[Scummvm-git-logs] scummvm master -> 7f64ddfbb1a04f197a2355872d8c326c0c33543b

Strangerke noreply at scummvm.org
Sun Jan 19 09:22:10 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:
7f64ddfbb1 GOT: renaming and constness in game and views folders, add some missing default cases in switches


Commit: 7f64ddfbb1a04f197a2355872d8c326c0c33543b
    https://github.com/scummvm/scummvm/commit/7f64ddfbb1a04f197a2355872d8c326c0c33543b
Author: Strangerke (arnaud.boutonne at gmail.com)
Date: 2025-01-19T10:21:58+01:00

Commit Message:
GOT: renaming and constness in game and views folders, add some missing default cases in switches

Changed paths:
    engines/got/data/actor.h
    engines/got/game/back.cpp
    engines/got/game/back.h
    engines/got/game/boss1.cpp
    engines/got/game/boss2.cpp
    engines/got/game/boss3.cpp
    engines/got/game/init.cpp
    engines/got/game/move.cpp
    engines/got/game/move.h
    engines/got/game/move_patterns.cpp
    engines/got/game/move_patterns.h
    engines/got/game/object.cpp
    engines/got/game/shot_movement.cpp
    engines/got/game/shot_pattern.cpp
    engines/got/got.cpp
    engines/got/views/game.cpp
    engines/got/views/game_content.cpp


diff --git a/engines/got/data/actor.h b/engines/got/data/actor.h
index 977a1551c55..88f04d6d686 100644
--- a/engines/got/data/actor.h
+++ b/engines/got/data/actor.h
@@ -19,12 +19,12 @@
  *
  */
 
-#include "common/stream.h"
-#include "graphics/managed_surface.h"
-
 #ifndef GOT_DATA_ACTOR_H
 #define GOT_DATA_ACTOR_H
 
+#include "common/stream.h"
+#include "graphics/managed_surface.h"
+
 namespace Got {
 
 #define DIRECTION_COUNT 4
@@ -35,7 +35,7 @@ struct Actor {
 	byte _moveType = 0;           // Movement pattern (0=none)
 	byte _width = 0;              // Physical width
 	byte _height = 0;             // Physical height
-	byte _directions = 0;         // 1,2 or 4 (1=uni-directional)
+	byte _directions = 0;         // 1, 2 or 4 (1=uni-directional)
 	byte _framesPerDirection = 0; // # frames per direction
 	byte _frameSpeed = 0;         // # cycles between frame changes
 	byte _frameSequence[4] = {};  // Sequence
@@ -51,7 +51,7 @@ struct Actor {
 	byte _solid = 0;              // 1=solid (not ghost,etc)
 	bool _flying = false;         //
 	byte _dropRating = 0;         // rnd(100) < _dropRating = jewel
-	byte _type = 0;               // Actor (0=thor,1=hammer,2=enemy,3=shot)
+	byte _type = 0;               // Actor (0 = thor, 1 = hammer, 2 = enemy, 3 = shot)
 	char _name[9] = {};           // Actors name
 	byte _funcNum = 0;            // Special function when thor touches
 	byte _funcPass = 0;           // Value to pass to func
diff --git a/engines/got/game/back.cpp b/engines/got/game/back.cpp
index 8c72e557e64..96c8016354b 100644
--- a/engines/got/game/back.cpp
+++ b/engines/got/game/back.cpp
@@ -45,7 +45,7 @@ const char *ITEM_NAMES[] = {
 
 static const char *odinEndMessage;
 
-void showLevel(int new_level) {
+void showLevel(const int newLevel) {
 	_G(boss_active) = false;
 	if (!_G(shield_on))
 		_G(actor[2])._active = false;
@@ -75,23 +75,23 @@ void showLevel(int new_level) {
 		warning("showLevel - Potential short move missing");
 
 	if (_G(warp_flag))
-		_G(current_level) = new_level - 5; // Force phase
+		_G(current_level) = newLevel - 5; // Force phase
 	_G(warp_flag) = false;
 
 	if (_G(warp_scroll)) {
 		_G(warp_scroll) = false;
 		if (_G(thor)->_dir == 0)
-			_G(current_level) = new_level + 10;
+			_G(current_level) = newLevel + 10;
 		else if (_G(thor)->_dir == 1)
-			_G(current_level) = new_level - 10;
+			_G(current_level) = newLevel - 10;
 		else if (_G(thor)->_dir == 2)
-			_G(current_level) = new_level + 1;
+			_G(current_level) = newLevel + 1;
 		else if (_G(thor)->_dir == 3)
-			_G(current_level) = new_level - 1;
+			_G(current_level) = newLevel - 1;
 	}
 
 	if (!_G(setup)._scrollFlag)
-		_G(current_level) = new_level; // Force no scroll
+		_G(current_level) = newLevel; // Force no scroll
 
 	if (_G(music_current) != _G(levelMusic))
 		_G(sound).music_pause();
@@ -192,7 +192,7 @@ static void odin_speaks_end() {
 		g_events->send(GameMessage(odinEndMessage));
 }
 
-void odinSpeaks(int index, int item, const char *endMessage) {
+void odinSpeaks(const int index, int item, const char *endMessage) {
 	odinEndMessage = endMessage;
 
 	execute_script((long)index, _G(odin), odin_speaks_end);
@@ -203,14 +203,15 @@ int switchIcons() {
 
 	for (int y = 0; y < 12; y++) {
 		for (int x = 0; x < 20; x++) {
-			int ix = x * 16;
-			int iy = y * 16;
+			const int ix = x * 16;
+			const int iy = y * 16;
 			if (_G(scrn)._iconGrid[y][x] == 93) {
 				placeTile(x, y, 144);
 			} else if (_G(scrn)._iconGrid[y][x] == 144) {
 				placeTile(x, y, 93);
 				killEnemies(iy, ix);
 			}
+			
 			if (_G(scrn)._iconGrid[y][x] == 94) {
 				placeTile(x, y, 146);
 			} else if (_G(scrn)._iconGrid[y][x] == 146) {
@@ -242,7 +243,7 @@ int rotateArrows() {
 	return 0;
 }
 
-void killEnemies(int iy, int ix) {
+void killEnemies(const int iy, const int ix) {
 	int x1, y1, x2, y2;
 
 	for (int i = 3; i < MAX_ACTORS; i++) {
@@ -252,14 +253,14 @@ void killEnemies(int iy, int ix) {
 			x2 = (_G(actor[i])._x + _G(actor[i])._sizeX);
 			y2 = _G(actor[i])._y + _G(actor[i])._sizeY - 1;
 
-			if (point_within(x1, y1, ix, iy, ix + 15, iy + 15))
-				actor_destroyed(&_G(actor[i]));
-			else if (point_within(x2, y1, ix, iy, ix + 15, iy + 15))
-				actor_destroyed(&_G(actor[i]));
-			else if (point_within(x1, y2, ix, iy, ix + 15, iy + 15))
-				actor_destroyed(&_G(actor[i]));
-			else if (point_within(x2, y2, ix, iy, ix + 15, iy + 15))
-				actor_destroyed(&_G(actor[i]));
+			if (pointWithin(x1, y1, ix, iy, ix + 15, iy + 15))
+				actorDestroyed(&_G(actor[i]));
+			else if (pointWithin(x2, y1, ix, iy, ix + 15, iy + 15))
+				actorDestroyed(&_G(actor[i]));
+			else if (pointWithin(x1, y2, ix, iy, ix + 15, iy + 15))
+				actorDestroyed(&_G(actor[i]));
+			else if (pointWithin(x2, y2, ix, iy, ix + 15, iy + 15))
+				actorDestroyed(&_G(actor[i]));
 		}
 	}
 
@@ -268,7 +269,7 @@ void killEnemies(int iy, int ix) {
 	x2 = x1 + 13;
 	y2 = y1 + 5;
 
-	if (point_within(x1, y1, ix, iy, ix + 15, iy + 15) || point_within(x2, y1, ix, iy, ix + 15, iy + 15) || point_within(x1, y2, ix, iy, ix + 15, iy + 15) || point_within(x2, y2, ix, iy, ix + 15, iy + 15)) {
+	if (pointWithin(x1, y1, ix, iy, ix + 15, iy + 15) || pointWithin(x2, y1, ix, iy, ix + 15, iy + 15) || pointWithin(x1, y2, ix, iy, ix + 15, iy + 15) || pointWithin(x2, y2, ix, iy, ix + 15, iy + 15)) {
 		if (!_G(cheats).freezeHealth) {
 			_G(thor)->_health = 0;
 			g_events->send(GameMessage("THOR_DIES"));
@@ -276,8 +277,8 @@ void killEnemies(int iy, int ix) {
 	}
 }
 
-void removeObjects(int y, int x) {
-	int p = (y * 20) + x;
+void removeObjects(const int y, const int x) {
+	const int p = (y * 20) + x;
 
 	if (_G(object_map[p]) > 0) {
 		_G(object_map[p]) = 0;
@@ -285,7 +286,7 @@ void removeObjects(int y, int x) {
 	}
 }
 
-void placeTile(int x, int y, int tile) {
+void placeTile(const int x, const int y, const int tile) {
 	_G(scrn)._iconGrid[y][x] = tile;
 	removeObjects(y, x);
 }
diff --git a/engines/got/game/back.h b/engines/got/game/back.h
index 773698bf536..81ebf836f0c 100644
--- a/engines/got/game/back.h
+++ b/engines/got/game/back.h
@@ -35,7 +35,7 @@ extern const char *ITEM_NAMES[];
  * Now in ScummVM, it only does the setup portions, since the
  * GameContent view takes care of the scene rendering.
 */
-extern void showLevel(int new_level);
+extern void showLevel(int newLevel);
 extern void showLevelDone();
 extern void odinSpeaks(int index, int item, const char *endMessage = nullptr);
 extern int switchIcons();
diff --git a/engines/got/game/boss1.cpp b/engines/got/game/boss1.cpp
index c8b2290ff10..41f1582ef4a 100644
--- a/engines/got/game/boss1.cpp
+++ b/engines/got/game/boss1.cpp
@@ -51,7 +51,7 @@ int boss1Movement(Actor *actor) {
 
 	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(actor);
+		thorDamaged(actor);
 	}
 
 	if (actor->_temp3) { //start striking
@@ -117,7 +117,7 @@ int boss1Movement(Actor *actor) {
 			y1 = _G(actor[5])._y;
 			y1 += 2;
 
-			if (!check_move2(x1, y1, &_G(actor[5])))
+			if (!checkMove2(x1, y1, &_G(actor[5])))
 				f = true;
 			else {
 				actor->_x = _G(actor[5])._x;
@@ -127,7 +127,7 @@ int boss1Movement(Actor *actor) {
 		case 0:
 		case 2:
 			y1 -= 2;
-			if (!check_move2(x1, y1, actor))
+			if (!checkMove2(x1, y1, actor))
 				f = true;
 			break;
 
@@ -182,7 +182,7 @@ void boss1CheckHit(const Actor *actor, int x1, int y1, int x2, int y2, int act_n
 	if (actor->_moveType == 15 && act_num == 4) {
 		if ((!_G(actor[3])._vulnerableCountdown) && (_G(actor[3])._nextFrame != 3) &&
 			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);
+			actorDamaged(&_G(actor[3]), _G(hammer)->_hitStrength);
 			if (_G(cheat) && _G(key_flag[_Z]))
 				_G(actor[3])._health = 0;
 			else
@@ -217,12 +217,12 @@ static int boss1_dead() {
 	_G(hourglass_flag) = 0;
 	if (_G(boss_dead)) {
 		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;
-			int y = _G(actor[3 + rep])._y;
-			int n = _G(actor[3 + rep])._actorNum;
-			int r = _G(actor[3 + rep])._dropRating;
+			const int x1 = _G(actor[3 + rep])._lastX[_G(pge)];
+			const int y1 = _G(actor[3 + rep])._lastY[_G(pge)];
+			const int x = _G(actor[3 + rep])._x;
+			const int y = _G(actor[3 + rep])._y;
+			const int n = _G(actor[3 + rep])._actorNum;
+			const int r = _G(actor[3 + rep])._dropRating;
 
 			_G(actor[3 + rep]) = _G(explosion);
 			_G(actor[3 + rep])._actorNum = n;
@@ -246,7 +246,7 @@ static int boss1_dead() {
 
 		for (int rep = 7; rep < MAX_ACTORS; rep++) {
 			if (_G(actor[rep])._active)
-				actor_destroyed(&_G(actor[rep]));
+				actorDestroyed(&_G(actor[rep]));
 		}
 	}
 
diff --git a/engines/got/game/boss2.cpp b/engines/got/game/boss2.cpp
index db608707e69..14e0e1c6d68 100644
--- a/engines/got/game/boss2.cpp
+++ b/engines/got/game/boss2.cpp
@@ -134,7 +134,7 @@ int boss2Movement(Actor *actor) {
 			dropFlag = true;
 			_G(actor[3])._temp6 = 40;
 
-			actor_always_shoots(actor, 1);
+			actorAlwaysShoots(actor, 1);
 			play_sound(FALL, false);
 			_G(actor[actor->_shotActor])._x = actor->_x + 12;
 			_G(actor[actor->_shotActor])._y = actor->_y + 32;
@@ -170,10 +170,10 @@ static void bossSet(byte d, int x, int y) {
 
 void boss2CheckHit(Actor *actor, int x1, int y1, int x2, int y2, int act_num) {
 	if ((!_G(actor[3])._vulnerableCountdown)) {
-		actor_damaged(&_G(actor[3]), _G(hammer)->_hitStrength);
+		actorDamaged(&_G(actor[3]), _G(hammer)->_hitStrength);
 		_G(actor[3])._health -= 10;
 		if (_G(actor[3])._health == 50) {
-			play_sound(BOSS12, 1);
+			play_sound(BOSS12, true);
 
 			g_events->send("Game", GameMessage("PAUSE", 40));
 
@@ -183,7 +183,7 @@ void boss2CheckHit(Actor *actor, int x1, int y1, int x2, int y2, int act_num) {
 
 			for (int rep = 7; rep < MAX_ACTORS; rep++) {
 				if (_G(actor[rep])._active)
-					actor_destroyed(&_G(actor[rep]));
+					actorDestroyed(&_G(actor[rep]));
 			}
 			_G(actor[3])._currNumShots = 0;
 		} else
@@ -202,7 +202,7 @@ void boss2CheckHit(Actor *actor, int x1, int y1, int x2, int y2, int act_num) {
 			_G(boss_dead) = true;
 			for (int rep = 7; rep < MAX_ACTORS; rep++) {
 				if (_G(actor[rep])._active)
-					actor_destroyed(&_G(actor[rep]));
+					actorDestroyed(&_G(actor[rep]));
 			}
 		}
 	}
@@ -227,12 +227,12 @@ static int boss2Die() {
 	_G(thunder_flag) = 0;
 	if (_G(boss_dead)) {
 		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;
-			int y = _G(actor[3 + rep])._y;
-			int n = _G(actor[3 + rep])._actorNum;
-			int r = _G(actor[3 + rep])._dropRating;
+			const int x1 = _G(actor[3 + rep])._lastX[_G(pge)];
+			const int y1 = _G(actor[3 + rep])._lastY[_G(pge)];
+			const int x = _G(actor[3 + rep])._x;
+			const int y = _G(actor[3 + rep])._y;
+			const int n = _G(actor[3 + rep])._actorNum;
+			const int r = _G(actor[3 + rep])._dropRating;
 
 			_G(actor[3 + rep]) = _G(explosion);
 
@@ -272,8 +272,8 @@ static int boss2MovementExplode(Actor *actor) {
 		return 0;
 
 	play_sound(EXPLODE, true);
-	actor_always_shoots(&_G(actor[5]), 0);
-	int an = _G(actor[5])._shotActor;
+	actorAlwaysShoots(&_G(actor[5]), 0);
+	const int an = _G(actor[5])._shotActor;
 	_G(actor[an])._moveType = 9;
 
 	int r = _G(rand1) % 60;
@@ -283,8 +283,8 @@ static int boss2MovementExplode(Actor *actor) {
 			r = 0;
 	}
 	expf[r] = true;
-	int x = (EXPLOSION[r] % 20) * 16;
-	int y = (EXPLOSION[r] / 20) * 16;
+	const int x = (EXPLOSION[r] % 20) * 16;
+	const int y = (EXPLOSION[r] / 20) * 16;
 	_G(actor[an])._x = x;
 	_G(actor[an])._y = y;
 
@@ -306,7 +306,7 @@ static int boss2MovementShake(Actor *actor) {
 
 	if (_G(hammer)->_active && _G(hammer)->_moveType != 5) {
 		hx = _G(hammer)->_x;
-		int hy = _G(hammer)->_y;
+		const int hy = _G(hammer)->_y;
 		for (rep = 7; rep < 15; rep++) {
 			if (!_G(actor[rep])._active)
 				continue;
@@ -314,8 +314,7 @@ static int boss2MovementShake(Actor *actor) {
 			if (overlap(hx + 1, hy + 1, hx + 10, hy + 10, _G(actor[rep])._x, _G(actor[rep])._y,
 						_G(actor[rep])._x + _G(actor[rep])._sizeX - 1, _G(actor[rep])._y + _G(actor[rep])._sizeY - 1)) {
 				_G(hammer)->_moveType = 5;
-				int d = reverse_direction(_G(hammer));
-				_G(hammer)->_dir = d;
+				_G(hammer)->_dir = reverseDirection(_G(hammer));
 				break;
 			}
 		}
@@ -355,7 +354,7 @@ static int boss2MovementShake(Actor *actor) {
 		actor->_i2 = 0;
 
 		Common::fill(su, su + 18, 0);
-		actor_always_shoots(&_G(actor[4]), 1);
+		actorAlwaysShoots(&_G(actor[4]), 1);
 		an = _G(actor[4])._shotActor;
 		hx = (_G(thor)->_x / 16);
 		_G(actor[an])._x = _G(thor)->_x; //hx*16;
@@ -370,7 +369,7 @@ static int boss2MovementShake(Actor *actor) {
 					break;
 			}
 			su[hx] = 1;
-			actor_always_shoots(&_G(actor[4]), 1);
+			actorAlwaysShoots(&_G(actor[4]), 1);
 			an = _G(actor[4])._shotActor;
 			_G(actor[an])._nextFrame = g_events->getRandomNumber(3);
 			_G(actor[an])._x = 16 + hx * 16;
diff --git a/engines/got/game/boss3.cpp b/engines/got/game/boss3.cpp
index 5065bc7d0e2..0cca557e830 100644
--- a/engines/got/game/boss3.cpp
+++ b/engines/got/game/boss3.cpp
@@ -134,7 +134,7 @@ static int boss3Movement1(Actor *actor) {
 			if (_G(actor[19 + i])._active)
 				goto done1;
 
-		while (1) {
+		while (true) {
 			rx = g_events->getRandomNumber(255) + 16;
 			ry = g_events->getRandomNumber(143);
 			if (!overlap(rx, ry, rx + 32, ry + 32, _G(thor_x1), _G(thor_y1),
@@ -184,7 +184,7 @@ static int boss3Movement1(Actor *actor) {
 		
 		if (!actor->_temp5) {
 			if (_G(actor[4])._currNumShots < _G(actor[4])._numShotsAllowed) {
-				actor_always_shoots(&_G(actor[4]), 0);
+				actorAlwaysShoots(&_G(actor[4]), 0);
 				const byte shot_actor = _G(actor[4])._shotActor;
 				_G(actor[shot_actor])._numMoves = podSpeed;
 				_G(actor[shot_actor])._x = actor->_x + 8;
@@ -245,6 +245,8 @@ int boss3Movement(Actor *actor) {
 		actor->_numMoves = 5;
 		actor->_speed = 2;
 		break;
+	default:
+		break;
 	}
 
 	int d = actor->_lastDir;
@@ -272,7 +274,7 @@ int boss3Movement(Actor *actor) {
 		goto new_dir;
 
