision->checkHeroCollisionWithBricks(actor, actor->_boundingBox.maxs.x, actor->_boundingBox.mins.y, actor->_boundingBox.mins.z, 2);
-			_engine->_collision->checkHeroCollisionWithBricks(actor, actor->_boundingBox.maxs.x, actor->_boundingBox.mins.y, actor->_boundingBox.maxs.z, 4);
-			_engine->_collision->checkHeroCollisionWithBricks(actor, actor->_boundingBox.mins.x, actor->_boundingBox.mins.y, actor->_boundingBox.maxs.z, 8);
+			_engine->_collision->doCornerReajustTwinkel(actor, actor->_boundingBox.mins.x, actor->_boundingBox.mins.y, actor->_boundingBox.mins.z, 1);
+			_engine->_collision->doCornerReajustTwinkel(actor, actor->_boundingBox.maxs.x, actor->_boundingBox.mins.y, actor->_boundingBox.mins.z, 2);
+			_engine->_collision->doCornerReajustTwinkel(actor, actor->_boundingBox.maxs.x, actor->_boundingBox.mins.y, actor->_boundingBox.maxs.z, 4);
+			_engine->_collision->doCornerReajustTwinkel(actor, actor->_boundingBox.mins.x, actor->_boundingBox.mins.y, actor->_boundingBox.maxs.z, 8);
 		} else {
 			// check other actors collisions with bricks
-			_engine->_collision->checkActorCollisionWithBricks(actor, actor->_boundingBox.mins.x, actor->_boundingBox.mins.y, actor->_boundingBox.mins.z, 1);
-			_engine->_collision->checkActorCollisionWithBricks(actor, actor->_boundingBox.maxs.x, actor->_boundingBox.mins.y, actor->_boundingBox.mins.z, 2);
-			_engine->_collision->checkActorCollisionWithBricks(actor, actor->_boundingBox.maxs.x, actor->_boundingBox.mins.y, actor->_boundingBox.maxs.z, 4);
-			_engine->_collision->checkActorCollisionWithBricks(actor, actor->_boundingBox.mins.x, actor->_boundingBox.mins.y, actor->_boundingBox.maxs.z, 8);
+			_engine->_collision->doCornerReajust(actor, actor->_boundingBox.mins.x, actor->_boundingBox.mins.y, actor->_boundingBox.mins.z, 1);
+			_engine->_collision->doCornerReajust(actor, actor->_boundingBox.maxs.x, actor->_boundingBox.mins.y, actor->_boundingBox.mins.z, 2);
+			_engine->_collision->doCornerReajust(actor, actor->_boundingBox.maxs.x, actor->_boundingBox.mins.y, actor->_boundingBox.maxs.z, 4);
+			_engine->_collision->doCornerReajust(actor, actor->_boundingBox.mins.x, actor->_boundingBox.mins.y, actor->_boundingBox.maxs.z, 8);
 		}
 		processActor = processActorSave;
 
@@ -694,7 +694,7 @@ void Animations::processActorAnimations(int32 actorIdx) {
 			destPos.z += processActor.z;
 
 			if (destPos.x >= 0 && destPos.z >= 0 && destPos.x <= SCENE_SIZE_MAX && destPos.z <= SCENE_SIZE_MAX) {
-				if (_engine->_grid->getBrickShape(destPos.x, processActor.y + BRICK_HEIGHT, destPos.z) != ShapeType::kNone && _engine->_cfgfile.WallCollision) { // avoid wall hit damage
+				if (_engine->_grid->worldColBrick(destPos.x, processActor.y + BRICK_HEIGHT, destPos.z) != ShapeType::kNone && _engine->_cfgfile.WallCollision) { // avoid wall hit damage
 					_engine->_extra->addExtraSpecial(actor->_pos.x, actor->_pos.y + 1000, actor->_pos.z, ExtraSpecialType::kHitStars);
 					initAnim(AnimationTypes::kBigHit, AnimType::kAnimationAllThen, AnimationTypes::kStanding, _currentlyProcessedActorIdx);
 
