[Scummvm-git-logs] scummvm master -> 3e66ccbe4ba3dc4750e604cca7a3105843056bb1

Strangerke noreply at scummvm.org
Sat Jan 18 19:14:55 UTC 2025


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:
3e66ccbe4b GOT: small refactoring, renaming in boss1 and boss2


Commit: 3e66ccbe4ba3dc4750e604cca7a3105843056bb1
    https://github.com/scummvm/scummvm/commit/3e66ccbe4ba3dc4750e604cca7a3105843056bb1
Author: Strangerke (arnaud.boutonne at gmail.com)
Date: 2025-01-18T20:14:13+01:00

Commit Message:
GOT: small refactoring, renaming in boss1 and boss2

Changed paths:
    engines/got/game/back.cpp
    engines/got/game/back.h
    engines/got/game/boss1.cpp
    engines/got/game/boss1.h
    engines/got/game/boss2.cpp
    engines/got/game/boss2.h
    engines/got/game/move_patterns.cpp
    engines/got/views/game.cpp
    engines/got/views/game_content.cpp


diff --git a/engines/got/game/back.cpp b/engines/got/game/back.cpp
index bd86703b7c1..ed4ece6ad98 100644
--- a/engines/got/game/back.cpp
+++ b/engines/got/game/back.cpp
@@ -146,14 +146,14 @@ void showLevelDone() {
 	if (GAME1 && _G(new_level) == BOSS_LEVEL1) {
 		if (!_G(setup)._bossDead[0]) {
 			if (!_G(auto_load))
-				boss_level1();
+				boss1SetupLevel();
 			f = false;
 		}
 	}
 	if (GAME2 && _G(new_level) == BOSS_LEVEL2) {
 		if (!_G(setup)._bossDead[1]) {
 			if (!_G(auto_load))
-				boss_level2();
+				boss2SetupLevel();
 			f = false;
 		}
 	}
@@ -173,6 +173,7 @@ void showLevelDone() {
 
 	if (_G(startup))
 		f = false;
+
 	if (f)
 		music_play(_G(levelMusic), false);
 }
@@ -306,13 +307,13 @@ void selectItem() {
 	}
 }
 
-int actorSpeaks(Actor *actor, int index, int item) {
+void actorSpeaks(const Actor *actor, int index, int item) {
 	if (actor->_type != 4)
-		return 0;
+		return;
 
 	int v = atoi(actor->_name);
 	if (v < 1 || v > 20)
-		return 0;
+		return;
 
 	long lind = (long)_G(current_level);
 	lind = lind * 1000;
@@ -330,8 +331,6 @@ int actorSpeaks(Actor *actor, int index, int item) {
 		_G(thor)->_show = 0;
 		_G(exit_flag) = 2;
 	}
-
-	return 1;
 }
 
 } // namespace Got
diff --git a/engines/got/game/back.h b/engines/got/game/back.h
index 00674f45c5b..773698bf536 100644
--- a/engines/got/game/back.h
+++ b/engines/got/game/back.h
@@ -45,7 +45,7 @@ extern void removeObjects(int y, int x);
 extern void placeTile(int x, int y, int tile);
 extern int backgroundTile(int x, int y);
 extern void selectItem();
-extern int actorSpeaks(Actor *actor, int index, int item);
+extern void actorSpeaks(const Actor *actor, int index, int item);
 
 } // namespace Got
 
diff --git a/engines/got/game/boss1.cpp b/engines/got/game/boss1.cpp
index 509e840da47..643a3607869 100644
--- a/engines/got/game/boss1.cpp
+++ b/engines/got/game/boss1.cpp
@@ -34,84 +34,82 @@ namespace Got {
 
 static int boss1_dead();
 
-int boss1_movement(Actor *actr) {
-	int x1, y1;
-
+int boss1Movement(Actor *actor) {
 	bool f = false;
 	
 	if (_G(boss_dead))
 		return boss1_dead();
 
-	int d = actr->_lastDir;
-	if (actr->_edgeCounter) {
-		actr->_edgeCounter--;
+	int d = actor->_lastDir;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
+
+	if (actor->_edgeCounter) {
+		actor->_edgeCounter--;
 		goto done;
 	}
 