 	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);
+		thorDamaged(actor);
 
 	ox = actor->_x;
 	oy = actor->_y;
@@ -280,51 +282,51 @@ int boss3Movement(Actor *actor) {
 	case 0:
 		x1 = _G(actor[3])._x;
 		y1 = _G(actor[3])._y - 2;
-		if (!check_move2(x1, y1, &_G(actor[3]))) {
+		if (!checkMove2(x1, y1, &_G(actor[3]))) {
 			f = 1;
 			break;
 		}
-		if (!check_move2(x1 + 16, y1, &_G(actor[4])))
+		if (!checkMove2(x1 + 16, y1, &_G(actor[4])))
 			f = 1;
 		actor->_y = oy - 2;
 		break;
 	case 1:
 		x1 = _G(actor[5])._x;
 		y1 = _G(actor[5])._y + 2;
-		if (!check_move2(x1, y1, &_G(actor[5]))) {
+		if (!checkMove2(x1, y1, &_G(actor[5]))) {
 			f = 1;
 			break;
 		}
-		if (!check_move2(x1 + 16, y1, &_G(actor[6])))
+		if (!checkMove2(x1 + 16, y1, &_G(actor[6])))
 			f = 1;
 		actor->_y = oy + 2;
 		break;
 	case 2:
 		x1 = _G(actor[3])._x - 2;
 		y1 = _G(actor[3])._y;
-		if (!check_move2(x1, y1, &_G(actor[3]))) {
+		if (!checkMove2(x1, y1, &_G(actor[3]))) {
 			f = 1;
 			break;
 		}
-		if (!check_move2(x1, y1 + 16, &_G(actor[5])))
+		if (!checkMove2(x1, y1 + 16, &_G(actor[5])))
 			f = 1;
 		actor->_x = ox - 2;
 		break;
 	case 3:
 		x1 = _G(actor[4])._x + 2;
 		y1 = _G(actor[4])._y;
-		if (!check_move2(x1, y1, &_G(actor[4]))) {
+		if (!checkMove2(x1, y1, &_G(actor[4]))) {
 			f = 1;
 			break;
 		}
-		if (!check_move2(x1, y1 + 16, &_G(actor[6])))
+		if (!checkMove2(x1, y1 + 16, &_G(actor[6])))
 			f = 1;
 		actor->_x = ox + 2;
 		break;
 	case 4: //ul
 		x1 = _G(actor[3])._x - 2;
 		y1 = _G(actor[3])._y - 2;
-		if (!check_move2(x1, y1, &_G(actor[3]))) {
+		if (!checkMove2(x1, y1, &_G(actor[3]))) {
 			f = 1;
 			break;
 		}
@@ -334,7 +336,7 @@ int boss3Movement(Actor *actor) {
 	case 5:
 		x1 = _G(actor[4])._x + 2;
 		y1 = _G(actor[4])._y - 2;
-		if (!check_move2(x1, y1, &_G(actor[4]))) {
+		if (!checkMove2(x1, y1, &_G(actor[4]))) {
 			f = 1;
 			break;
 		}
@@ -344,7 +346,7 @@ int boss3Movement(Actor *actor) {
 	case 6:
 		x1 = _G(actor[6])._x + 2;
 		y1 = _G(actor[6])._y + 2;
-		if (!check_move2(x1, y1, &_G(actor[6]))) {
+		if (!checkMove2(x1, y1, &_G(actor[6]))) {
 			f = 1;
 			break;
 		}
@@ -354,7 +356,7 @@ int boss3Movement(Actor *actor) {
 	case 7:
 		x1 = _G(actor[5])._x - 2;
 		y1 = _G(actor[5])._y + 2;
-		if (!check_move2(x1, y1, &_G(actor[5]))) {
+		if (!checkMove2(x1, y1, &_G(actor[5]))) {
 			f = 1;
 			break;
 		}
@@ -389,7 +391,7 @@ new_dir:
 	_G(actor[3])._nextFrame = 3;
 	_G(actor[4])._nextFrame = 3;
 	actor->_temp4 = 120;
-	actor_always_shoots(actor, 0);
+	actorAlwaysShoots(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);
@@ -416,7 +418,7 @@ static void boss3CheckHit() {
 	}
 	if (_G(actor[3])._magicHit || _G(actor[4])._magicHit || _G(actor[5])._magicHit || _G(actor[6])._magicHit) {
 		if (!_G(actor[3])._temp2) {
-			actor_damaged(&_G(actor[3]), 10);
+			actorDamaged(&_G(actor[3]), 10);
 
 			if (_G(cheat) && _G(key_flag[_Z]))
 				_G(actor[3])._health -= 50;
@@ -438,7 +440,7 @@ static void boss3CheckHit() {
 				_G(boss_dead) = true;
 				for (int rep = 7; rep < MAX_ACTORS; rep++) {
 					if (_G(actor[rep])._active)
-						actor_destroyed(&_G(actor[rep]));
+						actorDestroyed(&_G(actor[rep]));
 				}
 			}
 
@@ -493,12 +495,12 @@ void boss3SetupLevel() {
 static int bossDie() {
 	if (_G(boss_dead)) {
 		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;
-			int y = _G(actor[3 + rep])._y;
-			int n = _G(actor[3 + rep])._actorNum;
-			int r = _G(actor[3 + rep])._dropRating;
+			const int x1 = _G(actor[3 + rep])._lastX[_G(pge)];
+			const int y1 = _G(actor[3 + rep])._lastY[_G(pge)];
+			const int x = _G(actor[3 + rep])._x;
+			const int y = _G(actor[3 + rep])._y;
+			const int n = _G(actor[3 + rep])._actorNum;
+			const int r = _G(actor[3 + rep])._dropRating;
 
 			_G(actor[3 + rep]) = _G(explosion);
 
@@ -637,8 +639,8 @@ int endGameMovement() {
 			r = 0;
 	}
 	expf[_G(exprow)][r] = true;
-	int x = (EXPLOSION[_G(exprow)][r] % 20) * 16;
-	int y = (EXPLOSION[_G(exprow)][r] / 20) * 16;
+	const int x = (EXPLOSION[_G(exprow)][r] % 20) * 16;
+	const int y = (EXPLOSION[_G(exprow)][r] / 20) * 16;
 	_G(actor[34])._x = x;
 	_G(actor[34])._y = y;
 	_G(actor[34])._active = true;
diff --git a/engines/got/game/init.cpp b/engines/got/game/init.cpp
index 2d16698fd71..c2869e6150e 100644
--- a/engines/got/game/init.cpp
+++ b/engines/got/game/init.cpp
@@ -108,14 +108,14 @@ void initGame() {
 	showLevel(_G(current_level));
 
 	if (!_G(auto_load)) {
-		_G(sound).music_play(_G(levelMusic), 1);
+		_G(sound).music_play(_G(levelMusic), true);
 	}
 
 	g_vars->resetEndgameFlags();
 	_G(startup) = false;
 }
 
-int setupBoss(int num) {
+int setupBoss(const int num) {
 	if (_G(boss_loaded) == num)
 		return 1;
 
diff --git a/engines/got/game/move.cpp b/engines/got/game/move.cpp
index 0c3558a3da5..09f8d6bd4e7 100644
--- a/engines/got/game/move.cpp
+++ b/engines/got/game/move.cpp
@@ -30,21 +30,21 @@
 
 namespace Got {
 
-void nextFrame(Actor *actr) {
-	const int fcount = actr->_frameCount - 1;
+void nextFrame(Actor *actor) {
+	const int fcount = actor->_frameCount - 1;
 
 	if (fcount <= 0) {
-		actr->_nextFrame++;
+		actor->_nextFrame++;
 
-		if (actr->_nextFrame > 3)
-			actr->_nextFrame = 0;
+		if (actor->_nextFrame > 3)
+			actor->_nextFrame = 0;
 
-		actr->_frameCount = actr->_frameSpeed;
+		actor->_frameCount = actor->_frameSpeed;
 	} else
-		actr->_frameCount = fcount;
+		actor->_frameCount = fcount;
 }
 
-bool point_within(int x, int y, int x1, int y1, int x2, int y2) {
+bool pointWithin(int x, int y, int x1, int y1, int x2, int y2) {
 	return ((x >= x1) && (x <= x2) && (y >= y1) && (y <= y2));
 }
 
@@ -68,17 +68,17 @@ bool overlap(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4) {
 	return false;
 }
 
-int reverse_direction(Actor *actr) {
-	if (actr->_dir == 1)
+int reverseDirection(Actor *actor) {
+	if (actor->_dir == 1)
 		return 0;
-	if (actr->_dir == 2)
+	if (actor->_dir == 2)
 		return 3;
-	if (actr->_dir == 3)
+	if (actor->_dir == 3)
 		return 2;
 	return 1;
 }
 
-void thor_shoots() {
+void thorShoots() {
 	if (!_G(hammer)->_active && (!_G(hammer)->_dead) && (!_G(thor)->_shotCountdown)) {
 		play_sound(SWISH, false);
 		_G(thor)->_shotCountdown = 20;
@@ -96,7 +96,7 @@ void thor_shoots() {
 	}
 }
 
-int kill_good_guy(void) {
+int killGoodGuy() {
 	if (!_G(killgg_inform) && !_G(thunder_flag)) {
 		odinSpeaks(2010, 0);
 		_G(killgg_inform) = true;
@@ -106,62 +106,62 @@ int kill_good_guy(void) {
 	return 0;
 }
 
-void actor_damaged(Actor *actr, int damage) {
+void actorDamaged(Actor *actor, int damage) {
 	if (!_G(setup)._difficultyLevel)
 		damage *= 2;
 	else if (_G(setup)._difficultyLevel == 2)
 		damage /= 2;
 
-	if (!actr->_vulnerableCountdown && actr->_type != 3 && (actr->_solid & 0x7f) != 2) {
-		actr->_vulnerableCountdown = STAMINA;
-		if (damage >= actr->_health) {
-			if (actr->_type != 4) {
-				add_score(actr->_initHealth * 10);
+	if (!actor->_vulnerableCountdown && actor->_type != 3 && (actor->_solid & 0x7f) != 2) {
+		actor->_vulnerableCountdown = STAMINA;
+		if (damage >= actor->_health) {
+			if (actor->_type != 4) {
+				add_score(actor->_initHealth * 10);
 
 			} else {
-				kill_good_guy();
+				killGoodGuy();
 			}
 
-			actor_destroyed(actr);
+			actorDestroyed(actor);
 		} else {
-			actr->_show = 10;
-			actr->_health -= damage;
-			actr->_moveCountdown += 8;
+			actor->_show = 10;
+			actor->_health -= damage;
+			actor->_moveCountdown += 8;
 		}
-	} else if (!actr->_vulnerableCountdown) {
-		actr->_vulnerableCountdown = STAMINA;
+	} else if (!actor->_vulnerableCountdown) {
+		actor->_vulnerableCountdown = STAMINA;
 
-		if (actr->_funcNum == 4) {
+		if (actor->_funcNum == 4) {
 			switchIcons();
 		}
-		if (actr->_funcNum == 7) {
+		if (actor->_funcNum == 7) {
 			rotateArrows();
 		}
 	}
 }
 
-void thor_damaged(Actor *actr) {
-	actr->_hitThor = true;
+void thorDamaged(Actor *actor) {
+	actor->_hitThor = true;
 
 	// If we're invincible, ignore any damage
 	if (_G(cheats).freezeHealth)
 		return;
 
-	if (GAME3 && actr->_funcNum == 11) {
-		if (actr->_talkCounter) {
-			actr->_talkCounter--;
+	if (GAME3 && actor->_funcNum == 11) {
+		if (actor->_talkCounter) {
+			actor->_talkCounter--;
 			return;
 		}
 
-		int t = actr->_type;
-		actr->_type = 4;
-		actorSpeaks(actr, 0, 0);
-		actr->_type = t;
-		actr->_talkCounter = 30;
+		const int currType = actor->_type;
+		actor->_type = 4;
+		actorSpeaks(actor, 0, 0);
+		actor->_type = currType;
+		actor->_talkCounter = 30;
 		return;
 	}
 
-	int damage = actr->_hitStrength;
+	int damage = actor->_hitStrength;
 	if (damage != 255) {
 		if (!_G(setup)._difficultyLevel)
 			damage /= 2;
@@ -177,66 +177,66 @@ void thor_damaged(Actor *actr) {
 			g_events->send(GameMessage("THOR_DIES"));
 		} else if (damage) {
 			_G(thor)->_vulnerableCountdown = 40;
-			_G(sound).play_sound(OW, 0);
+			_G(sound).play_sound(OW, false);
 			_G(thor)->_show = 10;
 			_G(thor)->_health -= damage;
 		}
 	}
 }
 
-void actor_destroyed(Actor *actr) {
-	if (actr->_actorNum > 2) {
-		int pge = _G(pge);
+void actorDestroyed(Actor *actor) {
+	if (actor->_actorNum > 2) {
+		const int curPage = _G(pge);
 
-		int x = actr->_lastX[pge ^ 1];
-		int y = actr->_lastY[pge ^ 1];
-		int x1 = actr->_lastX[pge];
-		int y1 = actr->_lastY[pge];
-		int r = actr->_dropRating;
-		int n = actr->_actorNum;
-		int t = actr->_type;
+		const int x = actor->_lastX[curPage ^ 1];
+		const int y = actor->_lastY[curPage ^ 1];
+		const int x1 = actor->_lastX[curPage];
+		const int y1 = actor->_lastY[curPage];
+		const int r = actor->_dropRating;
+		const int n = actor->_actorNum;
+		const int t = actor->_type;
 
-		if (actr->_funcNum == 255)
-			actr->copyFixedAndPics(_G(explosion));
+		if (actor->_funcNum == 255)
+			actor->copyFixedAndPics(_G(explosion));
 		else
-			actr->copyFixedAndPics(_G(sparkle));
-
-		actr->_type = t;
-		actr->_actorNum = n;
-		actr->_dropRating = r;
-		actr->_x = x;
-		actr->_y = y;
-		actr->_lastX[pge] = x1;
-		actr->_lastX[pge ^ 1] = x;
-		actr->_lastY[pge] = y1;
-		actr->_lastY[pge ^ 1] = y;
-		actr->_moveCountdown = actr->_speed;
-		actr->_active = true;
-		actr->_currNumShots = 3; // used to reverse explosion
-		actr->_vulnerableCountdown = 255;
+			actor->copyFixedAndPics(_G(sparkle));
+
+		actor->_type = t;
+		actor->_actorNum = n;
+		actor->_dropRating = r;
+		actor->_x = x;
+		actor->_y = y;
+		actor->_lastX[curPage] = x1;
+		actor->_lastX[curPage ^ 1] = x;
+		actor->_lastY[curPage] = y1;
+		actor->_lastY[curPage ^ 1] = y;
+		actor->_moveCountdown = actor->_speed;
+		actor->_active = true;
+		actor->_currNumShots = 3; // used to reverse explosion
+		actor->_vulnerableCountdown = 255;
 	} else {
-		actr->_dead = 2;
-		actr->_active = false;
+		actor->_dead = 2;
+		actor->_active = false;
 	}
 }
 
-int _actor_shoots(Actor *actr, int dir) {
-	int t = actr->_shotType - 1;
+int _actor_shoots(Actor *actor, int dir) {
+	const int t = actor->_shotType - 1;
 	for (int i = MAX_ENEMIES + 3; i < MAX_ACTORS; i++) {
 		if ((!_G(actor[i])._active) && (!_G(actor[i])._dead)) {
 			Actor *act = &_G(actor[i]);
 			*act = _G(shot[t]);
 			int cx, cy;
 
-			if (actr->_sizeY < act->_sizeY)
-				cy = actr->_y - ((act->_sizeY - actr->_sizeY) / 2);
+			if (actor->_sizeY < act->_sizeY)
+				cy = actor->_y - ((act->_sizeY - actor->_sizeY) / 2);
 			else
-				cy = actr->_y + ((actr->_sizeY - act->_sizeY) / 2);
+				cy = actor->_y + ((actor->_sizeY - act->_sizeY) / 2);
 
-			if (actr->_sizeX < act->_sizeX)
-				cx = actr->_x - ((act->_sizeX - actr->_sizeX) / 2);
+			if (actor->_sizeX < act->_sizeX)
+				cx = actor->_x - ((act->_sizeX - actor->_sizeX) / 2);
 			else
-				cx = actr->_x + ((actr->_sizeX - act->_sizeX) / 2);
+				cx = actor->_x + ((actor->_sizeX - act->_sizeX) / 2);
 
 			if (cy > 174)
 				cy = 174;
@@ -259,17 +259,17 @@ int _actor_shoots(Actor *actr, int dir) {
 			act->_moveCountdown = act->_speed;
 			act->_lastX[0] = cx;
 			act->_lastX[1] = cx;
-			act->_lastX[0] = actr->_x;
-			act->_lastX[1] = actr->_x;
+			act->_lastX[0] = actor->_x;
+			act->_lastX[1] = actor->_x;
 			act->_lastY[0] = cy;
 			act->_lastY[1] = cy;
 			act->_active = true;
-			act->_creator = actr->_actorNum;
+			act->_creator = actor->_actorNum;
 			act->_moveCount = act->_numMoves;
 			act->_dead = 0;
-			actr->_shotActor = i;
-			actr->_currNumShots++;
-			actr->_shotCountdown = 20;
+			actor->_shotActor = i;
+			actor->_currNumShots++;
+			actor->_shotCountdown = 20;
 			_G(shot_ok) = false;
 			return 1;
 		}
@@ -277,103 +277,108 @@ int _actor_shoots(Actor *actr, int dir) {
 	return 0;
 }
 
-void actor_always_shoots(Actor *actr, int dir) {
-	_actor_shoots(actr, dir);
+void actorAlwaysShoots(Actor *actor, int dir) {
+	_actor_shoots(actor, dir);
 }
 
-int actor_shoots(Actor *actr, int dir) {
-	int i;
+int actorShoots(Actor *actor, int dir) {
+	const int cx = (actor->_x + (actor->_sizeX / 2)) >> 4;
+	const int cy = ((actor->_y + actor->_sizeY) - 2) >> 4;
 
-	int cx = (actr->_x + (actr->_sizeX / 2)) >> 4;
-	int cy = ((actr->_y + actr->_sizeY) - 2) >> 4;
-
-	int tx = _G(thor)->_centerX;
-	int ty = _G(thor)->_centerY;
+	const int tx = _G(thor)->_centerX;
+	const int ty = _G(thor)->_centerY;
 
 	int icn = 140;
 
-	if (_G(shot[actr->_shotType - 1])._flying)
+	if (_G(shot[actor->_shotType - 1])._flying)
 		icn = 80;
 
 	switch (dir) {
 	case 0:
-		for (i = ty + 1; i <= cy; i++) {
+		for (int i = ty + 1; i <= cy; i++) {
 			if (_G(scrn)._iconGrid[i][cx] < icn)
 				return 0;
 		}
 		break;
+		
 	case 1:
-		for (i = cy; i <= ty; i++) {
+		for (int i = cy; i <= ty; i++) {
 			if (_G(scrn)._iconGrid[i][cx] < icn)
 				return 0;
 		}
 		break;
+		
 	case 2:
-		for (i = tx; i < cx; i++) {
+		for (int i = tx; i < cx; i++) {
 			if (_G(scrn)._iconGrid[cy][i] < icn)
 				return 0;
 		}
 		break;
+
 	case 3:
-		for (i = cx; i < tx; i++) {
+		for (int i = cx; i < tx; i++) {
 			if (_G(scrn)._iconGrid[cy][i] < icn)
 				return 0;
 		}
 		break;
+
+	default:
+		break;
 	}
-	return _actor_shoots(actr, dir);
+	
+	return _actor_shoots(actor, dir);
 }
 
-void move_actor(Actor *actr) {
-	if (actr->_vulnerableCountdown != 0)
-		actr->_vulnerableCountdown--;
-	if (actr->_shotCountdown != 0)
-		actr->_shotCountdown--;
-	if (actr->_show != 0)
-		actr->_show--;
-
-	if (!actr->_shotCountdown && _G(shot_ok)) {
-		if (actr->_numShotsAllowed) {
-			if (actr->_currNumShots < actr->_numShotsAllowed) {
-				shot_pattern_func[actr->_shotPattern](actr);
+void moveActor(Actor *actor) {
+	if (actor->_vulnerableCountdown != 0)
+		actor->_vulnerableCountdown--;
+	if (actor->_shotCountdown != 0)
+		actor->_shotCountdown--;
+	if (actor->_show != 0)
+		actor->_show--;
+
+	if (!actor->_shotCountdown && _G(shot_ok)) {
+		if (actor->_numShotsAllowed) {
+			if (actor->_currNumShots < actor->_numShotsAllowed) {
+				shot_pattern_func[actor->_shotPattern](actor);
 			}
 		}
 	}
 
-	const int scount = actr->_moveCountdown - 1;
+	const int scount = actor->_moveCountdown - 1;
 	if (scount <= 0) {
-		if (!actr->_moveCounter)
-			actr->_moveCountdown = actr->_speed;
+		if (!actor->_moveCounter)
+			actor->_moveCountdown = actor->_speed;
 		else
-			actr->_moveCountdown = (actr->_speed << 1);
+			actor->_moveCountdown = (actor->_speed << 1);
 		
 		int i;
 
-		if (actr->_type == 3)
-			i = shot_movement_func[actr->_moveType](actr);
+		if (actor->_type == 3)
+			i = shot_movement_func[actor->_moveType](actor);
 		else
-			i = movement_func[actr->_moveType](actr);
+			i = _movementFunc[actor->_moveType](actor);
 		
-		if (actr->_directions == 2)
+		if (actor->_directions == 2)
 			i &= 1;
 		
-		if (i != actr->_dir)
-			actr->_dir = i;
+		if (i != actor->_dir)
+			actor->_dir = i;
 
-		if (actr->_moveType == 0 && _G(current_level) != _G(new_level) && _G(shield_on)) {
-			_G(actor[2])._x = actr->_x - 2;
+		if (actor->_moveType == 0 && _G(current_level) != _G(new_level) && _G(shield_on)) {
+			_G(actor[2])._x = actor->_x - 2;
 			if (_G(actor[2])._x < 0)
 				_G(actor[2])._x = 0;
-			_G(actor[2])._y = actr->_y;
+			_G(actor[2])._y = actor->_y;
 			_G(actor[2])._lastX[0] = _G(actor[2])._x;
 			_G(actor[2])._lastX[1] = _G(actor[2])._x;
 			_G(actor[2])._lastY[0] = _G(actor[2])._y;
 			_G(actor[2])._lastY[1] = _G(actor[2])._y;
 		}
 	} else
-		actr->_moveCountdown = scount;
+		actor->_moveCountdown = scount;
 