@@ -707,13 +707,13 @@ void Animations::processActorAnimations(int32 actorIdx) {
 			}
 		}
 
-		brickShape = _engine->_grid->getBrickShape(processActor);
+		brickShape = _engine->_grid->worldColBrick(processActor);
 		actor->setBrickShape(brickShape);
 
 		if (brickShape != ShapeType::kNone) {
 			if (brickShape == ShapeType::kSolid) {
 				if (actor->_dynamicFlags.bIsFalling) {
-					_engine->_collision->stopFalling();
+					_engine->_collision->receptionObj();
 					processActor.y = (_engine->_collision->_collision.y * BRICK_HEIGHT) + BRICK_HEIGHT;
 				} else {
 					if (IS_HERO(actorIdx) && _engine->_actor->_heroBehaviour == HeroBehaviourType::kAthletic && actor->_anim == AnimationTypes::kForward && _engine->_cfgfile.WallCollision) { // avoid wall hit damage
@@ -724,8 +724,8 @@ void Animations::processActorAnimations(int32 actorIdx) {
 					}
 
 					// no Z coordinate issue
-					if (_engine->_grid->getBrickShape(processActor.x, processActor.y, previousActor.z) != ShapeType::kNone) {
-						if (_engine->_grid->getBrickShape(previousActor.x, processActor.y, processActor.z) != ShapeType::kNone) {
+					if (_engine->_grid->worldColBrick(processActor.x, processActor.y, previousActor.z) != ShapeType::kNone) {
+						if (_engine->_grid->worldColBrick(previousActor.x, processActor.y, processActor.z) != ShapeType::kNone) {
 							return;
 						} else {
 							processActor.x = previousActor.x;
@@ -736,23 +736,23 @@ void Animations::processActorAnimations(int32 actorIdx) {
 				}
 			} else {
 				if (actor->_dynamicFlags.bIsFalling) {
-					_engine->_collision->stopFalling();
+					_engine->_collision->receptionObj();
 				}
 
-				_engine->_collision->reajustActorPosition(processActor, brickShape);
+				_engine->_collision->reajustPos(processActor, brickShape);
 			}
 
 			actor->_dynamicFlags.bIsFalling = 0;
 		} else {
 			if (actor->_staticFlags.bCanFall && actor->_carryBy == -1) {
-				brickShape = _engine->_grid->getBrickShape(processActor.x, processActor.y - 1, processActor.z);
+				brickShape = _engine->_grid->worldColBrick(processActor.x, processActor.y - 1, processActor.z);
 
 				if (brickShape != ShapeType::kNone) {
 					if (actor->_dynamicFlags.bIsFalling) {
-						_engine->_collision->stopFalling();
+						_engine->_collision->receptionObj();
 					}
 
-					_engine->_collision->reajustActorPosition(processActor, brickShape);
+					_engine->_collision->reajustPos(processActor, brickShape);
 				} else {
 					if (!actor->_dynamicFlags.bIsRotationByAnim) {
 						actor->_dynamicFlags.bIsFalling = 1;
@@ -760,7 +760,7 @@ void Animations::processActorAnimations(int32 actorIdx) {
 						if (IS_HERO(actorIdx) && _engine->_scene->_startYFalling == 0) {
 							_engine->_scene->_startYFalling = processActor.y;
 							int32 y = processActor.y - 1 - BRICK_HEIGHT;
-							while (y > 0 && ShapeType::kNone == _engine->_grid->getBrickShape(processActor.x, y, processActor.z)) {
+							while (y > 0 && ShapeType::kNone == _engine->_grid->worldColBrick(processActor.x, y, processActor.z)) {
 								y -= BRICK_HEIGHT;
 							}
 
diff --git a/engines/twine/scene/animations.h b/engines/twine/scene/animations.h
index fc09713fd2f..9637b1750f1 100644
--- a/engines/twine/scene/animations.h
+++ b/engines/twine/scene/animations.h
@@ -118,7 +118,7 @@ public:
 	 * Process main loop actor animations
 	 * @param actorIdx Actor index
 	 */
-	void processActorAnimations(int32 actorIdx);
+	void doAnim(int32 actorIdx);
 };
 