-	x1 = actr->_x;
-	y1 = actr->_y;
-
-	if (overlap(actr->_x + 2, actr->_y + 8, actr->_x + 30, actr->_y + 30,
+	if (overlap(actor->_x + 2, actor->_y + 8, actor->_x + 30, actor->_y + 30,
 				_G(thor)->_x, _G(thor)->_y + 8, _G(thor)->_x + 15, _G(thor)->_y + 15)) {
-		thor_damaged(actr);
+		thor_damaged(actor);
 	}
 
-	if (actr->_temp3) { //start striking
-		actr->_temp3--;
-		if (!actr->_temp3)
+	if (actor->_temp3) { //start striking
+		actor->_temp3--;
+		if (!actor->_temp3)
 			play_sound(BOSS11, false);
 
 		if (_G(hourglass_flag))
-			actr->_numMoves = 3;
+			actor->_numMoves = 3;
 		else
-			actr->_numMoves = 6;
+			actor->_numMoves = 6;
 
 		goto done0;
 	}
 
 	// Strike
-	if (actr->_temp1) {
-		actr->_temp1--;
-		if (actr->_x < (_G(thor_x1) + 12))
-			actr->_temp1 = 0;
-		actr->_temp2 = 1;
+	if (actor->_temp1) {
+		actor->_temp1--;
+		if (actor->_x < (_G(thor_x1) + 12))
+			actor->_temp1 = 0;
+		actor->_temp2 = 1;
 		d = 2;
-		actr->_x -= 2;
+		actor->_x -= 2;
 
-		if (overlap(actr->_x + 2, actr->_y + 8, actr->_x + 32, actr->_y + 30,
+		if (overlap(actor->_x + 2, actor->_y + 8, actor->_x + 32, actor->_y + 30,
 					_G(thor)->_x, _G(thor)->_y + 8, _G(thor)->_x + 15, _G(thor)->_y + 15)) {
-			actr->_temp1 = 0;
+			actor->_temp1 = 0;
 			goto done1;
 		}
 
-		actr->_nextFrame = 3;
-		actr->_numMoves = _G(setup)._difficultyLevel + 2;
+		actor->_nextFrame = 3;
+		actor->_numMoves = _G(setup)._difficultyLevel + 2;
 		goto done1;
 	}
 
-	if (actr->_temp2) { // Retreating
-		if (actr->_x < 256) {
+	if (actor->_temp2) { // Retreating
+		if (actor->_x < 256) {
 			d = 3;
-			actr->_x += 2;
-			if (overlap(actr->_x + 2, actr->_y + 8, actr->_x + 32, actr->_y + 30,
+			actor->_x += 2;
+			if (overlap(actor->_x + 2, actor->_y + 8, actor->_x + 32, actor->_y + 30,
 						_G(thor)->_x, _G(thor)->_y + 8, _G(thor)->_x + 15, _G(thor)->_y + 15)) {
 				goto done1;
 			}
-			actr->_numMoves = _G(setup)._difficultyLevel + 1;
+			actor->_numMoves = _G(setup)._difficultyLevel + 1;
 			goto done0;
 		}
 
-		actr->_temp2 = 0;
+		actor->_temp2 = 0;
 	}
 
-	if (actr->_x > _G(thor_x1) && ABS((_G(thor_y1)) - (actr->_y + 20)) < 8) {
-		actr->_temp3 = 75;
-		actr->_temp1 = 130;
-		actr->_temp2 = 0;
+	if (actor->_x > _G(thor_x1) && ABS((_G(thor_y1)) - (actor->_y + 20)) < 8) {
+		actor->_temp3 = 75;
+		actor->_temp1 = 130;
+		actor->_temp2 = 0;
 	}
 	
-	if (actr->_counter) {
-		actr->_counter--;
+	if (actor->_counter) {
+		actor->_counter--;
 		switch (d) {
 		case 1:
 		case 3:
@@ -122,14 +120,14 @@ int boss1_movement(Actor *actr) {
 			if (!check_move2(x1, y1, &_G(actor[5])))
 				f = true;
 			else {
-				actr->_x = _G(actor[5])._x;
-				actr->_y = _G(actor[5])._y - 16;
+				actor->_x = _G(actor[5])._x;
+				actor->_y = _G(actor[5])._y - 16;
 			}
 			break;
 		case 0:
 		case 2:
 			y1 -= 2;
-			if (!check_move2(x1, y1, actr))
+			if (!check_move2(x1, y1, actor))
 				f = true;
 			break;
 
