[Scummvm-git-logs] scummvm master -> d37b7918e122769ea6c2ca126f6de23694182563

Strangerke noreply at scummvm.org
Tue Jan 21 07:38:24 UTC 2025


This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
982a747001 GOT: More renaming in shot_movement, shot_pattern and special_tile
d37b7918e1 GOT: Fix several issues reported by Coverity


Commit: 982a747001520afbc471b6da907f2147cbf84c18
    https://github.com/scummvm/scummvm/commit/982a747001520afbc471b6da907f2147cbf84c18
Author: Strangerke (arnaud.boutonne at gmail.com)
Date: 2025-01-21T07:09:17+01:00

Commit Message:
GOT: More renaming in shot_movement, shot_pattern and special_tile

Changed paths:
    engines/got/game/move.cpp
    engines/got/game/move_patterns.cpp
    engines/got/game/shot_movement.cpp
    engines/got/game/shot_movement.h
    engines/got/game/shot_pattern.cpp
    engines/got/game/shot_pattern.h
    engines/got/game/special_tile.cpp
    engines/got/game/special_tile.h


diff --git a/engines/got/game/move.cpp b/engines/got/game/move.cpp
index 09f8d6bd4e7..12ec33728a0 100644
--- a/engines/got/game/move.cpp
+++ b/engines/got/game/move.cpp
@@ -340,7 +340,7 @@ void moveActor(Actor *actor) {
 	if (!actor->_shotCountdown && _G(shot_ok)) {
 		if (actor->_numShotsAllowed) {
 			if (actor->_currNumShots < actor->_numShotsAllowed) {
-				shot_pattern_func[actor->_shotPattern](actor);
+				shotPatternFunc[actor->_shotPattern](actor);
 			}
 		}
 	}
@@ -355,7 +355,7 @@ void moveActor(Actor *actor) {
 		int i;
 
 		if (actor->_type == 3)
-			i = shot_movement_func[actor->_moveType](actor);
+			i = shotMovementFunc[actor->_moveType](actor);
 		else
 			i = _movementFunc[actor->_moveType](actor);
 		
diff --git a/engines/got/game/move_patterns.cpp b/engines/got/game/move_patterns.cpp
index 0d388c64c01..91c42a401e3 100644
--- a/engines/got/game/move_patterns.cpp
+++ b/engines/got/game/move_patterns.cpp
@@ -259,7 +259,7 @@ int checkMove0(const int x, const int y, Actor *actor) {
 			return 0;
 
 		if (icn1 > TILE_SPECIAL) {
-			if (!special_tile_thor(y1, x1, icn1))
+			if (!specialTileThor(y1, x1, icn1))
 				return 0;
 			icn2 = _G(scrn)._iconGrid[y2][x1];
 			icn3 = _G(scrn)._iconGrid[y1][x2];
@@ -267,19 +267,19 @@ int checkMove0(const int x, const int y, Actor *actor) {
 		}
 
 		if (icn2 > TILE_SPECIAL) {
-			if (!special_tile_thor(y2, x1, icn2))
+			if (!specialTileThor(y2, x1, icn2))
 				return 0;
 			icn3 = _G(scrn)._iconGrid[y1][x2];
 			icn4 = _G(scrn)._iconGrid[y2][x2];
 		}
 
 		if (icn3 > TILE_SPECIAL) {
-			if (!special_tile_thor(y1, x2, icn3))
+			if (!specialTileThor(y1, x2, icn3))
 				return 0;
 			icn4 = _G(scrn)._iconGrid[y2][x2];
 		}
 
-		if (icn4 > TILE_SPECIAL && !special_tile_thor(y2, x2, icn4))
+		if (icn4 > TILE_SPECIAL && !specialTileThor(y2, x2, icn4))
 			return 0;
 	}
 
@@ -372,16 +372,16 @@ int checkMove1(const int x, const int y, Actor *actor) {
 		return 0;
 	}
 
-	if (icn1 > TILE_SPECIAL && !special_tile(actor, y1, x1, icn1))
+	if (icn1 > TILE_SPECIAL && !specialTile(actor, y1, x1, icn1))
 		return 0;
 
-	if (icn2 > TILE_SPECIAL && !special_tile(actor, y2, x1, icn2))
+	if (icn2 > TILE_SPECIAL && !specialTile(actor, y2, x1, icn2))
 		return 0;
 
-	if (icn3 > TILE_SPECIAL && !special_tile(actor, y1, x2, icn3))
+	if (icn3 > TILE_SPECIAL && !specialTile(actor, y1, x2, icn3))
 		return 0;
 
-	if (icn4 > TILE_SPECIAL && !special_tile(actor, y2, x2, icn4))
+	if (icn4 > TILE_SPECIAL && !specialTile(actor, y2, x2, icn4))
 		return 0;
 
 	x1 = x + 1;
@@ -465,16 +465,16 @@ int checkMove2(const int x, const int y, Actor *actor) {
 		return 0;
 
 	if (icn1 > TILE_SPECIAL)
-		if (!special_tile(actor, y1, x1, icn1))
+		if (!specialTile(actor, y1, x1, icn1))
 			return 0;
 	if (icn2 > TILE_SPECIAL)
-		if (!special_tile(actor, y2, x1, icn2))
+		if (!specialTile(actor, y2, x1, icn2))
 			return 0;
 	if (icn3 > TILE_SPECIAL)
-		if (!special_tile(actor, y1, x2, icn3))
+		if (!specialTile(actor, y1, x2, icn3))
 			return 0;
 	if (icn4 > TILE_SPECIAL)
-		if (!special_tile(actor, y2, x2, icn4))
+		if (!specialTile(actor, y2, x2, icn4))
 			return 0;
 
 	x1 = x + 1;
@@ -542,13 +542,13 @@ int checkMove3(const int x, const int y, Actor *actor) {
 	if (icn1 < icn || icn2 < icn || icn3 < icn || icn4 < icn)
 		return 0;
 
-	if (icn1 > TILE_SPECIAL && !special_tile(actor, y1, x1, icn1))
+	if (icn1 > TILE_SPECIAL && !specialTile(actor, y1, x1, icn1))
 		return 0;
-	if (icn2 > TILE_SPECIAL && !special_tile(actor, y2, x1, icn2))
+	if (icn2 > TILE_SPECIAL && !specialTile(actor, y2, x1, icn2))
 		return 0;
-	if (icn3 > TILE_SPECIAL && !special_tile(actor, y1, x2, icn3))
+	if (icn3 > TILE_SPECIAL && !specialTile(actor, y1, x2, icn3))
 		return 0;
-	if (icn4 > TILE_SPECIAL && !special_tile(actor, y2, x2, icn4))
+	if (icn4 > TILE_SPECIAL && !specialTile(actor, y2, x2, icn4))
 		return 0;
 
 	// Check for solid or fly over
@@ -828,13 +828,13 @@ int checkSpecialMove1(const int x, const int y, Actor *actor) {
 	if (icn1 < icn || icn2 < icn || icn3 < icn || icn4 < icn)
 		return 0;
 
