[Scummvm-git-logs] scummvm master -> 27573e74fa8a12d0bd313fc1c8b9045dba2ef02e

Strangerke noreply at scummvm.org
Sun Jan 19 00:43:48 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:
27573e74fa GOT: Renaming in boss3, init, main


Commit: 27573e74fa8a12d0bd313fc1c8b9045dba2ef02e
    https://github.com/scummvm/scummvm/commit/27573e74fa8a12d0bd313fc1c8b9045dba2ef02e
Author: Strangerke (arnaud.boutonne at gmail.com)
Date: 2025-01-19T01:43:41+01:00

Commit Message:
GOT: Renaming in boss3, init, main

Changed paths:
    engines/got/game/back.cpp
    engines/got/game/boss1.cpp
    engines/got/game/boss2.cpp
    engines/got/game/boss3.cpp
    engines/got/game/boss3.h
    engines/got/game/init.cpp
    engines/got/game/init.h
    engines/got/game/main.cpp
    engines/got/game/main.h
    engines/got/game/move.cpp
    engines/got/game/move.h
    engines/got/game/move_patterns.cpp
    engines/got/game/shot_movement.cpp
    engines/got/got.cpp
    engines/got/views/dialogs/main_menu.cpp
    engines/got/views/dialogs/select_game.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 ed4ece6ad98..8c72e557e64 100644
--- a/engines/got/game/back.cpp
+++ b/engines/got/game/back.cpp
@@ -161,12 +161,12 @@ void showLevelDone() {
 		if (_G(new_level) == BOSS_LEVEL3) {
 			if (!_G(setup)._bossDead[2]) {
 				if (!_G(auto_load))
-					boss_level3();
+					boss3SetupLevel();
 				f = false;
 			}
 		}
 		if (_G(current_level) == ENDING_SCREEN) {
-			ending_screen();
+			endingScreen();
 			f = false;
 		}
 	}
diff --git a/engines/got/game/boss1.cpp b/engines/got/game/boss1.cpp
index 643a3607869..c8b2290ff10 100644
--- a/engines/got/game/boss1.cpp
+++ b/engines/got/game/boss1.cpp
@@ -148,7 +148,7 @@ done:
 		d -= 2;
 
 done0:
-	next_frame(actor);
+	nextFrame(actor);
 	if (actor->_nextFrame == 3)
 		actor->_nextFrame = 0;
 
@@ -205,7 +205,7 @@ void boss1CheckHit(const Actor *actor, int x1, int y1, int x2, int y2, int act_n
 }
 
 void boss1SetupLevel() {
-	setup_boss(1);
+	setupBoss(1);
 	_G(boss_active) = true;
 	music_pause();
 	play_sound(BOSS11, true);
diff --git a/engines/got/game/boss2.cpp b/engines/got/game/boss2.cpp
index 383a57731f8..db608707e69 100644
--- a/engines/got/game/boss2.cpp
+++ b/engines/got/game/boss2.cpp
@@ -209,7 +209,7 @@ void boss2CheckHit(Actor *actor, int x1, int y1, int x2, int y2, int act_num) {
 }
 
 void boss2SetupLevel() {
-	setup_boss(2);
+	setupBoss(2);
 	_G(boss_active) = true;
 	music_pause();
 	play_sound(BOSS11, true);
@@ -262,7 +262,7 @@ static int boss2Die() {
 
 // Boss - skull (explode)
 static int boss2MovementExplode(Actor *actor) {
-	next_frame(actor);
+	nextFrame(actor);
 	_G(actor[4])._nextFrame = actor->_nextFrame;
 	_G(actor[5])._nextFrame = actor->_nextFrame;
 	_G(actor[6])._nextFrame = actor->_nextFrame;
@@ -379,7 +379,7 @@ static int boss2MovementShake(Actor *actor) {
 	}
 
 done:
-	next_frame(actor);
+	nextFrame(actor);
 	bossSet(actor->_dir, actor->_x, actor->_y);
 	return 0;
 }
diff --git a/engines/got/game/boss3.cpp b/engines/got/game/boss3.cpp
index e9545eaea81..5065bc7d0e2 100644
--- a/engines/got/game/boss3.cpp
+++ b/engines/got/game/boss3.cpp
@@ -33,98 +33,104 @@ namespace Got {
 
 #define LFC 10
 
-static int boss_mode;
-static int num_pods1;
-static byte pod_speed;
 static const byte EXPLOSION[4][8] = {
 	{126, 127, 128, 129, 130, 131, 132, 133},
 	{146, 147, 148, 149, 150, 151, 152, 153},
 	{166, 167, 168, 169, 170, 171, 172, 173},
-	{186, 187, 188, 189, 190, 191, 192, 193}};
+	{186, 187, 188, 189, 190, 191, 192, 193}
+};
 
+static int bossMode;
+static int numPods1;
+static byte podSpeed;
 static bool expf[4][8];
-static byte expcnt;
-
-static int boss_die();
-static void check_boss_hit();
-static void boss_change_mode();
-
-static void set_boss(Actor *actr) {
-	_G(actor[4])._nextFrame = actr->_nextFrame;
-	_G(actor[5])._nextFrame = actr->_nextFrame;
-	_G(actor[6])._nextFrame = actr->_nextFrame;
-
-	_G(actor[4])._lastDir = actr->_dir;
-	_G(actor[5])._lastDir = actr->_dir;
-	_G(actor[6])._lastDir = actr->_dir;
-	_G(actor[4])._dir = actr->_dir;
-	_G(actor[5])._dir = actr->_dir;
-	_G(actor[6])._dir = actr->_dir;
-
-	_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;
+static byte expCounter;
+
+static int bossDie();
+static void boss3CheckHit();
+static void bossChangeMode();
+
+static void setBoss(Actor *actor) {
+	_G(actor[4])._nextFrame = actor->_nextFrame;
+	_G(actor[5])._nextFrame = actor->_nextFrame;
+	_G(actor[6])._nextFrame = actor->_nextFrame;
+
+	_G(actor[4])._lastDir = actor->_dir;
+	_G(actor[5])._lastDir = actor->_dir;
+	_G(actor[6])._lastDir = actor->_dir;
+	_G(actor[4])._dir = actor->_dir;
+	_G(actor[5])._dir = actor->_dir;
+	_G(actor[6])._dir = actor->_dir;
+
+	_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;
 }
 
