[Scummvm-git-logs] scummvm master -> 98d58de4a41ca18c8229c535c46ef03e4e84c6bc

mgerhardy noreply at scummvm.org
Fri Jan 20 17:43:52 UTC 2023


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:
98d58de4a4 TWINE: renamed methods and members to be closer to the original source release


Commit: 98d58de4a41ca18c8229c535c46ef03e4e84c6bc
    https://github.com/scummvm/scummvm/commit/98d58de4a41ca18c8229c535c46ef03e4e84c6bc
Author: Martin Gerhardy (martin.gerhardy at gmail.com)
Date: 2023-01-20T18:43:47+01:00

Commit Message:
TWINE: renamed methods and members to be closer to the original source release

Changed paths:
    engines/twine/debugger/debug.cpp
    engines/twine/debugger/debug_scene.cpp
    engines/twine/renderer/redraw.cpp
    engines/twine/renderer/redraw.h
    engines/twine/scene/extra.cpp
    engines/twine/scene/gamestate.cpp
    engines/twine/scene/grid.cpp
    engines/twine/scene/grid.h
    engines/twine/scene/movements.cpp
    engines/twine/scene/movements.h
    engines/twine/twine.cpp


diff --git a/engines/twine/debugger/debug.cpp b/engines/twine/debugger/debug.cpp
index bd402c01e2b..6e10f91320b 100644
--- a/engines/twine/debugger/debug.cpp
+++ b/engines/twine/debugger/debug.cpp
@@ -462,7 +462,7 @@ void Debug::processDebug() {
 	Input *input = _engine->_input;
 	if (input->isActionActive(TwinEActionType::DebugPlaceActorAtCenterOfScreen)) {
 		ActorStruct *actor = _engine->_scene->getActor(OWN_ACTOR_SCENE_INDEX);
-		actor->_pos = _engine->_grid->_camera;
+		actor->_pos = _engine->_grid->_worldCube;
 		actor->_pos.y += 1000;
 	}
 
diff --git a/engines/twine/debugger/debug_scene.cpp b/engines/twine/debugger/debug_scene.cpp
index c3aa2be0a00..2967e65b144 100644
--- a/engines/twine/debugger/debug_scene.cpp
+++ b/engines/twine/debugger/debug_scene.cpp
@@ -70,32 +70,32 @@ bool DebugScene::checkZoneType(ZoneType type) const {
 DebugScene::ScenePositionsProjected DebugScene::calculateBoxPositions(const IVec3 &mins, const IVec3 &maxs) {
 	ScenePositionsProjected positions;
 	// compute the points in 3D
-	positions.frontBottomLeftPoint.x = mins.x - _engine->_grid->_camera.x;
-	positions.frontBottomLeftPoint.y = mins.y - _engine->_grid->_camera.y;
-	positions.frontBottomLeftPoint.z = maxs.z - _engine->_grid->_camera.z;
+	positions.frontBottomLeftPoint.x = mins.x - _engine->_grid->_worldCube.x;
+	positions.frontBottomLeftPoint.y = mins.y - _engine->_grid->_worldCube.y;
+	positions.frontBottomLeftPoint.z = maxs.z - _engine->_grid->_worldCube.z;
 
-	positions.frontBottomRightPoint.x = maxs.x - _engine->_grid->_camera.x;
-	positions.frontBottomRightPoint.y = mins.y - _engine->_grid->_camera.y;
-	positions.frontBottomRightPoint.z = maxs.z - _engine->_grid->_camera.z;
+	positions.frontBottomRightPoint.x = maxs.x - _engine->_grid->_worldCube.x;
+	positions.frontBottomRightPoint.y = mins.y - _engine->_grid->_worldCube.y;
+	positions.frontBottomRightPoint.z = maxs.z - _engine->_grid->_worldCube.z;
 
-	positions.frontTopLeftPoint.x = mins.x - _engine->_grid->_camera.x;
-	positions.frontTopLeftPoint.y = maxs.y - _engine->_grid->_camera.y;
-	positions.frontTopLeftPoint.z = maxs.z - _engine->_grid->_camera.z;
+	positions.frontTopLeftPoint.x = mins.x - _engine->_grid->_worldCube.x;
+	positions.frontTopLeftPoint.y = maxs.y - _engine->_grid->_worldCube.y;
+	positions.frontTopLeftPoint.z = maxs.z - _engine->_grid->_worldCube.z;
 