-	actr->_x &= 0xfffe;
+	actor->_x &= 0xfffe;
 }
 
 } // namespace Got
diff --git a/engines/got/game/move.h b/engines/got/game/move.h
index ed5d1474a9c..e86fe4910e1 100644
--- a/engines/got/game/move.h
+++ b/engines/got/game/move.h
@@ -26,17 +26,17 @@
 
 namespace Got {
 
-extern void nextFrame(Actor *actr);
-extern bool point_within(int x, int y, int x1, int y1, int x2, int y2);
+extern void nextFrame(Actor *actor);
+extern bool pointWithin(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);
-extern void thor_shoots();
-extern void thor_damaged(Actor *actr);
-extern void actor_destroyed(Actor *actr);
-extern int  actor_shoots(Actor *actr, int dir);
-extern void actor_always_shoots(Actor *actr, int dir);
-extern void actor_damaged(Actor *actr, int damage);
-extern void move_actor(Actor *actr);
+extern int  reverseDirection(Actor *actor);
+extern void thorShoots();
+extern void thorDamaged(Actor *actor);
+extern void actorDestroyed(Actor *actor);
+extern int  actorShoots(Actor *actor, int dir);
+extern void actorAlwaysShoots(Actor *actor, int dir);
+extern void actorDamaged(Actor *actor, int damage);
+extern void moveActor(Actor *actor);
 
 } // namespace Got
 
diff --git a/engines/got/game/move_patterns.cpp b/engines/got/game/move_patterns.cpp
index a4c81061ebc..6d578c4b090 100644
--- a/engines/got/game/move_patterns.cpp
+++ b/engines/got/game/move_patterns.cpp
@@ -37,127 +37,124 @@ namespace Got {
 #define TILE_FLY 140
 #define TILE_SPECIAL 200
 
-int check_special_move1(int x, int y, Actor *actr);
-
-int check_move0(int x, int y, Actor *actr);
-int check_move1(int x, int y, Actor *actr);
-//int check_move2(int x, int y, Actor *actr);
-//int check_move3(int x, int y, Actor *actr);
-//int check_move4(int x, int y, Actor *actr);
-
-int movement_zero(Actor *actr);
-int movement_one(Actor *actr);
-int movement_two(Actor *actr);
-int movement_three(Actor *actr);
-int movement_four(Actor *actr);
-int movement_five(Actor *actr);
-int movement_six(Actor *actr);
-int movement_seven(Actor *actr);
-int movement_eight(Actor *actr);
-int movement_nine(Actor *actr);
-int movement_ten(Actor *actr);
-int movement_eleven(Actor *actr);
-int movement_twelve(Actor *actr);      // Horz straight until bump
-int movement_thirteen(Actor *actr);    // Pause-seek (mushroom)
-int movement_fourteen(Actor *actr);    // Move-bump-stop (boulder)
-int movement_fifteen(Actor *actr);     // No move, no frame cycle
-int movement_sixteen(Actor *actr);     // Tornado 1
-int movement_seventeen(Actor *actr);   // Tornado 2
-int movement_eighteen(Actor *actr);    // Random-seek-bite-run
-int movement_nineteen(Actor *actr);    // Tornado 2
-int movement_twenty(Actor *actr);      // Tornado 2
-int movement_twentyone(Actor *actr);   // Eyeball
-int movement_twentytwo(Actor *actr);   // Spear
-int movement_twentythree(Actor *actr); // Spinball cw
-int movement_twentyfour(Actor *actr);  // Spinball ccw
-int movement_twentyfive(Actor *actr);  //
-int movement_twentysix(Actor *actr);   //
-int movement_twentyseven(Actor *actr); //
-int movement_twentyeight(Actor *actr); // Tree boss
-int movement_twentynine(Actor *actr);  // Horz or vert (pass_val)
-int movement_thirty(Actor *actr);      // Vert straight
-int movement_thirtyone(Actor *actr);   // Drop (stalagtite)
-int movement_thirtytwo(Actor *actr);   // Bomb 1
-int movement_thirtythree(Actor *actr); // Bomb 2
-int movement_thirtyfour(Actor *actr);  // Gun (4-dir)
-int movement_thirtyfive(Actor *actr);  // Gun (4-dir)
-int movement_thirtysix(Actor *actr);   // Acid drop
-int movement_thirtyseven(Actor *actr); // 4-way rnd,rnd len
-int movement_thirtyeight(Actor *actr); // Timed darting
-int movement_thirtynine(Actor *actr);  // Troll 1
-int movement_forty(Actor *actr);       // Troll 2
-
-int (*const movement_func[])(Actor *actr) = {
-	movement_zero,
-	movement_one,
-	movement_two,
-	movement_three,
-	movement_four,
-	movement_five,
-	movement_six,
-	movement_seven,
-	movement_eight,
-	movement_nine,
-	movement_ten,
-	movement_eleven,
-	movement_twelve,
-	movement_thirteen,
-	movement_fourteen,
-	movement_fifteen,
-	movement_sixteen,
-	movement_seventeen,
-	movement_eighteen,
-	movement_nineteen,
-	movement_twenty,
-	movement_twentyone,
-	movement_twentytwo,
-	movement_twentythree,
-	movement_twentyfour,
-	movement_twentyfive,
-	movement_twentysix,
-	movement_twentyseven,
-	movement_twentyeight,
-	movement_twentynine,
-	movement_thirty,
-	movement_thirtyone,
-	movement_thirtytwo,
-	movement_thirtythree,
-	movement_thirtyfour,
-	movement_thirtyfive,
-	movement_thirtysix,
-	movement_thirtyseven,
-	movement_thirtyeight,
-	movement_thirtynine,
-	movement_forty};
-
-int special_movement_one(Actor *actr);
-int special_movement_two(Actor *actr);
-int special_movement_three(Actor *actr);
-int special_movement_four(Actor *actr);
-int special_movement_five(Actor *actr);
-int special_movement_six(Actor *actr);
-int special_movement_seven(Actor *actr);
-int special_movement_eight(Actor *actr);
-int special_movement_nine(Actor *actr);
-int special_movement_ten(Actor *actr);
-int special_movement_eleven(Actor *actr);
-
-int (*special_movement_func[])(Actor *actr) = {
+int checkSpecialMove1(int x, int y, Actor *actor);
+
+int checkMove0(int x, int y, Actor *actor);
+int checkMove1(int x, int y, Actor *actor);
+
+int movementZero(Actor *actor);
+int movementOne(Actor *actor);
+int movementTwo(Actor *actor);
+int movementThree(Actor *actor);
+int movementFour(Actor *actor);
+int movementFive(Actor *actor);
+int movementSix(Actor *actor);
+int movementSeven(Actor *actor);
+int movementEight(Actor *actor);
+int movementNine(Actor *actor);
+int movementTen(Actor *actor);
+int movementEleven(Actor *actor);
+int movementTwelve(Actor *actor);      // Horizontal straight until bump
+int movementThirteen(Actor *actor);    // Pause-seek (mushroom)
+int movementFourteen(Actor *actor);    // Move-bump-stop (boulder)
+int movementFifteen(Actor *actor);     // No move, no frame cycle
+int movementSixteen(Actor *actor);     // Tornado 1
+int movementSeventeen(Actor *actor);   // Tornado 2
+int movementEighteen(Actor *actor);    // Random-seek-bite-run
+int movementNineteen(Actor *actor);    // Tornado 2
+int movementTwenty(Actor *actor);      // Tornado 2
+int movementTwentyOne(Actor *actor);   // Eyeball
+int movementTwentyTwo(Actor *actor);   // Spear
+int movementTwentyThree(Actor *actor); // Spinball cw
+int movementTwentyFour(Actor *actor);  // Spinball ccw
+int movementTwentyFive(Actor *actor);  //
+int movementTwentySix(Actor *actor);   //
+int movementTwentySeven(Actor *actor); //
+int movementTwentyEight(Actor *actor); // Tree boss
+int movementTwentyNine(Actor *actor);  // Horizontal or vertical (pass_val)
+int movementThirty(Actor *actor);      // Vertical straight
+int movementThirtyOne(Actor *actor);   // Drop (stalagtite)
+int movementThirtyTwo(Actor *actor);   // Bomb 1
+int movementThirtyThree(Actor *actor); // Bomb 2
+int movementThirtyFour(Actor *actor);  // Gun (4-dir)
+int movementThirtyFive(Actor *actor);  // Gun (4-dir)
+int movementThirtySix(Actor *actor);   // Acid drop
+int movementThirtySeven(Actor *actor); // 4-way rnd,rnd len
+int movementThirtyEight(Actor *actor); // Timed darting
+int movementThirtyNine(Actor *actor);  // Troll 1
+int movementForty(Actor *actor);       // Troll 2
+
+int (*const _movementFunc[])(Actor *actor) = {
+	movementZero,
+	movementOne,
+	movementTwo,
+	movementThree,
+	movementFour,
+	movementFive,
+	movementSix,
+	movementSeven,
+	movementEight,
+	movementNine,
+	movementTen,
+	movementEleven,
+	movementTwelve,
+	movementThirteen,
+	movementFourteen,
+	movementFifteen,
+	movementSixteen,
+	movementSeventeen,
+	movementEighteen,
+	movementNineteen,
+	movementTwenty,
+	movementTwentyOne,
+	movementTwentyTwo,
+	movementTwentyThree,
+	movementTwentyFour,
+	movementTwentyFive,
+	movementTwentySix,
+	movementTwentySeven,
+	movementTwentyEight,
+	movementTwentyNine,
+	movementThirty,
+	movementThirtyOne,
+	movementThirtyTwo,
+	movementThirtyThree,
+	movementThirtyFour,
+	movementThirtyFive,
+	movementThirtySix,
+	movementThirtySeven,
+	movementThirtyEight,
+	movementThirtyNine,
+	movementForty};
+
+int specialMovementOne(Actor *actor);
+int specialMovementTwo(Actor *actor);
+int specialMovementThree(Actor *actor);
+int specialMovementFour(Actor *actor);
+int specialMovementFive(Actor *actor);
+int specialMovementSix(Actor *actor);
+int specialMovementSeven(Actor *actor);
+int specialMovementEight(Actor *actor);
+int specialMovementNine(Actor *actor);
+int specialMovementTen(Actor *actor);
+int specialMovementEleven(Actor *actor);
+
+int (*specialMovementFunc[])(Actor *actor) = {
 	nullptr,
-	special_movement_one,
-	special_movement_two,
-	special_movement_three,
-	special_movement_four,
-	special_movement_five,
-	special_movement_six,
-	special_movement_seven,
-	special_movement_eight,
-	special_movement_nine,
-	special_movement_ten,
-	special_movement_eleven};
+	specialMovementOne,
+	specialMovementTwo,
+	specialMovementThree,
+	specialMovementFour,
+	specialMovementFive,
+	specialMovementSix,
+	specialMovementSeven,
+	specialMovementEight,
+	specialMovementNine,
+	specialMovementTen,
+	specialMovementEleven};
 
 // Check Thor move
-int check_move0(int x, int y, Actor *actr) {
+int checkMove0(const int x, const int y, Actor *actor) {
 	_G(thor_icon1) = 0;
 	_G(thor_icon2) = 0;
 	_G(thor_icon3) = 0;
@@ -166,12 +163,12 @@ int check_move0(int x, int y, Actor *actr) {
 	if (x < 0) {
 		if (_G(current_level) > 0) {
 			_G(new_level) = _G(current_level) - 1;
-			actr->_x = 304;
-			actr->_lastX[0] = 304;
-			actr->_lastX[1] = 304;
-			actr->_show = 0;
-			actr->_moveCount = 0;
-			set_thor_vars();
+			actor->_x = 304;
+			actor->_lastX[0] = 304;
+			actor->_lastX[1] = 304;
+			actor->_show = 0;
+			actor->_moveCount = 0;
+			setThorVars();
 			return 1;
 		}
 
@@ -181,12 +178,12 @@ int check_move0(int x, int y, Actor *actr) {
 	if (x > 306) {
 		if (_G(current_level) < 119) {
 			_G(new_level) = _G(current_level) + 1;
-			actr->_x = 0;
-			actr->_lastX[0] = 0;
-			actr->_lastX[1] = 0;
-			actr->_show = 0;
-			actr->_moveCount = 0;
-			set_thor_vars();
+			actor->_x = 0;
+			actor->_lastX[0] = 0;
+			actor->_lastX[1] = 0;
+			actor->_show = 0;
+			actor->_moveCount = 0;
+			setThorVars();
 			return 1;
 		}
 
@@ -196,12 +193,12 @@ int check_move0(int x, int y, Actor *actr) {
 	if (y < 0) {
 		if (_G(current_level) > 9) {
 			_G(new_level) = _G(current_level) - 10;
-			actr->_y = 175;
-			actr->_lastY[0] = 175;
-			actr->_show = 0;
-			actr->_lastY[1] = 175;
-			actr->_moveCount = 0;
-			set_thor_vars();
+			actor->_y = 175;
+			actor->_lastY[0] = 175;
+			actor->_show = 0;
+			actor->_lastY[1] = 175;
+			actor->_moveCount = 0;
+			setThorVars();
 			return 1;
 		}
 
@@ -211,12 +208,12 @@ int check_move0(int x, int y, Actor *actr) {
 	if (y > 175) {
 		if (_G(current_level) < 110) {
 			_G(new_level) = _G(current_level) + 10;
-			actr->_y = 0;
-			actr->_lastY[0] = 0;
-			actr->_lastY[1] = 0;
-			actr->_show = 0;
-			actr->_moveCount = 0;
-			set_thor_vars();
+			actor->_y = 0;
+			actor->_lastY[0] = 0;
+			actor->_lastY[1] = 0;
+			actor->_show = 0;
+			actor->_moveCount = 0;
+			setThorVars();
 			return 1;
 		}
 
@@ -231,7 +228,7 @@ int check_move0(int x, int y, Actor *actr) {
 	_G(slip_flag) = false;
 
 	// Check for cheat flying mode
-	if (!actr->_flying) {
+	if (!actor->_flying) {
 		byte icn1 = _G(scrn)._iconGrid[y1][x1];
 		byte icn2 = _G(scrn)._iconGrid[y2][x1];
 		byte icn3 = _G(scrn)._iconGrid[y1][x2];
@@ -311,14 +308,14 @@ int check_move0(int x, int y, Actor *actr) {
 		if ((act->_solid & 128) || !act->_active)
 			continue;
 
-		int x3 = act->_x + 1;
-		int y3 = act->_y + 1;
+		const int x3 = act->_x + 1;
+		const int y3 = act->_y + 1;
 		
 		if (ABS(x3 - x1) > 16 || ABS(y3 - y1) > 16)
 			continue;
-		
-		int x4 = act->_x + act->_sizeX - 1;
-		int y4 = act->_y + act->_sizeY - 1;
+
+		const int x4 = act->_x + act->_sizeX - 1;
+		const int y4 = act->_y + act->_sizeY - 1;
 		if (overlap(x1, y1, x2, y2, x3, y3, x4, y4)) {
 			if (act->_funcNum > 0) { // 255=explosion
 				if (act->_funcNum == 255)
@@ -327,30 +324,30 @@ int check_move0(int x, int y, Actor *actr) {
 				act->_temp2 = y;
 				_G(thor_special_flag) = true;
 				
-				return special_movement_func[act->_funcNum](act);
+				return specialMovementFunc[act->_funcNum](act);
 			}
 
 			_G(thor_special_flag) = false;
-			thor_damaged(act);
+			thorDamaged(act);
 			if (act->_solid < 2) {
 				if (!act->_vulnerableCountdown && (!(act->_type & 1)))
 					play_sound(PUNCH1, false);
 
 				if (!_G(hammer)->_active && _G(key_flag[key_fire]))
-					actor_damaged(act, _G(hammer)->_hitStrength);
+					actorDamaged(act, _G(hammer)->_hitStrength);
 				else
-					actor_damaged(act, _G(thor)->_hitStrength);
+					actorDamaged(act, _G(thor)->_hitStrength);
 			}
 			return 1;
 		}
 	}
-	actr->_x = x;
-	actr->_y = y;
+	actor->_x = x;
+	actor->_y = y;
 	return 1;
 }
 
 // Check hammer move
-int check_move1(int x, int y, Actor *actr) {
+int checkMove1(const int x, const int y, Actor *actor) {
 	if (x < 0 || x > 306 || y < 0 || y > 177)
 		return 0;
 
@@ -361,30 +358,30 @@ int check_move1(int x, int y, Actor *actr) {
 
 	// Check for solid or fly over
 	int icn = TILE_FLY;
-	if (actr->_flying)
+	if (actor->_flying)
 		icn = TILE_SOLID;
 
-	byte icn1 = _G(scrn)._iconGrid[y1][x1];
-	byte icn2 = _G(scrn)._iconGrid[y2][x1];
-	byte icn3 = _G(scrn)._iconGrid[y1][x2];
-	byte icn4 = _G(scrn)._iconGrid[y2][x2];
+	const byte icn1 = _G(scrn)._iconGrid[y1][x1];
+	const byte icn2 = _G(scrn)._iconGrid[y2][x1];
+	const byte icn3 = _G(scrn)._iconGrid[y1][x2];
+	const byte icn4 = _G(scrn)._iconGrid[y2][x2];
 	if (icn1 < icn || icn2 < icn || icn3 < icn || icn4 < icn) {
-		if (actr->_actorNum == 1 && actr->_moveType == 2)
+		if (actor->_actorNum == 1 && actor->_moveType == 2)
 			play_sound(CLANG, false);
 
 		return 0;
 	}
 
-	if (icn1 > TILE_SPECIAL && !special_tile(actr, y1, x1, icn1))
+	if (icn1 > TILE_SPECIAL && !special_tile(actor, y1, x1, icn1))
 		return 0;
 
-	if (icn2 > TILE_SPECIAL && !special_tile(actr, y2, x1, icn2))
+	if (icn2 > TILE_SPECIAL && !special_tile(actor, y2, x1, icn2))
 		return 0;
 
-	if (icn3 > TILE_SPECIAL && !special_tile(actr, y1, x2, icn3))
+	if (icn3 > TILE_SPECIAL && !special_tile(actor, y1, x2, icn3))
 		return 0;
 
-	if (icn4 > TILE_SPECIAL && !special_tile(actr, y2, x2, icn4))
+	if (icn4 > TILE_SPECIAL && !special_tile(actor, y2, x2, icn4))
 		return 0;
 
 	x1 = x + 1;
@@ -397,15 +394,15 @@ int check_move1(int x, int y, Actor *actr) {
 		Actor *act = &_G(actor[i]);
 		if (!act->_active || act->_type == 3)
 			continue;
-		
-		int x3 = act->_x;
-		int y3 = act->_y;
+
+		const int x3 = act->_x;
+		const int y3 = act->_y;
 
 		if (ABS(x3 - x1) > 16 || ABS(y3 - y1) > 16)
 			continue;
-		
-		int x4 = act->_x + act->_sizeX - 1;
-		int y4 = act->_y + act->_sizeY - 1;
+
+		const int x4 = act->_x + act->_sizeX - 1;
+		const int y4 = act->_y + act->_sizeY - 1;
 
 		if (overlap(x1, y1, x2, y2, x3, y3, x4, y4)) {
 			if (_G(boss_active) && !GAME3) {
@@ -421,93 +418,93 @@ int check_move1(int x, int y, Actor *actr) {
 					break;
 				}
 			} else {
-				if (act->_solid == 2 && (actr->_moveType == 16 || actr->_moveType == 17))
+				if (act->_solid == 2 && (actor->_moveType == 16 || actor->_moveType == 17))
 					return 0;
-				actor_damaged(act, actr->_hitStrength);
+				actorDamaged(act, actor->_hitStrength);
 			}
 			f++;
 		}
 	}
-	if (f && actr->_moveType == 2)
+	if (f && actor->_moveType == 2)
 		return 0;
 
-	actr->_x = x;
-	actr->_y = y;
+	actor->_x = x;
+	actor->_y = y;
 	return 1;
 }
 
 // Check enemy move
-int check_move2(int x, int y, Actor *actr) {
-	if (actr->_actorNum < 3)
-		return check_move1(x, y, actr);
+int checkMove2(const int x, const int y, Actor *actor) {
+	if (actor->_actorNum < 3)
+		return checkMove1(x, y, actor);
 
-	if (x < 0 || x > (319 - actr->_sizeX) || y < 0 || y > 175)
+	if (x < 0 || x > (319 - actor->_sizeX) || y < 0 || y > 175)
 		return 0;
 
 	int x1 = (x + 1) >> 4;
 	int y1;
-	if (!actr->_funcNum)
-		y1 = (y + (actr->_sizeY / 2)) >> 4;
+	if (!actor->_funcNum)
+		y1 = (y + (actor->_sizeY / 2)) >> 4;
 	else
 		y1 = (y + 1) >> 4;
 
-	int x2 = ((x + actr->_sizeX) - 1) >> 4;
-	int y2 = ((y + actr->_sizeY) - 1) >> 4;
+	int x2 = ((x + actor->_sizeX) - 1) >> 4;
+	int y2 = ((y + actor->_sizeY) - 1) >> 4;
 
 	// Check for solid or fly over
 
 	int icn = TILE_FLY;
-	if (actr->_flying)
+	if (actor->_flying)
 		icn = TILE_SOLID;
 