 // Boss - Loki-2
-static int boss_movement_one(Actor *actr) {
+static int boss3Movement1(Actor *actor) {
 	int rx, ry, i, numPods = 0;
 	int fcount;
 	
-	actr->_numMoves = 2;
-	pod_speed = 2;
+	actor->_numMoves = 2;
+	podSpeed = 2;
 
 	switch (_G(setup)._difficultyLevel) {
 	case 0:
 		numPods = 3;
 		break;
+
 	case 1:
 		numPods = 5;
 		break;
+
 	case 2:
 		numPods = 8;
 		break;
+
+	default:
+		break;
 	}
 
-	if (!actr->_temp1) {
+	if (!actor->_temp1) {
 		// Disappear
-		actr->_dir = 1;
-		actr->_frameCount = LFC;
-		actr->_nextFrame = 0;
-		actr->_temp1 = 1;
-		actr->_i6 = 1;
-		actr->_solid |= 128;
+		actor->_dir = 1;
+		actor->_frameCount = LFC;
+		actor->_nextFrame = 0;
+		actor->_temp1 = 1;
+		actor->_i6 = 1;
+		actor->_solid |= 128;
 		_G(actor[4])._solid |= 128;
 		_G(actor[5])._solid |= 128;
 		_G(actor[6])._solid |= 128;
 		play_sound(EXPLODE, true);
 		goto done;
 	}
-	if (actr->_i6) {
+	if (actor->_i6) {
 		// Fade out
-		fcount = actr->_frameCount - 1;
+		fcount = actor->_frameCount - 1;
 		if (fcount <= 0) {
-			actr->_nextFrame++;
-			if (actr->_nextFrame > 2) {
-				actr->_i6 = 0;
-				actr->_temp3 = 160;
+			actor->_nextFrame++;
+			if (actor->_nextFrame > 2) {
+				actor->_i6 = 0;
+				actor->_temp3 = 160;
 			}
-			actr->_frameCount = 3;
+			actor->_frameCount = 3;
 		} else
-			actr->_frameCount = fcount;
+			actor->_frameCount = fcount;
 		
 		goto done1;
 	}
-	if (actr->_temp3 > 1) {
-		actr->_temp3--;
+	if (actor->_temp3 > 1) {
+		actor->_temp3--;
 		goto done1;
 	}
 
-	if (actr->_temp3) {
-		for (i = 0; i < num_pods1; i++)
+	if (actor->_temp3) {
+		for (i = 0; i < numPods1; i++)
 			if (_G(actor[19 + i])._active)
 				goto done1;
 
@@ -136,119 +142,119 @@ static int boss_movement_one(Actor *actr) {
 				break;
 		}
 
-		actr->_x = rx;
-		actr->_y = ry;
-		actr->_frameCount = LFC;
-		actr->_temp4 = 40;
-		actr->_temp3 = 0;
+		actor->_x = rx;
+		actor->_y = ry;
+		actor->_frameCount = LFC;
+		actor->_temp4 = 40;
+		actor->_temp3 = 0;
 		play_sound(EXPLODE, true);
 		goto done1;
 	}
 
-	if (actr->_temp4) {
+	if (actor->_temp4) {
 		// Fade in
-		fcount = actr->_frameCount - 1;
+		fcount = actor->_frameCount - 1;
 		if (fcount <= 0) {
-			actr->_nextFrame--;
-			if (actr->_nextFrame > 254) {
-				actr->_nextFrame = 0;
-				actr->_dir = 0;
-				actr->_temp4 = 0;
-				actr->_temp5 = 80;
-				actr->_solid &= 0x7f;
+			actor->_nextFrame--;
+			if (actor->_nextFrame > 254) {
+				actor->_nextFrame = 0;
+				actor->_dir = 0;
+				actor->_temp4 = 0;
+				actor->_temp5 = 80;
+				actor->_solid &= 0x7f;
 				_G(actor[4])._solid &= 0x7f;
 				_G(actor[5])._solid &= 0x7f;
 				_G(actor[6])._solid &= 0x7f;
 			}
 
-			actr->_frameCount = 3;
+			actor->_frameCount = 3;
 		} else
-			actr->_frameCount = fcount;
+			actor->_frameCount = fcount;
 		
 		goto done1;
 	}
 
-	if (actr->_temp5) {
+	if (actor->_temp5) {
 		// Shoot
-		actr->_temp5--;
-		if (actr->_temp5 == 20) {
-			actr->_nextFrame = 3;
+		actor->_temp5--;
+		if (actor->_temp5 == 20) {
+			actor->_nextFrame = 3;
 			goto done1;
 		}
 		
-		if (!actr->_temp5) {
+		if (!actor->_temp5) {
 			if (_G(actor[4])._currNumShots < _G(actor[4])._numShotsAllowed) {
 				actor_always_shoots(&_G(actor[4]), 0);
 				const byte shot_actor = _G(actor[4])._shotActor;
-				_G(actor[shot_actor])._numMoves = pod_speed;
-				_G(actor[shot_actor])._x = actr->_x + 8;
-				_G(actor[shot_actor])._y = actr->_y + 16;
+				_G(actor[shot_actor])._numMoves = podSpeed;
+				_G(actor[shot_actor])._x = actor->_x + 8;
+				_G(actor[shot_actor])._y = actor->_y + 16;
 				_G(actor[shot_actor])._temp5 = 0;
 				for (i = 0; i < numPods; i++)
 					_G(actor[20 + i]) = _G(actor[19]);
 
-				num_pods1 = numPods;
-				actr->_temp1 = 0;
+				numPods1 = numPods;
+				actor->_temp1 = 0;
 			}
 		}
 
-		if (actr->_temp5 < 31)
+		if (actor->_temp5 < 31)
 			goto done1;
 	}
 
 done:
-	fcount = actr->_frameCount - 1;
+	fcount = actor->_frameCount - 1;
 	if (fcount <= 0) {
-		actr->_nextFrame++;
-		if (actr->_nextFrame > 2)
-			actr->_nextFrame = 0;
-		actr->_frameCount = LFC;
+		actor->_nextFrame++;
+		if (actor->_nextFrame > 2)
+			actor->_nextFrame = 0;
+		actor->_frameCount = LFC;
 	} else
-		actr->_frameCount = fcount;
+		actor->_frameCount = fcount;
 	
 done1:
-	set_boss(actr);
-	return actr->_dir;
+	setBoss(actor);
+	return actor->_dir;
 }
 