-	positions.frontTopRightPoint = maxs - _engine->_grid->_camera;
-	positions.backBottomLeftPoint = mins - _engine->_grid->_camera;
+	positions.frontTopRightPoint = maxs - _engine->_grid->_worldCube;
+	positions.backBottomLeftPoint = mins - _engine->_grid->_worldCube;
 
-	positions.backBottomRightPoint.x = maxs.x - _engine->_grid->_camera.x;
-	positions.backBottomRightPoint.y = mins.y - _engine->_grid->_camera.y;
-	positions.backBottomRightPoint.z = mins.z - _engine->_grid->_camera.z;
+	positions.backBottomRightPoint.x = maxs.x - _engine->_grid->_worldCube.x;
+	positions.backBottomRightPoint.y = mins.y - _engine->_grid->_worldCube.y;
+	positions.backBottomRightPoint.z = mins.z - _engine->_grid->_worldCube.z;
 
-	positions.backTopLeftPoint.x = mins.x - _engine->_grid->_camera.x;
-	positions.backTopLeftPoint.y = maxs.y - _engine->_grid->_camera.y;
-	positions.backTopLeftPoint.z = mins.z - _engine->_grid->_camera.z;
+	positions.backTopLeftPoint.x = mins.x - _engine->_grid->_worldCube.x;
+	positions.backTopLeftPoint.y = maxs.y - _engine->_grid->_worldCube.y;
+	positions.backTopLeftPoint.z = mins.z - _engine->_grid->_worldCube.z;
 
-	positions.backTopRightPoint.x = maxs.x - _engine->_grid->_camera.x;
-	positions.backTopRightPoint.y = maxs.y - _engine->_grid->_camera.y;
-	positions.backTopRightPoint.z = mins.z - _engine->_grid->_camera.z;
+	positions.backTopRightPoint.x = maxs.x - _engine->_grid->_worldCube.x;
+	positions.backTopRightPoint.y = maxs.y - _engine->_grid->_worldCube.y;
+	positions.backTopRightPoint.z = mins.z - _engine->_grid->_worldCube.z;
 
 	// project all points
 
diff --git a/engines/twine/renderer/redraw.cpp b/engines/twine/renderer/redraw.cpp
index eed4e630703..24989f52932 100644
--- a/engines/twine/renderer/redraw.cpp
+++ b/engines/twine/renderer/redraw.cpp
@@ -144,15 +144,28 @@ void Redraw::blitBackgroundAreas() {
 }
 
 void Redraw::sortDrawingList(DrawListStruct *list, int32 listSize) const {
-	if (listSize == 1) {
-		return;
-	}
-	for (int32 i = 0; i < listSize - 1; i++) {
-		for (int32 j = 0; j < listSize - 1 - i; j++) {
-			if (list[j + 1].posValue < list[j].posValue) {
-				SWAP(list[j + 1], list[j]);
+	DrawListStruct* pNext;
+	DrawListStruct* pSmallest;
+	int32 n;
+
+	for (listSize--; listSize > 0; listSize--) {
+		pSmallest = list;
+		pNext = list + 1;
+
+		for (n = listSize; n > 0; n--) {
+			if (pNext->posValue < pSmallest->posValue) {
+				pSmallest = pNext;
 			}
+			pNext++;
 		}
+
+		if (pSmallest != list) {
+			DrawListStruct tmp = *pSmallest;
+			*pSmallest = *list;
+			*list = tmp;
+		}
+
+		list++;
 	}
 }
 
@@ -185,7 +198,7 @@ void Redraw::updateOverlayTypePosition(int16 x1, int16 y1, int16 x2, int16 y2) {
 	}
 }
 