 } // namespace TwinE
diff --git a/engines/twine/scene/collision.cpp b/engines/twine/scene/collision.cpp
index edd6dedbf9f..65a1c8cd3c5 100644
--- a/engines/twine/scene/collision.cpp
+++ b/engines/twine/scene/collision.cpp
@@ -94,8 +94,7 @@ int32 Collision::getAverageValue(int32 start, int32 end, int32 maxDelay, int32 d
 	return (((end - start) * delay) / maxDelay) + start;
 }
 
-// ReajustPos
-void Collision::reajustActorPosition(IVec3 &processActor, ShapeType brickShape) const {
+void Collision::reajustPos(IVec3 &processActor, ShapeType brickShape) const {
 	if (brickShape == ShapeType::kNone) {
 		return;
 	}
@@ -293,11 +292,10 @@ int32 Collision::checkCollisionWithActors(int32 actorIdx) {
 	return actor->_collision;
 }
 
-// DoCornerReajustTwinkel
-void Collision::checkHeroCollisionWithBricks(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask) {
+void Collision::doCornerReajustTwinkel(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask) {
 	IVec3 &processActor = actor->_processActor;
 	IVec3 &previousActor = actor->_previousActor;
-	ShapeType brickShape = _engine->_grid->getBrickShape(processActor);
+	ShapeType brickShape = _engine->_grid->worldColBrick(processActor);
 
 	processActor.x += x;
 	processActor.y += y;
@@ -305,15 +303,15 @@ void Collision::checkHeroCollisionWithBricks(ActorStruct *actor, int32 x, int32
 
 	if (processActor.x >= 0 && processActor.z >= 0 && processActor.x <= SCENE_SIZE_MAX && processActor.z <= SCENE_SIZE_MAX) {
 		const BoundingBox &bbox = _engine->_actor->_processActorPtr->_boundingBox;
-		reajustActorPosition(processActor, brickShape);
-		brickShape = _engine->_grid->getBrickShapeFull(processActor, bbox.maxs.y);
+		reajustPos(processActor, brickShape);
+		brickShape = _engine->_grid->fullWorldColBrick(processActor, bbox.maxs.y);
 
 		if (brickShape == ShapeType::kSolid) {
 			_causeActorDamage |= damageMask;
-			brickShape = _engine->_grid->getBrickShapeFull(processActor.x, processActor.y, previousActor.z + z, bbox.maxs.y);
+			brickShape = _engine->_grid->fullWorldColBrick(processActor.x, processActor.y, previousActor.z + z, bbox.maxs.y);
 
 			if (brickShape == ShapeType::kSolid) {
-				brickShape = _engine->_grid->getBrickShapeFull(x + previousActor.x, processActor.y, processActor.z, bbox.maxs.y);
+				brickShape = _engine->_grid->fullWorldColBrick(x + previousActor.x, processActor.y, processActor.z, bbox.maxs.y);
 
 				if (brickShape != ShapeType::kSolid) {
 					_processCollision.x = previousActor.x;
@@ -327,26 +325,25 @@ void Collision::checkHeroCollisionWithBricks(ActorStruct *actor, int32 x, int32
 	processActor = _processCollision;
 }
 