-	if (icn1 > TILE_SPECIAL && !special_tile(actor, y1, x1, icn1))
+	if (icn1 > TILE_SPECIAL && !specialTile(actor, y1, x1, icn1))
 		return 0;
-	if (icn2 > TILE_SPECIAL && !special_tile(actor, y2, x1, icn2))
+	if (icn2 > TILE_SPECIAL && !specialTile(actor, y2, x1, icn2))
 		return 0;
-	if (icn3 > TILE_SPECIAL && !special_tile(actor, y1, x2, icn3))
+	if (icn3 > TILE_SPECIAL && !specialTile(actor, y1, x2, icn3))
 		return 0;
-	if (icn4 > TILE_SPECIAL && !special_tile(actor, y2, x2, icn4))
+	if (icn4 > TILE_SPECIAL && !specialTile(actor, y2, x2, icn4))
 		return 0;
 
 	x1 = x;
diff --git a/engines/got/game/shot_movement.cpp b/engines/got/game/shot_movement.cpp
index 2d97a8619ff..f90df5b240c 100644
--- a/engines/got/game/shot_movement.cpp
+++ b/engines/got/game/shot_movement.cpp
@@ -28,220 +28,233 @@
 
 namespace Got {
 
-int shot_movement_none(Actor *actr);
-int shot_movement_one(Actor *actr);
-int shot_movement_two(Actor *actr);
-int shot_movement_three(Actor *actr);
-int shot_movement_four(Actor *actr);
-int shot_movement_five(Actor *actr);
-int shot_movement_six(Actor *actr);
-int shot_movement_seven(Actor *actr);
-int shot_movement_eight(Actor *actr);
-int shot_movement_nine(Actor *actr);
-int shot_movement_ten(Actor *actr);
-int shot_movement_eleven(Actor *actr);
-int shot_movement_twelve(Actor *actr);
-int shot_movement_thirteen(Actor *actr);
-
-int (*const shot_movement_func[])(Actor *actr) = {
-	shot_movement_none,
-	shot_movement_one,
-	shot_movement_two,
-	shot_movement_three,
-	shot_movement_four,
-	shot_movement_five,
-	shot_movement_six,
-	shot_movement_seven,
-	shot_movement_eight,
-	shot_movement_nine,
-	shot_movement_ten,
-	shot_movement_eleven,
-	shot_movement_twelve,
-	shot_movement_thirteen};
-
-void next_shot_frame(Actor *actr) {
-	if (actr->_directions == 4 && actr->_framesPerDirection == 1) {
-		actr->_nextFrame = actr->_lastDir;
-		actr->_dir = 0;
+int shotMovementNone(Actor *actor);
+int shotMovementOne(Actor *actor);
+int shotMovementTwo(Actor *actor);
+int shotMovementThree(Actor *actor);
+int shotMovementFour(Actor *actor);
+int shotMovementFive(Actor *actor);
+int shotMovementSix(Actor *actor);
+int shotMovementSeven(Actor *actor);
+int shotMovementEight(Actor *actor);
+int shotMovementNine(Actor *actor);
+int shotMovementTen(Actor *actor);
+int shotMovementEleven(Actor *actor);
+int shotMovementTwelve(Actor *actor);
+int shotMovementThirteen(Actor *actor);
+
+int (*const shotMovementFunc[])(Actor *actor) = {
+	shotMovementNone,
+	shotMovementOne,
+	shotMovementTwo,
+	shotMovementThree,
+	shotMovementFour,
+	shotMovementFive,
+	shotMovementSix,
+	shotMovementSeven,
+	shotMovementEight,
+	shotMovementNine,
+	shotMovementTen,
+	shotMovementEleven,
+	shotMovementTwelve,
+	shotMovementThirteen
+};
+
+void next_shot_frame(Actor *actor) {
+	if (actor->_directions == 4 && actor->_framesPerDirection == 1) {
+		actor->_nextFrame = actor->_lastDir;
+		actor->_dir = 0;
 	} else {
-		const int fcount = actr->_frameCount - 1;
+		const int fcount = actor->_frameCount - 1;
 
 		if (fcount <= 0) {
-			actr->_nextFrame++;
-			if (actr->_nextFrame > 3)
-				actr->_nextFrame = 0;
+			actor->_nextFrame++;
+			if (actor->_nextFrame > 3)
+				actor->_nextFrame = 0;
 
-			actr->_frameCount = actr->_frameSpeed;
+			actor->_frameCount = actor->_frameSpeed;
 		} else
-			actr->_frameCount = fcount;
+			actor->_frameCount = fcount;
 	}
 }
 
 // Boss - snake
-int shot_movement_none(Actor *actr) {
-	actr->_temp3--;
-	if (!actr->_temp3) {
-		actorDestroyed(actr);
-		if (_G(actor[actr->_creator])._currNumShots)
-			_G(actor[actr->_creator])._currNumShots--;
+int shotMovementNone(Actor *actor) {
+	actor->_temp3--;
+	if (!actor->_temp3) {
+		actorDestroyed(actor);
+		if (_G(actor[actor->_creator])._currNumShots)
+			_G(actor[actor->_creator])._currNumShots--;
 	}
 
-	next_shot_frame(actr);
-	if (actr->_directions == 1)
+	next_shot_frame(actor);
+	if (actor->_directions == 1)
 		return 0;
 
-	return actr->_lastDir;
+	return actor->_lastDir;
 }
 
-int shot_movement_one(Actor *actr) {
+int shotMovementOne(Actor *actor) {
 	int x1 = 0, y1 = 0;
 
-	int d = actr->_lastDir;
+	const int d = actor->_lastDir;
 
 	switch (d) {
 	case 0:
-		x1 = actr->_x;
-		y1 = actr->_y - 2;
+		x1 = actor->_x;
+		y1 = actor->_y - 2;
 		break;
+		
 	case 1:
-		x1 = actr->_x;
-		y1 = actr->_y + 2;
+		x1 = actor->_x;
+		y1 = actor->_y + 2;
 		break;
+		
 	case 2:
-		x1 = actr->_x - 2;
-		y1 = actr->_y;
+		x1 = actor->_x - 2;
+		y1 = actor->_y;
 		break;
+		
 	case 3:
-		x1 = actr->_x + 2;
-		y1 = actr->_y;
+		x1 = actor->_x + 2;
+		y1 = actor->_y;
+		break;
+		
+	default:
 		break;
 	}
 
-	if (!checkMove3(x1, y1, actr)) {
-		actorDestroyed(actr);
-		if (_G(actor[actr->_creator])._currNumShots)
-			_G(actor[actr->_creator])._currNumShots--;
+	if (!checkMove3(x1, y1, actor)) {
+		actorDestroyed(actor);
+		if (_G(actor[actor->_creator])._currNumShots)
+			_G(actor[actor->_creator])._currNumShots--;
 	} else {
-		next_shot_frame(actr);
-		actr->_lastDir = d;
+		next_shot_frame(actor);
+		actor->_lastDir = d;
 	}
 
-	if (actr->_directions == 1)
+	if (actor->_directions == 1)
 		return 0;
-	if (actr->_directions == 4 && actr->_framesPerDirection == 1)
+	if (actor->_directions == 4 && actor->_framesPerDirection == 1)
 		return 0;
 
 	return d;
 }
 
-int shot_movement_two(Actor *actr) {
+int shotMovementTwo(Actor *actor) {
 	int x1 = 0, y1 = 0;
 