-int32 Redraw::fillActorDrawingList(DrawListStruct *drawList, bool bgRedraw) {
+int32 Redraw::fillActorDrawingList(DrawListStruct *drawList, bool flagflip) {
 	int32 drawListPos = 0;
 	for (int32 a = 0; a < _engine->_scene->_sceneNumActors; a++) {
 		ActorStruct *actor = _engine->_scene->getActor(a);
@@ -195,9 +208,9 @@ int32 Redraw::fillActorDrawingList(DrawListStruct *drawList, bool bgRedraw) {
 			continue;
 		}
 		// no redraw required
-		if (actor->_staticFlags.bIsBackgrounded && !bgRedraw) {
+		if (actor->_staticFlags.bIsBackgrounded && !flagflip) {
 			// get actor position on screen
-			const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->posObj() - _engine->_grid->_camera);
+			const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->posObj() - _engine->_grid->_worldCube);
 			// check if actor is visible on screen, otherwise don't display it
 			if (projPos.x > VIEW_X0 && projPos.x < VIEW_X1(_engine) && projPos.y > VIEW_Y0 && projPos.y < VIEW_Y1(_engine)) {
 				actor->_dynamicFlags.bIsDrawn = 1;
@@ -209,24 +222,24 @@ int32 Redraw::fillActorDrawingList(DrawListStruct *drawList, bool bgRedraw) {
 			continue;
 		}
 		// get actor position on screen
-		const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->posObj() - _engine->_grid->_camera);
+		const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->posObj() - _engine->_grid->_worldCube);
 
 		if ((actor->_staticFlags.bUsesClipping && projPos.x > -112 && projPos.x < _engine->width() + 112 && projPos.y > -50 && projPos.y < _engine->height() + 171) ||
 		    ((!actor->_staticFlags.bUsesClipping) && projPos.x > VIEW_X0 && projPos.x < VIEW_X1(_engine) && projPos.y > VIEW_Y0 && projPos.y < VIEW_Y1(_engine))) {
 
-			int32 ztri = actor->_pos.x - _engine->_grid->_camera.x + actor->_pos.z - _engine->_grid->_camera.z;
+			int32 ztri = actor->_pos.x - _engine->_grid->_worldCube.x + actor->_pos.z - _engine->_grid->_worldCube.z;
 
 			// if actor is above another actor
 			if (actor->_carryBy != -1) {
 				const ActorStruct *standOnActor = _engine->_scene->getActor(actor->_carryBy);
-				ztri = standOnActor->_pos.x - _engine->_grid->_camera.x + standOnActor->_pos.z - _engine->_grid->_camera.z + 2;
+				ztri = standOnActor->_pos.x - _engine->_grid->_worldCube.x + standOnActor->_pos.z - _engine->_grid->_worldCube.z + 2;
 			}
 
 			if (actor->_staticFlags.bIsSpriteActor) {
 				drawList[drawListPos].type = DrawListType::DrawActorSprites;
 				drawList[drawListPos].actorIdx = a;
 				if (actor->_staticFlags.bUsesClipping) {
-					ztri = actor->_animStep.x - _engine->_grid->_camera.x + actor->_animStep.z - _engine->_grid->_camera.z;
+					ztri = actor->_animStep.x - _engine->_grid->_worldCube.x + actor->_animStep.z - _engine->_grid->_worldCube.z;
 				}
 			} else {
 				drawList[drawListPos].type = DrawListType::DrawObject3D;
@@ -244,7 +257,7 @@ int32 Redraw::fillActorDrawingList(DrawListStruct *drawList, bool bgRedraw) {
 					drawList[drawListPos].y = actor->_pos.y - 1;
 					drawList[drawListPos].z = actor->_pos.z;
 				} else {
-					const IVec3 shadowCoord = _engine->_movements->getShadowPosition(actor->posObj());
+					const IVec3 shadowCoord = _engine->_movements->getShadow(actor->posObj());
 					drawList[drawListPos].x = shadowCoord.x;
 					drawList[drawListPos].y = shadowCoord.y;
 					drawList[drawListPos].z = shadowCoord.z;
@@ -286,17 +299,17 @@ int32 Redraw::fillExtraDrawingList(DrawListStruct *drawList, int32 drawListPos)
 				}
 			}
 		}
-		const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->_camera);
+		const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->_worldCube);
 
 		if (projPos.x > VIEW_X0 && projPos.x < VIEW_X1(_engine) && projPos.y > VIEW_Y0 && projPos.y < VIEW_Y1(_engine)) {
-			const int16 tmpVal = extra->pos.x - _engine->_grid->_camera.x + extra->pos.z - _engine->_grid->_camera.z;
+			const int16 tmpVal = extra->pos.x - _engine->_grid->_worldCube.x + extra->pos.z - _engine->_grid->_worldCube.z;
 			drawList[drawListPos].posValue = tmpVal;
 			drawList[drawListPos].actorIdx = i;
 			drawList[drawListPos].type = DrawListType::DrawExtras;
 			drawListPos++;
 
