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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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@ -154,7 +154,7 @@ void EnPoh_Init(Actor* thisx, GlobalContext* globalCtx) {
func_80061ED4(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
this->unk_194 = 0;
this->unk_195 = 32;
this->visibilityTimer = Math_Rand_S16Offset(700, 300);
this->visibilityTimer = Rand_S16Offset(700, 300);
this->lightNode = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo);
Lights_PointGlowSetInfo(&this->lightInfo, this->actor.initPosRot.pos.x, this->actor.initPosRot.pos.y,
this->actor.initPosRot.pos.z, 255, 255, 255, 0);
@ -212,14 +212,14 @@ void EnPoh_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void func_80ADE114(EnPoh* this) {
SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, this->info->unk_C);
this->unk_198 = Math_Rand_S16Offset(2, 3);
this->unk_198 = Rand_S16Offset(2, 3);
this->actionFunc = func_80ADEAC4;
this->actor.speedXZ = 0.0f;
}
void EnPoh_SetupIdle(EnPoh* this) {
SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, this->info->unk_10);
this->unk_198 = Math_Rand_S16Offset(15, 3);
this->unk_198 = Rand_S16Offset(15, 3);
this->actionFunc = EnPoh_Idle;
}
@ -414,8 +414,8 @@ void func_80ADE9BC(EnPoh* this) {
void EnPoh_MoveTowardsPlayerHeight(EnPoh* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Math_ApproxF(&this->actor.posRot.pos.y, player->actor.posRot.pos.y, 1.0f);
this->actor.posRot.pos.y += 2.5f * Math_Sins(this->unk_195 * 0x800);
Math_StepToF(&this->actor.posRot.pos.y, player->actor.posRot.pos.y, 1.0f);
this->actor.posRot.pos.y += 2.5f * Math_SinS(this->unk_195 * 0x800);
if (this->unk_195 != 0) {
this->unk_195 -= 1;
}
@ -428,7 +428,7 @@ void func_80ADEA5C(EnPoh* this) {
if (func_8002DBB0(&this->actor, &this->actor.initPosRot.pos) > 400.0f) {
this->unk_19C = func_8002DAC0(&this->actor, &this->actor.initPosRot.pos);
}
Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, this->unk_19C, 0x71C);
Math_ScaledStepToS(&this->actor.posRot.rot.y, this->unk_19C, 0x71C);
}
void func_80ADEAC4(EnPoh* this, GlobalContext* globalCtx) {
@ -449,7 +449,7 @@ void func_80ADEAC4(EnPoh* this, GlobalContext* globalCtx) {
void EnPoh_Idle(EnPoh* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
Math_ApproxF(&this->actor.speedXZ, 1.0f, 0.2f);
Math_StepToF(&this->actor.speedXZ, 1.0f, 0.2f);
if (func_800A56C8(&this->skelAnime, 0.0f) && this->unk_198 != 0) {
this->unk_198--;
}
@ -458,7 +458,7 @@ void EnPoh_Idle(EnPoh* this, GlobalContext* globalCtx) {
if (this->actor.xzDistFromLink < 200.0f && this->unk_198 < 19) {
func_80ADE1BC(this);
} else if (this->unk_198 == 0) {
if (Math_Rand_ZeroOne() < 0.1f) {
if (Rand_ZeroOne() < 0.1f) {
func_80ADE514(this);
} else {
func_80ADE114(this);
@ -480,11 +480,11 @@ void func_80ADEC9C(EnPoh* this, GlobalContext* globalCtx) {
}
facingDiff = this->actor.yawTowardsLink - player->actor.shape.rot.y;
if (facingDiff >= 0x3001) {
Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink + 0x3000, 0x71C);
Math_ScaledStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink + 0x3000, 0x71C);
} else if (facingDiff < -0x3000) {
Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink - 0x3000, 0x71C);