 // Boss - Loki-1
-int boss3_movement(Actor *actr) {
+int boss3Movement(Actor *actor) {
 	int x1, y1, ox, oy;
 	int fcount;
 
 
-	if (actr->_temp2)
-		actr->_temp2--;
+	if (actor->_temp2)
+		actor->_temp2--;
 	if (_G(boss_dead))
-		return boss_die();
-	check_boss_hit();
+		return bossDie();
+	boss3CheckHit();
 
-	if (!boss_mode)
-		return boss_movement_one(actr);
-	num_pods1 = 10;
+	if (!bossMode)
+		return boss3Movement1(actor);
+	numPods1 = 10;
 	switch (_G(setup)._difficultyLevel) {
 	case 0:
-		actr->_numMoves = 3;
-		actr->_speed = 2;
+		actor->_numMoves = 3;
+		actor->_speed = 2;
 		break;
 	case 1:
-		actr->_numMoves = 2;
-		actr->_speed = 1;
+		actor->_numMoves = 2;
+		actor->_speed = 1;
 		break;
 	case 2:
-		actr->_numMoves = 5;
-		actr->_speed = 2;
+		actor->_numMoves = 5;
+		actor->_speed = 2;
 		break;
 	}
 
-	int d = actr->_lastDir;
-	actr->_temp3++;
+	int d = actor->_lastDir;
+	actor->_temp3++;
 
 	int f = 0;
-	if (actr->_temp4) {
-		actr->_temp4--;
-		if (!actr->_temp4) {
-			actr->_temp3 = 0;
+	if (actor->_temp4) {
+		actor->_temp4--;
+		if (!actor->_temp4) {
+			actor->_temp3 = 0;
 			_G(actor[3])._frameSpeed = 4;
 			_G(actor[3])._dir = 0;
 			_G(actor[3])._lastDir = 0;
@@ -260,17 +266,17 @@ int boss3_movement(Actor *actr) {
 		goto skip_move;
 	}
 
-	if (actr->_edgeCounter)
-		actr->_edgeCounter--;
+	if (actor->_edgeCounter)
+		actor->_edgeCounter--;
 	else
 		goto new_dir;
 
-	if (overlap(actr->_x + 2, actr->_y + 8, actr->_x + 30, actr->_y + 30, _G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15))
-		thor_damaged(actr);
+	if (overlap(actor->_x + 2, actor->_y + 8, actor->_x + 30, actor->_y + 30, _G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15))
+		thor_damaged(actor);
 
-	ox = actr->_x;
-	oy = actr->_y;
-	switch (actr->_temp5) {
+	ox = actor->_x;
+	oy = actor->_y;
+	switch (actor->_temp5) {
 	case 0:
 		x1 = _G(actor[3])._x;
 		y1 = _G(actor[3])._y - 2;
@@ -280,7 +286,7 @@ int boss3_movement(Actor *actr) {
 		}
 		if (!check_move2(x1 + 16, y1, &_G(actor[4])))
 			f = 1;
-		actr->_y = oy - 2;
+		actor->_y = oy - 2;
 		break;
 	case 1:
 		x1 = _G(actor[5])._x;
@@ -291,7 +297,7 @@ int boss3_movement(Actor *actr) {
 		}
 		if (!check_move2(x1 + 16, y1, &_G(actor[6])))
 			f = 1;
-		actr->_y = oy + 2;
+		actor->_y = oy + 2;
 		break;
 	case 2:
 		x1 = _G(actor[3])._x - 2;
@@ -302,7 +308,7 @@ int boss3_movement(Actor *actr) {
 		}
 		if (!check_move2(x1, y1 + 16, &_G(actor[5])))
 			f = 1;
-		actr->_x = ox - 2;
+		actor->_x = ox - 2;
 		break;
 	case 3:
 		x1 = _G(actor[4])._x + 2;
@@ -313,7 +319,7 @@ int boss3_movement(Actor *actr) {
 		}
 		if (!check_move2(x1, y1 + 16, &_G(actor[6])))
 			f = 1;
-		actr->_x = ox + 2;
+		actor->_x = ox + 2;
 		break;
 	case 4: //ul
 		x1 = _G(actor[3])._x - 2;
@@ -322,8 +328,8 @@ int boss3_movement(Actor *actr) {
 			f = 1;
 			break;
 		}
-		actr->_x = ox - 2;
-		actr->_y = oy - 2;
+		actor->_x = ox - 2;
+		actor->_y = oy - 2;
 		break;
 	case 5:
 		x1 = _G(actor[4])._x + 2;
@@ -332,8 +338,8 @@ int boss3_movement(Actor *actr) {
 			f = 1;
 			break;
 		}
-		actr->_x = ox + 2;
-		actr->_y = oy - 2;
+		actor->_x = ox + 2;
+		actor->_y = oy - 2;
 		break;
 	case 6:
 		x1 = _G(actor[6])._x + 2;
@@ -342,8 +348,8 @@ int boss3_movement(Actor *actr) {
 			f = 1;
 			break;
 		}
-		actr->_x = ox + 2;
-		actr->_y = oy + 2;
+		actor->_x = ox + 2;
+		actor->_y = oy + 2;
 		break;
 	case 7:
 		x1 = _G(actor[5])._x - 2;
@@ -352,56 +358,58 @@ int boss3_movement(Actor *actr) {
 			f = 1;
 			break;
 		}
-		actr->_x = ox - 2;
-		actr->_y = oy + 2;
+		actor->_x = ox - 2;
+		actor->_y = oy + 2;
+		break;
+
+	default:
 		break;
 	}
-	fcount = actr->_frameCount - 1;
+	
+	fcount = actor->_frameCount - 1;
 	if (fcount) {
-		actr->_nextFrame++;
-		if (actr->_nextFrame > 2)
-			actr->_nextFrame = 0;
-		actr->_frameCount = 30;
+		actor->_nextFrame++;
+		if (actor->_nextFrame > 2)
+			actor->_nextFrame = 0;
+		actor->_frameCount = 30;
 	} else
-		actr->_frameCount = fcount;
+		actor->_frameCount = fcount;
 
 skip_move:
 