 			if (_engine->_cfgfile.ShadowMode == 2 && !(extra->sprite & EXTRA_SPECIAL_MASK)) {
-				const IVec3 &shadowCoord = _engine->_movements->getShadowPosition(extra->pos);
+				const IVec3 &shadowCoord = _engine->_movements->getShadow(extra->pos);
 
 				drawList[drawListPos].posValue = tmpVal - 1;
 				drawList[drawListPos].actorIdx = 0;
@@ -314,7 +327,7 @@ int32 Redraw::fillExtraDrawingList(DrawListStruct *drawList, int32 drawListPos)
 
 void Redraw::processDrawListShadows(const DrawListStruct &drawCmd) {
 	// get actor position on screen
-	const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(drawCmd.x - _engine->_grid->_camera.x, drawCmd.y - _engine->_grid->_camera.y, drawCmd.z - _engine->_grid->_camera.z);
+	const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(drawCmd.x - _engine->_grid->_worldCube.x, drawCmd.y - _engine->_grid->_worldCube.y, drawCmd.z - _engine->_grid->_worldCube.z);
 
 	int32 spriteWidth = _engine->_resources->_spriteShadowPtr.surface(drawCmd.offset).w;
 	int32 spriteHeight = _engine->_resources->_spriteShadowPtr.surface(drawCmd.offset).h;
@@ -334,7 +347,7 @@ void Redraw::processDrawListShadows(const DrawListStruct &drawCmd) {
 	const int32 tmpY = drawCmd.y / SIZE_BRICK_Y;
 	const int32 tmpZ = (drawCmd.z + SIZE_BRICK_Y) / SIZE_BRICK_XZ;
 
-	_engine->_grid->drawOverModelActor(tmpX, tmpY, tmpZ);
+	_engine->_grid->drawOverBrick(tmpX, tmpY, tmpZ);
 
 	addRedrawArea(_engine->_interface->_clip);
 
@@ -350,7 +363,7 @@ void Redraw::processDrawListActors(const DrawListStruct &drawCmd, bool bgRedraw)
 		_engine->_animations->setModelAnimation(actor->_frame, animData, _engine->_resources->_bodyData[actor->_body], &actor->_animTimerData);
 	}
 
-	const IVec3 &delta = actor->posObj() - _engine->_grid->_camera;
+	const IVec3 &delta = actor->posObj() - _engine->_grid->_worldCube;
 	Common::Rect renderRect;
 
 	if (actorIdx == OWN_ACTOR_SCENE_INDEX) {
@@ -374,7 +387,7 @@ void Redraw::processDrawListActors(const DrawListStruct &drawCmd, bool bgRedraw)
 			tempY++;
 		}
 
-		_engine->_grid->drawOverModelActor(tempX, tempY, tempZ);
+		_engine->_grid->drawOverBrick(tempX, tempY, tempZ);
 
 		addRedrawArea(_engine->_interface->_clip);
 
@@ -395,7 +408,7 @@ void Redraw::processDrawListActorSprites(const DrawListStruct &drawCmd, bool bgR
 	const uint8 *spritePtr = _engine->_resources->_spriteTable[actor->_body];
 
 	// get actor position on screen
-	const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->posObj() - _engine->_grid->_camera);
+	const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->posObj() - _engine->_grid->_worldCube);
 
 	const int32 spriteWidth = spriteData.surface().w;
 	const int32 spriteHeight = spriteData.surface().h;
@@ -425,7 +438,7 @@ void Redraw::processDrawListActorSprites(const DrawListStruct &drawCmd, bool bgR
 			const int32 tmpX = (actor->_animStep.x + DEMI_BRICK_XZ) / SIZE_BRICK_XZ;
 			const int32 tmpY = actor->_animStep.y / SIZE_BRICK_Y;
 			const int32 tmpZ = (actor->_animStep.z + DEMI_BRICK_XZ) / SIZE_BRICK_XZ;
-			_engine->_grid->drawOverSpriteActor(tmpX, tmpY, tmpZ);
+			_engine->_grid->drawOverBrick3(tmpX, tmpY, tmpZ);
 		} else {
 			const int32 tmpX = (actor->_pos.x + actor->_boundingBox.maxs.x + DEMI_BRICK_XZ) / SIZE_BRICK_XZ;
 			int32 tmpY = actor->_pos.y / SIZE_BRICK_Y;
@@ -434,7 +447,7 @@ void Redraw::processDrawListActorSprites(const DrawListStruct &drawCmd, bool bgR
 				tmpY++;
 			}
 
