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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Address review
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+4
-4
@@ -11,7 +11,7 @@ extern "C" {
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#define SHT_MAX 32767.0f
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#define SHT_MINV (1.0f / SHT_MAX)
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#define ABS(x) ((x) >= 0) ? (x) : -(x)
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#define ABS(x) (((x) >= 0) ? (x) : -(x))
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#define SQ(x) ((x)*(x))
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typedef struct xy_s {
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@@ -71,10 +71,10 @@ extern void none_proc2(ACTOR* actor, GAME* game);
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extern int _Game_play_isPause(GAME_PLAY* play);
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extern f32 check_percent_abs(f32 x, f32 min, f32 max, f32 scale, int shift_by_min);
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extern f32 get_percent_forAccelBrake(f32 now, f32 start, f32 end, f32 accelerate, f32 brake);
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extern void Game_play_Projection_Trans(GAME_PLAY* play, xyz_t* wpos, xyz_t* screen_pos);
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extern f32 get_percent_forAccelBrake(const f32 now, const f32 start, const f32 end, const f32 accelerateDist, const f32 brakeDist);
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extern void Game_play_Projection_Trans(GAME_PLAY* const play, xyz_t* wpos, xyz_t* screen_pos);
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extern f32 get_percent(int max, int min, int x);
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extern f32 get_percent(const int max, const int min, const int x);
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#ifdef __cplusplus
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}
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+35
-34
@@ -6,7 +6,7 @@
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* and memory operations. These functions include:
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*
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* - mem_copy(): Copy memory from one location to another.
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* - mem_clear(): Clear a memory area.
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* - mem_clear(): Clear (set) a memory area to a given value.
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* - mem_cmp(): Compare two memory areas.
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* - cos_s(): Calculate the cosine of a short angle.
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* - sin_s(): Calculate the sine of a short angle.
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@@ -402,11 +402,11 @@ extern f32 search_position_distanceXZ(const xyz_t* const pos,
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}
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/**
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* @brief Calculate the angle in the Y axis between two xyz_t structures.
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* @brief Calculate the angle in the Y axis (yaw) between two xyz_t positions.
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*
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* @param pos Pointer to the first xyz_t structure representing the position.
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* @param pos Pointer to the first xyz_t structure representing the current position.
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* @param target Pointer to the second xyz_t structure representing the target position.
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* @return The angle in the Y axis between the two xyz_t structures.
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* @return The angle in the Y axis (yaw) between the two xyz_t positions.
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*/
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extern s16 search_position_angleY(const xyz_t* const pos,
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const xyz_t* const target) {
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@@ -417,11 +417,11 @@ extern s16 search_position_angleY(const xyz_t* const pos,
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}
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/**
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* @brief Calculate the angle in the X axis between two xyz_t structures.
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* @brief Calculate the angle in the X axis (pitch) between two xyz_t positions.
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*
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* @param pos Pointer to the first xyz_t structure representing the position.
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* @param pos Pointer to the first xyz_t structure representing the current position.
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* @param target Pointer to the second xyz_t structure representing the target position.
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* @return The angle in the X axis between the two xyz_t structures.
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* @return The angle in the X axis (pitch) between the two xyz_t structures.
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*/
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extern s16 search_position_angleX(const xyz_t* const pos,
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const xyz_t* const target) {
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@@ -517,7 +517,7 @@ extern void add_calc2(f32* pValue, f32 target, f32 fraction, f32 maxStep) {
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}
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/**
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* @brief Subtract a calculated value from a variable by a fractionial percent with a maximum step limit.
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* @brief Step a variable towards 0 by a fixed fraction, with a specified maximum possible step.
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*
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* @param pValue Pointer to the input variable.
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* @param fraction Fraction to use in the step size calculation.
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@@ -676,10 +676,11 @@ extern int _Game_play_isPause(GAME_PLAY* play) { return (play->isPause != 0); }
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/**
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* @brief Calculate a percentage with respect to minimum and maximum values, and apply scaling.
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*
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* This function calculates a percentage with respect to given minimum and maximum values.
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* The percentage is then scaled by the provided scale factor. If shift_by_min is set,
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* the percentage is shifted by the minimum value.