-	set_boss(actr);
+	setBoss(actor);
 	if (!f)
 		goto done;
 
 new_dir:
-	if (actr->_temp3 < 120)
+	if (actor->_temp3 < 120)
 		goto new_dir1;
 	
 	_G(actor[3])._frameSpeed = 8;
 	_G(actor[3])._nextFrame = 3;
 	_G(actor[4])._nextFrame = 3;
-	actr->_temp4 = 120;
-	actor_always_shoots(actr, 0);
-	_G(actor[actr->_shotActor])._x = actr->_x + 8;
-	_G(actor[actr->_shotActor])._y = actr->_y - 8;
-	_G(actor[actr->_shotActor])._temp1 = g_events->getRandomNumber(90, 189);
-	_G(actor[actr->_shotActor])._temp5 = 30;
-	_G(actor[actr->_shotActor])._speed = 2;
+	actor->_temp4 = 120;
+	actor_always_shoots(actor, 0);
+	_G(actor[actor->_shotActor])._x = actor->_x + 8;
+	_G(actor[actor->_shotActor])._y = actor->_y - 8;
+	_G(actor[actor->_shotActor])._temp1 = g_events->getRandomNumber(90, 189);
+	_G(actor[actor->_shotActor])._temp5 = 30;
+	_G(actor[actor->_shotActor])._speed = 2;
 	play_sound(BOSS12, true);
 
 new_dir1:
-	actr->_temp5 = _G(rand1) % 8;
-	actr->_edgeCounter = _G(rand2) + 60;
+	actor->_temp5 = _G(rand1) % 8;
+	actor->_edgeCounter = _G(rand2) + 60;
 
 done:
-	if (actr->_directions == 1)
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
-static void check_boss_hit() {
-	int rep;
-
+static void boss3CheckHit() {
 	if (_G(actor[3])._solid & 128) {
-		for (rep = 3; rep < 7; rep++)
+		for (int rep = 3; rep < 7; rep++)
 			_G(actor[rep])._magicHit = 0;
 
 		return;
@@ -420,7 +428,7 @@ static void check_boss_hit() {
 			_G(actor[3])._vulnerableCountdown = 50;
 			play_sound(BOSS13, true);
 
-			for (rep = 4; rep < 7; rep++) {
+			for (int rep = 4; rep < 7; rep++) {
 				_G(actor[rep])._magicHit = 0;
 				_G(actor[rep])._nextFrame = 1;
 				_G(actor[rep])._moveCountdown = 50;
@@ -428,14 +436,14 @@ static void check_boss_hit() {
 
 			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]));
 				}
 			}
 
 			if (_G(actor[3])._health == 50) {
-				boss_change_mode();
+				bossChangeMode();
 				_G(actor[3])._temp1 = 0;
 				_G(actor[3])._temp2 = 0;
 				_G(actor[3])._temp3 = 0;
@@ -447,22 +455,23 @@ static void check_boss_hit() {
 				_G(actor[3])._temp2 = 40;
 			}
 		}
-		for (rep = 3; rep < 7; rep++)
+		for (int rep = 3; rep < 7; rep++)
 			_G(actor[rep])._magicHit = 0;
 	}
 }
 
-static void boss_change_mode() {
+static void bossChangeMode() {
 	if (!_G(boss_intro2)) {
 		Gfx::Pics loki("FACE18", 262);
 		execute_script(1003, loki);
 		_G(boss_intro2) = true;
 	}
-	boss_mode = 0;
+	
+	bossMode = 0;
 }
 
-void boss_level3() {
-	setup_boss(3);
+void boss3SetupLevel() {
+	setupBoss(3);
 	_G(boss_active) = true;
 	music_pause();
 	play_sound(BOSS11, true);
@@ -478,10 +487,10 @@ void boss_level3() {
 
 	music_play(7, true);
 	_G(apple_drop) = 0;
-	boss_mode = 1;
+	bossMode = 1;
 }
 
-static int boss_die() {
+static int bossDie() {
 	if (_G(boss_dead)) {
 		for (int rep = 0; rep < 4; rep++) {
 			int x1 = _G(actor[3 + rep])._lastX[_G(pge)];
@@ -517,16 +526,16 @@ static int boss_die() {
 	return _G(actor[3])._lastDir;
 }
 
-void closing_sequence3() {
+void boss3ClosingSequence1() {
 	music_play(6, true);
 	odinSpeaks(1001, 0, "CLOSING");
 }
 
-void closing_sequence3_2() {
+void boss3ClosingSequence2() {
 	fill_score(20, "CLOSING");
 }
 
-void closing_sequence3_3() {
+void boss3ClosingSequence3() {
 	fill_health();
 	fill_magic();
 
@@ -549,7 +558,7 @@ void closing_sequence3_3() {
 	_G(thor)->_dir = 1;
 }
 
-void ending_screen() {
+void endingScreen() {
 	for (int i = 3; i < MAX_ACTORS; i++)
 		_G(actor[i])._moveType = 1;
 	
@@ -560,7 +569,7 @@ void ending_screen() {
 	_G(endgame) = 1;
 
 	_G(exprow) = 0;
-	expcnt = 0;
+	expCounter = 0;
 
 	_G(actor[34]) = _G(explosion);
 	_G(actor[34])._active = false;
@@ -607,10 +616,10 @@ int endgame_one() {
 }
 
 // Explode
-int endgame_movement() {
+int endGameMovement() {
 	if (!_G(endgame))
 		return 0;
-	if (expcnt > 3) {
+	if (expCounter > 3) {
 		endgame_one();
 		return 0;
 	}
@@ -643,8 +652,8 @@ int endgame_movement() {
 	if (_G(endgame) > 8) {
 		_G(endgame) = 1;
 		_G(exprow++);
-		expcnt++;
-		if (expcnt > 3) {
+		expCounter++;
+		if (expCounter > 3) {
 			memset(expf, 0, 32);
 		}
 	}
diff --git a/engines/got/game/boss3.h b/engines/got/game/boss3.h
index 844055bd692..cfca1d94821 100644
--- a/engines/got/game/boss3.h
+++ b/engines/got/game/boss3.h
@@ -27,13 +27,13 @@
 namespace Got {
 