-			_engine->_grid->drawOverSpriteActor(tmpX, tmpY, tmpZ);
+			_engine->_grid->drawOverBrick3(tmpX, tmpY, tmpZ);
 		}
 
 		addRedrawArea(_engine->_interface->_clip);
@@ -452,7 +465,7 @@ void Redraw::processDrawListExtras(const DrawListStruct &drawCmd) {
 	int32 extraIdx = drawCmd.actorIdx;
 	ExtraListStruct *extra = &_engine->_extra->_extraList[extraIdx];
 
-	const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->_camera);
+	const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->_worldCube);
 
 	Common::Rect renderRect;
 	if (extra->sprite & EXTRA_SPECIAL_MASK) {
@@ -477,7 +490,7 @@ void Redraw::processDrawListExtras(const DrawListStruct &drawCmd) {
 		const int32 tmpY = extra->pos.y / SIZE_BRICK_Y;
 		const int32 tmpZ = (extra->pos.z + DEMI_BRICK_XZ) / SIZE_BRICK_XZ;
 
-		_engine->_grid->drawOverModelActor(tmpX, tmpY, tmpZ);
+		_engine->_grid->drawOverBrick(tmpX, tmpY, tmpZ);
 		addRedrawArea(_engine->_interface->_clip);
 
 		// show clipping area
@@ -636,7 +649,7 @@ void Redraw::renderOverlays() {
 			case OverlayPosType::koFollowActor: {
 				ActorStruct *actor2 = _engine->_scene->getActor(overlay->info1);
 
-				const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor2->_pos.x - _engine->_grid->_camera.x, actor2->_pos.y + actor2->_boundingBox.maxs.y - _engine->_grid->_camera.y, actor2->_pos.z - _engine->_grid->_camera.z);
+				const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor2->_pos.x - _engine->_grid->_worldCube.x, actor2->_pos.y + actor2->_boundingBox.maxs.y - _engine->_grid->_worldCube.y, actor2->_pos.z - _engine->_grid->_worldCube.z);
 
 				overlay->x = projPos.x;
 				overlay->y = projPos.y;
@@ -806,7 +819,7 @@ void Redraw::redrawEngineActions(bool bgRedraw) { // AffScene
 		_engine->_screens->clearScreen();
 
 		_engine->_grid->redrawGrid();
-		const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(-_engine->_grid->_camera);
+		const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(-_engine->_grid->_worldCube);
 		_projPosScreen.x = projPos.x;
 		_projPosScreen.y = projPos.y;
 
@@ -868,7 +881,7 @@ void Redraw::drawBubble(int32 actorIdx) {
 	ActorStruct *actor = _engine->_scene->getActor(actorIdx);
 
 	// get actor position on screen
-	const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->_pos.x - _engine->_grid->_camera.x, actor->_pos.y + actor->_boundingBox.maxs.y - _engine->_grid->_camera.y, actor->_pos.z - _engine->_grid->_camera.z);
+	const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->_pos.x - _engine->_grid->_worldCube.x, actor->_pos.y + actor->_boundingBox.maxs.y - _engine->_grid->_worldCube.y, actor->_pos.z - _engine->_grid->_worldCube.z);
 
 	if (actorIdx != _bubbleActor) {
 		_bubbleSpriteIndex = _bubbleSpriteIndex ^ 1;
diff --git a/engines/twine/renderer/redraw.h b/engines/twine/renderer/redraw.h
index d20b0fb5e78..e9726ae0eb7 100644
--- a/engines/twine/renderer/redraw.h
+++ b/engines/twine/renderer/redraw.h
@@ -146,8 +146,8 @@ public:
 	/** Number of redraw regions in the screen */
 	int32 _numOfRedrawBox = 0;
 
-	int _sceneryViewX = 0;
-	int _sceneryViewY = 0;
+	int _sceneryViewX = 0; // xmin
+	int _sceneryViewY = 0; // ymin
 