@@ -140,9 +138,9 @@ int boss1_movement(Actor *actr) {
 		f = true;
 
 	if (f) {
-		actr->_counter = g_events->getRandomNumber(10, 99);
+		actor->_counter = g_events->getRandomNumber(10, 99);
 		d = g_events->getRandomNumber(1);
-		actr->_edgeCounter = 20;
+		actor->_edgeCounter = 20;
 	}
 
 done:
@@ -150,40 +148,40 @@ done:
 		d -= 2;
 
 done0:
-	next_frame(actr);
-	if (actr->_nextFrame == 3)
-		actr->_nextFrame = 0;
+	next_frame(actor);
+	if (actor->_nextFrame == 3)
+		actor->_nextFrame = 0;
 
 done1:
-	actr->_lastDir = d;
+	actor->_lastDir = d;
 
-	_G(actor[4])._nextFrame = actr->_nextFrame;
-	_G(actor[5])._nextFrame = actr->_nextFrame;
-	_G(actor[6])._nextFrame = actr->_nextFrame;
+	_G(actor[4])._nextFrame = actor->_nextFrame;
+	_G(actor[5])._nextFrame = actor->_nextFrame;
+	_G(actor[6])._nextFrame = actor->_nextFrame;
 
 	_G(actor[4])._lastDir = d;
 	_G(actor[5])._lastDir = d;
 	_G(actor[6])._lastDir = d;
 
-	_G(actor[4])._x = actr->_x + 16;
-	_G(actor[4])._y = actr->_y;
-	_G(actor[5])._x = actr->_x;
-	_G(actor[5])._y = actr->_y + 16;
-	_G(actor[6])._x = actr->_x + 16;
-	_G(actor[6])._y = actr->_y + 16;
-	_G(actor[4])._numMoves = actr->_numMoves;
-	_G(actor[5])._numMoves = actr->_numMoves;
-	_G(actor[6])._numMoves = actr->_numMoves;
-
-	if (actr->_directions == 1)
+	_G(actor[4])._x = actor->_x + 16;
+	_G(actor[4])._y = actor->_y;
+	_G(actor[5])._x = actor->_x;
+	_G(actor[5])._y = actor->_y + 16;
+	_G(actor[6])._x = actor->_x + 16;
+	_G(actor[6])._y = actor->_y + 16;
+	_G(actor[4])._numMoves = actor->_numMoves;
+	_G(actor[5])._numMoves = actor->_numMoves;
+	_G(actor[6])._numMoves = actor->_numMoves;
+
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
-void check_boss1_hit(Actor *actr, int x1, int y1, int x2, int y2, int act_num) {
-	if (actr->_moveType == 15 && act_num == 4) {
+void boss1CheckHit(const Actor *actor, int x1, int y1, int x2, int y2, int act_num) {
+	if (actor->_moveType == 15 && act_num == 4) {
 		if ((!_G(actor[3])._vulnerableCountdown) && (_G(actor[3])._nextFrame != 3) &&
-			overlap(x1, y1, x2, y2, actr->_x + 6, actr->_y + 4, actr->_x + 14, actr->_y + 20)) {
+			overlap(x1, y1, x2, y2, actor->_x + 6, actor->_y + 4, actor->_x + 14, actor->_y + 20)) {
 			actor_damaged(&_G(actor[3]), _G(hammer)->_hitStrength);
 			if (_G(cheat) && _G(key_flag[_Z]))
 				_G(actor[3])._health = 0;
@@ -206,7 +204,7 @@ void check_boss1_hit(Actor *actr, int x1, int y1, int x2, int y2, int act_num) {
 	}
 }
 
-void boss_level1() {
+void boss1SetupLevel() {
 	setup_boss(1);
 	_G(boss_active) = true;
 	music_pause();
@@ -218,9 +216,7 @@ void boss_level1() {
 static int boss1_dead() {
 	_G(hourglass_flag) = 0;
 	if (_G(boss_dead)) {
-		int rep;
-
-		for (rep = 0; rep < 4; rep++) {
+		for (int rep = 0; rep < 4; rep++) {
 			int x1 = _G(actor[3 + rep])._lastX[_G(pge)];
 			int y1 = _G(actor[3 + rep])._lastY[_G(pge)];
 			int x = _G(actor[3 + rep])._x;
@@ -248,7 +244,7 @@ static int boss1_dead() {
 		play_sound(EXPLODE, true);
 		_G(boss_dead) = true;
 