 // Boss 3 - Loki
-extern int boss3_movement(Actor *actr);
-extern void boss_level3();
-extern void ending_screen();
-extern void closing_sequence3();
-extern void closing_sequence3_2();
-extern void closing_sequence3_3();
-extern int endgame_movement();
+extern int boss3Movement(Actor *actor);
+extern void boss3SetupLevel();
+extern void endingScreen();
+extern void boss3ClosingSequence1();
+extern void boss3ClosingSequence2();
+extern void boss3ClosingSequence3();
+extern int endGameMovement();
 
 } // namespace Got
 
diff --git a/engines/got/game/init.cpp b/engines/got/game/init.cpp
index 9f99bbe63a1..2d16698fd71 100644
--- a/engines/got/game/init.cpp
+++ b/engines/got/game/init.cpp
@@ -31,7 +31,7 @@
 
 namespace Got {
 
-void setup_player() {
+void setupPlayer() {
 	_G(thor_info).clear();
 	_G(thor_info)._inventory = 0;
 	if (_G(area) > 1)
@@ -73,9 +73,9 @@ void setup_player() {
 	}
 }
 
-void initialize_game() {
+void initGame() {
 	load_standard_actors();
-	setup_player();
+	setupPlayer();
 
 	if (_G(demo)) {
 		g_vars->setArea(1);
@@ -115,7 +115,7 @@ void initialize_game() {
 	_G(startup) = false;
 }
 
-int setup_boss(int num) {
+int setupBoss(int num) {
 	if (_G(boss_loaded) == num)
 		return 1;
 
@@ -128,27 +128,27 @@ int setup_boss(int num) {
 		}
 	}
 
-	Common::String ress = Common::String::format("BOSSV%d1", num);
-	_G(boss_sound[0]) = (byte *)res_falloc_read(ress);
+	Common::String ressourceName = Common::String::format("BOSSV%d1", num);
+	_G(boss_sound[0]) = (byte *)res_falloc_read(ressourceName);
 	if (!_G(boss_sound[0]))
 		return 0;
 	_G(dig_sound[NUM_SOUNDS - 3]) = _G(boss_sound[0]);
 
-	ress = Common::String::format("BOSSV%d2", num);
-	_G(boss_sound[1]) = (byte *)res_falloc_read(ress);
+	ressourceName = Common::String::format("BOSSV%d2", num);
+	_G(boss_sound[1]) = (byte *)res_falloc_read(ressourceName);
 	if (!_G(boss_sound[1]))
 		return 0;
 	_G(dig_sound[NUM_SOUNDS - 2]) = _G(boss_sound[1]);
 
-	ress = Common::String::format("BOSSV%d3", num);
-	_G(boss_sound[2]) = (byte *)res_falloc_read(ress);
+	ressourceName = Common::String::format("BOSSV%d3", num);
+	_G(boss_sound[2]) = (byte *)res_falloc_read(ressourceName);
 	if (!_G(boss_sound[2]))
 		return 0;
 	_G(dig_sound[NUM_SOUNDS - 1]) = _G(boss_sound[2]);
 
 	Common::String prefix = (num == 2) ? "BOSSP1" : Common::String::format("BOSSP%d", num);
-	ress = prefix + "1";
-	_G(boss_pcsound[0]) = (byte *)res_falloc_read(ress);
+	ressourceName = prefix + "1";
+	_G(boss_pcsound[0]) = (byte *)res_falloc_read(ressourceName);
 	if (!_G(boss_pcsound[0]))
 		return 0;
 
@@ -157,13 +157,13 @@ int setup_boss(int num) {
 	_G(pc_sound[NUM_SOUNDS - 3][1]) = 0;
 
 	Common::File f;
-	if (!f.open(Common::Path(ress)))
+	if (!f.open(Common::Path(ressourceName)))
 		return 0;
 	_G(pcsound_length[NUM_SOUNDS - 3]) = f.size();
 	f.close();
 
-	ress = prefix + "2";
-	_G(boss_pcsound[1]) = (byte *)res_falloc_read(ress);
+	ressourceName = prefix + "2";
+	_G(boss_pcsound[1]) = (byte *)res_falloc_read(ressourceName);
 	if (!_G(boss_pcsound[1]))
 		return 0;
 
@@ -171,20 +171,20 @@ int setup_boss(int num) {
 	_G(pc_sound[NUM_SOUNDS - 2][0]) = 0;
 	_G(pc_sound[NUM_SOUNDS - 2][1]) = 0;
 
-	if (!f.open(Common::Path(ress)))
+	if (!f.open(Common::Path(ressourceName)))
 		return 0;
 	_G(pcsound_length[NUM_SOUNDS - 2]) = f.size();
 	f.close();
 
-	ress = prefix + "3";
-	_G(boss_pcsound[2]) = (byte *)res_falloc_read(ress);
+	ressourceName = prefix + "3";
+	_G(boss_pcsound[2]) = (byte *)res_falloc_read(ressourceName);
 	if (!_G(boss_pcsound[2]))
 		return 0;
 	_G(pc_sound[NUM_SOUNDS - 1]) = _G(boss_pcsound[2]);
 	_G(pc_sound[NUM_SOUNDS - 1][0]) = 0;
 	_G(pc_sound[NUM_SOUNDS - 1][1]) = 0;
 
-	if (!f.open(Common::Path(ress)))
+	if (!f.open(Common::Path(ressourceName)))
 		return 0;
 	_G(pcsound_length[NUM_SOUNDS - 1]) = f.size();
 	f.close();
diff --git a/engines/got/game/init.h b/engines/got/game/init.h
index bf8b87048b0..c83132f6d7b 100644
--- a/engines/got/game/init.h
+++ b/engines/got/game/init.h
@@ -27,8 +27,8 @@ namespace Got {
 /**
  * Handles in-game initialization the first time
  */
-extern void initialize_game();
-extern int setup_boss(int num);
+extern void initGame();
+extern int setupBoss(int num);
 