 	OverlayListStruct overlayList[OVERLAY_MAX_ENTRIES];
 
diff --git a/engines/twine/scene/extra.cpp b/engines/twine/scene/extra.cpp
index 0a90e966d9b..d6a840ef0d3 100644
--- a/engines/twine/scene/extra.cpp
+++ b/engines/twine/scene/extra.cpp
@@ -656,7 +656,7 @@ void Extra::gereExtras() {
 				_engine->_sound->playSample(Samples::ItemFound, 1, _engine->_scene->_sceneHero->posObj(), OWN_ACTOR_SCENE_INDEX);
 
 				if (extraKey->info1 > 1) {
-					const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extraKey->pos - _engine->_grid->_camera);
+					const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extraKey->pos - _engine->_grid->_worldCube);
 					_engine->_redraw->addOverlay(OverlayType::koNumber, extraKey->info1, projPos.x, projPos.y, COLOR_BLACK, OverlayPosType::koNormal, 2);
 				}
 
@@ -689,7 +689,7 @@ void Extra::gereExtras() {
 				_engine->_sound->playSample(Samples::ItemFound, 1, _engine->_scene->_sceneHero->posObj(), OWN_ACTOR_SCENE_INDEX);
 
 				if (extraKey->info1 > 1) {
-					const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extraKey->pos - _engine->_grid->_camera);
+					const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extraKey->pos - _engine->_grid->_worldCube);
 					_engine->_redraw->addOverlay(OverlayType::koNumber, extraKey->info1, projPos.x, projPos.y, COLOR_BLACK, OverlayPosType::koNormal, 2);
 				}
 
@@ -837,7 +837,7 @@ void Extra::gereExtras() {
 				_engine->_sound->playSample(Samples::ItemFound, 1, extra->pos);
 
 				if (extra->info1 > 1) {
-					const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->_camera);
+					const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->_worldCube);
 					const int16 fontColor = COLOR_158;
 					_engine->_redraw->addOverlay(OverlayType::koNumber, extra->info1, projPos.x, projPos.y, fontColor, OverlayPosType::koNormal, 2);
 				}
diff --git a/engines/twine/scene/gamestate.cpp b/engines/twine/scene/gamestate.cpp
index 90c9ba56fd8..4fed1e787c3 100644
--- a/engines/twine/scene/gamestate.cpp
+++ b/engines/twine/scene/gamestate.cpp
@@ -333,7 +333,7 @@ void GameState::doFoundObj(InventoryItems item) {
 	}
 	const int32 itemZ = (_engine->_scene->_sceneHero->_pos.z + SIZE_BRICK_Y) / SIZE_BRICK_XZ;
 
-	_engine->_grid->drawOverModelActor(itemX, itemY, itemZ);
+	_engine->_grid->drawOverBrick(itemX, itemY, itemZ);
 
 	IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(bodyPos);
 	projPos.y -= 150;
@@ -397,7 +397,7 @@ void GameState::doFoundObj(InventoryItems item) {
 
 		_engine->_renderer->renderIsoModel(bodyPos, LBAAngles::ANGLE_0, LBAAngles::ANGLE_45, LBAAngles::ANGLE_0, bodyData, modelRect);
 		_engine->_interface->setClip(modelRect);
-		_engine->_grid->drawOverModelActor(itemX, itemY, itemZ);
+		_engine->_grid->drawOverBrick(itemX, itemY, itemZ);
 		_engine->_redraw->addRedrawArea(modelRect);
 
 		if (textState == ProgressiveTextState::ContinueRunning) {
diff --git a/engines/twine/scene/grid.cpp b/engines/twine/scene/grid.cpp
index 0b233a680e4..73e62f604d6 100644
--- a/engines/twine/scene/grid.cpp
+++ b/engines/twine/scene/grid.cpp
@@ -66,7 +66,7 @@ void Grid::init(int32 w, int32 h) {
 	_brickInfoBuffer = (int16 *)malloc(_brickInfoBufferSize);
 }
 
-void Grid::copyGridMask(int32 index, int32 x, int32 y, const Graphics::ManagedSurface &buffer) { // CopyMask
+void Grid::copyMask(int32 index, int32 x, int32 y, const Graphics::ManagedSurface &buffer) {
 	if (_engine->_debugGrid->_disableGridRendering) {
 		return;
 	}
@@ -166,38 +166,38 @@ const BrickEntry* Grid::getBrickEntry(int32 j, int32 i) const {
 	return &_bricksDataBuffer[j * MAXBRICKS + i];
 }
 
-void Grid::drawOverModelActor(int32 x, int32 y, int32 z) {
-	const int32 copyBlockPhysLeft = ((_engine->_interface->_clip.left + 24) / 24) - 1;
-	const int32 copyBlockPhysRight = ((_engine->_interface->_clip.right + 24) / 24);
+void Grid::drawOverBrick(int32 x, int32 y, int32 z) {
+	const int32 startCol = ((_engine->_interface->_clip.left + 24) / 24) - 1;
+	const int32 endCol = ((_engine->_interface->_clip.right + 24) / 24);
 