-		for (rep = 7; rep < MAX_ACTORS; rep++) {
+		for (int rep = 7; rep < MAX_ACTORS; rep++) {
 			if (_G(actor[rep])._active)
 				actor_destroyed(&_G(actor[rep]));
 		}
@@ -257,13 +253,13 @@ static int boss1_dead() {
 	return _G(actor[3])._lastDir;
 }
 
-void closing_sequence1() {
+void boss1ClosingSequence1() {
 	_G(game_over) = true;
 	music_play(4, true);
 	odinSpeaks(1001, 13, "CLOSING");
 }
 
-void closing_sequence1_2() {
+void boss1ClosingSequence2() {
 	_G(thor_info)._armor = 1;
 	load_new_thor();
 	_G(thor)->_dir = 1;
@@ -271,13 +267,13 @@ void closing_sequence1_2() {
 	fill_score(20, "CLOSING");
 }
 
-void closing_sequence1_3() {
+void boss1ClosingSequence3() {
 	fill_health();
 	fill_magic();
 	odinSpeaks(1002, 0, "CLOSING");
 }
 
-void closing_sequence1_4() {
+void boss1ClosingSequence4() {
 	for (int rep = 0; rep < 16; rep++)
 		_G(scrn)._actorType[rep] = 0;
 
diff --git a/engines/got/game/boss1.h b/engines/got/game/boss1.h
index dc1d0c58f86..4f8a5f89037 100644
--- a/engines/got/game/boss1.h
+++ b/engines/got/game/boss1.h
@@ -27,13 +27,13 @@
 namespace Got {
 
 // Boss 1 - Snake (Jormangund)
-extern int boss1_movement(Actor *actr);
-extern void check_boss1_hit(Actor *actr, int x1, int y1, int x2, int y2, int act_num);
-extern void boss_level1();
-extern void closing_sequence1();
-extern void closing_sequence1_2();
-extern void closing_sequence1_3();
-extern void closing_sequence1_4();
+extern int boss1Movement(Actor *actor);
+extern void boss1CheckHit(const Actor *actor, int x1, int y1, int x2, int y2, int act_num);
+extern void boss1SetupLevel();
+extern void boss1ClosingSequence1();
+extern void boss1ClosingSequence2();
+extern void boss1ClosingSequence3();
+extern void boss1ClosingSequence4();
 
 } // namespace Got
 
diff --git a/engines/got/game/boss2.cpp b/engines/got/game/boss2.cpp
index f7aa451e530..383a57731f8 100644
--- a/engines/got/game/boss2.cpp
+++ b/engines/got/game/boss2.cpp
@@ -41,71 +41,76 @@ static const byte EXPLOSION[] = {
 };
 
 static bool expf[60];
-static byte num_skulls; // Hehe
-static byte num_spikes;
-static bool drop_flag;
+static byte numSkulls;
+static byte numSpikes;
+static bool dropFlag;
 static byte su[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
 
-static int boss2a_movement(Actor *actr);
-static int boss2b_movement(Actor *actr);
-static int boss2_die();
-static void boss_set(int d, int x, int y);
+static int boss2MovementExplode(Actor *actor);
+static int boss2MovementShake(Actor *actor);
+static int boss2Die();
+static void bossSet(byte d, int x, int y);
 
-int boss2_movement(Actor *actr) {
+int boss2Movement(Actor *actor) {
 	switch (_G(setup)._difficultyLevel) {
 	case 0:
-		num_skulls = 3;
-		num_spikes = 5;
+		numSkulls = 3;
+		numSpikes = 5;
 		break;
+
 	case 1:
-		num_skulls = 6;
-		num_spikes = 8;
+		numSkulls = 6;
+		numSpikes = 8;
 		break;
+
 	case 2:
-		num_skulls = 9;
-		num_spikes = 11;
+		numSkulls = 9;
+		numSpikes = 11;
+		break;
+
+	default:
 		break;
 	}
 	if (_G(boss_dead))
-		return boss2_die();
+		return boss2Die();
 