-// DoCornerReajust
-void Collision::checkActorCollisionWithBricks(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask) {
+void Collision::doCornerReajust(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask) {
 	IVec3 &processActor = actor->_processActor;
 	IVec3 &previousActor = actor->_previousActor;
-	ShapeType brickShape = _engine->_grid->getBrickShape(processActor);
+	ShapeType brickShape = _engine->_grid->worldColBrick(processActor);
 
 	processActor.x += x;
 	processActor.y += y;
 	processActor.z += z;
 
 	if (processActor.x >= 0 && processActor.z >= 0 && processActor.x <= SCENE_SIZE_MAX && processActor.z <= SCENE_SIZE_MAX) {
-		reajustActorPosition(processActor, brickShape);
-		brickShape = _engine->_grid->getBrickShape(processActor);
+		reajustPos(processActor, brickShape);
+		brickShape = _engine->_grid->worldColBrick(processActor);
 
 		if (brickShape == ShapeType::kSolid) {
 			_causeActorDamage |= damageMask;
-			brickShape = _engine->_grid->getBrickShape(processActor.x, processActor.y, previousActor.z + z);
+			brickShape = _engine->_grid->worldColBrick(processActor.x, processActor.y, previousActor.z + z);
 
 			if (brickShape == ShapeType::kSolid) {
-				brickShape = _engine->_grid->getBrickShape(x + previousActor.x, processActor.y, processActor.z);
+				brickShape = _engine->_grid->worldColBrick(x + previousActor.x, processActor.y, processActor.z);
 
 				if (brickShape != ShapeType::kSolid) {
 					_processCollision.x = previousActor.x;
@@ -360,7 +357,7 @@ void Collision::checkActorCollisionWithBricks(ActorStruct *actor, int32 x, int32
 	processActor = _processCollision;
 }
 
-void Collision::stopFalling() { // ReceptionObj()
+void Collision::receptionObj() {
 	if (IS_HERO(_engine->_animations->_currentlyProcessedActorIdx)) {
 		const IVec3 &processActor = _engine->_actor->_processActorPtr->_processActor;
 		const int32 fall = _engine->_scene->_startYFalling - processActor.y;
@@ -420,7 +417,7 @@ int32 Collision::checkExtraCollisionWithActors(ExtraListStruct *extra, int32 act
 }
 
 bool Collision::checkExtraCollisionWithBricks(int32 x, int32 y, int32 z, const IVec3 &oldPos) {
-	if (_engine->_grid->getBrickShape(oldPos) != ShapeType::kNone) {
+	if (_engine->_grid->worldColBrick(oldPos) != ShapeType::kNone) {
 		return true;
 	}
 
@@ -428,15 +425,15 @@ bool Collision::checkExtraCollisionWithBricks(int32 x, int32 y, int32 z, const I
 	const int32 averageY = ABS(y + oldPos.y) / 2;
 	const int32 averageZ = ABS(z + oldPos.z) / 2;
 
-	if (_engine->_grid->getBrickShape(averageX, averageY, averageZ) != ShapeType::kNone) {
+	if (_engine->_grid->worldColBrick(averageX, averageY, averageZ) != ShapeType::kNone) {
 		return true;
 	}
 
-	if (_engine->_grid->getBrickShape(ABS(oldPos.x + averageX) / 2, ABS(oldPos.y + averageY) / 2, ABS(oldPos.z + averageZ) / 2) != ShapeType::kNone) {
+	if (_engine->_grid->worldColBrick(ABS(oldPos.x + averageX) / 2, ABS(oldPos.y + averageY) / 2, ABS(oldPos.z + averageZ) / 2) != ShapeType::kNone) {
 		return true;
 	}
 
-	if (_engine->_grid->getBrickShape(ABS(x + averageX) / 2, ABS(y + averageY) / 2, ABS(z + averageZ) / 2) != ShapeType::kNone) {
+	if (_engine->_grid->worldColBrick(ABS(x + averageX) / 2, ABS(y + averageY) / 2, ABS(z + averageZ) / 2) != ShapeType::kNone) {
 		return true;
 	}
 
diff --git a/engines/twine/scene/collision.h b/engines/twine/scene/collision.h
index fc08509e2a8..97e5a7c2e26 100644
--- a/engines/twine/scene/collision.h
+++ b/engines/twine/scene/collision.h
@@ -60,7 +60,7 @@ public:
 	 * Reajust actor position in scene according with brick shape bellow actor
 	 * @param brickShape Shape of brick bellow the actor
 	 */
-	void reajustActorPosition(IVec3 &processActor, ShapeType brickShape) const;
+	void reajustPos(IVec3 &processActor, ShapeType brickShape) const;
 