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*
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* - If `x` is closer to 0 than `min`, return 0
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* - If `x` is further from 0 than `max`, return the sign of `x`
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* - Otherwise, scale `x` by `scale` and return it.
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* If `shift_by_min`, move `x` by `min` towards 0 before scaling it.
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*
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* @param x Input value to check.
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* @param min Minimum value for the range.
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@@ -719,12 +720,12 @@ extern f32 check_percent_abs(f32 x, f32 min, f32 max, f32 scale,
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* @param now Current position value.
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* @param start Start position value.
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* @param end End position value.
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* @param accelerate Acceleration distance.
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* @param brake Braking distance.
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* @param accelerateDist Acceleration distance.
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* @param brakeDist Braking distance.
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* @return Percentage of completion.
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*/
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extern f32 get_percent_forAccelBrake(f32 now, f32 start, f32 end,
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f32 accelerate, f32 brake) {
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extern f32 get_percent_forAccelBrake(const f32 now, const f32 start, const f32 end,
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const f32 accelerateDist, const f32 brakeDist) {
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f32 percent;
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f32 total_delta;
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f32 now_delta;
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@@ -738,31 +739,31 @@ extern f32 get_percent_forAccelBrake(f32 now, f32 start, f32 end,
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}
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total_delta = end - start;
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now_delta = now - start;
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if (total_delta < (accelerate + brake)) {
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if (total_delta < (accelerateDist + brakeDist)) {
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return 0.0f;
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}
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step = 1.0f / (((2.0f * total_delta) - accelerate) - brake);
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if (accelerate != 0.0f) {
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if (now_delta <= accelerate) {
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step = 1.0f / (((2.0f * total_delta) - accelerateDist) - brakeDist);
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if (accelerateDist != 0.0f) {
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if (now_delta <= accelerateDist) {
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percent = (now_delta * (step * now_delta));
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percent /= accelerate;
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percent /= accelerateDist;
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return percent;
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}
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percent = step * accelerate;
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percent = step * accelerateDist;
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} else {
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percent = 0.0f;
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}
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if (now_delta <= (total_delta - brake)) {
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percent += (step * 2.0f) * (now_delta - accelerate);
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if (now_delta <= (total_delta - brakeDist)) {
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percent += (step * 2.0f) * (now_delta - accelerateDist);
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return percent;
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}
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percent += (2.0f * step * ((total_delta - accelerate) - brake));
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if (brake != 0.0f) {
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percent += step * brake;
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percent += (2.0f * step * ((total_delta - accelerateDist) - brakeDist));
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if (brakeDist != 0.0f) {
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percent += step * brakeDist;
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if (now_delta < total_delta) {
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f32 diff = total_delta - now_delta;
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percent -= step * diff * diff / brake;
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percent -= step * diff * diff / brakeDist;
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}
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}
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return percent;
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@@ -775,7 +776,7 @@ extern f32 get_percent_forAccelBrake(f32 now, f32 start, f32 end,
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* @param wpos Pointer to the 3D world position (xyz_t).
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* @param screen_pos Pointer to the resulting 2D screen position (xyz_t).
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*/
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extern void Game_play_Projection_Trans(GAME_PLAY* play, xyz_t* wpos,
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extern void Game_play_Projection_Trans(GAME_PLAY* const play, xyz_t* wpos,
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xyz_t* screen_pos) {
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f32 w;
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@@ -797,17 +798,17 @@ extern void Game_play_Projection_Trans(GAME_PLAY* play, xyz_t* wpos,
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* @param x Input value to check.
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* @return Percentage of the input value within the specified range.
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*/
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extern f32 get_percent(int max, int min, int x) {
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f32 check;
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extern f32 get_percent(const int max, const int min, const int x) {
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f32 total_delta;
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f32 percent;
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percent = 1.0f;
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if (x < min) {
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percent = 0.0f;
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} else if (x < max) {
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check = (f32)(max - min);
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if (check != 0.0f) {
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percent = (f32)(x - min) / check;
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total_delta = max - min;
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if (total_delta != 0.0f) {
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percent = (f32)(x - min) / total_delta;
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if (percent > 1.0f) {
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percent = 1.0f;
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}
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