-	int d = actr->_lastDir;
+	const int d = actor->_lastDir;
 
 	switch (d) {
 	case 0:
-		x1 = actr->_x;
-		y1 = actr->_y - 2;
+		x1 = actor->_x;
+		y1 = actor->_y - 2;
 		break;
+		
 	case 1:
-		x1 = actr->_x;
-		y1 = actr->_y + 2;
+		x1 = actor->_x;
+		y1 = actor->_y + 2;
 		break;
+		
 	case 2:
-		x1 = actr->_x - 2;
-		y1 = actr->_y;
+		x1 = actor->_x - 2;
+		y1 = actor->_y;
 		break;
+		
 	case 3:
-		x1 = actr->_x + 2;
-		y1 = actr->_y;
+		x1 = actor->_x + 2;
+		y1 = actor->_y;
+		break;
+		
+	default:
 		break;
 	}
-	if (!checkMove4(x1, y1, actr)) {
-		actorDestroyed(actr);
-		if (_G(actor[actr->_creator])._currNumShots)
-			_G(actor[actr->_creator])._currNumShots--;
+	if (!checkMove4(x1, y1, actor)) {
+		actorDestroyed(actor);
+		if (_G(actor[actor->_creator])._currNumShots)
+			_G(actor[actor->_creator])._currNumShots--;
 	} else {
-		next_shot_frame(actr);
-		actr->_lastDir = d;
+		next_shot_frame(actor);
+		actor->_lastDir = d;
 	}
-	if (actr->_directions == 1)
+	if (actor->_directions == 1)
 		return 0;
-	if (actr->_directions == 4 && actr->_framesPerDirection == 1)
+	if (actor->_directions == 4 && actor->_framesPerDirection == 1)
 		return 0;
 	return d;
 }
 
 // Serpent fire
-int shot_movement_three(Actor *actr) {
-	int d = actr->_lastDir;
+int shotMovementThree(Actor *actor) {
+	const int d = actor->_lastDir;
 
-	actr->_x -= 2;
-	actr->_temp3--;
-	actr->_temp4--;
+	actor->_x -= 2;
+	actor->_temp3--;
+	actor->_temp4--;
 
 	if (overlap(_G(thor_x1) - 1, _G(thor_y1) - 1, _G(thor_x2) + 1, _G(thor_y2) + 1,
-				actr->_x, actr->_y, actr->_x + 15, actr->_y + 15)) {
-		actr->_moveType = 0;
-		actr->_speed = 6;
-		thorDamaged(actr);
-		actr->_x += 2;
-	}
-	if (!actr->_temp4) {
-		actr->_temp4 = actr->_temp5;
-		actr->_speed++;
-		if (actr->_speed > 6)
-			actr->_moveType = 0;
-	}
-	if (!actr->_temp3) {
-		actorDestroyed(actr);
-		if (_G(actor[actr->_creator])._currNumShots)
-			_G(actor[actr->_creator])._currNumShots--;
+				actor->_x, actor->_y, actor->_x + 15, actor->_y + 15)) {
+		actor->_moveType = 0;
+		actor->_speed = 6;
+		thorDamaged(actor);
+		actor->_x += 2;
+	}
+	if (!actor->_temp4) {
+		actor->_temp4 = actor->_temp5;
+		actor->_speed++;
+		if (actor->_speed > 6)
+			actor->_moveType = 0;
+	}
+	if (!actor->_temp3) {
+		actorDestroyed(actor);
+		if (_G(actor[actor->_creator])._currNumShots)
+			_G(actor[actor->_creator])._currNumShots--;
 	} else {
-		next_shot_frame(actr);
-		actr->_lastDir = d;
+		next_shot_frame(actor);
+		actor->_lastDir = d;
 	}
-	if (actr->_directions == 1)
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // Wraith balls
-int shot_movement_four(Actor *actr) {
-	if (actr->_temp1) {
-		actr->_temp1--;
-		if (!actr->_temp1) {
-			actorDestroyed(actr);
+int shotMovementFour(Actor *actor) {
+	if (actor->_temp1) {
+		actor->_temp1--;
+		if (!actor->_temp1) {
+			actorDestroyed(actor);
 			_G(apple_drop++);
 			if (_G(apple_drop) == 4) {
-				if (dropObject(actr, 5))
+				if (dropObject(actor, 5))
 					_G(apple_drop) = 0;
 				else
 					_G(apple_drop) = 3;
 			} else
-				dropObject(actr, 3);
+				dropObject(actor, 3);
 			return 0;
 		}
 	}
 	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)) {
-		thorDamaged(actr);
-		actorDestroyed(actr);
+				actor->_x, actor->_y, actor->_x + 15, actor->_y + 15)) {
+		thorDamaged(actor);
+		actorDestroyed(actor);
 		return 0;
 	}
 
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 	int yd = 0;
 	int xd = 0;
-	int d = actr->_lastDir;
+	int d = actor->_lastDir;
 
 	if ((x1 > (_G(thor_x1)) + 1))
 		xd = -2;
 	else if ((x1 < (_G(thor_x1)) - 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))
@@ -254,20 +267,17 @@ int shot_movement_four(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 (checkMove3(x1, y1, actr)) {
-			nextFrame(actr);
-			actr->_lastDir = d;
-			if (actr->_directions == 1)
+		if (checkMove3(x1, y1, actor)) {
+			nextFrame(actor);
+			actor->_lastDir = d;
+			if (actor->_directions == 1)
 				return 0;
 			return d;
 		}
@@ -280,36 +290,36 @@ int shot_movement_four(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 (checkMove3(x1, y1, actr)) {
+			if (checkMove3(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 (checkMove3(x1, y1, actr)) {
+			if (checkMove3(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;
 			}
@@ -317,119 +327,117 @@ int shot_movement_four(Actor *actr) {
 	} else {
 		if (yd) {
 			y1 += yd;
-			if (checkMove3(x1, y1, actr)) {
+			if (checkMove3(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 (checkMove3(x1, y1, actr)) {
+			if (checkMove3(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;
 			}
 		}
 	}
-	checkMove3(actr->_x, actr->_y, actr);
-	nextFrame(actr);
-	actr->_lastDir = d;
-	if (actr->_directions == 1)
+	checkMove3(actor->_x, actor->_y, actor);
+	nextFrame(actor);
+	actor->_lastDir = d;
+	if (actor->_directions == 1)
 		return 0;
 	return d;
 }
 
 // No move, frame cycle
-int shot_movement_five(Actor *actr) {
-	next_shot_frame(actr);
-	if (actr->_directions == 1)
+int shotMovementFive(Actor *actor) {
+	next_shot_frame(actor);
+	if (actor->_directions == 1)
 		return 0;
-	return actr->_lastDir;
+	return actor->_lastDir;
 }
 