Math_ScaledStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink - 0x3000, 0x71C);
} else {
Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 0x71C);
Math_ScaledStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 0x71C);
}
EnPoh_MoveTowardsPlayerHeight(this, globalCtx);
if (this->actor.xzDistFromLink > 280.0f) {
@ -508,7 +508,7 @@ void EnPoh_Attack(EnPoh* this, GlobalContext* globalCtx) {
}
EnPoh_MoveTowardsPlayerHeight(this, globalCtx);
if (this->unk_198 >= 10) {
Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 0xE38);
Math_ScaledStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 0xE38);
} else if (this->unk_198 == 9) {
this->actor.speedXZ = 5.0f;
this->skelAnime.animPlaybackSpeed = 2.0f;
@ -519,7 +519,7 @@ void EnPoh_Attack(EnPoh* this, GlobalContext* globalCtx) {
}
void func_80ADEECC(EnPoh* this, GlobalContext* globalCtx) {
Math_ApproxF(&this->actor.speedXZ, 0.0f, 0.5f);
Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f);
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
if (this->actor.colChkInfo.health != 0) {
func_80ADE368(this);
@ -532,7 +532,7 @@ void func_80ADEECC(EnPoh* this, GlobalContext* globalCtx) {
void func_80ADEF38(EnPoh* this, GlobalContext* globalCtx) {
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
this->lightColor.a = 255;
this->visibilityTimer = Math_Rand_S16Offset(700, 300);
this->visibilityTimer = Rand_S16Offset(700, 300);
this->actor.flags |= 1;
EnPoh_SetupIdle(this);
} else if (this->skelAnime.animCurrentFrame > 10.0f) {
@ -547,7 +547,7 @@ void func_80ADEF38(EnPoh* this, GlobalContext* globalCtx) {
void EnPoh_ComposerAppear(EnPoh* this, GlobalContext* globalCtx) {
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime)) {
this->lightColor.a = 255;
this->visibilityTimer = Math_Rand_S16Offset(700, 300);
this->visibilityTimer = Rand_S16Offset(700, 300);
this->actor.flags |= 1;
EnPoh_SetupIdle(this);
} else {
@ -565,14 +565,14 @@ void func_80ADF15C(EnPoh* this, GlobalContext* globalCtx) {
this->unk_198++;
if (this->unk_198 < 8) {
if (this->unk_198 < 5) {
vec.y = Math_Sins((this->unk_198 * 0x1000) - 0x4000) * 23.0f + (this->actor.posRot.pos.y + 40.0f);
multiplier = Math_Coss((this->unk_198 * 0x1000) - 0x4000) * 23.0f;
vec.x = Math_Sins(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * multiplier + this->actor.posRot.pos.x;
vec.z = Math_Coss(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * multiplier + this->actor.posRot.pos.z;
vec.y = Math_SinS((this->unk_198 * 0x1000) - 0x4000) * 23.0f + (this->actor.posRot.pos.y + 40.0f);
multiplier = Math_CosS((this->unk_198 * 0x1000) - 0x4000) * 23.0f;
vec.x = Math_SinS(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * multiplier + this->actor.posRot.pos.x;
vec.z = Math_CosS(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * multiplier + this->actor.posRot.pos.z;
} else {
vec.y = (this->actor.posRot.pos.y + 40.0f) + (15.0f * (this->unk_198 - 5));
vec.x = Math_Sins(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * 23.0f + this->actor.posRot.pos.x;
vec.z = Math_Coss(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * 23.0f + this->actor.posRot.pos.z;
vec.x = Math_SinS(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * 23.0f + this->actor.posRot.pos.x;