 	/**
 	 * Check collision with actors
@@ -75,7 +75,7 @@ public:
 	 * @param z Hero Z coordinate
 	 * @param damageMask Cause damage mask
 	 */
-	void checkHeroCollisionWithBricks(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask);
+	void doCornerReajustTwinkel(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask);
 
 	/**
 	 * Check other actor collision with bricks
@@ -84,10 +84,10 @@ public:
 	 * @param z Actor Z coordinate
 	 * @param damageMask Cause damage mask
 	 */
-	void checkActorCollisionWithBricks(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask);
+	void doCornerReajust(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask);
 
 	/** Make actor to stop falling */
-	void stopFalling();
+	void receptionObj();
 
 	/**
 	 * Check extra collision with actors
diff --git a/engines/twine/scene/extra.cpp b/engines/twine/scene/extra.cpp
index dd0d1f837cd..9f651c16750 100644
--- a/engines/twine/scene/extra.cpp
+++ b/engines/twine/scene/extra.cpp
@@ -499,13 +499,13 @@ void Extra::drawExtraSpecial(int32 extraIdx, int32 x, int32 y, Common::Rect &ren
 }
 
 void Extra::processMagicballBounce(ExtraListStruct *extra, int32 x, int32 y, int32 z) {
-	if (_engine->_grid->getBrickShape(x, extra->pos.y, z) != ShapeType::kNone) {
+	if (_engine->_grid->worldColBrick(x, extra->pos.y, z) != ShapeType::kNone) {
 		extra->destPos.y = -extra->destPos.y;
 	}
-	if (_engine->_grid->getBrickShape(extra->pos.x, y, z) != ShapeType::kNone) {
+	if (_engine->_grid->worldColBrick(extra->pos.x, y, z) != ShapeType::kNone) {
 		extra->destPos.x = -extra->destPos.x;
 	}
-	if (_engine->_grid->getBrickShape(x, y, extra->pos.z) != ShapeType::kNone) {
+	if (_engine->_grid->worldColBrick(x, y, extra->pos.z) != ShapeType::kNone) {
 		extra->destPos.z = -extra->destPos.z;
 	}
 
diff --git a/engines/twine/scene/grid.cpp b/engines/twine/scene/grid.cpp
index 3a24e16246b..a8304a68ca9 100644
--- a/engines/twine/scene/grid.cpp
+++ b/engines/twine/scene/grid.cpp
@@ -703,7 +703,7 @@ BlockEntry Grid::getBlockEntry(int32 x, int32 y, int32 z) const {
 	return entry;
 }
 
-ShapeType Grid::getBrickShape(int32 x, int32 y, int32 z) {
+ShapeType Grid::worldColBrick(int32 x, int32 y, int32 z) {
 	const IVec3 &collision = updateCollisionCoordinates(x, y, z);
 
 	if (collision.x < 0 || collision.x >= GRID_SIZE_X) {
@@ -733,7 +733,7 @@ const IVec3 &Grid::updateCollisionCoordinates(int32 x, int32 y, int32 z) {
 	return _engine->_collision->_collision;
 }
 
-ShapeType Grid::getBrickShapeFull(int32 x, int32 y, int32 z, int32 y2) {
+ShapeType Grid::fullWorldColBrick(int32 x, int32 y, int32 z, int32 y2) {
 	const IVec3 &collision = updateCollisionCoordinates(x, y, z);
 
 	if (collision.y <= -1) {
@@ -772,7 +772,7 @@ ShapeType Grid::getBrickShapeFull(int32 x, int32 y, int32 z, int32 y2) {
 	return brickShape;
 }
 