 } // namespace Got
 
diff --git a/engines/got/game/main.cpp b/engines/got/game/main.cpp
index bd32031e7be..d829b5a6314 100644
--- a/engines/got/game/main.cpp
+++ b/engines/got/game/main.cpp
@@ -25,7 +25,7 @@
 
 namespace Got {
 
-void setup_load() {
+void setupLoad() {
 	_G(thor)->_active = true;
 	_G(new_level) = _G(thor_info)._lastScreen;
 	_G(thor)->_x = (_G(thor_info)._lastIcon % 20) * 16;
diff --git a/engines/got/game/main.h b/engines/got/game/main.h
index 210d829879d..17ff43fc5ba 100644
--- a/engines/got/game/main.h
+++ b/engines/got/game/main.h
@@ -24,7 +24,7 @@
 
 namespace Got {
 
-extern void setup_load();
+extern void setupLoad();
 extern void pause(int delay);
 
 } // namespace Got
diff --git a/engines/got/game/move.cpp b/engines/got/game/move.cpp
index 7ebac71eca2..0c3558a3da5 100644
--- a/engines/got/game/move.cpp
+++ b/engines/got/game/move.cpp
@@ -30,7 +30,7 @@
 
 namespace Got {
 
-void next_frame(Actor *actr) {
+void nextFrame(Actor *actr) {
 	const int fcount = actr->_frameCount - 1;
 
 	if (fcount <= 0) {
diff --git a/engines/got/game/move.h b/engines/got/game/move.h
index c1f9aff45b3..ed5d1474a9c 100644
--- a/engines/got/game/move.h
+++ b/engines/got/game/move.h
@@ -26,7 +26,7 @@
 
 namespace Got {
 
-extern void next_frame(Actor *actr);
+extern void nextFrame(Actor *actr);
 extern bool point_within(int x, int y, int x1, int y1, int x2, int y2);
 extern bool overlap(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4);
 extern int  reverse_direction(Actor *actr);
diff --git a/engines/got/game/move_patterns.cpp b/engines/got/game/move_patterns.cpp
index 62460e2f0a1..a4c81061ebc 100644
--- a/engines/got/game/move_patterns.cpp
+++ b/engines/got/game/move_patterns.cpp
@@ -717,7 +717,7 @@ int movement_zero(Actor *actr) {
 		_G(diag) = 1;
 		_G(diag_flag) = true;
 		if (check_thor_move(x - 2, y - 2, actr)) {
-			next_frame(actr);
+			nextFrame(actr);
 			return d;
 		}
 	} else if (_G(key_flag[key_up]) && _G(key_flag[key_right])) {
@@ -726,7 +726,7 @@ int movement_zero(Actor *actr) {
 		_G(diag) = 2;
 		_G(diag_flag) = true;
 		if (check_thor_move(x + 2, y - 2, actr)) {
-			next_frame(actr);
+			nextFrame(actr);
 			return d;
 		}
 	} else if (_G(key_flag[key_down]) && _G(key_flag[key_left])) {
@@ -735,7 +735,7 @@ int movement_zero(Actor *actr) {
 		_G(diag) = 4;
 		_G(diag_flag) = true;
 		if (check_thor_move(x - 2, y + 2, actr)) {
-			next_frame(actr);
+			nextFrame(actr);
 			return d;
 		}
 	} else if (_G(key_flag[key_down]) && _G(key_flag[key_right])) {
@@ -744,7 +744,7 @@ int movement_zero(Actor *actr) {
 		_G(diag) = 3;
 		_G(diag_flag) = true;
 		if (check_thor_move(x + 2, y + 2, actr)) {
-			next_frame(actr);
+			nextFrame(actr);
 			return d;
 		}
 	}
@@ -754,7 +754,7 @@ int movement_zero(Actor *actr) {
 			d = 3;
 			actr->_dir = d;
 			if (check_thor_move(x + 2, y, actr)) {
-				next_frame(actr);
+				nextFrame(actr);
 				return d;
 			}
 		}
@@ -764,7 +764,7 @@ int movement_zero(Actor *actr) {
 			d = 2;
 			actr->_dir = d;
 			if (check_thor_move(x - 2, y, actr)) {
-				next_frame(actr);
+				nextFrame(actr);
 				return d;
 			}
 		}
@@ -774,7 +774,7 @@ int movement_zero(Actor *actr) {
 			d = 1;
 			actr->_dir = d;
 			if (check_thor_move(x, y + 2, actr)) {
-				next_frame(actr);
+				nextFrame(actr);
 				return d;
 			}
 		}
@@ -784,7 +784,7 @@ int movement_zero(Actor *actr) {
 			d = 0;
 			actr->_dir = d;
 			if (check_thor_move(x, y - 2, actr)) {
-				next_frame(actr);
+				nextFrame(actr);
 				return d;
 			}
 		}
@@ -925,7 +925,7 @@ int special_movement_one(Actor *actr) {
 		}
 		break;
 	}
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	return 1;
 }
@@ -1097,7 +1097,7 @@ int special_movement_eleven(Actor *actr) {
 
 // No movement - frame cycle
 int movement_one(Actor *actr) {
-	next_frame(actr);
+	nextFrame(actr);
 	return actr->_dir;
 }
 
@@ -1134,7 +1134,7 @@ int movement_two(Actor *actr) {
 			_G(tornado_used) = false;
 		}
 	}
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -1173,7 +1173,7 @@ int movement_three(Actor *actr) {
 		}
 		break;
 	}
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -1222,7 +1222,7 @@ int movement_four(Actor *actr) {
 		if (!f)
 			check_move2(actr->_x, actr->_y, actr);
 	}
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -1265,7 +1265,7 @@ int movement_five(Actor *actr) {
 		x1 += xd;
 		y1 += yd;
 		if (check_move2(x1, y1, actr)) {
-			next_frame(actr);
+			nextFrame(actr);
 			actr->_lastDir = d;
 			if (actr->_directions == 1)
 				return 0;
@@ -1293,7 +1293,7 @@ int movement_five(Actor *actr) {
 					d = 3;
 				else
 					d = 2;
-				next_frame(actr);
+				nextFrame(actr);
 				actr->_lastDir = d;
 				if (actr->_directions == 1)
 					return 0;
@@ -1308,7 +1308,7 @@ int movement_five(Actor *actr) {
 					d = 1;
 				else
 					d = 0;
-				next_frame(actr);
+				nextFrame(actr);
 				actr->_lastDir = d;
 				if (actr->_directions == 1)
 					return 0;
@@ -1323,7 +1323,7 @@ int movement_five(Actor *actr) {
 					d = 1;
 				else
 					d = 0;
-				next_frame(actr);
+				nextFrame(actr);
 				actr->_lastDir = d;
 				if (actr->_directions == 1)
 					return 0;
@@ -1338,7 +1338,7 @@ int movement_five(Actor *actr) {
 					d = 3;
 				else
 					d = 2;
-				next_frame(actr);
+				nextFrame(actr);
 				actr->_lastDir = d;
 				if (actr->_directions == 1)
 					return 0;
@@ -1347,7 +1347,7 @@ int movement_five(Actor *actr) {
 		}
 	}
 	check_move2(actr->_x, actr->_y, actr);
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -1373,7 +1373,7 @@ int movement_six(Actor *actr) {
 		}
 	}
 