 // Wraith spots
-int shot_movement_six(Actor *actr) {
-	actr->_temp1--;
-	if (!actr->_temp1) {
-		actorDestroyed(actr);
-		if (_G(actor[actr->_creator])._currNumShots)
-			_G(actor[actr->_creator])._currNumShots--;
+int shotMovementSix(Actor *actor) {
+	actor->_temp1--;
+	if (!actor->_temp1) {
+		actorDestroyed(actor);
+		if (_G(actor[actor->_creator])._currNumShots)
+			_G(actor[actor->_creator])._currNumShots--;
 	} else
-		next_shot_frame(actr);
-	if (actr->_directions == 1)
+		next_shot_frame(actor);
+	if (actor->_directions == 1)
 		return 0;
-	return actr->_lastDir;
+	return actor->_lastDir;
 }
 
-#define YV actr->_i1
-#define YC actr->_i2
-#define BC actr->_i3
-#define YD actr->_i4
-#define XD actr->_i5
-#define XC actr->_i6
+#define YV actor->_i1
+#define YC actor->_i2
+#define BC actor->_i3
+#define YD actor->_i4
+#define XD actor->_i5
+#define XC actor->_i6
 #define IV 100
 #define IC 50
 
 // Skull drop
-int shot_movement_seven(Actor *actr) {
-	if (actr->_temp3) {
-		actr->_temp3--;
+int shotMovementSeven(Actor *actor) {
+	if (actor->_temp3) {
+		actor->_temp3--;
 		goto done;
 	}
-	if (overlap(actr->_x, actr->_y, actr->_x + actr->_sizeX, actr->_y + actr->_sizeY,
+	if (overlap(actor->_x, actor->_y, actor->_x + actor->_sizeX, actor->_y + actor->_sizeY,
 				_G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15))
-		thorDamaged(actr);
+		thorDamaged(actor);
 
-	actr->_temp2++;
-	if (actr->_temp2 > 2) {
-		if (actr->_temp4)
-			actr->_temp4--;
-		actr->_temp2 = 0;
+	actor->_temp2++;
+	if (actor->_temp2 > 2) {
+		if (actor->_temp4)
+			actor->_temp4--;
+		actor->_temp2 = 0;
 	}
-	actr->_temp3 = actr->_temp4;
+	actor->_temp3 = actor->_temp4;
 
-	actr->_y += 2;
-	if (actr->_y > 160 - 36) {
-		actr->_x += (4 - g_events->getRandomNumber(8));
-		actr->_moveType = 8;
+	actor->_y += 2;
+	if (actor->_y > 160 - 36) {
+		actor->_x += (4 - g_events->getRandomNumber(8));
+		actor->_moveType = 8;
 		YV = IV;
 		YC = 0;
 		BC = IC;
 		YD = 0;
 		XC = 3;
-		if (actr->_x < 150)
+		if (actor->_x < 150)
 			XD = 1;
 		else
 			XD = 0;
 	}
 
 done:
-	next_shot_frame(actr);
-	if (actr->_directions == 1)
+	next_shot_frame(actor);
+	if (actor->_directions == 1)
 		return 0;
-	return actr->_lastDir;
+	return actor->_lastDir;
 }
 
 // Skull bounce
-int shot_movement_eight(Actor *actr) {
-	int x, y;
-
-	x = actr->_x;
-	y = actr->_y;
+int shotMovementEight(Actor *actor) {
+	int x = actor->_x;
+	int y = actor->_y;
 
 	XC--;
 	if (!XC) {
@@ -469,52 +477,52 @@ int shot_movement_eight(Actor *actr) {
 	if (y > 164)
 		y = 164;
 	//   8       311
-	if (x < 1 || x > (319 - actr->_sizeX)) {
-		if (!actr->_dead)
-			if (_G(actor[actr->_creator])._currNumShots)
-				_G(actor[actr->_creator])._currNumShots--;
-		actorDestroyed(actr);
+	if (x < 1 || x > (319 - actor->_sizeX)) {
+		if (!actor->_dead)
+			if (_G(actor[actor->_creator])._currNumShots)
+				_G(actor[actor->_creator])._currNumShots--;
+		actorDestroyed(actor);
 	}
-	if (overlap(actr->_x, actr->_y, actr->_x + actr->_sizeX, actr->_y + actr->_sizeY,
+	if (overlap(actor->_x, actor->_y, actor->_x + actor->_sizeX, actor->_y + actor->_sizeY,
 				_G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15))
-		thorDamaged(actr);
-	actr->_x = x;
-	actr->_y = y;
+		thorDamaged(actor);
+	actor->_x = x;
+	actor->_y = y;
 
 	//done:
-	next_shot_frame(actr);
-	if (actr->_directions == 1)
+	next_shot_frame(actor);
+	if (actor->_directions == 1)
 		return 0;
-	return actr->_lastDir;
+	return actor->_lastDir;
 }
 
 // Skull explode
-int shot_movement_nine(Actor *actr) {
-	actr->_nextFrame++;
-	if (actr->_nextFrame == 3) {
-		_G(actor[actr->_creator])._currNumShots--;
-		actorDestroyed(actr);
+int shotMovementNine(Actor *actor) {
+	actor->_nextFrame++;
+	if (actor->_nextFrame == 3) {
+		_G(actor[actor->_creator])._currNumShots--;
+		actorDestroyed(actor);
 		return 0;
 	}
-	if (actr->_directions == 1)
+	if (actor->_directions == 1)
 		return 0;
-	return actr->_lastDir;
+	return actor->_lastDir;
 }
 
 // Skull - stalagtites
-int shot_movement_ten(Actor *actr) {
-	int f = 0;
-	actr->_y += 2;
+int shotMovementTen(Actor *actor) {
+	bool check = false;
+	actor->_y += 2;
 
-	if (overlap(actr->_x, actr->_y, actr->_x + actr->_sizeX, actr->_y + actr->_sizeY,
+	if (overlap(actor->_x, actor->_y, actor->_x + actor->_sizeX, actor->_y + actor->_sizeY,
 				_G(thor)->_x, _G(thor)->_y + 4, _G(thor)->_x + 15, _G(thor)->_y + 15)) {
-		thorDamaged(actr);
-		f = 1;
+		thorDamaged(actor);
+		check = true;
 	}
-	if ((actr->_y > 160) || f) {
-		if (_G(actor[actr->_creator])._currNumShots)
-			_G(actor[actr->_creator])._currNumShots--;
-		actorDestroyed(actr);
+	if (actor->_y > 160 || check) {
+		if (_G(actor[actor->_creator])._currNumShots)
+			_G(actor[actor->_creator])._currNumShots--;
+		actorDestroyed(actor);
 	}
 
 	return 0;
@@ -522,14 +530,14 @@ int shot_movement_ten(Actor *actr) {
 
 #undef YD
 #undef XD
-#define YA actr->_i1
-#define XA actr->_i2
-#define YD actr->_i3
-#define XD actr->_i4
-#define DIR actr->_i5
-#define CNT actr->_i6
-
-void calc_angle(int x1, int y1, int x2, int y2, Actor *actr) {
+#define YA actor->_i1
+#define XA actor->_i2
+#define YD actor->_i3
+#define XD actor->_i4
+#define DIR actor->_i5
+#define CNT actor->_i6
+
+void calc_angle(const int x1, const int y1, const int x2, const int y2, Actor *actor) {
 	if (x1 < x2) {
 		XA = -2;
 		XD = x2 - x1;
@@ -560,13 +568,13 @@ void calc_angle(int x1, int y1, int x2, int y2, Actor *actr) {
 }
 