-	byte icn1 = _G(scrn)._iconGrid[y1][x1];
-	byte icn2 = _G(scrn)._iconGrid[y2][x1];
-	byte icn3 = _G(scrn)._iconGrid[y1][x2];
-	byte icn4 = _G(scrn)._iconGrid[y2][x2];
+	const byte icn1 = _G(scrn)._iconGrid[y1][x1];
+	const byte icn2 = _G(scrn)._iconGrid[y2][x1];
+	const byte icn3 = _G(scrn)._iconGrid[y1][x2];
+	const byte icn4 = _G(scrn)._iconGrid[y2][x2];
 	if (icn1 < icn || icn2 < icn || icn3 < icn || icn4 < icn)
 		return 0;
 
 	if (icn1 > TILE_SPECIAL)
-		if (!special_tile(actr, y1, x1, icn1))
+		if (!special_tile(actor, y1, x1, icn1))
 			return 0;
 	if (icn2 > TILE_SPECIAL)
-		if (!special_tile(actr, y2, x1, icn2))
+		if (!special_tile(actor, y2, x1, icn2))
 			return 0;
 	if (icn3 > TILE_SPECIAL)
-		if (!special_tile(actr, y1, x2, icn3))
+		if (!special_tile(actor, y1, x2, icn3))
 			return 0;
 	if (icn4 > TILE_SPECIAL)
-		if (!special_tile(actr, y2, x2, icn4))
+		if (!special_tile(actor, y2, x2, icn4))
 			return 0;
 
 	x1 = x + 1;
 	y1 = y + 1;
-	x2 = (x + actr->_sizeX) - 1;
-	y2 = (y + actr->_sizeY) - 1;
+	x2 = (x + actor->_sizeX) - 1;
+	y2 = (y + actor->_sizeY) - 1;
 
 	for (int i = 0; i < MAX_ACTORS; i++) {
 		Actor *act = &_G(actor[i]);
-		if (act->_actorNum == actr->_actorNum || act->_actorNum == 1 || !act->_active)
+		if (act->_actorNum == actor->_actorNum || act->_actorNum == 1 || !act->_active)
 			continue;
 		if (act->_type == 3)
 			continue; // Shot
 
 		if (i == 0) {
 			if (overlap(x1, y1, x2, y2, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
-				thor_damaged(actr);
+				thorDamaged(actor);
 				return 0;
 			}
 		} else {
-			int x3 = act->_x;
-			int y3 = act->_y;
+			const int x3 = act->_x;
+			const int y3 = act->_y;
 			
 			if (ABS(x3 - x1) > 16 || ABS(y3 - y1) > 16)
 				continue;
 
-			int x4 = act->_x + act->_sizeX;
-			int y4 = act->_y + act->_sizeY;
+			const int x4 = act->_x + act->_sizeX;
+			const int y4 = act->_y + act->_sizeY;
 			if (overlap(x1, y1, x2, y2, x3, y3, x4, y4)) {
-				if (actr->_moveType == 38) {
+				if (actor->_moveType == 38) {
 					if (act->_funcNum == 4)
 						_G(switch_flag) = 1;
 					else if (act->_funcNum == 7)
@@ -517,55 +514,55 @@ int check_move2(int x, int y, Actor *actr) {
 			}
 		}
 	}
-	actr->_x = x;
-	actr->_y = y;
+	actor->_x = x;
+	actor->_y = y;
 	return 1;
 }
 
 // Check enemy shot move
-int check_move3(int x, int y, Actor *actr) {
-	if (x < 0 || x > (319 - actr->_sizeX) || y < 0 || y > 175)
+int checkMove3(const int x, const int y, Actor *actor) {
+	if (x < 0 || x > (319 - actor->_sizeX) || y < 0 || y > 175)
 		return 0;
 
 	int x1 = (x + 1) >> 4;
-	int y1 = (y + (actr->_sizeY / 2)) >> 4;
-	int x2 = ((x + actr->_sizeX) - 1) >> 4;
-	int y2 = ((y + actr->_sizeY) - 1) >> 4;
+	int y1 = (y + (actor->_sizeY / 2)) >> 4;
+	int x2 = ((x + actor->_sizeX) - 1) >> 4;
+	int y2 = ((y + actor->_sizeY) - 1) >> 4;
 
 	// Check for solid or fly over
 
 	int icn = TILE_FLY;
-	if (actr->_flying)
+	if (actor->_flying)
 		icn = TILE_SOLID;
 
-	byte icn1 = _G(scrn)._iconGrid[y1][x1];
-	byte icn2 = _G(scrn)._iconGrid[y2][x1];
-	byte icn3 = _G(scrn)._iconGrid[y1][x2];
-	byte icn4 = _G(scrn)._iconGrid[y2][x2];
+	const byte icn1 = _G(scrn)._iconGrid[y1][x1];
+	const byte icn2 = _G(scrn)._iconGrid[y2][x1];
+	const byte icn3 = _G(scrn)._iconGrid[y1][x2];
+	const byte icn4 = _G(scrn)._iconGrid[y2][x2];
 	if (icn1 < icn || icn2 < icn || icn3 < icn || icn4 < icn)
 		return 0;
 
-	if (icn1 > TILE_SPECIAL && !special_tile(actr, y1, x1, icn1))
+	if (icn1 > TILE_SPECIAL && !special_tile(actor, y1, x1, icn1))
 		return 0;
-	if (icn2 > TILE_SPECIAL && !special_tile(actr, y2, x1, icn2))
+	if (icn2 > TILE_SPECIAL && !special_tile(actor, y2, x1, icn2))
 		return 0;
-	if (icn3 > TILE_SPECIAL && !special_tile(actr, y1, x2, icn3))
+	if (icn3 > TILE_SPECIAL && !special_tile(actor, y1, x2, icn3))
 		return 0;
-	if (icn4 > TILE_SPECIAL && !special_tile(actr, y2, x2, icn4))
+	if (icn4 > TILE_SPECIAL && !special_tile(actor, y2, x2, icn4))
 		return 0;
 
 	// Check for solid or fly over
 	x1 = x + 1;
 	y1 = y + 1;
-	x2 = (x + actr->_sizeX) - 1;
-	y2 = (y + actr->_sizeY) - 1;
+	x2 = (x + actor->_sizeX) - 1;
+	y2 = (y + actor->_sizeY) - 1;
 
 	if (overlap(x1, y1, x2, y2, _G(thor_x1), _G(thor_real_y1), _G(thor_x2), _G(thor_y2))) {
-		thor_damaged(actr);
+		thorDamaged(actor);
 		return 0;
 	}
 	for (int i = 3; i < MAX_ACTORS; i++) {
-		if (i == actr->_actorNum)
+		if (i == actor->_actorNum)
 			continue;
 
 		Actor *act = &_G(actor[i]);
@@ -576,126 +573,133 @@ int check_move3(int x, int y, Actor *actr) {
 			continue;
 		if (act->_type == 3)
 			continue; // Shot
-		if (act->_actorNum == actr->_creator)
+		if (act->_actorNum == actor->_creator)
 			continue;
 
-		int x3 = act->_x;
-		int y3 = act->_y;
+		const int x3 = act->_x;
+		const int y3 = act->_y;
 
 		if (ABS(x3 - x1) > 16 || ABS(y3 - y1) > 16)
 			continue;
 
-		int x4 = x3 + 15;
-		int y4 = y3 + 15;
+		const int x4 = x3 + 15;
+		const int y4 = y3 + 15;
 		if (overlap(x1, y1, x2, y2, x3, y3, x4, y4))
 			return 0;
 	}
-	actr->_x = x;
-	actr->_y = y;
+	actor->_x = x;
+	actor->_y = y;
 	return 1;
 }
 
 // Flying enemies
-int check_move4(int x, int y, Actor *actr) {
-	if (x < 0 || x > (319 - actr->_sizeX) || y < 0 || y > 175)
+int checkMove4(const int x, const int y, Actor *actor) {
+	if (x < 0 || x > (319 - actor->_sizeX) || y < 0 || y > 175)
 		return 0;
-	if (overlap(x, y, x + actr->_sizeX - 1, y + actr->_sizeY - 1,
+	if (overlap(x, y, x + actor->_sizeX - 1, y + actor->_sizeY - 1,
 				_G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
-		if (actr->_type == 3)
-			thor_damaged(actr);
+		if (actor->_type == 3)
+			thorDamaged(actor);
 		return 0;
 	}
-	actr->_x = x;
-	actr->_y = y;
+	actor->_x = x;
+	actor->_y = y;
 	return 1;
 }
 
 #define THOR_PAD1 2
 #define THOR_PAD2 4
 
-int check_thor_move(int x, int y, Actor *actr) {
-	if (check_move0(x, y, actr))
+int check_thor_move(const int x, const int y, Actor *actor) {
+	if (checkMove0(x, y, actor))
 		return 1;
+	
 	if (_G(diag_flag) || _G(thor_special_flag))
 		return 0;
 
 	if (_G(thor_icon1) + _G(thor_icon2) + _G(thor_icon3) + _G(thor_icon4) > 1)
 		return 0;
 
-	switch (actr->_dir) {
+	switch (actor->_dir) {
 	case 0:
 		if (_G(thor_icon1)) {
-			actr->_dir = 3;
-			if (check_move0(x + THOR_PAD1, y + 2, actr)) {
-				actr->_dir = 0;
+			actor->_dir = 3;
+			if (checkMove0(x + THOR_PAD1, y + 2, actor)) {
+				actor->_dir = 0;
 				return 1;
 			}
 		} else if (_G(thor_icon3)) {
-			actr->_dir = 2;
-			if (check_move0(x - THOR_PAD1, y + 2, actr)) {
-				actr->_dir = 0;
+			actor->_dir = 2;
+			if (checkMove0(x - THOR_PAD1, y + 2, actor)) {
+				actor->_dir = 0;
 				return 1;
 			}
 		}
-		actr->_dir = 0;
+		actor->_dir = 0;
 		break;
+		
 	case 1:
 		if (_G(thor_icon2)) {
-			actr->_dir = 3;
-			if (check_move0(x + THOR_PAD1, y - 2, actr)) {
-				actr->_dir = 1;
+			actor->_dir = 3;
+			if (checkMove0(x + THOR_PAD1, y - 2, actor)) {
+				actor->_dir = 1;
 				return 1;
 			}
 		} else if (_G(thor_icon4)) {
-			actr->_dir = 2;
-			if (check_move0(x - THOR_PAD1, y - 2, actr)) {
-				actr->_dir = 1;
+			actor->_dir = 2;
+			if (checkMove0(x - THOR_PAD1, y - 2, actor)) {
+				actor->_dir = 1;
 				return 1;
 			}
 		}
-		actr->_dir = 1;
+		actor->_dir = 1;
 		break;
+		
 	case 2:
 		if (_G(thor_icon1)) {
-			if (check_move0(x + 2, y + THOR_PAD1, actr))
+			if (checkMove0(x + 2, y + THOR_PAD1, actor))
 				return 1;
 		} else if (_G(thor_icon2)) {
-			if (check_move0(x + 2, y - THOR_PAD1, actr))
+			if (checkMove0(x + 2, y - THOR_PAD1, actor))
 				return 1;
 		}
 		break;
+		
 	case 3:
 		if (_G(thor_icon3)) {
-			if (check_move0(x - 2, y + THOR_PAD1, actr))
+			if (checkMove0(x - 2, y + THOR_PAD1, actor))
 				return 1;
 		} else if (_G(thor_icon4)) {
-			if (check_move0(x - 2, y - THOR_PAD1, actr))
+			if (checkMove0(x - 2, y - THOR_PAD1, actor))
 				return 1;
 		}
 		break;
+
+	default:
+		break;
 	}
 
 	return 0;
 }
 
 // Player control
-int movement_zero(Actor *actr) {
-	int d = actr->_dir;
-	int od = d;
+int movementZero(Actor *actor) {
+	int d = actor->_dir;
+	const int oldDir = d;
 
-	set_thor_vars();
+	setThorVars();
 
 	if (_G(hammer)->_active && _G(hammer)->_moveType == 5) {
 		if (overlap(_G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2),
 					_G(hammer)->_x, _G(hammer)->_y, _G(hammer)->_x + 13, _G(hammer)->_y + 13)) {
-			actor_destroyed(_G(hammer));
+			actorDestroyed(_G(hammer));
 		}
 	}
-	int x = actr->_x;
-	int y = actr->_y;
+	int x = actor->_x;
+	int y = actor->_y;
 	_G(diag_flag) = false;
-	if (actr->_moveCounter)
-		actr->_moveCounter--;
+	if (actor->_moveCounter)
+		actor->_moveCounter--;
 
 	if (_G(slipping)) {
 		if (_G(slip_cnt) == 8)
@@ -706,45 +710,45 @@ int movement_zero(Actor *actr) {
 		if (!_G(slip_cnt))
 			_G(slipping) = false;
 
-		check_thor_move(x, y, actr);
+		check_thor_move(x, y, actor);
 		_G(thor)->_moveCountdown = 4;
 		return d;
 	}
 
 	if (_G(key_flag[key_up]) && _G(key_flag[key_left])) {
 		d = 2;
-		actr->_dir = d;
+		actor->_dir = d;
 		_G(diag) = 1;
 		_G(diag_flag) = true;
-		if (check_thor_move(x - 2, y - 2, actr)) {
-			nextFrame(actr);
+		if (check_thor_move(x - 2, y - 2, actor)) {
+			nextFrame(actor);
 			return d;
 		}
 	} else if (_G(key_flag[key_up]) && _G(key_flag[key_right])) {
 		d = 3;
-		actr->_dir = d;
+		actor->_dir = d;
 		_G(diag) = 2;
 		_G(diag_flag) = true;
-		if (check_thor_move(x + 2, y - 2, actr)) {
-			nextFrame(actr);
+		if (check_thor_move(x + 2, y - 2, actor)) {
+			nextFrame(actor);
 			return d;
 		}
 	} else if (_G(key_flag[key_down]) && _G(key_flag[key_left])) {
 		d = 2;
-		actr->_dir = d;
+		actor->_dir = d;
 		_G(diag) = 4;
 		_G(diag_flag) = true;
-		if (check_thor_move(x - 2, y + 2, actr)) {
-			nextFrame(actr);
+		if (check_thor_move(x - 2, y + 2, actor)) {
+			nextFrame(actor);
 			return d;
 		}
 	} else if (_G(key_flag[key_down]) && _G(key_flag[key_right])) {
 		d = 3;
-		actr->_dir = d;
+		actor->_dir = d;
 		_G(diag) = 3;
 		_G(diag_flag) = true;
-		if (check_thor_move(x + 2, y + 2, actr)) {
-			nextFrame(actr);
+		if (check_thor_move(x + 2, y + 2, actor)) {
+			nextFrame(actor);
 			return d;
 		}
 	}
@@ -752,9 +756,9 @@ int movement_zero(Actor *actr) {
 	if (_G(key_flag[key_right])) {
 		if (!_G(key_flag[key_left])) {
 			d = 3;
-			actr->_dir = d;
-			if (check_thor_move(x + 2, y, actr)) {
-				nextFrame(actr);
+			actor->_dir = d;
+			if (check_thor_move(x + 2, y, actor)) {
+				nextFrame(actor);
 				return d;
 			}
 		}
@@ -762,9 +766,9 @@ int movement_zero(Actor *actr) {
 	if (_G(key_flag[key_left])) {
 		if (!_G(key_flag[key_right])) {
 			d = 2;
-			actr->_dir = d;
-			if (check_thor_move(x - 2, y, actr)) {
-				nextFrame(actr);
+			actor->_dir = d;
+			if (check_thor_move(x - 2, y, actor)) {
+				nextFrame(actor);
 				return d;
 			}
 		}
@@ -772,9 +776,9 @@ int movement_zero(Actor *actr) {
 	if (_G(key_flag[key_down])) {
 		if (!_G(key_flag[key_up])) {
 			d = 1;
-			actr->_dir = d;
-			if (check_thor_move(x, y + 2, actr)) {
-				nextFrame(actr);
+			actor->_dir = d;
+			if (check_thor_move(x, y + 2, actor)) {
+				nextFrame(actor);
 				return d;
 			}
 		}
@@ -782,27 +786,26 @@ int movement_zero(Actor *actr) {
 	if (_G(key_flag[key_up])) {
 		if (!_G(key_flag[key_down])) {
 			d = 0;
-			actr->_dir = d;
-			if (check_thor_move(x, y - 2, actr)) {
-				nextFrame(actr);
+			actor->_dir = d;
+			if (check_thor_move(x, y - 2, actor)) {
+				nextFrame(actor);
 				return d;
 			}
 		}
 	}
-	actr->_moveCounter = 5;
-	actr->_nextFrame = 0;
-	actr->_dir = od;
+	actor->_moveCounter = 5;
+	actor->_nextFrame = 0;
+	actor->_dir = oldDir;
 	return d;
 }
 
-int check_special_move1(int x, int y, Actor *actr) {
-	int i;
+int checkSpecialMove1(const int x, const int y, Actor *actor) {
 	int x3, y3, x4, y4;
 
 	Actor *act;
 
-	if (actr->_actorNum < 3)
-		return check_move1(x, y, actr);
+	if (actor->_actorNum < 3)
+		return checkMove1(x, y, actor);
 
 	if (x < 0 || x > 304 || y < 0 || y > 176)
 		return 0;
@@ -815,23 +818,23 @@ int check_special_move1(int x, int y, Actor *actr) {
 	// Check for solid or fly over
 
 	int icn = TILE_FLY;
-	if (actr->_flying)
+	if (actor->_flying)
 		icn = TILE_SOLID;
 
-	byte icn1 = _G(scrn)._iconGrid[y1][x1];
-	byte icn2 = _G(scrn)._iconGrid[y2][x1];
-	byte icn3 = _G(scrn)._iconGrid[y1][x2];
-	byte icn4 = _G(scrn)._iconGrid[y2][x2];
+	const byte icn1 = _G(scrn)._iconGrid[y1][x1];
+	const byte icn2 = _G(scrn)._iconGrid[y2][x1];
+	const byte icn3 = _G(scrn)._iconGrid[y1][x2];
+	const byte icn4 = _G(scrn)._iconGrid[y2][x2];
 	if (icn1 < icn || icn2 < icn || icn3 < icn || icn4 < icn)
 		return 0;
 
-	if (icn1 > TILE_SPECIAL && !special_tile(actr, y1, x1, icn1))
+	if (icn1 > TILE_SPECIAL && !special_tile(actor, y1, x1, icn1))
 		return 0;
-	if (icn2 > TILE_SPECIAL && !special_tile(actr, y2, x1, icn2))
+	if (icn2 > TILE_SPECIAL && !special_tile(actor, y2, x1, icn2))
 		return 0;
-	if (icn3 > TILE_SPECIAL && !special_tile(actr, y1, x2, icn3))
+	if (icn3 > TILE_SPECIAL && !special_tile(actor, y1, x2, icn3))
 		return 0;
-	if (icn4 > TILE_SPECIAL && !special_tile(actr, y2, x2, icn4))
+	if (icn4 > TILE_SPECIAL && !special_tile(actor, y2, x2, icn4))
 		return 0;
 
 	x1 = x;
@@ -839,9 +842,9 @@ int check_special_move1(int x, int y, Actor *actr) {
 	x2 = (x + 15);
 	y2 = (y + 15);
 
-	for (i = 3; i < MAX_ACTORS; i++) {
+	for (int i = 3; i < MAX_ACTORS; i++) {
 		act = &_G(actor[i]);
-		if (act->_actorNum == actr->_actorNum)
+		if (act->_actorNum == actor->_actorNum)
 			continue;
 		if (!act->_active)
 			continue;
@@ -858,9 +861,9 @@ int check_special_move1(int x, int y, Actor *actr) {
 		if (overlap(x1, y1, x2, y2, x3, y3, x4, y4))
 			return 0;
 	}
-	for (i = 3; i < MAX_ACTORS; i++) {
+	for (int i = 3; i < MAX_ACTORS; i++) {
 		act = &_G(actor[i]);
-		if (act->_actorNum == actr->_actorNum)
+		if (act->_actorNum == actor->_actorNum)
 			continue;
 		if (!act->_active)
 			continue;
@@ -877,84 +880,90 @@ int check_special_move1(int x, int y, Actor *actr) {
 		if (overlap(_G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2), x3, y3, x4, y4))
 			return 0;
 	}
-	actr->_x = x;
-	actr->_y = y;
+	actor->_x = x;
+	actor->_y = y;
 	return 1;
 }
 
 //*==========================================================================
 
 // Block
-int special_movement_one(Actor *actr) {
+int specialMovementOne(Actor *actor) {
 	if (_G(diag_flag))
 		return 0;
 
-	int d = _G(thor)->_dir;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
-	int sd = actr->_lastDir;
-	actr->_lastDir = d;
+	const int d = _G(thor)->_dir;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
+	const int sd = actor->_lastDir;
+	actor->_lastDir = d;
 
 	switch (d) {
 	case 0:
 		y1 -= 2;
-		if (!check_special_move1(x1, y1, actr)) {
-			actr->_lastDir = sd;
+		if (!checkSpecialMove1(x1, y1, actor)) {
+			actor->_lastDir = sd;
 			return 0;
 		}
 		break;
+		
 	case 1:
 		y1 += 2;
-		if (!check_special_move1(x1, y1, actr)) {
-			actr->_lastDir = sd;
+		if (!checkSpecialMove1(x1, y1, actor)) {
+			actor->_lastDir = sd;
 			return 0;
 		}
 		break;
+		
 	case 2:
 		x1 -= 2;
-		if (!check_special_move1(x1, y1, actr)) {
-			actr->_lastDir = sd;
+		if (!checkSpecialMove1(x1, y1, actor)) {
+			actor->_lastDir = sd;
 			return 0;
 		}
 		break;
+		
 	case 3:
 		x1 += 2;
-		if (!check_special_move1(x1, y1, actr)) {
-			actr->_lastDir = sd;
+		if (!checkSpecialMove1(x1, y1, actor)) {
+			actor->_lastDir = sd;
 			return 0;
 		}
 		break;
+		
+	default:
+		break;
 	}
-	nextFrame(actr);
-	actr->_lastDir = d;
+	nextFrame(actor);
+	actor->_lastDir = d;
 	return 1;
 }
 