vec.z = Math_CosS(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * 23.0f + this->actor.posRot.pos.z;
}
EffectSsDeadDb_Spawn(globalCtx, &vec, &D_80AE1B60, &D_80AE1B6C, this->unk_198 * 10 + 80, 0, 255, 255, 255, 255,
0, 0, 255, 1, 9, 1);
@ -607,14 +607,14 @@ void func_80ADF574(EnPoh* this, GlobalContext* globalCtx) {
EnPoh_SetupIdle(this);
this->unk_198 = 23;
} else {
Math_ApproxF(&this->actor.speedXZ, 0.0f, 0.5f);
Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f);
this->actor.shape.rot.y += 0x1000;
}
}
void func_80ADF5E0(EnPoh* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
if (Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, this->unk_19C, 1820) != 0) {
if (Math_ScaledStepToS(&this->actor.posRot.rot.y, this->unk_19C, 1820) != 0) {
EnPoh_SetupIdle(this);
}
if (this->actor.xzDistFromLink < 200.0f) {
@ -631,7 +631,7 @@ void EnPoh_Disappear(EnPoh* this, GlobalContext* globalCtx) {
EnPoh_MoveTowardsPlayerHeight(this, globalCtx);
this->lightColor.a = this->unk_194 * 7.96875f;
if (this->unk_194 == 0) {
this->visibilityTimer = Math_Rand_S16Offset(100, 50);
this->visibilityTimer = Rand_S16Offset(100, 50);
EnPoh_SetupIdle(this);
}
}
@ -642,7 +642,7 @@ void EnPoh_Appear(EnPoh* this, GlobalContext* globalCtx) {
EnPoh_MoveTowardsPlayerHeight(this, globalCtx);
this->lightColor.a = this->unk_194 * 7.96875f;
if (this->unk_194 == 32) {
this->visibilityTimer = Math_Rand_S16Offset(700, 300);
this->visibilityTimer = Rand_S16Offset(700, 300);
this->unk_194 = 0;
EnPoh_SetupIdle(this);
}
@ -652,10 +652,10 @@ void func_80ADF894(EnPoh* this, GlobalContext* globalCtx) {
f32 multiplier;
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
multiplier = Math_Sins(this->unk_195 * 0x800) * 3.0f;
this->actor.posRot.pos.x -= multiplier * Math_Coss(this->actor.shape.rot.y);
this->actor.posRot.pos.z += multiplier * Math_Sins(this->actor.shape.rot.y);
Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink + 0x8000, 0x71C);
multiplier = Math_SinS(this->unk_195 * 0x800) * 3.0f;
this->actor.posRot.pos.x -= multiplier * Math_CosS(this->actor.shape.rot.y);
this->actor.posRot.pos.z += multiplier * Math_SinS(this->actor.shape.rot.y);
Math_ScaledStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink + 0x8000, 0x71C);
EnPoh_MoveTowardsPlayerHeight(this, globalCtx);
if (this->unk_198 == 0 || this->actor.xzDistFromLink > 250.0f) {
this->actor.posRot.rot.y = this->actor.shape.rot.y;
@ -738,7 +738,7 @@ void func_80ADFE80(EnPoh* this, GlobalContext* globalCtx) {
this->actor.flags &= ~0x10000;
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderCyl.base);
}
this->actor.posRot.pos.y = Math_Sins(this->unk_195 * 0x800) * 5.0f + this->actor.initPosRot.pos.y;
this->actor.posRot.pos.y = Math_SinS(this->unk_195 * 0x800) * 5.0f + this->actor.initPosRot.pos.y;
if (this->unk_195 != 0) {
this->unk_195 -= 1;
}
@ -929,7 +929,7 @@ void func_80AE089C(EnPoh* this) {
this->envColor.r = this->envColor.g = this->envColor.b = (s16)(this->skelAnime.animCurrentFrame * 16.66f) + 55;
this->envColor.a = this->skelAnime.animCurrentFrame * 16.666666f;
} else {
rand = Math_Rand_ZeroOne();
rand = Rand_ZeroOne();
this->envColor.r = (s16)(rand * 30.0f) + 225;
this->envColor.g = (s16)(rand * 100.0f) + 155;
this->envColor.b = (s16)(rand * 160.0f) + 95;