-uint8 Grid::getBrickSoundType(int32 x, int32 y, int32 z) {
+uint8 Grid::worldCodeBrick(int32 x, int32 y, int32 z) {
 	const IVec3 &collision = updateCollisionCoordinates(x, y, z);
 
 	if (collision.x < 0 || collision.x >= GRID_SIZE_X) {
diff --git a/engines/twine/scene/grid.h b/engines/twine/scene/grid.h
index 6ee00acc42c..66687809eac 100644
--- a/engines/twine/scene/grid.h
+++ b/engines/twine/scene/grid.h
@@ -286,18 +286,18 @@ public:
 	/** Redraw grid background */
 	void redrawGrid();
 
-	ShapeType getBrickShape(int32 x, int32 y, int32 z);
+	ShapeType worldColBrick(int32 x, int32 y, int32 z);
 
-	ShapeType getBrickShapeFull(int32 x, int32 y, int32 z, int32 y2);
+	ShapeType fullWorldColBrick(int32 x, int32 y, int32 z, int32 y2);
 
-	uint8 getBrickSoundType(int32 x, int32 y, int32 z);
+	uint8 worldCodeBrick(int32 x, int32 y, int32 z);
 
-	inline ShapeType getBrickShape(const IVec3 &pos) {
-		return getBrickShape(pos.x, pos.y, pos.z);
+	inline ShapeType worldColBrick(const IVec3 &pos) {
+		return worldColBrick(pos.x, pos.y, pos.z);
 	}
 
-	inline ShapeType getBrickShapeFull(const IVec3 &pos, int32 y2) {
-		return getBrickShapeFull(pos.x, pos.y, pos.z, y2);
+	inline ShapeType fullWorldColBrick(const IVec3 &pos, int32 y2) {
+		return fullWorldColBrick(pos.x, pos.y, pos.z, y2);
 	}
 };
 
diff --git a/engines/twine/scene/movements.cpp b/engines/twine/scene/movements.cpp
index c16ee133c85..6c9d29842d9 100644
--- a/engines/twine/scene/movements.cpp
+++ b/engines/twine/scene/movements.cpp
@@ -52,7 +52,7 @@ IVec3 Movements::getShadowPosition(const IVec3 &pos) {
 	} else {
 		shadowCollisionType = ShapeType::kNone;
 	}
-	_engine->_collision->reajustActorPosition(shadowCoord, shadowCollisionType);
+	_engine->_collision->reajustPos(shadowCoord, shadowCollisionType);
 	return shadowCoord;
 }
 
diff --git a/engines/twine/scene/scene.cpp b/engines/twine/scene/scene.cpp
index e0d3670dc2b..ec6427e57a7 100644
--- a/engines/twine/scene/scene.cpp
+++ b/engines/twine/scene/scene.cpp
@@ -695,7 +695,7 @@ void Scene::processZoneExtraBonus(ZoneStruct *zone) {
 	}
 }
 
-void Scene::processActorZones(int32 actorIdx) {
+void Scene::checkZoneSce(int32 actorIdx) {
 	ActorStruct *actor = &_sceneActors[actorIdx];
 
 	int32 currentX = actor->_pos.x;
@@ -778,7 +778,7 @@ void Scene::processActorZones(int32 actorIdx) {
 					destPos.z += actor->_processActor.z;
 
 					if (destPos.x >= 0 && destPos.z >= 0 && destPos.x <= SCENE_SIZE_MAX && destPos.z <= SCENE_SIZE_MAX) {
-						if (_engine->_grid->getBrickShape(destPos.x, actor->_pos.y + BRICK_HEIGHT, destPos.z) != ShapeType::kNone) {
+						if (_engine->_grid->worldColBrick(destPos.x, actor->_pos.y + BRICK_HEIGHT, destPos.z) != ShapeType::kNone) {
 							_currentActorInZone = true;
 							if (actor->_pos.y >= ABS(zone->mins.y + zone->maxs.y) / 2) {
 								_engine->_animations->initAnim(AnimationTypes::kTopLadder, AnimType::kAnimationAllThen, AnimationTypes::kStanding, actorIdx); // reached end of ladder
diff --git a/engines/twine/scene/scene.h b/engines/twine/scene/scene.h
index fe63b842d13..9b870f9ccd1 100644
--- a/engines/twine/scene/scene.h
+++ b/engines/twine/scene/scene.h
@@ -221,7 +221,7 @@ public:
 	 * Process actor zones
 	 * @param actorIdx Process actor index
 	 */
-	void processActorZones(int32 actorIdx);
+	void checkZoneSce(int32 actorIdx);
 };
 
