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Consistent naming for Math_ functions (#542)

* Darkmeiro decompilation

Bg_Gnd_Darkmeiro decompiled, matched, and documented.

* give this a shot

* fix conflict

* one more try

* could be useful

* whoops

* ZAP2 stuff

* ZAP why

* ZAP again

* maths

* Factoriali -> Factorial

* soon, soon

* renames

* rand

* docs

* merged

* formatting

* little more cleanup

* asm crept back in

* changes to MathF

* smooth criminal

* functions.h
This commit is contained in:
petrie911 2020-12-26 04:44:53 -06:00 committed by GitHub
parent 81c269b417
commit 8fa6cb6ff9
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
1329 changed files with 8413 additions and 8374 deletions

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@ -151,9 +151,9 @@ void EnFd_SpawnDot(EnFd* this, GlobalContext* globalCtx) {
pos.x = this->actor.posRot.pos.x;
pos.y = this->actor.groundY + 4.0f;
pos.z = this->actor.posRot.pos.z;
accel.x = (Math_Rand_ZeroOne() - 0.5f) * 2.0f;
accel.y = ((Math_Rand_ZeroOne() - 0.5f) * 0.2f) + 0.3f;
accel.z = (Math_Rand_ZeroOne() - 0.5f) * 2.0f;
accel.x = (Rand_ZeroOne() - 0.5f) * 2.0f;
accel.y = ((Rand_ZeroOne() - 0.5f) * 0.2f) + 0.3f;
accel.z = (Rand_ZeroOne() - 0.5f) * 2.0f;
EnFd_AddEffect(this, FD_EFFECT_FLAME, &pos, &velocity, &accel, 8, 0.6f, 0.2f);
}
}
@ -296,8 +296,8 @@ Vec3f* EnFd_GetPosAdjAroundCircle(Vec3f* dst, EnFd* this, f32 radius, s16 dir) {
Vec3f newPos;
angle = Math_Vec3f_Yaw(&this->actor.initPosRot.pos, &this->actor.posRot.pos) + (dir * 0x1554); // ~30 degrees
newPos.x = (Math_Sins(angle) * radius) + this->actor.initPosRot.pos.x;
newPos.z = (Math_Coss(angle) * radius) + this->actor.initPosRot.pos.z;
newPos.x = (Math_SinS(angle) * radius) + this->actor.initPosRot.pos.x;
newPos.z = (Math_CosS(angle) * radius) + this->actor.initPosRot.pos.z;
newPos.x -= this->actor.posRot.pos.x;
newPos.z -= this->actor.posRot.pos.z;
*dst = newPos;
@ -327,7 +327,7 @@ s32 EnFd_ShouldStopRunning(EnFd* this, GlobalContext* globalCtx, f32 radius, s16
return false;
}
if (Math_Rand_ZeroOne() > 0.5f) {
if (Rand_ZeroOne() > 0.5f) {
*runDir = -*runDir;
}
return true;
@ -335,7 +335,7 @@ s32 EnFd_ShouldStopRunning(EnFd* this, GlobalContext* globalCtx, f32 radius, s16
void EnFd_Fade(EnFd* this, GlobalContext* globalCtx) {
if (this->invincibilityTimer != 0) {
Math_SmoothScaleMaxMinF(&this->fadeAlpha, 0.0f, 0.3f, 10.0f, 0.0f);
Math_SmoothStepToF(&this->fadeAlpha, 0.0f, 0.3f, 10.0f, 0.0f);
this->actor.shape.unk_14 = this->fadeAlpha;
if (!(this->fadeAlpha >= 0.9f)) {
this->invincibilityTimer = 0;
@ -360,7 +360,7 @@ void EnFd_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_SetScale(&this->actor, 0.01f);
this->firstUpdateFlag = true;
this->actor.gravity = -1.0f;
this->runDir = Math_Rand_ZeroOne() < 0.5f ? -1 : 1;
this->runDir = Rand_ZeroOne() < 0.5f ? -1 : 1;
this->actor.naviEnemyId = 0x22;
this->actionFunc = EnFd_Reappear;
}
@ -412,12 +412,12 @@ void EnFd_JumpToGround(EnFd* this, GlobalContext* globalCtx) {
void EnFd_Land(EnFd* this, GlobalContext* globalCtx) {
Vec3f adjPos;
Math_SmoothScaleMaxMinF(&this->skelAnime.animPlaybackSpeed, 1.0f, 0.1f, 1.0f, 0.0f);
Math_SmoothStepToF(&this->skelAnime.animPlaybackSpeed, 1.0f, 0.1f, 1.0f, 0.0f);
if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount)) {
this->spinTimer = Math_Rand_S16Offset(60, 90);
this->spinTimer = Rand_S16Offset(60, 90);
this->runRadius = Math_Vec3f_DistXYZ(&this->actor.posRot.pos, &this->actor.initPosRot.pos);
EnFd_GetPosAdjAroundCircle(&adjPos, this, this->runRadius, this->runDir);