-	if (actr->_i1) {
-		if (actr->_i1 == 1)
-			return boss2a_movement(actr);
+	if (actor->_i1) {
+		if (actor->_i1 == 1)
+			return boss2MovementExplode(actor);
 
-		return boss2b_movement(actr);
+		return boss2MovementShake(actor);
 	}
 
-	int d = actr->_lastDir;
-	int x = actr->_x;
+	byte d = actor->_lastDir;
+	int x = actor->_x;
 
-	if (actr->_temp6)
-		actr->_temp6--;
+	if (actor->_temp6)
+		actor->_temp6--;
 
-	if (!actr->_temp6) {
+	if (!actor->_temp6) {
 		bool f = false;
-		drop_flag = false;
+		dropFlag = false;
 
-		if (actr->_temp5)
-			actr->_temp5--;
+		if (actor->_temp5)
+			actor->_temp5--;
 
-		if (!actr->_temp5)
+		if (!actor->_temp5)
 			f = true;
 		else {
 			if (d == 2) {
 				if (x > 18)
-					actr->_x -= 2;
+					actor->_x -= 2;
 				else
 					f = true;
 			} else if (d == 3) {
 				if (x < 272)
-					actr->_x += 2;
+					actor->_x += 2;
 				else
 					f = true;
 			}
 		}
 		if (f) {
-			actr->_temp5 = _G(rand1) + 60;
+			actor->_temp5 = _G(rand1) + 60;
 			if (d == 2)
 				d = 3;
 			else
@@ -113,41 +118,41 @@ int boss2_movement(Actor *actr) {
 		}
 	}
 
-	const int count = actr->_frameCount - 1;
+	const int count = actor->_frameCount - 1;
 	
 	if (count <= 0) {
-		actr->_nextFrame++;
-		if (actr->_nextFrame > 2)
-			actr->_nextFrame = 0;
-		actr->_frameCount = actr->_frameSpeed;
+		actor->_nextFrame++;
+		if (actor->_nextFrame > 2)
+			actor->_nextFrame = 0;
+		actor->_frameCount = actor->_frameSpeed;
 	} else
-		actr->_frameCount = count;
+		actor->_frameCount = count;
 	
-	x = actr->_x;
-	if (actr->_currNumShots < num_skulls && !drop_flag) {
+	x = actor->_x;
+	if (actor->_currNumShots < numSkulls && !dropFlag) {
 		if (x == 48 || x == 112 || x == 176 || x == 240) {
-			drop_flag = true;
+			dropFlag = true;
 			_G(actor[3])._temp6 = 40;
 
-			actor_always_shoots(actr, 1);
+			actor_always_shoots(actor, 1);
 			play_sound(FALL, false);
-			_G(actor[actr->_shotActor])._x = actr->_x + 12;
-			_G(actor[actr->_shotActor])._y = actr->_y + 32;
-			_G(actor[actr->_shotActor])._temp2 = 0;
-			_G(actor[actr->_shotActor])._temp3 = 4;
-			_G(actor[actr->_shotActor])._temp4 = 4;
+			_G(actor[actor->_shotActor])._x = actor->_x + 12;
+			_G(actor[actor->_shotActor])._y = actor->_y + 32;
+			_G(actor[actor->_shotActor])._temp2 = 0;
+			_G(actor[actor->_shotActor])._temp3 = 4;
+			_G(actor[actor->_shotActor])._temp4 = 4;
 		}
 	}
 
-	boss_set(d, x, actr->_y);
+	bossSet(d, x, actor->_y);
 
-	if (actr->_directions == 1)
+	if (actor->_directions == 1)
 		return 0;
 
 	return d;
 }
 
-static void boss_set(int d, int x, int y) {
+static void bossSet(byte d, int x, int y) {
 	_G(actor[4])._nextFrame = _G(actor[3])._nextFrame;
 	_G(actor[5])._nextFrame = _G(actor[3])._nextFrame;
 	_G(actor[6])._nextFrame = _G(actor[3])._nextFrame;
@@ -163,10 +168,8 @@ static void boss_set(int d, int x, int y) {
 	_G(actor[6])._y = y + 16;
 }
 