-	next_frame(actr);
+	nextFrame(actr);
 	return 0;
 }
 
@@ -1393,7 +1393,7 @@ int movement_eight(Actor *actr) {
 	else
 		actr->_x = _G(thor)->_x;
 	actr->_y = _G(thor)->_y;
-	next_frame(actr);
+	nextFrame(actr);
 	return 0;
 }
 
@@ -1435,7 +1435,7 @@ int movement_nine(Actor *actr) {
 		actr->_counter = g_events->getRandomNumber(10, 99);
 		d = g_events->getRandomNumber(3);
 	}
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -1480,7 +1480,7 @@ int movement_ten(Actor *actr) {
 	if (lastDir > 1)
 		lastDir -= 2;
 
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = lastDir;
 	if (actr->_directions == 1)
 		return 0;
@@ -1526,7 +1526,7 @@ int movement_eleven(Actor *actr) {
 		break;
 	}
 
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -1551,7 +1551,7 @@ int movement_twelve(Actor *actr) {
 		d = 2;
 		break;
 	}
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -1621,7 +1621,7 @@ int movement_fourteen(Actor *actr) {
 		}
 		break;
 	}
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -1658,7 +1658,7 @@ int movement_sixteen(Actor *actr) {
 		d = g_events->getRandomNumber(3);
 	}
 
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -1703,7 +1703,7 @@ int movement_seventeen(Actor *actr) {
 		d = 1;
 		break;
 	}
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -1749,7 +1749,7 @@ int movement_eighteen(Actor *actr) {
 			d = reverse_direction(actr);
 		}
 	}
-	next_frame(actr);
+	nextFrame(actr);
 	return d;
 }
 
@@ -1864,7 +1864,7 @@ redo:
 // Spinball counter-clockwise
 int movement_twentythree(Actor *actr) {
 	int d = actr->_lastDir;
-	next_frame(actr);
+	nextFrame(actr);
 	if (actr->_passValue & 2)
 		actr->_numMoves = 2;
 
@@ -1960,7 +1960,7 @@ int movement_twentythree(Actor *actr) {
 // Spinball  clockwise
 int movement_twentyfour(Actor *actr) {
 	int d = actr->_lastDir;
-	next_frame(actr);
+	nextFrame(actr);
 	if (actr->_passValue & 2)
 		actr->_numMoves = 2;
 
@@ -2080,7 +2080,7 @@ int movement_twentysix(Actor *actr) {
 	if (GAME2)
 		return boss2Movement(actr);
 	if (GAME3)
-		return boss3_movement(actr);
+		return boss3Movement(actr);
 
 	return movement_one(actr);
 }
@@ -2117,7 +2117,7 @@ int movement_twentyeight(Actor *actr) {
 				actr->_frameSpeed = 4;
 			}
 
-			next_frame(actr);
+			nextFrame(actr);
 			if (actr->_nextFrame == 3) {
 				if (actr->_currNumShots < actr->_numShotsAllowed)
 					actor_shoots(actr, 0);
@@ -2214,7 +2214,7 @@ int movement_thirty(Actor *actr) {
 	if (!check_move2(x1, y1, actr))
 		d ^= 1;
 
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -2243,7 +2243,7 @@ int movement_thirtyone(Actor *actr) {
 	}
 
 done:
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -2274,7 +2274,7 @@ int movement_thirtyfive(Actor *actr) {
 // Acid drop
 int movement_thirtysix(Actor *actr) {
 	actr->_speed = actr->_passValue;
-	next_frame(actr);
+	nextFrame(actr);
 	if (actr->_nextFrame == 0 && actr->_frameCount == actr->_frameSpeed) {
 		actor_always_shoots(actr, 1);
 		_G(actor[actr->_shotActor])._x -= 2;
@@ -2320,7 +2320,7 @@ int movement_thirtyseven(Actor *actr) {
 		actr->_counter = g_events->getRandomNumber(10, 99);
 		d = g_events->getRandomNumber(3);
 	}
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -2410,7 +2410,7 @@ int movement_thirtyeight(Actor *actr) {
 			goto done;
 		}
 	}
-	next_frame(actr);
+	nextFrame(actr);
 
 done:
 	actr->_lastDir = d;
@@ -2453,7 +2453,7 @@ int movement_thirtynine(Actor *actr) {
 		_G(actor[5])._x -= 2;
 		_G(actor[6])._x -= 2;
 	}
-	next_frame(actr);
+	nextFrame(actr);
 	if (actr->_nextFrame == 3)
 		actr->_nextFrame = 0;
 	_G(actor[4])._nextFrame = _G(actor[3])._nextFrame;
@@ -2494,7 +2494,7 @@ int movement_forty(Actor *actr) {
 		_G(actor[actr->_shotActor])._x += 6;
 	}
 