 inline bool Scene::isGameRunning() const {
diff --git a/engines/twine/script/script_life_v1.cpp b/engines/twine/script/script_life_v1.cpp
index 4aa655b93be..36ff9358350 100644
--- a/engines/twine/script/script_life_v1.cpp
+++ b/engines/twine/script/script_life_v1.cpp
@@ -1116,7 +1116,7 @@ static int32 lGIVE_BONUS(TwinEEngine *engine, LifeScriptContext &ctx) {
 	debugC(3, kDebugLevels::kDebugScripts, "LIFE::GIVE_BONUS(%i)", (int)flag);
 
 	if (ctx.actor->_bonusParameter.cloverleaf || ctx.actor->_bonusParameter.kashes || ctx.actor->_bonusParameter.key || ctx.actor->_bonusParameter.lifepoints || ctx.actor->_bonusParameter.magicpoints) {
-		engine->_actor->processActorExtraBonus(ctx.actorIdx);
+		engine->_actor->giveExtraBonus(ctx.actorIdx);
 	}
 
 	if (flag != 0) {
diff --git a/engines/twine/twine.cpp b/engines/twine/twine.cpp
index cadd3be1b6b..c47d7172b5e 100644
--- a/engines/twine/twine.cpp
+++ b/engines/twine/twine.cpp
@@ -937,7 +937,7 @@ bool TwinEEngine::runGameEngine() { // mainLoopInteration
 			}
 
 			if (!actor->_bonusParameter.givenNothing && (actor->_bonusParameter.cloverleaf || actor->_bonusParameter.kashes || actor->_bonusParameter.key || actor->_bonusParameter.lifepoints || actor->_bonusParameter.magicpoints)) {
-				_actor->processActorExtraBonus(a);
+				_actor->giveExtraBonus(a);
 			}
 		}
 
@@ -949,10 +949,10 @@ bool TwinEEngine::runGameEngine() { // mainLoopInteration
 			_scriptMove->processMoveScript(a);
 		}
 
-		_animations->processActorAnimations(a);
+		_animations->doAnim(a);
 
 		if (actor->_staticFlags.bIsZonable) {
-			_scene->processActorZones(a);
+			_scene->checkZoneSce(a);
 		}
 
 		if (actor->_positionInLifeScript != -1) {
@@ -966,7 +966,7 @@ bool TwinEEngine::runGameEngine() { // mainLoopInteration
 		}
 
 		if (actor->_staticFlags.bCanDrown) {
-			const uint8 brickSound = _grid->getBrickSoundType(actor->_pos.x, actor->_pos.y - 1, actor->_pos.z);
+			const uint8 brickSound = _grid->worldCodeBrick(actor->_pos.x, actor->_pos.y - 1, actor->_pos.z);
 			actor->_brickSound = brickSound;
 
 			if (brickSound == WATER_BRICK) {
@@ -986,7 +986,7 @@ bool TwinEEngine::runGameEngine() { // mainLoopInteration
 					_sound->playSample(Samples::Explode, 1, actor->pos(), a);
 					if (actor->_bonusParameter.cloverleaf || actor->_bonusParameter.kashes || actor->_bonusParameter.key || actor->_bonusParameter.lifepoints || actor->_bonusParameter.magicpoints) {
 						if (!actor->_bonusParameter.givenNothing) {
-							_actor->processActorExtraBonus(a);
+							_actor->giveExtraBonus(a);
 						}
 						actor->setLife(0);
 					}




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