 // Angle throw
-int shot_movement_eleven(Actor *actr) {
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+int shotMovementEleven(Actor *actor) {
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 
-	if (!actr->_temp1) {
-		calc_angle(_G(thor_x1), _G(thor_real_y1), x1, y1, actr);
-		actr->_temp1 = 1;
+	if (!actor->_temp1) {
+		calc_angle(_G(thor_x1), _G(thor_real_y1), x1, y1, actor);
+		actor->_temp1 = 1;
 	}
 
 	if (DIR) {
@@ -585,26 +593,26 @@ int shot_movement_eleven(Actor *actr) {
 		}
 	}
 
-	if (!checkMove3(x1, y1, actr)) {
-		if (_G(actor[actr->_creator])._currNumShots)
-			_G(actor[actr->_creator])._currNumShots--;
-		actorDestroyed(actr);
+	if (!checkMove3(x1, y1, actor)) {
+		if (_G(actor[actor->_creator])._currNumShots)
+			_G(actor[actor->_creator])._currNumShots--;
+		actorDestroyed(actor);
 	} else
-		nextFrame(actr);
+		nextFrame(actor);
 
-	if (actr->_directions == 1)
+	if (actor->_directions == 1)
 		return 0;
-	return actr->_lastDir;
+	return actor->_lastDir;
 }
 
 // Angle throw Loki
-int shot_movement_twelve(Actor *actr) {
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+int shotMovementTwelve(Actor *actor) {
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 
-	if (!actr->_temp5) {
-		calc_angle(_G(thor_x1), _G(thor_real_y1), x1, y1, actr);
-		actr->_temp5 = 1;
+	if (!actor->_temp5) {
+		calc_angle(_G(thor_x1), _G(thor_real_y1), x1, y1, actor);
+		actor->_temp5 = 1;
 	}
 
 	if (DIR) {
@@ -625,40 +633,40 @@ int shot_movement_twelve(Actor *actr) {
 
 	if (x1 < 16 || x1 > 287 || y1 < 16 || y1 > 159) {
 		calc_angle(g_events->getRandomNumber(319),
-				   g_events->getRandomNumber(191), x1, y1, actr);
-		actr->_moveType = 13;
-		actr->_temp4 = 240;
-		actr->_nextFrame = 2;
+				   g_events->getRandomNumber(191), x1, y1, actor);
+		actor->_moveType = 13;
+		actor->_temp4 = 240;
+		actor->_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))) {
-			thorDamaged(actr);
+			thorDamaged(actor);
 		}
-		actr->_x = x1;
-		actr->_y = y1;
+		actor->_x = x1;
+		actor->_y = y1;
 	}
 
-	int fcount = actr->_frameCount - 1;
+	const int fcount = actor->_frameCount - 1;
 	if (fcount <= 0) {
-		actr->_nextFrame++;
-		if (actr->_nextFrame > 1)
-			actr->_nextFrame = 0;
-		actr->_frameCount = actr->_frameSpeed;
+		actor->_nextFrame++;
+		if (actor->_nextFrame > 1)
+			actor->_nextFrame = 0;
+		actor->_frameCount = actor->_frameSpeed;
 	} else
-		actr->_frameCount = fcount;
+		actor->_frameCount = fcount;
 	
-	if (actr->_directions == 1)
+	if (actor->_directions == 1)
 		return 0;
-	return actr->_lastDir;
+	return actor->_lastDir;
 }
 
 // Angle throw Loki-2
-int shot_movement_thirteen(Actor *actr) {
-	int x1 = actr->_x;
-	int y1 = actr->_y;
+int shotMovementThirteen(Actor *actor) {
+	int x1 = actor->_x;
+	int y1 = actor->_y;
 
-	if (!actr->_temp5) {
-		calc_angle(_G(thor_x1), _G(thor_real_y1), x1, y1, actr);
-		actr->_temp5 = 1;
+	if (!actor->_temp5) {
+		calc_angle(_G(thor_x1), _G(thor_real_y1), x1, y1, actor);
+		actor->_temp5 = 1;
 	}
 
 	if (DIR) {
@@ -677,21 +685,21 @@ int shot_movement_thirteen(Actor *actr) {
 		}
 	}
 
-	if (actr->_temp4)
-		actr->_temp4--;
+	if (actor->_temp4)
+		actor->_temp4--;
 
-	if (!actr->_temp4) {
-		if (_G(actor[actr->_creator])._currNumShots)
-			_G(actor[actr->_creator])._currNumShots--;
-		actorDestroyed(actr);
+	if (!actor->_temp4) {
+		if (_G(actor[actor->_creator])._currNumShots)
+			_G(actor[actor->_creator])._currNumShots--;
+		actorDestroyed(actor);
 		_G(apple_drop++);
 		if (_G(apple_drop) > 4) {
-			if (dropObject(actr, 5))
+			if (dropObject(actor, 5))
 				_G(apple_drop) = 0;
 			else
 				_G(apple_drop) = 4;
 		} else
-			dropObject(actr, 4);
+			dropObject(actor, 4);
 		return 0;
 	}
 
@@ -702,25 +710,25 @@ 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))) {
-			thorDamaged(actr);
+			thorDamaged(actor);
 		}
-		actr->_x = x1;
-		actr->_y = y1;
+		actor->_x = x1;
+		actor->_y = y1;
 	}
 
-	int fcount = actr->_frameCount - 1;
+	const int fcount = actor->_frameCount - 1;
 	if (fcount <= 0) {
-		actr->_nextFrame++;
-		if (actr->_nextFrame > 3)
-			actr->_nextFrame = 2;
-		actr->_frameCount = actr->_frameSpeed;
+		actor->_nextFrame++;
+		if (actor->_nextFrame > 3)
+			actor->_nextFrame = 2;
+		actor->_frameCount = actor->_frameSpeed;
 	} else
-		actr->_frameCount = fcount;
+		actor->_frameCount = fcount;
 	
-	if (actr->_directions == 1)
+	if (actor->_directions == 1)
 		return 0;
 
-	return actr->_lastDir;
+	return actor->_lastDir;
 }
 
 } // namespace Got
diff --git a/engines/got/game/shot_movement.h b/engines/got/game/shot_movement.h
index 2211f1d9ffb..b04c3618451 100644
--- a/engines/got/game/shot_movement.h
+++ b/engines/got/game/shot_movement.h
@@ -26,7 +26,7 @@
 
 namespace Got {
 
-extern int (*const shot_movement_func[]) (Actor *actr);
+extern int (*const shotMovementFunc[]) (Actor *actor);
 