-	next_frame(actr);
+	nextFrame(actr);
 	_G(actor[a - 2])._nextFrame = actr->_nextFrame;
 	_G(actor[a - 1])._nextFrame = actr->_nextFrame;
 	_G(actor[a + 1])._nextFrame = actr->_nextFrame;
diff --git a/engines/got/game/shot_movement.cpp b/engines/got/game/shot_movement.cpp
index e4cdec359c1..482bca57895 100644
--- a/engines/got/game/shot_movement.cpp
+++ b/engines/got/game/shot_movement.cpp
@@ -265,7 +265,7 @@ int shot_movement_four(Actor *actr) {
 		x1 += xd;
 		y1 += yd;
 		if (check_move3(x1, y1, actr)) {
-			next_frame(actr);
+			nextFrame(actr);
 			actr->_lastDir = d;
 			if (actr->_directions == 1)
 				return 0;
@@ -292,7 +292,7 @@ int shot_movement_four(Actor *actr) {
 					d = 3;
 				else
 					d = 2;
-				next_frame(actr);
+				nextFrame(actr);
 				actr->_lastDir = d;
 				if (actr->_directions == 1)
 					return 0;
@@ -307,7 +307,7 @@ int shot_movement_four(Actor *actr) {
 					d = 1;
 				else
 					d = 0;
-				next_frame(actr);
+				nextFrame(actr);
 				actr->_lastDir = d;
 				if (actr->_directions == 1)
 					return 0;
@@ -322,7 +322,7 @@ int shot_movement_four(Actor *actr) {
 					d = 1;
 				else
 					d = 0;
-				next_frame(actr);
+				nextFrame(actr);
 				actr->_lastDir = d;
 				if (actr->_directions == 1)
 					return 0;
@@ -337,7 +337,7 @@ int shot_movement_four(Actor *actr) {
 					d = 3;
 				else
 					d = 2;
-				next_frame(actr);
+				nextFrame(actr);
 				actr->_lastDir = d;
 				if (actr->_directions == 1)
 					return 0;
@@ -346,7 +346,7 @@ int shot_movement_four(Actor *actr) {
 		}
 	}
 	check_move3(actr->_x, actr->_y, actr);
-	next_frame(actr);
+	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
 		return 0;
@@ -590,7 +590,7 @@ int shot_movement_eleven(Actor *actr) {
 			_G(actor[actr->_creator])._currNumShots--;
 		actor_destroyed(actr);
 	} else
-		next_frame(actr);
+		nextFrame(actr);
 
 	if (actr->_directions == 1)
 		return 0;
diff --git a/engines/got/got.cpp b/engines/got/got.cpp
index 993ca86d665..4d70712455f 100644
--- a/engines/got/got.cpp
+++ b/engines/got/got.cpp
@@ -76,7 +76,7 @@ Common::Error GotEngine::run() {
 
 	// General initialization
 	if (_G(demo))
-		initialize_game();
+		initGame();
 	syncSoundSettings();
 
 	runGame();
@@ -117,7 +117,7 @@ Common::Error GotEngine::syncGame(Common::Serializer &s) {
 		// For savegames loaded directly from the ScummVM launcher,
 		// take care of initializing game defaults before rest of loading
 		if (!firstView() || firstView()->getName() != "Game")
-			initialize_game();
+			initGame();
 
 		int area = _G(setup)._areaNum;
 		if (area == 0)
@@ -174,7 +174,7 @@ void GotEngine::savegameLoaded() {
 	_G(slow_mode) = _G(setup)._slowMode != 0;
 
 	g_events->replaceView("Game", true);
-	setup_load();
+	setupLoad();
 }
 
 bool GotEngine::canLoadGameStateCurrently(Common::U32String *msg) {
diff --git a/engines/got/views/dialogs/main_menu.cpp b/engines/got/views/dialogs/main_menu.cpp
index f6f07b79b09..d0ad3c96641 100644
--- a/engines/got/views/dialogs/main_menu.cpp
+++ b/engines/got/views/dialogs/main_menu.cpp
@@ -67,7 +67,7 @@ void MainMenu::selected() {
 	case 4:
 		if (gDebugLevel > 0) {
 			_G(demo) = true;
-			initialize_game();
+			initGame();
 			replaceView("PartTitle", true, true);
 		} else {
 			addView("Quit");
diff --git a/engines/got/views/dialogs/select_game.cpp b/engines/got/views/dialogs/select_game.cpp
index a1e63a54e8c..3f3dedfcb38 100644
--- a/engines/got/views/dialogs/select_game.cpp
+++ b/engines/got/views/dialogs/select_game.cpp
@@ -42,7 +42,7 @@ void SelectGame::selected() {
 	g_vars->setArea(_selectedItem + 1);
 
 	// Switch to the story view for the selected game area
-	initialize_game();
+	initGame();
 	replaceView("Story", true, true);
 }
 
diff --git a/engines/got/views/game.cpp b/engines/got/views/game.cpp
index 460634c2530..e4fa14f282f 100644
--- a/engines/got/views/game.cpp
+++ b/engines/got/views/game.cpp
@@ -60,14 +60,14 @@ bool Game::msgKeypress(const KeypressMessage &msg) {
 			else if (GAME2 && _G(current_level) == BOSS_LEVEL2)
 				boss2ClosingSequence1();
 			else if (GAME3 && _G(current_level) == BOSS_LEVEL3)
-				closing_sequence3();
+				boss3ClosingSequence1();
 		}
 		break;
 
 	case Common::KEYCODE_e:
 		if (gDebugLevel > 0 && GAME3)
 			// Launch endgame screen
-			closing_sequence3_3();
+			boss3ClosingSequence3();
 		break;
 
 	case Common::KEYCODE_s:
diff --git a/engines/got/views/game_content.cpp b/engines/got/views/game_content.cpp
index d20d286c145..50e117b7b43 100644
--- a/engines/got/views/game_content.cpp
+++ b/engines/got/views/game_content.cpp
@@ -148,7 +148,7 @@ bool GameContent::tick() {
 		checkForCheats();
 
 		if (_G(endgame))
-			endgame_movement();
+			endGameMovement();
 		break;
 
 	case MODE_THOR_DIES:
@@ -406,7 +406,7 @@ void GameContent::checkForBossDead() {
 					boss2ClosingSequence1();
 					break;
 				case 3:
-					closing_sequence3();
+					boss3ClosingSequence1();
 					break;
 				default:
 					break;
@@ -705,7 +705,7 @@ void GameContent::closingSequence() {
 			boss2ClosingSequence2();
 			break;
 		case 3:
-			closing_sequence3_2();
+			boss3ClosingSequence2();
 			break;
 		default:
 			break;
@@ -721,7 +721,7 @@ void GameContent::closingSequence() {
 			boss2ClosingSequence3();
 			break;
 		case 3:
-			closing_sequence3_3();
+			boss3ClosingSequence3();
 			break;
 		default:
 			break;




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