 // Angle
-int special_movement_two(Actor *actr) {
-	int x1 = actr->_temp1; // Calc thor pos
-	int y1 = actr->_temp2;
-	int x2 = x1 + 13;
-	int y2 = y1 + 14;
+int specialMovementTwo(Actor *actor) {
+	const int x1 = actor->_temp1; // Calc thor pos
+	const int y1 = actor->_temp2;
+	const int x2 = x1 + 13;
+	const int y2 = y1 + 14;
 
 	for (int i = 3; i < MAX_ACTORS; i++) {
 		Actor *act = &_G(actor[i]);
-		if (actr->_actorNum == act->_actorNum)
+		if (actor->_actorNum == act->_actorNum)
 			continue;
 		if (!act->_active)
 			continue;
-		int x3 = act->_x;
+		const int x3 = act->_x;
 		if ((ABS(x3 - x1)) > 16)
 			continue;
-		int y3 = act->_y;
+		const int y3 = act->_y;
 		if ((ABS(y3 - y1)) > 16)
 			continue;
-		int x4 = act->_x + act->_sizeX;
-		int y4 = act->_y + act->_sizeY;
+		const int x4 = act->_x + act->_sizeX;
+		const int y4 = act->_y + act->_sizeY;
 		if (overlap(x1, y1, x2, y2, x3, y3, x4, y4))
 			return 0;
 	}
-	if (!actr->_funcPass) {
+	if (!actor->_funcPass) {
 		if (_G(thor)->_health < 150) {
 			if (!sound_playing())
 				play_sound(ANGEL, false);
@@ -970,101 +979,107 @@ int special_movement_two(Actor *actr) {
 }
 
 // Yellow globe
-int special_movement_three(Actor *actr) {
+int specialMovementThree(Actor *actor) {
 	if (_G(thunder_flag))
 		return 0;
 
 	long lind = (long)_G(current_level);
 	lind *= 1000;
-	lind += (long)actr->_actorNum;
+	lind += (long)actor->_actorNum;
 	execute_script(lind, _G(odin));
 
 	return 0;
 }
 
 // Peg switch
-int special_movement_four(Actor *actr) {
-	if (actr->_shotCountdown != 0)
+int specialMovementFour(Actor *actor) {
+	if (actor->_shotCountdown != 0)
 		return 0;
-	actr->_shotCountdown = 30;
+	actor->_shotCountdown = 30;
 
 	_G(switch_flag) = 1;
 	return 0;
 }
 
 // Boulder roll
-int special_movement_five(Actor *actr) {
+int specialMovementFive(Actor *actor) {
 	int d = _G(thor)->_dir;
 
 	if (_G(diag_flag)) {
 		switch (_G(diag)) {
 		case 1:
-			if (_G(thor_x1) < (actr->_x + 15))
+			if (_G(thor_x1) < (actor->_x + 15))
 				d = 0;
 			else
 				d = 2;
 			break;
+			
 		case 2:
-			if (_G(thor_x2) < actr->_x)
+			if (_G(thor_x2) < actor->_x)
 				d = 3;
 			else
 				d = 0;
 			break;
+			
 		case 3:
-			if (_G(thor_x2) > (actr->_x))
+			if (_G(thor_x2) > (actor->_x))
 				d = 1;
 			else
 				d = 3;
 			break;
+			
 		case 4:
-			if (_G(thor_x1) > (actr->_x + 15))
+			if (_G(thor_x1) > (actor->_x + 15))
 				d = 2;
 			else
 				d = 1;
 			break;
+
+		default:
+			break;
 		}
 	}
 
-	actr->_lastDir = d;
-	actr->_moveType = 14;
+	actor->_lastDir = d;
+	actor->_moveType = 14;
 	return 0;
 }
 
-int special_movement_six(Actor *actr) {
-	thor_damaged(actr);
+int specialMovementSix(Actor *actor) {
+	thorDamaged(actor);
 	return 0;
 }
 
-int special_movement_seven(Actor *actr) {
-	if (actr->_shotCountdown != 0)
+int specialMovementSeven(Actor *actor) {
+	if (actor->_shotCountdown != 0)
 		return 0;
 
-	actr->_shotCountdown = 30;
+	actor->_shotCountdown = 30;
 
 	_G(switch_flag) = 2;
 	return 0;
 }
 
-int special_movement_eight(Actor *actr) {
+int specialMovementEight(Actor *actor) {
 	if (_G(thor)->_dir < 2 || _G(diag_flag))
 		return 0;
 
-	actr->_lastDir = _G(thor)->_dir;
-	actr->_moveType = 14;
+	actor->_lastDir = _G(thor)->_dir;
+	actor->_moveType = 14;
 	return 0;
 }
 
-int special_movement_nine(Actor *actr) {
+int specialMovementNine(Actor *actor) {
 	if (_G(thor)->_dir > 1 || _G(diag_flag))
 		return 0;
 
-	actr->_lastDir = _G(thor)->_dir;
-	actr->_moveType = 14;
+	actor->_lastDir = _G(thor)->_dir;
+	actor->_moveType = 14;
 	return 0;
 }
 
-int special_movement_ten(Actor *actr) {
-	byte &actor_ctr = GAME1 ? actr->_temp6 : actr->_talkCounter;
+int specialMovementTen(Actor *actor) {
+	byte &actor_ctr = GAME1 ? actor->_temp6 : actor->_talkCounter;
 
 	if (actor_ctr) {
 		actor_ctr--;
@@ -1075,117 +1090,129 @@ int special_movement_ten(Actor *actr) {
 		return 0;
 
 	actor_ctr = 10;
-	actorSpeaks(actr, 0 - actr->_passValue, 0);
+	actorSpeaks(actor, 0 - actor->_passValue, 0);
 	return 0;
 }
 
 // Red guard
-int special_movement_eleven(Actor *actr) {
-	if (actr->_talkCounter) {
-		actr->_talkCounter--;
+int specialMovementEleven(Actor *actor) {
+	if (actor->_talkCounter) {
+		actor->_talkCounter--;
 		return 0;
 	}
 
-	const int oldType = actr->_type;
-	actr->_type = 4;
-	actorSpeaks(actr, 0, 0);
-	actr->_type = oldType;
-	actr->_talkCounter = 10;
+	const int oldType = actor->_type;
+	actor->_type = 4;
+	actorSpeaks(actor, 0, 0);
+	actor->_type = oldType;
+	actor->_talkCounter = 10;
 
 	return 0;
 }
 
 // No movement - frame cycle
-int movement_one(Actor *actr) {
-	nextFrame(actr);
-	return actr->_dir;
+int movementOne(Actor *actor) {
+	nextFrame(actor);
+	return actor->_dir;
 }
 
 // Hammer only
-int movement_two(Actor *actr) {
-	int d = actr->_lastDir;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+int movementTwo(Actor *actor) {
+	int d = actor->_lastDir;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 
 	switch (d) {
 	case 0:
 		y1 -= 2;
 		break;
+		
 	case 1:
 		y1 += 2;
 		break;
+		
 	case 2:
 		x1 -= 2;
 		break;
+		
 	case 3:
 		x1 += 2;
 		break;
+		
+	default:
+		break;
 	}
-	if (!check_move2(x1, y1, actr)) {
-		if (actr->_actorNum == 1) {
+	if (!checkMove2(x1, y1, actor)) {
+		if (actor->_actorNum == 1) {
 			_G(hammer)->_moveType = 5;
-			d = reverse_direction(_G(hammer));
+			d = reverseDirection(_G(hammer));
 			_G(hammer)->_dir = d;
 		}
-		if (actr->_actorNum == 2) {
-			actr->_active = false;
-			actr->_dead = 2;
+		if (actor->_actorNum == 2) {
+			actor->_active = false;
+			actor->_dead = 2;
 			_G(lightning_used) = false;
 			_G(tornado_used) = false;
 		}
 	}
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Walk-bump-random turn
-int movement_three(Actor *actr) {
-	int d = actr->_lastDir;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+int movementThree(Actor *actor) {
+	int d = actor->_lastDir;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 
 	switch (d) {
 	case 0:
 		y1 -= 2;
-		if (!check_move2(x1, y1, actr)) {
+		if (!checkMove2(x1, y1, actor)) {
 			d = g_events->getRandomNumber(3);
 		}
 		break;
+		
 	case 1:
 		y1 += 2;
-		if (!check_move2(x1, y1, actr)) {
+		if (!checkMove2(x1, y1, actor)) {
 			d = g_events->getRandomNumber(3);
 		}
 		break;
+		
 	case 2:
 		x1 -= 2;
-		if (!check_move2(x1, y1, actr)) {
+		if (!checkMove2(x1, y1, actor)) {
 			d = g_events->getRandomNumber(3);
 		}
 		break;
+		
 	case 3:
 		x1 += 2;
-		if (!check_move2(x1, y1, actr)) {
+		if (!checkMove2(x1, y1, actor)) {
 			d = g_events->getRandomNumber(3);
 		}
 		break;
+
+	default:
+		break;
 	}
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Simple tracking
-int movement_four(Actor *actr) {
-	int d = actr->_lastDir;
+int movementFour(Actor *actor) {
+	int d = actor->_lastDir;
 
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 
 	int f = 0;
 	if (x1 > _G(thor_x1) - 1) {
@@ -1199,7 +1226,7 @@ int movement_four(Actor *actr) {
 	}
 
 	if (f)
-		f = check_move2(x1, y1, actr);
+		f = checkMove2(x1, y1, actor);
 
 	if (!f) {
 		if (y1 < (_G(thor_real_y1))) {
@@ -1218,30 +1245,30 @@ int movement_four(Actor *actr) {
 			f = 1;
 		}
 		if (f)
-			f = check_move2(actr->_x, y1, actr);
+			f = checkMove2(actor->_x, y1, actor);
 		if (!f)
-			check_move2(actr->_x, actr->_y, actr);
+			checkMove2(actor->_x, actor->_y, actor);
 	}
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
-int movement_five(Actor *actr) {
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+int movementFive(Actor *actor) {
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 	int xd = 0;
 	int yd = 0;
-	int d = actr->_lastDir;
+	int d = actor->_lastDir;
 
 	if (x1 > (_G(thor)->_x + 1))
 		xd = -2; //+1
 	else if (x1 < (_G(thor)->_x - 1))
 		xd = 2;
 
-	if (actr->_actorNum == 1) {
+	if (actor->_actorNum == 1) {
 		if (y1 < (_G(thor_y1) - 6))
 			yd = 2;
 		else if (y1 > (_G(thor_y1) - 6))
@@ -1254,20 +1281,17 @@ int movement_five(Actor *actr) {
 	}
 
 	if (xd && yd) {
-		if (xd == -2 && yd == -2)
-			d = 2;
-		else if (xd == -2 && yd == 2)
+		if (xd == -2 && ABS(yd) == 2)
 			d = 2;
-		else if (xd == 2 && yd == -2)
-			d = 3;
-		else if (xd == 2 && yd == 2)
+		else if (xd == 2 && ABS(yd) == 2)
 			d = 3;
+
 		x1 += xd;
 		y1 += yd;
-		if (check_move2(x1, y1, actr)) {
-			nextFrame(actr);
-			actr->_lastDir = d;
-			if (actr->_directions == 1)
+		if (checkMove2(x1, y1, actor)) {
+			nextFrame(actor);
+			actor->_lastDir = d;
+			if (actor->_directions == 1)
 				return 0;
 			return d;
 		}
@@ -1281,36 +1305,36 @@ int movement_five(Actor *actr) {
 		else if (xd == -2 && yd == 0)
 			d = 2;
 	}
-	x1 = actr->_x;
-	y1 = actr->_y;
-	actr->_toggle ^= 1;
+	x1 = actor->_x;
+	y1 = actor->_y;
+	actor->_toggle ^= 1;
 
-	if (actr->_toggle) {
+	if (actor->_toggle) {
 		if (xd) {
 			x1 += xd;
-			if (check_move2(x1, y1, actr)) {
+			if (checkMove2(x1, y1, actor)) {
 				if (xd > 0)
 					d = 3;
 				else
 					d = 2;
-				nextFrame(actr);
-				actr->_lastDir = d;
-				if (actr->_directions == 1)
+				nextFrame(actor);
+				actor->_lastDir = d;
+				if (actor->_directions == 1)
 					return 0;
 				return d;
 			}
-			x1 = actr->_x;
+			x1 = actor->_x;
 		}
 		if (yd) {
 			y1 += yd;
-			if (check_move2(x1, y1, actr)) {
+			if (checkMove2(x1, y1, actor)) {
 				if (yd > 0)
 					d = 1;
 				else
 					d = 0;
-				nextFrame(actr);
-				actr->_lastDir = d;
-				if (actr->_directions == 1)
+				nextFrame(actor);
+				actor->_lastDir = d;
+				if (actor->_directions == 1)
 					return 0;
 				return d;
 			}
@@ -1318,151 +1342,157 @@ int movement_five(Actor *actr) {
 	} else {
 		if (yd) {
 			y1 += yd;
-			if (check_move2(x1, y1, actr)) {
+			if (checkMove2(x1, y1, actor)) {
 				if (yd > 0)
 					d = 1;
 				else
 					d = 0;
-				nextFrame(actr);
-				actr->_lastDir = d;
-				if (actr->_directions == 1)
+				nextFrame(actor);
+				actor->_lastDir = d;
+				if (actor->_directions == 1)
 					return 0;
 				return d;
 			}
-			y1 = actr->_y;
+			y1 = actor->_y;
 		}
 		if (xd) {
 			x1 += xd;
-			if (check_move2(x1, y1, actr)) {
+			if (checkMove2(x1, y1, actor)) {
 				if (xd > 0)
 					d = 3;
 				else
 					d = 2;
-				nextFrame(actr);
-				actr->_lastDir = d;
-				if (actr->_directions == 1)
+				nextFrame(actor);
+				actor->_lastDir = d;
+				if (actor->_directions == 1)
 					return 0;
 				return d;
 			}
 		}
 	}
-	check_move2(actr->_x, actr->_y, actr);
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	checkMove2(actor->_x, actor->_y, actor);
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Explosion only
-int movement_six(Actor *actr) {
-	if (actr->_currNumShots > 0) {
-		actr->_nextFrame++;
-		if (actr->_nextFrame > 2) {
-			actr->_nextFrame = 0;
+int movementSix(Actor *actor) {
+	if (actor->_currNumShots > 0) {
+		actor->_nextFrame++;
+		if (actor->_nextFrame > 2) {
+			actor->_nextFrame = 0;
 			if (_G(boss_dead))
 				play_sound(EXPLODE, false);
 		}
-		actr->_currNumShots--;
+		actor->_currNumShots--;
 	} else {
-		actr->_dead = 2;
-		actr->_active = false;
+		actor->_dead = 2;
+		actor->_active = false;
 		if (!_G(boss_dead) && !_G(endgame)) {
-			if (actr->_type == 2)
-				drop_object(actr);
+			if (actor->_type == 2)
+				drop_object(actor);
 		}
 	}
 
-	nextFrame(actr);
+	nextFrame(actor);
 	return 0;
 }
 
 // Walk-bump-random turn (pause also)
-int movement_seven(Actor *actr) {
-	if (actr->_nextFrame == 0 && actr->_frameCount == actr->_frameSpeed) {
-		actr->_moveCountdown = 12;
-		actr->_lastDir = g_events->getRandomNumber(3);
+int movementSeven(Actor *actor) {
+	if (actor->_nextFrame == 0 && actor->_frameCount == actor->_frameSpeed) {
+		actor->_moveCountdown = 12;
+		actor->_lastDir = g_events->getRandomNumber(3);
 	}
-	return movement_three(actr);
+	return movementThree(actor);
 }
 
 // Follow thor
-int movement_eight(Actor *actr) {
+int movementEight(Actor *actor) {
 	if (_G(thor)->_x > 0)
-		actr->_x = _G(thor)->_x - 1;
+		actor->_x = _G(thor)->_x - 1;
 	else
-		actr->_x = _G(thor)->_x;
-	actr->_y = _G(thor)->_y;
-	nextFrame(actr);
+		actor->_x = _G(thor)->_x;
+	actor->_y = _G(thor)->_y;
+	nextFrame(actor);
 	return 0;
 }
 
 // 4-way straight (random length) change
-int movement_nine(Actor *actr) {
-	int d = actr->_lastDir;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+int movementNine(Actor *actor) {
+	int d = actor->_lastDir;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 
 	int f = 0;
-	if (actr->_counter) {
-		actr->_counter--;
+	if (actor->_counter) {
+		actor->_counter--;
 		switch (d) {
 		case 0:
 			y1 -= 2;
-			if (!check_move4(x1, y1, actr))
+			if (!checkMove4(x1, y1, actor))
 				f = 1;
 			break;
+			
 		case 1:
 			y1 += 2;
-			if (!check_move4(x1, y1, actr))
+			if (!checkMove4(x1, y1, actor))
 				f = 1;
 			break;
+			
 		case 2:
 			x1 -= 2;
-			if (!check_move4(x1, y1, actr))
+			if (!checkMove4(x1, y1, actor))
 				f = 1;
 			break;
+			
 		case 3:
 			x1 += 2;
-			if (!check_move4(x1, y1, actr))
+			if (!checkMove4(x1, y1, actor))
 				f = 1;
 			break;
+
+		default:
+			break;
 		}
 	} else
 		f = 1;
 
 	if (f == 1) {
-		actr->_counter = g_events->getRandomNumber(10, 99);
+		actor->_counter = g_events->getRandomNumber(10, 99);
 		d = g_events->getRandomNumber(3);
 	}
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
-// Vert straight (random length) change
-int movement_ten(Actor *actr) {
-	int lastDir = actr->_lastDir;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+// Vertical straight (random length) change
+int movementTen(Actor *actor) {
+	int lastDir = actor->_lastDir;
+	const int x1 = actor->_x;
+	int y1 = actor->_y;
 
 	bool setRandomDirFl = false;
-	if (actr->_counter) {
-		if (actr->_passValue != 1)
-			actr->_counter--;
+	if (actor->_counter) {
+		if (actor->_passValue != 1)
+			actor->_counter--;
 		switch (lastDir) {
 		case 0:
 		case 2:
 			y1 -= 2;
-			if (!check_move2(x1, y1, actr))
+			if (!checkMove2(x1, y1, actor))
 				setRandomDirFl = true;
 			break;
 		case 1:
 		case 3:
 			y1 += 2;
-			if (!check_move2(x1, y1, actr))
+			if (!checkMove2(x1, y1, actor))
 				setRandomDirFl = true;
 			break;
 
@@ -1473,626 +1503,686 @@ int movement_ten(Actor *actr) {
 		setRandomDirFl = true;
 
 	if (setRandomDirFl) {
-		actr->_counter = g_events->getRandomNumber(10, 99);
+		actor->_counter = g_events->getRandomNumber(10, 99);
 		lastDir = g_events->getRandomNumber(1);
 	}
 
 	if (lastDir > 1)
 		lastDir -= 2;
 
-	nextFrame(actr);
-	actr->_lastDir = lastDir;
-	if (actr->_directions == 1)
+	nextFrame(actor);
+	actor->_lastDir = lastDir;
+	if (actor->_directions == 1)
 		return 0;
 	return lastDir;
 }
 
-// Horz only (bats)
-int movement_eleven(Actor *actr) {
-	int d = actr->_lastDir;
+// Horizontal only (bats)
+int movementEleven(Actor *actor) {
+	int d = actor->_lastDir;
 
 	switch (d) {
 	case 0:
-		if (check_move2(actr->_x - 2, actr->_y - 2, actr))
+		if (checkMove2(actor->_x - 2, actor->_y - 2, actor))
 			break;
 		d = 1;
-		if (check_move2(actr->_x - 2, actr->_y + 2, actr))
+		if (checkMove2(actor->_x - 2, actor->_y + 2, actor))
 			break;
 		d = 2;
 		break;
+		
 	case 1:
-		if (check_move2(actr->_x - 2, actr->_y + 2, actr))
+		if (checkMove2(actor->_x - 2, actor->_y + 2, actor))
 			break;
 		d = 0;
-		if (check_move2(actr->_x - 2, actr->_y - 2, actr))
+		if (checkMove2(actor->_x - 2, actor->_y - 2, actor))
 			break;
 		d = 3;
 		break;
+		
 	case 2:
-		if (check_move2(actr->_x + 2, actr->_y - 2, actr))
+		if (checkMove2(actor->_x + 2, actor->_y - 2, actor))
 			break;
 		d = 3;
-		if (check_move2(actr->_x + 2, actr->_y + 2, actr))
+		if (checkMove2(actor->_x + 2, actor->_y + 2, actor))
 			break;
 		d = 0;
 		break;
+		
 	case 3:
-		if (check_move2(actr->_x + 2, actr->_y + 2, actr))
+		if (checkMove2(actor->_x + 2, actor->_y + 2, actor))
 			break;
 		d = 2;
-		if (check_move2(actr->_x + 2, actr->_y - 2, actr))
+		if (checkMove2(actor->_x + 2, actor->_y - 2, actor))
 			break;
 		d = 1;
 		break;
+
+	default:
+		break;
+		
 	}
 