this->actor.posRot.rot.y = Math_atan2f(adjPos.x, adjPos.z) * (0x8000 / M_PI);
this->actor.posRot.rot.y = Math_FAtan2F(adjPos.x, adjPos.z) * (0x8000 / M_PI);
func_80034EC0(&this->skelAnime, sAnimations, 4);
this->actionFunc = EnFd_SpinAndSpawnFire;
}
@ -452,7 +452,7 @@ void EnFd_SpinAndSpawnFire(EnFd* this, GlobalContext* globalCtx) {
rotSpeed = 0.0f;
tgtSpeed = fabsf(deceleration);
deceleration /= tgtSpeed;
Math_SmoothScaleMaxF(&rotSpeed, tgtSpeed, 0.6f, 0x2000);
Math_ApproachF(&rotSpeed, tgtSpeed, 0.6f, 0x2000);
rotSpeed *= deceleration;
this->actor.shape.rot.y += (s16)rotSpeed;
rotSpeed = fabsf(rotSpeed);
@ -465,7 +465,7 @@ void EnFd_SpinAndSpawnFire(EnFd* this, GlobalContext* globalCtx) {
this->initYawToInitPos = Math_Vec3f_Yaw(&this->actor.initPosRot.pos, &this->actor.posRot.pos);
this->curYawToInitPos = this->runDir < 0 ? 0xFFFF : 0;
this->circlesToComplete = (globalCtx->state.frames & 7) + 2;
this->spinTimer = Math_Rand_S16Offset(30, 120);
this->spinTimer = Rand_S16Offset(30, 120);
func_80034EC0(&this->skelAnime, sAnimations, 3);
this->actionFunc = EnFd_Run;
}
@ -516,16 +516,16 @@ void EnFd_Run(EnFd* this, GlobalContext* globalCtx) {
} else {
runRadiusTarget = 200.0f;
}
Math_SmoothScaleMaxMinF(&this->runRadius, runRadiusTarget, 0.3f, 100.0f, 0.0f);
Math_SmoothStepToF(&this->runRadius, runRadiusTarget, 0.3f, 100.0f, 0.0f);
EnFd_GetPosAdjAroundCircle(&adjPos, this, this->runRadius, this->runDir);
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, Math_atan2f(adjPos.x, adjPos.z) * (0x8000 / M_PI), 4, 0xFA0, 1);
Math_SmoothStepToS(&this->actor.shape.rot.y, Math_FAtan2F(adjPos.x, adjPos.z) * (0x8000 / M_PI), 4, 0xFA0, 1);
this->actor.posRot.rot = this->actor.shape.rot;
func_8002F974(&this->actor, NA_SE_EN_FLAME_RUN - SFX_FLAG);
if (this->skelAnime.animCurrentFrame == 6.0f || this->skelAnime.animCurrentFrame == 13.0f ||
this->skelAnime.animCurrentFrame == 28.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLAME_KICK);
}
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 8.0f, 0.1f, 1.0f, 0.0f);
Math_SmoothStepToF(&this->actor.speedXZ, 8.0f, 0.1f, 1.0f, 0.0f);
}
/**
@ -633,12 +633,12 @@ void EnFd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
if ((globalCtx->state.frames % 2) != 0) {
for (i = 0; i < 1; i++) {
Matrix_MultVec3f(&initialPos, &pos);
pos.x += (Math_Rand_ZeroOne() - 0.5f) * 20.0f;
pos.y += (Math_Rand_ZeroOne() - 0.5f) * 40.0f;
pos.z += (Math_Rand_ZeroOne() - 0.5f) * 20.0f;
accel.x = (Math_Rand_ZeroOne() - 0.5f) * 0.4f;
accel.y = ((Math_Rand_ZeroOne() - 0.5f) * 0.2f) + 0.6f;
accel.z = (Math_Rand_ZeroOne() - 0.5f) * 0.4f;
pos.x += (Rand_ZeroOne() - 0.5f) * 20.0f;
pos.y += (Rand_ZeroOne() - 0.5f) * 40.0f;
pos.z += (Rand_ZeroOne() - 0.5f) * 20.0f;
accel.x = (Rand_ZeroOne() - 0.5f) * 0.4f;
accel.y = ((Rand_ZeroOne() - 0.5f) * 0.2f) + 0.6f;
accel.z = (Rand_ZeroOne() - 0.5f) * 0.4f;
EnFd_AddEffect(this, FD_EFFECT_DOT, &pos, &velocity, &accel, 0, 0.006f, 0.0f);
}
}
@ -710,7 +710,7 @@ void EnFd_AddEffect(EnFd* this, u8 type, Vec3f* pos, Vec3f* velocity, Vec3f* acc
eff->velocity = *velocity;
if (eff->type == FD_EFFECT_DOT) {
eff->color.a = 255;
eff->timer = (s16)(Math_Rand_ZeroOne() * 10.0f);
eff->timer = (s16)(Rand_ZeroOne() * 10.0f);
}
return;
}
@ -726,8 +726,8 @@ void EnFd_UpdateFlames(EnFd* this) {
if (eff->timer == 0) {
eff->type = FD_EFFECT_NONE;
}
eff->accel.x = (Math_Rand_ZeroOne() * 0.4f) - 0.2f;
eff->accel.z = (Math_Rand_ZeroOne() * 0.4f) - 0.2f;
eff->accel.x = (Rand_ZeroOne() * 0.4f) - 0.2f;
eff->accel.z = (Rand_ZeroOne() * 0.4f) - 0.2f;
eff->pos.x += eff->velocity.x;
eff->pos.y += eff->velocity.y;
eff->pos.z += eff->velocity.z;