-void check_boss2_hit(Actor *actr, int x1, int y1, int x2, int y2, int act_num) {
+void boss2CheckHit(Actor *actor, int x1, int y1, int x2, int y2, int act_num) {
 	if ((!_G(actor[3])._vulnerableCountdown)) {
-		int rep;
-
 		actor_damaged(&_G(actor[3]), _G(hammer)->_hitStrength);
 		_G(actor[3])._health -= 10;
 		if (_G(actor[3])._health == 50) {
@@ -177,7 +180,8 @@ void check_boss2_hit(Actor *actr, int x1, int y1, int x2, int y2, int act_num) {
 			_G(actor[3])._i1 = 1;
 			_G(actor[3])._i2 = 0;
 			memset(expf, 0, 60);
-			for (rep = 7; rep < MAX_ACTORS; rep++) {
+
+			for (int rep = 7; rep < MAX_ACTORS; rep++) {
 				if (_G(actor[rep])._active)
 					actor_destroyed(&_G(actor[rep]));
 			}
@@ -188,15 +192,15 @@ void check_boss2_hit(Actor *actr, int x1, int y1, int x2, int y2, int act_num) {
 		_G(actor[3])._moveCountdown = 75;
 		_G(actor[3])._vulnerableCountdown = 75;
 		_G(actor[3])._nextFrame = 1;
-		
-		for (rep = 4; rep < 7; rep++) {
+
+		for (int rep = 4; rep < 7; rep++) {
 			_G(actor[rep])._nextFrame = 1;
 			_G(actor[rep])._moveCountdown = 50;
 		}
 		
 		if (_G(actor[3])._health == 0) {
 			_G(boss_dead) = true;
-			for (rep = 7; rep < MAX_ACTORS; rep++) {
+			for (int rep = 7; rep < MAX_ACTORS; rep++) {
 				if (_G(actor[rep])._active)
 					actor_destroyed(&_G(actor[rep]));
 			}
@@ -204,21 +208,21 @@ void check_boss2_hit(Actor *actr, int x1, int y1, int x2, int y2, int act_num) {
 	}
 }
 
-void boss_level2() {
+void boss2SetupLevel() {
 	setup_boss(2);
 	_G(boss_active) = true;
 	music_pause();
 	play_sound(BOSS11, true);
 	_G(timer_cnt) = 0;
 
-	drop_flag = false;
+	dropFlag = false;
 	Common::fill(su, su + 18, 0);
 
 	g_events->send("Game", GameMessage("PAUSE", 40));
 	music_play(7, true);
 }
 
-static int boss2_die() {
+static int boss2Die() {
 	_G(hourglass_flag) = 0;
 	_G(thunder_flag) = 0;
 	if (_G(boss_dead)) {
@@ -257,14 +261,14 @@ static int boss2_die() {
 }
 
 // Boss - skull (explode)
-static int boss2a_movement(Actor *actr) {
-	next_frame(actr);
-	_G(actor[4])._nextFrame = actr->_nextFrame;
-	_G(actor[5])._nextFrame = actr->_nextFrame;
-	_G(actor[6])._nextFrame = actr->_nextFrame;
-	actr->_vulnerableCountdown = 20;
+static int boss2MovementExplode(Actor *actor) {
+	next_frame(actor);
+	_G(actor[4])._nextFrame = actor->_nextFrame;
+	_G(actor[5])._nextFrame = actor->_nextFrame;
+	_G(actor[6])._nextFrame = actor->_nextFrame;
+	actor->_vulnerableCountdown = 20;
 	
-	if (actr->_currNumShots || _G(actor[5])._currNumShots)
+	if (actor->_currNumShots || _G(actor[5])._currNumShots)
 		return 0;
 
 	play_sound(EXPLODE, true);
@@ -297,7 +301,7 @@ static int boss2a_movement(Actor *actr) {
 }
 