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
-// Horz straight until bump
-int movement_twelve(Actor *actr) {
-	int d = actr->_lastDir;
+// Horizontal straight until bump
+int movementTwelve(Actor *actor) {
+	int d = actor->_lastDir;
 
 	switch (d) {
 	case 0:
 	case 2:
-		if (check_move2(actr->_x - 2, actr->_y, actr))
+		if (checkMove2(actor->_x - 2, actor->_y, actor))
 			break;
 		d = 3;
 		break;
+		
 	case 1:
 	case 3:
-		if (check_move2(actr->_x + 2, actr->_y, actr))
+		if (checkMove2(actor->_x + 2, actor->_y, actor))
 			break;
 		d = 2;
 		break;
+		
+	default:
+		break;
 	}
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Pause-seek (mushroom)
-int movement_thirteen(Actor *actr) {
-	int d = actr->_lastDir;
+int movementThirteen(Actor *actor) {
+	const int d = actor->_lastDir;
 
-	if (actr->_counter == 0 && actr->_unpauseCountdown == 0) {
-		actr->_unpauseCountdown = 60;
+	if (actor->_counter == 0 && actor->_unpauseCountdown == 0) {
+		actor->_unpauseCountdown = 60;
 		return d;
 	}
-	if (actr->_unpauseCountdown > 0) {
-		actr->_unpauseCountdown--;
-		if (!actr->_unpauseCountdown)
-			actr->_counter = 60;
-		actr->_vulnerableCountdown = 5;
-		actr->_hitStrength = 0;
+	if (actor->_unpauseCountdown > 0) {
+		actor->_unpauseCountdown--;
+		if (!actor->_unpauseCountdown)
+			actor->_counter = 60;
+		actor->_vulnerableCountdown = 5;
+		actor->_hitStrength = 0;
 		return d;
 	}
-	if (actr->_counter > 0) {
-		actr->_counter--;
-		if (!actr->_counter)
-			actr->_unpauseCountdown = 60;
-		actr->_hitStrength = 10;
-		return movement_five(actr);
+	if (actor->_counter > 0) {
+		actor->_counter--;
+		if (!actor->_counter)
+			actor->_unpauseCountdown = 60;
+		actor->_hitStrength = 10;
+		return movementFive(actor);
 	}
 	return d;
 }
 
 // Move-bump-stop (boulder)
-int movement_fourteen(Actor *actr) {
-	int d = actr->_lastDir;
-	actr->_dir = d;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+int movementFourteen(Actor *actor) {
+	const int d = actor->_lastDir;
+	actor->_dir = d;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 
 	switch (d) {
 	case 0:
 		y1 -= 2;
-		if (!check_move2(x1, y1, actr)) {
-			actr->_moveType = 15;
+		if (!checkMove2(x1, y1, actor)) {
+			actor->_moveType = 15;
 			return 0;
 		}
 		break;
+		
 	case 1:
 		y1 += 2;
-		if (!check_move2(x1, y1, actr)) {
-			actr->_moveType = 15;
+		if (!checkMove2(x1, y1, actor)) {
+			actor->_moveType = 15;
 			return 0;
 		}
 		break;
+		
 	case 2:
 		x1 -= 2;
-		if (!check_move2(x1, y1, actr)) {
-			actr->_moveType = 15;
+		if (!checkMove2(x1, y1, actor)) {
+			actor->_moveType = 15;
 			return 0;
 		}
 		break;
+		
 	case 3:
 		x1 += 2;
-		if (!check_move2(x1, y1, actr)) {
-			actr->_moveType = 15;
+		if (!checkMove2(x1, y1, actor)) {
+			actor->_moveType = 15;
 			return 0;
 		}
 		break;
+
+	default:
+		break;
 	}
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // No movement - no frame cycle
-int movement_fifteen(Actor *actr) {
-	return actr->_dir;
+int movementFifteen(Actor *actor) {
+	return actor->_dir;
 }
 
 // Tornado 1
-int movement_sixteen(Actor *actr) {
-	int d = actr->_lastDir;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+int movementSixteen(Actor *actor) {
+	int d = actor->_lastDir;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 
 	switch (d) {
 	case 0:
 		y1 -= 2;
 		break;
+		
 	case 1:
 		y1 += 2;
 		break;
+		
 	case 2:
 		x1 -= 2;
 		break;
+		
 	case 3:
 		x1 += 2;
 		break;
+		
+	default:
+		break;
 	}
-	if (!check_move1(x1, y1, actr)) {
-		actr->_moveType = 17;
+
+	if (!checkMove1(x1, y1, actor)) {
+		actor->_moveType = 17;
 		d = g_events->getRandomNumber(3);
 	}
 
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Tornado 2
-int movement_seventeen(Actor *actr) {
-	int d = actr->_lastDir;
+int movementSeventeen(Actor *actor) {
+	int d = actor->_lastDir;
 
 	switch (d) {
 	case 0:
-		if (check_move1(actr->_x - 2, actr->_y - 2, actr))
+		if (checkMove1(actor->_x - 2, actor->_y - 2, actor))
 			break;
 		d = 1;
-		if (check_move1(actr->_x - 2, actr->_y + 2, actr))
+		if (checkMove1(actor->_x - 2, actor->_y + 2, actor))
 			break;
 		d = 2;
 		break;
+		
 	case 1:
-		if (check_move1(actr->_x - 2, actr->_y + 2, actr))
+		if (checkMove1(actor->_x - 2, actor->_y + 2, actor))
 			break;
 		d = 0;
-		if (check_move1(actr->_x - 2, actr->_y - 2, actr))
+		if (checkMove1(actor->_x - 2, actor->_y - 2, actor))
 			break;
 		d = 3;
 		break;
+		
 	case 2:
-		if (check_move1(actr->_x + 2, actr->_y - 2, actr))
+		if (checkMove1(actor->_x + 2, actor->_y - 2, actor))
 			break;
 		d = 3;
-		if (check_move1(actr->_x + 2, actr->_y + 2, actr))
+		if (checkMove1(actor->_x + 2, actor->_y + 2, actor))
 			break;
 		d = 0;
 		break;
+		
 	case 3:
-		if (check_move1(actr->_x + 2, actr->_y + 2, actr))
+		if (checkMove1(actor->_x + 2, actor->_y + 2, actor))
 			break;
 		d = 2;
-		if (check_move1(actr->_x + 2, actr->_y - 2, actr))
+		if (checkMove1(actor->_x + 2, actor->_y - 2, actor))
 			break;
 		d = 1;
 		break;
+		
+	default:
+		break;
 	}
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // No movement - frame cycle
-int movement_eighteen(Actor *actr) {
+int movementEighteen(Actor *actor) {
 	int d;
 
-	if (actr->_temp5) {
-		actr->_temp5--;
-		if (!actr->_temp5)
-			actr->_numMoves = 1;
-	}
-	if (actr->_temp1) {
-		d = movement_five(actr);
-		actr->_rand--;
-		if (actr->_hitThor || !actr->_rand) {
-			if (actr->_hitThor) {
-				actr->_temp5 = 50;
-				actr->_numMoves = 2;
-				actr->_hitThor = false;
-				actr->_dir = d;
-				d = reverse_direction(actr);
+	if (actor->_temp5) {
+		actor->_temp5--;
+		if (!actor->_temp5)
+			actor->_numMoves = 1;
+	}
+	if (actor->_temp1) {
+		d = movementFive(actor);
+		actor->_rand--;
+		if (actor->_hitThor || !actor->_rand) {
+			if (actor->_hitThor) {
+				actor->_temp5 = 50;
+				actor->_numMoves = 2;
+				actor->_hitThor = false;
+				actor->_dir = d;
+				d = reverseDirection(actor);
 			}
-			actr->_temp1 = 0;
-			actr->_rand = g_events->getRandomNumber(50, 149);
+			actor->_temp1 = 0;
+			actor->_rand = g_events->getRandomNumber(50, 149);
 		}
 	} else {
-		d = movement_three(actr);
-		actr->_rand--;
-		if (!actr->_rand) {
-			actr->_temp5 = 0;
-			actr->_temp1 = 1;
-			actr->_rand = g_events->getRandomNumber(50, 149);
-		}
-		if (actr->_hitThor) {
-			actr->_temp5 = 50;
-			actr->_numMoves = 2;
-			actr->_hitThor = false;
-			actr->_dir = d;
-			d = reverse_direction(actr);
-		}
-	}
-	nextFrame(actr);
+		d = movementThree(actor);
+		actor->_rand--;
+		if (!actor->_rand) {
+			actor->_temp5 = 0;
+			actor->_temp1 = 1;
+			actor->_rand = g_events->getRandomNumber(50, 149);
+		}
+		if (actor->_hitThor) {
+			actor->_temp5 = 50;
+			actor->_numMoves = 2;
+			actor->_hitThor = false;
+			actor->_dir = d;
+			d = reverseDirection(actor);
+		}
+	}
+	nextFrame(actor);
 	return d;
 }
 
 // No movement - frame cycle
-int movement_nineteen(Actor *actr) {
-	return movement_seven(actr);
+int movementNineteen(Actor *actor) {
+	return movementSeven(actor);
 }
 
-int movement_twenty(Actor *actr) {
+int movementTwenty(Actor *actor) {
 	if (GAME1)
 		// Boss - snake
-		return boss1Movement(actr);
+		return boss1Movement(actor);
 
-	return movement_one(actr);
+	return movementOne(actor);
 }
 
 // No movement - frame cycle
-int movement_twentyone(Actor *actr) {
-	return movement_three(actr);
+int movementTwentyOne(Actor *actor) {
+	return movementThree(actor);
 }
 
 // Spear
-int movement_twentytwo(Actor *actr) {
-	int d = actr->_lastDir;
-	if (actr->_directions == 1)
+int movementTwentyTwo(Actor *actor) {
+	int d = actor->_lastDir;
+	if (actor->_directions == 1)
 		d = 0;
 
 redo:
 
-	switch (actr->_temp2) {
+	switch (actor->_temp2) {
 	case 0:
-		if (backgroundTile(actr->_x, actr->_y) >= TILE_SOLID)
-			actr->_nextFrame = 1;
+		if (backgroundTile(actor->_x, actor->_y) >= TILE_SOLID)
+			actor->_nextFrame = 1;
 		else {
-			actr->_temp2 = 6;
-			actr->_temp1 = 1;
+			actor->_temp2 = 6;
+			actor->_temp1 = 1;
 			goto redo;
 		}
-		actr->_temp2++;
+		actor->_temp2++;
 		break;
+		
 	case 1:
-		actr->_nextFrame = 2;
-		actr->_temp2++;
+		actor->_nextFrame = 2;
+		actor->_temp2++;
 		break;
+		
 	case 2:
-		actr->_nextFrame = 3;
-		actr->_hitStrength = 255;
-		actr->_temp2++;
-		actr->_temp1 = 10;
+		actor->_nextFrame = 3;
+		actor->_hitStrength = 255;
+		actor->_temp2++;
+		actor->_temp1 = 10;
 		break;
+		
 	case 3:
-		check_move2(actr->_x, actr->_y, actr);
-		actr->_temp1--;
-		if (actr->_temp1)
+		checkMove2(actor->_x, actor->_y, actor);
+		actor->_temp1--;
+		if (actor->_temp1)
 			break;
-		actr->_temp2++;
-		actr->_nextFrame = 2;
+		actor->_temp2++;
+		actor->_nextFrame = 2;
 		break;
+		
 	case 4:
-		actr->_hitStrength = 0;
-		actr->_temp2++;
-		actr->_nextFrame = 1;
+		actor->_hitStrength = 0;
+		actor->_temp2++;
+		actor->_nextFrame = 1;
 		break;
+		
 	case 5:
-		actr->_temp2++;
-		actr->_nextFrame = 0;
-		actr->_temp1 = 10;
+		actor->_temp2++;
+		actor->_nextFrame = 0;
+		actor->_temp1 = 10;
 		break;
+		
 	case 6:
-		actr->_temp1--;
-		if (actr->_temp1)
+		actor->_temp1--;
+		if (actor->_temp1)
 			break;
-		actr->_temp2 = 0;
-		actr->_nextFrame = 0;
+		actor->_temp2 = 0;
+		actor->_nextFrame = 0;
 		switch (d) {
 		case 0:
-			actr->_x += 16;
-			actr->_y += 16;
+			actor->_x += 16;
+			actor->_y += 16;
 			d = 3;
-			if (backgroundTile(actr->_x, actr->_y) < TILE_SOLID)
+			if (backgroundTile(actor->_x, actor->_y) < TILE_SOLID)
 				goto redo;
 			break;
+			
 		case 1:
-			actr->_x -= 16;
-			actr->_y -= 16;
+			actor->_x -= 16;
+			actor->_y -= 16;
 			d = 2;
-			if (backgroundTile(actr->_x, actr->_y) < TILE_SOLID)
+			if (backgroundTile(actor->_x, actor->_y) < TILE_SOLID)
 				goto redo;
 			break;
+			
 		case 2:
-			actr->_x += 16;
-			actr->_y -= 16;
+			actor->_x += 16;
+			actor->_y -= 16;
 			d = 0;
-			if (backgroundTile(actr->_x, actr->_y) < TILE_SOLID)
+			if (backgroundTile(actor->_x, actor->_y) < TILE_SOLID)
 				goto redo;
 			break;
+			
 		case 3:
-			actr->_x -= 16;
-			actr->_y += 16;
+			actor->_x -= 16;
+			actor->_y += 16;
 			d = 1;
-			if (backgroundTile(actr->_x, actr->_y) < TILE_SOLID)
+			if (backgroundTile(actor->_x, actor->_y) < TILE_SOLID)
 				goto redo;
 			break;
+		default:
+			break;
 		}
-		actr->_dir = d;
-		actr->_lastDir = d;
+		actor->_dir = d;
+		actor->_lastDir = d;
+		break;
+		
+	default:
 		break;
 	}
 	return d;
 }
 
 // Spinball counter-clockwise
-int movement_twentythree(Actor *actr) {
-	int d = actr->_lastDir;
-	nextFrame(actr);
-	if (actr->_passValue & 2)
-		actr->_numMoves = 2;
+int movementTwentyThree(Actor *actor) {
+	int d = actor->_lastDir;
+	nextFrame(actor);
+	if (actor->_passValue & 2)
+		actor->_numMoves = 2;
 
 	switch (d) {
 	case 0:
-		if (backgroundTile(actr->_x - 2, actr->_y) >= TILE_FLY &&
-			backgroundTile(actr->_x - 2, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
+		if (backgroundTile(actor->_x - 2, actor->_y) >= TILE_FLY &&
+			backgroundTile(actor->_x - 2, actor->_y + actor->_sizeY - 1) >= TILE_FLY) {
 			d = 2;
-			actr->_x -= 2;
+			actor->_x -= 2;
 		} else {
-			if (backgroundTile(actr->_x, actr->_y - 2) < TILE_FLY ||
-				backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y - 2) < TILE_FLY) {
-				if (backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y) >= TILE_FLY &&
-					backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
+			if (backgroundTile(actor->_x, actor->_y - 2) < TILE_FLY ||
+				backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y - 2) < TILE_FLY) {
+				if (backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y) >= TILE_FLY &&
+					backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y + actor->_sizeY - 1) >= TILE_FLY) {
 					d = 3;
-					actr->_x += 2;
+					actor->_x += 2;
 				} else {
 					d = 1;
 					break;
 				}
 			} else
-				actr->_y -= 2;
+				actor->_y -= 2;
 		}
 		break;
+		
 	case 1:
-		if (backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y) >= TILE_FLY &&
-			backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
+		if (backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y) >= TILE_FLY &&
+			backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y + actor->_sizeY - 1) >= TILE_FLY) {
 			d = 3;
-			actr->_x += 2;
+			actor->_x += 2;
 		} else {
-			if (backgroundTile(actr->_x, actr->_y + actr->_sizeY + 1) < TILE_FLY ||
-				backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) < TILE_FLY) {
-				if (backgroundTile(actr->_x - 2, actr->_y) >= TILE_FLY &&
-					backgroundTile(actr->_x - 2, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
+			if (backgroundTile(actor->_x, actor->_y + actor->_sizeY + 1) < TILE_FLY ||
+				backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y + actor->_sizeY + 1) < TILE_FLY) {
+				if (backgroundTile(actor->_x - 2, actor->_y) >= TILE_FLY &&
+					backgroundTile(actor->_x - 2, actor->_y + actor->_sizeY - 1) >= TILE_FLY) {
 					d = 2;
-					actr->_x -= 2;
+					actor->_x -= 2;
 				} else {
 					d = 0;
 					break;
 				}
 			} else
-				actr->_y += 2;
+				actor->_y += 2;
 		}
 		break;
+		
 	case 2:
-		if (backgroundTile(actr->_x, actr->_y + actr->_sizeY + 1) >= TILE_FLY &&
-			backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) >= TILE_FLY) {
+		if (backgroundTile(actor->_x, actor->_y + actor->_sizeY + 1) >= TILE_FLY &&
+			backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y + actor->_sizeY + 1) >= TILE_FLY) {
 			d = 1;
-			actr->_y += 2;
+			actor->_y += 2;
 		} else {
-			if (backgroundTile(actr->_x - 2, actr->_y) < TILE_FLY ||
-				backgroundTile(actr->_x - 2, actr->_y + actr->_sizeY - 1) < TILE_FLY) {
-				if (backgroundTile(actr->_x, actr->_y - 2) >= TILE_FLY &&
-					backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y - 2) >= TILE_FLY) {
+			if (backgroundTile(actor->_x - 2, actor->_y) < TILE_FLY ||
+				backgroundTile(actor->_x - 2, actor->_y + actor->_sizeY - 1) < TILE_FLY) {
+				if (backgroundTile(actor->_x, actor->_y - 2) >= TILE_FLY &&
+					backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y - 2) >= TILE_FLY) {
 					d = 0;
-					actr->_y -= 2;
+					actor->_y -= 2;
 				} else {
 					d = 3;
 					break;
 				}
 			} else
-				actr->_x -= 2;
+				actor->_x -= 2;
 		}
 		break;
+		
 	case 3:
-		if (backgroundTile(actr->_x, actr->_y - 2) >= TILE_FLY &&
-			backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y - 2) >= TILE_FLY) {
+		if (backgroundTile(actor->_x, actor->_y - 2) >= TILE_FLY &&
+			backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y - 2) >= TILE_FLY) {
 			d = 0;
-			actr->_y -= 2;
+			actor->_y -= 2;
 		} else {
-			if (backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y) < TILE_FLY ||
-				backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) < TILE_FLY) {
-				if (backgroundTile(actr->_x, actr->_y + actr->_sizeY + 1) >= TILE_FLY &&
-					backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) >= TILE_FLY) {
+			if (backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y) < TILE_FLY ||
+				backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y + actor->_sizeY - 1) < TILE_FLY) {
+				if (backgroundTile(actor->_x, actor->_y + actor->_sizeY + 1) >= TILE_FLY &&
+					backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y + actor->_sizeY + 1) >= TILE_FLY) {
 					d = 1;
-					actr->_y += 2;
+					actor->_y += 2;
 				} else {
 					d = 2;
 					break;
 				}
 			} else
-				actr->_x += 2;
+				actor->_x += 2;
 		}
 		break;
+
+	default:
+		break;
 	}
-	check_move2(actr->_x, actr->_y, actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	
+	checkMove2(actor->_x, actor->_y, actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Spinball  clockwise
-int movement_twentyfour(Actor *actr) {
-	int d = actr->_lastDir;
-	nextFrame(actr);
-	if (actr->_passValue & 2)
-		actr->_numMoves = 2;
+int movementTwentyFour(Actor *actor) {
+	int d = actor->_lastDir;
+	nextFrame(actor);
+	if (actor->_passValue & 2)
+		actor->_numMoves = 2;
 