-	for (int32 j = copyBlockPhysLeft; j <= copyBlockPhysRight; j++) {
-		for (int32 i = 0; i < _brickInfoBuffer[j]; i++) {
-			const BrickEntry *currBrickEntry = getBrickEntry(j, i);
+	for (int32 col = startCol; col <= endCol; col++) {
+		for (int32 i = 0; i < _brickInfoBuffer[col]; i++) {
+			const BrickEntry *currBrickEntry = getBrickEntry(col, i);
 
 			if (currBrickEntry->posY + 38 > _engine->_interface->_clip.top && currBrickEntry->posY <= _engine->_interface->_clip.bottom && currBrickEntry->y >= y) {
 				if (currBrickEntry->x + currBrickEntry->z > z + x) {
-					copyGridMask(currBrickEntry->index, (j * 24) - 24, currBrickEntry->posY, _engine->_workVideoBuffer);
+					copyMask(currBrickEntry->index, (col * 24) - 24, currBrickEntry->posY, _engine->_workVideoBuffer);
 				}
 			}
 		}
 	}
 }
 
-void Grid::drawOverSpriteActor(int32 x, int32 y, int32 z) { // DrawOverBrick3
-	const int32 copyBlockPhysLeft = ((_engine->_interface->_clip.left + 24) / 24) - 1;
-	const int32 copyBlockPhysRight = (_engine->_interface->_clip.right + 24) / 24;
+void Grid::drawOverBrick3(int32 x, int32 y, int32 z) {
+	const int32 startCol = ((_engine->_interface->_clip.left + 24) / 24) - 1;
+	const int32 endCol = (_engine->_interface->_clip.right + 24) / 24;
 
-	for (int32 j = copyBlockPhysLeft; j <= copyBlockPhysRight; j++) {
-		for (int32 i = 0; i < _brickInfoBuffer[j]; i++) {
-			const BrickEntry *currBrickEntry = getBrickEntry(j, i);
+	for (int32 col = startCol; col <= endCol; col++) {
+		for (int32 i = 0; i < _brickInfoBuffer[col]; i++) {
+			const BrickEntry *currBrickEntry = getBrickEntry(col, i);
 
 			if (currBrickEntry->posY + 38 > _engine->_interface->_clip.top && currBrickEntry->posY <= _engine->_interface->_clip.bottom && currBrickEntry->y >= y) {
 				if (currBrickEntry->x == x && currBrickEntry->z == z) {
-					copyGridMask(currBrickEntry->index, (j * 24) - 24, currBrickEntry->posY, _engine->_workVideoBuffer);
+					copyMask(currBrickEntry->index, (col * 24) - 24, currBrickEntry->posY, _engine->_workVideoBuffer);
 				}
 
 				if (currBrickEntry->x > x || currBrickEntry->z > z) {
-					copyGridMask(currBrickEntry->index, (j * 24) - 24, currBrickEntry->posY, _engine->_workVideoBuffer);
+					copyMask(currBrickEntry->index, (col * 24) - 24, currBrickEntry->posY, _engine->_workVideoBuffer);
 				}
 			}
 		}
@@ -468,7 +468,7 @@ bool Grid::drawBrick(int32 index, int32 posX, int32 posY) {
 	return drawBrickSprite(index, posX, posY, _brickTable[index], false);
 }
 
-bool Grid::drawSprite(int32 index, int32 posX, int32 posY, const uint8 *ptr) {
+bool Grid::drawSprite(int32 index, int32 posX, int32 posY, const uint8 *ptr) { // AffGraph
 	ptr = ptr + READ_LE_INT32(ptr + index * 4);
 	return drawBrickSprite(index, posX, posY, ptr, true);
 }
@@ -670,9 +670,9 @@ void Grid::drawColumnGrid(int32 blockIdx, int32 brickBlockIdx, int32 x, int32 y,
 }
 
 void Grid::redrawGrid() { // AffGrille
-	_camera.x = _newCamera.x * SIZE_BRICK_XZ;
-	_camera.y = _newCamera.y * SIZE_BRICK_Y;
-	_camera.z = _newCamera.z * SIZE_BRICK_XZ;
+	_worldCube.x = _newCamera.x * SIZE_BRICK_XZ;
+	_worldCube.y = _newCamera.y * SIZE_BRICK_Y;
+	_worldCube.z = _newCamera.z * SIZE_BRICK_XZ;
 