 } // namespace Got
 
diff --git a/engines/got/game/shot_pattern.cpp b/engines/got/game/shot_pattern.cpp
index 55ea6e4e234..ba43857ba5c 100644
--- a/engines/got/game/shot_pattern.cpp
+++ b/engines/got/game/shot_pattern.cpp
@@ -25,87 +25,93 @@
 
 namespace Got {
 
-int shot_pattern_none(Actor *actr);
-int shot_pattern_one(Actor *actr);
-int shot_pattern_two(Actor *actr);
-int shot_pattern_three(Actor *actr);
-int shot_pattern_four(Actor *actr);
-int shot_pattern_five(Actor *actr);
-int shot_pattern_six(Actor *actr);
-int shot_pattern_seven(Actor *actr);
-int shot_pattern_eight(Actor *actr);
-
-int (*const shot_pattern_func[])(Actor *actr) = {
-	shot_pattern_none,
-	shot_pattern_one,
-	shot_pattern_two,
-	shot_pattern_three,
-	shot_pattern_four,
-	shot_pattern_five,
-	shot_pattern_six,
-	shot_pattern_seven,
-	shot_pattern_eight,
+int shotPatternNone(Actor *actor);
+int shotPatternOne(Actor *actor);
+int shotPatternTwo(Actor *actor);
+int shotPatternThree(Actor *actor);
+int shotPatternFour(Actor *actor);
+int shotPatternFive(Actor *actor);
+int shotPatternSix(Actor *actor);
+int shotPatternSeven(Actor *actor);
+int shotPatternEight(Actor *actor);
+
+int (*const shotPatternFunc[])(Actor *actor) = {
+	shotPatternNone,
+	shotPatternOne,
+	shotPatternTwo,
+	shotPatternThree,
+	shotPatternFour,
+	shotPatternFive,
+	shotPatternSix,
+	shotPatternSeven,
+	shotPatternEight,
 };
 
 // No shooting
-int shot_pattern_none(Actor *actr) {
+int shotPatternNone(Actor *actor) {
 	return 0;
 }
 
 // Uni-directional seek
-int shot_pattern_one(Actor *actr) {
-	switch (actr->_lastDir) {
+int shotPatternOne(Actor *actor) {
+	switch (actor->_lastDir) {
 	case 0:
-		if (ABS(_G(thor_x1) - actr->_x) < 8) {
-			if (actr->_y > _G(thor_real_y1)) { //r
-				if (actorShoots(actr, 0))
+		if (ABS(_G(thor_x1) - actor->_x) < 8) {
+			if (actor->_y > _G(thor_real_y1)) { //r
+				if (actorShoots(actor, 0))
 					return 1;
 			}
 		}
 		break;
+		
 	case 1:
-		if (ABS(_G(thor_x1) - actr->_x) < 8) {
-			if (actr->_y < _G(thor_real_y1)) { //r
-				if (actorShoots(actr, 1))
+		if (ABS(_G(thor_x1) - actor->_x) < 8) {
+			if (actor->_y < _G(thor_real_y1)) { //r
+				if (actorShoots(actor, 1))
 					return 1;
 			}
 		}
 		break;
+		
 	case 2:
-		if (ABS(_G(thor_real_y1) - actr->_y) < 8) { //r
-			if (actr->_x > _G(thor_x1)) {
-				if (actorShoots(actr, 2))
+		if (ABS(_G(thor_real_y1) - actor->_y) < 8) { //r
+			if (actor->_x > _G(thor_x1)) {
+				if (actorShoots(actor, 2))
 					return 1;
 			}
 		}
 		break;
+		
 	case 3:
-		if (ABS(_G(thor_real_y1) - actr->_y) < 8) { //r
-			if (actr->_x < _G(thor_x1)) {
-				if (actorShoots(actr, 3))
+		if (ABS(_G(thor_real_y1) - actor->_y) < 8) { //r
+			if (actor->_x < _G(thor_x1)) {
+				if (actorShoots(actor, 3))
 					return 1;
 			}
 		}
 		break;
+
+	default:
+		break;
 	}
 
 	return 0;
 }
 
 // Omni directional
-int shot_pattern_two(Actor *actr) {
-	if (ABS(_G(thor)->_x - actr->_x) < 8) {
-		if (_G(thor)->_y > actr->_y)
-			actorShoots(actr, 1);
-		else if (_G(thor)->_y < actr->_y)
-			actorShoots(actr, 0);
+int shotPatternTwo(Actor *actor) {
+	if (ABS(_G(thor)->_x - actor->_x) < 8) {
+		if (_G(thor)->_y > actor->_y)
+			actorShoots(actor, 1);
+		else if (_G(thor)->_y < actor->_y)
+			actorShoots(actor, 0);
 		else
 			return 0;
-	} else if (ABS(_G(thor)->_y - actr->_y) < 8) {
-		if (_G(thor)->_x > actr->_x)
-			actorShoots(actr, 3);
-		else if (_G(thor)->_x < actr->_x)
-			actorShoots(actr, 2);
+	} else if (ABS(_G(thor)->_y - actor->_y) < 8) {
+		if (_G(thor)->_x > actor->_x)
+			actorShoots(actor, 3);
+		else if (_G(thor)->_x < actor->_x)
+			actorShoots(actor, 2);
 	} else {
 		return 0;
 	}
@@ -114,34 +120,34 @@ int shot_pattern_two(Actor *actr) {
 }
 
 // Uni directional (backwards)
-int shot_pattern_three(Actor *actr) {
-	int ld = actr->_lastDir;
-	if (shot_pattern_one(actr)) {
-		actr->_lastDir = reverseDirection(actr);
+int shotPatternThree(Actor *actor) {
+	const int oldDir = actor->_lastDir;
+	if (shotPatternOne(actor)) {
+		actor->_lastDir = reverseDirection(actor);
 		return 1;
 	}
 
-	actr->_lastDir = reverseDirection(actr);
-	shot_pattern_one(actr);
-	actr->_lastDir = ld;
+	actor->_lastDir = reverseDirection(actor);
+	shotPatternOne(actor);
+	actor->_lastDir = oldDir;
 
 	return 1;
 }
 
 // Omni-directional not solid shot
-int shot_pattern_four(Actor *actr) {
-	if (ABS(_G(thor)->_x - actr->_x) < 8) {
-		if (_G(thor)->_y > actr->_y)
-			actorAlwaysShoots(actr, 1);
-		else if (_G(thor)->_y < actr->_y)
-			actorAlwaysShoots(actr, 0);
+int shotPatternFour(Actor *actor) {
+	if (ABS(_G(thor)->_x - actor->_x) < 8) {
+		if (_G(thor)->_y > actor->_y)
+			actorAlwaysShoots(actor, 1);
+		else if (_G(thor)->_y < actor->_y)
+			actorAlwaysShoots(actor, 0);
 		else
 			return 0;
-	} else if (ABS(_G(thor)->_y - actr->_y) < 8) {
-		if (_G(thor)->_x > actr->_x)
-			actorAlwaysShoots(actr, 3);
-		else if (_G(thor)->_x < actr->_x)
-			actorAlwaysShoots(actr, 2);
+	} else if (ABS(_G(thor)->_y - actor->_y) < 8) {
+		if (_G(thor)->_x > actor->_x)
+			actorAlwaysShoots(actor, 3);
+		else if (_G(thor)->_x < actor->_x)
+			actorAlwaysShoots(actor, 2);
 	} else {
 		return 0;
 	}
@@ -150,19 +156,19 @@ int shot_pattern_four(Actor *actr) {
 }
 
 // Boss - snake
-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;
-		actorShoots(actr, 2);
+int shotPatternFive(Actor *actor) {
+	if (_G(rand1) < 15 && (actor->_temp1 == 0) && (actor->_temp2 == 0)) {
+		actor->_y += 16;
+		actor->_numShotsAllowed = 3 + _G(setup)._difficultyLevel;
+		actorShoots(actor, 2);
 		play_sound(BOSS12, false);
 