 	switch (d) {
 	case 0:
-		if (backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y) >= TILE_FLY &&
-			backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
+		if (backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y) >= TILE_FLY &&
+			backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y + actor->_sizeY - 1) >= TILE_FLY) {
 			d = 3;
-			actr->_x += 2;
+			actor->_x += 2;
 		} else {
-			if (backgroundTile(actr->_x, actr->_y - 2) < TILE_FLY ||
-				backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y - 2) < TILE_FLY) {
-				if (backgroundTile(actr->_x - 2, actr->_y) >= TILE_FLY &&
-					backgroundTile(actr->_x - 2, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
+			if (backgroundTile(actor->_x, actor->_y - 2) < TILE_FLY ||
+				backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y - 2) < TILE_FLY) {
+				if (backgroundTile(actor->_x - 2, actor->_y) >= TILE_FLY &&
+					backgroundTile(actor->_x - 2, actor->_y + actor->_sizeY - 1) >= TILE_FLY) {
 					d = 2;
-					actr->_x -= 2;
+					actor->_x -= 2;
 				} else {
 					d = 1;
 					break;
 				}
 			} else
-				actr->_y -= 2;
+				actor->_y -= 2;
 		}
 		break;
+		
 	case 1:
-		if (backgroundTile(actr->_x - 2, actr->_y) >= TILE_FLY &&
-			backgroundTile(actr->_x - 2, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
+		if (backgroundTile(actor->_x - 2, actor->_y) >= TILE_FLY &&
+			backgroundTile(actor->_x - 2, actor->_y + actor->_sizeY - 1) >= TILE_FLY) {
 			d = 2;
-			actr->_x -= 2;
+			actor->_x -= 2;
 		} else {
-			if (backgroundTile(actr->_x, actr->_y + actr->_sizeY + 1) < TILE_FLY ||
-				backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) < TILE_FLY) {
-				if (backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y) >= TILE_FLY &&
-					backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) >= TILE_FLY) {
+			if (backgroundTile(actor->_x, actor->_y + actor->_sizeY + 1) < TILE_FLY ||
+				backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y + actor->_sizeY + 1) < TILE_FLY) {
+				if (backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y) >= TILE_FLY &&
+					backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y + actor->_sizeY - 1) >= TILE_FLY) {
 					d = 3;
-					actr->_x += 2;
+					actor->_x += 2;
 				} else {
 					d = 0;
 					break;
 				}
 			} else
-				actr->_y += 2;
+				actor->_y += 2;
 		}
 		break;
+		
 	case 2:
-		if (backgroundTile(actr->_x, actr->_y - 2) >= TILE_FLY &&
-			backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y - 2) >= TILE_FLY) {
+		if (backgroundTile(actor->_x, actor->_y - 2) >= TILE_FLY &&
+			backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y - 2) >= TILE_FLY) {
 			d = 0;
-			actr->_y -= 2;
+			actor->_y -= 2;
 		} else {
-			if (backgroundTile(actr->_x - 2, actr->_y) < TILE_FLY ||
-				backgroundTile(actr->_x - 2, actr->_y + actr->_sizeY - 1) < TILE_FLY) {
-				if (backgroundTile(actr->_x, actr->_y + actr->_sizeY + 1) >= TILE_FLY &&
-					backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) >= TILE_FLY) {
+			if (backgroundTile(actor->_x - 2, actor->_y) < TILE_FLY ||
+				backgroundTile(actor->_x - 2, actor->_y + actor->_sizeY - 1) < TILE_FLY) {
+				if (backgroundTile(actor->_x, actor->_y + actor->_sizeY + 1) >= TILE_FLY &&
+					backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y + actor->_sizeY + 1) >= TILE_FLY) {
 					d = 1;
-					actr->_y += 2;
+					actor->_y += 2;
 				} else {
 					d = 3;
 					break;
 				}
 			} else
-				actr->_x -= 2;
+				actor->_x -= 2;
 		}
 		break;
+		
 	case 3:
-		if (backgroundTile(actr->_x, actr->_y + actr->_sizeY + 1) >= TILE_FLY &&
-			backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y + actr->_sizeY + 1) >= TILE_FLY) {
+		if (backgroundTile(actor->_x, actor->_y + actor->_sizeY + 1) >= TILE_FLY &&
+			backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y + actor->_sizeY + 1) >= TILE_FLY) {
 			d = 1;
-			actr->_y += 2;
+			actor->_y += 2;
 		} else {
-			if (backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y) < TILE_FLY ||
-				backgroundTile(actr->_x + actr->_sizeX + 1, actr->_y + actr->_sizeY - 1) < TILE_FLY) {
-				if (backgroundTile(actr->_x, actr->_y - 2) >= TILE_FLY &&
-					backgroundTile(actr->_x + actr->_sizeX - 1, actr->_y - 2) >= TILE_FLY) {
+			if (backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y) < TILE_FLY ||
+				backgroundTile(actor->_x + actor->_sizeX + 1, actor->_y + actor->_sizeY - 1) < TILE_FLY) {
+				if (backgroundTile(actor->_x, actor->_y - 2) >= TILE_FLY &&
+					backgroundTile(actor->_x + actor->_sizeX - 1, actor->_y - 2) >= TILE_FLY) {
 					d = 0;
-					actr->_y -= 2;
+					actor->_y -= 2;
 				} else {
 					d = 2;
 					break;
 				}
 			} else
-				actr->_x += 2;
+				actor->_x += 2;
 		}
 		break;
+
+	default:
+		break;
 	}
-	check_move2(actr->_x, actr->_y, actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	
+	checkMove2(actor->_x, actor->_y, actor);
+	actor->_lastDir = d;
+	
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Acid puddle
-int movement_twentyfive(Actor *actr) {
-	if (actr->_temp2) {
-		actr->_temp2--;
-		return movement_one(actr);
+int movementTwentyFive(Actor *actor) {
+	if (actor->_temp2) {
+		actor->_temp2--;
+		return movementOne(actor);
 	}
-	if (!actr->_temp1) {
-		actr->_lastDir = g_events->getRandomNumber(3);
+	if (!actor->_temp1) {
+		actor->_lastDir = g_events->getRandomNumber(3);
 		int i = 4;
 		while (i--) {
-			int ret = movement_three(actr);
+			int ret = movementThree(actor);
 			if (ret)
 				return ret;
-			actr->_lastDir++;
-			if (actr->_lastDir > 3)
-				actr->_lastDir = 0;
+			actor->_lastDir++;
+			if (actor->_lastDir > 3)
+				actor->_lastDir = 0;
 		}
-		actr->_temp1 = 16;
+		actor->_temp1 = 16;
 	}
-	actr->_temp1--;
-	return movement_three(actr);
+	actor->_temp1--;
+	return movementThree(actor);
 }
 
-int movement_twentysix(Actor *actr) {
+int movementTwentySix(Actor *actor) {
 	if (GAME2)
-		return boss2Movement(actr);
+		return boss2Movement(actor);
 	if (GAME3)
-		return boss3Movement(actr);
+		return boss3Movement(actor);
 
-	return movement_one(actr);
+	return movementOne(actor);
 }
 
-int movement_twentyseven(Actor *actr) {
+int movementTwentySeven(Actor *actor) {
 	if (GAME2)
-		return boss2Movement(actr);
+		return boss2Movement(actor);
 
-	return movement_one(actr);
+	return movementOne(actor);
 }
 
-void set_thor_vars() {
+void setThorVars() {
 	_G(thor_x1) = _G(thor)->_x + 1;
 	_G(thor_y1) = _G(thor)->_y + 8;
 
@@ -2102,43 +2192,43 @@ void set_thor_vars() {
 }
 
 // Fish
-int movement_twentyeight(Actor *actr) {
-	int d = actr->_lastDir;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+int movementTwentyEight(Actor *actor) {
+	const int d = actor->_lastDir;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 	int ret;
 	
-	if (actr->_i1)
-		actr->_i1--;
+	if (actor->_i1)
+		actor->_i1--;
 	else {
-		if (!actr->_temp3) {
-			if (!actr->_nextFrame) {
-				actr->_frameCount = 1;
-				actr->_frameSpeed = 4;
+		if (!actor->_temp3) {
+			if (!actor->_nextFrame) {
+				actor->_frameCount = 1;
+				actor->_frameSpeed = 4;
 			}
 
-			nextFrame(actr);
-			if (actr->_nextFrame == 3) {
-				if (actr->_currNumShots < actr->_numShotsAllowed)
-					actor_shoots(actr, 0);
-				actr->_temp3 = 1;
+			nextFrame(actor);
+			if (actor->_nextFrame == 3) {
+				if (actor->_currNumShots < actor->_numShotsAllowed)
+					actorShoots(actor, 0);
+				actor->_temp3 = 1;
 			}
 		} else {
-			const int fcount = actr->_frameCount - 1;
+			const int fcount = actor->_frameCount - 1;
 			if (fcount <= 0) {
-				actr->_nextFrame--;
-				actr->_frameCount = actr->_frameSpeed;
-				if (!actr->_nextFrame) {
-					actr->_temp3 = 0;
-					actr->_frameSpeed = 4;
-					actr->_i1 = g_events->getRandomNumber(60, 159);
+				actor->_nextFrame--;
+				actor->_frameCount = actor->_frameSpeed;
+				if (!actor->_nextFrame) {
+					actor->_temp3 = 0;
+					actor->_frameSpeed = 4;
+					actor->_i1 = g_events->getRandomNumber(60, 159);
 				}
 			} else
-				actr->_frameCount = fcount;
+				actor->_frameCount = fcount;
 		}
 		goto done;
 	}
-	switch (actr->_temp2) {
+	switch (actor->_temp2) {
 	case 0:
 		y1 -= 2;
 		break;
@@ -2151,57 +2241,59 @@ int movement_twentyeight(Actor *actr) {
 	case 3:
 		x1 += 2;
 		break;
+	default:
+		break;
 	}
 	
 	ret = backgroundTile(x1, y1);
 	if (ret != 100 && ret != 106 && ret != 110 && ret != 111 && ret != 113)
 		goto chg_dir;
-	ret = backgroundTile((x1 + actr->_sizeX) - 1, y1);
+	ret = backgroundTile((x1 + actor->_sizeX) - 1, y1);
 	if (ret != 100 && ret != 106 && ret != 110 && ret != 111 && ret != 113)
 		goto chg_dir;
-	ret = backgroundTile(x1, (y1 + actr->_sizeY) - 1);
+	ret = backgroundTile(x1, (y1 + actor->_sizeY) - 1);
 	if (ret != 100 && ret != 106 && ret != 110 && ret != 111 && ret != 113)
 		goto chg_dir;
-	ret = backgroundTile((x1 + actr->_sizeX) - 1, (y1 + actr->_sizeY) - 1);
+	ret = backgroundTile((x1 + actor->_sizeX) - 1, (y1 + actor->_sizeY) - 1);
 	if (ret != 100 && ret != 106 && ret != 110 && ret != 111 && ret != 113)
 		goto chg_dir;
 
-	actr->_x = x1;
-	actr->_y = y1;
+	actor->_x = x1;
+	actor->_y = y1;
 
 	goto done;
 
 chg_dir:
-	actr->_temp2 = _G(rand1) % 4;
+	actor->_temp2 = _G(rand1) % 4;
 
 done:
-	if (actr->_nextFrame) {
-		x1 = actr->_x;
-		y1 = actr->_y;
-		actr->_solid = 1;
-		check_move2(x1, y1, actr);
-		actr->_x = x1;
-		actr->_y = y1;
+	if (actor->_nextFrame) {
+		x1 = actor->_x;
+		y1 = actor->_y;
+		actor->_solid = 1;
+		checkMove2(x1, y1, actor);
+		actor->_x = x1;
+		actor->_y = y1;
 	} else
-		actr->_solid = 2;
-	if (actr->_directions == 1)
+		actor->_solid = 2;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
-// Horz or vert (pass_val)
-int movement_twentynine(Actor *actr) {
-	if (!actr->_passValue)
-		return movement_thirty(actr);
+// Horizontal or vertical (pass_val)
+int movementTwentyNine(Actor *actor) {
+	if (!actor->_passValue)
+		return movementThirty(actor);
 
-	return movement_twelve(actr);
+	return movementTwelve(actor);
 }
 
-// Vert straight
-int movement_thirty(Actor *actr) {
-	int d = actr->_lastDir;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+// Vertical straight
+int movementThirty(Actor *actor) {
+	int d = actor->_lastDir;
+	const int x1 = actor->_x;
+	int y1 = actor->_y;
 
 	switch (d) {
 	case 0:
@@ -2210,143 +2302,152 @@ int movement_thirty(Actor *actr) {
 	case 1:
 		y1 += 2;
 		break;
+	default:
+		break;
 	}
-	if (!check_move2(x1, y1, actr))
+	if (!checkMove2(x1, y1, actor))
 		d ^= 1;
 
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Drop (stalagtite)
-int movement_thirtyone(Actor *actr) {
-	int d = actr->_lastDir;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+int movementThirtyOne(Actor *actor) {
+	const int d = actor->_lastDir;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 
-	if (actr->_temp1) {
+	if (actor->_temp1) {
 		y1 += 2;
-		if (!check_move2(x1, y1, actr))
-			actor_destroyed(actr);
+		if (!checkMove2(x1, y1, actor))
+			actorDestroyed(actor);
 	} else if (_G(thor_y1) > y1 && ABS(x1 - _G(thor_x1)) < 16) {
-		int cx = (actr->_x + (actr->_sizeX / 2)) >> 4;
-		int cy = ((actr->_y + actr->_sizeY) - 2) >> 4;
-		int ty = _G(thor)->_centerY;
+		const int cx = (actor->_x + (actor->_sizeX / 2)) >> 4;
+		const int cy = ((actor->_y + actor->_sizeY) - 2) >> 4;
+		const int ty = _G(thor)->_centerY;
 		for (int i = cy; i <= ty; i++)
 			if (_G(scrn)._iconGrid[i][cx] < TILE_SOLID)
 				goto done;
-		actr->_numMoves = actr->_passValue + 1;
-		actr->_temp1 = 1;
+		actor->_numMoves = actor->_passValue + 1;
+		actor->_temp1 = 1;
 	}
 
 done:
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Unused
-int movement_thirtytwo(Actor *actr) {
+int movementThirtyTwo(Actor *actor) {
 	return 0;
 }
 
 // Unused
-int movement_thirtythree(Actor *actr) {
+int movementThirtyThree(Actor *actor) {
 	return 0;
 }
 
 // Unused
-int movement_thirtyfour(Actor *actr) {
+int movementThirtyFour(Actor *actor) {
 	return 0;
 }
 
 // Gun (single)
-int movement_thirtyfive(Actor *actr) {
-	actr->_nextFrame = actr->_lastDir;
-	return actr->_dir;
+int movementThirtyFive(Actor *actor) {
+	actor->_nextFrame = actor->_lastDir;
+	return actor->_dir;
 }
 
 // Acid drop
-int movement_thirtysix(Actor *actr) {
-	actr->_speed = actr->_passValue;
-	nextFrame(actr);
-	if (actr->_nextFrame == 0 && actr->_frameCount == actr->_frameSpeed) {
-		actor_always_shoots(actr, 1);
-		_G(actor[actr->_shotActor])._x -= 2;
+int movementThirtySix(Actor *actor) {
+	actor->_speed = actor->_passValue;
+	nextFrame(actor);
+	if (actor->_nextFrame == 0 && actor->_frameCount == actor->_frameSpeed) {
+		actorAlwaysShoots(actor, 1);
+		_G(actor[actor->_shotActor])._x -= 2;
 	}
 	return 0;
 }
 
 // 4-way straight (random length) change
-int movement_thirtyseven(Actor *actr) {
-	int d = actr->_lastDir;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
-
-	int f = 0;
-	if (actr->_counter) {
-		actr->_counter--;
+int movementThirtySeven(Actor *actor) {
+	int d = actor->_lastDir;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
+
+	bool check = false;
+	if (actor->_counter) {
+		actor->_counter--;
 		switch (d) {
 		case 0:
 			y1 -= 2;
-			if (!check_move2(x1, y1, actr))
-				f = 1;
+			if (!checkMove2(x1, y1, actor))
+				check = true;
 			break;
+			
 		case 1:
 			y1 += 2;
-			if (!check_move2(x1, y1, actr))
-				f = 1;
+			if (!checkMove2(x1, y1, actor))
+				check = true;
 			break;
+			
 		case 2:
 			x1 -= 2;
-			if (!check_move2(x1, y1, actr))
-				f = 1;
+			if (!checkMove2(x1, y1, actor))
+				check = true;
 			break;
+			
 		case 3:
 			x1 += 2;
-			if (!check_move2(x1, y1, actr))
-				f = 1;
+			if (!checkMove2(x1, y1, actor))
+				check = true;
+			break;
+
+		default:
 			break;
 		}
 	} else
-		f = 1;
+		check = true;
 
-	if (f == 1) {
-		actr->_counter = g_events->getRandomNumber(10, 99);
+	if (check) {
+		actor->_counter = g_events->getRandomNumber(10, 99);
 		d = g_events->getRandomNumber(3);
 	}
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Timed darting
-#define TIMER actr->_i1
-#define INIT_DIR actr->_temp1
-#define OTHER_DIR actr->_temp2
-#define FLAG actr->_temp3
-#define OX actr->_i2
-#define OY actr->_i3
-#define CNT actr->_i4
-int movement_thirtyeight(Actor *actr) {
-	int d = actr->_lastDir;
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+#define TIMER actor->_i1
+#define INIT_DIR actor->_temp1
+#define OTHER_DIR actor->_temp2
+#define FLAG actor->_temp3
+#define OX actor->_i2
+#define OY actor->_i3
+#define CNT actor->_i4
+int movementThirtyEight(Actor *actor) {
+	int d = actor->_lastDir;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 
 	if (!FLAG) {
 		FLAG = 1;
-		if (actr->_passValue)
-			TIMER = actr->_passValue * 15;
+		if (actor->_passValue)
+			TIMER = actor->_passValue * 15;
 		else
 			TIMER = g_events->getRandomNumber(5, 364);
-		INIT_DIR = actr->_lastDir;
+		INIT_DIR = actor->_lastDir;
 		OX = x1;
 		OY = y1;
 		CNT = 0;
@@ -2363,6 +2464,8 @@ int movement_thirtyeight(Actor *actr) {
 		case 3:
 			OTHER_DIR = 2;
 			break;
+		default:
+			break;
 		}
 	}
 	if (TIMER) {
@@ -2383,98 +2486,106 @@ int movement_thirtyeight(Actor *actr) {
 	case 3:
 		x1 += 2;
 		break;
+	default:
+		break;
 	}
 
 	switch (FLAG) {
 	case 1:
-		if (!check_move2(x1, y1, actr)) {
+		if (!checkMove2(x1, y1, actor)) {
 			if (CNT) {
 				d = OTHER_DIR;
-				actr->_lastDir = d;
+				actor->_lastDir = d;
 				FLAG = 2;
 			} else {
-				actr->_nextFrame = 0;
+				actor->_nextFrame = 0;
 				FLAG = 0;
 				goto done;
 			}
 		} else
 			CNT++;
 		break;
+		
 	case 2:
-		check_move2(x1, y1, actr);
+		checkMove2(x1, y1, actor);
 		if (x1 == OX && y1 == OY) {
 			FLAG = 0;
 			d = INIT_DIR;
-			actr->_lastDir = d;
-			actr->_nextFrame = 0;
+			actor->_lastDir = d;
+			actor->_nextFrame = 0;
 			goto done;
 		}
+		break;
+
+	default:
+		break;
 	}
-	nextFrame(actr);
+	nextFrame(actor);
 
 done:
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Troll 1
-int movement_thirtynine(Actor *actr) {
+int movementThirtyNine(Actor *actor) {
 	if (_G(setup)._difficultyLevel == 0) {
-		actr->_speed = 3;
-		actr->_numMoves = 1;
+		actor->_speed = 3;
+		actor->_numMoves = 1;
 	} else if (_G(setup)._difficultyLevel == 1) {
-		actr->_speed = 2;
-		actr->_numMoves = 1;
+		actor->_speed = 2;
+		actor->_numMoves = 1;
 	} else if (_G(setup)._difficultyLevel == 2) {
-		actr->_speed = 1;
-		actr->_numMoves = 1;
+		actor->_speed = 1;
+		actor->_numMoves = 1;
 	}
 
-	if (actr->_passValue < 5)
-		return movement_forty(actr);
-	if (actr->_passValue == 10) {
-		if (overlap(actr->_x + 1, actr->_y + 1, actr->_x + actr->_sizeX - 1,
-					actr->_y + actr->_sizeY - 1, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
-			actr->_hitStrength = 255;
-			thor_damaged(actr);
+	if (actor->_passValue < 5)
+		return movementForty(actor);
+	
+	if (actor->_passValue == 10) {
+		if (overlap(actor->_x + 1, actor->_y + 1, actor->_x + actor->_sizeX - 1,
+					actor->_y + actor->_sizeY - 1, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
+			actor->_hitStrength = 255;
+			thorDamaged(actor);
 		}
-		return actr->_dir;
+		return actor->_dir;
 	}
-	if (actr->_actorNum != 3)
-		return actr->_dir;
+	if (actor->_actorNum != 3)
+		return actor->_dir;
 
-	if (actr->_i1) {
-		actr->_i1--;
-		actr->_x -= 2;
-		check_move2(actr->_x, actr->_y, actr);
+	if (actor->_i1) {
+		actor->_i1--;
+		actor->_x -= 2;
+		checkMove2(actor->_x, actor->_y, actor);
 		_G(actor[4])._x -= 2;
 		_G(actor[5])._x -= 2;
 		_G(actor[6])._x -= 2;
 	}
-	nextFrame(actr);
-	if (actr->_nextFrame == 3)
-		actr->_nextFrame = 0;
+	nextFrame(actor);
+	if (actor->_nextFrame == 3)
+		actor->_nextFrame = 0;
 	_G(actor[4])._nextFrame = _G(actor[3])._nextFrame;
 	_G(actor[5])._nextFrame = 0;
 	_G(actor[6])._nextFrame = 0;
-	return actr->_dir;
+	return actor->_dir;
 }
 