 // Boss - skull - shake
-static int boss2b_movement(Actor *actr) {
+static int boss2MovementShake(Actor *actor) {
 	int rep, an, hx;
 
 	if (_G(hammer)->_active && _G(hammer)->_moveType != 5) {
@@ -316,39 +320,39 @@ static int boss2b_movement(Actor *actr) {
 			}
 		}
 	}
-	if (actr->_i4) {
-		actr->_i4--;
-		if (!actr->_i4)
+	if (actor->_i4) {
+		actor->_i4--;
+		if (!actor->_i4)
 			_G(thunder_flag) = 0;
 	}
-	if (!actr->_i2) {
-		if (actr->_x < 144)
-			actr->_x += 2;
-		else if (actr->_x > 144)
-			actr->_x -= 2;
+	if (!actor->_i2) {
+		if (actor->_x < 144)
+			actor->_x += 2;
+		else if (actor->_x > 144)
+			actor->_x -= 2;
 		else {
-			actr->_i2 = 1;
-			actr->_i3 = 0;
+			actor->_i2 = 1;
+			actor->_i3 = 0;
 		}
 		goto done;
 	}
 	if (_G(actor[4])._currNumShots)
 		goto done;
 
-	if (!actr->_i3) {
-		actr->_i3 = g_events->getRandomNumber(2, 3);
+	if (!actor->_i3) {
+		actor->_i3 = g_events->getRandomNumber(2, 3);
 	}
 
-	if (actr->_i3 == 2)
-		actr->_x -= 2;
+	if (actor->_i3 == 2)
+		actor->_x -= 2;
 	else
-		actr->_x += 2;
+		actor->_x += 2;
 
-	if (actr->_x < 20 || actr->_x > 270) {
+	if (actor->_x < 20 || actor->_x > 270) {
 		_G(thunder_flag) = 100;
-		actr->_i4 = 50;
+		actor->_i4 = 50;
 		play_sound(EXPLODE, true);
-		actr->_i2 = 0;
+		actor->_i2 = 0;
 
 		Common::fill(su, su + 18, 0);
 		actor_always_shoots(&_G(actor[4]), 1);
@@ -359,8 +363,8 @@ static int boss2b_movement(Actor *actr) {
 
 		su[hx] = 1;
 		_G(actor[an])._nextFrame = g_events->getRandomNumber(3);
-		for (rep = 0; rep < num_spikes; rep++) {
-			while (1) {
+		for (rep = 0; rep < numSpikes; rep++) {
+			while (true) {
 				hx = g_events->getRandomNumber(17);
 				if (!su[hx])
 					break;
@@ -375,17 +379,17 @@ static int boss2b_movement(Actor *actr) {
 	}
 
 done:
-	next_frame(actr);
-	boss_set(actr->_dir, actr->_x, actr->_y);
+	next_frame(actor);
+	bossSet(actor->_dir, actor->_x, actor->_y);
 	return 0;
 }
 
-void closing_sequence2() {
+void boss2ClosingSequence1() {
 	music_play(6, true);
 	odinSpeaks(1001, 0, "CLOSING");
 }
 
-void closing_sequence2_2() {
+void boss2ClosingSequence2() {
 	_G(thor_info)._armor = 10;
 	load_new_thor();
 	_G(thor)->_dir = 1;
@@ -394,13 +398,13 @@ void closing_sequence2_2() {
 	fill_score(20, "CLOSING");
 }
 
-void closing_sequence2_3() {
+void boss2ClosingSequence3() {
 	fill_health();
 	fill_magic();
 	odinSpeaks(1002, 0, "CLOSING");
 }
 
-void closing_sequence2_4() {
+void boss2ClosingSequence4() {
 	for (int rep = 0; rep < 16; rep++)
 		_G(scrn)._actorType[rep] = 0;
 
diff --git a/engines/got/game/boss2.h b/engines/got/game/boss2.h
index 66a75702d3d..2ef18c136a6 100644
--- a/engines/got/game/boss2.h
+++ b/engines/got/game/boss2.h
@@ -27,13 +27,13 @@
 namespace Got {
 
 // Boss 2 - Skull (Nognir)
-extern int boss2_movement(Actor *actr);
-extern void check_boss2_hit(Actor *actr, int x1, int y1, int x2, int y2, int act_num);
-extern void boss_level2();
-extern void closing_sequence2();
-extern void closing_sequence2_2();
-extern void closing_sequence2_3();
-extern void closing_sequence2_4();
+extern int boss2Movement(Actor *actor);
+extern void boss2CheckHit(Actor *actor, int x1, int y1, int x2, int y2, int act_num);
+extern void boss2SetupLevel();
+extern void boss2ClosingSequence1();
+extern void boss2ClosingSequence2();
+extern void boss2ClosingSequence3();
+extern void boss2ClosingSequence4();
 