-		int num = actr->_shotActor;
-		actr->_shotCountdown = 50;
+		const int num = actor->_shotActor;
+		actor->_shotCountdown = 50;
 		_G(actor[num])._temp3 = 120;
 		_G(actor[num])._temp4 = 5 + (_G(rand2) % 17);
 		_G(actor[num])._temp5 = _G(actor[num])._temp4;
-		actr->_y -= 16;
+		actor->_y -= 16;
 		return 1;
 	}
 
@@ -170,43 +176,43 @@ int shot_pattern_five(Actor *actr) {
 }
 
 // 4 surrounding squares
-int shot_pattern_six(Actor *actr) {
-	int pos = ((actr->_x) / 16) + (((actr->_y) / 16) * 20);
+int shotPatternSix(Actor *actor) {
+	const int pos = ((actor->_x) / 16) + (((actor->_y) / 16) * 20);
 
 	if (_G(thor_pos) == pos - 20)
-		actorShoots(actr, 0);
+		actorShoots(actor, 0);
 	else if (_G(thor_pos) == pos + 20)
-		actorShoots(actr, 1);
+		actorShoots(actor, 1);
 	else if (_G(thor_pos) == pos - 1)
-		actorShoots(actr, 2);
+		actorShoots(actor, 2);
 	else if (_G(thor_pos) == pos + 1)
-		actorShoots(actr, 3);
+		actorShoots(actor, 3);
 	else
 		return 0;
 
-	actr->_frameSequence[3] = 3;
-	actr->_nextFrame = 3;
+	actor->_frameSequence[3] = 3;
+	actor->_nextFrame = 3;
 	return 1;
 }
 
 // none
-int shot_pattern_seven(Actor *actr) {
+int shotPatternSeven(Actor *actor) {
 	return 0;
 }
 
 // random
-int shot_pattern_eight(Actor *actr) {
-	if (!actr->_i2) {
-		actr->_i1 = actr->_funcPass;
-		actr->_i2 = 1;
+int shotPatternEight(Actor *actor) {
+	if (!actor->_i2) {
+		actor->_i1 = actor->_funcPass;
+		actor->_i2 = 1;
 	}
 
-	if (actr->_i1) {
-		actr->_i1--;
+	if (actor->_i1) {
+		actor->_i1--;
 	} else if (_G(rand1) < 10) {
-		actr->_i1 = actr->_funcPass;
-		actr->_i2 = _G(thor_real_y1);
-		actorShoots(actr, 0);
+		actor->_i1 = actor->_funcPass;
+		actor->_i2 = _G(thor_real_y1);
+		actorShoots(actor, 0);
 		return 1;
 	}
 
diff --git a/engines/got/game/shot_pattern.h b/engines/got/game/shot_pattern.h
index 91182b867b7..46a1153f763 100644
--- a/engines/got/game/shot_pattern.h
+++ b/engines/got/game/shot_pattern.h
@@ -26,7 +26,7 @@
 
 namespace Got {
 
-extern int (*const shot_pattern_func[])(Actor *actr);
+extern int (*const shotPatternFunc[])(Actor *actr);
 
 } // namespace Got
 
diff --git a/engines/got/game/special_tile.cpp b/engines/got/game/special_tile.cpp
index e174d7db124..b19190a70c2 100644
--- a/engines/got/game/special_tile.cpp
+++ b/engines/got/game/special_tile.cpp
@@ -28,22 +28,22 @@
 
 namespace Got {
 
-int open_door1(int y, int x);
-int cash_door1(int y, int x, int amount);
-void erase_door(int x, int y);
+int openDoor1(int y, int x);
+int cashDoor1(int y, int x, int amount);
+void eraseDoor(int x, int y);
 
-int special_tile_thor(int x, int y, int icon) {
-	int cx, cy, f;
+int specialTileThor(const int x, const int y, const int icon) {
+	int cx, cy;
 
-	f = 0;
+	int f = 0;
 	switch (icon) {
 	case 201:
-		return open_door1(x, y);
+		return openDoor1(x, y);
 	case 202:
 		if (GAME3) {
 			if (_G(thor_info)._inventory & 64) {
 				if (_G(thor_info)._object == 4) {
-					erase_door(y, x);
+					eraseDoor(y, x);
 					deleteObject();
 					return 1;
 				}
@@ -73,7 +73,9 @@ int special_tile_thor(int x, int y, int icon) {
 			if (!_G(setup).f19)
 				_G(slip_flag) = true;
 			return 1;
-		} else if (GAME3) {
+		}
+
+		if (GAME3) {
 			if (_G(thor)->_x < 4)
 				_G(end_tile) = true;
 			return 1;
@@ -96,9 +98,9 @@ int special_tile_thor(int x, int y, int icon) {
 			return 1;
 		break;
 	case 209:
-		return cash_door1(x, y, 10);
+		return cashDoor1(x, y, 10);
 	case 210:
-		return cash_door1(x, y, 100);
+		return cashDoor1(x, y, 100);
 	case 211:
 		if (GAME1) {
 			placeTile(y, x, 79);
@@ -113,7 +115,7 @@ int special_tile_thor(int x, int y, int icon) {
 				Common::fill(_G(scrn)._actorInvis, _G(scrn)._actorInvis + 16, 0);
 				_G(thunder_flag) = 60;
 				play_sound(THUNDER, true);
-				_G(setup).f22 = 1;
+				_G(setup).f22 = true;
 			}
 		} else {
 			// Game 3
@@ -134,16 +136,16 @@ int special_tile_thor(int x, int y, int icon) {
 				_G(thor)->_vulnerableCountdown = STAMINA;
 				play_sound(WOOP, false);
 
-				int nt = _G(scrn)._newLevelLocation[icon - 214];
-				int display_page = _G(pge);
-				int draw_page = _G(pge) ^ 1;
+				const int nt = _G(scrn)._newLevelLocation[icon - 214];
+				const int displayPage = _G(pge);
+				const int drawPage = _G(pge) ^ 1;
 
-				_G(thor)->_lastX[display_page] = _G(thor)->_x;
-				_G(thor)->_lastY[display_page] = _G(thor)->_y;
+				_G(thor)->_lastX[displayPage] = _G(thor)->_x;
+				_G(thor)->_lastY[displayPage] = _G(thor)->_y;
 				_G(thor)->_x = (nt % 20) * 16;
 				_G(thor)->_y = ((nt / 20) * 16) - 2;
-				_G(thor)->_lastX[draw_page] = _G(thor)->_x;
-				_G(thor)->_lastY[draw_page] = _G(thor)->_y;
+				_G(thor)->_lastX[drawPage] = _G(thor)->_x;
+				_G(thor)->_lastY[drawPage] = _G(thor)->_y;
 				return 0;
 			}
 			return 1;
@@ -203,11 +205,14 @@ int special_tile_thor(int x, int y, int icon) {
 		}
 
 		return 1;
+
+	default:
+		break;
 	}
 	return 0;
 }
 
-int special_tile(Actor *actr, int x, int y, int icon) {
+int specialTile(Actor *actor, int x, int y, const int icon) {
 	switch (icon) {
 	case 201:
 	case 202:
@@ -231,7 +236,7 @@ int special_tile(Actor *actr, int x, int y, int icon) {
 	case 225:
 	case 226:
 	case 227:
-		if (!actr->_flying)
+		if (!actor->_flying)
 			return 0;
 		return 1;
 	default:
@@ -241,42 +246,43 @@ int special_tile(Actor *actr, int x, int y, int icon) {
 	return 0;
 }
 