 // Troll 2
-int movement_forty(Actor *actr) {
-	if (overlap(actr->_x + 1, actr->_y + 1, actr->_x + actr->_sizeX + 3,
-				actr->_y + actr->_sizeY - 1, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
-		actr->_hitStrength = 150;
-		thor_damaged(actr);
-	}
-	int a = 5 + (actr->_passValue * 4);
-	const int x1 = actr->_x;
-	int d = actr->_lastDir;
-
-	if (actr->_lastDir == 2) {
-		if (backgroundTile(x1 - 2, actr->_y) >= TILE_SOLID) {
+int movementForty(Actor *actor) {
+	if (overlap(actor->_x + 1, actor->_y + 1, actor->_x + actor->_sizeX + 3,
+				actor->_y + actor->_sizeY - 1, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
+		actor->_hitStrength = 150;
+		thorDamaged(actor);
+	}
+	int a = 5 + (actor->_passValue * 4);
+	const int x1 = actor->_x;
+	int d = actor->_lastDir;
+
+	if (actor->_lastDir == 2) {
+		if (backgroundTile(x1 - 2, actor->_y) >= TILE_SOLID) {
 			_G(actor[a]._x) -= 2;
 			_G(actor[a - 1])._x -= 2;
 			_G(actor[a - 2])._x -= 2;
@@ -2489,20 +2600,20 @@ int movement_forty(Actor *actr) {
 	} else
 		d = 2;
 
-	if (actr->_nextFrame == 3 && !actr->_currNumShots && actr->_frameCount == actr->_frameSpeed) {
-		actor_always_shoots(actr, 1);
-		_G(actor[actr->_shotActor])._x += 6;
+	if (actor->_nextFrame == 3 && !actor->_currNumShots && actor->_frameCount == actor->_frameSpeed) {
+		actorAlwaysShoots(actor, 1);
+		_G(actor[actor->_shotActor])._x += 6;
 	}
 
-	nextFrame(actr);
-	_G(actor[a - 2])._nextFrame = actr->_nextFrame;
-	_G(actor[a - 1])._nextFrame = actr->_nextFrame;
-	_G(actor[a + 1])._nextFrame = actr->_nextFrame;
+	nextFrame(actor);
+	_G(actor[a - 2])._nextFrame = actor->_nextFrame;
+	_G(actor[a - 1])._nextFrame = actor->_nextFrame;
+	_G(actor[a + 1])._nextFrame = actor->_nextFrame;
 	_G(actor[a - 2])._lastDir = d;
 	_G(actor[a - 1])._lastDir = d;
 	_G(actor[a + 1])._lastDir = d;
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
diff --git a/engines/got/game/move_patterns.h b/engines/got/game/move_patterns.h
index 9bb501ef4ee..4a793d79270 100644
--- a/engines/got/game/move_patterns.h
+++ b/engines/got/game/move_patterns.h
@@ -26,11 +26,11 @@
 
 namespace Got {
 
-extern int (*const movement_func[]) (Actor *actr);
-int check_move2(int x, int y, Actor *actr);
-int check_move3(int x, int y, Actor *actr);
-int check_move4(int x, int y, Actor *actr);
-void set_thor_vars();
+extern int (*const _movementFunc[]) (Actor *actor);
+int checkMove2(int x, int y, Actor *actor);
+int checkMove3(int x, int y, Actor *actor);
+int checkMove4(int x, int y, Actor *actor);
+void setThorVars();
 
 } // namespace Got
 
diff --git a/engines/got/game/object.cpp b/engines/got/game/object.cpp
index 931e495d726..f87c397b77e 100644
--- a/engines/got/game/object.cpp
+++ b/engines/got/game/object.cpp
@@ -356,7 +356,7 @@ int use_tornado(int flag) {
 			}
 		}
 		if (_G(thor_info)._magic < 1) {
-			actor_destroyed(&_G(actor[2]));
+			actorDestroyed(&_G(actor[2]));
 			_G(tornado_used) = false;
 			not_enough_magic();
 			return 0;
@@ -382,7 +382,7 @@ void use_item() {
 	int kf = _G(key_flag[key_magic]);
 
 	if (!kf && _G(tornado_used)) {
-		actor_destroyed(&_G(actor[2]));
+		actorDestroyed(&_G(actor[2]));
 		_G(tornado_used) = false;
 	}
 
diff --git a/engines/got/game/shot_movement.cpp b/engines/got/game/shot_movement.cpp
index 482bca57895..61033a139d4 100644
--- a/engines/got/game/shot_movement.cpp
+++ b/engines/got/game/shot_movement.cpp
@@ -81,7 +81,7 @@ void next_shot_frame(Actor *actr) {
 int shot_movement_none(Actor *actr) {
 	actr->_temp3--;
 	if (!actr->_temp3) {
-		actor_destroyed(actr);
+		actorDestroyed(actr);
 		if (_G(actor[actr->_creator])._currNumShots)
 			_G(actor[actr->_creator])._currNumShots--;
 	}
@@ -117,8 +117,8 @@ int shot_movement_one(Actor *actr) {
 		break;
 	}
 
-	if (!check_move3(x1, y1, actr)) {
-		actor_destroyed(actr);
+	if (!checkMove3(x1, y1, actr)) {
+		actorDestroyed(actr);
 		if (_G(actor[actr->_creator])._currNumShots)
 			_G(actor[actr->_creator])._currNumShots--;
 	} else {
@@ -157,8 +157,8 @@ int shot_movement_two(Actor *actr) {
 		y1 = actr->_y;
 		break;
 	}
-	if (!check_move4(x1, y1, actr)) {
-		actor_destroyed(actr);
+	if (!checkMove4(x1, y1, actr)) {
+		actorDestroyed(actr);
 		if (_G(actor[actr->_creator])._currNumShots)
 			_G(actor[actr->_creator])._currNumShots--;
 	} else {
@@ -184,7 +184,7 @@ int shot_movement_three(Actor *actr) {
 				actr->_x, actr->_y, actr->_x + 15, actr->_y + 15)) {
 		actr->_moveType = 0;
 		actr->_speed = 6;
-		thor_damaged(actr);
+		thorDamaged(actr);
 		actr->_x += 2;
 	}
 	if (!actr->_temp4) {
@@ -194,7 +194,7 @@ int shot_movement_three(Actor *actr) {
 			actr->_moveType = 0;
 	}
 	if (!actr->_temp3) {
-		actor_destroyed(actr);
+		actorDestroyed(actr);
 		if (_G(actor[actr->_creator])._currNumShots)
 			_G(actor[actr->_creator])._currNumShots--;
 	} else {
@@ -211,7 +211,7 @@ int shot_movement_four(Actor *actr) {
 	if (actr->_temp1) {
 		actr->_temp1--;
 		if (!actr->_temp1) {
-			actor_destroyed(actr);
+			actorDestroyed(actr);
 			_G(apple_drop++);
 			if (_G(apple_drop) == 4) {
 				if (_drop_obj(actr, 5))
@@ -225,8 +225,8 @@ int shot_movement_four(Actor *actr) {
 	}
 	if (overlap(_G(thor)->_x - 1, _G(thor)->_y - 1, _G(thor_x2) + 1, _G(thor_y2) + 1,
 				actr->_x, actr->_y, actr->_x + 15, actr->_y + 15)) {
-		thor_damaged(actr);
-		actor_destroyed(actr);
+		thorDamaged(actr);
+		actorDestroyed(actr);
 		return 0;
 	}
 
@@ -264,7 +264,7 @@ int shot_movement_four(Actor *actr) {
 			d = 3;
 		x1 += xd;
 		y1 += yd;
-		if (check_move3(x1, y1, actr)) {
+		if (checkMove3(x1, y1, actr)) {
 			nextFrame(actr);
 			actr->_lastDir = d;
 			if (actr->_directions == 1)
@@ -287,7 +287,7 @@ int shot_movement_four(Actor *actr) {
 	if (actr->_toggle) {
 		if (xd) {
 			x1 += xd;
-			if (check_move3(x1, y1, actr)) {
+			if (checkMove3(x1, y1, actr)) {
 				if (xd > 0)
 					d = 3;
 				else
@@ -302,7 +302,7 @@ int shot_movement_four(Actor *actr) {
 		}
 		if (yd) {
 			y1 += yd;
-			if (check_move3(x1, y1, actr)) {
+			if (checkMove3(x1, y1, actr)) {
 				if (yd > 0)
 					d = 1;
 				else
@@ -317,7 +317,7 @@ int shot_movement_four(Actor *actr) {
 	} else {
 		if (yd) {
 			y1 += yd;
-			if (check_move3(x1, y1, actr)) {
+			if (checkMove3(x1, y1, actr)) {
 				if (yd > 0)
 					d = 1;
 				else
@@ -332,7 +332,7 @@ int shot_movement_four(Actor *actr) {
 		}
 		if (xd) {
 			x1 += xd;
-			if (check_move3(x1, y1, actr)) {
+			if (checkMove3(x1, y1, actr)) {
 				if (xd > 0)
 					d = 3;
 				else
@@ -345,7 +345,7 @@ int shot_movement_four(Actor *actr) {
 			}
 		}
 	}
-	check_move3(actr->_x, actr->_y, actr);
+	checkMove3(actr->_x, actr->_y, actr);
 	nextFrame(actr);
 	actr->_lastDir = d;
 	if (actr->_directions == 1)
@@ -365,7 +365,7 @@ int shot_movement_five(Actor *actr) {
 int shot_movement_six(Actor *actr) {
 	actr->_temp1--;
 	if (!actr->_temp1) {
-		actor_destroyed(actr);
+		actorDestroyed(actr);
 		if (_G(actor[actr->_creator])._currNumShots)
 			_G(actor[actr->_creator])._currNumShots--;
 	} else
@@ -392,7 +392,7 @@ int shot_movement_seven(Actor *actr) {
 	}
 	if (overlap(actr->_x, actr->_y, actr->_x + actr->_sizeX, actr->_y + actr->_sizeY,
 				_G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15))
-		thor_damaged(actr);
+		thorDamaged(actr);
 
 	actr->_temp2++;
 	if (actr->_temp2 > 2) {
@@ -473,11 +473,11 @@ int shot_movement_eight(Actor *actr) {
 		if (!actr->_dead)
 			if (_G(actor[actr->_creator])._currNumShots)
 				_G(actor[actr->_creator])._currNumShots--;
-		actor_destroyed(actr);
+		actorDestroyed(actr);
 	}
 	if (overlap(actr->_x, actr->_y, actr->_x + actr->_sizeX, actr->_y + actr->_sizeY,
 				_G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15))
-		thor_damaged(actr);
+		thorDamaged(actr);
 	actr->_x = x;
 	actr->_y = y;
 
@@ -493,7 +493,7 @@ int shot_movement_nine(Actor *actr) {
 	actr->_nextFrame++;
 	if (actr->_nextFrame == 3) {
 		_G(actor[actr->_creator])._currNumShots--;
-		actor_destroyed(actr);
+		actorDestroyed(actr);
 		return 0;
 	}
 	if (actr->_directions == 1)
@@ -508,13 +508,13 @@ int shot_movement_ten(Actor *actr) {
 
 	if (overlap(actr->_x, actr->_y, actr->_x + actr->_sizeX, actr->_y + actr->_sizeY,
 				_G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15)) {
-		thor_damaged(actr);
+		thorDamaged(actr);
 		f = 1;
 	}
 	if ((actr->_y > 160) || f) {
 		if (_G(actor[actr->_creator])._currNumShots)
 			_G(actor[actr->_creator])._currNumShots--;
-		actor_destroyed(actr);
+		actorDestroyed(actr);
 	}
 
 	return 0;
@@ -585,10 +585,10 @@ int shot_movement_eleven(Actor *actr) {
 		}
 	}
 
-	if (!check_move3(x1, y1, actr)) {
+	if (!checkMove3(x1, y1, actr)) {
 		if (_G(actor[actr->_creator])._currNumShots)
 			_G(actor[actr->_creator])._currNumShots--;
-		actor_destroyed(actr);
+		actorDestroyed(actr);
 	} else
 		nextFrame(actr);
 
@@ -631,7 +631,7 @@ int shot_movement_twelve(Actor *actr) {
 		actr->_nextFrame = 2;
 	} else {
 		if (overlap(x1 + 2, y1 + 2, x1 + 14, y1 + 14, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
-			thor_damaged(actr);
+			thorDamaged(actr);
 		}
 		actr->_x = x1;
 		actr->_y = y1;
@@ -683,7 +683,7 @@ int shot_movement_thirteen(Actor *actr) {
 	if (!actr->_temp4) {
 		if (_G(actor[actr->_creator])._currNumShots)
 			_G(actor[actr->_creator])._currNumShots--;
-		actor_destroyed(actr);
+		actorDestroyed(actr);
 		_G(apple_drop++);
 		if (_G(apple_drop) > 4) {
 			if (_drop_obj(actr, 5))
@@ -702,7 +702,7 @@ int shot_movement_thirteen(Actor *actr) {
 			YA = 0 - YA;
 	} else {
 		if (overlap(x1 + 4, y1 + 4, x1 + 12, y1 + 12, _G(thor_x1), _G(thor_y1), _G(thor_x2), _G(thor_y2))) {
-			thor_damaged(actr);
+			thorDamaged(actr);
 		}
 		actr->_x = x1;
 		actr->_y = y1;
diff --git a/engines/got/game/shot_pattern.cpp b/engines/got/game/shot_pattern.cpp
index dd24a0ee9d2..55ea6e4e234 100644
--- a/engines/got/game/shot_pattern.cpp
+++ b/engines/got/game/shot_pattern.cpp
@@ -58,7 +58,7 @@ int shot_pattern_one(Actor *actr) {
 	case 0:
 		if (ABS(_G(thor_x1) - actr->_x) < 8) {
 			if (actr->_y > _G(thor_real_y1)) { //r
-				if (actor_shoots(actr, 0))
+				if (actorShoots(actr, 0))
 					return 1;
 			}
 		}
@@ -66,7 +66,7 @@ int shot_pattern_one(Actor *actr) {
 	case 1:
 		if (ABS(_G(thor_x1) - actr->_x) < 8) {
 			if (actr->_y < _G(thor_real_y1)) { //r
-				if (actor_shoots(actr, 1))
+				if (actorShoots(actr, 1))
 					return 1;
 			}
 		}
@@ -74,7 +74,7 @@ int shot_pattern_one(Actor *actr) {
 	case 2:
 		if (ABS(_G(thor_real_y1) - actr->_y) < 8) { //r
 			if (actr->_x > _G(thor_x1)) {
-				if (actor_shoots(actr, 2))
+				if (actorShoots(actr, 2))
 					return 1;
 			}
 		}
@@ -82,7 +82,7 @@ int shot_pattern_one(Actor *actr) {
 	case 3:
 		if (ABS(_G(thor_real_y1) - actr->_y) < 8) { //r
 			if (actr->_x < _G(thor_x1)) {
-				if (actor_shoots(actr, 3))
+				if (actorShoots(actr, 3))
 					return 1;
 			}
 		}
@@ -96,16 +96,16 @@ int shot_pattern_one(Actor *actr) {
 int shot_pattern_two(Actor *actr) {
 	if (ABS(_G(thor)->_x - actr->_x) < 8) {
 		if (_G(thor)->_y > actr->_y)
-			actor_shoots(actr, 1);
+			actorShoots(actr, 1);
 		else if (_G(thor)->_y < actr->_y)
-			actor_shoots(actr, 0);
+			actorShoots(actr, 0);
 		else
 			return 0;
 	} else if (ABS(_G(thor)->_y - actr->_y) < 8) {
 		if (_G(thor)->_x > actr->_x)
-			actor_shoots(actr, 3);
+			actorShoots(actr, 3);
 		else if (_G(thor)->_x < actr->_x)
-			actor_shoots(actr, 2);
+			actorShoots(actr, 2);
 	} else {
 		return 0;
 	}
@@ -117,11 +117,11 @@ int shot_pattern_two(Actor *actr) {
 int shot_pattern_three(Actor *actr) {
 	int ld = actr->_lastDir;
 	if (shot_pattern_one(actr)) {
-		actr->_lastDir = reverse_direction(actr);
+		actr->_lastDir = reverseDirection(actr);
 		return 1;
 	}
 
-	actr->_lastDir = reverse_direction(actr);
+	actr->_lastDir = reverseDirection(actr);
 	shot_pattern_one(actr);
 	actr->_lastDir = ld;
 
@@ -132,16 +132,16 @@ int shot_pattern_three(Actor *actr) {
 int shot_pattern_four(Actor *actr) {
 	if (ABS(_G(thor)->_x - actr->_x) < 8) {
 		if (_G(thor)->_y > actr->_y)
-			actor_always_shoots(actr, 1);
+			actorAlwaysShoots(actr, 1);
 		else if (_G(thor)->_y < actr->_y)
-			actor_always_shoots(actr, 0);
+			actorAlwaysShoots(actr, 0);
 		else
 			return 0;
 	} else if (ABS(_G(thor)->_y - actr->_y) < 8) {
 		if (_G(thor)->_x > actr->_x)
-			actor_always_shoots(actr, 3);
+			actorAlwaysShoots(actr, 3);
 		else if (_G(thor)->_x < actr->_x)
-			actor_always_shoots(actr, 2);
+			actorAlwaysShoots(actr, 2);
 	} else {
 		return 0;
 	}
@@ -154,7 +154,7 @@ int shot_pattern_five(Actor *actr) {
 	if (_G(rand1) < 15 && (actr->_temp1 == 0) && (actr->_temp2 == 0)) {
 		actr->_y += 16;
 		actr->_numShotsAllowed = 3 + _G(setup)._difficultyLevel;
-		actor_shoots(actr, 2);
+		actorShoots(actr, 2);
 		play_sound(BOSS12, false);
 
 		int num = actr->_shotActor;
@@ -174,13 +174,13 @@ int shot_pattern_six(Actor *actr) {
 	int pos = ((actr->_x) / 16) + (((actr->_y) / 16) * 20);
 
 	if (_G(thor_pos) == pos - 20)
-		actor_shoots(actr, 0);
+		actorShoots(actr, 0);
 	else if (_G(thor_pos) == pos + 20)
-		actor_shoots(actr, 1);
+		actorShoots(actr, 1);
 	else if (_G(thor_pos) == pos - 1)
-		actor_shoots(actr, 2);
+		actorShoots(actr, 2);
 	else if (_G(thor_pos) == pos + 1)
-		actor_shoots(actr, 3);
+		actorShoots(actr, 3);
 	else
 		return 0;
 
@@ -206,7 +206,7 @@ int shot_pattern_eight(Actor *actr) {
 	} else if (_G(rand1) < 10) {
 		actr->_i1 = actr->_funcPass;
 		actr->_i2 = _G(thor_real_y1);
-		actor_shoots(actr, 0);
+		actorShoots(actr, 0);
 		return 1;
 	}
 
diff --git a/engines/got/got.cpp b/engines/got/got.cpp
index 4d70712455f..23b0b1da8a9 100644
--- a/engines/got/got.cpp
+++ b/engines/got/got.cpp
@@ -219,7 +219,7 @@ void GotEngine::pauseEngineIntern(bool pause) {
 
 	if (_G(tornado_used)) {
 		_G(tornado_used) = false;
-		actor_destroyed(&_G(actor[2]));
+		actorDestroyed(&_G(actor[2]));
 	}
 
 	if (_G(shield_on)) {
diff --git a/engines/got/views/game.cpp b/engines/got/views/game.cpp
index e4fa14f282f..fb81a861b2d 100644
--- a/engines/got/views/game.cpp
+++ b/engines/got/views/game.cpp
@@ -91,7 +91,7 @@ bool Game::msgAction(const ActionMessage &msg) {
 
 	switch (msg._action) {
 	case KEYBIND_FIRE:
-		thor_shoots();
+		thorShoots();
 		break;
 
 	case KEYBIND_SELECT:
diff --git a/engines/got/views/game_content.cpp b/engines/got/views/game_content.cpp
index 50e117b7b43..94aba352393 100644
--- a/engines/got/views/game_content.cpp
+++ b/engines/got/views/game_content.cpp
@@ -315,7 +315,7 @@ void GameContent::checkThunderShake() {
 			int thunderFl = _G(thunder_flag);
 			if (_G(actor[thunderFl])._active) {
 				_G(actor[thunderFl])._vulnerableCountdown = 0;
-				actor_damaged(&_G(actor[thunderFl]), 20);
+				actorDamaged(&_G(actor[thunderFl]), 20);
 			}
 		}
 
@@ -360,10 +360,10 @@ void GameContent::moveActors() {
 
 			_G(actor[i])._moveCount = _G(actor[i])._numMoves;
 			while (_G(actor[i])._moveCount--)
-				move_actor(&_G(actor[i]));
+				moveActor(&_G(actor[i]));
 
 			if (i == 0)
-				set_thor_vars();
+				setThorVars();
 
 			if (_G(new_level) != _G(current_level))
 				return;
@@ -564,7 +564,7 @@ void GameContent::thorDead() {
 	_deathCtr = 0;
 
 	showLevel(_G(new_level));
-	set_thor_vars();
+	setThorVars();
 }
 
 void GameContent::checkForCheats() {
@@ -635,7 +635,7 @@ void GameContent::placePixel(GfxSurface &s, int dir, int num) {
 		return;
 	}
 
-	if (point_within(_pixelX[dir][num], _pixelY[dir][num], 0, 0, 319, 191)) {
+	if (pointWithin(_pixelX[dir][num], _pixelY[dir][num], 0, 0, 319, 191)) {
 		byte *pixel = (byte *)s.getBasePtr(_pixelX[dir][num],
 										   _pixelY[dir][num]);
 		*pixel = _pixelC[dir];
@@ -682,7 +682,7 @@ void GameContent::lightningCountdownDone() {
 		if ((ABS(ax - x) < 30) && (ABS(ay - y) < 30)) {
 			_G(actor[i])._magicHit = 1;
 			_G(actor[i])._vulnerableCountdown = 0;
-			actor_damaged(&_G(actor[i]), 254);
+			actorDamaged(&_G(actor[i]), 254);
 		}
 	}
 }




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