 	memset(_brickInfoBuffer, 0, _brickInfoBufferSize);
 
diff --git a/engines/twine/scene/grid.h b/engines/twine/scene/grid.h
index 7b6b4900330..6600528fad4 100644
--- a/engines/twine/scene/grid.h
+++ b/engines/twine/scene/grid.h
@@ -148,7 +148,7 @@ private:
 	 * @param y grid Y coordinate
 	 * @param buffer work video buffer
 	 */
-	void copyGridMask(int32 index, int32 x, int32 y, const Graphics::ManagedSurface &buffer);
+	void copyMask(int32 index, int32 x, int32 y, const Graphics::ManagedSurface &buffer);
 
 	/** Table with all loaded bricks */
 	uint8 *_brickTable[NUM_BRICKS]{nullptr};
@@ -197,7 +197,7 @@ public:
 	IVec3 _newCamera;
 
 	/** Current grid camera x, y and z coordinates */
-	IVec3 _camera; // WorldXCube WorldYCube
+	IVec3 _worldCube; // WorldXCube WorldYCube
 
 	/** Flag to know if the engine is using celling grids */
 	int16 _useCellingGrid = 0;
@@ -210,7 +210,7 @@ public:
 	 * @param y actor.y coordinate
 	 * @param z actor.z coordinate
 	 */
-	void drawOverModelActor(int32 x, int32 y, int32 z);
+	void drawOverBrick(int32 x, int32 y, int32 z);
 
 	/**
 	 * Draw sprite actor over bricks
@@ -218,7 +218,7 @@ public:
 	 * @param y actor.y coordinate
 	 * @param z actor.z coordinate
 	 */
-	void drawOverSpriteActor(int32 x, int32 y, int32 z);
+	void drawOverBrick3(int32 x, int32 y, int32 z);
 
 	/**
 	 * Get sprite width and height sizes
diff --git a/engines/twine/scene/movements.cpp b/engines/twine/scene/movements.cpp
index 59be044f04e..908ed116ba8 100644
--- a/engines/twine/scene/movements.cpp
+++ b/engines/twine/scene/movements.cpp
@@ -37,7 +37,7 @@ namespace TwinE {
 
 Movements::Movements(TwinEEngine *engine) : _engine(engine) {}
 
-IVec3 Movements::getShadowPosition(const IVec3 &pos) { // GetShadow
+IVec3 Movements::getShadow(const IVec3 &pos) { // GetShadow
 	IVec3 shadowCoord;
 	const uint8 *ptr = _engine->_grid->getBlockBufferGround(pos, shadowCoord.y);
 	shadowCoord.x = pos.x;
diff --git a/engines/twine/scene/movements.h b/engines/twine/scene/movements.h
index eab4d894268..84e2454c576 100644
--- a/engines/twine/scene/movements.h
+++ b/engines/twine/scene/movements.h
@@ -136,7 +136,7 @@ public:
 	 * Get shadow position
 	 * @param pos Shadow coordinates
 	 */
-	IVec3 getShadowPosition(const IVec3 &pos);
+	IVec3 getShadow(const IVec3 &pos);
 
 	/**
 	 * Set actor safe angle
diff --git a/engines/twine/twine.cpp b/engines/twine/twine.cpp
index 9d3372d84b2..af0ca46aaa3 100644
--- a/engines/twine/twine.cpp
+++ b/engines/twine/twine.cpp
@@ -1004,7 +1004,7 @@ bool TwinEEngine::runGameEngine() { // mainLoopInteration
 						if (!_actor->_cropBottomScreen) {
 							_animations->initAnim(AnimationTypes::kDrawn, AnimType::kAnimationSet, AnimationTypes::kStanding, OWN_ACTOR_SCENE_INDEX);
 						}
-						const IVec3 &projPos = _renderer->projectPositionOnScreen(actor->posObj() - _grid->_camera);
+						const IVec3 &projPos = _renderer->projectPositionOnScreen(actor->posObj() - _grid->_worldCube);
 						actor->_controlMode = ControlMode::kNoMove;
 						actor->setLife(-1);
 						_actor->_cropBottomScreen = projPos.y;




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