-void erase_door(int x, int y) {
+void eraseDoor(int x, int y) {
 	play_sound(DOOR, false);
 	_G(scrn)._iconGrid[y][x] = _G(scrn)._backgroundColor;
 }
 
-int open_door1(int y, int x) {
+int openDoor1(int y, int x) {
 	if (_G(thor_info)._keys > 0) {
-		erase_door(x, y);
+		eraseDoor(x, y);
 		_G(thor_info)._keys--;
 
 		return 1;
-	} else {
-		if (!_G(door_inform)) {
-			odinSpeaks(2003, 0);
-			_G(door_inform) = true;
-		}
+	}
+
+	if (!_G(door_inform)) {
+		odinSpeaks(2003, 0);
+		_G(door_inform) = true;
 	}
 
 	return 0;
 }
 
-int cash_door1(int y, int x, int amount) {
+int cashDoor1(int y, int x, int amount) {
 	if (_G(thor_info)._jewels >= amount) {
-		erase_door(x, y);
+		eraseDoor(x, y);
 		_G(thor_info)._jewels -= amount;
 
 		return 1;
-	} else {
-		if (amount == 10 && !_G(cash1_inform)) {
-			odinSpeaks(2005, 0);
-			_G(cash1_inform) = true;
-		}
-		if (amount == 100 && !_G(cash2_inform)) {
-			odinSpeaks(2004, 0);
-			_G(cash2_inform) = true;
-		}
+	}
+
+	if (amount == 10 && !_G(cash1_inform)) {
+		odinSpeaks(2005, 0);
+		_G(cash1_inform) = true;
+	}
+
+	if (amount == 100 && !_G(cash2_inform)) {
+		odinSpeaks(2004, 0);
+		_G(cash2_inform) = true;
 	}
 
 	return 0;
diff --git a/engines/got/game/special_tile.h b/engines/got/game/special_tile.h
index 339d247c171..362a2eb950b 100644
--- a/engines/got/game/special_tile.h
+++ b/engines/got/game/special_tile.h
@@ -26,8 +26,8 @@
 
 namespace Got {
 
-extern int special_tile_thor(int x, int y, int icon);
-extern int special_tile(Actor *actr, int x, int y, int icon);
+extern int specialTileThor(int x, int y, int icon);
+extern int specialTile(Actor *actor, int x, int y, int icon);
 
 } // namespace Got
 


Commit: d37b7918e122769ea6c2ca126f6de23694182563
    https://github.com/scummvm/scummvm/commit/d37b7918e122769ea6c2ca126f6de23694182563
Author: Strangerke (arnaud.boutonne at gmail.com)
Date: 2025-01-21T08:36:14+01:00

Commit Message:
GOT: Fix several issues reported by Coverity

Changed paths:
    engines/got/game/script.cpp
    engines/got/game/script.h
    engines/got/views/dialogs/select_item.cpp


diff --git a/engines/got/game/script.cpp b/engines/got/game/script.cpp
index 8be3570c2a3..9eef5562cbc 100644
--- a/engines/got/game/script.cpp
+++ b/engines/got/game/script.cpp
@@ -120,9 +120,9 @@ void Scripts::runScript(bool firstTime) {
 	Common::fill(_gosubStack, _gosubStack + 32, (char *)nullptr);
 	_gosubPtr = 0;
 
-	Common::fill(_forVar, _forVar + 10, 0);
-	Common::fill(_forVal, _forVal + 10, 0);
-	Common::fill(_forStack, _forStack + 10, (char *)nullptr);
+	Common::fill(_forVar, _forVar + 11, 0);
+	Common::fill(_forVal, _forVal + 11, 0);
+	Common::fill(_forStack, _forStack + 11, (char *)nullptr);
 	_forPtr = 0;
 
 	int i = readScriptFile();
@@ -154,7 +154,7 @@ void Scripts::scriptLoop() {
 		}
 
 		if (ret > 0) {
-			ret = exec_command(ret);
+			ret = execCommand(ret);
 			if (ret == -100) { // RUN command
 				if (_buffer)
 					free(_buffer);
@@ -1109,7 +1109,7 @@ int Scripts::cmd_exec() {
 	return 0;
 }
 
-int Scripts::exec_command(int num) {
+int Scripts::execCommand(int num) {
 	char ch;
 
 	int ret = 0;
diff --git a/engines/got/game/script.h b/engines/got/game/script.h
index 934b75d61aa..336eb9083a6 100644
--- a/engines/got/game/script.h
+++ b/engines/got/game/script.h
@@ -54,9 +54,9 @@ private:
     int   _numLabels = 0;          // number of labels
     char  *_gosubStack[32] = {};   // stack for GOSUB return addresses
     int   _gosubPtr = 0;           // GOSUB stack pointer
-    char  *_forStack[10] = {};     // FOR stack
-    long  _forVal[10] = {};        // current FOR value
-    int8  _forVar[10] = {};        // ending FOR value (target var)
+    char  *_forStack[11] = {};     // FOR stack
+    long  _forVal[11] = {};        // current FOR value
+    int8  _forVar[11] = {};        // ending FOR value (target var)
     int8  _forPtr = 0;	           // FOR stack pointer
     char  *_buffPtr = nullptr;     // pointer to current command
     char  *_buffEnd = nullptr;	   // pointer to end of buffer
@@ -79,7 +79,7 @@ private:
     int  calcString(int mode);
     void getStr();
     int  getInternalVariable();
-    int  exec_command(int num);
+    int  execCommand(int num);
     int getLine(char *src, char *dst);
     void scriptEntry() {}
     void scriptExit();
diff --git a/engines/got/views/dialogs/select_item.cpp b/engines/got/views/dialogs/select_item.cpp
index aded5d0451a..b5fbddedff5 100644
--- a/engines/got/views/dialogs/select_item.cpp
+++ b/engines/got/views/dialogs/select_item.cpp
@@ -48,7 +48,7 @@ void SelectItem::draw() {
 		return;
 	}
 
-	int b = 1;
+	uint b = 1;
 	for (int l = 0; l < 7; l++, b = b << 1) {
 		if (_G(thor_info)._inventory & b) {
 			if (l < 6)
@@ -80,7 +80,7 @@ bool SelectItem::msgFocus(const FocusMessage &msg) {
 		if (_selectedItem < 1)
 			_selectedItem = 0;
 
-		int b = 1 << _selectedItem;
+		uint b = 1 << _selectedItem;
 		for (;;) {
 			if (_G(thor_info)._inventory & b)
 				break;
@@ -97,7 +97,7 @@ bool SelectItem::msgFocus(const FocusMessage &msg) {
 }
 
 bool SelectItem::msgAction(const ActionMessage &msg) {
-	int b;
+	uint b;
 
 	if (_G(thor_info)._inventory == 0) {
 		close();




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