 } // namespace Got
 
diff --git a/engines/got/game/move_patterns.cpp b/engines/got/game/move_patterns.cpp
index 98df4ea5514..62460e2f0a1 100644
--- a/engines/got/game/move_patterns.cpp
+++ b/engines/got/game/move_patterns.cpp
@@ -411,10 +411,10 @@ int check_move1(int x, int y, Actor *actr) {
 			if (_G(boss_active) && !GAME3) {
 				switch (_G(area)) {
 				case 1:
-					check_boss1_hit(act, x1, y1, x2, y2, i);
+					boss1CheckHit(act, x1, y1, x2, y2, i);
 					break;
 				case 2:
-					check_boss2_hit(act, x1, y1, x2, y2, i);
+					boss2CheckHit(act, x1, y1, x2, y2, i);
 					break;
 				default:
 					// Area 3 boss Loki isn't checked here
@@ -1761,7 +1761,7 @@ int movement_nineteen(Actor *actr) {
 int movement_twenty(Actor *actr) {
 	if (GAME1)
 		// Boss - snake
-		return boss1_movement(actr);
+		return boss1Movement(actr);
 
 	return movement_one(actr);
 }
@@ -2078,7 +2078,7 @@ int movement_twentyfive(Actor *actr) {
 
 int movement_twentysix(Actor *actr) {
 	if (GAME2)
-		return boss2_movement(actr);
+		return boss2Movement(actr);
 	if (GAME3)
 		return boss3_movement(actr);
 
@@ -2087,7 +2087,7 @@ int movement_twentysix(Actor *actr) {
 
 int movement_twentyseven(Actor *actr) {
 	if (GAME2)
-		return boss2_movement(actr);
+		return boss2Movement(actr);
 
 	return movement_one(actr);
 }
diff --git a/engines/got/views/game.cpp b/engines/got/views/game.cpp
index c1a5d0928de..460634c2530 100644
--- a/engines/got/views/game.cpp
+++ b/engines/got/views/game.cpp
@@ -56,9 +56,9 @@ bool Game::msgKeypress(const KeypressMessage &msg) {
 		if (gDebugLevel > 0) {
 			// Hack used for testing end-game sequence
 			if (GAME1 && _G(current_level) == BOSS_LEVEL1)
-				closing_sequence1();
+				boss1ClosingSequence1();
 			else if (GAME2 && _G(current_level) == BOSS_LEVEL2)
-				closing_sequence2();
+				boss2ClosingSequence1();
 			else if (GAME3 && _G(current_level) == BOSS_LEVEL3)
 				closing_sequence3();
 		}
diff --git a/engines/got/views/game_content.cpp b/engines/got/views/game_content.cpp
index 7aaf560e1b4..d20d286c145 100644
--- a/engines/got/views/game_content.cpp
+++ b/engines/got/views/game_content.cpp
@@ -400,10 +400,10 @@ void GameContent::checkForBossDead() {
 			if (_G(boss_active)) {
 				switch (_G(area)) {
 				case 1:
-					closing_sequence1();
+					boss1ClosingSequence1();
 					break;
 				case 2:
-					closing_sequence2();
+					boss2ClosingSequence1();
 					break;
 				case 3:
 					closing_sequence3();
@@ -699,10 +699,10 @@ void GameContent::closingSequence() {
 	case 2:
 		switch (area) {
 		case 1:
-			closing_sequence1_2();
+			boss1ClosingSequence2();
 			break;
 		case 2:
-			closing_sequence2_2();
+			boss2ClosingSequence2();
 			break;
 		case 3:
 			closing_sequence3_2();
@@ -715,10 +715,10 @@ void GameContent::closingSequence() {
 	case 3:
 		switch (area) {
 		case 1:
-			closing_sequence1_3();
+			boss1ClosingSequence3();
 			break;
 		case 2:
-			closing_sequence2_3();
+			boss2ClosingSequence3();
 			break;
 		case 3:
 			closing_sequence3_3();
@@ -733,10 +733,10 @@ void GameContent::closingSequence() {
 
 		switch (area) {
 		case 1:
-			closing_sequence1_4();
+			boss1ClosingSequence4();
 			break;
 		case 2:
-			closing_sequence2_4();
+			boss2ClosingSequence4();
 			break;
 		default:
 			break;




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